At the moment, there is no solo-instance available...sadly :(
In this zone timing of curing is for some special curses very very important. Any mistake will be punished with immediate death (at least of the cursed) and increase your deathcounter of your encounter. So it is strongly suggested to have a macro like "/gsay CURE {my Name} NOW, pls".
The zone has following resolve-level
Resolve 3520 for the 1. to 5. encounters
Resolve 3630 for the 6. to 9. encounters
Resolve 3740 for the 10. to 13. encounters
Resolve 3865 for to 14. encounter
In the zone you have a porter-network (cogs on the floor). Based on your progress in the zone, the accoriding porters are activated. Following ports are available:
Mortal Coil (Deathcounter at 10 etc.): Starts with the beginning of the encounter.
Detrimentals etc.
Unyielding Onslaught I: Starts with the beginning of the encounter. Uncureable "DD/DOT & Powerdrain".
Barrage: Volcanic Burst I: Countered by Bulwark of Order, fighter spell...
During the fight The Iron Widow informs you about it stance-changes (see picture). Be aware that the text ends in different colored words! In each phase you get a different detrimental (see listing) but you can not stand on the colored plates as the heroic version of the encounter doesn't not have plates (looks like a bug):
During the fight a widow maker monsters can spawn, doing no damage but starts to heal The Iron Widow with Unfrazzled Connectors 87kkk (~1% of the named HP) every 15 seconds. Defeat them asap...?...
a widow drone spawn, "only" heat-autoattacking
Strategies
Tank'n spank.
You can pull this mob all the way to the zone in location. Farther away from the spawning adds.
Destroy the wall at ( -215, -21, -82 ) Copy/waypoint -215, -21, -82.
Defeat Novinctus the Unleashed (Heroic) (2nd encounter) at ( -37, -34, -106 ) Copy/waypoint -37, -34, -106
Mortal Coil (Deathcounter at 10 etc.): Starts with the beginning of the encounter.
Detrimentals etc.
Unyielding Onslaught I: Starts with the beginning of the encounter. Uncureable "DD/DOT & Powerdrain".
During the fight Novinctus the Unleashed (Heroic) starts after an emote "lowers his massive horned head and rushes you!" to run around and charges everybody who is in its way doing damage. After a while (or hitting a wall) the rampage ends. During it's travel you can make damage.
There are adds like a swooping pterodon, an invading pterodon, an invading remnant, an invading Sathrian, an invading echo etc. join the fight with e.g. Narrative "Hungry pterodon begin to swoop down from above".
Strategies
Tank'n spank in front of a wall.
Defeat Dread Lady Vezarra (Heroic) (3rd encounter) at [information needed]
Unyielding Onslaught I: Starts with the beginning of the encounter. Uncureable "DD/DOT & Powerdrain".
Keep Away: cold-DOT and only be cured as you stand at a specific distance to Chief Badagoosh (Heroic). If you stand at the wrong distance and you are cured then you will be instant killed.
Strategies
Tank'n spank and be careful curing the detrimental Keep Away...wait for the hint of the according player...
Defeat Evisceraptor (Heroic) and Sickleclaw (Heroic) (5th encounter) around ( 4, -248, 23 ) Copy/waypoint 4, -248, 23.
Unyielding Onslaught I: Starts with the beginning of the encounter. Uncureable "DD/DOT & Powerdrain".
Bleeding Mana (all Power-costs are converted to Health-costs)
Claw Marked (decrease Crit Chance, Kills target): The last cured will be attacked. GUI-Massage (Narrative) "The reptors acquire a taste for {a specific class}", e.g. Fighter: Evisceraptor (Heroic) rushes to the "last" (of that class) that is claw-marked.
GUI-Massage (Narrative) "The reptors have thirst for {a specific class}", e.g. Mage. Depending on your class you will the according detrimental
Korvisaur (Heroic) additionally Dense Hide (Damage reduction by 99%)
Lord Commander Izeroth (Heroic) additionally War Sokokar (auto-attack improvements etc.)
