Magnakilro's Guide to Hellfire Citadel

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Magnakilro
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Magnakilro's Guide to Hellfire Citadel

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With the recent announcement of Archimonde giving the gift of moose on Heroic difficulty next patch, I thought I'd do my part to help by dropping knowledge on the boss encounters of this raid for those that want to try. I will note any tier drops, and Heroic changes.

There are a few things HfC does different from raids before it.

1: Skip portals: On Normal difficulty and up Khadgar gives a 2 step quest chain that unlocks portals to skip sections of the raid. To get the quest, kill Iron Reaver and he'll show up. Do note that he gives a separate version of the quest for each difficulty. You can only complete the quest on the difficulty you grabbed it in. Anywho, this basically removes the need to extend lockouts!

The first of these quests requires you to get 4 Soul Remnants. These remnants drop off Gorefiend. You automatically receive the item, so no fighting over it. It only drops on the first Gorefiend kill you do that week. Completing this quest unlocks a portal that your whole raid can use. It sends you to the Upper Citadel, completely skipping the 1st 6 bosses. From here you can fight Iskar, Xhul'horac, Zakuun, or Socrethar (and Velhari if you kill him).

After that quest is done, you'll get the second and final one. You need 4 Fel Essences, which drop off Mannoroth (same loot rules as previous quest). The portal unlocked here allows your raid to skip straight to Mannoroth and Archimonde. (there is no 'straight to Archi portal).

The portal is only available on the difficulty you did the quest on. You CAN also still go back and kill the skipped bosses.

2: Steadily increasing ilvl for loot: As you progress, the loot gets stronger!

Norm: 690 (1st 4 bosses)> 695 (next 4) > 700 (next 4) > 705 (Archimonde)
Heroic: 705>710>715>720
Mythic: 720>725>730>735

Tier pieces are always the second ilvl for that difficulty, regardless of source.

Without further ado, the bosses!

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Boss 1: Hellfire assault: A single phase, adds-only encounter. Very easy. Very uneventful really.

The goal of the fight is to loot the Felfire Munitions that drop from the vehicle adds (the look like big green boxes). You'll take dmg over time while carrying munitions, and you'll get a temporary 100% speed buff. Take munitions to a cannon (located on either side of raid entrance.) and the game will do the rest...you automatically load it in the cannon and it fires at the Citadel door. The fight ends when the door is destroyed. The Cannons each have an hp bar too. They can't be healed. Its a wipe if they are destroyed.

The adds are split into 2 groups: Orcs and Vehicles.

Orcs: You'll be fighting these pretty much non-stop here. When they are incoming, you'll see big orange swirlies. Stay away as these areas are the landing zones for those 'cannonball pod' things the Iron Horde travels in. They hurt.

1: Siegemaster Mar'tak: She's in the initial group you pull to start this fight off, and is the closest thing to an actual boss in the entire fight. She has 3 abilities, and is the highest priority when she's up. Use Lust and dmg cd's on her. She permanently leaves the field at 50%.

Abilities: Howling Axe: Debuff applied to random ppl. When it expires it explodes, dmging you and everyone within a short radius of you. Spread

Shockwave: Three lines of swirlies extend out of her. They soon erupt into stone spikes that hurt. Avoid.

Inspiring Presence: 10% dmg buff aura that effects her and all other enemies in this fight. Gets stronger the longer she remains. This is why she needs to leave fast.

2: Iron Dragoon: AoE cannon fodder.

3: Contracted Engineer: Goblin adds. They have an interruptible chain lightning that stuns, and they lay bombs that need to be avoided.

Heroic change: Engineers will try to heal the vehicles, with a channeled interruptible spell called Repair, which heals 2% hp every half second.

4: Hulking Berserkers: big guys. Higher priority for killing. They will apply a stacking debuff to their tank that increases dmg taken, and they cast an AoE 20% slow.

5: Gorebound Felcasters: Fel orcs. These guys cast 2 interruptible spells, one's a nuke, the other is a 50 yd AoE. They aren't too bad at first, but once lowered to a certain % hp, they transform.

6: Gorebound Terrors: Transformed felcasters. They move 70% faster and dish out increased dmg. They spam cast the AoE and can't be interrupted. Absolute highest priority once Mar'tak is gone. Try to not have more than one up at once as they HURT.

Vehicles: If no Mar'tak and no Terrors...these are always top priority. Don't forget the munitions they drop!

1: Felfire Flamebelcher: These shoot out fireballs. Just avoid and kill it quick.

2: Felfire Crusher: Has a big drill that basically insta-kills if it touches you. It also shoots flames out at the sides and back to deter melee. Kill quick as it bee-lines to a cannon and does huge dmg to it.

3: Felfire Artillery: Spawns behind debris on the sides of the battlefield and smashes thru it. It then almost immediately fires at the nearest Cannon, doing a lot of dmg per shot, so kill FAST.

Heroic change: Felfire Demolisher: Works similarly to the rarespawn Doomroller in tanaan, but minus the bombs. It shoots a ring of fire, followed by a mortar. The mortar does dmg to the entire raid, decreased the further away you are.

On normal, vehicle spawn order is: Flamebelcher, Crusher, Cannon, Crusher, Flamebelcher, Cannon, Fight is over after Cannon 2.

Easy easy fight. Just remember the kill priority.

With the assault successful and the gate destroyed, Mar'tak takes matters into her own hands.
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Boss #2: Iron Reaver: A very easy 2 phase encounter. Phases are on a timer, shown via her energy bar.

Phase 1: Ground Phase:

This is the phases you'll be attacking the boss in. Try to spread out but be decently close to her. Lust is best used on pull.

Abilities:

1: Unstable Orb: Launches fel orbs at random ppl, leaving a DoT on the victims and anyone within 8 yds of the victims. DoT stacks if hit by more than 1 orb at once. This is why you spread out.

2: Artillery: tank swap. Puts a debuff on her current tank. When it expires, tank is nuked with a mortar shell that dmgs whole raid. Distance away from impact reduces dmg. Just swap and run the artillery away.

3: Barrage: Targets a random player. After a decent cast time, unleashes a powerful cone of flame in the direction her target was located when she started casting. This hurts so MOVE. It can be a bit tricky knowing where she's aiming due to how she sets her body up during the charge up. But she gives it away by backing up in the exact opposite direction from where she'll shoot. Staying close makes it easier to get out of the way. This ability leaves Immolation on the ground.

4: Immolation: Fire on ground. Applies a stacking DoT if stood in. This is fire. Fire in a raid. Fire bad. Avoid fire.

5: Pounding: Raid-wide dmg over time. Can't avoid, just heal thru it. Watch your positioning as this ability pushes Immolation away from her.

6: Blitz: Charges in a random direction. Anyone in her path takes heavy dmg and is pacified and silenced for a bit while also receiving a stacking DoT. She always uses this twice in a row. Immolation in her path will be pushed to her sides, so watch your positioning. Avoid this!

Once her energy is full, she enters Phase 2

Phase 2: Air Phase:

During this phase, Reaver takes 95% reduced damage, so no dps should be hitting her till the phase ends.

1: Artillery: Same as p1 except now she targets 3 non-tanks with this. Dmg is reduced in this phase, but still hurts if you are too close so run it away.

2: Fuel Streak: Makes a line of brown fuel on the ground. You move VERY slow while in it, and that's bad because she almost immediately follows up this move with pain. Get out of this ASAP.

3: Flash Fire: Reaver launches fire at the Fuel streak, causing it to explode and heavily dmg anyone too close. Leaves Immolation on the ground. Stay away from any and all Fuel Streaks.

4: Firebomb: Launches 4 Firebombs onto the battlefield. Landing zones shown as orange swirlies, so don't get hit. Bombs become attackable upon landing. There is a timer over each bomb. When it expires, it explodes, dmging entire raid and leaving a stacking debuff that increases dmg from other bombs. Explosion also pushes Immolation away. ALL dps needs to be destroying these bombs. No excuses. Destroy them all.

5: Falling Slam: Cast at 0 Energy. She shows her landing zone as a MASSIVE circle. Upon landing, she dmgs the entire raid, doing 1 shot dmg to those in the warning circle (think Garalon's Crush ability in Heart of Fear). Just stay away. She gains a stacking buff every time she uses this that increases the dmg her Pounding ability does. This ability ends Air phase. It also pushes Immolation away.

