In many of the trash pulls there is a Legionnaire who should be killed first. The reason for this will be discovered very quickly during the first few pulls. Simply the Legionnaire will replace any units killed while he is still alive.
There are some big pulls later in the instance including one with as many as five elite and two non-elite humanoids, so crowd control and focus fire are extremely important.
There is a "suppression room" type area after the first boss that requires moving up quickly and avoiding the fire from the cannons. The non elite humanoids that move up in twos will stop spawning after you kill the mobs at the end of the hallway.
Directly after the "suppression tunnel" you will find packs of mobs on either side of the room headed up by a Champion. When you pull these groups, wait until the mobs are in combat. They take each other down to 30% health then stop fighting. Try to pull the groups when they are around 31-32% health so that they have already done 2/3 of your work for you.
Later on in the instance there are rogues with impressive AI that will sap one player and attack/stunlock another.
Did it sucessfully last night. Been here 3 times so far. The pulls "can be" really tough, especially if you're just pugging. Pulls can get ridiculous and be up to 6-8 elites at a time. Even with little-to-none CC, we got it done. ALTHOUGH we had 2 wars (I was one of them as Protection; the other MS), and a feral druid that had the ability to offtank.
There's a unique hallway where sharpshooters (archer) toss fire-arrows across the hallway which causes the ground to burn. In that hallway you just move forward and attack constantly. Don't stop too often there. You can probably drink/eat 3-4 times max. The reason you want don't want to stop too much is the non-elites will continue to spawn until you kill the elites at the end. I suggest killing the elites INSIDE the room, rather than in the hallway w/ fire everywhere.
If you find yourself wiping more than four times on either the second and/or third boss, your group is probably not gonna get it done. You DON'T HAVE the DPS. Period.
May be my luck but have yet to get the third boss down with a hunter in the group. I'd personally rather have an "alternate DPS class," but that's just my opinion.
The Shattered Halls is in the Hellfire Citadel.
The last boss is tough, make sure to have a lot of DPS for him, there's a constant flow of adds that come into the fight as well so have a mage or hunter burn them down, try not to use rogues for the adds unless it's the only option, they're better off just DPSing the boss. Also watch out for the boss' Blade Dance, it hurts a lot so to avoid it make sure that everyone is spread out away from each other and that the warrior tanks him in the middle of the room. That seem to work best for my group. Warrior, Priest, Mage, Lock, Rogue.
The second boss is not as hard as some would think. He changes aggro very frequently and as the tank I was very worried about a squishy dying. I think as long as he is not constant on a cloth (which is not very likely because of constant aggro reset) that the healer should just make sure everyone stays alive while everyone is focused on doing as much damage they can on the boss.
Does everyone have to have the key or just one member in the group? And this is the key that needs revered from Thrallmar right? (Horde of course)
Can anyone confirm that when doing Shattered Halls you get Honor Hold reputation?
Hehe, heroic is quite pain, was easy up 2 gladiator packs, and there we had real pain. Note: gladiators must not touch tank, they can basicly 1shot tank, so make sure, that u wank them before they hit him. Frost nova and seed of corruption works quite nice here, though they usually raped me (mage) and lock then whole party after. Rly hard fight
I did this place successfully 2 times in a row with 2 different groups.
1st group: Tank(me), 2 Mages, Rogue and Priest
it was easy but slow run, we sheeped 2 all the way,but holding aggro while you are playing with 2 mages was PITA.
2nd group: Tank ,Shaman,Shadow Priest,DPS Paladin and a Rogue.
we finished it in less than 1 hour...it was really fun to have this combination...I threw Piercing Howl all the time to help the priest move as he likes,the 3 healers were interchanging their healing duties so we had no problem.
my advice on the second boss is to use 2H or dual wield,he can't be taunted...we just DPS'ed him died before my Death Wish expired.
Very fun instance idd!, Especially if you have a good group ;)
Just wanted to add that a straregy that vorks very well in here, along with pretty much all the non heroic lvl 70 instances, is to have a pally tank and just aoe everygroup. Dont waste time on cc just let the tank get some aggro and go full out aoe. Have managed to do this instance in about an hour with no problem at all. This is also makes healing very easy.
In the room where the boss Grand Warlock Nethekurse resides, in the Hall of the Forefathers. If you have a rogue in your party with 350 lockpicking, a trick/bug here is to let your tank run in, agro the whole mob including the guard with the two dogs and everyone else follow the tank to the locked door to the right. Tell everyone to not attack any mobs and once everyone is beside the door no mobs will follow you to it or attack you. Wait till your out of combat and the rogue can open the door, saving you roughly 10 minutes with that difficult pull.
