Talon king ikiss tactics:
Abillitys:
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.
this can be stealth ran with 2 druids and 3 rogues alternative 3 druids 2 rogues, very ez. as long as every1 know what theyre doing
or rather 2 manned with just 1 rogue and 1 drood
I was in a group for him once with a paladin tank, but I forget the rest of the group members. What we did was have the paladin keep him in one corner so we all just hid behind the same pillar each time. When our healer died, since I was a shadow priest I switched out of shadow form and healed like a mad man to keep us all alive but we did it. I even got a blue cape out of it.
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.
:O the same happened to me but at 68 =D
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?
If you are all mid 60s with reasonably good gear this should take you no longer than 2 hours, we did it in about 90 mins with a 66 hunter, ice mage, fire mage, and a 69 shaman and 70 tank (me). I'd suggest the tank be 68+ where poss, or at least have huge HP if lower than that. Bears are particularly good here, lots of high dmg being thrown about so the extra HP makes a big diff, spesh if your healer isnt as high as the tank (thats actually a handy trick we use if ever we take a healer anywhere that is a lil low, gives them more time to heal)
Aracane pots are a must for the above boss (for the tank). 1 b4 the fight 1 during, minimal AE dmg :) Tried the pillar method mentioned above, tanked on 1 pillar everyone else ducks behind when the AE comes. Cos of the arcane pot, I didnt bother moving (13300 HP and 178 arcane res also helped tho, so grab a Kara tank if you can lol). Got him 1st go, only had 1 death the whole run (fire mage not looking at KTM lol).
You can do all of Auchindoun in about 4 - 5 hours with the right group, some great pre-raid drops too throughout!
good luck, fun dungeon/s :)
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.
Easy!!
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: http://wow.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=656
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.
is 68 high enough for this place, i am a full prot tank so... any advise would be nice ty.
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yes
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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
lawlz!
he pops a giant /ra across the screen sayoing he is going to channel arcane one shot kill you..
when you see that run as fast as you can out of LOS (line of sight) and you wont be eliminated..
everyone, including tank should run. he wont follow.
he also teleports many times just before he explodes, so make sure you are ready for that.
very easy boss if you dont get hit with aoe.
Something similar happened with me... we had no 70s in the group that time: 69 prot warrior tank (me), 69 hunter, 67 holy paladin, 69 warlock, 68 mage. This was right after a patch, and the entire server was very laggy (as is not uncommon on patch day).
So, we clear the trash, and the mage and pally sit down to eat and drink. The warlock lagged out and ran straight into the boss. When his lag caught up with him, he turned and tried to run back to us (as we were trying to go catch up with him) and as a result the boss AOEd with us not at full health/mana and not behind anything - he immediately killed both the clothies, so we started the fight with 3 injured people and low mana. The hunter lasted until about 60%.
After that, it basically it went like this:
1) boss polys pally, pally regens all health and mana
2) tank and boss beat on one anothe
3) tank hides from AOE, AOE breaks poly
4) pally heals tank to full
5) boss polys pally...
It was a looong fight. At about 40% I switched to a 2h instead of 1h+shield just to make it go faster, and still was only to about 30% health when the poly broke.
The moral of this story is that this boss can be 2-manned by non-70s, if both are patient. :-)
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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 :)
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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.
we did it with a lvl 66 prot warr tanking (me :D)
lvl 68 Arms warr
lvl 70 feral (DPS) druid
lvl 68 shadowpreist healing
lvl 67 frost mage
we swept through the entire instance with virtually no downtime, no wipes throughout the entire thing. just gotta know the boss strategies ;)
Anyone know if this can be Stealth ran on Heroic?
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Do you hate the Coilfang Defenders in heroic Slave Pens? Then you'll just freakin LOVE the Guard/Ravenguards here. Hit just as hard and are unCCable. This is where all our wipes came from.
Fire mage (me), hunter, warrior, priest and rogue, all with 1/2 epics or more.
Otherwise, not too too bad here. Nothing really to note beyond the regular version. My boss strats on their individual pages.
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Yeah, on heroic mode those guys are bastards.
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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 too much 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!