Detrimentals etc.
Unyielding Onslaught II: Starts with the beginning of the encounter. Uncureable "DD/DOT & Powerdrain".
When the fight starts Lord Commander Izeroth (Heroic) will fly to the ceiling and throws Sokokar Bomb. Everybody who is standing in the white target-circles of a Sokokar Bombs will be kicked, gets heat-damage and a mana-drain.
As long as Korvisaur (Heroic) stands the effect Dense Hide gives it a 99% damage reduction. To bypass the Dense Hide-effect drag Korvisaur (Heroic) into that white target-circles of Lord Commander Izeroth (Heroic) bombs. Then Korvisaur (Heroic) will lay down on the floor for a moment and you can make much more damage during that time.
GUI-Massage (Narrative) "Korvisaur is about to loose an earsplitting roar!": Earsplitting Roar: Based on the range to Korvisaur (Heroic) everybody will get damage (closer: more far away less damage, max range 25m). Additionally it reduces 50% of your base avoidance. So you can joust it an go at 26m+ distance...
Strategies
Defeat first Korvisaur (Heroic) (placing it into the white target-circles to decrease its defense), then Lord Commander Izeroth (Heroic) (to get rid of the booms) and last Beastmaster Xerin (Heroic).
Defeat Pyreduke Surtaug (Heroic) at ( -29, -337, 5 ) Copy/waypoint -29.49, -336.82, 5.06 (7th encounter) the first more "challenging" named...
Volcanic Armor (more adds --> more damage, more armor of named): Starts with the beginning of the encounter
Mortal Coil (Deathcounter 8 etc.): Starts with the beginning of the encounter
Detrimentals etc.
Unyielding Onslaught II: Starts with the beginning of the encounter. Uncureable "DD/DOT & Powerdrain".
GUI-Massage (Narrative) "Pyreduke Surtaug's power heat up from the incoming volcanic fragmentations!": Blinding Heat (decreases Mitigation, switch target, etc.)
Searing Storm (can be cured, DPS-decrease every 3 sec, 10th increment kills etc.)
Withering Winds (can be cured, Power-drain, 10th increments kills)
The encounter has two phases:
1. Phase "Backups are incoming": With each GUI-Massage (Narrative) "Heh, looks like I got some backup!" (every [information needed] seconds): One a vulcanic fragmentation is slowly coming out of the lava ditch and increase the effect Volcanic Armor of Pyreduke Surtaug (Heroic). This "Backup"-spawns will end the encounter "naturally" over time by defeating you.
If you defeat a vulcanic fragmentation it becomes two a blezing fragment (unfortunatly agro so they join the fight).
Fearing, stunning and mesmerizing will also reduce the increment-effect on Pyreduke Surtaug (Heroic)...as long that control is not broken by somebody...
Note: If you defeat one a blazing fragmentation it splits into two blezing fragments...so ignore it.
Note: Use single-focus and NO AE-attacks to prevent a blezing fragment-adds to splitting AND wouldn't break any controll-effects...
2. Phase Searing Storms: new a vulcanic fragmentation are still incoming...but Pyreduke Surtaug's effect Vocanic Armor is cancelled. Searing Storm is casted by spawning twisted flames. Defeat that adds asap to reduce damage output of the Searing Storm effects...and don't forget to permacure the MT and - maybe - the other incorrigible melee-fighters, too...
Suggested Range-fight as only tank must stand at the named and permacured cause of the Searing Storm which is cast by twisted flames.
The other party-members stand more then 10m away if they can not prevent area-effects.
Strategies
Tank'n spank until around 50%...or - if e.g. dps is not high enough or you want to "play" the script - more specific:
Burstdamage until the first a vulcanic fragmentation appears.