This is a pretty fun instance. Only had one wipe and that was due to a warlock fear-bomb gone bad. Fun boss fights, funny bosses (the first two especially. Loved the ogre that argued with itself), decent loot.
Aprox. how much rep will you get for running Heroic mode?
There are 2 quests for this instance available in Honor Hold or Thrallmar.
Turning the Tide:
Pride of the Fel Horde:
For the horde:
The Will of the Warchief:
Pride of the Fel Horde:
Ive tried this instance on heroic with a decent group, no noobs but also no uber-epix ppl.
First few pulls are easy, and then you get a 5-elite and after that a 6-elite pull.
These suck. We had out hunter kite around 3 mobs to get past here
The stuck mobs bug still works on heroic, only cloth wearers can't really appreciate it. If you have a pally, get him to bubble and aggro all and run to the game, and have the rest follow after.
First boss is easy ,exactly the same as normal mode with exactly the same crap loot.
The timer starts counting when you go through the door after first boss. The fire gauntlet thingy is very hard, you have little time to rest between battles as the mobs keep coming to you. Try to move forward and clear the stationary packs asap.
We wiped here, party disbanded, over.
I did heroic shattered halls a few nights ago with the following group:
Heavy Frost Mage (Me)
Arcane Frost Mage
Feral Druid (Tank)
Notes: The trash is all about CC and having 2 mages and a priest to mind control helps a great deal. In addition, having a Frost Mage with Pet helped keep control of the remaining adds and take some load of the tank since we could pretty much chain frost nova 2 adds.
First boss is a cake, just like normal. We skipped the gladiators because after first boss is down, you're on a time schedule.
Note on trash: The cleave range on the hand reavers(?) is pretty long, like almost 7-10 yards, so make sure to tank'em away from the rest of the group, especially the priest that mc's and try not to frost nova them in the middle of group either.
On the second boss, I distributed some limited invulnerability pots to the Shadow Priest, since both mages had Ice Block and the Pally had bubble. The Shadow Priest died eventually, but the two mages were able to burn him down. This is the hardest fight in the instance btw. After second boss, we still had over 25 minutes left before the executions so we cleared the remaining adds and we were at last boss.
Warchief was not hard at all. We had me (heavy frost) on adds and the other mage and Spriest on boss. He goes down REALLY REALLY fast and when he was at 30%, I sheeped the remaining add and we nuked the boss (the other mage sheeped another add after that)
Note on adds: They do more damage and have more hit points than on regular.
A Heroic Shattered Halls run gives 5 Badges btw, You get badge from the dude after those fire arrows and the executioner after Warchief Kargath drops a badge.
How much rep can I get for full heroik run?
Did this last night on heroic.
Feral tank, pala healer, elemental shaman, frost-mage (with pet) and me (shadow priest).
For the big packs with a Legionnaire in (there are 3 of those), it really helps with a shaman using earthbind totem. Mage poly-pulled and blinked to safety, pulling the entire pack over the earthbind totem. The Legionnaire is immune to slowing effects and arrived at our tank about 10 seconds before the rest of the group. The mage used his pet to frost-nova the other adds in place, and we burned the legionnaire down while the other mobs were AoE CC'd (we had ~15 seconds.
Once legionnaire was dead, I popped a fear (affecting 5 of the 6 mobs), and we burst down the mob that stayed in the 8 second timer we had. When they came back, the mage just frostbolted one of the adds and we range-nuked it down while the tank picked up the rest of them.
For the 3 legionnaire packs leading up to first boss, we had the mage kite one add, poly another and the tank tanked the rest, while we burst down the legionnaire quickly. Blessing of Salvation works wonders, as I would recommend that you bring DPS by the bucketload.
Note that if you use a hunters frost-trap to do the slowing trick, make sure he places it on the ground AFTER the legionnaire has run past, or he will get an "immune" message and the trap will disappear.
I know other people go with one imp blizzard+frostbite mage and one fire-mage. The frost-mage AoE CC's everything with rank 1 blizzard while the tank tanks legionnaire and the 2 other dps burns him down quickly, followed by range aoe (seed of corruption + flamestrike, usually) on the rest of the pack.
