Sethekk Halls is located in Auchindoun. Its entrance is on the east side.
Very easy instance, easily completed under an hour.
1st boss is more or less a tank and spank fight, only main point is to watch for the wave of 4 elementals that spawn.
Usualy we kill the first wave, then on the 2nd wave just let the warrior fear them, followed by either a warlock/priest/2nd warrior fearing when the next wave spawns. very quick fight, very crap loot ;D
2nd (final boss) is more or less a tank and spank aswel, just remember to break LoS when the boss blinks and starts to charge an aoe which can hit for 5k. Does the 'occasional' polly usualy on one of the dps which at times can be a blessing as it heals you to full health/mana ^^
Nice fun instance to farm for 'okay' loot or enchanting mats, as i said beforeit can easily be done in under an hour.
Tip for 70 mages that happen to be running this: Many of the trash mobs have a stealable buff that gives 150 spell damage. I was able to keep this up for most of the instance. Bosses have no buffs to steal.
To those new to this instance, or in a group that is not all lv70, it will be the bosses that challenge you. For my run we had a 70 Warrior, 70 Feral Druid, 69 Mage, 67 Rogue, and 67 Holy Priest (me). I have edited this post for tips on heroic mode.
The pulls you will encounter before the first boss are mostly 3 mob pulls sometimes with a bird add. The undead Time-Lost mobs will use a mind control totem that can cause problems, so we would kill those last (shackled) on each pull. With typical crowd control it was pretty easy to get to the first boss.
Several of the groups until the first boss can be skipped.
In heroic mode, the Sethekk Guards cannot be crowd-controlled. They're not bad as long as your healer has some threat reduction unless you have a well geared tank. Then you shouldn't have to worry at all.
: He does not have a lot of HP, but you should start out slow on DPS. A wave of elementals will spawn when you get him to 90%, which everyone should DPS down, then return to normal DPS on Syth. At 55% his second wave will spawn - that's when you should fear and all-out DPS on the boss. If you do
have fear, just DPS them down. Note that the "Air" elemental is immune to arcane, not nature. At 10% his third wave will spawn but he should be dead before any of them aggro you- and then all the adds will despawn.
On the pulls before the second boss the biggest danger is the Prophets which are priests that will fear. So just be smart when you pull. There are also a couple of nasty Cobalt Serpents which have an AoE that can halve the health of those who are hit. And there are a couple of pulls of many birds which are handled easily by AoE, even holy nova on heroic mode. In heroic mode, one of the biggest problems is the fact that the Ravenguards hit like a truck and cannot be crowd controlled. I've had it work two ways- mage or hunter kite one all the way back as necessary while the first is DPS'd down, or if your tank is very well geared (epic), focused fire while he tanks both. Kiting is usually preferred to avoid catastrophic crits to the tank and subsequently aggro to the healer- since most groups dont have an epiced tank.
Talon King Ikiss
: He does an Arcane Volley and will sometimes do a 5 second Polymorph (which may be beneficial to the player - it was not significant enough to dispel for my attempts). Though in Heroic the arcane volley causes a lot of damage, that is not the challenging part. Ikiss has a special attack that begins with him blinking to the 2nd person on the aggro table. (It is not a fixed blink spell like that which mages get, he will blink to the second person wherever they are.) He will then emote that he is channeling - but you should already be running out of line of sight immediately because he will do 5000-6000 damage Arcane Explosion. (Worse in Heroic) So his blinking is your cue to run. Keeping up heals and DPS in between it is otherwise simple - Tank him against the wall or a pillar so everyone can see when he blinks. He drops 2 items from his loot table.
In heroic mode
, it is very good to have a mage spellsteal his mana shield. But more importantly, the placement of the battle is much easier if his tanking spot is alternated on either side of the
because of his Slow - for instance: the tank has him where the last pull of trash was standing, and all the ranged DPS is on the opposite side of the doorway, in the previous room. When he blinks, everyone runs into his room and hides in the nook of the doorway avoiding LOS. Then positions reverse. In heroic he drops an epic and two items from his loot table as well as the nether.
(Druid Summonable Boss) -There is no room left for this comment to include this strategy, so here is a link to the boss on Wowhead.
I did Sethek run yesterday and figured out that my rep with lower city was not affected by killing trash mobs and bosses in there.
Read somehwere that Sethek Halls is supposed to give lower city rep. Can anyone clarify if that is not the case?
