Kaz ' rogal The third boss in the Battle for Mount Hyjal , Kaz ' rogal is a rather tough DPS race . Biography . Kaz ' rogal didn ' t appear in any source during the Third War . But five years after the battle , when dark agents tried to alter the history of the Battle of Mount Hyjal , adventurer s went back to the past to help during the battle . Kaz ' rogal was a lieutenant of Archimonde and attacked the orc base , but was killed by Thrall , troops of the Third War and adventuers from the future . Raid setup and equipment . See the MH Boss Tips for general info , only one tank required . It may be possible for Tauren player characters to melee Kaz ' rogal from outside the range of his warstomp , due to their slightly larger melee range . All mana users should wear some Shadow resistance gear , because the Mark of Kaz ' rogal and all of its effects can be resisted . The whole raid should have the Shadow Protection buff from priests . Due to their low mana , protection paladins should take extra care not to hurt others when they AoE from the Mark emptying their mana pool . Horde NPCs . If Thrall and his NPCs , particularly the tauren warriors , are all up they can do about 15 % damage on their own . This can be very important near the end of the fight - there are reports of Kaz ' rogal first kills with only one surviving raid member watching while the NPCs brought down the last 7 % or so . In order to speed things up its possible to have the MT kite Kaz ' rogal through the two groups of NPCs , but it ' s just as feasible to wait until they enter the fight by themselves ( which they usually do in any case ) . Kiting is detrimental to raid DPS , so it should be done only if the NPCs do more damage by their early entry than is lost due to aggro problems by the raid . Mana management . Mana users need to do anything they can to keep their mana up . Blessing of Wisdom , Flask of Mighty Restoration and Blackened Sporefish as well as Superior Mana Oil should all be in effect . Shadowfiend s , Evocation , Mana Tide Totem , Innervate , Shamanistic Rage , etc must all be available . Paladins should set up a Judgement of Wisdom rotation to keep it up as much as possible . Mages may use Ice Block and Paladins may use Divine Shield before ( or immediately after ) being afflicted by Kaz ' rogal ' s Mark , thus avoiding one completely . Heroism / Bloodlust can be used early ( but not too early , watch aggro ) so that the high mana cost can be recovered before the first mark , or can be used late , when death is inevitable anyways . Resto Druids can shift to cat or bear forms in order to avoid death from the mark . Innervates should best be used on Shadow Priest ( s ) . Warlocks with Demonic Sacrifice can sacrifice their Felhunter for a significant MP5 bonus . Life Tap should be avoided as much as possible in order to avoid additional strain on raid healers ' mana . Hunter ' s can switch to Aspect of the Viper during the debuff which will keep the mana loss to a minimum . Toward the end of the fight when the debuff is cast more often [ around every 15 seconds or so ] , many hunters choose to leave it on Viper until Kaz ' rogal dies . When a mana user runs low , it ' s a good idea to burn the last mana quickly , and then move to a safe spot , not to harm others . Battle rezzes ( Soulstone , Ankh etc . ) are only of limited usefulness because raid members are rezzed without buffs and less than a full mana bar , therefore they usually die again on the next Mark . Nonetheless , if used right after a Mark , a rez can mean one - half mana bar of nukes ( or heals on the melee group ) , which can make the difference in a tight fight . Enrage . The first Mark of Kaz ' rogal is cast after 45 seconds . The time until the next Mark is cast is reduced by 5 seconds each time , so that the 2nd mark happens at 1 : 25 , the 3rd at 2 : 00 and so on . In the end , it ' s cast every 10 seconds . This works in effect like a soft enrage , after about four minutes mana users inevitably start to die . After some time all healers are dead , the last surviving raid members are usually rogues or DPS warriors , who must stay out of melee range and hope the NPCs bring the boss down .