A Guide Through All Heroics.

#0 - May 16, 2007, 4:17 p.m.
Blizzard Post
A Guide Through All Heroics

In this guide, I'll be speaking about every heroic dungeon currently in-game, and how to beat them. If you have suggestions, better tactics, or other comments, please post them :)

Drops for all heroics: http://www.heretics-guild.eu/forum/viewtopic.php?t=470 (Very nice list, thanks Teri!)

Hellfire Citadel - Hellfire Ramparts (Flamewrought Key (Honor Hold/Thrallmar revered))
Difficulty: 2/5
Basics: The main group killing mobs are the Raveners. Those raveners can one-shot your cloth, two shot your leather, and mostly equals "hurt". They often come together with wolves, and they are CC'able, to be sure to sheep or sap them. Also, when picking them up, try to disarm them - this decreases their burst by a lot. Another annoying group of mobs is the four casters with a meleeer in the middle. The casters tend to fear a lot, but only when you come close - it can be nice, depending on your group, to keep your distance. There is also a Beastmaster near the start. If he isn't killed fast, he will summon two wol;ves which will also aggro everything in their path. Be sure to kill him quickly!
Bosses:
- Watchkeeper Gargolmar - for many this was the first Outland boss they did. And for many, it's the first heroic boss they did. The tactics are quite simple: The Watchkeeper has two healing adds, so either CC them or kill them quickly. He also charges the person that is the farthest away from him, so don't put your healers in that spot. Overall, he isn't too hard to fight himself - it's the pull that's the problem. Be sure to clear around him first, including the patrolling Raveners that crosses the road. You don't want him to come and have fun with you.
- Omor the Unscarred - Ahh, there shineth a shiney demon. This guy has three interesting side. First of all, he only attacks with shadowbolts - no melee dps at all. This means that when your warrior, druid, or paladin doesn't suffice and is better used on other things, a mage, warlock, priest, shaman, with a little stamina gear can be used. The second thing is that he does a debuff onto people. This debuff is called Treacherous Aura, and damages people around the afflicted for a lot of damage. Because of this, try to spread out a lot - and really watch out if you're on melee; if you or the tank gets the debuff, RUN! The last thing is that he summon a lot of felhounds. These can do a mana burn which depletes your mana in two or three burns. They are spawned too fast to kill in reasonable time, so a class without mana must try to pick them up while the rest burns down the boss. If you have a warlock in the group, have him or her enslave the hounds as soon as they come - they'll die of the shadow AoE of Omor :)
- Vazruden the Herald - This guy is a tough cookie. Well, the guy isn't, but the drake is. The fight starts off by killing two orcs which aren't hard, but be sure not to waste much mana on them. After this, the dragon with the orc will land. The orc will start hammering on you on the ground, while the dragon starts firing fireballs which stay on the ground and you need to avoid. But this is not all - the dragon comes down after a given amount of time (in which you may or may not have the orc down, but please try to get him down) and melees HARD and does a load of damage which his fire breath. Because of this, kill the orc as soon as possible and grab the dragon as soon as he lands. There is an alternative if you have a lot of ranged DPS - damage the dragon a lot while he's in the air, and then when he's down, get him down fast, after which you can take care of the orc. NOTE: This boss drops no Badge of Justice.