Atm I assume 3/4 Auchindon instance wings give lower city rep. (AC, SH, SL)
Just completed this heroic mode. The bosses abilities are the same as in normal mode. The first one is the hardest boss on heroic, in my opinion. He spawns four ads as in normal mode, but they hit fairly hard, at least when you get it four times. And they stack a debuff on you which makes you recieve more fire, shadow, nature and arcane damage. (One debuff from each add). The first time he spawns ads, stop dps on boss and kill the ads. Same second time. 3rd time, have tank and /or priest fear the ads and nuke the boss. They despawn when he dies. Last boss is a piece of cake. Same abilities as normal mode.
You get lower city reputation
Is this doable with pugs in heroic mode? our do you need a very well co-ordinated guild run?
I went it today, everything went well except the room before the last boss. The mobs did fear us and it caused a wipe. We weren't aware of it. But pretty smooth run without those fears. :>
lvl 69 priest, lvl 70 hunter, lvl 70 rogu, lvl 68 warr and 68 pally(me).
I've stealthed to the last boss several times in heroic mode. If you do not have master of deception or the equivalent feral talent, you will need to use
(sneaking potion) at least once- twice if you want to make it easy. The second set of guards in the instance (the ones to your left as you come into the first chamber of the instance) are too close together for an untalented stealther to pass. You can use a sneaking potion at the beginning of the instance and easily get past them with time to spare. The second, optional potion is for use before the pack of birds that are after the ramp upwards.
The last group before the boss is passable without one if you have a rogue with distract. Otherwise, you will probably need a druid with feral instinct to go first, and res you after you die going through the pull.
As for the boss himself, he's dead easy. I have done this twice in a group of three, and killed him first time with both groups.
I healed this once as a balance druid in non-raiding blues- the tank for both runs I did was a feral druid, and the DPSers were me for the first run, and a rogue for the second run. The healer for the first run was a feral druid in greens and blues.
If you do this with a rogue DPSer, there's no complications- the rogue DPSs and eats polymorphs, the first druid tanks, the second druid heals.
If you have a druid DPSer, you should probably have them stay out of any shapeshift forms- the healing druid shifting out of the polymorphs will most likely run them out of mana before you kill the boss.
There you have it- a guide to stealth-running Talon King Ikiss in heroic mode.
We completed the new summonable boss from the druid epic quest line the other night. It was a tough fight, even for a heroic. We were successful after we changed our group makeup a little to include a feral tank, holy priest, afflic/ruin warlock, enh shaman and a feral druid offhealing and keeping the birds active. The hardest part of the entire fight is the two summons at ~75% and 35%; he banishes himself temporarily (although it's timed) and summons about a dozen non-elite crows with approximately 12k hps each. You have a short period of time to burn them down before the boss wakes back up so make sure you burn them quickly. (We used the lock's seed of corruption and the dps bird spirit to burn them down). Do not try this fight without strong AoE.
I did a test run last night after reading the patch notes claiming, "Darkweaver Syth's aggro radius has been increased, and he can now see through both stealth and invisibility."
It is now impossible to stay out of his aggro range, making stealth runs much harder if not impossible altogether.
I completed the new summonable boss.. im a resto druid... It was very easy for me... he does summon adds at 75% and at 35% and banishes himself... the thing that will make it easy is that there are 3 birds that forms a triangle... you cast a rank 1 rejuv on them to get their buff... you have to place a rank 1 rejuv on all three to get all three buffs... and the most of the part its a tank and spank...
2.1.2 Patch Notes:
- Time-Lost Controllers no longer remove buffs from players who are charmed.
- Heroic Mode: Anzu, the Raven God may no longer be pulled far away from the location where he is summoned.
- Heroic Mode: Anzu's Spell Bomb is now a curse and he will no longer charge.
- Heroic Mode: The quantity and health of Minions of Anzu that spawn have been reduced.
- Heroic Mode: The frequency and duration of many of his abilities have been retuned to make the fight more forgiving.
Talon King Ikiss's shield can be spell stolen and makes the heroic fight much easier.
I don't have a lot of time to play normally so could someone tell me how long the instance would take with a lvl 68-69 group??
With patch 2.3, running Sethekk Halls will give reputation with Lower City through Exalted.
, listed under Dungeons and Raids)
You only need to be level 55 or higher to enter this instance. As proven by:
Who got the Primal Nether for his goggles by getting taken through Sethekk Halls on Normal mode.
