Dungeon · Wetlands
Excavation Site: Wetlands
Five-player dungeon in the Wetlands, four bosses, tuned to punish groups without disease and bleed removal.
Saltspine
He patrols the edge of the crocolisk lake, so the tank pulls him away from his pack and avoids bringing other mobs. Dust Storm greatly reduces the threat he generates for the tank, so the tank should expect to hold him less firmly than usual, and Tendon
Rip slows the tank hard.
Healers and ranged stay outside 10 yards to avoid Dust Storm, which hits everyone within that range with physical damage and a lowered chance to hit. Melee will miss more while it lasts, and one player can call the storm for the others.
In short: pull him away from his pack, ranged stay out of Dust Storm, and expect threat to drop.
| Ability | Effect |
|---|---|
| Physical damage to enemies within about 10 yards and lowers their chance to hit by 25%; also greatly reduces the threat the tank generates. | |
| Tendon Rip | Bleeds and slows by a large amount. |
| Steals life from the target; named for the crocolisk and raptor attacks. |
Shadetooth
He walks the raptor path with two Thicket
Hunters, and the tall grass beside it hides raptor packs. The tank clears the crocolisk den and the hidden raptors first, then pulls him back to the cleared den;
Rend hits the tank steadily and he enrages near 30 to 20% health.
Healers cleanse Infected Wound, the disease the Hunters apply, quickly; it makes the target take more physical damage and lasts minutes. A
Shaman's
Tremor Totem or a
Priest's
Fear Ward on the tank counters Terrifying Roar; without them, clear the grass first so a fear does not run the tank into new packs.
Damage dealers kill or crowd-control the two Hunters while someone burns Shadetooth, and everyone saves stuns and slows for the enrage.
In short: clear the den and the grass, cleanse the disease, bring fear protection.
| Ability | Effect |
|---|---|
| Rend | Bleed on the tank, a few dozen damage every 3 seconds. |
| Enrage | At about 20 to 30% health: more attack speed and physical damage. |
| Infected Wound (Thicket Hunters) | Disease that raises physical damage taken; cleansable by |
Highland Horror
He stands near a camp hut on the path after Shadetooth, ringed by slimes that wake if the group is careless. He is an Alliance quest boss that drops no loot, and he is quick to kill once the slimes are avoided.
The tank pulls him away from the slimes. Healers and damage dealers cleanse any poison or disease from the spiders and lurkers nearby, and everyone avoids walking into the slimes.
In short: do not touch the slimes, kill him quickly, grab the quest item.
| Ability | Effect |
|---|---|
| Entangling Roots | Roots a target and does Nature damage over time. |
| Wild Regeneration | Heals himself. |
Relic Guardian
He sleeps until someone uses the control panel beside him; it is a Titan control panel. The tank faces him away from the group so the frontal cleave hits only the tank, and expects him to be a few levels above the dungeon, so threat can slip when he dodges or misses.
Healers stand outside Thunderclap range, which slows movement and attack speed, and must cover the tank through knockbacks and occasional stuns. The group can stun, slow and even kite him around the nearby structures.
In short: wake him with the panel, face him away, stay out of the stomp, kite if the tank struggles.
| Ability | Effect |
|---|---|
| Nature damage to everyone nearby, slowing attacks and movement. | |
| Arcing Smash | Frontal cleave. |
| Knock Away | Knocks the tank back and lowers threat (also written Knockaway). |
| War Stomp | Area knockback and stun. |
Levels, group size, wings, areas and bosses from the game client, build 1.60.1.70450. Text updated .Forever is in beta: any of it can change with a patch. Wetlands · All dungeons and raids