You reach the entrance to the Blood Furnace by goin up the wall of HFC instead of the bridge.
A relatively easy and straightforward instance.
Two things to look out for are wandering
who will attack from stealth and stun, and
who will throw grenades and lay mines that pack a nasty punch. As with every 5-man, proper use of crowd control makes things much easier.
Normal Mode Blood Furnace
: I've not assumed level 70 players were clearing this instance but the old school way as this guide was written when BC came out
The instance isn't hard done the right way and with a decent setup. It could benefit from a classical tank and healer combo, a mage for some crowd control which can be quite important, perhaps a warlock for a few banishes and another support healing class and an offtank in case things get complicated. The first pulls are relatively easy, I believe there were harder pulls in Scholomance in terms of mechanics and class usefulness but maybe it's just me. Chances that someone will pull extra mobs and wipe the party are medium, depending on
you decide to do the pull.
The first set of stairs is deceiving, there are Laughing Skull rogues lurking in the shadows so let the tank first and warn everyone else about them. They cheap shot and can bring any clothie down easily so ranged AoE spells are not very smart either if you don't have fast reflexes.
The summoner mobs are quite tricky. They summon succubus-type pets which do the obvious: seduce you. The seduce can be broken by abilities such as Will of the Forsaken but to prevent this, you can decide to sheep the summoners from the start or banish their summons and do whatever you can to interrupt them. They're 3-mob pulls so a safe bet would be taking out these summoners first.
There are 3 main bosses, in this order:
The Maker (62 Elite)
Broggok (63 Elite)
Keli'dan the Breaker (63 Elite)
A tip for the Maker's room: pull out the left group, followed by middle one when the patrol is in the NE area so it won't aggro then take out the patrol circling around the room and whatever's left. Have no fear of his aggro range, it's not that big.
is an easy fight, 'tank and spank', only thing he does is a mind control and a sort of knock-back (more like knock into the air). If your healer gets MC-ed, it's not all lost, pot or try and nuke him down as fast as possible.
The mobs in between, especially the technicians, throw dynamites and lay explosive traps which trigger if you're close to them, dealing about 1600-1800 damage to you and people around you. They scale with level so as much HP as you would have, they will hurt. Timing your pulls and noticing the mines around you is crucial as you might have unpleasant 4-man pulls instead of 2!
fight starts by pulling the lever. Mobs will start coming out from each room, first two are 3 non elite orcs while the other two, from where you came from include 2 elite fel orcs. Slow them, fear them, sheep them, bring them down one by one. There isn't any chance to drink up right after they die so do anything to regain mana. Broggok himself does some nature damage but most importantly he will spawn a poison cloud. He needs to be moved so no one stands in this. In other words, MOVE AWAY OR YOU DIE (a slow and painful death)
The mobs after are easy 2 or 3 pulls, felguards can and should be banished in the ideal party.
Rogues still lurk around
, usually 2 in the 3rd and 2nd (I think) rooms before the last boss.
Keli'dan the Breaker
has summoners channelling around him -they're 61-62 elites and you have to assist your tank for kill efficiency. Control and keep them away as much as you can. Keli'dan does a very nasty Blast Wave. He will kneel and say "
Closer... come closer... and burn!
" which is your cue to run away. Don't wander around and ask yourself if you're far enough, just run. It hurts. If your DPS is right he only does it once or twice.
The tunnel right after is safe, it's your way out of the instance.
Location: Middle of Hellfire Peninsula
Lore: Lore wise, the Furnace is bad ass. Not necessarily from the bosses you fight but the general concept. If Hellfire Citadel is a big tower, the Ramparts are obviously...Ramparts..and the Furnace would be near the bottom of the tower but overlooking the Ramparts. Basically, Illidan captured Magtheridon and the Furnace is a place where he is experimenting using Magtheridons blood to corrupt the orcs. Pretty cool instance, very Frankensteinish feel to it.
Length: Hour-Hour and a half with a good group
What Class Makes This Dungeon Easy: Warlocks have a good time in here, because there are alot of demons that they can enslave. No class shines however.
Ok, this is the next dungeon in the Hellfire Citadel group and is aimed at lvl 61-63 players. But it can be done right out the bat at lvl 60. In my mind, Ramparts is a good starting point for people in MC or less gear that are looking to get their feet wet in TBC (damn casuals). But for those with BWL experience and above should be more than adequately equipped to take on the Furnace.
Lore wise, the Furnace is bad ass. Not necessarily from the bosses you fight but the general concept. If Hellfire Citadel is a big tower, the Ramparts are obviously...Ramparts..and the Furnace would be near the bottom of the tower but overlooking the Ramparts. Basically, Illidan captured Magtheridon and the Furnace is a place where he is experimenting using Magtheridons blood to corrupt the orcs. Pretty cool instance, very Frankensteinish feel to it.
Anyways, the first boss is The Maker. He has a knockback, aoe nature spit, and mc's one person randomly. He has about 5 hp, so before you can type "sheep (insert player name here), hes dead. Stupid easy fight.
After this you clear some super annoying trash, think gnomergan and those damn technicians who drop bombs. And if you're not careful you can wipe the group (lol i've never done this ...i swear). Anyways, the next boss encounter is one of the more challenging encounters in the low level TBC and is the hardest boss encounter in the dungeon. The event is a 5 stage process, which relies heavily on CC (at least if you're 60-61). Basically, you have to defeat four waves of mobs followed by the final boss fight.
