Hellfire Citadel Heroic Instance Guide (Changes)


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Hellfire Ramparts

This is probably one of the first heroic instances you’ll want to attempt so things are toned down a little bit. However, remember this is still a very difficult instance to complete when starting out with very little heroic like gear.

The normal enemies here will be hitting cloth for around 1,000 to 1,500 damage meaning that all cloth wearers (well anyone who isn’t going to be in the melee) need to stand back. Any non-caster enemy will be immune to mind-control and seduce. However, everyone else is pretty much vulnerable to polymorph, fear, and snares. Bonechewer Rippers are immune to everything and the Ravengers are immune to any kind of snare.

Watchkeeper Gargolmar

The only change is that he does more damage which isn’t very different for many heroic bosses. You’ll still want to kill him as fast as possible as his healing debuff is still in effect.

Omar the Unscarred

The difficulty ramps up for this one. The damage aura will kill you within seconds. His summoned Fiendish Hounds will now do about 3,000 damage with the same as a man burn. Well, they can still be crowd controlled and enslaved, but this figh will be a tough one.

Vazruden and Nazan

You’ll be using the same tactics as before, however Nazan’s fireballs will do about 2,500 damage with each hit on the ground doing nearly 4,500 damage so you’ll want to get out of it without fail. Nazan also has a fear that he can use and can be trigged by using any kind of ranged attack or DoT on him before he lands.

Blood Furance

Like all heroic instances the damage of normal enemies have been ramped up significantly. All enemies will need to be tanked properly, however, they aren’t as bad as some other ones. Most enemies are now immune to seduce except for Technicians, Nascent Fel Orcs, and Laughing Skull Wardens. Many enemies may be immune to sap or polymorph, however they generally will work each pull on one kind of enemy.

Crowd control is IMPORTANT. Be sure to use it otherwise you’ll never be able to get out of this instance alive. The enemies can one or two hit many cloth wearers. It’s not much better for actual tanks, but anyone not meleeing needs to stand back.

The Maker

Heroic just makes his damage pretty insane and gives him nearly 100k health. However, you can pretty much control him and take him out without much trouble. Same tactics, just a little tougher.

Broggok

His encounter becomes pretty unique. First of all, outside of the normal heroic changes, the boss itself is easy. The difficult part is the encounter beforehand. You get more and tougher enemies this time. So be sure to be careful and take them out quick so you can try to rest up some or something along those lines. You may want to even bring potions for this fight, as the endurance part will absolutely drain you.

Keli’dan the Breaker

Not much is changed, outside of the damage. Oh, and of course, when he does his Burning Nova he pulls you towards it. The best way to defeat this is be near him when he shouts you won’t be pulled towards him allowing you to run away. That of course leaves many players in the fight as a major disadvantage.

Remember, he pulls you BEFORE shouting. So you’ll still be able to run away, although it’ll be tougher.

Shattered Halls

Get ready for a tough instance! The changes are massive, including some enemies doing over 5,000 damage A HIT! The Houndmasters and their hounds are no longer easy as the Houndmaster himself can break all forms of crowd control on the hounds and the hounds do about 5k on plate. Not only that but if the Houndmaster is alive the Hounds can’t be polymorphed!

The Gauntlet is much harder, but that’s only based on the increased HP and damage from many enemies. There is also a new boss in the Gauntlet (see below). You can’t skip O’mrogg as well as he will add Kargath.

Grand Warlock Nethekurse

More damage, that’s about it.

Blood Guard Porung (Heroic Gauntlet Miniboss)

He has a cleave, a fear, and that’s about it. Just tank him and kill him near the wall. No problem. He brings along two archers, you can sleep one and take the other out.

Warbringer O’mrogg

More damage.  That’s about it, no new abilities we know of.

Warchief Kargath

More damage (2k-3k special attacks) and the summoned enemies that help him are much harder. However, just like in normal mode you only want to worry about sharpshooters. Most of the rest can be CC’d.

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Last Updated: Mar 29, 2016

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