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JeremiahRex
23-06-2007, 09:35 AM
I made serious progress today in Shattered Halls. I actually beat the first boss, and got a nice hunter belt and I was feeling pretty good. We died a few times, mainly because we lacked good crowd control. We had a good warrior, a priest, a warlock, a enhancement shaman and my hunter.

My experience with this instance has lead me to believe that this instance needs a mage, a rogue AND a hunter just so you can knock three mobs out. We actually didn't do too bad most of the time because the shaman off tanked a mob when it came loose and I trapped about 75% of the time.

My only big beef was with the warlock. He went crazy in the sewers and started upping his DPS somehow. He was asking me to print DPS after every pull and it was getting nuts. After our healer left before the gladiator hall, I checked to see how much healing everyone took. The tank was something like 45% and the warlock was 25%! After all that he was only about 3% ahead of me in damage done.

Why does Shattered Halls seem so tough? I've done Shadow Labs and it was a cakewalk. Is it just the number of mobs? I know that I often have a difficult time hitting mobs in the assigned order. Are there any tricks to keeping fire focused? Hopefully I'll run it again tomorrow because it is extremely difficult to get a group together for this instance!

sacrengreus
23-06-2007, 10:57 AM
Marking your targets with the raid markers is the easiest way to keep focused fire. Skull for first kill, 'x' for 2nd kill, Moon for trap target, etc... Also DPS having a macro that says "/assist playerx" and spam it a few times after a target dies keeps you on the tank target. and specifically in SH always kill the Legionaires first! Multiple CC is great in SH but not completely necessary if everyone is working together and you have a plan. It's tough to steamroll SH if you aren't in a group that knows the place inside and out.

ExculMazhul
23-06-2007, 12:02 PM
Well, to me, it sounds like you were doing fine except for your Warlock closer to the end.

clevins
23-06-2007, 12:14 PM
I've gotta call out something that sacrengreus mentions...

kill the Legionnaires first! If they call for reinforcement you'll almost certainly wipe

Not sure what your lock was doing... locks need to watch things like fear in there or they can fear a mob into a new group and you'll die.

I like SH now... tough at first, but a quick fun run for rep now. On Heroic... *shudder* I don't even want to think about that

dwarfenhelm
23-06-2007, 01:54 PM
2 types of cc is enought for shat halls. if the lock had the sucubus out ands seduced a person as well as your trap then it shouild have been fine.
the first few trips in that place was a nightmare now i find it a fairly easy instance as long as you chose your ground to fight.
but that lock going uber on the dps like that and getting so much healing is silly people need to understand dps dont matter if you keep getting killed. all work together and instances get so much easier

Zalath
23-06-2007, 03:24 PM
First of all, before the nerf, Shadow Lab was about as hard as SH as there were much more mobs there.

A little comment about rogues - rogues are good for one thing in SH - opening the locked door to GW NC, other than that sap is not as useful as a caster/hunter CC because of patrols et al.

For my runs in heroic, we used to go with two CC-able classes (mage, lock, hunter), a healer and two tanks (at least of them a druid). CC is not necesary if you have offtanking abilities, or if your tank is strong enough to handle multiple mobs. Also, you can ignore the gladiator mobs if you're careful, which elimintes some of the harder pulls.

WatcherZero
23-06-2007, 07:42 PM
2 CC is essential when starting out there, as your gear/skill improves it can be reduced to 1cc and then to 1 off tank, infact what we did there on Heroic (at the time everyone full t4) was have MT tank all the mobs while an offtank picked up one to be killed then another etc.

clevins
23-06-2007, 08:22 PM
A couple of other thing... in the sparring hall pull the first group and the pits back to the previous room... that greatly reduces the chance that extra mobs will get aggroed. And, of course, pull the pits when they've beat each other to about 40% hp.

The best stratagy for the gauntlet, esp if you have good AoE is to run, don't aggro mobs, get in front of the ME or heal the MT, and then duck into the cut just before the end of the hall... then burn down the mobs

Zalath
23-06-2007, 09:13 PM
A couple of other thing... in the sparring hall pull the first group and the pits back to the previous room... that greatly reduces the chance that extra mobs will get aggroed. And, of course, pull the pits when they've beat each other to about 40% hp.