Did a guild run last night within Shattered Halls and went surprisingly well. If you have the following classes at your disposal, use them:
1 Protection Warrior
2 Frost Mages (specced into Water Elemental)
1 Holy Paladin
1 Survival Hunter
Bosses are pretty self-explanitory, but the trash is a different story. All pulls leading up to the first boss can be AoE'ed. Allow me to explain: Most, if not all of the instance have some great corners for LOS pulling. The groups of elites can come in packs of 6 and somtimes 8 with non-elites mixed in there. Hunter LOS pulls the group of elites to a corner, lays down a frost trap (hopefully with clever traps and entrapment) then both frost mages proceed to "swap" frost novas and cone of colds in order to keep all the mobs slowed. They can use arcane explosion to do most of the damage or blizzard if needed. Holy Paladin really needs to focus healing on the Mages while the Protection Warrior uses thunderclap and demo shout in order to minimize damage on the mages. If the mages do it right, they shouldn't even be touched.
Drink/eat after every pull.
We used that strategy for almost every trash pull including the gladiators and we did the instance in about 45 minutes, no wipes, not even on bosses.
This has only been tested in "normal" mode. I doubt Heroic would be so easy...
Fun trick: on the gladiator pulls (non-heroic) if you pull the groups <50% hp, then a mage can easily AoE the gladiators down while your tank tanks the 100% elite. (it took a try or two to get it down perfectly). They have about 9-10k hp when at 50% hp
I think this instance is designed for a paladin to tank. I ran this three times yesterday on my pally and cleared it three times, each run took less than an hour. I'm 0/49/12 and my gear is all blues with the only epics being Crest of the Sha'tar and Darkmoon Card: Vengeance. No CC was ever used, just consecrate and AOE everything.
My first run I was skittish so we had a frost mage, a hunter, and a warlock, each with their fair share of epic gear, and a holy pally, half of whose gear was soloing junk with no spell stats. We didnt have a single death the entire instance. A hunter is very useful for misdirect/multi shot and to trap mobs that happen to get away from you.
The second run was a hunter, a mage, and another (I forget, but not an aoe), who weren't epicced out. I think we had one death the whole run. On Kargath I even tanked half of the adds, as I could ranged taunt them and consecrate without losing Kargath.
The last run I was surprised, but we had a 69 warrior, a hunter, and a warlock, all of whom were in greens and blues. This run went almost as smoothly as before, we cleared it no problem but had a wipe on Kargath. I had to leave after that, so I dont know if that lowbie group downed him.
The only tricks were; some of the pulls with casters should be pulled with avengers shield around a corner. Put salvation on the dps of course. A Bloodelf paladin can aoe silence the casters so that they'll get into consecrate range and hit the pally a few times, giving him additional reflection aggro on them. I would mark the legionnaires and the casters to be killed first by the hunter while the rest are aoe'd.
The other thing I noticed was that in the first pull in the hallway with the gladiators, beyond the pack of 7 or so mobs are 3 mobs training with dummies. For some reason the hunters pet would chase after them every time and aggro them, but once we figured out to bring that pull around the corner into the previous room, it was no problem.
In all this instance is really fun and easy, people get too worried about CC breaking. It was a refreshing change from the boring old playstyle of 'dps skull sheep x, okay rogue go sap something.' Bring a paladin who can tank everything.
did this instance last night (normal) with 2 mages, enh shammy ((me), prot pally, and a resto shammy. we AOE'd mostly every single mob down. didnt sheep at all. speed ran the instance 3 times. dint wipe once and only the mages died due to over aggro.
Just to add support for my fellow tankadins, I have tanked SH all the way through on normal mode as a prot spec pally in crafted/quested blues with a couple of greens. I'm looking forward to getting enough rep to try it on Heroic.
This is quite a difficult instances, with normally 5 to 6 mobs pull
Must have good CC..... good healer tooo.... :p
Until now i only completed one time of Heroic SH !!! i grinded SH for
couples of time for blade of archmage for my warlock !!! quite good go chec it out
Elemental Seaforium charge WILL open the warlock's door. It may take a couple of attempts, it failed 3 times then opened it on the fourth. (Didnt consume charge on the fails).
Got through on normal mode with a Survival/Beast Mastery Hunter, Resto Shaman, Shadow Priest, Feral Druid, and a Warlock who was replaced half way through by another Shadow Priest.
This whole instance ( both heroic and nonheroic ) is made very easy with a well geared (kara/t4) prot pally and a good geared healer. Kill/cc casters, tank the rest!
