Hellfire Assault nutshell guide
#1
Add control fight, similar to Blast Furnace P1 and P2, or Spoils of Pandaria and Galakras from SoO.

Lots of different types of enemies will spawn constantly. There is a mini-boss (Siegemaster Mar'tak) that will need to be tanked to one side away from the rest of the adds for a large portion of the fight, but apparently we'll also need to run some tank swaps due to a Slam debuff from Hulking Berserkers, so that should be interesting to manage...

Current recommended kill order from PTR:

  1. Felfire-Imbued Siege Vehicles (only adds that can damage the Hellfire Cannons)
  2. Gorebound Felcasters/Gorebound Terrors
  3. Hulking Berserkers
  4. Siegemaster Mar'tak
  5. Contracted Engineers
  6. Iron Dragoons
Further, the Siege Vehicles are divided into several types, but they all need to die quickly. They drop felfire ammo, which needs to be carried to our Hellfire Cannons. Hellfire Cannons shoot a door, and once the door dies, we win. If the Hellfire Cannons are both destroyed, we lose.

There's technically more, but it primarily amounts to "Interrupt things, avoid standing in bad things, dispel things, kill things". The above should be sufficient to at least get us started.
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#2
Here is a more detailed guide.

OVERVIEW OF THE ENCOUNTER

The goal of this encounter is to destroy the Reinforced Hellfire Door, located at the end of the room.  However, we can’t damage this door ourselves.  The door can only be damaged by two Hellfire Cannons in the room.

The Hellfire Cannons are located at the left and right sides of the room.  They operate automatically, but we must supply them with ammunition, called Felfire Munitions, throughout the fight.

In order to defeat the encounter, we must PROTECT these two Hellfire Cannons from adds until the cannons break down the door.  If both cannons are destroyed, the encounter fails.  If one is destroyed, we MAY be able to succeed but the fight will take twice as long.

This is a single-phase fight that’s all about add control:  we will deal with different adds, and a mini-boss called Siegemaster Mar’tak.


Siegemaster Mar’tak Abilities

* Howling Axe:  random raid member debuff that does damage to affected players and players within 8 yards when it expires.
* Shockwave:  Frontal cone + knockback.  There’s a visual effect on the ground first.
* Inspiring Presence:  Passive ability that grants a stacking buff to adds close to Mar’tak.

—> if targeted by Howling Axe, move 8 yards from everyone else.
—> avoid Shockwave by staying behind Mar’tak
—> a ranged DPS should stand in Mar’tak’s melee ranged switch to other high-priority adds as they come into the fight.

Note:  Siegemaster Mar’tak leaves the fight at 50% health, so we don’t have to kill her.

Adds

Adds spawn from portals that appear about every 45 seconds.  There are several types of adds:

* Gorebound Felcasters:  ranged adds that can be tanked.  Two will come from each portal.
- Incinerate: interruptible spell cast almost constantly.  Does high damage to the current tank.
- Felfire Volley: interruptible spell that damages all raid members.
- Metamorphosis: cast after they’ve been alive for a while.  Permanently transforms into a Gorebound Terror, which does more damage, moves faster, and is immune to CC.

—> Interrupt Incinerate as much as possible
—> Interrupt Felfire Volley.  Prioritize these over Incinerates.


* Contracted Engineers: melee adds that can be tanked.  Two will come from each portal.
- Repair: channeled heal that heals a Sieve Vehicle for 3% every half second.
- Conducted Shock Pulse:  occasional cast.  Debuff that affects up to 4 raid members, deals moderate damage + stun when applied.
- Boom: Bomb at feet of random raid member.

—> Interrupt Repair as quickly as possible!  It’s a channeled heal.
—> Dispell Conducted Shock Pulse
—> Raid members targeted by Boom move 5 yards away from bomb

* Hulking Berserkers: melee adds that can be tanked.  One spawns from each portal.
- Slam: moderate physical damage to tank + Slam stacking debuff.  Requires a tank swap.
- Cower!: debuff on nearby raid members that reduces movement speed and inflicts damage

—> Heal through Cower.

* Iron Dragoons: melee adds that can be tanked.  They use melee attacks against tank.

No special handling.

Felfire-Imbued Siege Vehicles

Throughout the fight, various Siege Vehicles spawn about every minute, which attack the raid and the Hellfire Canons.  There are several types of Sieve Vehicles, each with its own abilities.  These cannot be tanked or CC’d.  Whenever one is destroyed, it drops Felfire Munitions, which can be picked up (right-click on them) and use them to reload the Hellfire Cannons (via an extra action button).  When Felfire Munitions are picked up the raid member gains a 100% movement speed increase for 9 seconds and also take moderate fire damage.

* Felfire Crushers:  Melee-only vehicle which means it has to travel the longest distance to damage the Hellfire Cannon.  They damage players on their way to the cannon:
- Crush:  frontal cone, damages players and Hellfire Cannon.
- Bore: frontal attack every 0.5 seconds
- Burn: Flames spurt out in random directions for 4 seconds

—> Don’t stand in front of the Crushers

* Felfire Flamebelchers:
- Belch Flame:  ranged attack cast when close to Hellfire Cannon.  Causes a volley of flames to land around the Flamebelcher, dealing heavy fire damage to raid members in that area.  Also damages Hellfire Cannon.

—> Move out of ground effect

* Felfire Artillery:
- Artillery Blast:  Damages Hellfire Cannons and anyone standing within 40 yards of the Cannons

—> Move 40 yards away from Hellfire Cannons to avoid taking damage from artillery impact

* Felfire Demolishers:
- Siege Nova: targets a large area with green fire, then shoots mortars at it, damaging anyone hit by them.  Then targets a second location + mortar blast, which damages the entire raid.  Damage decreases with distance from impact location.

