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.
- 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.
- 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):
- GCD 1 — Taunt Stormling A. (Both spawn ~3.5y on the boss, already hitting the MT, with almost no threat.)
- GCD 2 — Taunt Stormling B.
- 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.
- 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.
- 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
- Item sets — the Tier-2 sets Thunzharr completes
- Boss strategies · Bestiary
- Death & graveyards — Thornpeak has four, for good reason