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Mini Legion · Player Reference

Class Stat Priorities

Evidence-based starting priorities for every playable class and role, without pretending static data provides live simulation weights.

8 playable classes8 refine attributesTalent-backed guidance

Player Reference · Boss Config Decoded

Raid Tactics & AFK Optimization

Every endgame boss’s scripted mechanics straight from the boss config, with calls for a Druid / Paladin / Priest / Rogue / Hunter five-man — plus the designer-designated AFK spots, the party exp multiplier, and the weekly ticket math.

Bosses decoded: 145 scripted encountersTier: level-60 raids + Abyss mirrors

Only the endgame raid bosses carry scripted mechanics — every leveling-dungeon boss row in the config is a plain stat block. The raid tier is a straight WoW-Vanilla homage: Flame Heart is Molten Core, Princess’ Lair is Onyxia, Black Spire is Blackwing Lair, Ancient Temple is Ahn’Qiraj, and the Natrixx complex is Naxxramas. Abyss versions reuse identical ability kits at roughly 3× the health — nothing new to learn, just a bigger throughput check.

Flame Heart (Molten Core) — wings 1–3

BossMechanicsFive-man call
Lord LuciusCurse of Doom (3 targets, −50% resource regen), Doom Approaching (200% fire AoE)Dispel the curse off your healers; spread for the big AoE.
MagmashaMass Fear (5s), enrage every −30% HP (+100% dmg for 10s), Flame Breath conePriest holds a fear counter; Rogue/Hunter dump cooldowns during enrage windows, not before.
Kihynos−75% healing on tank for 10s, Shadow Bolt volley, Fire Rain zonesPre-stack Druid HoTs before the curse; move out of puddles.
Galgorn3 Stone Elementals that explode below 20% HP; permanent enrage once all adds dieKill adds away from group, stagger their deaths, save cooldowns for the enrage.
Baron GorddonStacking Inferno AoE (doubles per second), Mana Burn, Living Bomb on 2 non-tanksBurst the first 4 seconds or leave the zone; bomb targets spread.
Shalsar+100% magic taken curse (3 targets), Spell Barrier (−50% magic), aggro-wipe blink every −10% HPDispel priority; physical burst during the barrier; Paladin re-taunts on every blink.
GoremalFelhound adds, stacking Sunder (−25% armor), 30-yd Earthquake stunBubble or fear-ward the healer before Earthquake.
EksocutusReflective Shield returns damage as ArcaneRogue pauses autos during shield windows.
Flamevil (wing boss)Stacking burn on autos, Flame Purge AoE stun, 300% cone + knockback, heals rapidly if nothing is in rangeNever let melee and pets all lose range at once.

Princess’ Lair (Onyxia) — cheapest raid in the game

Noyxia: frontal Dragon’s Breath, rear Tail Sweep (never stand behind), fear + threat wipe, and Deep Breath — a full-field 300% fire strafe everyone must dodge. Every −25% HP spawns baby dragons that stack +10% damage on the boss while within 35 yd — kite or kill them immediately. At 2 tickets per entry it’s the most ticket-efficient farm in the tier.

Black Spire (Blackwing Lair)

BossMechanicsFive-man call
Gor the BreederWipe mechanic: any Dragon Egg alive at 20% boss HP = instant raid kill + full healEggs die first, always — they spawn guards when damaged, so assign Hunter to eggs early.
Vaz the CorruptedMarks a player: +100% dmg / +50% haste for 60s, then instant death on expiryThe marked DPS goes all-in for the minute; healer tops them and accepts the loss if the fight runs long.
RazorgoreMortal Strike (250% + 50% heal reduction), charge + knockup, AoE slowTank-healing check — Druid pre-HoTs, Priest on standby.
Glinthor & SephidorPaired dragons: shared HP, −20% dmg taken when close, both enrage if pulled 80+ yd apartKeep them together; eat the 20% reduction — splitting is a trap.
Nefarian (2 phases)Human phase with sheep CC; at 50% goes invincible 2 min, 3 waves of 8 adds; dragon phase with Shadow cone + 25% enrageSave Paladin AoE and Druid swipe for the add waves; hold burst for the dragon phase.