—> Move away from impact location

Strategy

* The TOP goal is to kill the Siege Vehicles as quickly as possible, then the Gorebound Felcasters / Gorebound Terrors.

* An assigned raid member, usually a very mobile ranged player will have to pick up the Felfire Munitions and bring them to the cannon which has the least ammunition

* High DPS must be focused on the Siege Vehicles

* Interrupt Felfire Volley (by Gorebound Felcasters) and Repair (by Contracted Engineers).

Target priority:

1. Felfire-imbued Siege Vehicles
2. Gorebound Terrors / Gorebound Felcasters
3. Hulking Berserkers
4. Siegemaster Mar’tak
5. Contracted Engineers
6. Iron Dragoons

Tanking

One tank will have to handle Siegemaster Mar’tak (until she reaches 50% health, when she leaves), while the other tank picks up all the other adds.  Tank the adds away from Mar’tak to avoid her buff (if her buff has a limited range).  IF her buff has unlimited range, tank her on top of the adds to share damage.

Tanks must swap Hulking Berserkers to deal with the Slam debuff.  To this, Mar’tak’s tank must take the Berserkers and any other adds while the other tank picks up Mar’tak.  If some adds stick around on the other tank that’s okay — they’ll die pretty fast.


FOUR GOALS TO KEEP IN MIND:

* Keep the Hellfire Cannons stocked with ammunition
*  Kill the Siege Vehicles and Gorebound Terrors as fast as possible
* Dodge avoidable damage
* Interrupt the Felcasters’ and Terrors’ Incinerate and Volley, and interrupt the Engineers’ Repair.
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#3
Nutshell version


Okay, this is a single-phase fight in which we’re going to PROTECT two Hellfire Cannons that are firing at a Reinforced Hellfire Door.  We have to supply them with ammunition, AND defend them from siege vehicles while handling adds and a mini-boss named Siegemaster Mar’tak.

The mini-boss isn’t too bad.  And she leaves the encounter at 50% health.  She has an ability called Howling Axe that has an 8 yard radius — if you get it get out of the group.  And she has a shockwave — get out of that too.

Adds are going to come out of portals about every 45 seconds.  

One tank will pick up the mini-boss, while the other tank picks up all the adds.  We’ll experiment with having the mini-boss stacked on the adds or not.  Periodically, the tanks must swap the adds.

There are FOUR TYPES of adds:

1) Gorebound Felcasters.  These do nasty interruptible spells:  Felfire Volley (raid-wide) and Incinerate (anti-tank).  Interrupt Volleys and as many incinerates as possible.

Weird thing:  After a while, the Gore Felcasters turn into Gorebound Terrors.  These have the same abilities but do more damage and move faster —> kill them fast.

Take-home message:  interrupt and kill these guys.

2) Contracted Endineers.  These guys HEAL the siege vehicles with a channeled heal.  Interrupt this!  They also debuff people with conducted shock pulse (damage + stun) which should be dispelled.  And they cast a spell called “Boom” that drops a bomb at people’s feet — move away from these.

Take-home message:  interrupt Repair

3) Hulking Berserkers:  these attack the tank with a “Slam” debuff which requires a tank swap.  And they inflict “Cower” on raid members that reduces movement speed and has to be healed through.

Take-home message:  Tanks have to swap after Slam.

4) Iron Dragoons:  Flimsy adds with no abilities.  No special handling, cleave ‘em down.


But wait, there's more...  Siege Vehicles!


Now, in addition to these four types of adds, there are FOUR types of Siege Vehicles.  They spawn about every minute and have abilities that damage the raid AND the Hellfire Cannons.  When one is destroyed, it drops Felfire Munitions, which can be picked up (by right clicking on it) and used to reload the Hellfire Cannons (via an extra action button).  If you pick it up, you’ll get a 100% movement speed increase for 9 seconds and will take moderate fire damage.  We’ll have an agile ranged player do this.

1) Felfire Crushers:  frontal attacks, flame spurts out the sides

2) Felfire Flamebelshers:  casts a fire volley around itself

3) Felfire Artillers:  artillery blast on Hellfire Cannon, get away from the Cannon to avoid artillery impact damage

4) Felfire Demolishers:  Targets and area then casts a mortar at it.


GOALS


* Our TOP goal is to kill the siege vehicles as quickly as possible, THEN the Gorebound Felcasters or the thing they turn into, the Gorebound Terrors.


* A ranged player will be assigned to pick up the munitions and take them to the cannon.  


* We need to interrupt the Felfire Volleys and Incinerates (cast by the Gorebound things), and Repair (cast by the Engineers)


Our kill order is therefore:

1. Felfire-imbued Siege Vehicles
2. Gorebound Terrors / Gorebound Felcasters
3. Hulking Berserkers
4. Siegemaster Mar’tak
5. Contracted Engineers
6. Iron Dragoons



Note for tanks:

One tank will have to handle Siegemaster Mar’tak (until she reaches 50% health, when she leaves), while the other tank picks up all the other adds.  Position:  option (a)  Tank the adds away from Mar’tak to avoid her buff (if her buff has a limited range).  IF her buff has unlimited range, then option (b) tank her on top of the adds to share damage.

Tanks must swap Hulking Berserkers to deal with the Slam debuff.  To do this, Mar’tak’s tank must take the Berserkers and any other adds while the other tank picks up Mar’tak.  If some adds stick around on the other tank that’s okay — they’ll die pretty fast.



Bloodlust

We’ll Bloodlust at the start of the fight.
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