Focus Fel Iron Summoners. I’ve been moving to the next one just before the previous one dies, leaving my dots to tick. You should also use use Stampeding Roar to move between the Fel Iron Summoners. We take the summoners out in the following order – Doom Lord, Imps, Infernals.
Doom Lord – Switch to it and burn it down. Displacer Beast talent can be good for moving out if you get Mark of Doom.
Imps – The Imps that spawn are a nuisance as melee because they are so far a part, and worse for Feral because they are are low HP short lived target. If they are close by throw a Rake up or if they are several near by, use Thrash. Their Fel Imp-losion cast can be interrupted.
Infernals – Mostly they are the ranged dps job to take care off, but you can assist with the ones in melee range. There is a second or two after they have landed, but before they pop up where you can dot them not take any damage from their pulsing AOE.
Clean up any left over adds then get straight onto the boss. Imps and Infernals will still spawn. The fight is pretty single target / Patchwerk from here. Watch out for Fel Hellstorm, which you can see by black shadows on the ground of where they will land. Don’t worry too much if you get it, roll some rejuvs on yourself. And move out of Felseeker. For Mannoroths Gaze, our raid will stack up behind him with our backs to a wall. The wall stopped people from falling of the edge and kept everyone close and stacked to absorb the damage. However, there is a bug where you can fall through the wall. Just be mindful of it.
No Imps will spawn now, but Infernals will continue to. Like in the previous phases, leave them for the ranged, but cleave down any in melee and avoid any unnecessary damage. The only new ability in this phase is Shadow Gaze. It is tempting to use Stampeding Roar to counter this, but you want to save Stampeding Roar for phase 4 when Shadow Gaze becomes empowered.
In this phase, all of Mannoroth’s abilities become empowered, basically dealing more damage and having greater affects. Focusing on survivability over dps is your goal for this phase. Use Suvival Instincts liberally and keep rejuvs rolling on 2-3 people. During these phase Shadow Gaze’s empowerment affects the entire raid instead of just three people. This is what you are saving Stampeding Roar for. Even with a speed boost you can still get knocked back a lot of distance in a short period of time. Using Skull Bash is a good way to stay on the boss as it’s a mini Wild Charge.
I’ve step up an alert in DBM to remind me to use it. However, because the ability is used in phase three the reminder starts in phase three and I have accidentally used it too early which means it wasn’t off cool down for when the raid needed it in phase 4. If you know of a way to set up the alert in DBM to only apply to phase 4, let me know.
Start out by focusing on the boss and switching to the Hellfire Deathcaller add when it spawns. Don’t worry about Doomfire Spirit add, ranged dps will take care of it. Use Stamping Roar to help raid when moving from Allure of Flames.
When Archimonde reaches 55% health, he will begin to summon Felborne Overfiends and Dreadstalkers. The Felbourne Overfiends look like Baleroc from Firelands and are the adds that you will need to focus down. Their Flames of Argus spell can (and should) be interrupted. The Dreadstalkers look like Warlock Fel Hounds. They can’t be tanked and run out so just cleave them when you can, they are not a priority for melee.
If you are the in the Nether Banish team, enter the other realm and dps the Shadowed Netherwalker add. You should also interrupt it’s Touch of Shadow spell while avoiding the Void Star add. If you get fixated, pop a speed boost and kite it away from the team.
If you are on the staying on the outside, the Infernal Doombringers from Rain of Chaos will need to be pulled away from the raid and dps’d down. They need to be separated because they will heal each other when they are close together. You can stun, snare, knock back, root, taunt and Death Grip them. Depending on your raid comp, you may be required to go Bear and taunt the adds out. Typhoon is also good for separating them.
I think Hellfire Citatdel was a good, if not great raid. The raid in a vacuum, has very well designed encounters, and offers linear and non-linear progression – which is what players have been requesting. I enjoyed most of the encounters which didn’t disadvantage melee characters too much. From a mechanics standpoint I felt that I was doing a lot of interrupting, almost every boss. And they probably could have toned down the fel green a little bit. But a good thing is that I haven’t gotten to the stage where I dread going to raid (except for the first encounter, which is glorified trash) which I think is a combination of:
- Tertiary bonuses – chance of an upgrade through warforge, socket or tertiary stat.
- Skip to further in raid
- Mix up of difficulty – after defeating really dense strategy bosses like Socrethar or Xhul’horac, it’s almost relaxing to have a fairly simple fight like Fel Lord Zahkurm to break up the intensity.
Unfortunately, I think Hellfire Citadels reputation will be tarnished because of the expansion it is in, which has coped considerable flack for lack of content and rehash – Achimonde was a raid boss in Burning Crusade, Mannoroth was defeated in Warcraft III etc…
What are your thoughts on Hellfire Citadel. Did you enjoy it? What would you change about it if you could? Let me know. You can leave a comment on the post, send me an email at firstname.lastname@example.org, send me a tweet @Elamari_ or leave a comment on the File Under Feral Facebook page http://www.facebook.com/FileUnderFeral.