Halls of Reflectionedit
From WoWWiki
| Halls of Reflection | |
|---|---|
| FH3 / HoR | |
| Halls of Reflection loading screen | |
| Location | Icecrown Citadel, Icecrown Glacier |
| Race(s) | |
| End boss | The Lich King |
| Instance info | |
| Type | Dungeon |
| Advised level | 80 |
| Player limit | 5 |
Bosses
| |
| Icecrown Citadel |
|---|
| The Frozen Halls |
| The Forge of Souls (5) |
| Bronjahm Devourer of Souls |
| Pit of Saron (5) |
| Forgemaster Garfrost Krick and Ick Scourgelord Tyrannus |
| Halls of Reflection (5) |
| Falric Marwyn The Lich King |
| Icecrown Citadel (10/25) |
| Lower Spire Lord Marrowgar Lady Deathwhisper Gunship Battle Deathbringer Saurfang The Plagueworks Festergut Rotface Professor Putricide The Crimson Hall Blood Prince Council (Valanar, Keleseth and Taldaram) Blood-Queen Lana'thel Frostwing Halls Valithria Dreamwalker Sindragosa The Frozen Throne The Lich King |
- For the greater complex of which this dungeon is a part, see Frozen Halls.
- For the achievement, see The Halls of Reflection.
The Halls of Reflection is the third and last wing of the Frozen Halls instances of Icecrown Citadel, released in patch 3.3 It is considered the hardest 5man instance due to the difficulty and loot. The Halls of Reflection are the private chambers of the Lich King, the only place where he lets his guard down. Judging by the loading screen and map, it appears to be a dark, twisted replica of Lordaeron's imperial chamber.
Contents |
Attunement
To become attuned and unlock the doors to the Halls of Reflection, players are required to complete the quest Deliverance from the Pit (Alliance) / (Horde) in the Pit of Saron as part of the Frozen Halls story line quest chain. Pit of Saron has its own "attunement" prerequisite quest that must be completed in the Forge of Souls.
Additionally, the new group finder has a minimum required gear score that must be satisfied before you can be queued for the instance. This minimum only applies to groups formed through the Dungeon Finder; any level 80 player may enter directly through the portal.
Lore
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 and weapon 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.
The events of the dungeon play out in the following quests:
| Alliance | Horde |
|---|---|
|
|
|
Dungeon denizens
Bosses
- Falric and Marwyn
- Captains for Arthas Menethil in life, Scourge commanders for the Lich King in death, Falric and Marwyn will be summoned to the Halls of Reflection for one purpose: destroying all intruders.
- The Lich King
- Sylvanas, thirsty for vengeance against the corrupted prince who sentenced her to an existence as an undead monstrosity, and Jaina, eager to find a flicker of Arthas's soul locked somewhere within the Lich King, have brought their hand-picked allies to this final confrontation. Arthas's true power may only now be discovered. Is there any hope in this mission, or does only death await?
The "fight" against him is more of a damage race, in which players must escape lest they be struck down by the wrath of the Lich King (literally).
Monsters
| Mob | Normal mode notes | Heroic mode |
|---|---|---|
| Sword's Rest | ||
| Ghostly Priest | High elf. Shadow Word: Pain: 1,200 shadow/2 for 8 sec. Circle of Destruction: 1369-1631 shadow AoE + knockback. Cower in Fear: 4 second fear. Dark Mending: Heal for 32-37k | SW:P: 2,500/2. CoD: 3,194-3,806. Dark Mending: 51-59k. |
| Phantom Mage | Human. Fireball: 5,225-5,775 fire. Flamestrike: 3,700-4,300 fire + 6k over 8 sec. Frostbolt: 4,750-5,250 frost. Chains of Ice: 6 sec root. Hallucination: Summons in a hallucination with same health as mage. | Fireball: 6175-6825. Flamestrike: 5625-5375 + 8k/8. Frostbolt: 5225-5775. |
| Phantom Hallucination | Human. Summoned by the mage at ~50% with same health/abilities as mage. Explodes for 6k damage when killed. | Explodes for 10k when killed. |
| Shadowy Mercenary | Human rogue. Deadly Poison: 465 nature/3 sec for 12. Shadowstep: 3,000 damage. Envenomed Dagger Throw: 465 nature/3 sec, -15% movement speed for 12 sec. Kidney Shot. 3 sec stun | Deadly: 1065/3 sec. Shadowstep: 7,000 damage. EDT: 1065/3 sec |
| Spectral Footman | Human warrior. Spectral Strike: 100% weapon damage, ignores armor. Shield Bash: 10% weapon damage, 4 second interrupt. Tortured Enrage: +100% melee attack speed for 8 sec. | Shield Bash: 20% weapon damage |
| Tortured Rifleman | Dwarf hunter. Shoot: 2775-3225 damage. Cursed Arrow: +50% incoming magical damage for 15 sec. Ice Shot: 4275-4725 damage, 2 sec stun. Frost Trap. | Shoot: 4163-4837 damage. Ice Shot: 5700-6300 damage. |
| Before the Shadow Throne | ||
| Frostsworn General | Bone giant. Throw Shield: 7,400-8,600 damage, 2 sec stun. | |
| Spiritual Reflection | Reflections of the party members. Baleful Strike: 2025-2475 damage on tank. Spirit Burst: 3238-3762 shadow within 15 yards | Baleful Strike: 2925-3575 damage. |
| Hidden Passage | ||
| Raging Ghoul | Ghoul. Leap: 5-30 yd range. | |
| Risen Witch Doctor | Vargul. Shadow Bolt: 2828-3172 shadow. Shadow Bolt Volley: 2828-3172 shadow. Curse of Doom: 4,000 shadow after 15 sec. | Shadow Bolt: 4242-4758 shadow. Volley: 4242-4758 shadow. Doom: 6,000 shadow after 15. |
| Lumbering Abomination | Abomination. Vomit Spray: 6938-8062 nature, +20% incoming damage for 8 sec. Cleave: 110% melee swing to two. | Vomit Spray: 9250-10750 nature. |
Strategy
Halls of Reflection is the hardest heroic in the game. Most groups will find the most challenging part to be the waves of trash before the first two bosses. The mobs hit very, very hard, and several of them are ranged, making them difficult for tanks to corral.
