World Bosses

v0.20 introduced the first world boss — a raid-tier overworld encounter that rises on a fixed cadence, bellows a server-wide warning, and rewards every player who helps kill it with personal loot, once per day.

Unlike dungeon and delve bosses, a world boss is out in the open world, needs a gathered raid (not a solo or small group), and uses personal daily loot — everyone who tagged it rolls their own loot, tracked per character per day. Because tagging is open, extra bodies never hurt — but the fight still needs the roles below covered to actually win.


⛰️ Thunzharr, the Waking Peak

The mountain at Stormcrag, in Thornpeak Heights, is no mountain at all — it's a primordial storm elemental the Gravecallers' chanting keeps stirring loose. On its cadence it wakes, warns the server, and demands a raid.

Zone Thornpeak Heights (Stormcrag)
Level 20 · elite · CC-immune
Health ~44,000 (raid-tier)
Family Elemental (nature-school shields)
Loot Tier-2 epic gloves and belts (personal, once/day)
Spawn timer Rises at server start, then about every hour (v0.21 — down from every 3 hours; only one is ever up at a time); a server-wide warning announces each rise
Loot window The corpse is lootable for 5 minutes after the kill, then despawns

When it spawns

Thunzharr rises when the realm boots, then respawns on a fast fixed cadence — roughly once an hour (v0.21 tightened this up from every 3 hours), and only one is ever up at a time. A server-wide warning announces each rise, so watch chat, rally the raid, and head to Stormcrag. After it dies the corpse stays lootable for 5 minutes, then despawns.

🌬️ New in v0.21 — Howling Gale (you can't kite it anymore). Thunzharr now pulses a 40-yard snare that pins everyone in range to 70% move speed for 6s, re-applied every 5s — and, unlike its other pulses, it fires even while the boss is chasing. A snared hunter (4.9 y/s) can no longer outrun the boss (5.8 y/s), so permanent kiting is dead: the boss closes, and its melee, Thunderclap and Seismic Stomp come back online. Tank it, don't kite it. It also gained Stormcall, a telegraphed 3.5s hardcast nature nova (~70–90 dmg within 30y) — watch the cast bar and heal through it.

The catch: personal loot is once per day, per character. The boss may spawn eight times, but only your first kill each day rewards you — so you don't need to catch every window, just one. Tag it (land any damage) to be eligible for the roll.

Where to find it

Thunzharr wakes at Stormcrag, the storm-blasted plateau in the northeast corner of Thornpeak Heights, up among the Stormcrag Elemental packs. Run north through the zone from the Highwatch hub; the plateau is the highest ground on the map.

THORNPEAK HEIGHTS — where Thunzharr spawns Lv 13–20 · the world's northern frontier N ~100 yards ↑ up from Mirefen Marsh (zone road) Stormcrag Elementals (trash) Warlord Drogmar Voskar Marrowlord Varkas 🏳 Highwatch — quest hub & rally point Thornpeak Cairns (nearest rez) ⛰️ THUNZHARR spawns here Stormcrag plateau (NE corner)
  • Rally at Highwatch — the zone's quest hub and the closest safe gathering point. Form the raid there, then move as a group.
  • Head northeast to Stormcrag, the elemental plateau in the top-right of the zone. You'll fight (or ride past) Stormcrag Elemental packs on the way up — clear a little breathing room before you pull.
  • Nearest graveyard is Thornpeak Cairns, just south of Highwatch — that's where you rez and corpse-run back if the raid wipes.

Raid composition

Thunzharr hits like a raid boss and summons adds twice, so cover these roles as your core (everyone else who tags in is bonus DPS):

Role Count Job in one line
Main Tank 1 Holds Thunzharr, faces it away from the raid, plants it clear of the cliff
Off Tank 1 Peels both Roused Stormlings off the MT when they spawn (66% & 33%) — easy: they spawn stacked on the boss, threatless
Healers 2–3 Keep the MT alive; the OT during adds; spot-heal Thunderclap/Stomp splash
DPS 5–6+ Burn the boss; 2 assigned to swap onto adds; save cooldowns for the enrage

A 10-player core (1 MT · 1 OT · 2–3 healers · 5–6 DPS) clears it comfortably; scale healers/DPS up with the crowd. If only one tank shows, the MT tanks boss and adds stacked — doable, but the healers will sweat.