Super Duper Pooper Scooper Easy. Avoid the bad stuff, and kill bombs. For those of you with a Garrison Shipyard, this boss drops the blueprints to unlock the Whirlpool counter. Blueprints drop on all difficulties.

With Reaver destroyed, nothing is left to prevent your raid's entry inside the Citadel. Khadgar as his men take over the courtyard, allowing you to pick up the first Portal quest.

From inside this first citadel room, you can go after either Kormrok or Hellfire High Council. We'll go for Korm first as he drops something many would love to get their hands on.

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Boss #3: Kormrok: An easy 1 phase encounter.

Kormrok has very few mechanics, but most of them change via Empowerments.

Do NOT swim in any of those three fel pools surrounding the battlefield. Near-instant death.

Abilities:

1: Pound: Damages the entire raid over time. Each tick also makes everyone explode and dmg anyone too close to each other. Spread out for this. This is the only ability that never changes.

The rest of Kormrok's abilities are effected by Empowerments. He Empowers them by jumping into one of the three pools. He will jump into the pool closest to his current position. He will not reuse a pool until he's used all 3. This mechanic is a timed thing.

2: Explosive Runes: Summons 4 red runes onto the ground that grow in size. If ignored, they explode and do a large amount of dmg to the raid. If stepped on, the rune is destroyed, doing decent dmg to the person that stepped on it. Just step on all of the runes. Simple as that.

3: Empowered Explosive Runes: When he jumps in the red pool, he gains 2 uses of this ability. This ability is similar to the original, except stomping out the runes causes them to instantly respawn right in front of the stomper. The rune WON'T respawn if it is stomped in such a way that it'd overlap another rune. If there is only one rune left, stomping it out permanently destroys it. Get some ranged ppl to 'herd' the runes into the middle of the room. This is the best way to destroy them. Remember the runes still hurt those that stomp them.

4: Explosive Burst: Tank swap ability cast only when he has the Red empowerment. He stuns his current tank for 10 secs. When it expires, the tank and all within 40 yds will be exploded for huge dmg. The tank is then debuffed with Fel Touch, increasing the magic dmg he/she takes. Just swap and move away from the stunned tank.

5: Grasping Hands: The entire raid is grabbed by stone hands. These hands root you in place and squeeze till you die or they do. They also do dmg to all within 4 yds when they spawn. Just stack when they are incoming and AoE AoE AoE.

6: Empowered Grasping Hands: When Kormrok uses the Green pool, he gains 2 uses of this ability. Its the same as before except now the hands will drag their victims to the closest pool. My group saves Lust for the first set of these. Kill these ASAP.

7: Foul Crush: Tank swap used during Green empowerment. Summons a bigger, stronger, and more hp-ier hand on his current tank. Blow this up IMMEDIATELY. Fel Touch is applied to the victim as well.

8: Fel Outpouring: Kormrok causes weird globby waves to rise from the purple pool, and slide across the battlefield, doing dmg over time to all in their path. Just dodge.

9: Empowered Fel Outpouring: He gains 2 uses of this after jumping into the purple pool. Same as regular Fel Outpouring, except he now sends waves out from all 3 pools at once. Just dodge.

10: Swat: Tank swap for purple empowerment. Tank is punted a good distance away. Victim also is debuffed with Fel Touch. Make sure you don't get punted into a pool.

Heroic change: On Heroic, Kormrok gains a 3rd use for all Empowerments. Timing is such that you'll have to deal with 2 Empowerments at once a few times.

11: Enrage: Activated at 30% hp left. Just speeds up his attacks. He uses abilities faster too.

Just be quick on those hands, be smart about runes, and dodge those waves. Easy kill. Kormrok drops the Tier Helmets.

With the mighty Magnaron vanquished, your raid has cleared the first wing of the Citadel. Now it is time to venture forth into the Hall of Blood, where the most powerful orcish forces in the citadel reside.

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Boss #4: Hellfire High Council: A single phase Council fight with a mini phase each boss enters when lowered to 30% hp.

This is a fight against 3 powerful Fel orcs: Dia Darkwhisper, Blademaster Jubei'thos, and blast from the past, Gurtogg Bloodboil. Since it is highly reccommended that you kill Gurtogg first, we'll start with his abilities.

Gurtogg abilities:

1: Bloodboil: just nukes the 5 players that are furthest away from him. Nothing you really need to worry about (its only a stacking DoT on Mythic).

2: Acidic Wounds: stacking 30 sec debuff applied to his current tank. Does dmg over time and lowers armor. No need to tank swap, as his next ability helps with this.

3: Fel Rage: Fixates on a random player, increasing their defenses. Every successful attack done to this target grants him a stack of Fury, increasing dmg done by 10% per stack. He also hits faster and faster. Fel Rage lasts 25 secs. If targetted, run Gurtogg away from his tank. If you put enough distance between him and the tank, Acidic Wounds will drop before he can reapply it thus removing the need to tank swap. Just focus heals on the Rage victim.

4: Demolishing Leap: Jumps around the room, dmging the entire raid. Dmg reduced by distance. You are not likely to see this ability if you blow up Gurtogg. He tends to not last long enough to cast it. If dps isn't that great tho, keep it in mind.

5: Tainted Blood: Activated at 30% remaining hp. Reduces the raid's max hp by 10%. He stacks this as long as he's alive. Debuff persists after his death, but no longer gains stacks. This is why Gurtogg dies first. When he gets to this point, lust and blow him up.

Jubei'thos is the next target you should go for:

Jubei'thos abilities:

1: Fel Blade: Takes a bit of time to cast, a green arrow extending out of him to tell you where he is gonna throw the sword. Upon throwing, anyone in the sword's path will take some dmg and get knocked back. Just avoid.

2: Felstorm: Jub-jub spins, dmging the entire raid. Heal thru it.

3: Windwalk: Disappears and summons a pack of mirror images. The images will spam Fel Blade and Felstorm. Jub-jub respawns after 45 seconds, or after all Images are destroyed, whichever's first. Destroy them FAST.

4: Wicked Strike: He uses this when hp drops to 30%. He sends mirror images to strike half the living members of the raid. Dmg increases each use. When he dies, this ability continues to occur, but the dmg no longer increases. Nothing you can do but kill him asap to keep dmg as low as possible.

This just leaves Dia:

Dia's abilities:

1: Void Bolt: Uninterruptible nuke.

2: Void Haze: If Jub-Jub or Gurty are within 25 yds of her, they are immune to all dmg. So you need one tank for Dia and one for the other 2. Keep em away from her.

3: Nightmare Visage: Nothing special. She becomes a void creature for a bit and does huge dmg to her tank. Just heal thru it.

4: Wailing Horror: Shrouds the room in darkness, doing dmg over time to the raid. She also summons giant void creatures that fly across the room, dmging those they touch. Just avoid the big void dudes. They spawn on the outer edges of the room.

5: Mark of the Necromancer: DoT applied to random targets. Dmg increases over time, and it has a permanent duration. If dispelled, it jumps to 2 random targets and the dmg resets. This is basically Sinestra's Wrack ability. You will want to dispell this as little as possible, especially because of what happens next. The debuff icon for Mark changes color based on severity of the dmg: Purple at first, then turning yellow, then finally red. You want to dispell as late as you possibly can without the victim dying.

6: Reap: removes Mark of the Necromancer from those afflicted and dmgs the entire raid. Those who had Mark will leave a big void rune on the ground that dmgs over time if you stand in it. Rune does not despawn. This is the biggest reason why you want to wait to dispel. When Reap occurs and you have Mark, run to the outer wall of the battlefield so the rune is out of the way.

When Dia is reduced to 30% hp left, she casts Mark of the Necromancer on half of the remaining raid. She will also stop casting Reap. Not much you can do here but end the fight ASAP.

Fight isn't too hard, just avoid the bad, get reaps to wall, Dispell as late as possible, kill Jub-jub adds fast. Simple.

With the mighty council defeated, your raid proceeds deeper into the halls. Soon you find yourself in a ritual chamber of sorts, with the terrible Bleeding Hollow warlord himself in your path.