I will also note that this character has a Black War Raptor at 59, as with the old PvP system you could ride the PvP mounts at 55 or higher. (This was also before the riding skills, so like anybody with an epic mount when that change happened, it was given to him.)
Very easy instance when people know what they're doing. Ran this with a 66 prot paladin, two 66 aff warlocks (one of whose dps was so minimal that it might not have made much of a difference if he wasn't even there to begin with, and he got killed on the first arcane explosion on ikiss), a 68 holy priest and a 69 rogue. Did the whole thing with just the rogue on CC duty, only wiped in the second room on a bad pull and once on darkweaver syth.
Whereas I've had groups of all 70s that had trouble in sethekk.
Minimum required level for entry on Normal is 55.
This heroic is suprisingly easy.
I'm a prot pally in kara/badge gear, and the double ravenguard pulls barely hurt me.
First boss has really rediculously low hp, and dies very fast.
Second boss is _EXACTLY_ the same as on normal. Tank, spank, run away.
Dr00d boss is all about killing the adds. Easypie
There are actually two quests for
Brother Against Brother
, which gives these as rewards:
Torc of the Sethekk Prophet
Talon Lord's Collar
Sethekk Oracle's Focus
Mark of the Ravenguard
And of course, the quest listed above:
Just so you guys know, you cant skip to the final boss, despite what you may see on your minimap, there is a stone wall blocking the path which will be opened when you defeat the last boss.
One thing to note about this zone that I didn't see mentioned above is that there are many different mob types inside, which means that even with odd groupings you usually have a lot of CC available. About half of the mobs in each trash pull are humanoid, so your standard sheep, sap, and seduce all work on them. Most trash pulls also feature at least 1 undead, so shackle can be used very frequently. There are also a number of beasts, so druids can hibernate. Only banish and enslave (and roots, of course) are left out in the cold, every other form of CC has some use in here.
When you're in Anzu's room, take a loot at the owls flying around. I think their animation is broken or something, because currently they fly around and occasionally take a very steep drop to the floor, ride ON the floor for a frew meters then go straight up into the air again. :P
Either it's a bug or they're made to do these death-defying acts just for the players excitement.
Requires level 55. Somehow I don't think that's right.
At level 80, I got 216 rep for a full clear of Sethekk Halls.
Out of the 2 times I have done this instance I have wiped twice. The mobs at least in the beginning have a totem that charms a group member to attack other members of the group. Your group has to stay alert and destroy these as soon as a mob drops them. There have been times when almost my whole group was harmed and was attacking one another.
Don't know if this is just me or not, but it seems that every time I attempt to go try for the raven lord mount nothing works right. Today I tried again and every time I left the instance, every mob would respawn. Not just single mobs out of a group, but whole groups, like the instance was resetting every time I entered.
The first time I tried I must have needed a flea bath, because Darkweaver could smell me if I tried to sneak past him.
Edit: just tested the reset theory by killing the first two guards then re-entering the instance and they were back.
this soloable as 80 then im guessing if so wat bout heroic?
Solo'd instance at lvl 80 on my DK (Dorgranth - velen).
First boss (Darkweaver Syth) I used my ghoul and Emerald Boar trinket. The boss did 2 summons on the elemental's. He got me down to 4658 health out of 20107.
In entry hall to talon kings you will have 5 mobs, prophet, talon lord, mage, shaman and a bird (at least I did on this run) Kill order for me was prophet, lord, mage, shaman, then the bird (2nd attempt) as on first attempt the lord kept stunning me which allowed the others to kill me.
On Talon king I used AoD and Boar, I raised the army back so they wouldnt agro on the king til my boar was brought out. I attacked him an at 80% he started his AoE, ran behind the pillar, after aoe he poly'd me while my ghouls continued to fight him, poly broke just as he started another aoe, ran behind pillar, ghouls died, fought him again til he started his aoe, ran behind pillar and raised a ghoul, killed him.
where are sethekk halls?outland or where?
As a pretty well geared blood DK i soloed it in about 35 to 40 minutes. i made about 40G off of the bodies plus another 70-80G off of vendoring everything. all in all i made over 100G in less than an hour with minimal effort. as an 80 i think any one with a descent set of raiding or PVP gear could do this. which makes it a great addition to daily's (if you do daily's) numbers will very as weapons are worth more than Armour and occasionally don't drop. this is also a good place because the final boss's chamber is like 30 seconds from the entrance and allows you to run out reset and run back in.
