Here you’ll find a list of hotfixes that address various issues related to the recently released World of Warcraft Patch 6.2.0. Hotfixes are updates made without requiring a new client-side patch. Some of the hotfixes below take effect the moment they were implemented, while others may require a realm restarte to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. This list will be updated as additional hotfixes are applied.
Fixed an issue where using chaining abilities against very large targets could cause the ability to not chain correctly to smaller targets.
Hellfire High Council
Fixed an issue that could cause Dia Darkwhisper to not cast Mark of the Necromancer a final time upon reaching 30% health.
Items
Wrynn’s Vanguard Battle Standard and Vol’jin’s Spear Battle Standard can no longer be used while in a rated-PvP environment.
Class
Tier Armor Set Bonuses
Fixed an issue affecting a number of tier armor set bonuses not granting a chance to trigger the set bonus effect if the attacking ability’s damage had been fully absorbed by a damage shield.
Tier-18 2-piece set bonus for Balance Druids
Tier-18 2-piece set bonus for Discipline Priests
Tier-17 4-piece set bonus for Combat Rogues
Tier-18 2-piece set bonus for Assassination Rogues
Tier-18 2-piece set bonus for Affliction Warlocks
Tier-18 4-piece set bonus for Affliction Warlocks
Druid
Restoration
Lifebloom should now be correctly granting full effects of Mastery: Harmony’s bonus to periodic healing during the bloom portion of the spell.
Hunter
General Abilities
Fixed an issue where Kill Shot (Beast Mastery, Marksmanship) can occasionally fail to reset its cooldown if it fails to kill the target.
Talents
Barrage should no longer incorrectly hit targets that are in stealth if the Hunter is unable to see them.
Mage
Frost
Water Elemental‘s Water Jet and Freeze ability could no longer be incorrectly cast at the same time.
Monk
General
Fixed an issue with Monk abilities that could incorrectly detect two-handed vs. dual-wielded weapons.
The podcast is back this week, and sadly it’s Matt’s last one! We talk about patch 6.2, Hellfire Citadel being the last WoD raid and the dev interviews from the last few weeks.
Mamytwink Dev Interview – Hellfire Citadel the last WoD raid
Cory Stockton, lead game designer, did another interview. This time with Mamytwink. Below is a summary of new information, with the most important piece being Hellfire Citadel is most likely going to be the last raid instance for Warlords of Draenor.
They’re working on fixing Tanaan Jungle phasing issues.
Once fixed you will no longer hear the yell of rare mobs from other shards/phases.
As less players play in Tanaan at the same time, the amount of shards/phases will get reduced.
They hope to continue to improve the tech so that more players can be in the same zone at the same time.
They want to keep server identities, they allow for moments that make you feel connected to the realm you’re on.
Hellfire Citadel is currently planned to be the last raid instance for WoD.
HFC is not tuned around everyone having the legendary ring.
They want Mythic dungeons to be beneficial to not just alts, but main characters too.
A second level of warforged will make it’s way to mythic dungeons
To make Timewalker dungeons more rewarding they might also reward a normal mode HFC cache for completing the 5 timewalker dungeons quest.
Here you’ll find a list of hotfixes that address various issues related to the recently released World of Warcraft Patch 6.2.0. Hotfixes are updates made without requiring a new client-side patch. Some of the hotfixes below take effect the moment they were implemented, while others may require a realm restarte to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. This list will be updated as additional hotfixes are applied.
The latest batch of hotfixes are listed below. Previous hotfixes have been compiled by category to provide a quick summary of all hotfixes that have been applied since the start of World of Warcraft Patch 6.2.0.
Tags may be added to some hotfixes to denote a special condition.
[Requires a realm restart] means the hotfix will not take effect until after a scheduled rolling restart or maintenance.
[Hotfix in testing] means the hotfix is in early stages of testing and may not be implemented just yet. However, the change is important and is posted to provide as much advanced notice as possible.
Work orders for tier-2 and -3 small plot buildings now work as normal if the player skipped completing the tier-1 tutorial quests.
Shipyard
Most long Naval Missions have been reduced to a time of 18 hours or less.
For Naval Missions currently underway, mission times will not change.
The duration of Raid-type Naval Missions has been reduced from 2 days to 4 hours. They will continue to immediately respawn if not completed.
Gold and Apexis Crystal rewards for Naval Missions that reward those currencies have been increased.
For Naval Missions currently underway, gold and Apexis Crystal rewards will be larger when the Mission is completed.