I don't know why, but when you get exalted in a faction, you will allways have 999/1000 reputation. Well, that's what I have in tranqulien (not worth the time spend). Since "exalted" is the final stance, it's probably not possible to get any more reputation after you've reached it.
Ran it last night with some guildies,
lvl 70 BM hunter
2 lvl 70 Mage's (One Frost and one Fire)
lvl 70 Paly Tank
and a 68 pally healer
We rinsed our way through the instance took about an hour to get to Ikiss, we got there and followed the main rules for the boss, hid behind the pillars, he blinked to someone who had wondered a bit too far away from main group and this pulled him behind the pillar with us. Released his crazy AoE and all DPS died. Tank and healer managed to stay alive and they kept going. Boss had 30% HP but the tank and the healer healed each other when needed and tank kept attacking, everyone else sat there dead but laughing thinking they would die in about 2 seconds flat. after 5 mins the boss was down to about 15% life and it became abundent that it would be possible for the two if them to take him down. Another five mins of a very impressive tank/healer combo and it was all over, we'd won, they rez'd us all and we looted, my damn Desolation armor was nowhere to be seen tho... Nevermind, maybe next time.
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Ran it last night with some guildies,
lvl 70 BM hunter
2 lvl 70 Mage's (One Frost and one Fire)
lvl 70 Paly Tank
and a 68 pally healer
We rinsed our way through the instance took about an hour to get to Ikiss, we got there and followed the main rules for the boss, hid behind the pillars, he blinked to someone who had wondered a bit too far away from main group and this pulled him behind the pillar with us. Released his crazy AoE and all DPS died. Tank and healer managed to stay alive and they kept going. Boss had 30% HP but the tank and the healer healed each other when needed and tank kept attacking, everyone else sat there dead but laughing thinking they would die in about 2 seconds flat. after 5 mins the boss was down to about 15% life and it became abundent that it would be possible for the two if them to take him down. Another five mins of a very impressive tank/healer combo and it was all over, we'd won, they rez'd us all and we looted, my damn Desolation armor was nowhere to be seen tho... Nevermind, maybe next time.
Impressive story man :)
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Sethekk Halls is the eastern instance in the circular setup of Auchindoun.
Shadowstep rogue with 10.7k hp and a resto druid killed last boss in heroic sethekk halls. Might release a movie on this event on WCM don't know yet.
Axull
Sunstrider
Did last boss on heroic mode with just me (A feral druid) and a rogue. We just stealthed in and killed him after 5-6 min of fighting. I was TK/ssc geared and the rogue was waering gladiator gear.
Many people don't want to run this instance, and I don't know why.
On normal (not even heroic):
Over 15 greens dropped, one of which DE'd into a large prismatic for me.
The first boss dropped a blue which nobody needed, and I the large prismatic (#2 on the day).
The second boss dropped 2 pants from sets (Incanter's Regalia, etc.), one of which I lost the roll on and the other of which I didn't get the large prismatic on.
The two quests I completed both gave blues, which I went on to DE into large prismatics, and a total of 25g or so at level 70.
So in one hour's time, I got 4 large prismatics with just a little luck, and I could've had as many as 5 (not including the lucky green DE). So I earned 145g+ in an hour, and it's possible to earn 175g+ in an hour. All at the same time as getting experience (if you need it still) and lower city rep.
And in a group that wasn't too well geared (though we were all 70's), we only had one death (me). I reccomend at least 2 mages (we had 3 and only had to fight as many as 2 monsters at a time) and maybe a huntard for CC.
Have fun, and FOR THE HORDE!
P.S. NEVER MIND, DOESN't WORK AS OF LAST PATCH.
A helpful tip on the last boss- if the guy he sheeps is a DPS (basically not your tank or healer) and he's fairly low on health, don't dispell it! Sheep greatly increases regeneration- he will be at full health by the time it's over. A word of caution- if he sheeps you and then starts casting his arcane explosion, dispell it quickly to have time to run behind the pillar.
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Man, I found this to be one of the tougher instances I've tackled. We went in normal with:
70 BM Hunter
69 Rogue
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.
Good luck!
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.
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