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Boss #5: Kilrogg Deadeye: This fight is a semi-easy Add Control encounter with 1 phase.

Since adds are the main selling point, we'll start with them.

Salivating Bloodthirster: These guys do nothing but bee-line straight for the green fel goopy goo that Ariok is standing in. If they reach it, they become a Hulking Terror. Do NOT let this happen. Bloodthirsters can be slowed. Do that. Kill em fast. It should be noted that every wave of Bloodthirsters will include one that spawns in the goopy goo right away, so you will always have 1 Terror.

Hulking Terror: Big adds. Very dangerous. Do NOT let more than one spawn!

Terror abilities:

1: Rending Howl: Dmgs entire raid and leaves a pretty painful DoT on everyone. INTERRUPT THIS! No ifs ands or buts. INTERRUPT THIS! Kill quick tho, as this is cast 50% faster with each interrupt.

2: Fel Claws: Applies 2 Fel Corruption to current target. Happens every few melees. Tank thing, tho I think it gets Melee too.. Kill add fast

3: Fel Rupture: On death, anyone within 10 yds will take quite a bit of dmg and gain 30 Fel Corruption. Try to keep this limitted to tank.

4: Fel Corruption: Does dmg over time. Dmg increases the more corruption you have. At full corruption, you are MC'ed. Corrupted players will have an extra meter in their UI showing how much they have. It does fade over time, but there's a faster removal method. Only Melee and Tanks should have this.

Kilrogg abilities:

1: Shred Armor: Tank swap ability. Does lotsa dmg. If tank is not using active mitigation, it will also increase dmg tank takes by 40% per stack.

2: Heart Seeker: targets random ranged or healer player (unless none available). Targetted player is debuffed. When debuff expires, Kilrogg throws a knife into the target's heart, doing dmg and applying a DoT. This also leaves a Blood Splatter on the ground that dmgs those that stand in it over time. This ability also spawns a Blood Globule add. If it hits a player with Fel Corruption, it spawns a Felblood Globule instead.

Heroic change: All effects of Heartseeker will also be applied to those the knife passes through on the way to the target.

Run this as far away from boss as possible, and make sure raid is set up to leave an open space so no one is hit by it except the intended target.

Blood Globules will Bee-line for Killrogg and will nuke the entire raid for heavy dmg if they touch him. Kill fast.

Felblood Globules do the same but have more hp and do double the dmg. Kilrogg will also heal for 15% hp when hit by one.

3: Death Throes: Raidwide dmg over time. Ranged and healers will be targetted by fel missiles (show as green swirlies on floor) which'll pretty much 1 shot you. Every use of this ability adds a stacking buff to Kilrogg increasing the power of the next by 12%. Just move away from swirlies.

4: Vision of Death: summons three runes in the direction he's facing. If a player stands in each before they detonate, they are transported into a vision. If there aren't enough players to take all 3 runes, it explodes and nukes the raid. MAKE SURE YOU USE ALL OF THESE! Set up 2 groups of 3: 1 melee, 1 ranged, 1 healer each. Melee stands in rune closest to Kilrogg, healer in middle, ranged in furthest rune (can change it up based on group preference...which rune you take doesn't matter so long as all 3 are filled).

Vision of Death room: When ported by the runes, you'll be in Sylvanas's room in Undercity with Khadgar, who is taking dmg over time. You will be swarmed by countless demons of 3 types. Phase lasts till all players die or Khadgar does. Each player gets a stacking buff for each demon killed up to 20 stacks. Buff lasts 1 min. You will be unable to enter Vision of Death for a while after leaving.

Dps will gain 10% increased dmg per stack. Healers gain 10% increased healing per stack. Healers will also get a 1 min aura (shown as a big yellow circle under you) that wipes fel corruption off ppl that stand within it. This healer should stand with melee to cleanse em.

Vision adds:

Hellblaze Imp: just does an uninteruptible nuke. Low hp.

Hellblaze Fiend: Explodes on death so stay away. Also leaves fire on the ground, so be careful.

Hellblaze Mistress: does a powerful Frontal cone that also applies a painful DoT. Avoid it.

Lust after one or both Vision groups have finished.

Not a difficult fight. Split the raid so half is on one side of the room and half is on the other...this helps with getting all the Bloodthirsters as well as makes a nice open path down the middle for Heartseeker. Melee and Tanks need to be mindful of Heartseeker too, so they don't get hit and spawn a Felblood right on the boss. NEVER TUNNEL THE BOSS NO MATTER WHAT % HE'S AT! Always kill adds first.

Kilrogg has fallen. Your raid has returned back to the main hub room of the lower Citadel, with only one path left to explore. Upon reaching its end, a truly horrid figure is there to greet you.

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Boss #6: Gorefiend: Another add-centric fight with 1 phase.

Abilities:

1: Gathering Darkness: Since Gorefiend is immobile, this is the 'don't outrange his melee' prevention. HEAVILY nukes entire raid.

2: Shadow of Death: 5 second debuff applied to random ppl. Instantly kills victims upon ending. Not cast on those afflicted with Gorefiend's Corruption unless he doesn't have enough other targets.

3: Touch of Doom: 8 second debuff cast on random ppl. Upon expiring, entire raid is dmged. Dmg reduced by distance from explosion. This debuff will also spawn a Doom Well, a huge void zone that dmgs over time and never despawns. Same with Reap from council, just run it to the edges (warning: No invisible walls in this fight...you CAN fall off the edge and die. Swimming in Gorefiend's water is also death).

4: Surging Shadows: All players explode, taking dmg and doing that dmg to anyone within 5 yds.

5: Crushing Darkness: summons a spiral pattern of purple swirlies. They then explode one after the other. Just stay away from em.

Heroic Change: On Heroic, Gorefiend gains the Shared Fate ability: chains two players to one other player. This third player is rooted in place. All afflicted players take dmg over time. Chains are broken when both mobile players stack on the rooted guy they are chained to. If not broken in 10 secs, all 3 players explode and take MASSIVE dmg.

6: Feast of Souls: Casts when at 0 energy. Gorefiend stops everything and begins inhaling souls into his belly mouth, regenning energy for 1 min. During this time, Gorefiend takes 100% increased dmg from all sources. Players will be taking dmg over time. During this ability, Unstable Spirits will also be pulled in. If eaten, Gorefiend will instantly regain 10 Energy, shortening the phase drastically. If a Spirit is touched by a player, it explodes and dmgs the whole raid, doing slightly more to those within 10 yds. Just stack up on boss and nuke him to hell. This is the only time you should be focusing Gorefiend (make sure all adds are dead first). Tanks should be running around to block spirits. You want this phase to last the full minute. Fight resumes at full energy.

Stomach: In this fight, death is not the end (similar to the Black Temple Gorefiend fight). When you die, you are sent into his belly to fight adds. Stay away from swirlies on the ground in there. DO NOT WILLINGLY KILL YOURSELF TO GET IN THE BELLY! Gorefiend will have you covered with Shadow of Death.

Gorefiend's Corruption: Applied to anyone entering the stomach. This is a 3 min debuff that prevents re-entry into the stomach. Death during this debuff is true death.

Digest: 40 second debuff applied to all Stomach players. If it expires, the afflicted player dies. To avoid it, just exit the stomach by stepping into the middle. DO NOT LEAVE TOO EARLY! Stay a while and clear adds. Only leave when you get the 5 second warning. Tanks are the exception...you guys leave when your adds leaves.

Stomach adds:

Shadowy Construct: Skeletons that bee-line for the stomach exit. DPS players need to kill them. If they leave, their remaining hp carries over, so if you can't kill...just do some dmg to help your raid. If a construct leaves the stomach, it spawns back outside as a Gorebound Construct.

Gorebound Construct: Fixates on a random player and chases em, getting faster over time (they can be slowed though). If they reach their target, they cast Hunger for Life and 1 shot him, killing themselves as well. Kill em FAST.

Heroic Change: Hunger For Life will also kill anyone within 10 yds of the victim if the Construct reaches him/her.

Tortured Essence: Ghost draenei that bee-line for stomach exit. Healers need to top em off to get rid of em. If they do leave, the hp they have will be inverted (more hp in belly = less hp outside belly) so do what you can. Upon leaving, they become Gorebound Essences

Gorebound Essence: These just stand in place and nuke the entire raid with Spirit Volley. This dmgs and slows the raid by 50%. Each cast is 20% stronger than the last. Kill em ASAP. Higher priority than skeletons.