P.S. If you plan to run this over and over before repair and vendor than drop the light feathers you get in here... they are not worth enough to bother with...
Hope this helps
DO NOT EXPECT AN EASY RUN AS A CLOTHY OR LOW GEARED LEATHER WEARER... THERE ARE SOME LARGE PULLS IN HERE!
Just a quick reminder to all people trying to solo it for the rep: If you get charmed by the Charm totem and no one else is around, it will reset the mobs that were attacking you, often when they're at low health.
Happened to me today on my Lv. 80 DK. I just made sure to keep my ghoul out.
Talon king ikiss tactics:
Aoe arcane missiles,arcane damage cant really say how often maybe 5 sec.
Blink:he blinks too group,often followed by arcane explosion(3 or 4 sec cast cant remember, 6-7k dmg)
Arcane explosion:when he does this step behind one of the room pillars so you get Out of sight or your group prob wipe.6-7k dmg
Polymorph:Disspelllable, maybe changed in patch.
Tactic:let your tank tank him in middle or anywhere in range of healing but still pretty far away.group should stand close too a pillar(when you get into room chose the left or right) and dps.keep tank alive,after a while he'll blink too group and begin arcane explosio(read above)run too
the other pillar (right or left) get out of sight(tank hide too)wait for it too set of and repeat as above.he polymorphs, can bee irretating if he do it on priest before explosion)
my group did it this way,got him down on 3rd attempt gl.
Have done this instance twice. First time with a mid-60's party; we started tanking in the center and kept getting wiped. After a few tries on the advice of guildies we tanked him in the entry hallway so that instead of ducking behind pillars, we could just move around the corner to to outside the room to hide from the arcane explosions. The results were excellent. To start, everyone had time to get behind something. Using the pillar method odds are your tank will take at least one arcane explosion while running to hide. Figure that is the tank's potion repair; later on in the fight he will not have that option (if you got a warlock, get a healthstone for the tank, too). Next, when the King runs to a non-tank who was not near the tank (i.e., across that big pillar room), the tank can get to him fast. If you tank him in the center of the big room there will be periods of time when your tank is not on him because he latched on to someone who hid behind a different pillar than the tank. Running across the room takes time. Did instance again last night with an essentially all-70 party, tanking in the center of the room. It was a fairly close thing, with 3 of 5 dead at the end and the tank on the last leg.
If you have the option, tank by the door. My recollection is 4 of 5 survived using that method. The precise point for tanking in the hallway does make a difference. Too close to the room doesn't work; I assume too close to the door could be equally bad.
where is this instance? just wondering.
anyone know how long it takes to complete sethekk halls without any wipes and with a mid-60ish group?
You can do a stealth run this boss. One 70 Rogue, One 70 Druid (Feral Tank), One 70 Druid (Resto Healer). Get to the instance, stealth, go to boss. Kill with pillar method posted earlier. No problem doing this very easy did it lots of times rarely wiped. Got Shoulders Of Assasination in a few runs more than that i play a druid rogue got them also.
P.S. Bring pots to be surez!
so, I went to Sethekk Halls for the first time today. 5 man party, all of us had never been there before.
Used tactics show here:
First boss killed in 1 go. Second boss took us another try. We didn't really know what to expect the first time. Wonderful run, wonderful people who all knew how to play the game and use their character in our advantage.
Okay I have a great story...
I am a 70 paladin and I ran a party with a 69 dps warrior, 2 70 mages, and a 70 tank warrior
I was the main healer...
we finally get to the final boss and within the first few minutes the dps warrior, and both mages are DEAD!
That AoE is killer if you can't get out of LoS.
So basically he has 30-50% health left (I don't remember) and it is just me and our tank...