Change to singlefocus AND do not use AE abilities/spells anymore
Optional: If preferred and the teammates are skilled mezz/fear etc the a vulcanic fragmentation to reduce the increments of the effect Volcanic Armor of Pyreduke Surtaug (Heroic)
By around 50% immediately destroy spawning twisted flames adds then go back to Pyreduke Surtaug (Heroic)
Mortal Coil (Deathcounter 8 etc.): Starts with the beginning of the encounter
Detrimentals etc.
Unyielding Onslaught II: Starts with the beginning of the encounter. Uncureable "DD/DOT & Powerdrain".
If the group is cursed the most farthest away player must be cured to cure the whole group. If not cured in time...you are killed.
During the encounter an "ascendention element" is spawning (increases the Ascending effect) inside that alcove. Kill it ASAP as Onakoome (Heroic) gets also an additional effect [information needed]....and you are wiped at 4th increment...
Strategy
Tank'n spank with the tail of Onakoome (Heroic) show to the alcoven. Group stand behind the named. One of the group (Healer or range-DD) goes farthest away and is always curse cured if required. Note: Solo heal is a little bit difficulty as that groupwide curse is timetriggered (40sec? and not HP triggered) and you are not able to cure it a second time in time...
Mortal Coil (Deathcounter 8 etc.): Starts with the beginning of the encounter
Detrimentals etc.
Unyielding Onslaught II: Starts with the beginning of the encounter. Uncureable "DD/DOT & Powerdrain".
Incineration (Cold DD, Cold DOT): Only trigger if you use single target heat spells...
Slag Driving (damage immunity; AE crushing DOT and AE Powerdrain etc.): During the fight Galdoon (Heroic) can start rotating his chest and gets the effect Slag Driving and becomes rooted. To interrupt it you have to defeat one add a slag fiend next to Galdoon (Heroic).
During the fight one of your group is ported into one of the cages. An other person of your group becomes cursed and get the massage "you are the key". That person has to stand very near to the cage in which the other groupmember is caught. Then you cure the curse and both are freeed...one of the curse, the other of the cage. Warning: Cured not next to the cage or last to long to find the correct cage: both dead...
Strategies
Tank tanks everything at the name.
Do not focus the spawning add a slag fiend
When Galdoon (Heroic) starts rotating (Slag Driving) immediately defeat one of the a slag fiend
Do the cage-prison-script if required.
At ( -53, -380, -74 ) Copy/waypoint -53, -380, -74 you can find Lady Najena. If you are on the quest [information needed] she gives you the next quest update.
Use the elevator-disk a t[information needed] to go further deeper into the instance. Warning: From this point ( -163, -548, 156 ) Copy/waypoint -163, -548, 156 mobs have the expert-buff [information needed]. As you have more mobs at the same time fighting, you will have much more damage-output of the mobs...
Walktrough Section 3 (Resolve 3740)[]
Defeat Hortu the Scorched (Heroic) at ( -202, -557, 222 ) Copy/waypoint -202, -557, 222 (10th encounter)
Fist of Ro (heat DD-AE; heat DOT-AE; Area of Effects becomes bigger and smaller over time)
Detrimentals etc.:
Unyielding Onslaught III: Incurable curse every party-member gets with start of the encounter.
The fight has two phases.
1. Phase:
During the fight 2 a singeing scion are incoming.
After you have defeated a singeing scion a red circle will appear on the ground. Note: Further in fight in every red circle one person has to stand to make the flying carpets visible and usable (see also 2.phase)
2. Phase starts after the 2 a singeing scion have been defeated (should happen round about 40% of health of Hort the Scorched):
a "Blue" add(s) will be spawn, that must be melee-attacked once, so that it can move and also everybody can attack it. To reach this adds the carpets have to be visible by standing in the red rings of the 1. phase. At least one has to jump to this blue add.
At the same time a great manadrain starts, damaged output of the named is increased...
Strategies
Everybody beside the MT stands at leat at 16m to avoid the incomming damage of Fist of Ro. MT stands in one red cricle, the rest of the group in the other. Burn named, burn adds, get blue adds (if not enough dps). done.
