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Home » Guides » Instance Guides » Level 60-70 Instances [BC]

Hellfire Citadel- Ramparts

Submitted by wkjezz on Fri, 2008-02-22 04:52.

 

3
Average: 3 (1 vote)

Welcome to Hellfire Citadel. Home of 4 instances, 2 leveling instance, 1 mature instance, 1 end game raid. 3 of which are heroics.

The first in your tour guide to HFC is the Ramparts.

Optimal Player Level 60–62 (Up to 5)
Heroic Mode: Unlocked with Honored reputation with (A) Honor Hold (H) Thrallmar
Bosses: 3
Events: Last boss pulls upon completion of trash connected to his platform

Optimal Group Composition:
1 Tank (Warrior, Druid, Paladin)
1 CC DPS (Mage, Hunter, Rogue, Warlock, Priest)
2 DPS
1 Healer (All Healer classes are fine, some groups prefer paladins for the fire protection aura)

Quests:
Weaken the Ramparts- Kill and Loot all 3 bosses
Obtained from
(A) Lieutenant Chadwick (Honor Hold)
(H) Stone Guard Stok'ton (Thrallmar)

Wanted: Nazan's Riding Crop:
Heroic Daily- Both Factions from Wind Trader Zhareem (Lower City)

Time of Instance: Short

First Things First
Because this instance is a leveling instance there is a likelihood your group will consist of various levels, it is important to remember if you are a higher level to respect the abilities your other party members have at their disposal, particularly the tank. Try to stay below your tanks threat, for this is suggest KTM or OMEN threat meter add on.

The is no special strategy to the trash pulls except common sense, so I will not be describing each of the pulls, I will describe to you the various mobs you are going to encounter, and their vital statistics

Bleeding Hollow Clan

Archer

Health: 11,000 apr.
Mana: 2,400 apr.
Notes: Hunter, Vulnerable to CC, Immune to MC; Multi-shot; Aimed Shot

Darkcaster

Health: 10,000 apr.
Mana: 5,751 apr.
Notes: Warlock/Mage, Vulnerable to MC and CC; Rain of Fire; Scorch (Mind Numbing Poison is great on these guys for interrupts)

Scryer

Health: 10,000 apr.
Mana: 5,751 apr.
Notes: Warlock, Vulnerable to MC and CC; Casts Fear; Shadow Bolt

Bownchewer Clan
Beastmaster

Health: 14,000 apr.
Notes; Immune to all CC/MC, summons hounds, can be stunned

Destroyer

Health: 14,000 apr.
Notes: MS Warrior, Knock-back (which can lead to a threat reduction), Vulnerable to CC not MC

Hungerer

Health: 14,000 apr.
Notes: Protection Warrior, Vulnerable to CC immune to MC, Runner

Ravener

Health: 14,000 apr.
Notes: Rogue, Immune to Snare, Vulnerable to MC, Kidney shot (can cause an aggro dump) Causes high melee damage, Detects Stealth

Ripper

Health: 16,000 apr.
Notes: Immune to all CC, Enrages upon being pulled

Shattered Hand Warhound

Health: 4000 apr.
Notes: Detects Stealth, Can be tamed, Can be CC however their commanding unit can cleanse their CC

Boss Fights:
Watchkeeper Gargolmar

Health: 33,000 apr.
Notes:
Charge- He will charge the furthest opponent away, it's a knockback.
Mortal Wound- Stacks up to 10 times causing a 5%-50% reduction in healing effectiveness, can not be dispelled.

Summons/Minions
Hellfire Watcher (2)

Health: 10,000 apr.
Mana: 5,600 apr.
Notes: Healers, Can be CC, Cause Minimal damage, No tank needed

This fight is extremely easy. You want the tank to be tanking Gargolmar whilst the rest of the DPS is focusing on Killing one of the watchers, the other can be CC. Once the first watcher is killed, move onto the second. It is important to note if these guys are not neutralized upon Gargolmar reaching (40%)low health they can heal him for an nice amount of HP. Hunters in this fight should be prepared to stand the furthest away from the boss as he will be charging periodically, keep your back against a wall. As a light note all party members can benefit for having a bandage at hand as the more novice geared/ability of healers might find him/herself busy healing the tank through Mortal Wound. This is being very over cautious as this boss fight is indescribably easy.

Omor the Unscarred

Health: 59,000 apr.
Mana: 13,000 apr.
Notes:
Spell reflect- Low health, around 20%, he will reflect spells once in a while.
Shadow Whip- Will raise a player in the air causing fall damage, in rare cases can remove you from the instance, healers watch out for the fall damage, will not occur to highest on aggro table
Treacherous Aura/Bane of Treachery- Can be dispelled in regular, its a random AOE ability which will debuff a player causing damage to them and others around them, keep distance and heal a player through it.
Shadowbolt- Picks a random target outside of the melee hitbox

Summons/Minions
Fiendish Hounds

Health: 2,200 apr.
Mana: 2,400 apr.
Notes: Drain mana, Can hit very hard for such a weak mob

This fight is a tank and spank with a few special notes to consider. Allow the tank to go in and build a pocket of aggro before you open up DPS, be aware of your surrounding to other players to avoid Treacherous Aura, which needs to be removed ASAP. Should this not be an option be sure as a healer you have people covered who might take damage from this.

