The Emerald Void achievement is one of the hardest achievements for various reasons. Not only you have to spend hours finding a complete group willing to do this specific achievement, but you have to do it without a drake designed to heal your group and you lose that massive 25000 Nature damage attack on Eregos and the oh so welcomed 25% reduction on Erego’s DPS for 30 seconds. In short, the word harsh shines in this achievement.
How do you handle this? I suggest a Holy Paladin and another backup healing-capable class such as a priest, shaman or druid to be a must. Mostly to heal the paladin and other players in case that player loses the drake too during the fight. More as I explain this strategy. Before you engage Eregos, ask everyone to dismount on one of the floating rocks. Buff up, and drink. When ready, everyone mounts up except the Holy Paladin. Buff the drakes to add a bit over 2000 health to them. I recommend the Holy Paladin to drink a Flask of the Frost Wyrm (adds 125 spell power for 1 hour) and Smoked Salmon (adds 35 Spell power and 40 Stamina). Then mount the Ruby drake.
The Holy paladin and the Tanking Class must have a Ruby drake. Everyone else an Amber drake. The person to tank the boss initially will be—believe it or not—the Holy Paladin on a Ruby drake. Press Evasive Aura then aggro the boss with Searing Wrath and pull the boss. Amber drake # 1 must channel Time Rift. This spell channels a temporal rift on Eregos for 10 sec. While trapped in the rift, all damage done to the target is increased by 100%. In addition, for every 15,000 damage done to Eregos by Temporal Rift, 1 Shock Charge is generated.
While Amber drake # 1 is channeling Time Rift, Amber drake # 2 and # 3 must hit Eregos with Shock Lance until Time Rift stacks 10 times. Right away, Amber drake # 2 and # 3 must channel Time Rift. At this point, Amber drake # 1 stops Time Rift and starts shooting Shock Lance until he sees 10 stacks of Time Rift.

However, set a rotation between the three Amber drakes to take care of casting Time Stop when Eregos casts Enrage Assault (Increases damage done by 25% and casting speed by 100% for 12 sec.)
The Holy Paladin’s Ruby drake will probably die in less than two minutes. But don’t worry, that’s expected and that’s the intention. By the time you pull Eregos, everyone has to move on the central platform. When the Ruby Drake dies, the Holy Paladin will safely land. Cast a holy shock on yourself, followed by a couple of Flash of Light if needed. The second Ruby Drake must now take the role of tanking. The Holy Paladin will continue to heal the whole party without a drake until Eregos dies. The paladin will eventually run out of mana. Make sure to cast Judgement of Wisdom often on Eregos and to have some Runed Mana Pots, and to properly use Divine Illumination and Divine Plea for mana regeneration. As a last resort when all is gone, a Lay on Hands on yourself will add 3900 mana.
When Eregos goes into Planar Shift Mode, everyone must follow the Ruby drake and fly immediately away from Eregos’ Spheres. You can’t afford losing any of the four drakes to these spheres. Fly back to Eregos once the spheres explode. Amber drake # 1 must be quick to channel Time Rift. All the drakes must go on Shock Lance duty until Time Rift stacks 10 times. Basically starting the previous rotation scheme. Make sure everyone moves within range of the Holy Paladin—mark him with a orange circle for better visuals on where to move to. For as long as everyone remains within 35 yards of the healer, this achievement is cake.
As seen in the attached screenshot, only one drake died by the time Eregos hit the ground. I still have 9,748 mana when the achievement shows up.







This is a fun achievement. Normally our guild does 2 red, 1 bronze, 2 green. However, for this achievement, I’ve participated in two different strategies that worked.
The first is replacing the green drakes with actual healers. On this run, I was the paladin tank running the whole instance. At the end, I went holy and teamed up with the restoration shaman to heal the drakes. The key to this is that the red drakes absolutely must kill the whelps ASAP so that the healers don’t die to their AoE. If necessary, the bronze drake uses the time stop to help the red drakes clean up the whelps. Normally the whelps go down quickly because of the increasing damage when their main attack jumps.
The second is to use the all bronze drake strategy. This takes lots of coordination and smart use of time stops, because you don’t want Eregos to spawn any whelps at all. As soon as whelps spawn, it’s essentially a wipe unless you’re under 20%. What happens is one person gets their charges up to 10. Then the other drakes start charging, and the first person hits the dragon, and it’s for over 100k since they have a 10 stack charge. Now the other drakes have a 10 stack since so much damage was done, so the first person starts charging, and the other 4 drakes hit for over 100k with their 10 stacks. Basically, you’re bouncing that 10 stack back and forth. It takes a lot of communication, and you need to know when to use time stops so that the whelps don’t spawn… that comes with experience, so if you haven’t done this before, you’ll have to wipe a few times to find out when to use the time stops. I remember that one is right at the beginning of the second phase one, after the orbs despawn and Eregos is active again.
All I have left is the bronze void, and I figure we’ll just use a 3rd red drake for that instead of a bronze drake. Good luck!