There are two basic approaches. In one, everyone hides in the alcoves near Falric or Marwyn, thus blocking line of sight and forcing the mobs to run into one area, where they, at least in theory, can be easily tanked. This strategy has two drawbacks. First, packing everyone together leaves the group very susceptible to AoE damage. Second, unless the plan is executed flawlessly, it's very easy for someone to draw aggro. A stray HoT or buff, or someone not quite fully behind the alcove, can easily lead to a wipe.
The other approach fights in the open. Players must dust off long-neglected crowd control abilities. Shackle Undead, Entangling Roots, Repentance, Turn Evil, Frost Trap are all very useful. Silencing casters and using Misdirection or Tricks of the Trade on melee mobs will help the tank hold aggro. Everyone who can interrupt spells should do so. Mindlessly maximizing DPS will lead to wipes - intelligently controlling the mobs will lead to victory.
Loot
Normal mode
| Falric | Type | Description | Slot |
|---|---|---|---|
| | One hand | Melee | Sword |
| | Plate | Caster | Shoulders |
| | Melee | Feet | |
| | Leather | Caster | Head |
| | Cloth | Caster | Hands |
| | Cloak | Tank | Back |
| Marwyn | Type | Description | Slot |
| | Shield | Tank | Shield |
| | Main hand | Caster | Sword |
| | Melee | Legs | |
| | Caster +hit | Hands | |
| | Leather | Melee | Hands |
| | Cloth | Caster | Shoulders |
| The Lich King | Type | Description | Slot |
| | One hand | Melee | Axe |
| | Ranged | Melee | Bow |
| | Main hand | Caster +hit | Dagger |
| | Main hand | Caster mp5 | Mace |
| | Two hand | Melee | Sword |
| | Plate | Healer | Head |
| | Plate | Tank | Hands |
| | Caster +hit | Legs | |
| | Leather | Melee | Chest |
| | Leather | Caster | Shoulders |
| | Cloth | Caster | Head |
| | Cloak | Melee | Back |
| Trash drops | Type | Description | Slot |
| | Ranged | Caster | Wand |
| | Plate | Melee | Hands |
| | Plate | Tank | Waist |
| | Cloth | Caster | Shoulders |
Heroic mode
| Falric | Type | Description | Slot |
|---|---|---|---|
| | One hand | Tank | Axe |
| | Ranged | Caster +hit | Wand |
| | Plate | Healer | Chest |
| | Melee | Feet | |
| | Leather | Melee | Shoulders |
| | Cloth | Caster +hit | Wrist |
| Marwyn | Type | Description | Slot |
| | Two hand | Melee | Polearm |
| | Melee | Chest | |
| | Leather | Melee | Chest |
| | Cloth | Caster +hit | Head |
| | Cloth | Caster | Hands |
| | Trinket | Healer | Trinket |
| The Lich King | Type | Description | Slot |
| | One hand | Melee | Mace |
| | Off hand | Caster | Off hand |
| | One hand | Melee | Sword |
| | Plate | Tank | Head |
| | Melee | Hands | |
| | Leather | Melee | Feet |
| | Leather | Caster | Chest |
| | Cloth | Caster | Waist |
| | Finger | Melee | Ring |
| | Finger | Caster mp5 | Ring |
| | Necklace | Tank | Neck |
| | Plate | Melee | Feet |
| Trash drops | Type | Description | Slot |
| | One hand | Melee | Dagger |
| | Main hand | Melee | Fist weapon |
| | Leather | Caster | Wrist |
Gallery
Chamber of the Frostsworn General. |
|||
Videos
Patch changes
- Hotfix (2010-01-05): The ghost waves at the beginning of both normal and heroic Halls of Reflection have undergone several changes that should make them easier to defeat such as preventing 2 mages or 2 mercenaries from spawning in the 5 mob pulls, a shorter duration of the spectral footman’s shield bash, and the spectral mage’s flamestrike having a longer cast time, shorter duration, and (in heroic) doing less damage.
- Hotfix (2010-01-04): Gear requirements for Heroic increased.
- Patch 3.3.0 (2009-12-08): Added.
External links
| |||||
