[58-62] Hellfire Citadel- Ramparts

wkjezz's picture

Welcome to Hellfire Citadel. Home of Four Instances, 2 Leveling Instances (with Heroic Modes), 1 Level 70 Instance (with Heroic Mode), 1 level 70 raid boss encounter.

The first stop you till ultimately make in the Citadel, is Hellfire Ramparts (Ramps). This is the observation and defense point for Magtheredon's Vile Felblood Orcs of The Bleeding Hollow Clan

Setting up your group

Optimal Player Level 58–62 (Up to 5 players)
Heroic Mode is unlocked with a Key purchased from the Quatermasters once you reach an honored reputation with:
(Alliance) Honor Hold
(Horde) Thrallmar
Bosses: Three

Optimal Group Composition:
1 Tank (Warrior, Druid, Paladin, Death Knight)
3 DPS
1 Healer

Quests
Weaken the Ramparts/Weaken the Ramparts

Obtained from:
(A) Lieutenant Chadwick (Honor Hold) (from level 59)
(H) Stone Guard Stok'ton (Thrallmar) (from level 59)

There is also another quests players can pick up from one of the NPCs of the last boss:

Ominous Letter / Ominous Letter

The Instance

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 OMEN threat meter add on (available at Curse.com)

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: 11,554 / Mana: 2,434
Notes: Hunter, Vulnerable to CC, Immune to MC; Multi-shot; Aimed Shot
Abilities:
Aimed Shot | Multi-Shot

Darkcaster

Health: 10,104 | Mana: 5,751
Notes: Warlock/Mage, Vulnerable to MC and CC; Rain of Fire; Scorch (Mind Numbing Poison is great on these guys for interrupts)
Abilities:
Rain of Fire | Scorch

Scryer

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

Bownchewer Clan
Beastmaster

Health: 14,439
Notes; Immune to all CC/MC, summons hounds, can be stunned
Abilities:
Battle Shout | Uppercut

Destroyer

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

Hungerer

Health: 14,439
Notes: Protection Warrior, Vulnerable to CC immune to MC, Runner
Abilities:
Demo Shout | Disarm | Strike

Ravener

Health: 14,439
Notes: Rogue, Immune to Snare, Vulnerable to MC, Kidney shot (can cause an aggro dump) Causes high melee damage, Detects Stealth
Abilities:
Kidney Shot II

Ripper

Health: 16,506 apr.
Notes: Immune to all CC, Enrages upon being pulled
Abilities:
Enrage

Shattered Hand Warhound

Health: 4,142
Notes: Detects Stealth, Can be tamed, Can be CC however their commanding unit can cleanse their CC
Abilities:
Canivorous Bite | Furious Howl |

Boss Fights:


Watchkeeper Gargolmar


Health: 33,000
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.
Abilities:
Mortal Wound | Overpower | Retaliation | Surge

Adds
Hellfire Watcher x2

Health: 10,146 | Mana: 5,598
Notes: Healers, Can be CC, Cause Minimal damage, No tank needed
Abilities:
Heal] | Heal | Renew | Shadow Word: Pain

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.

Loot:
Light-Touched Breastplate | Scale Leggings of the Skirmisher | Pauldrons of Arcane Rage | Bracers of Finesse | Shadowrend Longblade

Omor the Unscarred

Health: 59,836 | Mana: 12,840
Abilities:
Demonic Shield] | Shadow Bolt | Summon Fiendish Hound | Treacherous Aura
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

Summon Fiendish Hound
Fiendish Hounds

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

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.

Loot:
Bloodstained Ravage Gauntlets | Garotte-String Necklace | Heartblood Prayer Beads | Crystalfire Staff | Heart Fire Warhammer
| Tenacious Defender

Vazruden

Health: 19,228
Abilities:
Revenge

Nazan-
Health: 33,000
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 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.

The NPCs themselves do not contain any rewarding loot, but upon completing the encounter you will be able to loot from a Reinforced Fel Iron Chest.

Loot:
Ironsole Clompers | Kilt of Rolling Thunders -Shaman | Lifegiver Britches | Mok'Nathal Wildercloak | Shifting Sash of Midnight | Witching Band | Band of Renewal | Hellreaver | Mok'Nathal Clan Ring | Ursol's Claw

Don't forget to loot Vazruden if this is your first time here as he will have the Ominous Letter I mentioned at the start of the instance.

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.

Comments

wkjezz's picture

Work complete

I did a major overhaul and included those Death-knight thingamy jiggers into the guide, as well as quests, pictures, links, abilities... pretty much evolved it all from the boring wall of text that it was when I didnt know BBcode Laughing out loud

-WKJezz
Moderator

Jiyambi's picture

/cheer

/cheer

Jiyambi's picture

Needs an update

We are recently working on improving the quality of content here on WoW-Pro.com, both by limiting low ranked guides and by moving out of date guides into archives. For more information, see the full news post detailing this process.

This guide needs an update to make sure it is current with patch 4.0. However it still has enough useful information that it will be left in it's proper section as-is.

If someone else would like to adopt the guide, or if you have any questions about this process, feel free to comment here.

Jiyambi's picture

Hah, jumping right in I see.

Hah, jumping right in I see. This probably doesn't need much - I just slapped this message on most of the old instance guides because they could all use a once-over.

Coolhunter's picture

Nice

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

Main: Studmuffin,Hunter
Death-Knights are OP But i still Love Blizz for giving them to us Eye

Jurimax's picture

Omorr the Unscarred - Heroic

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

Vordonus's picture

wow

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

Deea's picture

Mage tanking???

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*

wkjezz's picture

You know I have heard of

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.

-WKJezz
Moderator

Rappa's picture

What kind of tactic?

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

Jurimax's picture

Well, it really isn't that

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