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Dire Maul East Dungeon Guide

Last updated on Nov 04, 2019 at 00:10 by Seksixeny 1 comment

Dire Maul is split into three wings, with all of them being recommended for players above Level 55.

The East wing of Dire Maul is full of satyrs and demons that have warped the natural inhabitants of the zone at the behest of their leader, Alzzin the Wildshaper.

1.

Dire Maul East Quests

Make sure to get all the quests related to Dire Maul East before going in. To make this process easier, we have written a separate guide.

2.

Entrance Location and Main Goals

You can enter Dire Maul East through the main Dire Maul entrance around 59,45 in Feralas. Watch this short video, by Bue to understand how to proceed from there.

There are three main reasons to do this dungeon:

  • In order to get Crescent Key Icon Crescent Key from Pusillin, which is required to open the West, and North wings, respectively.
  • For quick boss and Rich Thorium Vein farming from the tunnel after the final boss, Alzzin the Wildshaper, through jump runs, which we will explain below.
  • Solo farming Whip Lashers, for loot or experience.
3.

If you are going in before level 60, Warlocks / Hunters are great for Banish Icon Banish / Freezing Trap Icon Freezing Trap against the many Demons and Elementals present in the dungeon.

Any class / group composition will do, otherwise, just make sure you have at least one miner in your group, otherwise the juicy Arcane Crystal Icon Arcane Crystals potentially waiting for you at the end of the dungeon will end up wasted.

4.

Quick Dungeon Reset Method for WoW Classic

The quickest way to reset a dungeon in WoW Classic, for speed farming, is to convert the group to a raid, invite someone from outside the party and have them be the leader, so they can reset the dungeon while everyone who was inside is logged off of their characters (otherwise you will simply get an error and the dungeon will not be reset). Once reset, people who log back in to their characters will find themselves back at the entrance!

5.

Layout of Dire Maul East

Dire Maul East is non-linear and there are several paths you can take, depending on what your goal is.

If you want to get Crescent Key Icon Crescent Key from Pusillin, make sure to talk to him at the very start of the dungeon, by taking a quick left turn. As he will run (and keep running whenever you talk to him after that), just carefully pull the enemies on your way to wherever he ran to, until you fight him after going up a small ramp. You can quickly exit the dungeon from this point to turn Pusillin and the Elder Azj'Tordin, if you wish.

By going back up the ramp you came from and entering the room you skipped while chasing Pusillin, you will find yourself in a new room with a ramp leading upwards, to Lethtendris.

Take her down, if you wish, and go down through a tunnel near the bottom of the ramp, which leads to Hydrospawn in the pool of water to your left in the new room, and to Zevrim Thornhoof if you head into the tunnel you can reach by only moving forward when you enter the room. Kill them both, and drop down into the pool area, where you can finally exit the room by taking a tunnel into a large, open area, with Ironbark the Redeemed (who is Old Ironbark instead, if you haven't killed Zevrim yet) in the middle.

At this point, if you killed Zevrim Thornhoof, you can ask Ironbark the Redeemed to open the door to the final boss for you. Simply head through, and move down carefully on top of the ledge surrounding the boss area, to avoid pulling any extra trash. At the bottom of it you will have plenty of space to pull all of the small plant packs around the boss, to avoid having them aggro later in the fight, and to finish off the boss, at which point you can exit the dungeon quickly through the tunnel he opens during the fight, which contains huge Mining goodies!

6.

Notable Trash in Dire Maul East

The main thing to take into account in this dungeon are the stealthed Wildspawn Satyr, which can often catch your group at a bad time, so make sure to pull carefully.

Whip Lashers are notoriously easy enemies to kill, even for a solo or under leveled player, and they can grant decent gold and experience over a long farming period.

A lot of the Tree enemies later on can heal themselves and their allies so make sure to have your interrupts and crowd control abilities ready!

Finally, remember that trash can respawn in this dungeon, and there is a lot of ground to cover, so make sure to keep a good pulling pace.

7.

Dire Maul East Jump Runs (can be 2 manned)

Jump Runs are great for quickly killing Dire Maul bosses. This allows a coordinated group to quickly farm librams and books, which a lot of classes need for their best in slot enchants and trinkets, and for Quel'Serrar Icon Quel'Serrar. It will also provide for relatively quick access to the Rich Thorium Veins at the end of the dungeon, further increasing your income.

In order to perform this run, simply jump down to the open area with Old Ironbark right at the start of the dungeon. Proceed backwards through the dungeon to the water pool area with Hydrospawn and Zevrim Thornhoof and take both of them down in quick succession. If you are two manning the run, make sure to tank him in a position that allows your healer to line of the sight the boss while keeping sight of the tank player, as shown here by Holypalaswe.

Once Zevrim Thornhoof is down, you can simply back track to Old Ironbark, who will now be able to open the door to the last boss. Kill him and mine everything in the cave, and you will have completed your run successfully. Reset and repeat as many times as you wish!

8.

