WoW WotLK Classic Dungeon Guide: Halls of Stone (Normal/Heroic)
In the icy north of Northrend you will find the titan complex Ulduar in the northern part of the Storm Peaks. To the west of these massive structures is the 5-player dungeon Halls of Stone – on the other side, by the way the halls of lightning. With the release of WoW WotLK Classic, both dungeons will be very popular again – that’s why we have refreshed our instance guide for you!
In the Halls of Stone, the rune dwarves and their gigantic protectors await your party. Hordlers land at Grom’arsh crash site and ride north, Alliance camps at Bran’s base camp. Only Bran Bronzebeard gives you a quest; you can find him in the instance. After you have entered the halls, you are already taking on the first opponents!
- The rune dwarves usually appear in groups of three. Be especially wary of the Dark Runetheurgs. They occasionally attack the group with forked lightning. Interrupt their spells and kill them first. After that, it’s up to the elementalists. They occasionally summon an air elemental and attack with lightning bolts. The warriors have the usual cleavage attack, but they don’t pose much of a threat.
- The Relentless Constructs often stand around in double packs. Occasionally they charge around, but that doesn’t bother you. After a good beating, they will short circuit, dealing significant Nature damage in a ten yard radius after three seconds. If this happens, simply walk away from the construct or kill it before the short circuit is cast.
The usual Rune Dwarves and Dark Rune Giants patrol the next room. Make sure you only engage one group at a time. The giants have no special abilities, but do a lot of melee damage to the tank. Once you have eliminated the opponents, you choose the only available exit in the right wing of the hall. After a few meters and a few dead rune dwarves, you’ll be spoiled for choice. Three possible paths lead you into the winding sections of the instance. First choose the left fork, which leads you into a kind of quarry.
Before you take on the boss of the wing, you have to fight your way through some attackers again. The rune scholars like to counter your spells. The workers and rune shapers don’t pose much of a threat. You’ll occasionally come across groups of stonelings. They have a low number of hit points and you can fight them with area damage. However, watch out for the rune overseers who occasionally take over one of your fellow combatants. At the end of the path you will encounter the giant Krystallus.
Krystallus packs quite a punch, so keep heal-over-time spells active on your tank if you have them available. The boss has only one ability that makes your life really difficult. Like Gruul, Krystallus stomps the earth and throws you around. Your movement speed will then gradually decrease until you are rooted. After that, the giant will smash you. The closer you are to each other, the more damage you take. So try to gain as much distance from each other as possible in the short period of time.
In the heroic version, Krystallus has one more ability. The “ground spike” deals damage to a random player – so the healer has all sorts of things to do. As soon as Krystallus shakes the earth, you should run away from each other as soon as possible. Unlike normal mode, smashing here is deadly if you don’t move.
After Krystallus has died, you go through the hole in front of you back to the fork in the road. Now choose the right path to run into other Runentheurgs. Further back you will encounter the well-known giants and some constructs. In the back hall, the Maid of Sorrow awaits you, the second boss.
The fight with the Maid of Sorrow is straightforward. The Pillar of Sorrows hits a random player with shadow damage, which your healer compensates for. If possible, remove the magic damage-over-time effect that the pillar causes to save some work for your healer. Occasionally, the damsel will throw a huge black storm of sorrow under your feet. You will receive regular damage if you remain in it – so run out of the cloud. The boss’s third ability is a stun effect that engulfs the entire party. After that, you are incapacitated for six seconds – only damage can cancel the effect. So when casting Grief Shock, go into a storm of grief to get relatively low damage for a short time. Once the damsel has cast the grief shock, the stun effect is immediately canceled and you can step out of the black area again.
The Maiden of Sorrow gains an additional ability in Heroic mode. Her “Parting Pain” drains mana from a random player and converts the mana burned into damage. It is particularly important for your healer to face the storm of grief while casting Griefshock. He prevents the incapacity, which is a full ten seconds in heroic mode, and can continue to supply the tank.
Back at the fork in the road, take the last remaining path. In addition to some familiar enemies, after a while you will come across some rampaging constructs with no special abilities. In addition, find Brann Bronzebeard and accompany him to the Tribunal of Ages.
The Tribunal isn’t really a boss. Instead, you accompany the great explorer Brann Bronzebeard on his quest for the origin of the dwarves. If Brann survives the trip, you can loot treasures from a chest.
Once inside the rear chamber, Brann fumbles with a console that activates a locking mechanism. Little by little, the faces on the wall are activated and nasty rune dwarves want to get to Brann. Protect the dwarven explorer by eliminating all enemies. The rune protectors charge you and have a cleave attack. Stormcallers primarily attack with lightning strikes and a “shadow word: pain”. Occasionally, Iron Golem Keepers will also appear, who have more hit points. Your tank will grab as many enemies as possible since Brann can’t take much damage. Besides, the faces on the wall bother you. The first face shoots lightning bolts at random players. You can’t do anything about it, but the damage isn’t too high. The second face slowly fires black dark matter at you, slowing you by 30 percent for five seconds on hit. You also take 50 percent more damage and deal 1,885 to 2,115 points of damage to nearby players. The third face shoots a fiery beam that you better dodge.
In the heroic variant of the search for ancestors the abilities of the second face in particular change. The Dark Matter slows your movements by 50 percent once you are hit by it. In addition, you take 100 percent more damage and deal 4,713 to 5,287 points of damage to nearby players. So remove yourself from the group as soon as the matter hits you. Again, pay special attention to Brann and make sure that your tank catches all opponents in good time.
After helping Brann, you can order him into the circular room where you first eliminated the standard enemies. There he opens a door that leads to the final boss Sjonnir.
Sjonnir the Iron Shaper is a master of lightning and accordingly hurls a lot of electric light beams at you. Watch out for static-charged fellow players. Nearby heroes receive periodic lightning damage, so keep your distance. Once Sjonnir surrounds himself with his lightning ring, everyone walks away from the boss. This way you prevent a lot of damage to the group and you can take care of the standard enemies that appear from the machines on your sides. Kill the ooze before it coalesces into a large iron slag. Their toxic salvo is quite unpleasant and you can prevent it this way. Towards the end of the fight, the Ironshaper goes into a frenzy, so you’d be wise to end the fight quickly.
Sjonnir has no new abilities in Heroic mode. Therefore, you can use the same tactics as in normal mode: keep your distance from each other to minimize the damage of static electricity. Once the boss casts his “Lightning Ring”, move away from Sjonnir and deal with the helpers that appear.
Reference-www.buffed.de