Heroic Shattered Halls
with the following group:
Protection Warrior (myself)
This is a very demanding instance on Heroic as the trash mobs are very large. Ideally a Feral Druid or Protection Paladin Tank is more suited but it CAN be done with a Protection Warrior if you have the CC. With this group we had two Polymorphs and a hunter trap as CC. So for most of the large trash, I tanked three mobs and applied the rest as CC.
Tanking the Trash:
One of the main problems Protection Warriors have in tanking large trash mobs is their lack of AoE abilities compared to our fellow Druids and Paladins. Being the Protection Warrior, I had to make extensive use of
Shield Slam, Thunder Clap, Cleave, Revenge and Demoralizing Shout
. You definitely will need to spam those abilities in a rotation based on your GCD and Shield Slam cooldown on all the targets you tank.
When dealing with the trash, target priority is essential. You should set a
, while your DPS focus fires through the kill order. Near the beginning for example you should CC the Sharpshooters or kill them first as their Scatter Shot is very dangerous, as it can ruin your aggro generation or affect heals.
1. Polymorphing the two dogs is probably not a good idea, as the polymorph will break if the hunter yells out "YOU CAN'T STOP US!". What I did was tanked the two dogs and humanoid on those patrols.
2. There is an additional quest right before you enter the sewer from a gnome NPC. Imprisoned in the Citadel (varies slightly if you're Horde or Alliance)
3. While clearing the trash towards the third boss you can skip the gladiator mobs.
Be very careful not to aggro the sides
as you run through the middle. For each large trash mob we had to pull them back into the previously cleared room (after the gauntlet). This gives time for CC to be applied. Ideally in our case we had the two Polymorphs applied ASAP while the three melee I had to tank moved onto me, giving you the space you need to
Thunder Clap and Cleave
. Meanwhile, the Hunter will have pulled one off the group to trap. It is definitely safer to pull the large mobs back to the cleared room as the Polymorphed mobs tend to wander a bit, we wiped once because a sheep broke near a gladiator group.
4. When clearing towards the last boss, be wary of the high amount of Assassins. Better that the tank goes in first and gets sapped, or if possible use Hunter flares, alternatively humans can use Perception. By this stage we were running out of time, the third prisoner was about to be executed next. We had about 13 minutes by the time we cleared towards the boss.
First boss (Grand Warlock Nethekurse):
He isn't any different from Normal version. He just hits harder. As usual everyone has to avoid the pink pillar zones that spawn. A 55 minute timer on the three prisoner executions will begin once you walk through the gauntlet run.
Second boss (Blood Guard Porung):
Shows up only during Heroic version at the end of the gauntlet run. The run can be difficult. Be very careful to avoid the archer fire as you will waste your healer's mana if you hurt yourself from the fire. Simply DPS down the non-elites as they appear, once a group of them have been killed you may have a chance to eat/drink if needed. Use the sides of the hallway if there is too much archer fire.
Third Boss (Warbringer O'mrogg):
Is perhaps the hardest out of all the bosses. His aggro table is odd. Initially the tank will have solid aggro but he randomly targets someone else. If he targets your healer or a clothie they are quite likely to die quickly unless healed a lot. Mages can use Ice Block to push the boss to another party member if death seems imminent. Hunters can feign death. In either case, the healer has to concentrate on healing the member that has aggro on the boss. In my case, everyone eventually died and I finished it off when it was at 2%. DPS is essential.
Last Boss (Warchief Kargath Bladefist):
We tanked Kargath in the middle of the arena, and put a hunter and a mage on adds. Be sure to move in the arena at the same time or you WILL spawn ELITE Assassin adds. Hunter dismissed the pet. As long as you keep the adds off your healer, you should be good in downing Kargath. High DPS is essential here both in getting the adds down as quickly as possible plus downing the boss. If you are well geared the
ability should not do too much damage which your healer can easily top off.
After you down Kargath you may loot, and the Executioner will be standing north of the arena. Any prisoners that have not been executed will be standing next to him. When ready, kill him. Simple tank and spank and he goes down quickly. If Captain Alina is still alive (or the horde equivalent), you will have finished the quest "Imprisoned in the Citadel" (
If any of the prisoners are still alive you will have finished the quest "Trial of the Naaru: Mercy" (
). You do not have to save all the prisoners to finish the Mercy quest.
In the end, you can do this instance with lots of CC or no CC. In both cases you WILL need a LOT of DPS, preferably raid geared as the faster you down each mob and/or boss, the less heals are required.
If you fail to complete this Heroic then
try not to get angry or frustrated!