Enraged Spirit: Tank add. When a tank is sent in, one of these will spawn.

Abilities:

1: Bellowing Shout: Interruptible ability that buffs the user to do 300% increased dmg for 10 secs. INTERRUPT THIS! DEATH COMES TO THOSE THAT DON'T!

2: Fel Fury: Does lotsa dmg to everyone within 4 yds and leaves a pool of badness for a while that needs avoiding.

at 70% remaining hp, the Spirit will cast Slam, dmging and knocking back everyone within 10 yds. The spirit will then gain Gorebound Fortitude (reducing dmg taken by 90%) and will charge out of the belly, becoming a Gorebound Spirit and retaining all dmg done to it thus far.

Gorebound Spirit: Bellowing Shout is still a factor. INTERRUPT IT! It also applies a stacking DoT to its current tank, so fast kills are key. They will also charge at ppl, doing decent dmg. These are top priority for killing.

Spread out, kill adds asap. Let Gorefiend do the 'get in my belly' work for you. If in belly, don't get digested but also don't leave early. Keep Touch of Doom's Doom Wells on the outer edges (except the one melee is using to hit the boss). Don't bother focusing Gorefiend till Feast of Souls and all adds are gone. Lust at the first Feast. On heroic, don't forget to stack on ppl you are chained to.

Gorefiend drops Tier pants. He is also the target of the first shortcut portal quest. Collecting 4 Soul Remnants from him unlocks the portal that allows your raid to skip the 1st 6 bosses of this raid.

With Gorefiend slain and another wing of this raid done, Khadgar is able to summon a portal to the upper reaches of the Citadel, but not quite close enough to Gul'dan. He'll need you to clear out more of this citadel's mighty inhabitants before he can get you closer. One such foe is rather close. Better hope your raid knows how to play Hot Potato...

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Boss #7: Shadow-Lord Iskar: A semi-tricky (but not too bad) 2 phase encounter. Phase 1-2 transition is hp based, Phase 2-1 transition is on a timer.

The most important feature of this fight is that Eye of Anzu that iskar has in front of him before the pull. Someone NEEDS to grab this, or the raid will take increasing dmg over time. Players holding it will personally take increasing dmg over time as well. Holding the Eye grants you an extra action button, allowing you to throw it to someone else that you are targetting. The strat my group uses is to just throw it between a tank and a healer...throwing it only when the dmg it does to the holder gets to be a bit high.

Phase 1 abilities:

1: Fel Chakram: 3 players are debuffed and get a Hunter's Mark icon and a raid warning that they are targetted. When it expires, Iskar will throw a Chakram at one of these players, it will then bounce off and head to the next player, then the last one, then back to Iskar. The Chakram explodes when it hits its targets, dmging the entire raid (dmg reduced by distance). This will also occur for anyone in the Chakram's path. Just make sure the 3 Chakram targets are positioned so no one but them are hit by the chakram.

2: Fel Incineration: Fel version of the Lens Flare ability from Skyreach. A green laser is fired at the ground. After about a second, it fixates on someone and chases that player down, leaving a trail of fire in its wake. Kite it AWAY from the raid! And DON'T STAND IN FIRE!

3: Phantasmal Wounds: This is a DoT applied to a few random ppl. It does a large amount of instant dmg, and decent dmg over time. To remove it, the victim must be healed above 90% hp or receive the Eye of Anzu. There's no reason to throw the Eye to these ppl...just heal them. Only throw it if there is an emergency.

4: Phantasmal Winds: Most of the raid will be pushed towards the edge of the platform by illusionary winds. Falling off=death. The Eye of Anzu will remove this debuff, though it does go away on its own too. If you are far enough back, the wind will never get strong enough to push you off if you keep fighting against it. It even weakens at 6 secs left. Still, its a very good idea to throw the Eye around to afflicted players. Once all Winds are gone, throw it back to the Healer that will normally be holding it.

Heroic Change: On Heroic, the winds are more powerful. You HAVE to throw the Eye around at this point, there's no outrunning death here.

When Iskar's hp is reduced enough, he casts Shadowy Escape, teleporting into the air off the edge of the battlefield and becomes unattackable. P2 has started. He enters this phase 3 times, each time adding a new add to the mix. He will still cast Fel Incineration, but he gets a new move just for this phase:

Focused Blast: Fires a super powerful laser in the direction of the Eye Holder, doing massive dmg split evenly between all caught in it. After like 3 of these, Iskar will land and resume p1.

Phase 2 adds:

Illusionary Outcast: AoE cannon fodder. These don't spawn on the third Air phase.

Corrupted Talonpriest: Appears in all 3 Air phases. They cast Phantasmal Obliteration

Phantasmal Obliteration: Debuffs multiple players with a Phantasmal Fel Bomb and one with a Fel Bomb. Effected players have a timer over their heads. When it expires, they explode and heavily dmg anyone within a certain radius. This can be dispelled. Players with the Eye can see which one has the regular Fel Bomb. This regular Fel Bomb can be dispelled by the Eye holder. This is why you want a Healer holding the eye. If you think it won't be dispelled in time, spread out, let it pop, then stack back up.

Shadowfel Warden: Fel Apexis golems. These start appearing in the second Air phase. They cast Fel Conduit.

Fel Conduit: Spam casts Fel Chain Lightning, doing a large amount of dmg to the target and up to 5 nearby targets. Each cast is 25% stronger than the last. This can be interrupted by only by the Eye Holder. Just throw it to the tank FAST so he can interrupt, then back to healer.

Fel Raven: Fel dread raven. Only appears in the third Air phase. Casts Phantasmal Corruption.

Phantasmal Corruption: Causes target to explode for huge dmg. Also debuffs the target to take 100% increased fire dmg for 1p0 seconds. Holding the Eye makes you immune to this. This is the other reason Tank needs the eye. Don't let this hit your tank.

All Ground phases are exactly the same. Make sure all adds are dead before focusing boss.

Kill priority: Raven > Warden > Talonpriest > Outcasts (cleave em down) > Iskar.

Lust on the Raven.

Iskar has a chance to drop the Corrupted Nest Guardian minipet...a minipet version of the Shadowfel Wardens. Drops on all difficulties. Those of you with the Jewelcrafter building in the garrison, outfitted with the epic gem maker robot, will be able to get the module for epic Crit gems here.

With the fel corrupt Arakkoa now defeated, it is time for your raid to purge the Sargerei cult from the citadel. As you make your way through the crimson halls, you find yourselves facing a familiar foe...

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Boss #8: Socrethar the Eternal: A somewhat rough 2 phase encounter. Phase changes whenever the Soul-bound Construct drops to 1 hp.

Phase 1 of the encounter has the raid fighting Socrethar while he's in the construct.

P1 abilities:

1: Overwhelming Power: DoT applied to random ppl. Does decent dmg. Nothing you can do but heal thru it.

2: Reverberating Blow: Cast in the direction of his current tank. Does a large amount of dmg to all caught in the cone, and applies 3 stacks of Shattered Defenses, split between the 3 closest players in range (otherwise, tank gets all three). It is actually possible for the tank alone to survive 1 or 2 of these with dmg reductions up. Just be sure to switch before it gets to be too much. Face boss away from raid.

3: Volatile Fel Orb: Summons an orb of fel energy. It fixates on a random ranged or healer and chases em down. Upon impact, it explodes and does a large amount of dmg to the victim and anyone too close. Run it away from raid. It works just like the lightning balls from Jin'rokh in ToT, minus the lil ground stuff after it hits.

4: Felblaze Charge: Charges at a random player, then back to his original position, all the while leaving a trail of Felblaze Residue in his path. Standing in this does dmg over time and applies a 75% slow till you get out of it. Aim it AWAY from the raid! Don't stand in the fire.

5: Fel Prison: summons a green swirlie on a random player. After a bit, the swirlie 'arms' and becomes a green rune. Anyone who steps in it, and anyone within an 8 yd radius, will be trapped in a Fel Prison for 30 seconds. Trapped players are stunned and take 99% reduced dmg. Destroy the crystal to end it early. Just don't stand in big green runes. Simple as that.