The first wave of mobs consists of 3 non-elites and one elite. Easy. The next wave is 2 non-elites and 2 elites. Again, fairly easy. The third wave is 1 non-elite and 3 elites. Doable, this is where it starts to get fun.
The fourth wave is four elites, the easiest way to do this, is to just aoe fear the adds right from the start (if you have a war in the group). Nuke the first one down, and then you should be able to handle the three easily. What I've found to be extremely helpful is to set up an assists for the event. Finally, the boss comes out, Broggok, and looks like a mob from the Doom Series. He has almost no hp, and he drops poison clouds (ZG snake boss), so the tank has to keep him moving as soon as he sees the cloud.
Finally, you have some more stupid trash to clear and then you get to the last boss, who is also a joke. Keli'dan the Breaker is actually pretty cool lore wise, as he is the jailer of Magtheridon. He is surrounded by 5 warlocks who don't hit for shit, and once you kill all the 5 warlocks, the actual encounter starts. He does a cone shadow bolt volley thing, so tanks keep him faced away from the raid. He also does an emote that says something like "Come Closer" When he does this he becomes completely immune to all physical attacks, and after about 4 seconds deals 5k damage to everyone in a 30 yd range...so gtfo. The tank "can" stay in if he has enough hp.
This was a very fun instance. very easy. did it with 2 druids, a rogue and 2 hunters.
It should be noted that a rogue can disarm the explosive bombs in this instance with disarm trap. If possible, disarm them from stealth to avoid setting the bomb off.
If you thinking about to level up in instance, this will be good from lvl 61. Doable with ramparts gear. Great up to lvl 64. (60K-110K exp/hour)
Lotara, You need to go to Shattered Halls.
I never see ANYTHING about the differences between the bosses in normal and heroic mode, and the reason is that they really aren't all that different. I think they probably have more HP, but not a lot more.
The biggest thing to note is on Keli'dan the Breaker. When he says "Come here" on heroic, he actually pulls you in to him and you have to run out of his range before he does his AOE... it's a nothing difference, really, but if you're not aware of it and you're in a PUG (not that a PUG would get this far in a heroic instance, but...) it will take you by surprise at first.
The other really big thing to note are the Felguard-like guys in the last room before the final boss. Our MT and MH both have AMAZING gear. Even still, as a shaman, I put on my healing gear for these fights (normally enhancement, but I have a full set of blue lvl 70 gear for healing). Even though the Priest and I time our heals so they both hit a split second after the first Felguard hits him (we banish the other and seduce the warlock in the 3-pulls), he still went down more than once in that room. They hit like a mac truck on a 3-year-old. If your MT goes down, be ready to do some kiting and hopefully, if you have a Lock, he will be able to DOT them down.
I can tell you that this was an incredible challenge for a well-coordinated, well-geared (not Kara gear yet) group. Luckily, in 2.1 they're going to nerf some of these encounters. If you head in here before then, GL!
* The event before the 2nd boss is by far the hardest part of the dungeon. Each wave AND the boss are all on timers, so you can't perma-sheep the last guy to buy time (though if you are timing the waves you can try to buy a few seconds and drop the sheep just before the next wave, but it's risky). It's one hell of an endurance fight; healers should pop a potion as soon as they have enough mana deficiency for it, with the expectation of using another in 3 minutes. Shadow fiend, innervate, consumables to buff your mana per 5, a shadow priest, etc are very handy tools as well. Expect your healer to be OOM or scraping the barrel before the end of the 2nd wave. In our case we had a paladin tank, and in the 3rd and 4th waves he'd heal himself through aggro and judge wisdom for the priest to wand some mana back. There's plenty of different tactics that depend on your group layout, but the crux is this is a very busy endurance fight, on a timer no less. The boss himself is a pushover provided your healer has a bit of mana, you avoid the poison rings, etc. It's making it to him that is the real challenge.
* The felguard annihilators (the last few pulls at the end) are probably the 2nd hardest part of the run. The problem (as stated) is they simply hit like trucks. They swing about every 2 seconds and even a tank with very good mitigation can expect to see in excess of 5000 per hit. For any healer, that's a tall order. We found a lot of use out of stunning him after he hits (and damages) the tank, giving the healer a few extra seconds to patch it up. If you have a backup healer in the group, you'll probably want them on healing duty as it won't take much DPS to drop the demon. Kiting works well too, but one slip up will mean a dead party member, possibly a wipe. Mismanaged aggro usually spells disaster in heroics, but much more so with these guys.
* The last boss can be fairly simple: hug him. If you're more than 10 yards away, he'll pull you in when doing the "come closer" thing. IF YOU ARE CLOSE TO HIM, YOU WON'T GET PULLED IN AND CAN START RUNNING IMMEDIATELY. The farther you are, the more time you spend in the air getting pulled in (making running away very difficult). For hunters, this leaves you up a creek for prospects of an easy fight. Try and stay on the edge of your dead zone to minimize pull time and just know to be on your toes when he pulls you in. The rest of the fight is pretty managable and the boss drops rather quickly once you get a rhythm going. Try and face his back to avoid shadow bolts, the 5 guys at the start of the fight aren't too tough (you CAN perma-sheep the last one), and have someone on debuff watch to cleanse/dispel the shadow debuff (He'll also put corruption on people at random, which hits hard and should be dispelled); I think the corruption is new, but otherwise it's same stuff as the usual normal-mode fight, really. I play a priest so I've never had to see this fight without a dispeller, but I imagine if your group doesn't have one then the debuff+corruption will become a real problem.