This is definitely one of the more harder heroics in WoW BC. Try a different group combination/strategy or gear up more if you are having trouble. Most wipes on this instance occur because of bad pulls, healer getting aggro, tank losing aggro or simply not enough DPS.
70 Night Elf Protection Warrior, Dath'Remar
Don't really need a key to get in.
Just die outside the gates (if you're not a lock to hellfire, just fly straight up until you're high enough to fall to your death and dismount) and run back. Rez just behind the gate and let the rest of your group in with the lever behind the door.
That is if you haven't done the key quest. It's worth doing for the rep alone, imo.
My absolute favorite makup for this instance:
Paladin tank (me)
Warlock x 3
Run in AoE tank everything, 3x Seed of corruption is a BEAUTIFUL thing. ;)
In case anyone was wondering, although recommended for level 69-70 players, I managed to zone into this instance last night at level 58 (Rogue) with a party of 70's. I got 595 xp per kill, half of a level for the run.
Most attacks glanced although yellow attacks seemed to hit for normal damage. I could kick and stun quite normally.
Our group tried this dungeon on Heroic last night. Paladin Tank, Resto Shaman, Frost Mage, Affliction Warlock, and Shadow Priest.
We had things pretty well under control until the packs of Centurion/Gladiators leading up to O'mrogg. I don't know what what happening, but they were hitting a tier 4 geared tank for about 1400 a hit with all of the tank's abilities going. Add in Mortal strike, and the shaman could not heal fast enough. Even with the priest switching over to healing, the tank survived for about five seconds.
I don't know if my party did something completely wrong, but it seemed like the first pack of gladiators (before Blood Guard Porung) were actually chained to the Legionnaire.
This means you need to kill the side groups before you can engage the middle group.
Unfortunately this took us three wipes to figure, but that way we could rule out combat calling, bad stealthing and bad fearing.
If you seem to pull the extra Gladiators for no apparent reason, keep this in mind...
I did this the other day on my prot paladin (4 epics rest blue drops and a few greens) first time i ever tanked a heroic. We started off very well with first group (me, resto druid, rouge, mage, furry warrior) got all the way to last boss were i jst got owned so we called it. Later on I got some guildies together (lock, mage, same resto druid and prot warrior) and I tanked the warchief and the warrior tanked the adds, this time it was easy. Two tanks here is very usefull if our not amazingly geared. Got a question tho... is this one of the hardest Heroics or was i just too under geared? (10.8k health 475 def unbuffed)
This is the best place for a well geared protection paladin to grind badges. The instance give 5 badges if you complete it before the timer runs out, and that shouldn't be a problem as you can often just aoe whole packs.
With some practice and good dps you can do the instance as fast as 30 min, that's 10 badges an hour!
This instance on Heroic is easily the most challenging instance in the game and depending on group set ups can be pretty impossible, even if your group has great gear. Its CC (crowd control) heavy and you want well geared tanks. The bosses? Easy. Its just the trash which makes this instance on heroic so hard. I think the biggest pull inside the instance can be something like 6 mobs, 3 elite, rest non elite. However don't let that fool you, the non-elites can easily hit plate for 1k non crit, roughly 3k on cloth. So, you want people in your group to have a good health pool.
Its harder than Kara by far (thats just my opinion, i've never felt Kara was a challenge what so ever), which trash is relatively easy to this in comparison.
Imo warlocks are a pretty good choice for this instance on Heroic since this is a pretty straightforward instance. When you get to the first room (where you need heavy CC since the first hallway you can just pull them one at a time) a lock would be nice if the tank can pull them all to the hallway. Lock seduces one and fears another, two CC in one! Also affliction is probably best since demo would use a felguard or a sacced pet, destro would be doing DD dmg, but affliction can just DoT up the first kill target and then focus on CC.
For those of you wondering how the hell they managed to aggro the gladiator pack although the pull was perfect :
it seems that some mobs in those bigger groups provide party buffs
these party buffs (prayer of healing, shadow resistance, mass dispell) are based on lign of sight and range
and are not limited to only group members
unfortunately, these party buffs spread aggro as well
this could explain why mobs like shadowmoon acolytes or shattered halls houndmaster, if not pulled properly,
have a very high chance of aggroing a proximity gladiators pack
how did I notice ?
Yeah, we had one of those space aggros, and the first gladiator that came in had a shadow resistance buff
To avoid this : pull all the mobs out of line of sight of other packs
If you are trying to solo stealth this, be aware that while it seems like you can just stealth past the ogre boss, he will come running and hit you in the back when you engage the final boss if you don't take him out.