Have a designated member (usually a Melee DPS or if none available, a warlock then other ranged) to kill the felhounds quickly, they have little HP but their drains and hits are particularly strong. Don't let them stack up and try not to let them run around.

Omor will Shadow Whip mostly melee dps. If you do get whipped you can move in the air so try to position yourself close to your spot when/if he does this to you. Warriors can break out of this ability with intercept without getting fall damage, other classes should be able to use their slow fall abilities. Druids can break out of this by switching forms, but try to make sure when you land you are a bear.

Vazruden

Health: 19,000 apr.
Notes: I want his mount, No special abilities himself except Revenge

Nazan-
Health: 33,000 apr.
Notes:
Fireball - Air phase only
Liquid Flame - The fireball that lands causes a patch of AOE fire damage, very potent so avoid these always
Cone of Fire - When he lands he will randomly cast this the tank needs to move out of it and be sure he/she does not hit the rest of the group with this

The thing I love about this encounter is it has a raid like feel, has 2 phases and all classes need to do a little more than tank, heal and dps. This being said it is quite simple. Upon clearing the last of the orc on the bridge to his platform, the boss will pull. The tank needs to be ready to pick him up and start tanking. Let your tank acquire a modest amount of aggro on this boss, I will explain why shortly. Everyone needs to be ready and able to move around to avoid the areas of burning ground from the fireballs. Some people like to DPS Nazan in the air, but I personally think this strategy is pointless. It easier and in my opinion more effective to DPS Vazruden down, but give your tank enough aggro. This is because at around 45% Nazan will land and the tank needs to pick him up straight away and position him. If done correctly the DPS should be able to finish off Vazruden whilst the tank picks up Nazan with no shift in aggro. At this point fireballs will stop, but melee DPS positioned at the rear of Nazan need to be ready to move counter directional to the tank when he moves out of Nazan's cone. It's good practice for all ranged dps to do their job at maximum distance where possible.

Don't forget to loot Vazruden if this is your first time here as he will have an item for a post instance hand in.

And there we have it, Pictures were linked from Wowhead.com, Hope you enjoy this guide and come back for more as I compile them.

‹ Felix's Hellfire Ramparts GuideupMewbaraue's guide to: Caverns of Time: Durnholde ›
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Coolhunter's picture
Member

Nice

Submitted by Coolhunter on Mon, 2008-05-12 15:03.

Nice it really helped out my group we kept dying against last boss:P

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Jurimax's picture
Member

Omorr the Unscarred - Heroic

Submitted by Jurimax on Fri, 2008-02-22 15:50.

Earlier this week we went to Heroic Ramparts, Druidtank (me), 2 Fire Mages, a Hunter and a healer.
At Omorr one of the Mages asked if he could try out a new tactic for the bossfight.
The strategy was:
- Mage tanking
- me DPS'ing adds
- rest of DPS on adds/boss

I must say I was a bit sceptical at first, but in the end, it was the quickest kill of Omorr heroic I've ever done. (and very easy too as once the Mage (Firespec) started the fight, everybody goes practically fullout on DPS)

J

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Vordonus's picture
Member

wow

Submitted by Vordonus on Sun, 2008-02-24 17:59.

I cant even imagine how that worked. Did he just kite omorr or something?

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Deea's picture
Trusted Member

Mage tanking???

Submitted by Deea on Sat, 2008-02-23 10:01.

Jawdropping! That's an entirely new concept to me Shocked

Your healer must've had a very hard time healing your "tank" Laughing out loud

------------
Greens come and go but epics stay soulbound Eye
*Haylie, EU Bronze Dragonflight*

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wkjezz's picture
Trusted Member

You know I have heard of

Submitted by wkjezz on Fri, 2008-02-22 18:06.

You know I have heard of that stratergy for Heroic Omor and was curious to how it worked, I myself as a Tank primary char would be skeptical, do you think you might be willing/able to fraps it when you do it again, I would love to check it out and maybe add it to the Heroic revisions I will eventually make.

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Rappa's picture
Member

What kind of tactic?

Submitted by Rappa on Fri, 2008-02-22 17:20.

What kind of tactic does a mage use to tank Omor? Or it´s just a mage with very good gear?

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Jurimax's picture
Member

Well, it really isn't that

Submitted by Jurimax on Tue, 2008-02-26 09:40.

Well, it really isn't that hard. The Mage opens up his can of whoopass, the rest of the ranged open theirs, and melee is on add duty (that was me Eye ).

As Omor only uses ranged attacks, and the rest of the ranged attack him too, aggro gets divided and so the healer had a fairly easy time healing.

I just had to be in Bearform and I gathered the adds. Once Omor died, the ranged DPS'ed down the adds.

J out

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