Valithria Dreamwalker Valithria Dreamwalker , a captured green dragon , is the first boss of the Frostwing Halls wing of the Icecrown Citadel raid . The fight ends when the raid has succeeded in healing Valithria up to 100 % , while adds spawn in decreasing intervals . The fight is a chaotic battle for survival . The loss of a tank or a healer could easily result in a wipe . This boss is available since February 2 , 2010 on US servers and February 3 on EU servers . Quests . After she is restored to her powerful self she often just disappears , unless the Icecrown Citadel weekly raid quest is . If it is she ' ll take the form of a high elf and explain a few things about Sindragosa to the players . Abilities . Rot Worm . Rot worms spawn in 7 - 10 per abomination when it dies . Setup . Valithria starts at 50 % health and the objective is to heal her up to full . Between half and two - thirds of the healers should concentrate on her , while the other healers keep the raid up . This usually translates to 1 Raid healer and 1 - 2 healers on Valithria ( 10 Man ) or 2 raid healers and 3 - 4 healers on Valithria ( 25 Man ) . Adds spawn from the gates . In 25 player , all four gates spawn adds , in 10 player it ' s only the front two . The spawn rate increases over time . After 7 / ? ( 10 / 25 player ) minutes , Suppressors and Blazing Skeletons start to spawn continuously , which usually leads to a quick wipe . A basic strategy is to loosely assign one group of tanks and damage dealers per add portal . Positioning . 10 Player . Since only the closest two gates spawn adds , the back half of the room can be ignored ( except when dream portals are opened ) . One or two damage dealers should be assigned to deal with suppressors . Suppressors can spawn from either side or both at once and only have about 35 , 000 or so health . The tanks should stand in the middle between the two gates to handle any Archmage or Abomination that comes out . Valithria ' s healers should set up near her , but close enough so that the tanks can still see them in the event that something needs to be pulled off of them . 25 Player . The raid should split up into two groups , one positioned to the right of Valithria , the other to the left . Each group is responsible for the adds that spawn on their side , and should only take care of adds on the other side if all adds are dead on their side or they migrate over . Healers assigned to Valithria should stand in the middle of the room " within " Valithria , and only move to jump into portals . This forces the adds to move through the kill groups on either side of her and reduces the chance of migration and missed adds killing the healers . Follow the same kill priorities , and techniques as for 10 player . Add portal groups . The add portal groups should use the following priority list : Dream Portals . Every 30 seconds , Valithria provides portals to the Dream . These portals initially appear as small green orbs on the floor even before they can be entered . The Valithria healers should move close to these orbs and enter the portals as soon as they appear . Only one person can use each portal . The Dream is a version of the room where only Valithria , several green orbs , and the players who entered exist . The objective is to float through as many green orbs as possible . When a player touches an orb it explodes ( no damage ) and provides a stacking buff ( Emerald Vigor ) , which increases mana regeneration and healing done . After a few seconds , the players automatically return from the Dream and rejoin the rest of the raid . Now they spam heal Valithria until the next portals spawn . As the portals spawn every 30 seconds , and Emerald Vigor ' s timer is 35 sec , it should never run out and stack sizes should gradually increase up to over 30 near the end of the fight . Since Emerald Vigor also increases damage done , it may be possible to have DPS classes enter the portals . Preferably this should be a class with low ramp - up time , namely Warriors , Combat Rogues , Hunters , Shaman or any other class / spec that takes a short amount of time to do a large amount of damage . The Dream can also be used to avoid getting killed before a wipe . With good timing and a little luck , it ' s possible to enter the dream and drop out only after combat has finished . After the end of combat there are a few short seconds to run out of the area before respawn . If players stand in a Frostbolt Volley from an Archmage , they are slowed even while in the Dream . For this reason it ' s important to interrupt Frostbolt Volleys . Paladin and priest healers can quickly cleanse themselves , druid healers can shapeshift out of the effect - so make extra certain to interrupt if a shaman is going in . Strategy . Once the groups are all positioned properly , begin the fight by pulling the four Risen Archmages that are present in the room at start . They stand in a square shape around the boss on 25 player , or in a semi - circular shape between the boss and the raid on 10 player . These mobs should die quickly . The healers assigned to Valithria should take a portal when they spawn , and aim to collect as many stacks as possible each time . DPS classes shouldn ' t need to take the portals , however having a couple of good DPS building stacks can make life easier later on when the adds start spawning a lot faster . Near the end of the fight , when Valithria ' s health is already high , use Bloodlust / Heroism and don ' t enter the portals again . The proper moment for this has to be found out by experience . Assume a raid normally uses Bloodlust after the 6th portal phase and then wins after the 8th . That same raid would defeat her faster when they would use Bloodlust after the 7th portal phase , and not enter the 8th portals . Heroic Mode . Although semantically very different , the actual encounter has only a few differences on Heroic mode .