Xandarr 76 Protection Pally
Beasleyquinn 71 Combat Rogue (Kilzar Alt - Formerly known as Ryanncassidy)
Kaigun 67 Blood Death Knight
Gezus 64 Holy Priest
Kiindrah 61 Unholy Death Knight (Our Guild Master Alt)
Shattered Halls (Level 70)
Grand Warlock Nethekurse - NO PROBLEM
Bands of Nethekurse -
Easy enough battle. Xan took to tanking like a fish in water, everyone else pounded him in turn and stayed out of his Void Zones to make him an easy boss.
Warbringer O'mrogg - Due to odd aggro table, we lost Beasley (Later rezzed by Gezus)
Firemaul of Destruction -
Again, the battle wasn't too hard. Kai, Kiin, and Beas kept him hurting with their continual barrage of damage. Xandarr did his best to hold aggro and did well up until about 45% health. Then, despite Xan's constant name calling and taunting, O'mrogg turned on the poor little Beasley and pounded on him unrelentingly until he was dead,
Warchief Kargath Bladefist - Party wipe, then downed on second attempt
Hortus' Seal of Brilliance -
Gauntlets of the Righteous -
OK, this fight is worth expounding on a bit. Xan ordered the troops to take up this order. Kai and Xan would take on Bladefist. Kiin and Beas had adds. Gezus was supposed to heal. Fight started... Xan was so focused on his large orc opponent that he failed to notice the healer was down, next the rogue, then the first DK. All of a sudden he is carrying the boss and all the adds while Kai furiously hacked at Bladefist. Next to go down was Kaigun. He fought valiantly. Xan desperately pounded away at Bladefist. Shield of Righteousness, Holy Shield, Hammer of the Righteous, Consecrate, Seal of Light... It was an embolded battle of the titans. Exhanging blow-for-low they fought. Blasting each other with everything they had. Meanwhile the adds are also piling on poor Xan, but he holds them off ust letting his shield and armor take the brunt while focusing every attack on Bladefist. Bladefists health was slowly depleating but so was Xan's... 10% XAN! LAY ON HANDS! He continues to fight on with renewed vigor. Bladefist is down to 20%... Go XAN! OMG... he might take him down alone! Adrenline starts surging through him as he fights on. 16%! This might actually work! NO MANA! Oh NO XAN! 14% Xan closes his eyes and fights on for all he is worth. "My guild and my friends are depending on me." He mutters to himself as he blasts off one more Holy Shield spell. His shield lights up and he swings his axe for all he is worth. 10% life for Bladefist... come on XAN! xan makes a fatal mistake and takes his eyes away from Bladefist as an add closes in for a strike and that was all Bladefist needed to cut down the valiant Xan while still having 9% of his life left. Looking at his friends in the spirit world near the graveyard of Honor Hold he smiles and says "It was a good day to die."
Next encounter Beasley suggests that Xan hold aggro on EVERYTHING. Gezus was informed by Beasley and Xandarr to drop a Lightwell spell near Bladefist for Xan and to use Blink to keep aggro off of him. The fight went down beautifully, we only lost Kiin as she spent her time trying to keep the adds off of Gezus. Xan had his revenge on Bladefist.
Solo'd - 80 Prot Paladin
Nethekurse - Bubbled a bit after the dark spin to finish him off.
O'mrogg - Nothing special
Kargath - Blessing of sanctuary during his blade dance topped me off, easiest one in there.
Only thing that almost got me killed was pulling all the ooze at once, was fun tho =)
Solo'd as a lvl 80 Prot warrior the only hard part was the begining hall ways, and the first boss other than that easy.
Had about 22k armor and 22k health and was defense capped.
I soloed this on Heroic as a level 80 feral druid geared with Naxx25 etc.
Edit: Self-buffed about 34k health and 40% dodge, 69% damage reduction from armour.
I stealthed through most of the instance except for the mobs that I had to clear for the bosses or the ones that can see through stealth.
I had a bit of trouble with Nethekurse because of his ability when his health is ~20% and he starts spinning and shooting shadow bolts every second. It's good to save cooldowns for this phase but since he doesn't actively melee you can pop out of bear form and heal yourself without taking extra damage.
For the gauntlet I ran all the way to the end and AoE tanked all of the non-elites down. When they died I was out of combat and able to eat/drink back to full health before engaging the boss at the end.