Oil costs for most missions have been increased.
For Naval Missions currently underway, Oil costs will not change.
The amount of Oil you receive from the Oil Rig has been doubled.
While in a raid group, players can now progress through “Upgrading The Fleet” and “Naval Domination” and increment quest credit as well as turn in the quest once completed.
Ship Blueprint: Battleship now requires ‘friendly’ faction standing to be obtained.
We continue to insist that the Shipyard grant players resting XP.
Quests
Felbound Wolf now count towards the demons slain count for the quest “Demonslayer of Tanaan”.
Fixed a bug that was preventing Fel Pylons from always spawning during the quest “Assault on the Temple of Sha’naar”.
Alliance players who accept the Gorgrond breadcrumb quest from the Adventure Guide are now given the flight point to Gorgrond.
Completing the quest “Rumble in the Jungle” should now award the King of the Jungle buff, as intended.
Items
Soul Capacitor now deals 50% damage against players and player controlled creatures.
Hunter’s Seeking Crystal should no longer take you to rare enemies you’ve already killed.
Empowered Apexis Fragments are now Bound to Battle.net Account, allowing them to be mailed to other characters.
Dungeons and Raids
Entering or leaving a Timewalking dungeon no longer removes tracking auras.
Hellfire Citadel
Socrethar the Eternal
Sargerei Dominator now always properly shields Soul of Socrethar after becoming active.
Archimonde
Archimonde will now heal for 5% of his maximum health if Nether Banish hits fewer than 3 players.
Achievements
Players can now earn the guild achievement “Kazzak Guild Run”.
Creatures and NPCs
A Grom’kar Deadeye in Fang’rila who was respawning too fast has been taught to chill out for a while after being killed.
The bonus roll option for Supreme Lord Kazzak now resets weekly.
Fixed a bug that was preventing players from looting both Soulslicer and The Blackfang on the same day.
Call to Arms NPCs no longer taunt bosses such as Supreme Lord Kazzak. They still have and use Taunt on other types of creatures.
Bug Fixes
Fixed an issue where mail with attachments could not be returned to original sender.
Fixed an issue where in-game mail from Blizzard Customer Support could not be deleted.
Attempting to apply Naval Equipment to a Ship (e.g. Felsmoke Launcher) will now display a blue outline around valid slots where the equipment can be applied.
Fixed an issue that would cause the Adventure Journal to display alerts too frequently.
Fixed an issue where some items that cost Alternate Currency (Mogu Rune of Fate, Ironpaw Token, etc) could not be purchased from vendors.
Fixed an issue for Mac users where in-game resolution would not be saved properly when switching between Fullscreen and Windowed mode.
A few developer interviews have been posted in the last few days. Vanion, WoWhead and The Instance all got to interview developers about patch 6.2. Here’s a summary of potentially new or interesting information we got from them:
They are happy with how players are progressing through normal and heroic in the first week of Hellfire Citadel.
Ion “Watcher” Hazzikostas would not say if mythic Archimonde is more like Imperator Margok or Blackhand in the terms of extra phases.
You have to kill mythic bosses to unlock the mythic cache from the naval garrison missions.
The naval missions for raid loot will spawn every 2 or so weeks.
If you fail the raid mission (despite 85% success chance for example), a new one will appear right away.
Grom was the planned end boss for Warlords, but as they went through development they changed their mind. (The wording at the end of this explanation was structured to say Archimonde was the villain of this patch)
There are no plans to make the legendary questchain accountwide.
Once you have the legendary ring you can loot an item that will upgrade your ring by 3 item levels from archimonde. You can loot one of them per week.
Tanaan Jungle and HFC were being worked on in November 2014. Because of the amount of time it takes to develop content, it takes time to be able to bring content to players that has the feedback of players taken into account. Tanaan has taken steps to improve the game as a whole, and future content will have been able to use more of the player feedback.
They plan to add another timewalking event for cataclysm dungeons and expand upon the existing events with more dungeons such as Shadow Labs.
For shipyard missions you want to be sure to counter the ships. It’s up to you if you think spending 500 resources on equipment is worth an increase of 5% on your success chance.
Hellfire Citadel trash loot is personal loot based.
The nerf to gold through garrison missions and the salvage yard are to counter the gold inflation that was caused by the garrison gold missions pre-6.2.
The salvage yard nerf also happend because the salvage yard felt mandatory to have in your garrison.