If you are looking for easy badges, DO NOT COME HERE. If you are looking for something fun to do (and some decent epics at the end) this is the heroic for you. Our group was composed of two warriors (one prot one ms ) two priests (one shadow one holy) and an elemental shammy. Pretty much everything in here (but the bosses) hit for too much to be tanked. My gear was 3 part tier-4 with no blues on my body and they were still swiping for 4-5 K per hit. The key to this instances is effective kiting and fearing of ads. We suspected having a warlock for this would have made it so much easier.
I'd like to think of this as the most retarded way to do this instance, but it worked. We had our shadow priest mind control one NPC naked while staying away from us, he would die and we would have one NPC less to deal with. When we could not mind control we had four fears, just endless fearing and killing. Every mob was hamstrung, earthbinded, concussed, whatever. Everyone except me (prot warrior) was getting one shot from these things (I was getting three shot).
When it came to the parts with the demons we had our elemental shammy take aggro and run away while we kept them hamstrung and the shadow priest took DPS. One of the warriors stayed naked to take a hit if the elemental shammy lost aggro to the shadow priest. With this tactic even our holy priest was blowing mind blasts and smites at the demons. We died about 4-5 times getting these bad boys down. Do not even try to tank these guys. Even if you could take the hits they drop aggro every 20 seconds ANYWAY and you are more likely to wipe. Everything in this instance is fearable.
Boss fights were relatively easy. The Maker hit like a pansy compared to his overpowered mob friends. He mind controlled the tank throughout the fight and the MS warrior was easily able to tank for 10 seconds without any death.
The second boss was a little more challenging because of the gauntlet. We had our shadow priest mind control one of them, fear 1-2 and tank the other. As the gauntlet bored on we kited more and more with the mind control tanking more and more. The last cage is a little tough because only one of the orcs can be mind controlled. The second boss hit for nothing, all you had to do was kite him around to avoid the poison. He did a little bit of nature damage but not enough to worry about, easily healed through.
The third boss was even easier. They have upgraded the guys around him to 71 elites, they go down very fast. We had our shadow priest mind control one but it was hardly necessary. One of the changes to this boss in the last patch is that his AOE fire attack does less damage, however it now draws people in so they have to run out.
I'm sure you could easily bring two healers into this instance and have both spamming heals on the tank... but this way is a hell of a lot more fun. We are putting this instance on farm with this group using the mind-control/fear strategy and more than likely the prot warrior will be wearing DPS gear until the boss.
Even with Ambrus' (server Tortheldrin) lame MS DPS we were able to squash through the mobs just fearing and kiting. Try not to skip any mobs though or you'll get in trouble fast.
Four fears = easy instance
Two mind controls = done
Well. I'll give my impressions about this instance in Heroic Mode. With any setup you can easily go through all the way to the first boss. The pulls are really small (2 or 3 mobs) and can be easily sheeped, feared, seduced, stunned, or any kind of crowd control.
(Side note: All the mobs here hit really hard (4-5k on plate), but as a rogue you can easily diminish this damage taken stunning whenever the tank goes low - or even stunning all the time if your tank can build up enough rage to keep the aggro.)
The first boss is a joke. Just keep the tank with full health and nuke the Maker 'till death. HoT melees when they get knocked out and you're all fine. Cake.
After him, you follow the same strategy as before. Pulls of 2 or 3 mobs. Beware of the 2 groups of patrol in this hall. The next room is the 2nd boss. In this room you need to be very careful with patrols and the packs are a little more complicated. One have stealth detection and you will fight a friggin group of 4 mobs in the center of the room. Get them first as the patrol pass off and bring them to the hall.
Now we have some serious business. After cleaning this room, get ready to fight the next boss. This encounter is really a pain. I'm in the fifth try to make it and tried a lot of party setups.
When you start the event, four waves will come. In the first and second you will fight 3 mobs. In third and fourth you'll be fighting 4 mobs. The hardest part is that these waves don't give you time to mark the targets, or even drink/eat. They will come sequentially and you won't leave combat. All of them are Elites and hit as hell. Cloth users are almost quite instant-death. On last wave keep the last mob sheeped till your party get full. Kill him and fight the boss. Not hard too. If you can get through the waves you can pretty sure kill him without difficult.
(Side note: When you start the event in this room, there's a timer. If you late too much to kill one of the waves the other gate will open and you will be in real trouble.)
My next try on this room will be with: Paladin tank, Mage, Lock, Rogue (me) and a Healer. A shadow priest may be used in the place of a mage or lock, and we try to mind control. Really don't know if hunter traps work here but worth a try too. Also I might add that no slow effects works for this mobs on 2nd boss event (no earthbind totem, crippling poison, and so.)
Well... about hte dual demons in heroic...
Of course a warlock is your main friend here because he may banish one and then with a proper tank.healer you can down them one at a time and have no problems at all. But if you don't have a warlock (as my heroic group does) then your best option is your friendly neighborhood frost mage..