It looks like we have no chance... I just conserve my mana, use my cooldowns, lay on hands etc. After a while he gets really low and I am amazed that we aren't dead yet. I use my mana potion and just try to take him...
amazingly me and the warrior just do a plain tank and spank against this boss and end up taking him, just us two took the final boss when he was at 40% health give or take... I thought it was awesome
Are there only 2 in here? I got the first 2 somewhat easily (70 Paladin, Mage, Warrior, Rogue, and me 68 priest). And also on Talon King we got him down to about 20% health and had our paladin and warrior left. They just got right next to him and beat him down....he used Polymorph at the worst times. Our paladin was about to die, then he sheeped him. Also he never blinked from that point on, so I don't know if there is something about range in there. I'm gonna run it again and find out tho :)
u can run with with a squad of 67-68's. all the pulls are simple enough.
first boss, just get the tank on him and have every1 else on add duty when they pop.
second boss, he will poly the 2 most DPSrs, then he says something outloud which is his arcane charge-up, then he does arcane explosion. make sure u hide behind a pilar and are out of his sight. he will repeat this 2-3 times alone with shooting arcane missiles which hit for liek 1500 damage. at 10% of his health, he pops up a temp shield. if u got to that point, you should be fine since its all DPS after that.
Anyone know if this can be Stealth ran on Heroic?
very easy boss
1. must hide when he casts arcane explosion
2. Notice that he sheeps 2nd dps
3. rogues can gloak of shadow when he uses arcane explosion ( he wont move u can hit all u want ^^)
he casts abt 2 to three times, if ur have a good grp he will die before the 2nd cast of arcane explosion.
Heroic Sethekk Halls Breakdown
After running this instance in heroic mode over 100+ times and gaining 999/1000 exalted reputation with Lower City, i decided to give you my advice about this instance. (If anyone knows how I can obtain the last point of exalted, if at all possible, please let me know.)
1. Any mob with "Guard" in their name cannot be CC'ed, they are immune. Thankfully, these mobs only come in pairs of two. Unfortunately, they hit harder and faster as the instance progresses. Some groups may find it easier for a mage to kite one, since they can be slowed. Curse of Exhaustion also comes in handy.
2. If you stack on the birds, they will not charge you. Each charge hits for 2k - 5k, which is crucial for a clothie or a healer that loses casting time.
3. I suggest that you have at least one person in your group that can dispell sheep (i.e. any Priest or Paladin of any spec). This will be useful for the 2nd boss.
4. CC is crucial in this instance as well, make sure you have at least 2 forms of CC, unless you have a very good Paladin tanking. These mobs will hit a clothie for as much as 9k or higher a hit, so beware of aggro!
5. Undead mobs spawn a totem that will mind control one of your party members. These totems barely have any life, so kill these immediately and the MC will stop.
6. If you are planning on summoning Anzu, I suggest you have a mage/warlock or both in your group, because AOE is very important for that boss. I will explain this boss later on in the post.
7. Many mobs in this instance chain lightning which results in casting silences, including the first boss, the big blues serpent things, and some other mobs. If the tank makes sure that the mob is turned away from the group, the chain lightning will not jump person to person, only focus on him.
1st Boss: Syth
Syth is fairly easy, the main thing you have to remember is that his adds do more damage than him. At about 75%, 50%, and 25% life, he spawns 4 elementals adds each time: fire, frost, shadow, and earth if i remember correctly. Get these adds down ASAP! They do more damage than the boss himself, and they AOE hardcore. Everyone except the tank should be on these adds. After the adds are dead, resume killing the boss. Repeat for wave number 2. The last wave of adds can be feared while you burn down the boss, so if you have a priest, warlock, or warrior, they can fear the last 4 adds. Once the boss dies, the adds will despawn. Also, Syth likes to chain lightning, which silences. So beware of where you are standing! Again, if the boss is turned away from you, you will not catch the chain lightning.
When you head upstairs after clearing the room following the first boss, you will notice there are many flocks of non-elites birds in the next few rooms. AOE is quite handy here as well. However, the mobs in both the upstairs room fear so be careful! Mostly only the prophets fear so try to CC them as much as possible, but I've seen the other ones fear as well. This part of the instance can be very easy with Fear Ward, Tremor Totem, etc. If you don't have any of these useful little items, it's ok! Just make sure you pull the mobs far enough back so that if they do fear, you will not be feared into another mob. All mobs fear until you reach the second boss, Ikiss. If you have a PVP trinket to remove all movement impairing effects, bring it with you and keep it equipped for the next 2 rooms and the 2nd boss.
Second Boss: Ikiss
Ikiss is not fun, I think everyone can agree on this. But that doesn't mean he is impossible. First, I will explain the methods of Ikiss.
- All of Ikiss's damage is Arcane. Come prepared. Arcane Pots are very useful for this boss, as well as any Arcane Resistance Gear/Trinkets/Rings you may have.