The transmog system revamp is being actively worked on but it’s not a simple system and requires a lot of time.
It will be weeks, not months for patch 6.2.x and thus flying in Draenor.
“Tanaan is going to be a big part of the game for the rest of the expansion.”
Here you’ll find a list of hotfixes that address various issues related to the recently released World of Warcraft Patch 6.2.0. Hotfixes are updates made without requiring a new client-side patch. Some of the hotfixes below take effect the moment they were implemented, while others may require a realm restarte to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. This list will be updated as additional hotfixes are applied.
The latest batch of hotfixes are listed below. Previous hotfixes have been compiled by category to provide a quick summary of all hotfixes that have been applied since the start of World of Warcraft Patch 6.2.0.
Tags may be added to some hotfixes to denote a special condition.
[Requires a realm restart] means the hotfix will not take effect until after a scheduled rolling restart or maintenance.
[Hotfix in testing] means the hotfix is in early stages of testing and may not be implemented just yet. However, the change is important and is posted to provide as much advanced notice as possible.
Please note that the following changes to class trinkets are currently still in testing.
Bleeding Hollow Toxin Vessel had its effect increased by 28% for Combat Rogues, and had its effect increased by 40% for Subtlety Rogues.
Core of the Primal Elements now deals 40% more damage for Enhancement Shaman.
Empty Drinking Horn’s Fel Burn effect can now stack up to 30 times, down from 50.
Fragment of the Dark Star had its effect increased by 20% for Affliction Warlocks.
Reaper’s Harvest had its chance to trigger reduced by 6% for Unholy Death Knights.
Repudiation of War had its effect increased by 30% for Shadow Priests.
Seed of Creation has had its chance to trigger reduced by 14% for Balance Druids. (The chance to trigger is exactly 100% at Mythic Warforged.)
Soul Capacitor‘s Spirit Eruption effect should now properly only hit intended targets within its area of effect.
Talisman of the Master Tracker had the chance to trigger reduced by 6% for Survival Hunters.
Tome of Shifting Words had its effect reduced in power by 33% for Frost Mages, and had its chance to trigger reduced by 6% for Fire Mages.
Raid Finder Armor Set Tuning Changes
The following changes have been made to set armor pieces found on Raid Finder difficulty.
Blackrock Foundry
Ebonflame Cloth Armor
4-piece set bonus for Healers now has an 8-second internal cooldown (up from 3 seconds).
Sootfur Leather Armor
4-piece set bonus for Damage Dealing Spellcasters no longer triggers twice on crits.
4-piece set bonus for Healers now has an 8-second internal cooldown (up from 3 seconds).
4-piece set bonus for Tanks now has an increased proc rate of approximately [1.7, increased by Haste] per minute (up from [0.85, increased by Haste]).
Ashlink Mail Armor
4-piece set bonus for Damage Dealing Spellcasters had its damage dealt reduced by 75% and has an 8-second internal cooldown (up from 3 seconds).
Blacksteel Plate Armor
4-piece set bonus for Healers now heals each successive target in the chain for 50% less than the previous target, and reduced the number of targets in the chain to 3 (down from 4).
4-piece set bonus for Tanks now has an increased proc rate of approximately [1.7, increased by Haste] per minute (up from [0.85, increased by Haste]).
Hellfire Citadel
Felfume Cloth Armor
4-piece set bonus for Damage Dealers now has a 3-second internal cooldown.
Ironpelt Leather Armor
4-piece set bonus for Healers now has a 3-second internal cooldown.
4-piece set bonus for Tanks now has a 2-second internal cooldown. The change should have a negligible impact on throughput.
Rancorbite Mail Armor
4-piece set bonus for Physical Damage Dealers no longer scales with Attack Power, the Fel Explosion effect is now centered on the target, and has a 3-second internal cooldown.
4-piece set bonus for Damage Dealing Spellcasters now has a 3-second internal cooldown.
Demonbreaker Plate Armor
4-piece set bonus for Healers now has a 3-second internal cooldown.
4-piece set bonus for Tanks now has an increased proc rate of approximately [3.67, increased by Haste] per minute (up from [1.7, increased by Haste]).
Death Knight
Frost
Obliterate should now correctly deal full damage against other players in PvP combat.
Hunter
Armor Sets
[Hotfix in testing] Tier-18 4-piece set bonus for Survival Hunters should now correctly trigger Shadow Nova on all targets affected by Black Arrow, not just on the primary target. Additionally, Shadow Nova should be be correctly benefitting from the Tier-18 2-piece set bonus, Black Decay.
