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Instance Guide: Halls of Stone

#1 by breznica123456 » Wed Jul 13, 2011 8:25 am

Ok guys. I've decided to make guide to simple Wrath of the Lich King instances. Firstly I'll do two Instances which are located in Ulduar, Storm Peaks.

Ulduar: Ulduar is an area located in Northrends Storm Peaks. It contains two 5-man instances and raid. Ulduar is a giant Titan archive which is filled with information about things that ancient Titans did. Ulduar is subterranean realm of Ice and Stone which is controlled by Storm Giants and their minions the Crystal Golems. Entrance to Ulduar is well hidden and guarded. Only the smart and clever ones can sneak in it. Storm Giants are a dying race which would rather hide then battle Scourge.


Halls of Stone: This is the first large 5-man instance in Ulduar.

Bosses:
Maiden of Grief: This is the first encounter in Halls of Stone.

Abilities:
Parting Sorrow: It deals 2660-2940 damage and it drains 2660-2940 mana.
Pillar of Woe: It deals 2313-2687 Shadow damage (5088-5912 on Heroic mode) and it applies debuff which deals additional 1018-1182 Shadow damage (2035-2365 HC mode) every 2 seconds for 10 seconds.
Shock of Sorrow: It deals 1750-2250 (3063-3937 HC) and it stuns all players for 6 seconds (10 on HC).
Storm of Grief: It spawns a black cylinder on ground that does 1665-1935 (4163-4837 HC) Shadow damage to everyone standing inside on first tick and additional 602-698 (1665-1935 HC) every second for next 20 seconds.


Tactic: This is a movement-intensive fight. Since she deals mostly Shadow damage paladins should use Shadow Resisting aura. Players need to stay out of Black Holes. Players will also get stunned for short period of time. They should use some of abilities or jump into Storm of Grief to lose the stun.

Krystallus: This is the second boss in Halls of Stone.

Abilities:
Boulder Toss: It does 2380-3220 (4625-5375 on HC) damage to a player.
Stomp: It does 2375-2625 (6175-6825 HC) damage to all players in 25 yrds.
Ground Slam: It knocks all of players and it Slows their movement. Used before Shatter.
Shatter: It does damage depending on proximity to other players. Used after Ground Slam.
(Heroic Mode only move)
Ground Spike: It does 5550-6450 Nature damage to all players.

Tactic: Fight is easy if players know what to do. He doesn't do big damage but can be deadly if group doesn't know what to do. He will use Knockback and players should move from each other to minimize the damage.

Tribunal of Ages: This is the 3rd encounter in Halls of Stone.

Tactic: Players will need to protect Brann Bronzebeard from monsters. There will be five kind of adds:

Dark Rune Protector:
Charge: He will charge a player dealing normal damage plus 74.
Cleave: Deals 150% damage to near enemies and allies.

Dark Rune Warrior:
Cleave: Deals 150% damage to near enemies and allies.
Heroic Strike: Deals 2625-3375 (6563-8437) to an enemy.

Dark Rune Stormcaller:
Lighting Bolt: Deals 96-128 (3825-5175 HC) damage to an enemy.
Shadow Word: Pain: Gives a debuff to an enemy dealing 48 (1800 HC) damage every 3 seconds for 18 seconds.

Iron Golem Custodian:
Crush Armor: Reduces the targets armor by 10% it stacks 10 times for 30 seconds.
Ground Smash: Deals 96-128 (5100-6900 HC) Damage to all players in 10 yards and stuns them for 2 seconds.

Lightning Construct:
Chain Lighting: Deals 185-215 (5088-5912 HC) Nature damage to a player and it bounces to two allies.
Electrical Overload: Deals 1850 (5088-5912 HC) damage to all enemies in 10 yards.


Sjonnir The Ironshaper: This is the last boss in Halls of Stone.

Abilities:
Chain Lighting: Deals 1850-2150 (5550-6450 HC) Damage to target and it jumps to two more allies.
Lightning Ring: Deals 943-1057 (1885-2115) Nature damage to enemies every 2 seconds for as long as they remain in melee range. Lasts 10 seconds. Increases Nature damage taken by 10% per stack for 15 seconds. Stacks up to 20 times.
Lighting Shield: Has a 50% chance of inflicting 3,000 (1000 HC) Nature damage to an attacking player. Lasts 10 minutes or until 10 charges have been used up.
Static Charge: Deals 1000 Nature damage to enemies every 2 seconds for as long as they remain in melee range. Lasts 10 seconds.
Frenzy: Simple Enrage.

Tactic: Tank should get him off the platform with healer in back. DPS should kill non epic adds or they kill the healers. Everyone needs to stay away from Lighting Ring.

