Hellfire Assault - Normal and Heroic Guide

Welcome to the guide to the combat against Hellfire Alsail, first encounter because it cannot be called Chief, of the new Hellfire Citadel raid. In order to enter the Citadel, we must first break down its doors, this is what this combat consists of.

Meeting lore

With the help of the Blackfuse Company, the Iron Horde have built devastating siege engines in the shadow of Hellfire Citadel, upgraded their tanks, and can now utilize fel energy, Siegemaster Mar'tak awaits Gul'dan's orders to begin the assault.

Hellfire Assault

Players attempt to direct the massive cannons in the Hellfire Citadel courtyard against the mighty armored door of the Citadel., while fending off Siegemaster Mar'tak and her Hellfire Reinforcements.

Throughout the meeting, waves of enemies attack players, periodically accompanied by huge Siege Vehicles to destroy the cannons. Destroying these Siege Vehicles allows players to seize Fel Fire Munitions, allowing them to continuously fire rounds of fire at the Armored Door.

Once the players break down the blast door, Siegemaster Mar'tak's forces take refuge in the Citadel.

Skills

Canon

Hellfire Cannon

At the start of the match, players control both Hellfire cannons. Siegemaster Mar'tak's forces are continually rising from Hellfire Citadel to prevent players from taking advantage of the cannons. Based on available Felfire ammo reserves, Hellfire cannons will fire continuously toward the reinforced Hellfire gate.

Felfire Ammo

Felfire-Infused Siege Vehicles Bring Felfire Ammo into Combat. When destroyed, Felfire Ammo falls to the ground, allowing players to pick it up. Felfire ammo disappears if not picked up.

When collecting this ammo, players gain Haste, increasing movement speed by 100% for 9s. When carried, Felfire Ammo deals 35.000 Fire damage every second.

Mar'tak

Siegemaster Mar'tak

  • Howling ax: Throws a serrated ax at a target, striking all marked targets before returning to the caster. Each hit inflicts 183750 damage. Nature damage to enemies within 8 yards.
  • Stay away from the marked ones to decrease the damage.
  • Shock wave: Sends a Shock Wave in a specified direction, inflicting 170625 damage. Nature damage and knocks back enemies within 4 yards of each hit.
  • Avoid the area marked for each Shock Wave.
  • Inspirational presence: Inspire nearby units, increasing damage dealt by 10%. This value increases as the caster fights enemies.
  • One of the tanks must separate Mar'tak from his minions so they are not affected by this ability.

Reinforcement

Iron Deagolo

This rocky melee enemy wields a sharp polearm and is at the behest of Siegemaster Mar'tak.

Hulking rabid

  • Onslaught: Lunges at the target, dealing 123000 damage. Physical damage and increases Physical damage taken by 30% for 12 sec. This effect stacks.
  • This ability will affect the tank that grabs it, so it should not stay alive for long.
  • Crouch: Roars and causes nearby enemies to cower for 9 sec. Reducing their movement speed by 20% and dealing 47250. physical damage ignoring armor.
  • Not avoidable.

Vile Bloodbound Thaumaturge

  • Incinerate: Throw a drop of flame at a target, dealing Fire damage.
  • Not avoidable
  • Vile Fire Salvage: Launches a salvo of flames, inflicting 28875 damage. Fire damage to enemies in a threadbare 50 yards.
  • Not avoidable
  • Metamorphosis: Transforms into a demonic entity, inflicting 36750 damage. Fire damage, knocking back enemies within 5 yards and granting the caster a buff that increases damage by 30% and movement speed by 70%.
  • After the Metamorphosis we will focus on this minion to finish him off as soon as possible since his Vile Fire Salvage is now more frequent and if he does not kill him soon he will delete the band.
  • Bloodbound Terror

  • Vile Fire Salvage: Launches a salvo of flames, inflicting 28875 damage. Fire damage to enemies within 50 yards.

Contracted Engineer

  • Repair: Repairs a target vehicle, healing it for 2% of total health every half second.
  • Interrupt this ability.
  • Driving shock pulse: Strikes an enemy with a conductive shock pulse, inflicting 63000 damage. Nature damage, stunning it for 3 sec. This damage effect can jump to up to 3 additional targets.
  • Not avoidable.
  • Bum: Places an explosive charge at the feet of a target, inflicting 105000 points. Fire damage to targets within 5 yards. after a short duration.
  • Stay away from the bombs, before they explode.

