Doomwalker
This NPC can be found in Shadowmoon Valley.
Doomwalker is a powerful Fel Reaver sent by Kil'jaeden to assault the gates of the Black Temple in Shadowmoon Valley. It has exactly the same abilities as the normal Fel Reaver except from the Overrun ability that is described below. It is much stronger and hurts a lot more. Special Abilities - 2,000 physical damage every 2 seconds (total 8,000 physical damage). He will be stunning everyone for the duration of this spell. This stun can be avoided with any kind of shield. The damage will hit players flying overhead, as well, but again, avoiding the stun. - This appears completely random. It damages the first target for estimated 2,000 damage. It will jump like normal chain lightning to anyone within 5-10 yards doubling the damage for every hit! (spread out to avoid being hit) - Randomly charges people, they get knocked back. This appears to wipe the aggro. Best countered with tanks being ready to pick him up. He will do this spell several times in a row until he is picked up. The buff is described as "Increases run speed by 100%" and lasts 5 seconds. - Reduces the target's armor by 10% for 1 min. Stacks up to 10 times. Enrage - At 20%, all physical damage is doubled. Kills even Shield Walled tanks. If you are killed by Doomwalker you gain the debuff Mark of Death. This debuff (similar to the Dragons of Nightmare bosses) means that you can only attempt this boss once every 15 minutes, because the Aura of Death would kill you instantly. Notes There appears to be issues with Misdirection on Doomwalker. Occasionally, he will switch from the Hunter pulling to the main tank (MT) accordingly, but while running past still attack (and kill) the pulling Hunter. An alternative solution you may use is having a Paladin body or ranged pull (bombs, Avenger's Shield, Holy Shock, etc.), run to the MT while the Hunter operates Misdirection, and then use before he is hit. This allows the Hunter to stay behind the tank (and thus not get hit due to glitches), the MT to snag hate, and no one die on the pull. This fight seems to be centered around allowing guilds to see how all three tanks (Paladin, Druid, Warrior) can work together on a single boss fight: There is a workaround to Doomwalker's enrage. A feral tank can easily soak up the damage from Doomwalker while enraged and not die provided their armor value is incredibly high, due to it being a physical attack. The feral tank will end up taking more damage than a Warrior will pre-enrage, but nothing compared to the double damage a Warrior will take once outside of shield wall (an unlucky crushing blow will obliterate a Warrior in one shot). While many guilds will suggest you use Warriors to Taunt and pull Doomwalker back into the center, some have switched to using Paladins simply because of the range allowed with Righteous Defense. A simple macro can allow the Paladin to simply "yank" the mob back into the center without needing any further assistance from Warriors on the edge by spamming the macro before it targets a non-tank. Doomwalker will leash if pulled too far from his normal path. His area effects (Earthquake, Aura of Death) will affect players who are flying. It is strongly advised to stay away from him even while in flight, as a death in mid-air can make corpse retrieval difficult or impossible. He will periodically cast Earthquake as he patrols, which can catch players off-guard.
