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Shattered Halls Guide

The Shattered Halls are the third and most difficult of the five man instances in the Hellfire Citadel. The citadel itself straddles the Path of Glory leading to the Dark Portal and contains 3 other instances. The Citadel is the home of the Fel Orcs in Hellfire Peninsula and was built by Blackhand and Gul’dan and still houses the Kargath Bladefist.

Quests for Both Factions

Pride of the Fel Horde – Field Commander Romus at Honor Hold wants you to kill 8 Shattered Hand Legionnaires, 4 Shattered Hand Centurions, and 4 Shattered Hand Champions.

These are found along the normal route through the instance, just kill them as you come to them.

Tear of the Earthmother– Recover the Tear of the Earthmother from Warbringer O'mrogg and return it to David Wayne at Wayne's Refuge.

Drops for those that have the quest from O'mrogg.

Trash MOBs

Shattered Hall Acolytes - These are priest based MOBs. They can cast fairly big heals and have a bubble ability. They are a high priority to kill or crowd control.

Shattered Hall Legionnaires - These MOBs are in charge of each of the large groups in the Shattered Halls. They are melee fighters and generally have 4-6 other MOBs with them. They MUST die first, as their ability is to call in replacements for any MOB that dies while they are still alive. No one should jump to any other target until the Legionnaire is down.

Shattered Hall Centurions - These are close combat MOBs what are immune to pretty much all crowd control. Come in groups of two.

Shattered Hall Champions - Similar to Centurians they are immune to CC other than frost nova.

Shattered Hall Gladiators - These are another MOB that is immune to CC, other than fear and slowing effects. They have a mortal strike attack that they hit with that can hit a tank for over 1000 damage and can sometimes kill cloth wearers in 1 or 2 hits. They come in groups of 4 but start off fighting each other and will knock each other down to about 35% health before resting and repeating the fight. Wait until they are at about 40% health before pulling for a much easier fight.

Shattered Hall Reavers - They have a nasty cleave with a significant range (about 7-8 yards). Unless you have to be close, stay away from them.

Shattered Hall Dark Casters - These are essentially warlocks, they have a short range AOE fear and an AoE fire attack. The AoE does big damage so you need to stay out of it and they need to die quickly.

Shattered Hand Sharpshooters - These have a fire based DoT shot and a scatter shot that confuses the target. VEry annoying when they target your healer, as such they should be CC'ed or droped quickly in from the groups.

Grand Warlock Nethekurse

Death Coil – This attach does up to 2,000 shadow damage and causes fear for about 5 seconds.

Void Zones – During the fight Nethekurse will spawn multiple black/purple spots around his room. These void zones hit for 1000 shadow damage per tick, so you must move out quickly. He continues to summon additional ones as the fight goes on and they last for a while, so do not be surprised if there are 3 or 4 around the room by the end of the fight.

Whirlwind - At roughly 20% remaining health he will stand in place and perform a whirldwind attack.This attack will hit everyone around roughly 2000 damage per hit. He will also start throwing Shadow bolts at random players, that hit for up to 2000 damage

Warbringer O'mrogg

Immune to Taunts – Due to his multiple personality disorder he is not effected by taunts.

AoE Fear - He can cause a medium range AoE fear of about 15 yards that lasts for roughly 5 seconds.

Thunderclap - This Aoe hits everyone in melee range for about 1000 damage and reduces their movement and attack speed by 35% for 10 seconds.

Burning Fist - At several points during the fight O'mrogg's fists will start to glow and he will hit for up to 1000 additional fire damage. After a few seconds he will cast a fire based AoE around him that does up to 3000 damage.

Kargath Bladefist

Blade Frenzy – Every 30 seconds Kargath will drop aggro and run around the room hitting players at random for roughly 2000 damage. He does this for about 10 seconds and then returns to the tank.

Summon Adds – Kargath will call in reinforcements on a regular basis that add to the fight and need to be DPSed down or feared.