Positioning

Tank Thunzharr at a fixed spot with its back to the cliff, raid stacked on the safe side. Stormcrag's ledges are lethal with Tectonic Heave — never let the boss face the raid.

⚠ CLIFF EDGE — Tectonic Heave knockback ⛰️ Thunzharr faces AWAY from raid 🛡 Main Tank Melee (behind) Healers Ranged (spread 8y) 🛡 Off-Tank + Stormlings (~15y aside)
  • Melee stack behind the boss (it doesn't cleave the back arc; you avoid the frontal Thunderclap).
  • Ranged + healers spread ~8 yards apart on the far side so a single Thunderclap can't chain the whole raid, and stay off the cliff.
  • The add pit is off to one side, ~15y from the boss stack, so the Stormlings never eat the boss's Seismic Stomp heals or block melee.

Phases

Phase 1 — The Waking (100% → 66%)

  • MT: open with your hardest threat, settle the boss on its mark, never turn it toward the raid. Mountainhide gives it a 500-point nature stoneskin (~9s every ~18s) — call it so DPS don't waste burst/execute into the shield.
  • Healers: the MT takes raid-tier melee; keep them topped. Splash-heal anyone clipped by Thunderclap (frontal lightning nova) or Seismic Stomp (ground slam).
  • DPS: full uptime on the boss; drop burst after a Mountainhide shield pops, not during.

Phase 2 — First Stormcall (66%)"Rise, stormlings! Tear them loose from my slopes!"

  • 2 Roused Stormlings spawn stacked on the boss and already latched onto the Main Tank with almost no threat — they don't run off at your healers, so there's no scramble.
  • Off-Tank peels them off the MT. Taunt is single-target, so taunt one, then the other (two GCDs), and land a hit on each to hold — trivial since they start threatless. A cleave/AoE-threat tank snaps both at once. Then walk them to the add-pit.
  • 2 assigned DPS swap to the Stormlings and burn them fast; the rest stay on the boss.
  • Healers: one healer shifts to the OT for the add window.

Phase 3 — Second Stormcall (33%)

  • Another 2 Stormlings — same drill: OT grabs, add-DPS burn, everyone else on the boss. Don't let adds pile up with the enrage looming.

Phase 4 — The Peak Breaks (Enrage, below 20%)"The peak breaks, and the sky falls with it!"

  • Thunzharr enrages: +50% damage and +25% haste.
  • Everyone pops cooldowns — Bloodlust-type effects, trinkets, potions.
  • Healers triage the MT (and OT if adds linger) through much faster, harder hits.
  • MT uses defensive cooldowns on cadence; you're racing its damage now. Kill it before it kills the tank.

Role playbooks & rotations

The priorities below are what changes on this fight. For your class's full single-target opener, see the Build Compendium.

🛡️ Off-Tank — exact step-by-step

This is the job that wins or wipes it. Do it in order:

Before the pull

  • Stand on the boss, right next to the Main Tank, backs to the cliff.
  • Keep your taunt off cooldown and one defensive in reserve. Chip a little threat into the boss, but never pull off the MT.

Watch the health bar. Stormlings come at 66% and 33% — at ~68% and ~34%, stop everything else and get ready.

On "Rise, stormlings!" (each Stormcall):

  1. GCD 1 — Taunt Stormling A. (Both spawn ~3.5y on the boss, already hitting the MT, with almost no threat.)
  2. GCD 2 — Taunt Stormling B.
  3. GCD 3–4 — land one threat strike on each so it holds past the 3-second taunt window. If you have an AoE-threat button, it locks both in one GCD — use it: Paladin Consecration, Druid Swipe, Warrior Thunder Clap.
  4. Walk both adds to the add-pit (~15y to the side), backs to the raid, off the cliff. Keep them stacked so cleave DPS hits both.
  5. Hold ~10–15s until the add-DPS finish, keeping threat with your rotation.