Monk
General
[Requires a realm restart] Fixed several issues that made Roll and Chi Torpedo work inconsistently. The abilities should now always travel a consistent distance, be unaffected by snare effects, and reach the destination faster with increased stacking movement speed.
Fixed an issue where Surging Mist had no resource cost while Timewalking.
Rogue
Combat
Killing Spree should now correctly only provide immunity to roots, snares, and knockback effects.
Armor Sets
Tier-18 2-piece set bonus for Subtlety Rogues should now work correctly with Anticipation.
Shaman
Glyphs
Glyph of Ghostly Speed should no longer incorrectly trigger its movement speed increase while in combat.
Warrior
Armor Sets
Tier-18 2-piece set bonus for Protection Warriors should now work correctly if the Warrior knows Gladiator’s Resolve.
Creatures and NPCs
Tanaan Jungle
Savage Whale Shark should now drop Equipment Blueprint: Trained Shark Tank for all players that have attacked it.
Fixed an issue where Sargerei Nullifier could immediately despawn after being defeated.
Fixed an issue where players may occasionally defeat a version of The Night Haunter that does not have loot.
Ashran
Kor’lok should no longer knock players out of Ashran with his ability, MASSIVE Kick!
Quests
General
Fixed an issue affecting quests that required the player to target something with a quest item or ability not correctly providing credit towards completing the quest.
Tanaan Jungle
Fixed an issue where Demonslayer of Tanaan, The Battle for the West, and Unseen Influence was not displaying correctly on the map.
Raids and Dungeons
Timewalking
Group leaders are now able to re-queue if someone leaves a Timewalking dungeon group.
Hellfire Citadel
Hellfire High Council
Blademaster Jubei’thos should no longer incorrectly reset the number of battle resurrections available to the raid group when he uses his Windwalk ability.
Iron Reaver
Fixed an issue that could cause the Iron Reaver to animate incorrectly and face the wrong way when using the Blitz ability.
Fixed an issue where Iron Reaver’s Blitz ability could cause players to be stuck when attempting to use a flight path after the encounter.
Gorefiend
Gorebound Spirits should no longer summon players out of the world and teleport to them instead.
Players in the stomach phase in the Gorefiend encounter should now always be able to see the circle denoting where the exit is.
Socrethar the Eternal
Sargerei Shadowcaller’s Shadow Word: Agony can no longer be copied by Dark Simulacrum.
Fel Lord Zakuun
Wake of Destruction should no longer incorrectly deal more damage than intended if multiple players are standing on top of each other when it explodes.
Mannoroth
Fixed an issue where Mannoroth can go into evade mode if his primary target is knocked into a Fel Spire.
Archimonde
[Hotfix in testing] Archimonde will now heal for 5% of his maximum health if Nether Banish hits less than 3 players.
Archimonde’s Nether Banish should now be able to target players under the effects of Wrought Chaos, Focused Chaos, or Shackled Torment in Phase 3.
Archimonde no longer casts Demonic feedback before Nether Banished had faded in Phase 3.
Shadowed Netherwalkers should now attack players when they enter the Twisting Nether, regardless of where they are on the platform.
PvP
Ashran
Fixed an issue where players may incorrectly receive a Silver Strongbox for the previous Warlords PvP Season.
Slightly increased the delay between events.
Champion’s Honor can no longer be used before the start of the relevant Warlords PvP Season.
Items
Defending Champion should now be correctly increasing maximum health by 10% instead of only by 10 health.
Figurine of the Colossus should now be correctly flagged for Timewalking.
Gemcutter Module: Critical Strike can now drop for multiple Jewelcrafters at the same time upon defeating Shadow-Lord Iskar in Hellfire Citadel.
Wild Gladiator’s Greatcloak and Wild Gladiator’s Tabard should no longer be available for sale.
Collections
Toy Box
Vial of Red Goo should now correctly prevent players from performing actions while they’re transformed.
Bug Fixes
Players on a mount using the flight master at Vol’mar or Lion’s Watch to fly to the Throne of Kil’jaeden should now be correctly dismounted.
Fixed an issue where Rogue Tier-18 Normal armor set was incorrectly using the appearance of the Mythic armor set.
Fixed an issue where Draenor Siege Engines and Demolishers did not have a cooldown on their first ability.
Fixed an issue where player combat pets were not being automatically resummoned after leaving a vehicle.