The best stratagy for the gauntlet, esp if you have good AoE is to run, don't aggro mobs, get in front of the ME or heal the MT, and then duck into the cut just before the end of the hall... then burn down the mobs

Or just ignore the pits.

clevins
23-06-2007, 09:20 PM
Yep... depends if you need the rep or not. If not, or if you're just after boss drops, just stick to the middle of the hall so you don't accidentally aggro them

Justinledwards
25-06-2007, 02:58 AM
Good tank doing lots of thunderclaps and demo shouts
Trap 1, seduce or stun another, leaves you with 5 at worst. Focus fire through them - as long as focus fire, then the tank will hold the adds and he should be the one that needs most of the healing.

coani
25-06-2007, 08:26 AM
fast easy normal sh:
tank pally for aoe aggro+pulls
healer
3 aoe classes (mage is a huge plus to lock down mobs with frost nova, lock seedbombing = mobs dead fast (or lock dead fast if mobs ain't locked down ;)
(I fully clear sh in 30min on average with group like that)

plan b:
2+tanks + healer + dps focus firing
(recently did a late night run with 2 feral druids + healer + me on lock + some random dps. again, fast & easy ^^)


I'll repeat: *always* focus down legionnaire first, or you will get adds in fight.
cc archers if you can, their shots can be annoying while tanking down melee. casters tend to drop rain of fire all over, which can be easily avoided.

moopy
25-06-2007, 12:10 PM
A couple of other thing... in the sparring hall pull the first group and the pits back to the previous room... that greatly reduces the chance that extra mobs will get aggroed. And, of course, pull the pits when they've beat each other to about 40% hp.

Also, an important thing- DO NOT SAP. It causes a massive mob train in this part :)

WRT another comment, about the casters and rain of fire, a rank 1 earthshock works a treat.

More general advice: Relax, focus fire. Use marks if the group isn't so good at assisting the tank. If a couple of groups get pulled, the DPS should stop for a few seconds while the tank grabs enough aggro to make it safe for the healer- the only thing DPS should do during overpulls is crowd control. After all the mobs are safely on the tank, go back to focus fire. More haste, least speed.

MadYak
25-06-2007, 03:56 PM
Meh, I've ran SH many, many times in the grind for the exalted HH caster sword for my lock. I ran it tonight with a guild druid tank.

Honestly, it was horrible. The tank could barely hold aggro on two mobs at once, and we only had myself & the rogue as CC (Other dps was boomkin). While the rogue and I kept 3 mobs CCed, there're some pulls where you're dealing with 2 elites & 2 nonelites or 3 elites all on the tank, and he just couldn't hold it all.

Honestly I dunno if I was expecting too much for him to hold 3+ mobs. I'm just glad our healer was fantastic, the tank never went down first, and he kept us all alive somehow.

Zircor
25-06-2007, 04:50 PM
Also, an important thing- DO NOT SAP. It causes a massive mob train in this part :)




I dunno about this, have run with rogues a few times and sap seems to work frickin awesome. Typical group I'm in consists of rogue/mage/hunter, tank, healer, and myself (lock). Sap seemed to work pretty decently, as well as sheep and ice traps. I've tried seduction from succubus but for some reason never seems to work (OTOH I've never USED sedu before so may just be I don't know how to properly keep it applied).

Naedea
25-06-2007, 07:27 PM
I dunno about this, have run with rogues a few times and sap seems to work frickin awesome. Typical group I'm in consists of rogue/mage/hunter, tank, healer, and myself (lock). Sap seemed to work pretty decently, as well as sheep and ice traps. I've tried seduction from succubus but for some reason never seems to work (OTOH I've never USED sedu before so may just be I don't know how to properly keep it applied).

I've seen sap work fine on them, and I've seen it pull the gladiator pack twice.
It may have something to do with the position of the person who the sapped mob goes to when sap wears off. Both times the sap pulled gladiators, it was the rightmost mob, and I'm not sure what mob it was, but we wiped once, and killed 12 at once the 2nd time it happened (Paladin healer's guildmates say they'd never seen him drink after a pull before, haha).

clevins
25-06-2007, 07:37 PM
And that's why we pull the first half of the sparring hall all the way back into the room before the hall. That way your position won't matter - you're not near the pits. Still fails sometimes... we aggroed a pit and long, very fun fight ensued. 14 of them died, none of us did. Great play by everyone, but props to the healer... she had mana left at the end of all that too.

EasyB
01-07-2007, 06:09 PM
Yesterday I made two wonderful Shattered Halls runs.

Paladin Tank
Frost Mage (0/0/61)
Arcane/Frost Mage (40/0/21) < me
Paladin Healer
Rogue

Tank was great. Never ever got aggro, no matter how hard I nuked. Me and the other mage basically aoed every large group. Last boss, Paladin tanked boss and all the adds that were coming. We nuked the boss. That was it. Walk in the park.

Pongle
02-07-2007, 03:10 AM
I've tanked SH with no CC at all (multiple times), SH is not a hard zone to tank by any means.

The reason it seems tough is because your Warrior wasn't very good at holding big pulls down or because your dps split dps like nubs.

Also: kill the leader mobs (legionnaires / centurions) first, always.