Between waves: rejoin the boss for threat/resource, but stay near it for the next spawn. If an add ever peels to a healer, taunt it back instantly — that's your #1 emergency.

Enrage (<20%): adds are dead by now — if the MT needs a gap to reset defensives, taunt the boss for a few seconds.

Your hold rotation, by class:

  • Warrior: Defensive Stance · Thunder Clap (hits both + slows their swings) · Revenge/Shield Slam · Sunder to hold · Taunt to peel.
  • Paladin: Righteous Fury on · Consecration (both) · Judgement · Hammer of Justice if one casts · Holy Shield.
  • Druid: Dire Bear · Swipe (both) · Maul every swing · Demoralizing Roar · Growl to peel.

🛡️ Main Tank

Rotation (threat priority):

  • Warrior: Defensive Stance → Sunder Armor ×5 → Shield Slam on CD → Revenge on proc → Heroic Strike only to dump excess rage.
  • Paladin: Righteous Fury + Seal of Righteousness → Judgement on CD → Consecration → Holy Shield → Exorcism.
  • Druid: Dire Bear → Maul every swing → Swipe → Demoralizing Roar → Growl to hold.

Fight duties: face Thunzharr into the cliff, away from the raid at all times (Thunderclap is frontal; Tectonic Heave — 30%, ~7y — knocks you, so orient it to shove you toward the fight, never off the ledge). Call Mountainhide (500 nature stoneskin, ~9s/18s) so DPS don't burn into it. Use small defensives on cadence; save one big cooldown for the enrage.

⚔️ DPS

Rotation: run your normal single-target priority (full versions in the Build Compendium) — e.g. Arms Warrior Rend → Mortal Strike on CD → Overpower on a dodge proc → Execute <20%; Fire Mage Scorch to stack → Fireball → Fire Blast on CD; Assassination Rogue Slice and Dice up → Sinister Strike to 5 CP → Eviscerate.

Fight overlays:

  • Melee behind the boss; ranged spread ~8y and off the cliff.
  • Assigned add-DPS (2): on each Stormcall, swap to the Stormlings, burst them, then back to the boss. Everyone else ignores the adds and holds boss uptime.
  • Don't burst into Mountainhide — pool/hold cooldowns until the shield drops.
  • Save big cooldowns + Execute for the <20% enrage — that's the DPS race.

✨ Healers

Rotation (priority):

  • Priest (Disc): Power Word: Shield the MT pre-emptively (6s CD) → Renew rolling → Flash Heal reactively → Prayer of Healing if the raid clumps in Thunderclap. Prevention > reaction.
  • Paladin (Holy): Flash of Light spam on the MT → Holy Light for big top-offs → Lay on Hands as the panic button → Judgement on CD for mana.
  • Shaman (Resto) / Druid (Resto): keep Riptide/HoTs rolling on both tanks → chain/spot-heal Thunderclap & Seismic Stomp splash.

Fight duties: the MT is your #1 job (raid-tier melee — they die fast). Splash-heal Thunderclap/Stomp. On adds, one healer shifts to the Off-Tank for the ~15s window. At the enrage (<20%) the boss hits +50% harder, +25% faster — pre-shield, pop your throughput/mana cooldowns, and assign a healing-cooldown rotation (one big tank/raid CD every ~15s) so the MT never spikes out. This is where undergeared raids lose the tank.

The loot

Thunzharr drops each set family's Tier-2 gloves and belts — the glove and belt that complete the four-piece (helm · shoulder · glove · belt) sets:

  • Crownforged Gauntlets / Crownforged Girdle
  • Nighttalon Grips / belt
  • Soulflame Gloves / belt
  • Stormcaller's Handguards / belt

Every Tier-2 3-piece grants 15% haste (see the item sets page), so these are a priority for any BiS build — worth showing up daily for.

See also