- One of the most important thing about Ikiss is that he sheeps someone randomly for about 5 seconds. This is "supposed" to be the person that is second on the aggro charts, but I have seen tanks sheeped as well. This is where it comes in handy to have someone to dispell sheep. If you do not have someone to dispell sheep, I suggest either an OT or an OH to combat the random sheepage. Yet again, PVP trinket FTW. Also, Ikiss has a tendemcy to sheep someone right before he does his AOE blast. Ouch.
- At about every 10%-20% life, Ikiss does an AOE arcane volley which will hit for around 3k to each party member. You cannot hide from this AOE, so don't even try. Healthstones, Pots, and Bandages will help the healer out immensely. Statisically, you can actually have
DPS for Ikiss if the healer cannot keep up with the volleys. Take your time, his volleys arent based on a timer, but on his health.
- Ikiss will do an AOE blast a total of 3 times while you fight him. This AOE blast will hit you for 10k or more and kill you. However, you are able to hide from this AOE. There are 2 ways you can combat Ikiss's AOE blast: by hiding behind the pillars in the room, or by fighting him in the doorway. The pillar trick and the doorway trick are both viable ways of defeating Ikiss, and I will explain both in full.
- Pillars: If you decide to fight Ikiss using the pillar method, make sure your group picks one pillar to all stay near and hide behind. This makes it easier for the tank to regain aggro, as well as for the healer to keep you in LOS and heal you. Make sure you stay near a pillar at all times while you fight Ikiss, because he SLOWS YOU DOWN right before he does his AOE blast. This can be dispelled or trinketed out of as well. TO completely avoid Ikiss's AOE blast, you must be completely behind a pillar and out of his LOS.
- Doorway: I have found the Doorway method a bit easier since it is a smaller space and a smaller distance to run. Basically, the tank will pull Ikiss back and tank him right in the middle of the doorway to his room. Whichever side he blinks to, just run to the opposite side. Other then that factor, everything else is the same. Very easy in my opinion, especially if you have a lot of melee that fight right on Ikiss, since its a shorter distance to run out of LOS.
- At 15% health, Ikiss will be completely immune to all attacks for about 10 seconds because he enrages or something. It sucks really bad. Some deaths will occur while fighting this boss, it is normal. Rogues can come in handy, however, because I have seen one evasion tank Ikiss all by himself at the last 10% of Ikiss's health when all other party memebers had died.
Third Boss: Anzu (Summoned)
You must have a druid to summon this boss, either one on his quest for his epic flight form, or a druid that already has completed his epic flight form quest.
Not all druids can summon Anzu.
Make sure you ask if you are looking to pocket that leet bird mount.
- Anzu will have 3 stone birds around him at all times. If a druid keeps a level 1 HOT (Rejuvenation) on all three birds at all times, these birds will give the entire party buffs to help defeat Anzu. (Level 1 conserves mana.)
- Anzu will randomly cyclone a party member. Also, he does an AOE stun which (duh) stuns the entire party for about 5 seconds.
- After some stuns, Anzu will become immune to hits and stop attacking your party, at which time he will summon a flock of birds from the sky. There are probably about 20-30 birds, but they are non-elite. AOE comes in handy here! These birds need to be brought down as quickly as possible, because Anzu is on a timer and does not wait until all the birds to die before he starts attacking again.
- Rinse and repeat. He will summon a total of 3 flocks of a birds during your fight, so conserve mana. Bring Mana Pots if needed!
- If your group happens to wipe on Anzu and no Soulstone, Divine Intervention, Self-Rez, or Jumper Cables are available, a door in the first room of the instance opens after killing Ikiss. This makes your journey back a lot shorter since it brings you right into Ikiss's room. Watch for uncleared mobs, however.
Hope this helped you guys!
Sethekk Halls is the eastern instance in the circular setup of Auchindoun.
Man, I found this to be one of the tougher instances I've tackled. We went in normal with:
70 BM Hunter
70 Frost mage
70 Prot Warrior
70 DPS Pally (our healer - prob our big mistake)
All of us were fairly new 70s with non-epic gear. The mobs are all very close together so you have to be very careful with your pulls. The bosses, though, are the real challenge. The first one killed us first but then was no problem when we learned you have to thin out all the elemental adds he brings. The second one killed us 10 times or so and we eventually had to bail! Yeah, I know we're definitely not the end-all-be-all instance group, but he is a freakin bear. AND, after the last patch polymorph doesn't heal you, so the trick of letting the warrior/healer wear him down won't work. Not sure the winning strategy as we never beat him, but my advice is:
- Definitely bring some arcane resistance (we didn't have any)
- Be sure to have an outstanding healer as a so/so one just won't cut it.