Fixed an issue where abilities that trigger when a target leaves an area like Binding Shot or Ursol’s Vortex were incorrectly still triggering its effects after the ability has expired.
Fixed an issue where players were able to retain the Well-Rested buff from Leatherworking Tents while in a Raid instance.
Hey guys I’m Mezzy from WoW Weekly and today we’ll be taking a look at Supreme Lord Kazzak in Tanaan Jungle. The essence of this fight comes down to this: Tank him facing away from the raid, taunt on tank debuff, have the rest of your raid spread out and dps the adds when they spawn. But for good measure let’s go over each of the 4 abilities individually.
His first ability is Fel Breath. This will deal a large amount of damage to everyone infront of Kazzak and increases their damage taken by Fel Breath by 100% for 30 seconds. To deal with this face him away from the raid and tankswap after every breath.
His second ability is Mark of Kazzak. This increases your damage and healing done by 100% but you will damage anyone within 8 yards of yourself for the damage or healing you do. This is why you will want your raid to be spread out.
His third ability is Supreme doom. This will reduce multiple players health to 1 and if they are not brought back up to 50% health before the debuff expires, they will deal damage to the entire raid. You will have 10 seconds to heal them back up, so this should be no threat at all.
And then his last ability is Twisted Reflection. At 66% and 33% health he will summon Twisted Reflections. These will walk towards Kazzak and if they reach him they will heal him for 2% health. So when these spawn, kill them quickly as they have almost no health at all.
And that’s all there is to Kazzak, he’s a very simple and easy world boss so enjoy the loot!
If you liked this raiding guide please comment, subscribe and click on the like button to help us out. If you would like to keep up with when new videos come out, but you don’t have a youtube account, you can also follow us on twitter and facebook at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our written content on our website wowweekly.net. For now I’m Mezzy and I’ll see you again next time.
Hey guys I’m Mezzy from WoW Weekly and today we’ll be taking a look at Archimonde in Heroic Hellfire Citadel. These tactics also apply to the normal version.
This is a 3 phase encounter and after 15% health in every phase Archimonde gains an additional ability.
In phase 1 Archimonde can summon a Doomfire Spirit. This Spirit will put fire on the floor that will chase a random player around for 10 seconds. Every dps should switch to the Spirit to take it out as soon as possible. If you get targeted by the fire you will want to kite it away in a straight line. If you get hit by the fire you’ll take some damage and you’ll receive a stacking dot.
Archimonde can use the Allure of Flames spell to teleport the fire to where players are standing. The place the fire will be teleported to will be indicated by a smaller swirl, so you can get out of this in time. To deal with this you can split up the encounter area into 2 or 4 sides. Whenever the Allure of Flames is cast you can move to the other side so that the fire won’t bother you.
There is a bigger swirl you also need to watch for. This is caused by Shadow Burst. With this Archimonde will knock players into the air and when they fall to the ground they will take a huge amount of damage. This damage can be shared with others though. So when someone gets thrown into the air, the bigger swirl will indicate where players can stand to share the damage. So while normally you want to move out of swirls, in this particular case you will want to stand in it. In addition to this, when it gets cast on a player, it will also be put on anyone within 8 yards of that player. So when Burst is about to be cast, have all ranged players spread out.
The tanks will have to contend with Death Brand. This does a huge amount of damage on the tank and puts a stacking dot on them. This also summons a Hellfire Deathcaller which will need to be killed. Once the Deathcaller dies, the dot will disappear from the tank. The Deathcaller himself will randomly Shadow Blast players in the raid, dealing damage and increasing their shadow damage taken by 25% for 30 seconds.
In phase 1 your priority is the Doomfire Spirit, then the Hellfire Deathcaller and finally Archimonde himself. Be sure to catch people that get shot into the air and move from one side of the room to the other when Allure of Flames is used. It’s up to you to decide whether you want to split the area up into 2 or 4 areas. We started out with 2 but in the end our preference went out for 4 areas because it meant we had to move less per Allure of Flames.
At 85% Archimonde gains an additional phase 1 ability called Desecrate. With this he will summon pillars that deal AoE damage to the raid every second. You can’t do much about it, but Yrel can. She will destroy the pillars and leave behind Orbs of Light. Anyone can run over these, and they should. But particularly the tanks need to do so. When they do they will become immune to shadow damage and gain a movement speed increase for 25 seconds. The buff they give will trigger for anyone within 15 yards of the Orb, so if anyone is nearby they will also benefit from this buff.