By the time we were done with the first demon she had her one down to 15% just by kiting.... :)
On a side note... bring a druid to tank - i was able to tank both demons... but was raidbuffed :) Think they took them out of Maghtheridons Lair by mistake :)
This is a simple level 60-63 instance. It would surely be a mistake to not have a healer here, or a tank. You must be on the South side of Honor Road to find the entrance. Go west from Honor Hold for the most part. What you are looking for is the end of the wall. Just for anyone confused, the wall should have Fel Orc mobs by them. At the end of the wall is a seige tower. There are three mobs around it. Two at the bottom, One on/at the top of it. You can either dispatch obliterate them, or run past on your mount. While on the top of the wall, run north. Dont jump off, unless its by the meeting stone to help summon someone. Otherwise, it will hurt, or you will become stuck on a ledge that leads nowhere. The instance is noth on the wall, and around a turn. Its hard to miss it.
There are some things that you wanna watch out for here.
1. The Rogues - They wander around, so be wary. They first appear on the stairs near the beginning as i have observed.
2. The Warlocs - They, like normal Warlocs, can lay down fast shadow damage, and summon a minion Demon. Shadow resist increasing abilities and eqiupment are useful here. In a large mob you can have a Mage Polymorph it or Counterspell (to stop a summoning of an aide/make them unable to cast Shadow spells for about 8 seconds) them or have someone Silence them. They can be taken down fairly easily because they are casters.
3. The Technicians - I, honest to God, hate these guys. They can throw dynomite, which does AoE damage, and can lay down a Proximity Mine. I reccomend that you Polymorph them or take them down fast. They can be a pain in a duet. Remember to be careful of the mines. Have a rouge Disarm them, or DO NOT touch them. They will explode doing a hefty amount of damage to all in 5-yard (i belive 5 is correct) radius.
4. The Maker - The first, fairly easy boss. He is pretty easy. There isn't much to him, but be cautious, for he will Mind Control a random member of your party. He has some good Paladin drops.
5. Broggok - Im not sure about anone else, but to me he resembles a Beholder or an the floating Octopus enemies from Duke Nukem... Anywho, During the fight you have to fight mobs that come out of rooms (not all at once). Watch out for his deadly poisonous gas cloud attack. He has some decent drops including a gun, trinket or some cloth armor.
6. Keli'dan the Breaker - The final boss of the instance. He has other Fel Orcs channeling around him, so be careful. Their shodow bolts can do a hefty amount of damage, and they cast a nasty debuff, which you shoulkd get rid of ASAP. When he starts to yell, the best thing is to get out of there. It'll hurt like hell.
He can drop some nice rouge or mage equipment, as well as an ax.
At the end just run down the tunnel and out of the instance.
^^I did this reguarding to normal mode, not heroic.
Did i miss somthing, or do the Orc Captives now aggro? in the room with The Maker..
Also the room B4 Broggok, the orcs in the cages that Arn't suppose to exit till the boss fight.. now exit B4 the boss fight..
Gets really annoying.. lol
Make 2nd Boss easier.
Don't use the lever. Just let your tank aggro th orcs in the first cage on the left, go back kill them, pull boss and kill him!
U don't have to kill all the waves to aggro the boss!
Looking through the normal loot table there is not much for hunters! All I can see of any use is the
Warsong Howling Axe
. If you have spent time in the BG's you will probably have the
High Warlord's Street Sweeper
(or the alliance equivilent) which is better, so that leaves the axe. If there is a warrior in the group he will probably roll on the axe even though in my opinion it will last a hunter longer. Can't see myself doing this instance more than once and if I didn't have any quests probably wouldn't bother at all!
Be careful on the final boss. If you pull him too far away from the chamber he is in it will reset him. We pulled him into the room before his one and he charged at the healer who was standing well back. Next thing he was running back to his chamber, total health restored and all his adds re-appeared! Best fight him in his chamber to avoid this.
Minimum level required for entry is 55, I believe.
I haven't verified it yet, but I *believe* the minimum level for entry to all non-70 outlands instances is 55, while all outlands 70 instances are 65.
I also speculate that the level requirement does NOT change for heroic difficulty.
I just did heroic BF for the first time. Here are some notes:
* The trash hits very hard. Even though the pulls are small, you're going to want to have at least one member who can CC humanoids. Otherwise it's going to be a painful run.
* All 3 bosses are pretty much the same as normal and are very easy. I'd say the second boss' event is a little bit harder, but not that much. Be prepared with mana pots and you'll do fine. Also, the elites from the event don't hit nearly as hard as the normal melee trash. You can comfortably tank 3 of them.
* The last few pulls with the felguards are in my opinion the hardest part of the instance. You really either need some way to CC one of them or 2 healers spamming heals on the tank. They hit like trucks and have some uppercut type ability that also does a ton of damage. In my group we had a moonkin keep one cycloned. Even with that, my health was regularly dropping below 20% (I was tanking).
Nice post,just to add,The Maker's knockback seems to reduce tank's aggro,after each knockback i had to taunt him back with my pally.
I would call Broggok the easiest boss. Just avoid his nature damage and get a hunter to put nature resist on and you're good to go! I downed him last night with my group in 45 seconds (no joke). I don't know how much of an accomplishment this is. Last note: If you kill all the Fel Orcs first, It is ok if ur group whipes; just get all the orcs down! You can rez and go back to kill Broggok without being weakened.
Just a heads up. Trash mobs are now giving 5 Thrallmar rep.
This dungeon is extremely easy as long as your group knows what they are doing. Do not attempt anything after the first boss with a silly group. If you have a smart group this dungeon is a breeze. Otherwise it is very difficult.
Easier than Ramparts if you've got a good group. Ranged DPS shines just a wee bit more, IMO, but if you've got a group with a healer, a tank and 3 melee DPS, you're fine as well. Just needs some adapting.