- Other than (possibly) the tank, no one can afford to get nailed by that arcane explosion . . . no one.
- Tanks (and anyone else) would greatly benefit from an arcane protection potion (or two).
- Keep the entire group other than the Tank together so that you know where he'll blink to, then run to the same spot so tank will know where to go to regain aggro (he resets aggro after each blink).
- Cloth and Ranged have to stop DPS after explosion so that Tank can properly regain aggro.
Do you think a level 65 could pull of Sethekk? I don't thinks so , but I want to know for sure.
TBH i think this instance is fairly easy, the heroic is sort of mid hard as heroics go but nothing too difficult, as long as there are no greens in the party you should be fine. although there are a certain two guard mobs who are very hard on heroic, watch out for them, i find them harder than the bosses sometimes
Any mages have advice as how to beat the last boss? I'm a Frost Mage and he is immune to frost so frost bolts have no effect and burn up my mana. I've tried arcane and fire, but survival so far is terrible. I know he's easy for some classes but what's the survival tactic for mages specifically? He's harder than any raid boss that i have encountered.
Ran this yesterday with:
66 Ret Pally (Me)
66 Feral Tank
66 Fury Warrior
66 Resto Druid
69 (Leveled to 70 during the instance) Warlock (forget his spec)
Overall, the place was a piece of cake, didn't wipe on any bosses...wiped a total of 2 times due to outrageously large pulls, so my advice for anyone running through here is to make SURE you kill the Prophets. They fear you into other mobs, and it sucks. :P
As for the Talon King, I'm not sure of any particular strategies...I personally tried running from his arcane blast a few times but I always got hit, but if there's a way to avoid it, do so. It hits for a good bit of damage, and hits a few times. All in all, not too hard of a fight...dropped the Crow Wing Reaper too :D
Just soloed this as a lvl 80 dk. Most was not too bad, but once you get to the mobs of 4 at a time, you can die. Annoying were the charm totems, which forced me to stare at a totem while the mobs killed my ghoul. Not to bad though since once they attack you the charm disappears, but you have to fight them without a ghoul for the next 30 sec until the ability cools down.
For some reason my army of the dead didn't attack the last boss, just stood there and watched me tank him. While this was going on I was pushing every button trying to figure out why they would not attack, but still was able to down the boss without really risking dying.
Goal is to solo all the outland instances without going into seige mode. wowwiki rates this one at lvl 67-69, all the rest are rated at lvl 70. Now on to the *Shadow Labyrinth*.
Supporting the post above. This is very easy to solo in normal mode at level 80 (I am a T7 Unholy DPS DK). Just skirt pass the majority of the groups (your reduced aggro range allows you to pass through 85% of the instance w/o aggroing them). The final boss for the achievement, Talon King Ikiss, has only 85k health and is very easy to kill. His Arcane Explosion can be easily mitigated with Anti-Magic Shell and Icebound Fortitude. All in all, 15-20 minutes.
how do u get the heroic key to enter this instance?
Went through today:
66 Discipline Priest healer
66 Marksman Hunter - Myself
68 Warrior (Arms or Fury? Wasn't sure)
72 Combat Rogue
74 Protection Paladin
Only thing to worry about: CC/Silence/Interrupt the Prophets as soon as they start to cast fear, and have one or two people on totem-duty, as a charm totem or fear gone awry can bring enough adds to wipe the party. First boss was no problem, didn't even bother taking out the elementals and just pummelled 'em down to dust.
The 'last' boss for the achievement hits like a truck, and had to pop Feign Death twice even though I wasn't in the red to be safe, I believe one of his attacks besides the explosion goes after multiple targets and hits hard. Our healer died fairly quickly by the time the second Arcane Explosion came around, but we managed to finish it with only one casualty, yet I was within 300 HP from death due to the frequent shadow bolts(?) that were popping 600-900 per hit. Pet died as well, but meh, only 26% of my DPS without popping the AP trinkets or Rapid Fire.
Only sucky part, two cloaks for spell power dropped from the same boss and that was it.. At least I managed to nab the Terokk's Quill from the quest reward, so I was happy enough.
Sethekk Halls Dungeon Quests Guide for Burning Crusade Classic
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