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== Strategy ==
 
== Strategy ==
{{Stub/Strategy}}
 
 
After killing the Fel Overseers and the ritualists around the last station he will path one time around the room. He will stop where he initially was standing before the last mob was killed. He will patrol up and down the northern most hallway indefinitely. It is best to pull the final ritualist far back by southern entrance into the room. This will give you all the time you need to prepare for the final boss fight.
 
After killing the Fel Overseers and the ritualists around the last station he will path one time around the room. He will stop where he initially was standing before the last mob was killed. He will patrol up and down the northern most hallway indefinitely. It is best to pull the final ritualist far back by southern entrance into the room. This will give you all the time you need to prepare for the final boss fight.
   

Revision as of 13:18, 15 June 2008

MobAmbassador Hellmaw
Image of Ambassador Hellmaw
Race Fiend (Demon)
Level 72 Elite
Location Shadow Labyrinth, Auchindoun
Status Killable
Shadow Labyrinth

Ambassador Hellmaw
Blackheart the Inciter
Grandmaster Vorpil
Murmur

(lore)
(lore)
(lore)
(lore)

Other Auchindoun instances
Shadow Labyrinth Map

Ambassador Hellmaw is located at map location 1.

Ambassador Hellmaw is the first boss of Shadow Labyrinth in Auchindoun.

Attacks and abilities

  • AoE fear (25 second cooldown, 40 yard radius, dispellable)
  • Frontal cone acid spray, lowers armor and does high nature damage over time. (Not dispellable, need heals to keep it up, mages/rogues/pally can iceblock/cloak of shadow/bubble).

Heroic

  • Normal attack: 2500 on plate
  • Corrosive Acid: 1200 per tick

Strategy

After killing the Fel Overseers and the ritualists around the last station he will path one time around the room. He will stop where he initially was standing before the last mob was killed. He will patrol up and down the northern most hallway indefinitely. It is best to pull the final ritualist far back by southern entrance into the room. This will give you all the time you need to prepare for the final boss fight.

First things first, have the Main Tank face him away from the party to minimize the effect of his corrosive acid. He Fears fairly often and if the tank gets feared he will target the highest aggro person that is not feared. If you can make that a hunter, he is easily kitable around the random obstacles in the room. A Priest using Fear Ward can nullify the fear aspect of the fight, a Shaman can drop Spell nature tremortotem [Tremor Totem], or otherwise the fear effect can be dispelled. Have someone keep track of time, so when there's 5 seconds left on the 25-second timer the healers can cast a couple of HoTs on the tank and move out of range, then get back and dispel if he is affected by fear.

Note: A warrior using Spell Reflection can also avoid the fear - it won't affect the boss, but the warrior won't be either. I found it fairly easy to use a combo of reflect and berserker, and avoided the vast majority of the fear. Also, on the last attempt there was no set time when he used fear - seemed to be fairly random.

Zerg him when he gives you the chance, compose yourselves during the fears and it's an easy encounter.

My group (70 warrior, 66 pally, 67 pally, 70 hunter, and 67 mage) found that it's easier to tank him in the tunnel in the end of the room, so you don't have any line of sight issues when the healers get feared. Also the healers can stand right behind him to be closer to the tank when he does his fear. -Blazehammer, Shadow Council

In the event that your party does not have access to fear ward, a warlock in your party can put a felhunter on stay command outside of his fear range. You can then use devour magic to dispel fear off of the tank and allow him to pick Hellmaw back up. This is made much easier by creating a macro. - Kharalos, Gurubashi

Holy Paladins can bubble out of the fear if they find their tank low on health during the fear. - Edmure, Malygos

If the whole group stays in range of his fear the main tank won't lose aggro. - Chiilaa, Black Dragonflight

I have never lost aggro during a fear as a paladin tank, and most of the time I notice my party members avoid the fear, one way or another. It may be that having sufficiently high aggro prevents Hellmaw from going for someone else while you're feared. Regardless, warrior tanks can EASILY stance dance to avoid the fear, and paladins can bubble in and out of the fear and avoid it as well, though only once. - Celeitia, Earthen Ring

Heroic

This fight is all-over pretty easy even for inexperienced end-game players. The game goes just like before, though 2 healers might be a very good idea for this fight depending on your mana pool. After a few wipes we realized that Hellmaw in heroic mode was actually a timed encounter. An enrage ability activates if you don't kill the boss in maximum 3 minutes, pretty much like Mechano-Lord Capacitus in Mechanar Heroic Mode and one-shots every one by dealing over 30k damage on leather/cloth, 20k on mail and over 10-15k on plate. Heavy DPS is required in order not to wipe against this fairly easy boss. It is suggested to use all dump aggro abilities you might have like Soulshatter for warlocks or Invisibility for mages to keep steady DPS on him. Pulling aggro would result in possible death or losing precious seconds of DPS. Remember that resisting Hellmaw's fear might cause that person to die, it is suggested not to use any Shadow Resistance aura or Protection buff for this encounter.

If you have a Shaman with you, use Tremor Totems and Bloodlust to ensure you have enough DPS to down him. If your group consists of casters, make sure they've got sufficient mana pots.

Loot

Normal and Heroic drops


Heroic-only drops

Quotes

Intro:

'Infidels have invaded the sanctuary! Sniveling pests... You have yet to learn the true meaning of agony!'

Aggro:

Pathetic mortals! You will pay dearly!

I will break you!

Finally, something to believe the tedium.

Kill:

'Do you fear death? <insidious laughter>'

'This is the part I enjoy most...'

Calling for help:

'Aid me, you fools, before it's too late!'

Death:

'Do not... grow... overconfident, mortal.'


External links