So I've heard some peeps need some foresight/forethought about bosses in the 5-man instances. So here's my quick rundown, instance by instance. All strats are brief - should be suitable for spamming in /p to make sure people are on the same page. All listed are non-heroic - some of them change drastically in heroic. HFC HFR boss 1: cc or kill his healer adds first. boss 2: watch the curse that does AOE damage to allies. Ranged attackers spread out, melee be ready to leave if you get the debuff. boss 3: dodge the dragon's fireballs while you kill the herald. dragon comes down, keep moving out of the fires while you squash him. BF boss 1: tank and spank. has a knockback ability boss 2: watch the AOE clouds he leaves as expanding rings. boss 3: comes right after the pack of warlocks is killed. Interrupt/slow his casting w/ kick, CS, bash, CoT, earthshox. SH boss 1: comes right after you kill the 4th of his torture victims. places nasty small AOE effects under people; be ready to move. Tank to kite him to make space for melee DPS to stay on him w/o staying in the little AOE. Whirlwind shadowbolts at about 15%; melee DPS may need to back out if healing needs to focus on the tank. boss 2: schitzo... his 2 heads argue w/ each other (good laugh); agro goes all over the place "I don't like this one, I'll go kill his friend. He was almost dead!" If the DPS is strong, he'll go for the DPS. Otherwise, he'll probably head for the healer. Bear tank special: change out and heal his new target, then switch to cat form to do some serious damage and (hopefully) regain agro laqter on. boss 3: some non-elite adds; ranged DPS to take them out or sheep/fear them for the duration. Pinball charge & cleave: he periodically will leave the tank and charge to each group member in turn to do a cleave. Ranged members to spread around his room. I've had good success tanking him in the southwest corner of that room. CFR SP boss 1: is shaman! one DPS assigned to knock down his totems - they heal/damage a lot boss 2: the frostbolt volley looks scary, but the real trick is the extremely damaging bleed he'll lay on the tank (and other melee if the tank still has it). That bleed _will_ kill your tank if you don't top off their hp (100%) to remove it. boss 3: nature damage - get the buff from the caged druid FTW. Poison cleanse totems are handy. tank at the edge of the pool. UB boss 1: mobile fight: boss drops shrooms that blow up (AOE nature/disease), tank to kite in a great circle around his platform. follow & avoid shrooms while DPSing/healing boss 2: cone AOE nature breath: tank to face him away from the group. tail whip to knock you in the soup below w/ the killer fishes. boss 3: offtank the bear (pets/offtank player), kill the hunter. multi-ice traps will freeze the group and let him get range. close when it wears off. Bear tank special: after the hunter's dead, throw some HoT's on the offtank, innervate a healer, and become a cat for DPS on the bear. boss 4: chain nature damage spell - spread out. levitates a player 25 feet up - ranged DPS love it, but tank be ready to move under your healer if they get boosted up there. also has a nasty DoT, often goes on rogues SV boss 1: 2 adds. NASTY storm spell pops above someone - get OUT /NOW/. banish right, kill left, kill boss, kill right. boss 2: adds repair him - swipes can interrupt them - DPS to focus on adds when they come out. boss 3: fishtanks buff him - watch for the emote and red beam, then ALL kill the fishtank before it buffs him. Tank can position him to influence which fishtank he'll use next. watch for his magic reflect bubble and thrown spear DoT. Auchindoun MT boss 1: tons of shadow damage - SR buff from priest/pally FTW. periodically reflects damage for casters/melee (not hunters... Momohax!) boss 2: big rock, AOE stun - healer to stay back boss 3: spawns some adds, DPS to focus on adds - uses frost bolts and fireballs alternatingly. bear tank special: shapeshift to drop frost nova Crypts boss 1: AOE cast/attack slowing effect - stay at max range boss 2: Sethekk boss 1: boss is a sissy - look out for his elementals. AOE fear and heavy DPS FTW boss 2: likes to blink to healers and cast a heavy hitting arcane explosion. Also polymorphs people - dispell your DPS to kill him faster SL boss 1: aoe fear - fear ward/tremor totem FTW. cone AOE damage - tank to face him away from the group boss 2: Incite Chaos - mind controls everyne at once for about 15 sec. Load up on stam and int to survive killing each other, and spread out - hold DPS after MC to let tank reacquire agro boss 3: adds run in and explode, healing him and hurting you. 1 ranged DPS to focus on killing the adds. periodic teleport to stage + rain of fire - run out. After 2nd teleport, add spawns accelerate - focus DPS on boss. boss 4: Murmur - Looks like Rag :-o Touch of Murmur - you become a 'bomb' - stay away from others, specially healers - AOE damage AND SILENCE when it ticks out. Sonic Boom - AOE reduce to 5% health and snare - melee must run out when he starts to cast this. If noone is in melee, he'll shoot you with some carp that does mad damage (unless he's busy casting ToM or SB). TK Mechanar boss 1: avoid the bombs - they pulse a couple times before they blow. Red = melee STOP (including tank - watch threat!), green = magic STOP. boss 2: elemental adds agro at random and change targets when they hellfire - they are slow - kite them. boss uses frostbrand weapon to slow tanks. boss 3: Event: 2 sets of 3 waves of mobs. 1st set is 4 elves, 1 mech, 3 elves. 2nd set is 3 elves, 1 mech, 3 elves, boss. Keep one elf sheeped and let spirit regen flow to prepare for boss. Boss can MC, summon adds, and arcane bolt. AOE fear adds, heavy DPS on the boss. Botanica boss 1: tank and spank. summons some adds mid-fight, non-elite except healer. CC elite, AOE others, back on the boss. boss 2: drops little flowers that will do a variety of effects on whoever they hit in melee. AOE them. Watch for his tree form transform and LOS the adds into melee range - they hit /hard/ at range, but sissies in melee. once he's an elf again, goo beat him up some more. boss 3: spawns flowers on nearby pedistles - ranged DPS to kill them off. Tank him where you find him. boss 4: spawns tree adds that will be moonfired for life. Either DPS him hard and kite them, or dps them down to prevent the heal - decide and agree before the pull! Arcatraz (NOT Alcatraz!) boss 1: ALL shadow damage - SR aura/buff and SR gear FTW. Warrior bonus: 10% damage reduction in def. stance. Drops puddles of shadowy death under people at random - Get OUT /NOW/. Knockback - tank him with your back to a wall. boss 2: on the left, w/ the 4 swords. Curse that splits heals off the tank to her. Whirlwind - melee get away. Always casts a heal /right/ after whirlwind - Bear tank special: feral charge cools down fast enough to interrupt heal /every/ time. Otherwise, kick, CS, intercept+bash. boss 3: on the right, w/ the 1 big sword. Flaming Charge - leaves a trail of green flame - GTFO. Melee will take a lot of damage from his immolate. boss 4: long event, several possible fights. Millhouse Manastorm will show up and burninate for ya - buff him if you have the mana to spare. Final boss has several abilities - will split at 66% and 33% - kill the fake first - raid mark set at the start of the fight will stay on the real one. Mind flay++ - stuns its target. Mind control (sometimes MC will bug out on a pet).