The proximity mines by the Technicians make it a good idea to drag the mobs around a bit during the fight. As they hit for ~1700 on normal, you don't want to get caught in an explosion as the tank. Just get someone to pop the ones you need to get rid of after the fight, if you haven't got a rogue. Definitely the second-most annoying trash mobs in the instance, with the Nascent Fel Orcs being first. A 6-second stun is not cool.
The rogues only patrol at certain key points in the instance, which makes them predictable and easy to ferret out. There's one on the big stair, another one on the landing just beyond that stair. Then there's one in the room before The Maker. Not the room with the technicians, but just before that. It's got a patrolling Warlock and a few tri-mob groups. There's one on the Broggok end of the hallway between The Maker and Broggok. A few frequent the halls with the Warlock/Felguard patrols and I think that's it.
As for the bosses, The Maker is easy. It's a Demon, so Paladin tanks get it easy with an added 1k starting threat. (Or somesuch, depends if you Judge Crusader or not.). Same goes for Broggok. The add-waves are more annoying and if you've got a priest and can survive a round of hits (or a warlock), fearing the third and especially fourth wave is hardly a bad idea at all. There's plenty of room, so use it. Compared to those, Broggok is ez-mode.
Keli'dan is of the same. His adds are more annoying than the big boss himself. Cleanse the Mark of Shadow (I.E. Bring a Paladin, Priest or a Restoration Potion.) and you'll be fine. The mobs in the hallway to him are annoying too, liberal use of stuns, taunts and slowing effects are encouraged IMO. If you can handle those, Keli'dan is a piece of cake. Just get away from his Blast Wave, and you'll be fine.
Of course, this is normal, not Heroic.
After Ramparts, I did a 5-DK BF run and, again, it was very fun. Two of us died once in that part with those mobs that set mines. Afterwards I explained how to handle mines (FFS, just move away from em) and we completed it with no deaths whatsoever.
Of course that both Ramparts and BF were normal mode cause my DK isnt high enough in level to try heroic. I dont think it would be possible anyway, maybe with some cool gear.
Does any part of this instance , other than heroic, require a key ?
Pretty easy instance now on regular. Just did it with 4 DK's and 1 Mage. Entirely DPS group and we cleared it without much trouble.
I have a question about the boss,
As I was looting directly under the boss and when he fell (He's a floating eye.)
There were no mines nor rogues, and I was using Frost Aura with 6.8k. The mines only doing 2k and I instantly died... From full health (well like.. 50 points off) to 0.
I was wondering if his Poison Cloud spell killed me. Even after he died.
Has this happened to someone else? My group laughed at me for like 7 minutes before they Rezzed me.
Twas funny cuz our mages started iAEing everywhere for rogues.
Also, This instance is easily doable with 2 mages, Disc Priest, and 2 DKs.
The DKs can tank pretty well even with a DPS or PVP Build.
Just have the Preist Sheild and Heal the DKs. While the Mages nuk'em.
Keep the CDs on Death Grip off on one dk so if on starts going to a mage or priest he can pull.
And you can pretty much own it with 5 Dks.
I soloed this on heroic easily as an 80 feral druid. 34k HP, 40% dodge and 69% dmg reduction from armour.
The only trouble I had was clearing a few of the larger trash pulls in the boss' rooms. I died once from the 3 man group that patrols around Broggok's room.
Th only boss fight that provided any challenge was Broggok during the first 4 waves of enemies. I was forced to use some cooldowns and heal myself between waves.
I stealthed through most of the instance and cleared only what was necessary. I probably made close to 100g from looting and vendoring drops. Happy hunting!
Level 80 Feral Druid here as well. Soloed Blood Furnace Heroic with weaker stats than the poster above. (approx. 32k hp / 32k armor, 36% dodge)
Part one - from entrance to The Maker, 1st boss
You can stealth past anything up to the room where The Maker resides. Clear it, pull with entangling roots when the packs hurt you too much without it.
General tip: take note of the mines that the Shadowmoon Technicians drop, they still caused around 3k damage when I stepped on them.
The Maker himself is a straightforward kill, he doesn't do anything noteworthy.
Part two - from The Maker to Broggok, 2nd boss
Stealth on towards the room with the gate where Broggok is floating around, and clear the entire room. Again, entangling roots can be a big help.
Pull the lever when you are ready, and get ready for fighting 4 waves of orcs! If you get in trouble during these orc waves, keep the last orc of a wave alive, incapacitate him and heal up before you continue.( I use Bash-> Entangling Roots, healing touch) According to the Heroic Mode text the waves are on a timer, but I noticed no such thing myself. I killed them in bearform, and took more than a minute to kill an entire wave but I never experienced a second wave coming before the first died. Even if I took the time to root->heal.
I fought Broggok with almost constantly being on the move so that I wouldn't get hit by his Poison Cloud. (He will cast it directly beneath himself) Other than that it's a straightforward kill as well!
Part 3 from Broggok to Keli'dan the Breaker
From Broggok to Keli'dan the Breaker you can stealth past everything again, no need to clear anything before the room in which Keli'dan the Breaker is standing.
At Keli'dan the Breaker, maul/swipe spam the adds to death, and dps down Keli'dan. Don't forget to move out of range for his Burning nova (blast wave) attack. And if you need it, make us of the time he uses to charge his Burning Nova to heal up after moving out of range. The dot he casts does trivial damage.