Use the next half-disk-elevator at ( -315, -594, 193 ) Copy/waypoint -315, -594, 193up(!) to go further deeper into the instance. Warning: Behind the next door, there a a lot of mob-groups. Because of the expert-buff this can become very critical.
Unyielding Onslaught III: Incurable curse every party-member gets with start of the encounter.
Position the two in the middle of the round room. Alternate DPS to keep their health even. Throughout the fight, Scorion will split off into dopplegangers. First split at 75% is two dopplegangers. Second split at 50% is four dopplegangers, third split 25% is six dopplegangers. The dopplegangers are rooted around the room. Range or melee DPS them down. When each set of dopplegangers are dead, Scorion reappears. Continues DPS on the two names until dead.
Strategies
Tank in the middle of the room, and - if you have high DPS - burn Ayquini the Firemind (Heroic) fast enough so that the health is not adapted. Then do the rest...
Alternative tank in the middle of the room, defeat Scorion (Heroic) (as it has more damage output) by doing the script and then defeat Ayquini the Firemind (Heroic).
Defeat Lord Kargurak (Heroic) at ( 149, -495, 288 ) Copy/waypoint 149, -495, 288 (12th encounter)
The Usurper's Guard (increases offense and defensive of Lord Kargurak (Heroic)): Each add
Detrimentals etc.:
Unyielding Onslaught III: Incurable curse every party-member gets with start of the encounter.
Controlled Conflagration (curse; heat-DD and -DOT; decrease DPS; kills you if not cured) GUI Massage "Qaaron the Usurper curses on you!"
At Ease (AE powerdrain): To "cure" this detrimental you have to sit, crouch, feign for a few seconds.
Role Call (health named, kills you if not countered): You have to click the button on that block on which your clone of your character appears and type in your character name correctly. Then your detrimental is "cured".
Strategies:
Position Lord Kargurak in the middle between the 12 blocks. In his buff window is a timer that counts down to zero to summon guards throughout the fight (Ro Call effect on Lord Kargurak (Heroic)). They must be killed or the fight will fail. At 75%, 50% & 25% he will say "Time for roll call". Random party members (2 to 4) will have their clone appear on one of the 12 blocks. That person must click the crystal/button on his/her block and type their name (sign in). Everyone go back to boss and continue DPS.
Everyone stay crouched for the entire fight to counter the "Sit in Chair" (At Ease detrimental).
Conduits of Power (Heroic) (increases outgoing damage; decreases incoming damage; Health-Rain for Qaaron the Usurper): For each spawned efreeti lamp not "used" by a party-member this effect gets an increment and the effects become stronger.
Detrimentals etc.:
Unyielding Onslaught III: Incurable curse every party-member gets with start of the encounter.
Terminal Interference (Heroic) ("incurable"; AE DPS reduction; +10% incoming heat-damage etc.): AE-Attack of the adds the Usurper's fireguard will curse you if you are hit. Note: Fear, mesmerize or stun the add to "cure"/get rid of this detrimental.
Controlled Conflagration_(Heroic) (Heat-DD & -DOT; CritChance and CritBonus reduction; kills you if not cured)
Spit Fire (curable; AE Heat-DD; AE Heat-DOT; AE decreases Pot etc.): AE attack of the adds the Usurper's fireguard will curse you if you are hit. Increases Power with each increment.
To defeat Qaaron the Usurper (Heroic) four groupmembers have to stand at one lamp on a firebridge an been stunned. The rest of the group fights Qaaron the Usurper.
the Usurper's fireguard with Burning Manifestation (hast; autoattack-heal; summons pet a burning manifestation) will add the encounter.
When a efreeti Lamp is summoned you will get GUI-Massage "Qaaron the Usurper summons another lamp!".
During the fight more and more the Usurper's fireguard with Burning Manifestation (hast; autoattack-heal; summons pet a burning manifestation) will add the encounter.
