Blackheart the Inciter Alongside Cho ' gall , Blackheart the Inciter was one of the few two - headed ogres within the Shadow Council . He was dispatched alongside Vorpil to investigate Auchindoun , and remained there for many years . In time , Ner ' zhul , Teron Gorefiend and Kilrogg Deadeye fled to Auchindoun to take shelter from the pursuing Alliance armies . They had been unaware of the presence of other orcs here , but Vorpil and Blackheart welcomed them . When presented with news of the betrayal of Gul ' dan , Vorpil pledged himself to Ner ' zhul . When Danath broke into Auchindoun to rescue Kurdran , Vorpil and Blackheart fought to stop them , but were beset by ghosts of dead draenei . In the confusion , Danath slew Kilrogg Deadeye in single combat . Ner ' zhul and Gorefiend teleported themselves to the Black Temple , and Vorpil and Blackheart fled back into the Shadow Labyrinth . Till this day they remain there , tampering with cosmic forces such as Murmur . Their followers form what is known as the Cabal . Strategy . Room clearing . All of the mobs in the room will aggro when you start combat with him so the room must be fully cleared . In addition to the Instructors and the nasty four and five - pulls , there are one to several wandering stealthed Assassins that must be dealt with before you start the fight . General strategy . This boss does rather low amounts of melee damage ( in Normal mode ) and as long as the Tank has aggro he can be nuked down fairly quickly . During the fight , along with the Incite Chaos party MC , he will also periodically do a War Stomp / AoE Knockback that will kick anyone near him back a significant distance and reduce their aggro significantly . This often happens in combination with a Charge ability , making it extremely difficult at times for the Tank to hold the boss . It is a good idea to position the boss in a corner so the Tank isn ' t knocked completely out of range by the stomp and can more easily reestablish aggro . Popular spots for this include the left mound behind him and the doorway behind him . The Knockback also does a fair amount of damage , so it is best for anyone who does not need to be in melee range to be well away from him . A lot of his abilities during this fight reduce or erase the aggro table . Incite Chaos will completely reset the table , while his Knockback and Charge abilities cause significant aggro reductions . After these abilities are used , it is critical for the party to step back and let the Tank reestablish his hold on the Inciter . Stop attacks and heals and run towards the Tank so he can pick up Inciter . In normal mode there is some leeway because he does not hit all that hard , groups running Shadow Labs in Heroic mode need to get this down pat because he can two or three shot clothies if he is left on them too long . Keeping the Tank topped off with HoT ' s can help a lot with this so that healers do not draw aggro during this time . Lifebloom is particularly useful as the ending tick dumps some aggro onto the Tank . The standard strategy is to have the tank hold him against the wall on top of the left mound behind him . The rest of the party stands on the right mound and does damage . When the tank loses aggro , this arrangement makes it easy to pick Inciter back up , especially if the tank is a Warrior / Druid who can Intervene / Feral Charge to grab him very quickly . Incite Chaos . The main ability of this boss is a 15 - second Party Mind Control called Incite Chaos in which he stands back and laughs at you while you merrily beat each other to death . The ability not only causes your party to turn against one another , it also completely wipes the aggro table . This turns the fight into more of an endurance test and test of your healers than a brute force fight , as high - DPS parties are apt to kill one another very quickly during Incite Chaos . Some general tips for surviving it : After the MC the party will need to pause for a bit and let the Tank re - establish aggro on Inciter . There are only 40 seconds between each Incite Chaos , so once the Tank has some hate built up , it is important for the party to start slowly ramping up damage on the boss as soon as possible . Alternate strategies . Cubby hole . Drag him to the cubby hole area on the right side of the room . Place the group with their backs to the pillar and the tank on the outer wall . This positioning allows all party members to dps ( particularly those who need to stand at his back ) , prevents line of sight issues , and tends to limit the scattering caused by the group mind control . It is still a long fight , but positioning the boss in this way is much easier on the tank . Another approach is to fight him at the back of the room ( at the exit door ) . When he walks to the right side of the platform , the party can run to the back on the left side . If you stand at the exit door , he will not aggro until you are ready to fight . This positioning works extremely well to mitigate knock backs and scattering , although it does not allow players to fight him from behind . The Cubby Hole strategy is excellent , but difficult to get a PUG to do . Telling everyone to follow you around to the back of the room has the advantage of simplicity for even the most lackluster players . High DPS . The logic to this strategy is twofold . One is that Blackheart doesn ' t hit hard at all . This allows any DPS class , even clothies , to absorb hits without getting two shotted . The second point is that Blackheart wastes the healer ' s mana already on mana intensive spells like Chain Lightning and Holy Nova . It is better to waste your mana healing than doing damage to your friends , right ? For this strategy , you still need to blow short cooldowns that last less than 10 seconds like Adrenaline Rush . However , cooldowns that last longer , like Bloodlust , should not be wasted . Healers should not be afraid to use their top heal per second heals . When you engage Blackheart , give your tank 2 seconds to get one sunder , or whatever aggro holding move on Blackheart . Then go all out , using all your short cooldowns . Don ' t worry about pulling aggro . Blackheart hits like a chump . Just lay it all at him . Blackheart will randomly mind control you after a few seconds of beatings . After the first mind control , wait one second for the tank to try to hold aggro . If the tank doesn ' t , don ' t worry . Just lay it on Blackheart . Again , if you pull aggro , the healer should not worry about wasting mana . Its going to be wasted anyways . At the 3rd mind control , you should have Blackheart at less than 60 % . If you don ' t , then you either don ' t have enough DPS , or you are waiting too long to DPS . After the 3rd mind control , the healer needs to use his / her mana regaining ability . If it ' s a priest , shadow fiend . If it ' s a druid , innervate . If it ' s a shaman , mana pot ( or mana tide ) . If it ' s a Paladin , pot . At this stage , your DPS again needs to go all out . Don ' t worry about heals . They will keep coming . After he gets his 4th mind control off , it ' s do or die . The healer is probably out of mana at this point . If he isn ' t a resto shaman , paladin , druid , or priest , he probably wasted his potion cooldown timer . If the healer can use something like wardrums , or dark runes , or any alternative mana regaining ability , use it now . All DPS needs to bandage , and then DPS Blackheart down . If you don ' t down him this try , or get him down to at least 2 - 5 % , it ' s a wipe . Rogue Garrotte . A properly timed rogue garrotte may be able to delay or reset the timer on Incite Chaos . Quotes . Intro : Aggro : Killing a player : Help : Death :