I don't know if it's the most efficient way, but I chose to kill most mobs in bearform, in tanking gear.
Have fun farming!
Mashadarr, Druid, Tarren-Mill
Whats absolute minimum entry lvl. Its definatly not 54 :P
solod up to and including the second boss broggok on my 62 hunter, got about 1600-2500 xp per kill as well
Overall its an easy instance. My group wipped twice because of stupid mistakes.. no real noobie errors. Heres my group:
62 Fury Warrior
60 Heal Spec Priest
63 Shammy (forgot spec)
62 Rouge (forgot spec)
62 Hunter (dunno spec, think BM)
Overall it was pretty easy. Throughout most of this instance we just sapped one, froze another, and owned the other one.
First boss is a pushover... just let warrior get 5 sunders and keep agro while he's getting healed... easy.
In a room that comes up, there is a group of 3 (2 summoners and one adept) with a group of 3(leoginneres (can't spell) and one of the other melee guys) circling right around them. The only way to do this without wiping is to agro the 3 stationaries and run back as quick as possible, then attack from there. Everything up till the second boss after that is easy.
Second boss is a bit tricky, but you can trick him out. When you pull the lever the cages open one by one. The first two cages bring three non- elites. Take these two cages out using as little mana as possible, and before the next cage comes bandage up as quick as possible if you can. The next two cages have elites, which work to your advantage. Take out the third cage using little mana. On the forth cage, kill the elite then take out ALL BUT ONE of the other adds. CC this one as long as possible with all your groups CC moves. While this is going on, your bandage cooldown should be gone by now, so bandage up again and let your mana users drink/get their mana up. Once your done with your CC, kill the last mob and get ready for boss. He... well it... is easy. Just use same strategy as the first boss, exept stay out of the poison.
Easier than the second boss. Use your groups abilities to your advantage here (have hunter pet tank one, sap with rouge, freeze with hunter, and so on) to fight as little as possible at a time. They are easy to take out, just all focus on one at a time. When the boss comes, you will hear him say "Blah blah blah BURN!" Just get everyone in the party away, its an AoE. Other than that, its the same strategy as other bosses. Just have tank hold agro.
Last statements: A group of smart lvl 60s can do this instance easily. I tanked and I didn't even have to pay attention most of the time.
Difficulty: 3/10, about the same I would rate RFC with a group of level 18s.
ok, so your at the meeting stone for hellfire citidel, take a left onto the bridge. Once you get off the bridge take a right untill you find the weird thing that has a set of stairs on it, just get on the stairs and follow the path.
An idiots guide to finding this place, I hope.
If you look on your big map, you'll see what looks like a "wall" going through Hellfire Citadel, from north to south. The section of "wall" just south of Hellfire Citadetl and north of the road from HH is the entrance to BF. Just go up the stairs that are pressed up against that wall, follow it across, and you'll find it from there easily.
Hope that helps =/
hey guys this is my first time post but here it goes.
We were doin Blood Furnace and we got to the last boss. me and a hunter were goin for the same leather shoulders: mantle of the dusk dweller we roll and i won. He started cryin about it and left the grp. Although he wispered to me that he needed it at the start i wispered back sayin i needed it too. Was i in the wrong. Please comment back.
Darkhaze 62 Druid
Ran this last night and it is a pretty easy instance. I have not yet tried on heroic but im sure that it will be the same with t4ish geared group.
Im a hunter and for most of the instance, my pet OT'd. Im just glad that I brought a lot of food.... Im MM spec and well my pet is there for looks most of the time. ;) We did almost exactly what the top post said other then bandaging part. I have points into clever traps and when the mobs would come out of the cage (during the second boss fight) i would drop a frost trap, stand back send pet and tank in and just use auto shot for the most part. We had one wipe on the second boss because we were messing around too much. But it was fun NTL.
I personaly think that the last boss is the easyest in the instance. Once you drop all the adds it is pretty much a "tank and spank" fight. The AOE he does isnt that big of a AOE. Its not like shade were if your off of the wall just a little bit you die. And healers just look out for the people who get a DoT on them. He randomly puts one on someone and it does a decent amount of damage. You can clense it off if your a pally. And yes... my pet died again during this fight.... (maybe i should use mend pet.... naw, waist of "go juice" mana. lol)
All in all it is a pretty easy instance, decent gear and XP.
PS. Watch out of rogues in this instance. There is a few that will come out at you. They put a horible poison on you once it stacks.
If you have good CC, pull carefully, and have competent DPS that knows how to ASSIST the tank, it isn't so bad...
The second boss can be very hard if your Tank can't hold multiple aggro well, and the DPS can't focus fire...helpful to have a Mage that can sheep one of the mob pulls on the fly too.
Those Felguards that shed aggro at the end needs to be freakin nerfed ><
So are there any alliance quests for Blood Furnace other than the blood vials quest and the exploring the Blood Furnace quest? Seems like there should at least be a quest for killing the last boss.
easiest instance yet.
I thought we were going to struggle with a:
60 prot pally (tank)
61 ele shaman
61 enhancement shaman (me)
60 ? mage (cant remmeber what spec)
61 ret pally (healer)
im pretty sure the shammy dps won the day but the heals were great for ret and its a pally tank so no problems there.
apart from the healer commonly afking we would have finished in around 45 mins but she afked alot so i think it took around 1hr 15 mins.
anyway i won around four upgrades and it was reasonable xp. a great instance for 61-64 :)
Our levels were a little higher than previous groups I've seen but all in all it worked to our advantage.
