Lower Blackrock Spire

### General Notes

Blackrock Veterans at the start have a charge, stun, and high melee damage; they can kill players while preventing them from being able to use their invulnerability potions or petrification flask.. Blackrock Veterans will also randomly charge players even if they are not at the top of the threat meter. Do not approach them alone.

When doing the jump skip, jump with everyone else and into a free area.

The scorpid pits are easy to fall into because of the narrow bridge and the easy-to-miss jump spot. Groups should ALWAYS call out the danger ahead of time, jump as a group, and be ready to AOE the scorpids to save a player who makes a mistake. If you do fall in, you should immediately use a Limited Invulnerability Potion AND alert the group. If the potion is not enough, you should follow it up with a petrification flask. The scorpids respawn, so they cannot be cleared as a preventative measure, unfortunately.

Blackrock Summoners can summon you to a random point in the room - including right at the edge of the scorpid pits, so DO NOT MOVE if you get summoned. These are considered kill on priority.

### Preparation

**Necessary for an Inferno Chain Run:**

* Two sources of CC or one offtank for Wyrmthalak.

**Helpful for a Cozy Inferno Chain Run:**

* Reliable AOE damage for spiders/Halycon.
* Dispel for spiders and orcs.
* Abolish poison for spiders.
* Decurse for orcs.

**Necessary for a Full Run:**

* Dispel for Vosh'gajin.
* Decurse for Vosh'gajin.

**Necessary for Killing Urok Doomhowl**

* A mage for polymorph. Never fight Urok without a mage.
* Fear ward, tremor totem, or offtank.

### Notable Trash

**Ogres**

No ogre is particularly dangerous, but ogres generally do high damage. CC (particularly sheeps) are advised for ogre packs.

**Trolls**

Smolderthorn Shadow Priest - uses mana burn that should be interrupted. Casts hex which needs to be dispelled.

Smolderthorn Witch Doctor - drops a flame buffet totem that stacks up fire damage quickly.

**Spooders**

Spire Spider - uses a magic stun on their target that causes their target to drop threat. The stun can be dispelled. Summons Spire Spiderlings on death. Generally these are first priority in the spider packs; after both Spire Spiders are dead and the tank has a little bit of threat on the spiderlings, they can be AOE'd down. Otherwise threat will always be pingponging throughout the fight.

**Orcs**

Bloodaxe Evoker - evokers are always kill priority because of their flamecrack ability, which is an (interruptible) blastwave knockback that does high damage. Never ever let them get a flamecrack cast off. They also have an arcane bolt (not missiles).

Bloodaxe Summoner - summoners are CC priority and stun priority. When they enter melee range they will frost nova, run away, and summon a random player to their location. If their summon ability is being used it should be called out and NO ONE should move - it is easy to get summoned and be disoriented and run off a cliff into scorpids/into another pack. They also have an arcane missiles ability that chunks that they will perma spam if they are not in melee range. If they tank is frost novad they can be dispelled or freedomed. For all of these reasons, you will always want to pull summoners far back into a safe position so that they 1) don't spam cast arcane missiles on a healer and 2) summon someone into another pack.

Bloodaxe Warmonger - they have a (slight) knockback. Don't tank them right up against the scorpion pit.

### Bosses

**Highlord Omokk**

* He has two adds - sheep or CC one and LOS pull the other.
* Kill priority is adds > boss.
* Omokk has an aoe physical stun. Make sure the tank gets healing during the stun (you can't block, parry, or dodge during a stun). Ranged dps should be careful not to rip threat during the stun, or else his next stun might happen while he's next to a healer.

**Shadowhunter Vosh'gajin**

* He has two Smolderthorn Shadow Priest adds. They have their usual mana burn and hex abilities. They are kill/sheep priority. Any hexes that go out need to be dispelled immediately.
* Vosh'gajin casts a curse that increases physical damage taken by 500. It should and needs to be decursed immediately.
* Don't underestimate how quickly this boss can go sideways if hexes/decurses don't go out fast.

**Warmaster Voone**

* Tank and spank; he has a knockdown.

**Urok Doomhowl**

* As mentioned above, do not attempt this boss without a mage.
* Before Urok comes you need to fight waves of Urok Enforcers and Urok Ogre Magi, which spawn one at a time. Which add you get is random.
* At the start of the encounter, three Urok adds spawn. A mage should sheep one, prioritizing a Magus if one is up. The sheeped add should be kept sheeped for the rest of the fight. Do not cleave or attack the sheeped add.
* Urok Ogre Magi cast an arcane bolt volley, so they are always a kill priority. More generally, the kill priority is: adds below 50% hp > Urok Ogre Magus > Urok Enforcer > Boss > Sheeped add.
* Urok does an aoe fear, so the tank needs a fear ward/tremor group and he should be tanked away from the healers. If you have no fear break (berserker rage does not count - you are in defensive stance), an offtank (with a taunt button) should be out of range of Urok's fear and be ready to pick him up after the main tank is feared.

**Quartermaster Zigris**

* Tank and spank; he tosses a stun grenade on his target. You can avoid it by strafing when he starts casting.

**Halcyon/Gizrul**

* Halcyon comes with a bunch of worg adds. They should die first.
* Halycon knocks back; tank her with your back to a wall.
* When Halcyon dies Gizrul spawns from the direction of Zigris - pick him up. Tank and spank from there.

**Overlord Wyrmthalak**

* Wyrmthalak has a frontal cone knockback. He needs to be brought to a wall and tanked against the wall for the whole fight.
* Two adds - one troll and one ogre - spawn when the boss reaches 50% health. The main tank cannot pick them up (and cannot even see them) since they will have their back permanently to the wall.
* The two adds need to be CC'd and kept CC'd while the boss is burned down. After the boss is dead you can swap to the adds. If you have no CC then both adds need to be picked up by an offtank (who will require some healing) while the boss is burned down.