When hp is reduced to 1, Socrethar's soul is ejected from the Construct, starting p2. At this point, a player can take over the robot and use all of its abilities. It is reccommended that you use one of the tanks as the robot as this phase has no Tank swap mechanics. The construct does 50% less dmg when players use it. Stack the boss and the raid on the Red portal. MAKE SURE THE CONSTRUCT IS BEING USED. It wipes the raid if the robot is unmanned for too long.

P2 abilities:

1: Exert Dominance: Socrethar does a large amount of dmg to the robot (5% of its hp per use). Interrupt this as much as you can. If robot falls to 1 hp, Socrethar takes it back and re-enters p1. Socrethar can only be defeated in p2.

2: Apocalypse: Does dmg over time to whole raid. Just heal thru it.

Phase 2 adds: 3 portals appear on the battlefield in p2: one purple, one red, one blue. Each spawns adds. After a while, the portals switch positions. Remember to stack on the red one.

Sargerei Dominator: Spawns from red portal. Highest priority add. This add puts a Fel Barrier on Socrethar, making him immune to dmg AND interrupts. He also casts Gift of the Man'ari...a 2 minute debuff that does dmg over time to you and anyone within 10 yds, so get away from raid if you have it. Blow this add up asap. Lust when it spawns or after it dies (up to preference).

Sargerei Shadowcaller: These are lowest priorirty add. They cast 2 interruptible spells (one's a stacking DoT, the other is an AoE nuke). Just interrupt till the run to melee, then cleave em down. They spawn from purple portal.

Haunting Spirit: Ranged should be focusing on these. They spawn 6 at a time from the Blue portal. They each fixate on a player and bee-line for him/her. Upon reaching the victim, they cast Virulent Haunt which does decent dmg and applies an 8 second fear. Slow them and kill them asap. If the robot steps within 5 yds of a Spirit, the spirit is destroyed and dmgs the bot. Be mindful of that.

It is reccommended that the robot player has lines of Felblaze Residue on the blue portal. The raid should be stacked at red portal in such a way that ghosts need to go thru the entire fire line to get to you, making them much slower. You CAN Fel Prison the ghosts, just do remember the portals do switch locations...so you'll likely hafta deal with the ghosts at some point anyway. Construct can also help kill the other adds too.

WARNING: The construct's abilities CAN dmg and effect the raid! Watch where you are aiming!

Fight ends when Socrethar's soul is destroyed (only possible in p2.).

Kill robot fast, kill adds asap, interrupt Exert Dominance, and don't stand in bad. Keep Gift away from raid. Good luck! Socrethar drops the Tier Gloves.

With Socrethar finally destroyed, hopefully for good this time, your raid presses on, through more formidable Sargerei forces. Their journey ends with a clash against a corrupt vindicator!

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Boss #9: Tyrant Velhari: a 3 phase encounter that is basically a dps check. Not too bad but can get iffy. Phase changes are hp % based.

Velhari has 3 abilities she uses regardless of phase. NEVER FORGET THAT SHE USES THESE! They are:

1: Edicts of Condemnation: Applies a debuff to a random player, making a huge purple ring around him/her and a shadow hammer over head. When it expires it explodes and does MASSIVE dmg. Dmg is split evenly between all caught in the purple circle. After it hits, it is immediately reapplied to the same player but with a smaller radius. After that it is immediately reapplied to that player one last time with an even smaller radius. If you get this, stack on melee (may hafta figure something else out if melee is insufficient).

2: Touch of Harm: Applies a shield to a random p;layer. This shield absorbs heals targetting that player. There's a high limit to how much it can absorb. It breaks when it absorbs enough. It can be dispelled too, causing it to jump to someone else and retaining the amount of absorbs it has left. Just heal it off. If the victim needs actual heals, dispell it and heal him/her.

3: Seal of Decay: stacking tank swap mechanic. Stack to certain amount, swap. Repeat.

Phase 1: Velhari activates Seal of Oppression and uses these abilities. She summons an Ancient Enforcer add when enough dmg is done. She switches to p2 after losing enough hp.

P1 abilities:

1: Aura of Oppression: Active the entire phase. Does dmg to anyone that is moving. Dmg increases over time. Just move as little as possible.

2: Annihilating Strike: Targets a random player. Does a big conal fire strike at that player, doing pretty high dmg to the victim and all caught in the cone. Velhari gains 1 Unholy Power after using it. All dmged players drop a Searing Blaze at their feet. Try to spread out to reduce how many ppl are getting hit by this at once.

3: Infernal Tempest: Cast at 3 Unholy Power. Raid-wide dmg over time. Ticks 4 times, each tick leaves a Searing Blaze under everyone. Heal thru this.

Ancient Enforcer: Spawns after enough dmg is done to Velhari. Casts Enforcer's Onslaught.

Heroic change: This add does a raid-wide knockback on spawning in. The Aura of Oppression DOES count this as moving so you'll take dmg from that until you stop.

Enforcer's Onslaught: Sends a big fire orb in the direction he's facing. It returns to him after a bit. Those touched by the orb take dmg and drop a Searing Blaze at their feet.

Searing Blaze: Small circle of fire. After a bit, it explodes, doing dmg and knocking up anyone caught in the blast. The Aura of Oppression DOES count the knock-up as movement so that's more dmg taken till you land. Just move out of these.

Note for Tempest: The timing is such that you can take a second tick before the first Searing Blaze explodes. So what you want to do is stand still for 2 ticks, move out of Blazes, stand still for last 2 ticks and move out of blazes again. Less movement is happy.

Handling the Add is up to preference. You can blow it up asap (usual method) Or cleave it down with boss, finishing it off as she switches phases.

Phase 2: Velhari loses Annihilating Strike and Infernal Tempest (and Searing Blaze by extension). She also removes Aura of Oppression and replaces it with Aura of Contempt. An Ancient Harbinger is summoned when hp is low enough. P2 ends at a lower % of hp. For this phase, make 2 stack points, one on either side of Velhari. Whole raid should stack loosely on one. The other is for a debuff she applies.

P2 abilities:

1: Aura of Contempt: This aura makes it so that no one in the raid can be healed above 80% hp. The effect gets more severe the longer the phase lasts. This makes p2 a BIG dps check. You NEED to end this phase as fast as you can. Lust on this phase and save big dmg cd's for it.

2: Tainted Shadows: Blasts a random target for decent dmg. The player explodes and dmgs anyone within 5 yds. Velhari gains 1 Unholy Power each use.

3: Font of Corruption: Cast at 3 Unholy Power. Puts a debuff on random ppl. Debuffed ppl will also be hit by Tainted Shadows regardless of who she targets (meaning any time she uses Tainted Shadows...her intended target and ALL Font players will be hit at the same time). This debuff also makes you immune to the AoE explosion from Tainted Shadows. This is where the second stack point comes in. Send all Font players onto the other stack point. Immunity to the AoE explosions doesn't mean it doesn't still happen when Shadows hit you after all!

Ancient Harbinger: Spawned when hp is lowered a bit during p2. Casts Harbinger's Mending.

Heroic Change: Like the Enforcer, the Harbinger does a raid-wide knockback on spawning in on roic.

Harbinger's Mending: Interruptible spell that heals Velhari for 2% of her hp and another 1% every 3 secs for 9 seconds. This NEEDS to be interrupted every single time. There's a raid warning when she tries to use it. The HoT portion of it is dispellable too. But it is best to never let her get a cast off. Cast time is reduced by 10% after every interrupt.

Unless dps is amazing, you really don't have time to focus down the add during p2. Just blow up the boss, cleaving the add and keeping it interrupted in the meantime. Finish the add as she goes to p3.

Phase 3: Aura of Contempt is removed and Velhari stops casting Tainted Shadows and Font of Corruption. She applies Aura of Malice for the remainder of the fight (phase ends on her death). She summons an Ancient Sovereign add at low enough hp. For positioning, just stack on the tank and stay with him/her.

P3 abilities:

1: Aura of Malice: This Aura increases the dmg your raid does by 20% and Velhari's dmg done by 10%. This effect grows more severe the longer the phase lasts. Velhari still hits harder than you do so do NOT get cocky here. There's still quite a bit of fight left to blow through!

