Ok this is my second guide to Ulduar instances.
Halls of Lighting: This is the second large 5-man instance in Ulduar.
Bosses:
General Bjarngrim: This is the first boss in Halls of Lighting.
Abilities:
Battle Stance:
Battle Aura: Increases attack speed by 25%. Switches to a different aura when changing stances.
Cleave: He deals 110% Weapon damage to target and two nearby players.
Berserker Stance:
Berserker Aura: Increases damage done by 25%. Switches to a different aura when changing stances.
Mortal Strike: It does 200% weapon damage and applies a debuff which reduces the healing on that target by 50% for 5 seconds.
Whirlwind: Deals 75% Weapon damage every 2 seconds to all players that are close to him. Lasts 8 seconds.
Defensive Stance:
Defensive Aura: Decreases all damage taken by 25%. Switches to a different aura when changing stances.
Intercept: Charges at random target and dealing 65 damage and stunning them for 3 seconds.
Knock Away: Deals 20% normal damage to nearby players and knocks them back.
Spell Reflection: Reflects the next caster spell for 8 seconds.
Ironform: Provides immunity to Bleed, Poison, and Disease effects. Also increases armor by 20%. Lasts 8 seconds.
Pummel: Deals 15 normal damage and interrupts casting for 5 seconds.
Slam: Deals 120% damage to target.
Stormforged Lieutenant:
Arc Weld: Applies a debuff to player who will take Nature damage for 10 seconds while moving.
Renew Steel: Heals Bjarngrim for 10% health every 2 seconds. Lasts 6 seconds.
Tactic:
Tactic is really simple. If the group wants to kill him easily they should wait for his buff Electric Charge to fade. They should mainly kill Lieutenants first cause they heal Bjarngrim with Renew Steel. When he casts Whirlwind DPS stay away.
Volkhan: Volkhan is the second boss of Halls of Lighting.
Abilities:
Temper: Summons several Molten Golems.
Heat: Heals a Molten Golem for 20% (30% HC) health.
Shattering Stomp: Shatters all Molten Golems dealing 2313-2687 (4625-5375 HC) damage to all players.
Tactic:
This is an easy fight for a group with high gearded DPS. For every 20% health he uses Volkhan will go to his anvil and summon couple of golems. When he uses Shattering Stomp there will be an emote warning players that Golems are about to explode. When that happens group should go away from Golems.
Ionar: Ionar is third boss of Halls of Lighting.
Abilities:
Ball Lighting: Deals 2013-2587 (4113-5287 HC) Nature damage to a player. Can be dodged.
Static Overload: Applies a debuff to a random player inflicting 1249-1451( 2498-2902 HC) Nature damage every 2 seconds for 10 seconds to him and nearby players. After 10 seconds an explosion occurs inflicting 2,313 to 2,687 Nature damage to all players within 8 yards range and knocking them back.
Disperse: Splits itself into Sparks of Ionar at about 50% health.
(Only in Sparks of Ionar)
Arcning Burn: Deals 602-698 ( 925-1075 HC) Nature damage to players around him and applies debuff which increases Nature damage taken by 2. It stacks 99 times as long as player is in proximity. Lasts 10 seconds.
Tactic:
Fight is simple and fun. Players with Static Overload should move from the group to avoid Friendly Fire. Ball of Lighting can be dodged by moving. At 50% HP he will become invincible and splits into Sparks of Ionar. Move away from him.
Loken: This is final boss of Halls of Lighting.
Abilities:
Pulsing Shockwave: Deals Nature damage to all players for 2 seconds throughout raid. Damage taken depends on distance from Loken.
Arc Lighting: Deals 3238-3762 Nature damage to a player. It can jump to other players.
Lighting Nova: Deals 6013-6987 (10638-12362 HC) Nature Damage to all players within 20 yards. Cast time is 5 seconds.
Tactic:
The main goal of the fight is to get low damage. Players who are further away from him will get more damage from Aura. On Lighting Nova players have a choice. Either to run away and take Aura damage. Or stay and take damage from Lighting Nova. Gearded players should stay.