At 70% Archimonde will go into phase 2. You will no longer have to deal with the Doomfire Spirits and Shadow Bursts in this phase. Because of this you can stack up on the boss in phase 2. You will still have to deal with the Deathcallers and Allure of Flames however.
Archimonde will gain 2 new abilities to replace his old ones. The first is Shackled Torment. He will cast this on 3 random players and each of their souls will become shackled. This will deal damage to those players every second until they are more than 30 yards away from their soul. However when they do get free from the shackles they will deal a moderate amount of damage to the entire raid. Because of this you do not want all 3 of the players to break the shackles as once. Stagger it so that your healers can heal the raid back up.
The second phase 2 ability is Wrought Chaos. This is a debuff that gets put on a random player and this debuff will aim at another player. After 5 seconds a laser beam will fire from the debuffed player to the aimed player. The debuff will get swap onto the player who was aimed at, and the process will repeat itself. This will continue happening until the Wrought Chaos runs out of stacks. To deal with this you will want both players to go out of the group and make sure that there is no one between the 2 players.
So for phase 2 you will still run from marker to marker, kill Deathcallers, let Shackles be broken 1 by 1 and make sure that there is no one between the 2 Wrought Chaos players.
At 55% Archimonde will start summoning 2 kinds of adds, which will need to be killed as well. The first is Felborne Overfiend. All this guy does is cast Heart of Argus and deal AoE damage to the entire raid every time he loses 25% of his health. This needs to be interrupted. Because there are often other adds up when the Overfiend is up, we have a melee switch to the Overfiend even if there are other priorities so that they can interrupt the cast.
The second type of which multiple will spawn is the Dreadstalker. This hound will teleport to random players and deal damage to anyone within 8 yards and interrupt them for 3 seconds. The area they will teleport to will be marked by a purple circle so just run out of it.
Once these adds start spawning your priority will be Deathcallers > Overfiends > Dreadstalkers. If You’re already killing an Overfiend when a Deathcaller spawns, you can finish it off first.
At 40% he will go into phase 3. You will no longer have to deal with any of the adds from phase 1 or 2 and he will no longer use Allure of Flames. You will have to keep dealing with both new abilities from the previous phase.
The first new ability he gains is Demonic Feedback. This is an AoE that does damage to the entire raid and it does an additional amount of damage to anyone standing near you. So what it comes down to is that you have to be spread out in phase 3. This will mean that you have to make sure noone stands between the 2 players with the laser beam.
The other new mechanic of this phase is that Archimonde will use Nether Banish on the tank. This will put a debuff on the tank, and after 8 seconds anyone standing within 8 yards of the tank will be banished to the nether together with the tank. This will also leave behind a giant pool of fel.. stuff. So when the tank gets this cast on them, they should move to the side together with a healer and nearly half of your dps. They will get banished and they will have to deal with what awaits for them in the Nether. I’ll get to the Nether in a minute, but whenever you come out of the nether you will get a debuff preventing you from entering again for a whole minute. So you will have to set up a group to go in with each of the tanks.
From the pool of fel stuff a Living Shadow will spawn regularly and they will charge at random players. If they reach their target they will put the Devour Life debuff on them. This will deal a big amount of shadow damage and reduces their healing taken by 20% for 45 seconds. The Living Shadows can be both stunned and slowed. To deal with them you will want your ranged dps prioritize these. Hunters with tier 18 4set are by far the best to deal with these because the living shadows move quite quickly. They move so quickly in fact that they often don’t get slowed by the first slowing trap when they trigger it.
In the nether itself you will have to dodge circles of fire, take AoE damage every 5 seconds and deal with 2 different adds. Void Stars will regularly spawn and focus on the closest player. If the Void Star reaches the player it will explode knocking anyone within 8 yards off of the platform. You will need a ranged dps who can slow and kill it to deal with them.
The second add is the Shadowed Netherwalker. You need to kill this add to be able to get out of the Nether. Once he dies a portal will spawn which you can click on to get out. The netherwalker has one ability called Touch of Shadows. This can be interrupted. It will deal a moderate amount of damage to everyone within the nether, so you will want to interrupt it as much as you can.
Sadly we did not have footage from the twisting nether, once we do we’ll post it in another video and put an annotation in this one so you can check it out.
So thus far in phase 3 you will have 2 groups for the Nether, your raid spread out, living shadows that need killing and you’ll be dealing with the chain and laser abilities.