Warbringer O'mrogg and Kargath Bladefist were very easy solo and I had no trouble here at all. For most of the heroic instances that I solo I seem to have more trouble with big trash pulls than bosses.
I finished the instance with 35 minutes left on the "timer" and 1 death from Nethekurse. And between the few trash kills and boss drops I probably made close to 100g from the single run. Happy hunting!
Heroic mode solo'd 80 blood dk 31.5k hp unbuffed. Only skipped a few 6+ elite linked groups (easy to run around).
Gauntlet was definitely the toughest part, until I realized i could take out the front 4 non-elites without aggroing the 3 behind then it was easy nuff. Other than that died twice at the final fight before downing him the 3rd time.
Picked up some nice BOE rares along the way and 50+ gold. Plus whatever everything vendors for.
Heroic mode cleared with 80 Unholy DK and 80 Disc priest.
Took about 25-30min and some nice BoE Blue/Epic items dropped
Only took about 15 minutes to get the key to Shattered Halls after picking up the required items from the Auction House.
67.36 in Shadowmoon Valley is where you can start the quest for the key. You have to kill the Smith to start the quest.
whats the name of that q?
Rogues with 350 lockpicking can force an entry here :D
I need this key thanks alot for the coords really usefull , i know exactly where to find that guy now to get start of chain thanks
Ok to get to Shattered halls without a key you must:
1.run to Hellfire orcs outside and aggro them
2.come to the gates of Shattered halls and wait till you die
3.when you release your spirit come through those gates and ressurect
The location of the instance can be found by doing either of these.
Walk upon the wall from the southern side, as if you were going for Hellfire Ramparts, but pass it and head up the small ramp (and into a few orcs). Once at the top of the ramp, take the path that runs south and it should take you to the entrance.
If you enter from the North (or from Thrallmar), simply get upon the wall from the road and follow the right side of the wall, again coming upon some orcs shortly before you reach it.
how much rep do u get per full run?
ok alliance can do this outside the horde town, its accualy really easy, all you have to do is wait till the felreaver is as close to thoes mages as he is going to get, then use a range wepon to attract him to you, RUN as fast as your little legs will tak you. When i got to the mages they frost novaed me and casted blizard.... then i died lol by the time i got to my body the reaver only had 1/4 health he falls back when he dies. Run up to the body use the item and bolt out of there as fast as you can and there you have it Game over and you have your shattered halls key.... congrats
I don't know about you guys...but this whole place screams you need an off tank for heroic
1st boss tank feared -off tank pick up
ogre boss- off tank 2nd on aggro list when he switches target
warcheif boss- off tank on the adds
i just tried this place last night with my theroy and we had little problems with the bosses...but dam...the mobs were quite a challange both your tanks need decent gear and each tank tanks 2 melee mob
Warrior( fury-tank gear on mobs)
In regards to the last boss on heroic mode, I've found that the only real way to take him down is to do it QUICKLY. The main problem with the last boss is the fact that he doesn't really have a real agro table like any other mob. As the person before me stated, he runs around and hits people that did not even necessarily hit him at all. What makes this fight even worse are the adds that constantly flow into the fight. The group that I was in that had success has a rogue (well-equipped), taking down the adds, and bandaging whenever possible, so as not to detract from the healers attention to the tank. I suppose a hunter would also work for the adds, but I think that a caster would find more success just nuking the boss and taking him down as soon as possible. Another thing is his attack where he charges people and does a good bit of damage to them. There is no real strategy against this so you really just need to not QQ about it and bandage or heal up and keep nuking.
I just ran this, did great up until last boss. Group was
Holy Priest (me)
we were killed like 5 time by the last boss, finally made a good strat
tank stood at the top of the first stairs and gets all aggro. Everyone else spreads out, took a while but it worked :D
Yesterday I went with a group consisting of:
Prot Pally 68 (Me)
BM Hunter 70
Marks Hunter 70
Holy Priest 70
Fire Mage 70
All of use were in greens/blues besides a few pieces on our healer from the Merc Glad set. We pulled the first actually room all at once totally on accident, no CC at all, we did just fine. It took us a total of around an hour and 45 minutes which isn't that bad at all. I would say this instance is rather easy if you have a Pally Tank and a food healer ^_^
Level 68 Prot Pally (Durotan)
Ok, I just did this with THE group made for Heroic Shattered Halls. This is not to say that no other group strats work, but if you are one of these, this is the group you want to have.
