High Interrogator Gerstahn

Detention Block and Halls of the Law
Start with the prison branch for Gerstahn and the cell key, or follow the halls toward the arena. Pull Gerstahn into cleared space before Psychic Scream can send players into another pack. Catch Roccor away from other patrols, and clear the hounds on the approach to Grebmar's den beneath the arena.

High Interrogator Gerstahn
<Twilight's Hammer Interrogator>Elite HumanoidGerstahn combines Psychic Scream with Mana Burn, so a prison pull can become a fear-driven extra pack while the healer loses mana.
Abilities

Psychic Scream
Lets out a psychic scream, causing up to 5 nearby enemies to flee for 6 seconds.
Fight beside cleared ground so feared players do not run into another prison group.

Mana Burn
Reserve an interrupt for Mana Burn, especially when it targets the healer.

Shadow Word: Pain
Utters a word of darkness, inflicting Shadow damage to an enemy every 3 sec. for 18 seconds.
Dispel Shadow Word: Pain rather than leaving its Shadow damage running through a fear.

Shadow Shield
Watch melee health while Shadow Shield returns damage to attackers; remove the shield if the group can dispel enemy magic.
Tank- Bring Gerstahn into the cleared prison corridor before committing. Keep her there so Psychic Scream does not send the party toward untouched cells and patrols.
Healer- Dispel Shadow Word: Pain and keep enough health on the tank to cover a Psychic Scream. Warn the group if Mana Burn is targeting you so its interrupt takes priority.
Damage- Stop Mana Burn and keep the fear escape route clear of fresh enemies. Melee should watch the damage returned by Shadow Shield rather than continuing at low health.