You have to defeat a burning manifestation next to a firepit to lite the firepit. Then your get the according bridges to - if already summoned - a efreeti lamps...Now you are able to reach the lamp. Note:You get an according GUI-Massage (Narrative) "The coals from the nearby firepit ignite from the burning manifestation's blazing explosion!".
Power Conduit (increased range of all abilities/spells etc.[information needed]): If you click the efreeti lamp you will disrupt the Conduits of Power of Qaaron the Usurper) (reducing it by 1 increment) as long as you stand in range < 20m to the efreeti lamp. Note: This effect is classified as a detrimental and can be cured. As it is a "negative detrimental" you do not want to have it cured...If the lamp-"curse" is cured by e.g. a groupcure, instantly re-klick the lamp to disrupt it and get the effects again. Note: If you are stunned at "your" lamp, some GUI tells you that you can not use every ability. That's a bug. You can use every ability/spell even the GUI shows "gray"/"red" the hotkey.
Warning:Qaaron the Usurper (Heroic) can destroy firebridges by turn off the fire in the according pit. The groupmember standing on the bridge will then fall and die (Revive in the chamber and rejoin the fight!). As long as it is not bypassable, tank Qaaron the Usurper (Heroic) as far as possible from the pits.
Note: If the lamp-stun is cured by e.g. a groupcure, instantly retouch the lamp to get your lamp-stun again.
Note: If you are stunned at "your" lamp, some GUI tells you that you can not use every ability. That's a bug. You can use every ability/spell even the GUI shows "gray"/"red" the hotkey.
Strategies
Decide how much lamps you plan to use (2 possible, 3 usual, 4 safe) and who will do it.
Tank pulls named to left/right pits
Light the pits by defeating one pet a burning manifestation between the pits and light - in best case two - bridges.
Bring the named (with adds) to the other side and light the two other pits (to get the bridges)
While "lighting"-phase healer(s) go - if lamp and the according bridge is available - to lamps and use them.
If all 4 bridges are available the tank can use one lamp (to increase his/her defense)
If a bridge is destroyed re-light the according bridge
If all 4 bridges are available defeat ASAP the continuously spawning add the Usurper's fireguard to reduce incoming damage. Ignore their pets (a burning manifestation) as they will despawn after defeating its caster.
Scald is permarooted. It is expected that you come to it...
Hint: During this fight you can cast any spell/use any ability while you are running!...So you will have to run a lot...
Scald will become immune to any damage while at least one torch is burning. So you have to attack/destroy the burning torch(s).
Adds have to be defeated. If you attack and destroy the large "egg", less adds are spawning.
Sometimes one groupmember will be cursed and get the message "The burning sensation you feel is a warning: "If you're cured, they're all cured!" ". If you cure this groupmember, everybody of the group is also cured. If you cure the wrong groupmember that groupmember is instant dead. If the curse is not cured, only the cursed groupmember dies and the rest of the group is cured.
Strat
Everyone can stay on main round platform. All spells have increased range. Melee dps may need to jump down to hit Idols/Eggs. Be careful there is a line of sight issue if healer on platform and melee is on lower floor running around.
Rocks will drop, stay away. They will explode and you will need a cure det. Rocks can be avoided.
Kill egg (a molten chrysalis) or add pops. If adds pop then tank cannot keep aggro. Just kill eggs before they hatch.
Kill Idols when they go active. (have one person as main assist) If there are 6 up it's a wipe. Idol has red fire glow when active.
Cure curse: Only ONE person to be cured, he/she calls it out. When that person is cured, everyone gets cured.
There is no frontal attack. The tank stands in middle with one healer as everyone runs around the upper platform in a group as needed to target the eggs/idols. Then all dps back on Scald.
Use Empyral Rune: Adamant Resolve for stifle immunity.
An Alternate way to defeat Scald is to use a high DPS pet class (Summoner or BL). Have the pet stay on Scald for the duration of the fight. Everyone will stay on the lower level and autofollow/target the tank to burn eggs and idols. When no eggs or idols are up, direct all group DPS back on Scald while continuing to single cure the curse.