- The first half of the wing is divided into three separate channels with mobs and switches that open gates for the other two channels. The mammoths slowly march down each channel, one-shotting anyone in their way. Divide the raid into three groups with roughly equal DPS, and have each group move quickly through their channel to each gate, stopping only to defeat mobs and pull switches.
- The tank should start in the left channel (which reaches the boss room first) in order to grab aggro on the mammoths as they enter the room and become active. The tank should then kite the mammoths around the near half of the boss room while everyone else groups up at the gate on the far side of the boss room. If there are 3 healers, the third healer can stay in range of the tank so the other two don't have to chase down the tank for heals.
- The wound debuff causes an AoE stun if not cured.
- An eye above a player's head indicates that the player is being targeted by a mammoth. If a mammoth reaches the player it's targeting, it will perform an AoE stomp which is often fatal to anyone nearby, so that player should run away from the group and kite the mammoth on the other side of the room until the eye wears off.
- At 3 different morale thresholds, each mammoth will green-bar and summon a pack of adds. Renewers immediately start an induction that can heal mammoths back to full morale, so they are top priority. Wardens start an induction that summons additional adds (including Renewers), so they should also be be interrupted. For each mammoth:
- The 1st wave has one Renewer in the back about 3/4 of the way into the room.
- The 2nd wave has a Warden at the back gate.
- The 3rd wave has a Warden at the back gate and a Renewer about 1/4 of the way into the room. This is out of range of most players at the back gate, so a healer should be ready to target and interrupt it, or the tank can do so if they are nearby when the Renewer spawns.
- While speed is of the essence, all-out DPS on the mammoths will quickly spawn more adds than the group can handle and result in a wipe. Designate one ranged DPS to focus down the mammoths one at a time, while the rest of the group takes out adds. The tank should not actively try to pick up the adds, as they are harder to kill (and increase the risk of the tank dying) if they're chasing the tank. They should mostly run towards the healers in the back of the room, where the DPS can pick them off quickly. Champions can challenge any stragglers chasing the tank.
- Once the group can handle single waves of adds without any trouble, you can significantly improve your clear time by phasing more than one mammoth at a time, but players will need to be vigilant about interrupting inductions to keep things under control. Players with melee interrupts can move to the appropriate spawn location ahead of time when a mammoth is about to phase.