WE FINISHED A FULL CLEAR IN 45 MINUTES
Where the Warrior Tank is the primo for tanking one on one bosses, especially in raids, the Paladin Tank is best for handleing multiple smaller mobs with ease. This is essential to have in Shattered Halls because there are mob pulls of 5 to 6. So, unless you have Jesus and his good buddy Peter tanking for you, your going to need Pally Tank.
We forwent any CC except for the Shadowpriests Mind Control which doen't come in until later in teh instance, usually right before the Ogre Boss. Being able to MC those shadowmoon casters is essential as they can do Rain of Fire, and with them all grouped together around the tank, you can pretty much wipe them out as the ROF does 1500 - 2000 points of dmg per tick. Other than this aspect, the S.Priest will be the mana battery and off-healer for the rest of the group.
Our CC was basically DPS, kill the mobs fast enough and you wont have to worry about controlling them. Our two warlocks constantly seeding as well as feedng off the extra 5% dmg from the S.Priest was all that was needed for DPS in the most insane way. The mobs dropped so fast most of the S.Priests Dots could tick only twice before they died. The Warlocks seeds were also instrumental in taking out the huge amount of trash mobs in the Hall of Flame as well as in the last Boss fight as the adds were easy to destroy in this manner. Even without seeds during the last boss fight, with the S.Priest and the two Locks we had enough constant fear going to keep the adds permanently disabled until the Boss died, at which point they die as well.
The Healer was a holy priest, and while Id like to say "enough said," I can't. I have nothing against any other healer in this game. Especially you Druid Healers, your HOTS are amazing. However, in SH those HOTS will get the Healer aggro more often than not, especially in the Hall of Flame. Every orc that comes running down that hallway will make a bee-line for the healer with HOTS (Heals over Time). They did less so with the Holy priest as the Healing a Holy Priest does has more to do with burst healing which aggros much less. With Salvation casted on the Holy Priest by the Pally, the preist aggroes even less, to pretty much nothing.
Well, there you have it. So for all of you Pally Tanks, Warlocks, Shadow and Holy preist's, if you can ever get a chance to put together this group strat, you will have no problem conquering Heroic Shattered Halls over and over again.
A level 70 rogue is required to picklock this door if any of you don't understand anything about rogues.
Ok Ive never been in SH before. I need to kill a couple legioneers for the quest (for achievements). I can solo a fel reaver by myself (no help from NPCs). THe question is can I solo normal SH? thanks. IM an 80 DK unholy spec.
I tried soloing it last night. I'm a 80 Holy Pally, but with dual spec now, I have Prot as my off-spec. So I obviously went in as prot spec
I went in by the usual way people do it without the key. I dropped from my flying mount (with no gear on so no durability damage done) and died by the entrance. I rez'd in on the other side of the bars and went in.
Since I'm normally a healer, I only have mid 70's tanking gear (blues) and 1 to 2 crafted purples (lvl 80 only). I started slow and took on a group of 5 easy. I moved my way up to 8-9 adds on me. I found my threshhold was 10. I couldn't take more than 9 without pop my bubble and healing. Just use blessing of sanctuary, and all your other tanking abilities and you can easily make it to the first boss as a less than well geared 80 pally.
First Boss -
I took out his adds pretty quickly. The boss was a lot harder to work on since he starts with 127.7k HP That's a lot for a single lame geared pally with 19k HP. Throughout the fight, I was able to stay alive until he got to 15% life. I only pop'd one mana pop and kept my healing judgements going. He drops this purple shadow tube that makes him "invulnerable" so get out of those and you can keep hitting him. I only attempted him once b/c it got late, so I'm going to try again later today. We'll see how my next tries go.
If you are well geared and have the ability to regen life, I think you can get through most of it. I'm going to bring my Shadow/Holy Priest friend with me next time. We should be able to handle it just fine. Her off-heals and mana regen... we should make it to the last boss fine. I'll post an update later.
I'm mostly going for the tanking trinket. Gotta have some good large group (30+ mobs) AOE tanking gear and that trinket is perfect (even for being lvl 70).
If you can't get a Rogue to open the door to instance a high lvl Blacksmith can also open it with a
Cobalt Skeleton key
The Shattered Halls is commonly referred to as "SH," serving as the third wing of Hellfire Citadel, with Kargath Bladefist as the final boss.
It's actually referred to as "SHH" (SHattered Halls), since SH is already taken by Sethekk Halls.
Shattered Halls Dungeon Quests Guide for Burning Crusade Classic
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