At 25% he will gain his final new ability. He will summon infernals that will drop from the sky. You will of course have to move away from the impact location, but some of the infernals will also start attacking you, pulsing for some fire damage. You will need to kill them off. But you cannot tank the one you’re killing close to the other infernals. This is because of the Eternal Flame aura. If an infernal is 15 yards or closer to another infernal it will heal up. What you will want to do is have dps tanking the different infernals, standing away from each other. Kill the infernals and return to the boss.
We stopped our dps right before 25% when a group was banished in the twisting nether. To get them out quickly we sent in more dps than usual so that they could get out quickly. Once they were back out and reached 25%, we used heroism to push for the kill. You really need to get through phase 3 as quickly as possible because of the banishments. Once you get to 3 or 4 living shadows spawning right after one another you’re going to be stressed into getting Archimonde down to 0%.
Because of this we sacrificed 2 players along with the tank on the 4th banishment, so that we could push for a kill. You need 2 other players to join the tank, because if less than 3 people get teleported to the twisting nether, Archimonde will heal for 5% of his health.
And that will be it, if you can get through all of these mechanics you’ll have gotten through Hellfire Citadel succesfully!
If you liked this raiding guide please comment, subscribe and click on the like button to help us out. If you would like to keep up with when new videos come out, but you don’t have a youtube account, you can also follow us on twitter and facebook at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our written content on our website wowweekly.net. For now I’m Mezzy and I’ll see you again next time.
Hey guys I’m Sulya from WoW Weekly and today we’ll be taking a look at Mannoroth in Heroic Hellfire Citadel. These tactics also apply to the normal version.
This is a 4 phase encounter so let’s get right into the first phase.
In phase 1 you will have to contend with Fel Iron Summoners and the demons they bring to the table. You will have to kill each of the 3 Summoners to transition into phase 2. Each Summoner summons a specific demon and when you kill him they will stop spawning for the time being.
You’ll want to move counter clockwise and kill the summoner on the right first. This one will put Curse of the Legion on a random player and when it expires it will deal damage and summon a Doom Lord. The Doom Lord has 3 abilities of which the first is Doom Spike. The Doom Lord’s auto attacks will put a stacking debuff on the tank and once it fades away it will deal 35k damage per stack to the tank. To deal with this you will want to tank swap on the Doom Lord at around 6 stacks.
The second ability is Mark of Doom which is another debuff placed on random players. This will deal a moderate amount of damage on the player when the player takes damage from anything. This damage will also hit everyone within 20 yards, and if you don’t take damage you will die instead when this debuff expires. If you get the Mark you will want to touch the pool in the middle of the room to take some damage and get rid of the debuff without it dealing damage to your entire raid.
The final ability is Shadow Bolt Volley which can and should be interrupted.
The next summoner when you move counter clockwise will summon Fel Imps. These will crash down onto the platform and deal splash damage to anyone near them. These will cast Fel Blast, which deals damage to anyone within 3 yards and they can also blink around. You’ll want to AoE these imps down and if you have death knights with gorefiend’s grasp be sure to use them.
The final summoner summons Inferno’s. These will drop down onto the platform on places indicated by green swirls. This will deal damage to those standing in the swirls and afterwards they will start channeling Fel Hellfire, hitting anyone within 10 yards of them. Simply move away from these infernals and DoT them up while you’re dealing with other mobs. Depending on how many DoT classes you have, you might want to have everyone switch to them to kill them off at points in phase 1.
Once the last summoner falls you will hit phase 2 and mannoroth will enter the fray. Both imps and Inferno’s will start to spawn again and you’ll have to deal with them throughout phase 2. You will want to prioritize dpsing these above the boss.
Before we get into the abilities, let’s talk about positioning. In phases 2 and 3 you can negate 2 abilities by standing near the pillar to the left of you when you teleport onto the platform. We’ve put a blue marker here, which is where we’ll be tanking mannoroth. And then one marker on either side of mannoroth for phase 4. I highly recommend you follow the same positioning as it makes the fight pretty easy. So in phase 2 and 3 stand between the pillar and the boss who should be roughly on the blue marker.
Mannoroth has 2 abilities for the tanks to contend with. And they will hurt quite a lot. They’re both used in the Glaive Combo ability. Mannoroth will first use multiple Glaive Thrusts which deal a large amount of physical damage and put a dot on you. This dot will not apply if you use active mitigation and so it is very very very important that you do so. After he does this he will use Massive Blast on the tank dealing a large amount of shadow damage, knocking them back and increasing their damage taken by Massive Blast by 300% for 45 seconds.