65 Druid Tanking
61 Priest Holy/ Discipline
62 Priest Shadow
60 Mage Arcane
61 Shaman Enhancement
Obviously we had a higher group to run with for normal, but for those requesting warlocks for their fear and banishing, the double priests worked wonderfully. Two AoE fears plus some crazy healing made for a very fast run through of this instance. Having the Shaman as a second tank worked great pulling aggro from the clothies, and the instance at most took us an hour. I know everyone is saying "you had a 65 of course you did well," It was teamwork more than anything. A good group is necessary for this one. Pick your targets well, and don't pull more than you can chew.
I didn't read ALL the comments but when I was skimming over the main ones i didn't notice anyone talking about locks and Enslave demon.
I did this instance at 60 with a good healer and a decent tank, We went in and a guildy had mentioned that it was awesome fun with a lock because you get to enslave and for the longest time i couldn't find any demons. BUT at the end there are all kinds of demons for your pleasure. What we did for the last long time is put Curse of Recklessness on one of the demons, so it gets hit harder and hits harder and then enslave it. this way you get more damage but they go down faster so you don't have to worry as much about them losing your enslave because they die pretty quick.
At first we were healing the demon and a hunter's pet and that's all we used, but then we stopped healing the demon when it came back and almost killed me. then i would just enslave and send into battle, SO MUCH FUN to watch. and i was hitting like 400dps which is super sweet. didn't even have to use anyone on the last boss, just sent in the two pets and put curse of tongues on the casters and CoR on the target of the two pets, for the last boss we had a rouge go in and hit him a few good ones so that we didnt miss out on the loot. but it was very very nice. :)
The blood-furnace is good if you have a good group use the directions below and youll live.
Just did this with:
Warrior (prot) tank 63
Shammy (resto) healer 62
Rogue (Combat) maindps 62
Druid (balance, me^^)offdps and offheal62-63 (Was 62.99 when I entered^^)
Hunter (BM) trapper, petOT) 63
And I must say, first of all, EASY!. As i'm ally, it is like doing deadmines with 4 lvl 25's... and second, that build we used(all guildies^^) was superb! We cleared everything in 35mins 26secs. OFC I didn't get a thing (BF is more of a healer/meleedps ins. non-heroic,but I dinged and got around 5g trashcash. Worth the time, effort and grping (no offence guildmates^^)
The orc waves leading up to the second boss on heroic seem OP. I'm a Kara'ed out holy pally (at the time I buffed out to about 1700 +heals) and was running with a prot warrior, a hunter, a mage and an elemental shaman, all of whom were SSC / Hyjal geared. We cc'ed 2 orcs from each pull, but still wiped 3 times before finally knocking them out and downing Braggok (he's a cinch).
I ran it again a week later with some guildies (some Kara gear and one T5-ish mage) - no dice. We never made it past the 3rd set of orcs. Ugh. The tank would get stunned, ending our fun.
our group just finished BF last night. we had no wipes but we did have a few close ones, my group was:
65 Feral Druid (tank)
61 elemental Shaman
62 Resto Druid (healer, me)
63 Subtlety Rouge
62 Frost Mage
the only real trouble we had in the BF was the Technician AOE bombs. but to fix that solution we had the rouge to disarm all bombs. and also when u are up to the imp make sure u kill the imps first because they hit for 700-1k damage.
Im trying to do this instance solo for three reasons; Just for the fun of it, to see how my character improves with new gear and to get a little extra pocket money on the stuff that drops.
To date i can get to the second boss without dying, havent tried the boss itself though. The instance seems fairly easy up till now. The only thing i have difficulty with are the technicians wich drop explosive bombs on my little Gnomish behind, that hurts like a son of a !@#$% to be honest !
I sap a technician then use my blade flurry, evasion and adrenaline rush to quickly dispose of the other two mobs, meanwhile making sure the Warlock doesnt summon anything on me by kicking, gouging, kidney shot and blinding him.
The first boss isnt easy to solo(im an epic specced Rogue using battleground gear) but just doable.
Wish me luck on the second boss :P
I found a tip about mobs before 2nd boss - (talking about Heroic)
it's from August 2007 so dunno if it still works but anyway...
<Without pressing the lever, if your tank walks up to the first cage on the right when ENTERING the room, you can aggro the final 4 pack in the event. After defeating the four, the boss will come out, allowing you to skip 3 waves of mobs, and making the encounter amazingly easier.>
Must be worth a try?
It's a pretty easy instance. Had a 58 Resto shammy on heals and a 70 tank, only time we died was when first boss charmed tank and he killed us all...
70 Arms War
63 Frost Mage
63 Combat Rogue
64 Assassination Rogue
58 Resto Shaman
Hope its easy.. starting it now
Just up for good challanges,my brother and i really enjoy 2 maning instances,Im a 67 feral druid and he is a 64 preist, though we did die 2 or 3 times. We succeeded in getting it done,was great fun.
for some reason..will a 70 draenei priest holy specced..we wiped a good 5-6 times..but with a lot lvl group..we didnt wipe once...on both times we had 2 healers 2 dps and 1 prot lvl 63-64 warrior...i guess when ppl have a 70 in a group for a lvl 60 instancve..they just think there gunna get throught without any problems
I got bored and did this on my lvl 80 Mage solo.