2: Bulwark of the Tyrant: Dmgs her current target and a few random ppl in the raid. All effected players leave Despoiled Ground at their feet that does dmg over time to those that stand in it. This effect does NOT despawn. Just kite her out of it. You'll be kiting her around the room in this phase because of this. Velhari gains 1 Unholy Power with each use.

3: Gavel of the Tyrant: Cast at 3 Unholy Power. Dmgs and knocks back the entire raid and leaves a DoT on everyone. Nothing you can do about this. Just don't get knocked into Despoiled Ground and heal thru the rest of it.

Ancient Sovereign: Spawned when Velhari loses enough hp during p3. Casts Sovereign's Ward.

Heroic Change: Just like with the Enforcer and Harbinger, on roic the Sovereign will knock back the entire raid when he spawns. Just don't get knocked into Despoiled Ground.

Sovereign's Ward: 20 second buff cast on Velhari. Velhari takes 90% reduced dmg from all sources during it. It ends early if the Sovereign is killed. Kill the add ASAP.

So in recap: p1 spread around the room and only move if necessary. Kill add fast (unless group is doing another thing with it).

p2 nuke her as fast as possible, ignoring the add except for interrupts. Stack raid on boss and have Font of Corruption players move to the other side of her.

p3 kite her around the room, don't stand in ground badness and kill add fast.

All phases: run Edict to melee and heal Touch of Harm off, dispelling if you need to heal the victim directly.

Not a hard boss. Enjoy your loot!

Warning: It is very very common for groups to skip that pack of trash gathered at the 3 draenei statues off to the side. Be mindful that the gate that rises when Velhari is pulled does NOT block LoS so things like Barrage may accidentally pull this trash into the fight.

The Sargerei have been defeated and another wing of the citadel is under your belt! Now its time for your raid to turn its attention to some of the most powerful demons in the Legion. Our first foe is holding Warlord Grommash Hellscream prisoner! This can't be allowed!

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Boss #10: Fel Lord Zakuun: A 3 phase encounter. This is the ONLY single-target encounter in all of HfC. Phases 1 and 2 are on a timer. Phase 3 is permanently activated at 30%.

Whole Fight mechanics: These will be things you hafta deal without all throughout the fight:

1: Rumbling Fissure: Green swirlies spawn on the ground. If ignored, each becomes a Fel Crystal. If stood in, it shrinks over time and eventually disappears. The last fissure remaining if players are absorbing them will instantly spawn a Fel Crystal. Players who absorb fissures are debuffed with Latent Energy. Fel Crystals do large dmg over time to anyone standing too close, and minor DoT to everyone else. These crystals contain Latent Energy.

2: Latent Energy: Unstable energy contained in Fel Crystals or in players (lasts a few seconds on players). Taking dmg from a Wake of Destruction while afflicted with this will cause a big high dmg explosion that hits the entire raid. The Energy player is also stunned for a bit. The explosion also occurs if a Wake hits a Fel Crystal. This explosion ALSO occurs if the Latent Energy player tries to block a Rumbling Fissure.

3: Wake of Destruction: Summoned via various abilities in the encounter. They are purple blade thingies that fly a straight line across the field, exploding if it travels too far, or hits a player or Fel Crystal, doing decent dmg to all hit by it. Latent Energy caught in the blast will blow up the raid as stated above. Bodyblock this to keep it from hitting Fel Crystals. Avoid it if you have Latent Energy.

4: Ring of Destruction: circular ring of shadow that expands outward and dmgs all in its path. Jump over it to avoid.

Phase 1: Zakuun uses his axe.

Abilities:

1: Soul Cleave: Tank swap. Does a large amount of dmg to current tank and disembodies his/her soul. Applies Disembodied and Cloven Soul. Cloven Soul increases Shadow dmg taken by 100% for nearly 2 mins.

2: Disembodied: The player's soul is sent to the Shadow Realm. Once inside you just dodge Wakes and Rings of Destruction till you port back out. If you had Latent Energy, it will be removed upon exitting and leave Residual Energy in the Shadow Realm. Residual Energy just shoots off more Wakes and Rings.

Heroic change: When a player exits the Shadow Realm, they send out a bunch of Wakes of Destruction. Be ready to body block/avoid if needed.

3: Cavitation: Zakuun launches Wakes of Destruction out of his axe. Be ready to block/avoid.

4: Befouled: Puts a healing absorb effect on a random target. If enough healing is absorbed it does MASSIVE dmg to all within 6 yds. Just make sure you pop it AWAY from ppl.

Phase 2: After enough time passes, Zakuun throws his axe aside and becomes Disarmed. After a while he'll pick it back up and return to P1.

P2 abilities:

1: Heavy Handed: Zakuun's melee attacks will also strike the next closest target in range. If there is no target in range, he hits his tank twice. Just have both tanks stacked together.

2: Fel Explosions: Makes his axe explode every 3 secs for 30 secs doing decent dmg to the whole raid. Nothing you can do but heal thru it.

3: Seed of Destruction: debuffs 5 random players. After 5 secs, these players launch 8 Wakes of Destruction each. Get ready to bodyblock or avoid as needed.

Phase 3: At 30%, Zakuun Enrages. For the remainder of the fight, Zakuun will have access to ALL p1 and p2 abilities at once. Lust during this phase. Lasts till death.

Very very very easy fight. Soak Fissures, dodge Wakes (especially if you have Latent Energy). Block Wakes headed for a crystal.

Warning: No invisible walls...you CAN fall off the edge of this area

With Zakuun dead and Grommash free, your group is now ready to face the next demonic foe. This creature will bring the full power of the Legion's two main elements down upon you.

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Boss #11: Xhul'horac: A pretty hectic 4 phase encounter forcing players to handle the forces of Fel and Void. Phase changes from p1 to p2 and from p2 to p3 is based on the hp of the big add he summons. P3 to P4 transition occurs when Xhul is at 20% remaining hp.

Whole encounter mechanics:

1: Feltouched: Applied when you take Fire dmg in this encounter. If you have this and take Shadow dmg, you will trigger a Shadowfel Annihilation.

2: Voidtouched: Applied when you take Shadow dmg in this fight. If you have this and take Fire dmg, you will trigger Shadowfel Annihilation.

For these 2 debuffs, just pay attention to which you have and avoid the opposite polarity. Though there is one thing you can do with Annihilation, which I'll go over in a bit.

3: Chaotic Felblaze: Green fire spawned by certain Fel abilities. It grows over time and applies a stacking DoT to those that stand in it.

4: Creeping Void: Purple fire spawned by certain Void abilities. It grows over time and applies a stacking DoT to those that stand in it.

STAY OUT OF THE FIRE!

5: Shadowfel Annihilation: Massive explosion triggered by taking Shadow dmg while Feltouched, taking Fire dmg while Voidtouched and when Creeping Void and Chaotic Felblaze touch each other. The explosion does decent dmg to the entire raid, MUCH higher for those within 20 yds of the blast. Felblaze and Void caught in the blast will be destroyed. Players caught in the 20 yd radius lose all DoTs and 'Touched' debuffs and get a 2 min debuff that increases Annihilation dmg taken by 100%. Try to avoid this as much as you can. You CAN utilize it to clear the field a bit if fire is getting to be a hassle though, just make sure heals is ready for it.

Phase 1: Xhul begins the fight by employing the power of the Legion's Fel fire against you. Shortly into the phase, he will open the Fel Portal to summon Fel adds: Fel Imps and Vanguard Akkelion. Phase ends on Akkelion's death or if too much dmg is done to Xhul (you'll want the former to be the case).

Abilities:

1: Felstrike: Just a stronger Fire dmg melee strike cast on the tank.

2: Felsurge: Applies a 5 second DoT to random ppl. When it expires, all afflicted players leave a small patch of Chaotic Felblaze at their feet. Run this as close to the left edge of the platform (as if facing Xhul's spawn point) as possible. Have the group stacked in front of the green portal. It should be noted that the initial dmg from standing in fire isn't lethal...so it is a good idea to drop Fel Surges INTO the existing Felblazes.

Fel Adds:

Fel Imps: These guys cast an interruptible spell called Fel Orb. This sends an orb to a random target. If it hits a player, the player absorbs it and is afflicted with a DoT. If ignored, it just disappears harmlessly. These guys are absolutely TOP priority for killing. Low hp so easy. DK's with Mass grip makes these a joke. Imps will spawn from here on till p4.