Ancient Temple (Ahn’Qiraj) — most expensive, most bosses

BossMechanicsFive-man call
Queen Joia & the EarlShared HP; raid-wide fear + beetle waves; Earl executes at 300% and enrages at 30%Cleave both together; save defensives for the sub-30% window.
Sand WandererHard 4-minute enrage timer + sandworm adds every 60sThis is the tier’s DPS check — minimize deaths (revive timers escalate 3→30s) or you fail the clock, not the mechanics.
Scavenger ThlimeFrozen phase (−50% phys — use spells) flips to Shattered (−50% spell — use phys), then splits into 8 slimesDruid/Priest carry the Frozen phase, Rogue/Hunter the Shattered; AoE ready for the split.
Vethas & Viktor (Twin Emperors)Shared HP; Vethas has a −65% magic shield, Viktor a −65% phys shieldRogue+Hunter on Vethas, Druid+Priest damage on Viktor, Paladin holds both — your comp maps perfectly.
Eye → AnnChira (C’Thun)Heals 10%/s if untargeted, tentacle waves every 30–45s, phase flip at 50%Someone is always in range and attacking — no full-group repositioning, rotate movement.

Natrixx (Naxxramas) highlights

Night King Anu

Locust Swarm heals the boss for 300% of its damage, and Crypt Guard adds heal it for 100% of theirs — adds die first, always.

Elek Trekman (Thaddius)

Polarity mechanic: wrong-charge players take DoTs and the boss gains 99% damage reduction. Priest calls swaps; grouping wrong-polarity players eats a 200% AoE + stun from the coils.

Baron Olive Raven

Three distinct add waves at 75/50/25% — one silences and self-heals; that wraith is the Priest’s dispel/CC priority.

Abyss mirrors

Identical kits at ~3.2× HP and +15 armor points. If a normal clear takes 4 minutes, budget 12 — enrage-timer fights are the ones to gear-check first.

AFK farming, optimized

The config designates exactly one best grind spot per level — there is no choice to agonize over, just be at the right one. Checkpoints below; the gate columns are the stamina/armor the spot expects before you idle there safely.

LevelMonsterMap · coordsExp/kill
51–59Seeking Horror → Broken Spiritm10114,133→6,017
60Scarlet Preacherm1011 · 158,766,208
60+ (geared)Obsidian Slayer (lv63)m1012 · 123,488,257
TBC 1–5Inferno/Void mobsm102319→26
TBC 6–9m1024 mobsm102429→70
TBC 10–14m1025 mobsm102581→98
TBC 15–18Sun Wrath Warriorm1026 · 248,62217

The +100% party lever

team exp bonus: solo +0% → full 5-man +100%

A full party literally doubles AFK exp for everyone. Your five characters idling together earn twice what they earn apart — the single biggest AFK multiplier in the config.

Extend your AFK time cap (+8h, account-wide, one-time)

reach lv 20 +1h join a guild +1h clear RageAbyss(H) +2h clear Dim Mine +1h any Enhance Lv40 +1h own 1 Legendary +2h

Six one-time account milestones permanently extend the unattended AFK ceiling for every character. Knock them all out once.

Field elites: kill, don’t camp

World elites pay ~13× the exp per kill but carry 15–40× the HP with limited respawns — worth a manual kill when one is up, never worth pointing your AFK at.

Dungeon exp credits

daily bonus-exp runs: 20 solo, 2 with team bonus

Solo-running instanced content carries a 0.5× exp penalty — do your two team-credited runs with the full five, then AFK in the open world.

At level 60: farm drops, not exp

exp per HP of damage dealt (≈ exp/hour at fixed DPS): Scarlet Sorcerer 0.0955 drops collection I0110805 Scarlet Preacher 0.0943 drops collection I0110805 Obsidian Slayer 0.1000 drops NO collection item

Gold per kill isn’t in the client (loot rolls are server-side), but the loot tables differ decisively: the Scarlet family feeds a collection drop on top of AFK materials, while Obsidian Slayer’s table is literally tagged “no collection item.” At the cap, exp is dead value — park on the Scarlet mobs (m1011) unless you’re banking exp for the TBC track, in which case Obsidian’s +6% exp/HP wins.

Weekly ticket economics

Normal raids and Abyss raids draw from separate ticket pools, so they never compete. Two clears per raid per reset (Abyss: one).

RaidTickets/entryClears/resetVerdict
Princess’ Lair22Most currency per ticket — never skip it
Flame Heart 2/332Cheap multi-boss wings
Flame Heart 1424 bosses, solid value
Black Spire 1/25–62Mid-tier
Ancient Temple 1/2102Most expensive per ticket, most bosses per entry — best when you can full-clear
All Abyss mirrors1–10 (own pool)1Always take the free-pool clears you can survive

The loop is self-funding: Flame Heart bosses drop the same Brave Prove currency the Mystery Merchant charges for extra Raid Tickets (20 tickets per 11,000). One extra entry costs about seven full clears’ worth of currency — so the weekly two-clear cap, not the currency, is the real bottleneck. Spend Brave Prove on the Vanilla tier-set pieces in that shop instead.

Mini Legion Player Guide · Raid Tactics & AFK Optimization · data-checked against the live config bundle.