World of Warcraft - Halls of Reflection Guide

Written by:  • Edited by: Michael Hartman
Published Feb 15, 2010
• Related Guides: Tank | DPS | Lich King

A guide through the five man World of Warcraft instance, Halls of Reflection (normal & heroic).

Introduction to the Halls of Reflection

The Halls of Reflection are the third and final of the World of Warcraft dungeons known collectively as the Frozen Halls. These instances are designed for level 80 characters. Located inside a secured area of Icecrown Citadel on the western side, the Halls is the instance portal on in the middle of the three portals by the meeting stone. There are three bosses in the Halls of Reflection: Falric, Marwyn, and the Lich King.

The Halls of Reflection as described by Blizzard:

With Jaina and Sylvanas leading the way, adventurers who make it as far as these frigid halls will quickly recognize the weapon that lies ahead: Frostmourne, the corruptive, legendary device of the Lich King himself. The Lich King's private chambers are within reach, although they may be the death of anyone who ventures there.

Preparing for the Halls of Reflection

Halls of Reflection Map
click to enlarge
There are a few simple things players must know before starting Halls of Reflection:

  • The instance is composed of events. There are two events in Halls of Reflection, separated by a single pull. Once each event starts, it cannot be paused or controlled - meaning players will not be able to go AFK during either event.
  • You can fall off, and be trapped, on the escape route. The escape route in the Lich King battle is a ledge winding upward; it is possible to fall off this ledge. It is also possible to get ahead of the event and run past the next ice block, cutting the player off from the rest of the party. Players must stick with their escort to avoid either of these happening.

The Lich King's Commanders - Enduring the Assault

Frostmourne
click to enlarge
After players speak with their escort - Jaina Proudmoore or Sylvanas - an event will start which will pit the group against waves of undead armies, at the command of Falric and Marwyn, the Lich King's two commanders. There are ten waves total - five waves, followed by the Falric fight, and then another five waves, followed by the Marwyn fight. Both boss fights are explained on the following page.

Each wave will bring upon the players a varied selection of the below trash mobs - about three to five each wave. These come from around the room, and tanks can either choose to tank in the center of the room or in one of the cubbies behind Falric or Marwyn for line of sight (these bosses will not aggro in advance.) A balance of crowd control, threat, and maximizing DPS is key to mastering the scourge assault.

The scourge players will face are:

  • Tortured Rifleman: These hunters can cast a slowing frost trap, a freezing trap preventing all movement or actions, and Cursed Arrow, which will increase magic damage done to the target by 50% and should be decursed if possible.
  • Spectral Footman: These warriors can do a great deal of damage to the tank, including a strike that ignores all armor. They also can use Shield Bash to interrupt spell casting.
  • Shadowy Mercenary: These rogues will use Kidney Shot, Shadowstep, and two harmful poisons, and should be prioritized above all other targets.
  • Phantom Mage: These mages can freeze enemies in place, and cast the AoE spell Flamestrike. They also summon Phantom Hallucinations, which will explode upon death.
  • Ghostly Priest: These priests can knockback players within ten yards and fear players, but more dangerously, they can heal themselves and their allies. These should fall second in priority after any mercenaries.
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