As soon as Massive Blast is cast, the other tank should taunt it and use active mitigation right away because Mannoroth will do another Glaive Thrust. You should not forget to have your back towards the middle so that you do not get thrown off the platform.
Mannoroth also has 3 abilities for the rest of the raid to deal with. The first is Fel Hellstorm. With this he will cause meteors to fall from the sky and you’ll get hit for some damage if you stand in the point of impact. The points of impact will become darker spots on the ground, simply requiring you to move out of these spots.
The next ability is Mannoroth’s Gaze. With this he will fear multiple players and after 4 seconds they will explode for a big amount of damage which can be shared with anyone within 8 yards of them. You will want at least 2 others soak this so that the damage isn’t too high. An easy way to deal with this is to stack up as a raid. Which will be useful for the next ability as well.
One thing to note here, you will want your melee to have their backs towards the pillar as well so that if the Gaze gets put onto them, their damage can be soaked together with the ranged players.
The last ability for phase 2 is Felseeker. With this he will target a random player and channel an AoE. This will pulse 3 times and each time it gets bigger. What you will want to do is get out of the circle when he casts it so you don’t get hit. Then move back once the ability ends. The Felseeker also knocks you back when you get hit, so if you get hit you could get an unlucky angle and be thrown off the platform.
To summarize phase 2:
– Keep AoEing the imps down and kill the infernals.
– Everyone should have their backs to the pillar to deal with Mannoroth’s Gaze efficiently.
– Move away from Hellstorm and Felseeker.
– Tankswap after Massive Blast.
Once he reaches phase 3 at 65% he will no longer summon imps, but gain 1 new ability. This is ShadowForce, which will push multiple players towards the edge of the platform. You’ll need to walk against it just like you would other wind mechanics. The pushback mechanic becomes stronger as he’s channeling it. In this phase you will still have the pillar behind you to prevent you from being thrown off. However if you don’t try to run against it there is a bug that will sometimes push you through the pillar, letting you fall to your death.
At 35% you will reach phase 4, infernals will no longer spawn and all of his abilities will be empowered. You will want to use heroism at this point in time.
ShadowForce will now push the entire raid back and Glaive Thrust will now hit anyone infront of Mannoroth. This means your raid will need to use movement speed increasing spells to get through the ShadowForces.
Massive Blast will now also send out waves of shadow that you need to dodge as they will deal damage to you.
Fel Hellstorm will now be cast continuously and will send more and more meteors onto the platform as the fight goes on. This is the soft enrage mechanic.
Mannoroth’s Gaze will become a lot more difficult to deal with now as when it fades and does damage, it will leave behind a puddle of which the size will grow bigger as more are hit by the explosion. So you will really only want to have 1 or 2 people get hit by the explosion to share the damage. It also means that you can’t stay in the same spot for the rest of the phase. One key factor is that this puddle does slow you down. We’ll get to positioning and using this to your advantage in a second.
Lastly Felseeker will still deal damage to you even if you are out of the circle, but the damage will decrease the further away you are from the blast.
To deal with phase 4 and the no longer having a pillar in your back we have the raid move to one of Mannoroth’s sides. In our case we started at the green marker. We finished off any infernals remaining and started nuking down the boss. You will always first have a Mannoroth’s Gaze before you have a Shadow Force.
As I said, have only 1 or 2 people per Gaze help soak the damage so that the puddles that spawn are not too big. After you have done so successfully, do not move over to Mannoroth’s other side yet. Instead when Shadow Force gets cast, everyone runs against it and makes sure they have the puddles behind them. These puddles will slow you down and for good measure we use a druid’s roar. This should prevent you from being pushed off the edge by Shadow Force.
Once Shadow Force has finished casting move over to Mannoroth’s other side and repeat the process. If Mannoroth isn’t dead yet after the second Shadow Force, we have markers mirroring the first set on the other side of the platform so we can do the same. It’s all rinse and repeat once you’ve done it the first time. Be ready to use healing cooldowns as needed during the Gaze / Shadow Force combination.
To summarize, in phase 4 it’ll be about only having 1 or 2 people share the Mannoroth’s Gaze damage and moving further around the platform without being pushed off by ShadowForce or Massive Blast. Be sure to use movement speed increases and perhaps even a helpful life grip from a priest to pull back the tank getting sent off.
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