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Hellfire Assault

Tank Responsibilities

 

Perform a tank switch when the Hulking Berserkers' Slam debuff stacks to uncomfortable levels.

 

Healer Responsibilities

 

  • Dispel Conducted Shock Pulse, a debuff applied to 1-4 members and cast by Contracted Engineers.

  • Beware of the high raid damage inflicted by Felfire Volley after Gorebound Felcasters turn into Terrors.

 

DPS Responsibilities

 

  • DPS priority:

    1. Siegemaster Mar'tak;

    2. Felfire-Imbued Siege Vehicles;

    3. Gorebound Felcasters/Gorebound Terrors;

    4. Hulking Berserkers;

    5. Contracted Engineers;

    6. Iron Dragoons.

  • Interrupt Incinerate and Felfire Volley, cast by Gorebound Felcasters/Terrors, and Repair, cast by Contracted Engineers.

 

Everybodies Responsibilities

 

  • Avoid: Shockwave, Boom bombs, Siege Nova, and Belch Flame.

  • Avoid standing in front of Felfire Crushers, and be aware of the fire they spew with Burn.

  • When the Felfire Artillery casts Artillery Blast, stand at least 40 yards away from the Hellfire Cannons.

  • When Mar'tak casts Howling Axe, stand at least 8 yards away from everyone else.

  • Pick up and carry Felfire Munitions, dropped on death by the various Siege Vehicles, to the Hellfire Cannons in order to restore their ammunition via your extra action button.

 

Abilities

 

Siegemaster Mar'tak

 

  • Howling Axe debuffs several raid members with Howling Axe. When the debuff expires, the affected raid members take a high amount of Physical damage, and deal the same amount of damage to any players standing within 8 yards of them.

  • Shockwave deals high Nature damage to all affected targets, knocking them back. The area where Shockwave is about to be cast is indicated a few seconds in advance by a visual effect on the ground.

  • Inspiring Presence is an aura that Mar'tak applies to all adds, causing them to deal 10% increased damage. The power of this aura increases over time, and it fades from all adds as soon as Mar'tak is defeated.

Siegemaster Mar'tak leaves the fight when she reaches 50% health.

 

Adds

 

  • Gorebound Felcasters are ranged adds that can be tanked. Usually, two Felcasters will spawn from each portal.

    • Incinerate is an interruptible spell that deals high Fire damage to the Felcaster's current tank.

    • Felfire Volley is an interruptible spell that deals high Fire damage to all raid members.

    • Metamorphosis is cast by Gorebound Felcasters when they have been alive for some time. When Metamorphosis is cast, the Felcaster permanently becomes a Gorebound Terror, increasing its damage done by 30%, movement speed by 70%, and granting it immunity to crowd control.

 

  • Contracted Engineers are melee adds that can be tanked. Usually, two Engineers will spawn from each portal.

    • Repair is an interruptible channeled spell with a 1.5-second cast time, regularly used by the Contracted Engineers if a Siege Vehicle is currently active. It heals the targeted Siege Vehicle for 3% of its total health every half-second for the duration of the channel.

    • Conducted Shock Pulse is a debuff that affects up to 4 random raid members and deals moderate Nature damage upon application, as well as stunning them for 6 seconds.

    • Boom places a bomb at the feet of a random raid member, dealing moderate Fire damage to all raid members in a small radius around it after a short period of time.

 

  • Hulking Berserkers are melee adds that can be tanked. Only one Hulking Berserker spawns from every portal.

    • Slam deals moderate Physical damage to their tank and applies a debuff called Slam to them.

      • Slam is a stacking debuff that increases the target's Physical damage taken by 30% for 15 seconds. This ability requires a tank switch.

    • Cower affects all nearby raid members with Cower!, reducing their movement speed by 20% and inflicting moderate Physical damage that bypasses armor.

 

  • Iron Dragoons are melee adds that can be tanked. They simply use melee attacks against their tank. They have no other abilities and they have a modest health pool.

 

Felfire-Imbued Siege Vehicles

 

  • Felfire Crushers are the only Siege Vehicles that have no ranged abilities. Therefore, the Crushers have to move all the way to the Hellfire Cannons' melee range to be able to damage them, meaning that they have to travel the longest distance among the different types of Siege Vehicles. That said, they can still damage raid members on their way to the Cannons.

    • Crush is a frontal cone attack that deals heavy Nature damage to all raid members hit by it, and it also damages Hellfire Cannons.

    • Bore deals heavy Nature damage to all targets in front of it every 0.5 seconds.

    • Burn causes flames to spew from the Felfire Crusher in random directions for 4 seconds. Players who come in contact with the flames take moderate Fire damage every 0.5 seconds.

  • Felfire Flamebelchers

    • Belch Flame causes a volley of flames to land in a small radius around the Flamebelcher, dealing heavy Fire damage to any raid members located in the affected area. Belch Flame also damages Hellfire Cannons.

  • Felfire Artillery

    • Artillery Blast inflicts moderate Fire damage to the Hellfire Cannons, and anyone standing within 40 yards of them.

  • Felfire Demolishers

    • Siege Nova targets a large area on the ground with green fire, and soon after that mortars land in that location, dealing moderate Fire damage to anyone hit by them. Afterwards, another location is marked and the Demolisher fires a final mortar blast, which damages the entire raid for heavy Fire damage. This damage decreases the further away players stand from the impact location.

 

Tanking and Positioning Concerns

 

Siege Vehicles in this fight cannot be tanked which leaves the Gorebound Felcasters/Gorebound Terrors, Iron Dragoons, Contracted Engineers, Hulking Berserkers, and Siegemaster Mar'tak to be picked up and handled by the tanks.

 

While Siegemaster Mar'tak is up, she should be tanked on top of any other adds that are alive, in order to maximise the damage your raid can do to her. This is because Mar'tak must be forced to leave the fight at 50% health so this prevents her Inspiring Presence becoming too powerful.

 

A tank switch must frequently be performed to deal with the Slam debuff that the Hulking Berserks apply. When this happens, the tank who was tanking Mar'tak should take the Berserker(s), as well any other adds currently alive. Given the limitation on the number of adds that can be taunted, some adds may linger on the other tank. Since most adds, aside from the Hulking Berserkers, die quite quickly, this should not really be a problem.

Mythic

Tank Responsibilities

 

  • Perform a tank switch on Grute, when the Slam debuff he applies stacks too much.

 

Healer Responsibilities

 

  • Before of the high damage the aid may take while Grand Corruptor U'rogg and Grute are alive. Also heal the healing absorption shields applied to players targeted by Corruption Siphon

 

DPS Responsibilities

 

  • DPS priority becomes:

    1. Siegemaster Mar'tak;

    2. Felfire Crushers;

    3. Gorebound Terrors;

    4. Grand Corruptor U'rogg/Grute;

    5. Other Felfire Siege Vehicles;

    6. Hulking Berserkers;

    7. Gorebound Felcasters;

    8. Contracted Engineers;

    9. Iron Dragoons.

Everybodies Responsibilities

 

  • Avoid the Cannonball and Corruption Nova ground effects.

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