Dire Maul East Mage Solo Farming

Mages can easily solo much of this dungeon quickly for gold, mostly in the form of many herb spawns and librams If you are not a herbalist, you will not benefit nearly as much from doing this farm, so beware!

The idea is simply to drop down at the start as if you were doing a jump run, and from then pull and kill all of the Whip Lasher packs around the area, while picking up any books on the ground and herb spawns, as displayed in this video by Timira.

Because you will likely do the runs too fast, and thus get locked out, you can also farm Hydrospawn and the Satyrs and Imps around his room, as displayed once again by Timira in this video.

The main thing to keep in mind with this farm is that you need quite a bit of Stamina and Intellect in order to make it through unscathed. Try to farm and / or buy pieces with these stats, such as Scholomance's Necropile Raiment and green gear of the Eagle. Check our Mage AoE Grinding best in slot list for all the details!

9.

Bosses in Dire Maul East

There are 7 bosses in Dire Maul East, with the final 2 bosses being in the same encounter. While several of the bosses can drop decent gear, most of the highly sought after pieces either come from King Gordok or from the chest once you complete a Tribute Run.

9.1.

Pusillin

Pusillin, while unremarkable by himself, comes alongside four Wildspawn Imp bodyguards which could overwhelm your group if you are not expecting them. Make sure to keep him interrupted and use area of effect attacks to quickly take care of the imps.

9.1.1.

Notable Loot from Pusillin

Crescent Key Icon Crescent Key and Recipe: Runn Tum Tuber Surprise Icon Recipe: Runn Tum Tuber Surprise are the only notable loots from this boss. Make sure to do him at least once for the key!

9.2.

Lethtendris

Lethtendris has an imp companion, Pimgib, which you will want to either crowd control or kill first. Keep her interrupted and remove her Curse of Tongues Icon Curse of Tongues, if you can.

9.2.1.

Notable Loot from Lethtendris

Item Required Level Slot
Band of Vigor Icon Band of Vigor 53 Ring
Lethtendris's Wand Icon Lethtendris's Wand 53 Wand
Felhide Cap Icon Felhide Cap 53 Head
Quel'dorai Channeling Rod Icon Quel'dorai Channeling Rod 53 Staff
9.3.

Hydrospawn

Hydrospawn patrols the water pool in the middle of the dungeon and spawns Hydroling adds once engaged. Deal with these swiftly (or quickly burn down Hydrospawn himself), and you will soon be looting his dried up corpse.

9.3.1.

Notable Loot from Hydrospawn

Item Required Level Slot
Breakwater Legguards Icon Breakwater Legguards 53 Legs
Riptide Shoes Icon Riptide Shoes 53 Boots
Waterspout Boots Icon Waterspout Boots 53 Boots
Tempest Talisman Icon Tempest Talisman 53 Neck
Waveslicer Icon Waveslicer 53 2H Axe
9.4.

Zevrim Thornhoof

Zevrim Thornhoof has a very dangerous ability in Sacrifice IconSacrifice, which will both take one of your party members out of the fight, and deal heavy damage over time, which should quickly be healed through.

Alongside Intense Pain IconIntense Pain, this can quickly become unhealable damage for your healer, so make sure to stand at maximum range, if at all possible, in order to dodge its damage over time effect.

9.4.1.

Notable Loot from Zevrim Thornhoof

Item Required Level Slot
Gloves of Shadowy Mist Icon Gloves of Shadowy Mist 53 Hands
Clever Hat Icon Clever Hat 53 Head
Fervent Helm Icon Fervent Helm 53 Head
Helm of Awareness Icon Helm of Awareness 53 Head
Satyr's Bow Icon Satyr's Bow 53 Bow
9.5.

Alzzin the Wildshaper

Alzzin the Wildshaper is the final boss of Dire Maul East, and also the hardest. He can heal himself while in his Tree form, and will deal massive damage to the tank through his damage over time and bleed effects, so make sure to be ready with heals!

Finally, once he hits low health, waves of imps will come, which should be killed with area of effect attacks while finishing the boss. Go through the tunnel from where the imps came to find a shortcut out of the dungeon, and a lot of Thorium Veins!

9.5.1.

Notable Loot from Alzzin the Wildshaper

Item Required Level Slot
Shadewood Cloak Icon Shadewood Cloak 54 Back
Energized Chestplate Icon Energized Chestplate 54 Chest
Whipvine Cord Icon Whipvine Cord 54 Waist
Merciful Greaves Icon Merciful Greaves 54 Boots
Razor Gauntlets Icon Razor Gauntlets 54 Hands
Gloves of Restoration Icon Gloves of Restoration 54 Hands
Ring of Demonic Guile Icon Ring of Demonic Guile 54 Ring
Ring of Demonic Potency Icon Ring of Demonic Potency 54 Ring
Fiendish Machete Icon Fiendish Machete 54 1H Sword
Energetic Rod Icon Energetic Rod 54 1H Mace
10.

Changelog

  • 04 Nov. 2019: Elaborated on Jump Runs with an example video and added information on solo Mage AoE Grinding.
  • 15 Oct. 2019: Page added.
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