Heroic Change: Fel Orb will now spawn Chaotic Felblaze if unabsorbed.

Vanguard Akkelion: green Baleroc add. A 1 and done miniboss add. P1 ends immediately after his death. Dps him when there are no Fel Imps alive.

Abilities:

1: Felblaze Flurry: Does high dmg to tank and increases dmg taken from Flurry and Withering Gaze by 50% for 7 secs. Thie debuff stacks. Just heal tank thru it, swapping if needed. Don't worry about the Withering Gaze bit...it should never come up unless you are doing Mythic.

2: Chains of fel: Chains players together, doing dmg over time based on how many players you are chained to. Breaks if you run far enough away from ppl you are chained to.

Once Akkelion dies or is very close, start repositioning the group in front of the purple portal, as Phase 2 starts here.

Phase 2: Xhul'horac will now employ the shadow power of the endless Void against your group. Fel Imps continue to spawn. Shortly into the phase, Xhul will open the Void portal, allowing the Void adds to spawn in: Unstable Voidfiends and Omnus. Killing Omnus or doing a lot of dmg to Xhul ends the phase. You want the 'kill Omnus' method. Shadowfel Annihilation starts to become a minor looming threat in this phase.

P2 abilities:

1: Voidstrike: Same as Felstrike but Shadow dmg. Make sure the Feltouched tank doesn't get hit.

2: Void Surge: Places a 5 second DoT on one random player. When it expires, it creates a large patch of Creeping Void at the victim's feet. Keep it as close to the right edge of the platform as possible. Keep in mind it grows. Dropping Surge into existing Void is ideal.

Void Adds:

Unstable Voidfiend: These lil guys cast Volatile Voidstep, teleporting to the location of the nearest player (port location warned via a bright purple light). If a player is caught in the arrival site, they take a decent amount of dmg. These adds are second priority after Imps die. Ranged dps should be focused on killing them. They will continue to spawn till p4.

Heroic change: If anyone takes dmg from Voidstep, it will spawn Creeping void on the ground.

Omnus: Miniboss Voidwalker add. 1 and done deal. Phase ends immediately on his death. Melee dps him when imps are dead. Range focus him when all other adds dead.

Abilities:

1: Withering Gaze: Does high dmg to current tank and applies a stacking debuff that increases dmg taken by Gaze and Flurry. Just swap as needed.

2: Black Hole: Summons a giant swirlie that dmgs the entire raid over time and pulls everyone to it. Stepping into it causes a Singularity. Singularity is a massive high dmg explosion. Dmg split between all caught in it. Just make sure to send some ppl to pop these.

Phase ends on Omnus's death. Try to maneuver Xhul and raid into the center of the room at this point.

Phase 3: Xhul'horac will now switch between Void and Fel. One tank takes Void, other tank takes Fel. All p1 and p2 abilities will be used in this phase. Imps and Voidfiends continue to spawn. Annihilation becomes a much bigger threat here. Kill imps asap, ranged kill Voidfiends when imps are down. Melee dps Xhul when imps are down. Ranged dps Xhul when adds are clear. Run Surges to the correct side of the room. If fire is getting too crazy, send someone to Annihilation it away. Phase ends at 20% hp left.

Phase 4: Xhul will absorb the power of the two portals, preventing adds from spawning for the rest of the fight. Xhul does 20% increased dmg and every few seconds he'll explode and do high dmg to the raid. Buff and explosion get stronger over time. Phase lasts till death. Lust at this phase.

Just be smart with Surges, pay attention to debuffs, KILL ADDS! STAY OUT OF FIRE! Break chains, and pop black holes with friends. Good luck!

Warning: No invisible walls. You CAN fall off the edge of the battlefield.

Xhul'horac drops Tier Shoulders.

With no more defenders left, Khadgar is able to open a portal to the very tippy top of the Citadel, where Gul'dan is orchestrating a ritual to ressurrect a certain Pit Lord....

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Boss #12: Mannoroth: A pretty rough, add-heavy 4 phase encounter. P1 ends when all Summoners die. The remaining phases are hp % based.

P1: Mannoroth is nothing more than a useless pile of bones marinating in his own blood. The blood does high dmg over time if stood in, so don't do that. 3 Fel Iron Summoner orcs are at work powering up Fel Spires. Killing them all ends the phase.

The Summoner at the red Spire casts Curse of the Legion, dispellable Curse. When dispelled or it runs its course, the victim takes high dmg and spawns a Doom Lord add. Due to the danger posed by Doom Lords, this Summoner should be blown up ASAP.

Doom Lords: Most dangerous add in the fight. When it spawns, destroy it fast before going after the next summoner. They stop spawning when the red summoner dies and will never be seen again for the rest of the fight.

Lord abilities:

1: Fel Spike: stacking debuff on tank. Explodes when removed, doing dmg based on how many stacks it had to everyone within 30 yds.

2: Shadowbolt Volley: Interruptible high dmg AoE nuke.

3: Mark of Doom: debuffs random ppl. These ppl have a purple ring around em. If a Marked player takes dmg, they and anyone within the purple circle explodes for high dmg. If Mark is not removed before it expires, the player dies instantly. Just step in Manny's blood for a tick of dmg to remove it, then get back out.

The Summoner at the Purple spire casts Fel Imp-losion, a mini rain of fire that spawns a pack of Fel Imps. Kill this one second

Fel Imps are low hp adds that take priority if there are no Doom Lords. They temporarily stop spawning after Purple Summoner dies, but will spawn once more throughout p2.

Imp abilities:

1: Phase Blink: Poofs to a new spot.

2: Fel Blast: Interruptible nuke.

The last Summoner, the green one, casts Inferno. This drops three meteors on the raid (landing sites warned via green swirlies) each spawning a Dread Infernal. Kill this guy last.

Dread Infernal: Lowest priority add. If no imps, ranged should clear these. They will continue to spawn till p4.

Infernal abilities:

1: Fel Hellfire: Channeled 10 yd AoE dmg spell.

2: Fel Streak: Turns back into a meteor and throws itself to a new area, marking it with a Green swirlie prior to arrival. Dmgs those too close to the landing.

Once all 3 Summoners are dead, Gul'dan destroys the red Spire and uses its power to revive Mannoroth as a skeleton.

Phase 2: Mannoroth now fights the raid directly. Mannoroth's blood disappears and Doom Lords no longer spawn. Fel Imp-losion and Inferno persist. Kill Priority is Imps> Infernals (ranged) > Mannoroth. Phase ends at 65%.

For positioning, you have 2 options. The most common is to take him on the green spire, takes with their backs to it. Dps stack on his rear. The other way is to reverse the direction he's facing. Manny facing center with dps stacked on Green spire.

Mannoroth abilities:

1: Fel Hellstorm: causes a mini meteor shower within a 30 yd radius. Anyone within 6 yds of the lil meteors when they land will take decent dmg. Meteors cast little shadows on the ground so try to stay away.

2: Glaive Combo: Tank Swap 3 hit combo utilizing 2 abilities. The first is Glaive Thrust, which does massive dmg to the tank. If the tank is not using Active Mitigation, it will apply a nasty DoT as well. After the Thrust, he casts Massive Blast, punting his tank a good distance away and increasing dmg taken from further massive blasts by 300% for 45 secs. He then ends with a second Glaive Thrust. Have 1 tank get hit by the Thrust and the Blast and the other tank take the second thrust.

3: Mannoroth's Gaze: Fears three players, running them directly away from him. A purple ring surrounds each afflicted player. When it expires it does very high dmg to the afflicted. Dmg split between all in the purple circles. Make sure to help ppl survive this by standing in circles!

4: Felseeker: Summons a green circle that explodes and dmgs all caught in it and knocks them back. He then immediately uses it again, but bigger and stronger. He then immediately does a 3rd, now massive and VERY strong. Stay out of circles!

Warning: No invisible walls. You CAN fall off the side of the battlefield (or get punted/feared off). Be mindful of that.

Just keep at it till he's at 65% and Gul'dan will use the Purple spire, destroying it and using its power to strengthen Mannoroth.