-- Wed Jul 13, 2011 9:26 am --

breznica123456 wrote:Ok guys. I've decided to make guide to simple Wrath of the Lich King instances. Firstly I'll do two Instances which are located in Ulduar, Storm Peaks.

Ulduar: Ulduar is an area located in Northrends Storm Peaks. It contains two 5-man instances and raid. Ulduar is a giant Titan archive which is filled with information about things that ancient Titans did. Ulduar is subterranean realm of Ice and Stone which is controlled by Storm Giants and their minions the Crystal Golems. Entrance to Ulduar is well hidden and guarded. Only the smart and clever ones can sneak in it. Storm Giants are a dying race which would rather hide then battle Scourge.


Halls of Stone: This is the first large 5-man instance in Ulduar.

Bosses:
Maiden of Grief: This is the first encounter in Halls of Stone.

Abilities:
Parting Sorrow: It deals 2660-2940 damage and it drains 2660-2940 mana.
Pillar of Woe: It deals 2313-2687 Shadow damage (5088-5912 on Heroic mode) and it applies debuff which deals additional 1018-1182 Shadow damage (2035-2365 HC mode) every 2 seconds for 10 seconds.
Shock of Sorrow: It deals 1750-2250 (3063-3937 HC) and it stuns all players for 6 seconds (10 on HC).
Storm of Grief: It spawns a black cylinder on ground that does 1665-1935 (4163-4837 HC) Shadow damage to everyone standing inside on first tick and additional 602-698 (1665-1935 HC) every second for next 20 seconds.


Tactic: This is a movement-intensive fight. Since she deals mostly Shadow damage paladins should use Shadow Resisting aura. Players need to stay out of Black Holes. Players will also get stunned for short period of time. They should use some of abilities or jump into Storm of Grief to lose the stun.

Krystallus: This is the second boss in Halls of Stone.

Abilities:
Boulder Toss: It does 2380-3220 (4625-5375 on HC) damage to a player.
Stomp: It does 2375-2625 (6175-6825 HC) damage to all players in 25 yrds.
Ground Slam: It knocks all of players and it Slows their movement. Used before Shatter.
Shatter: It does damage depending on proximity to other players. Used after Ground Slam.
(Heroic Mode only move)
Ground Spike: It does 5550-6450 Nature damage to all players.

Tactic: Fight is easy if players know what to do. He doesn't do big damage but can be deadly if group doesn't know what to do. He will use Knockback and players should move from each other to minimize the damage.

Tribunal of Ages: This is the 3rd encounter in Halls of Stone.

Tactic: Players will need to protect Brann Bronzebeard from monsters. There will be five kind of adds:

Dark Rune Protector:
Charge: He will charge a player dealing normal damage plus 74.
Cleave: Deals 150% damage to near enemies and allies.

Dark Rune Warrior:
Cleave: Deals 150% damage to near enemies and allies.
Heroic Strike: Deals 2625-3375 (6563-8437) to an enemy.

Dark Rune Stormcaller:
Lighting Bolt: Deals 96-128 (3825-5175 HC) damage to an enemy.
Shadow Word: Pain: Gives a debuff to an enemy dealing 48 (1800 HC) damage every 3 seconds for 18 seconds.

Iron Golem Custodian:
Crush Armor: Reduces the targets armor by 10% it stacks 10 times for 30 seconds.
Ground Smash: Deals 96-128 (5100-6900 HC) Damage to all players in 10 yards and stuns them for 2 seconds.

Lightning Construct:
Chain Lighting: Deals 185-215 (5088-5912 HC) Nature damage to a player and it bounces to two allies.
Electrical Overload: Deals 1850 (5088-5912 HC) damage to all enemies in 10 yards.


Sjonnir The Ironshaper: This is the last boss in Halls of Stone.

Abilities:
Chain Lighting: Deals 1850-2150 (5550-6450 HC) Damage to target and it jumps to two more allies.
Lightning Ring: Deals 943-1057 (1885-2115) Nature damage to enemies every 2 seconds for as long as they remain in melee range. Lasts 10 seconds. Increases Nature damage taken by 10% per stack for 15 seconds. Stacks up to 20 times.
Lighting Shield: Has a 50% chance of inflicting 3,000 (1000 HC) Nature damage to an attacking player. Lasts 10 minutes or until 10 charges have been used up.
Static Charge: Deals 1000 Nature damage to enemies every 2 seconds for as long as they remain in melee range. Lasts 10 seconds.
Frenzy: Simple Enrage.

Tactic: Tank should get him off the platform with healer in back. DPS should kill non epic adds or they kill the healers. Everyone needs to stay away from Lighting Ring.
Rageftw- lvl 80 Orc Warrior 5.9k gs (Eternal Raiders)
Zuluhead- lvl 80 Troll Shaman 6k gs (Eternal Raiders)

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