Vehicles

Felfire Crusher

  • Punch out: Fel Fire Breaker inflicts 151.226. Nature damage to enemies in front of him every half second.
  • Avoid standing in front of the Shredder
  • Burn: The Fel Fire Crusher brings several bonus units into battle that channel the flames into a frontal cone, inflicting 22687 damage. Fire damage every half second for 4 seconds.
  • Avoid standing in front of the Shredder

Felfire Eructallamas

  • Spit flames: Spits a salvo of flame in the direction of the Hellfire cannon, inflicting 151.247 damage. Fire damage to enemies within 3 yards of each missile's point of impact.
  • Avoid standing in front of the Flame Erupter.

Felfire Artillery

  • Artillery blast: Fires an artillery round, overheating Hellfire cannons for 126.138. Fire damage to everything within 40 yards.
  • Not avoidable.

Felfire Demolisher

  • Siege Nova: Fires a series of mortars in the targeted direction for 75.623. Fire damage to enemies within 3 yards of each hit, and a final mortar blast hits enemies within 100 yards, dealing 333.375 damage. Fire damage that decreases as distance increases.

Strategy

As the encounter begins, we will throw the Heroism to lower Mar'tak's life to 50% as soon as possible and thus, get rid of her and her abilities. While this happens one of the tanks will be in charge of keeping her separated from her minions to prevent them from being affected by Inspirational presence, an ability that will boost their damage dealt by 10%.

The band will be located at a distance and, those marked by Howling ax They will separate from the group, to prevent the ax from hitting too many players while going back and forth to their objective.

Mar'tak's third ability is Shock waveWe simply have to leave the marked area, but quickly, which does a lot of damage.

Once we lower Mar'tak's health to 50%, it will take refuge in the Citadel while, we will continue to face its reinforcements and siege engines.

We must be clear about the priority order of focus, since it will be what makes us overcome this meeting or not. This priority depends on the minions present since they will not all come out at the same time, in case of having several important objectives at the same time, we will divide the damage by assigning a priority to the casters and another to the melés.

Order of priorities

Siege Engine, it will be our absolute priority since we need its reserves of fel fire to fuel the cannons and also, if it lasts too long with life it will damage them. If we lose possession of the cannons we will not make it through the match. Remember that when the machine dies a player must collect the Fel Fire reserves and take them to the cannons so that they do not stop opening fire on the door of the Citadel.

Rabioso, this minion must be eliminated quickly so that the tanks do not suffer excessively, they must change it when they are affected by Onslaught. So it takes priority as long as there is no Siege Engine and the Trauma present have not changed to Terrrors. In case the mentioned targets match, the melés will continue with the Berserker while the casters will shift focus to the target at a distance.

Vile Bloodbound Thaumaturge, not a problem until his Metamorphosis, which happens at 40% health. We must be very careful so that several are not transformed at the same time or it will be wipe. Once the Trumaturga becomes a Terror, it becomes an absolute priority, since it will cast Vile Fire Salvage nonstop, deleting the gang if it doesn't get killed quickly. This is a good time to use Healing CDs.

Contracted Engineer, this minion is more annoying than dangerous, as his ability Repair can be interrupted and your ability Driving shock pulse, it is dispellable. So he will never be a priority, but he will pester us with his ability. BumSo we must be vigilant and stay away from the bombs before they explode.

Iron Deagolo, this minion has no abilities and will die with residual AoE damage.

Behavior and Placement

We must be clear about how to behave before the different abilities of Mar'tak and his minions and how to position ourselves with the appearance of the Siege Engines.

As long as Mar'tak is alive:

  • Howling ax: Stay away from the marked ones to decrease the damage.
  • Shock wave: Avoid the area marked for each Shock Wave.
  • Inspirational presence: One of the tanks must separate Mar'tak from his minions so they are not affected by this ability.

Remember that 4 types of Machines will appear, all their abilities are avoidable at least in part if we place ourselves behind the machines and at a certain distance.

Let's not forget the 4 types of minions:

  • Iron Deagolo, no skills.
  • Huge rabid, Onslaught: Tanks must make the switch to avoid accumulating marks from this skill.
  • Vile Bloodbound Thaumaturge, Vile Fire Salvage: Placing ourselves on the back of this minion will avoid a great deal of damage.
  • Contracted EngineerRepair: Interrupt this ability. Driving shock pulse: Dispeal this ability. Bum: Stay away from the bombs before they explode.

Throughout the encounter we will have to deal with the waves of minions and siege engines until finally breaking down the reinforced door of the Hellfire Citadel. Once we get it, we will be ready for the next encounter, Reaver of the Iron Horde.

We hope this Hellfire Citadel Raid Guide has been helpful to you.To have a more complete vision, do not stop watching the Videoguide.

Remember that any questions or suggestions are welcome.


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  1.   nalembler said

    Very good guide !!! keep it up ^^

    1.    Ana Martin said

      Thank you very much, greetings!