Phase 3: Mannoroth has his flesh back. All P2 abilities remain. Fel Imp-losion is no longer cast, thus no more imps spawn. Inferno is still used. Phase ends at 30% hp. Kill priority is Infernals > Mannoroth. Positioning is same as P2

Mannoroth gains 1 new ability in this phase:

Shadowforce: Attemps to push random players off the platform, doing dmg over time. The force of the pushing gets stronger over time. When it ends, afflicted players get a speed buff to easily get back in position. Positioning should prevent anyone from falling off, unless you have dinguses.

Phase ends at 30%. Gul'dan uses the last Fel Spire, destroying it and Empowering Mannoroth with it.

Phase 4: Manny is now at full power and all of his abilities have extra effects. Inferno is no longer used, thus preventing Infernals from spawning. Lust on this phase. Position boss so tanks won't get punted off and no one else gets Shadowforced off.

Empowered changes to abilities:

Glaive Thrust now strikes a line in front of Mannoroth. Make sure only current tank is hit

Massive Blast now sends 3 waves across the battlefield. These waves act as another Massive Blast if you get hit so..uhhh....don't.

Fel Hellstorm: Cast at start of phase. Lasts the remainder of the fight. Longer the phase lasts, the more intense it gets. Kill fast

Shadowforce: Now used on entire raid.

Mannoroth's Gaze: Now leaves a white-ish void zone on the ground after detonating. Void zone size increased for each player hit by the Gaze detonation. Void zone does dmg over time and slows anyone standing in it. Send the absolute minimum to mitigate Gazes. The Void zone last remainder of the fight.

Mitigate gazes. Kill adds. Don't fall off. Dodge badness. Enjoy victory.

Mannoroth drops tier Chests. He also drops Fel Essences which you need 4 of to unlock the portal that skips straight to this boss.

The pit lord returned to the Nether, things seem happy! Until you realize Gul'dan houdini'd out of the fight during p4 and is finishing his mission. Khadgar opens a portal that'll take you to the foot of what's left of the dark portal. But you are too late. Gul'dan has summoned his mighty master. The mighty eredar is now the last hurdle you must overcome to end the Legion threat on Draenor.

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Final Boss: Archimonde: A rough (but not too bad) 3 phase encounter, with a mini phase that occurs in the middle of each.

The moment we've all been waiting for has come! Our final clash!

Phase 1: Set 4 stack points. Two on the left. And two a good distance to the right. For each set have one close to Archimonde's starting point...that's for Tanks and Melee. The others, further away, are ranged.

Abilities:

1: Deathbrand: Tank swap. Marks his current tank, doing a ton of dmg and spawning a Hellfire Deathcaller add. Tank takes HIGH dmg over time till add dies. The add itself will nuke random ppl with Shadow Blast, doing high dmg and increasing shadow dmg taken by 25% for 30 secs. This stacks. Focus these adds down ASAP if there are no Doomfire Spirits.

2: Doomfire: Spawns a Doomfire Spirit add. This add fixates on a random player for 10 secs. While fixating, it will send a line of Doomfire in that player's direction. After 10 secs, it will immediately do the same to another player. This continues till the Spirit is destroyed. The fire itself does increasing dmg over time to those standing in it. Kite it away from the raid and don't stand in it. Kill these as soon as they spawn.

3: Allure of Flame: Archimonde relocates all existing Doomfire to wherever ppl are standing. When this occurs just run to the other stack points.

4: Shadowfel Burst: Punts a random player and anyone within 8 yds of chosen victim into the air. Upon landing, punted players take MASSIVE dmg split evenly between all in range. This ability occurs without warning. When you think its about to happen (sometime after Allure, usually) spread out till the punt happens. A purple mark appears under the punted players. Stand in that to mitigate the dmg from the fall.

At 85%, Archimonde enters his first Mini-phase and gets a new ability.

Desecrate: Desecrates a section of the battlefield, dmging anyone within 10 yds and summoning a fel spire. The spire does dmg over time to the entire raid, increased for each spire present.

Yrel will assist by destroying spires, spawning orbs of Light. Touch the orb and you and anyone within 15 yds will be immune to shadow dmg and move 40% faster for 25 secs.

Stay away from spawning spires..grab orbs if you can.

At 70%, Yrel will destroy all remaining Spires and Archimonde enters phase 2.

Phase 2: Archimonde no longer casts Desecrate, Doomfire or Shadowfel Burst. He gains one new ability. Allure of Flames and Death Brand remain. Raid should stack on boss at this point, continuing to move back and forth with Allure.

Shackled Torment: Targets 3 random players and chains them to their souls. These players take dmg over time, increasing with each tick. It breaks when you run far enough away from the soul. Does high dmg to the entire raid when removed.

Heroic Change: Archimonde gains Wrought Chaos on heroic.

Wrought Chaos: One player is marked with multiple stacks of Wrought Chaos and another is marked with Focused Chaos. After a bit, a laser shoots out of Wrought player to Focused player, doing high dmg to Focused player and all players in a line from Wrought to Focused and beyond. Focused player instantly becomes the new Wrought player and a new target is Focused. This goes till all stacks of the ability are gone. If you have either debuff, run out of group and aim it so no one except the Focused player is hit.

At 55% remaining hp, Archimonde summons forth adds from the portal behind him.

The first add is Felborne Overfiend. These cast an interruptible raid-wide high dmg nuke whenever they lose 25% hp. Interrupt nuke

The other add is a pack of Dreadstalkers. These cast Consume Magic. The radius is shown as a circle around it. When cast, it dmgs all caught in it and interrupts spells for 3 secs. Stay out of it

Kill order: Deathcallers>Overfiends>Dreadstalkers>Archimonde

At 40%, Grom Hellscream will leap at the portal and prevent the overfiends and dreadstalkers from getting involved anymore. Phase 3 begins.

Phase 3: Deathbrand, and Allure of Flames no longer get used. Shackled Torment and Wrought Chaos (roic) remain. New ability used.

Nether Banish: Cast on current tank. Tank is marked with a big rune for 8 secs. Once it expires, the tank and anyone else in the rune will be ported to the Twisting Nether. If this ability fails to teleport 3 or more players, Archimonde restores 5% of his hp. After the Banish expires, it leaves a Nether Tear in its place, a massive green void zone. This does dmg over time to all standing in it. Set up 2 groups to go in banish...more depending on dps. If dps is super high, you can send everyone in on the first and a few in for the next.

Heroic change: Living Shadow adds spawn from Nether Tears, spawn rate increasing over time. These fixate on a target. Upon reaching target, they do massive dmg and debuff the victim to receive 40% less healing and absorbs for 45 secs. Kill these ASAP.

In the Twisting Nether:

All players take increasing dmg over time inside. This DoT lasts 1 min, making repeat visits less than ideal.

Swirlies appear on the ground. They warn of pain. Stay away.

The goal in the Nether is to kill the Shadowed Netherwalker...a void walker. He does an AoE nuke that dmgs all Nether players. Just interrupt it. When it dies, it spawns a portal you can use to leave the Nether.

Void Stars are adds that spawn in the Nether as well. They work like the orbs in the Lich King fight...fixating on ppl and punting their victim off the platform (as well as anyone within 8 yds) if they reach. They gain 50% more speed every 5 secs. Slow and kill asap.

At 25%, Archimonde enters his final mini-phase.

Rain of Chaos: Archimonde summons a meteor shower. Massive green swirlies warn you of the impact sites. Dmg done hits entire raid, but its lowered by distance. Summons 3 Infernal Doombringers.

Infernal Doombringers heal each other by 8% per second if stacked together. They also channel a powerful 40 yd AoE at full energy. Kill fast.

Kill order: Shadows (roic only)> Infernals> archimonde.

Phase ends on Archi's death.

Kill adds fast, stay outta fire, don't let him heal, be careful where you aim Wrought/Focused chaos (roic), break chains, don't get punted in Nether. Good luck!

Archimonde drops Class exclusive trinkets. If you have the Legendary Ring, he drops a crystal that upgrades it by 3 ilvls. You can only use 20 of these total. On mythic, Archimonde drops a Fel reaver mount. Next patch will add a quest starting item to roic and mythic Archimonde that eventually rewards a flying moose mount.

Hope this helps!
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