Just take your time and its no problem.
This is a fairly short instance as (im guessing) all the other instances in the hellfire citadel are (only done ramparts and this one) but later on it can start to be a bit challenging. (one thing just might be that for a long time in the engineer part we didnt know about the bombs, and kept exploding) but anyway heres a strategy for the last boss (forget his name)
last boss fight: when you first get into the last room you will see a bunch of fel orcs channeling energy into a guy in the middle. have your tank pull all the fel orcs, then use AS MUCH AOE AS POSSIBLE. I suggest having a mage or a nice boomkin to help you out with the aoe (have boomkin use starfall/hurricane/typhoon/treants and have mage, well, i dont play a mage so i dont know lol) once all of the channelers are killed, the guy in the middle will yell something like "You'll ruin everything!" then start attacking. just have all your people burn him down as fast as possible. Your boomkin's treants should still be alive if the tank had good aggro on the fel orc channelers. have them attack the big boy and have your boomkin cast starfire, starfire, moonfire, wrath,then all out moonfire spam.
Have a great time in the blood furnace!
-Chantoii, lvl 60 Boomkin druid (Skywall realm)
Was tryin to solo it as a 75 DK, watch out for the stupid land mines or bombs or whatever. I got through but I got killed on a bad pull between the Technicians bombs and the guys that stun. Between the teo, I couldnt pull off any abilities an like 5-10 minutes into the fight I died lol
i love this dungeon we did it with 4 people i got to lvl 59 in here we were 61 dk 65 warrior preist i forget lvl and me a lvl 58 dk
This is one of the easier instances I've been in
we did this in about half an hour 2 maning it with a
67 ret pally
61 disc priest (Me)
didn't whipe once and didn't die once, we just didn't it so I can lvl and he can get stuff for enchants. I would say this was easier then doing RFC at 15. If this is outlands, bring it on.
65 Blood Death knight: The tank. Worked in frost to grab threat. Forgot to get bloodworms (Oops by him). Never died and did a decent job.
61 Blood-Unholy Death Knight: A Dps that pulled a lot.
63 Frost Death Knight: Noob gear so didn't get tank spot, decent dps.
62 Blood Death Knight: Sort of a long ranger in this case. Applied curses and AOE'd them spreading
61-62 (Dinged in Instance) FERAL druid- the healer...?
We never wiped. Heres the bottom line. This is an easy instance, and blood knights ARE good tanks, even blood. =)
Are there only two quest for this?, no boss quest as I have seen.
61 Frost DK (tank)
62 Priest (DPS shadow)
61 Priest (healer)
58 DK ( he got mauled by every mob)
63 Survival Hunter (me)
we completed it in about 45-55 minutes. very easy
is this worth to do lot of times for DK in 62? just to get good gear?
my dk (blood tank) lvl 64 2 days agao was in bf like 10 with the same healer we 3maned it than we 2 man ramps when i was 66 with 10k health and we both got some good epics and if anyone wants to group with a good dk blood tank on blannzar i will be on on tusdays 4-6 thursday 4-6 and sunday 2-6 my toons name is �lessings the � is alt 225 im am now lvl 67 well if u want to get some good gear/loot pst me
For fellow cloth noobs like me that need this post;-
80th disc priest - was able to solo ok, if carefull no probs.
2nd boss is hardest as you have to keep mana for boss after clearing the 4 sets of jailed gribs.
Have never done this instance b4 - needed for Outland DM achievement award.
For all you 60th levels DK's able to solo this - this post is not for you. i know im 80th, but in comparison my class is about 15 levels behind others. Maybe Blizz might beef us up a bit in the future so we can solo on to glory.
tried to solo heroics for achievement as 80 blood tank dk t7.5 33k + hp def capped and still could not solo. ran out got ganked outside entrance and found it impossible to run back to body.. DO NOT DIE in front of Blood furnace entrance!
I finally managed to solo this last night. I am wearing mostly Battleground Purple gear and even still had to buff up with Shoveltusk steak, Superior Wizard Oil, and some spell power elixir to be able to do it.
As people before me have stated, the hardest part was the 4 waves of mobs that was part of scipt for the 2nd boss. I had to try a couple of times before I got the right combination of AOE and crowd control down. It seems that Blizzard either lengthened the timer between wave releases since the last time I tried (or did away with them entirely and the release of the next wave is based solely on th completion of the prior wave). For two of the waves, I kept the last mob rooted while I regen'd and the next wave only came after the mob died due to the ~250 damage ticks of the roots.
I went in a soloed it again and found out that the timer that releases the next wave is still there. It is very long (probably a minute or so) but the next wave will definately come out eventually, even if the last mob is slowly being whittled down by the Entangling roots. Long enough that I could regen plenty of mana before the next wave released.
The trick for me is to not kill all of them at once, but to leave one CC'd while I deal (Starfall, etc) with the others and then let the last one slowly burn down.
I solo-ed this 1 on heroic last night with my blood/unholy DK. I must say i was surprised to see how easy the prison event before the 2nd boss was for me. I only died twice in the instance 1 time of bad luck and 1 time was my own fault.
so I decided, just for fun, to try to do BF in as little time as possible. LVL 80 fury warrior, 13:42, thats thirteen minutes and fourty two seconds, i wish there was a site to record lvl runs, who wants to challenge?
Blade's Edge server
Blood Furnace Dungeon Quests Guide for Burning Crusade Classic
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