Hellfire Citadel: Blood Furnace (Flamewrought Key (Honor Hold/Thrallmar revered))
Difficulty: 1/5
Basics: The trash around this instance isn't too particularly hard. However, there are rogues around the instance which can make your life miserable when coming at a bad time. There are two patrolling at the big stairs at the start, and on top of it is another one. There *can* be one hidden on the room after that, too. In the corridor with the orcs being made after the Maker, there is one at the very southern end of it (at the start) and one at the very north. Also, after Broggok, in the room with the patrolling warlocks and Felguards, there is another one at your right hand when you come in (the spot without mobs). There are also meleeers, specifically in Broggok's room and in the Maker's room, which can do some very nasty cleaves. Also, there are technicians who drop mines, which you shouldn't walk into because they do AOE HURTING. Pewpew! Last, but sadly not least mob of note are the felguards before Keli'dan the Breaker's room. They hit devastatingly hard, and also tend to aggro other people when they feel like it. Try to Crowd Control them as much as you can, and bring down at least one of them when you can. Otherwise, skip them by using Soulstone, DI, or battleres-walking through - this may let you have less wipes than otherwise, as the last boss is pretty easy anyway.
Bosses:
- The Maker - Incredibly easy, you'd forget that he is a heroic boss. The only thing of note is his Mind Control, and some poison. He hasn't got much health, doesn't do much damage, and is a nice starter for any time, any place.
- Broggok - Hah, thought you could sit back and relax in this nice little Furnace? No way, José! This boss, after switching the switch, spawns four waves of orcs. These orcs are quite hardhitting, so try to CC as much as possible. Watch out, though - the elites are usually less hard than the non-elites, so you might want to get the non-elites first. When these waves are defeated, Broggok himself comes, but he isn't too hard - just move out of the poison cloud he makes every once in a while. NOTE: Currently, this can be bugged when you stand too close to the cages when they open. Keep in the middle of the room.
- Keli'dan the Breaker - Easy guy after these hard felguards. Note that around his room, there are glowing holes with shards of something above them. If you stand in there, you get a very nice buff, so go and stand there when fighting. As for the fight, it starts off with five casters, which are quickly killed. After that, Keli'dan will break free. He hasn't got much interesting attacks except when he says "Closer.. come closer.. and BURN!" at which points he drags everyone to him and he does some very hard hitting AOE when you're not quick enough, á la Shade of Aran's Arcane Explosion.

Hellfire Citadel: Shattered Halls (Flamewrought Key (Honor Hold/Thrallmar revered))
Difficulty: 5/5 (?)
http://forums.wow-europe.com/thread.html?topicId=286941487&postId=2864970588&sid=1#15 for Dey's full walkthrough post :)
Basics: This place seems very dependant on Crowd Control, so bring quite a lot. Mobs hit hard and come back if you wipe at a point where you haven't killed them all. Also, like on normal mode, the legionnaires will summon back mobs whenever someone of their teammates are killed, so try to kill them first - although, if there are mobs that need taken care of quickly, it's better to have an easy nonelite than a hard hitting elite. You can also just AoE every group if you have enough AoE people for that, which can be an easy alternative. There are two special things about Heroic Shattered Halls: There is an added boss after the archer event, and there is a timer of 55 minutes which starts at the archer event, which, when it's over, has the Warchief Kargath killing the prisoners he has. Of course, there are quests saving them, so you might want to do that. Mobs of note are the Gladiators, which can basically one-shot ANYONE, and must thus be kited very well. Otherwise, there isn't much difference - if you've done normal mode, you should know how these work.
Bosses:
- Grand Warlock Nethekurse - Basically the normal-mode fight, onyl with increased numbers. The Void zones he regularly spawns hits quite hard now, and the whirlwind even harder. Try to use spellreflect or cloak of the shadows quite often, especially when he starts whirlwinding. Not very hard fight overall in comparison to the trash before him.
- Blood Guard Porung - Yes, a heroic only boss. See, it's worth the hell of orcs after all ;) This guy comes with two archers adds, which can be quickly killed or CC'd. Other than that, he does a HUGE cleave, so should be tanked against the back wall so not to hit others. Also, he spams fear quite a lot, but it has a very short duration. This is an AoE fear, but can be outranged, so keep your distance if you can. He has special drops and a heroic badge on top of it.
- Warbringer O'mrogg - "Me smash" to a literal sense. Like in normal, he tends to wipe aggro, then pick another target. In normal this is okay - he doesn't hit too hard when doing it. In Heroic this is lethal. Use all your abilities to lose aggro WHEN you get it when the tank(s) try to get it back. Mage's Ice Block, Rogue's Vanish, Paladin's Bubble.. You know the procedure. bring some limited invulnerability potions if you can't do it. He hasn't got much health, so just.. Don't die :) NOTE: He can bug after a wipe, he keeps in enrage mode. He's still beatable then, but much harder.
- Warchief Kargath - Yes, a real end-boss for this hard place. He hits a lot harder now, including 2k Blade Dance and 3.5k normal hits at times. Be sure to spread out and go full out on him - he still summons adds, but like in normal mode, it's just the sharpshooters that are really dangerous. Ergo, kill the sharpshooters and either CC of have the adds tanked. Be sure to keep spread out at all times, however.
#24 - May 18, 2007, 9:26 a.m.
Blizzard Post
Awesome stuff... Stickied :-)
#86 - Aug. 9, 2007, 3:59 p.m.
Blizzard Post
This thread has been added to the “Informative & useful Raids & Dungeons threads” compilations sticky: http://forums.wow-europe.com/thread.html?topicId=443734369&sid=1