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Recommended Level: 67-70
Time Required: 60-80 minutes

Location: The Large Crater to the South of Shadrath City
Read Strategy
: Reader Comments and Strategies

Related Quests:

    Quest Get it at Sharable? Available To
    [69] Brother Against Brother Isfar (At Sethekk Hall Entrance) No Level 66+
    [69] Terokk's Legacy Isfar (At Sethekk Hall Entrance) No Level 66+

About the Instance:

The Sythekk Halls in the third instance of the Archindoun complex, and continues to rev up the difficulty with dangerous boss fights where all party members must be on top of the game. To succeed in this instance... everyone will know exactly what is going on, and be capable of adapting to another non tank n' spank fight.

The rewards, however, are worth it. Not only does the final boss to this instance drop one of the class set items of the expansion, but also the key to the Shadow Labyrinth

Party Makeup:

Crowd Control is again essential for this instance... two classes with CC is a necessity for any smooth run, and three CC classes are recommended. Many of the enemies in this instance are beasts, thus, Druids (Hibernate) are valuable additions for CC. In addition, the last boss is a lot easier with a secondary healer and an arcane mage or warlock. Druids are possible the best tank for this instance, due to their innate advantages against the final boss (Feral charge, immunity to polymorph, and healing)

Example:

1  Feral Druid (Tank)
2. Shadow Priest (DPS, Secondary Healer)
3. Restoration Druid (Main Healer, CC)
4. Hunter (DPS. CC)
5. Arcane Mage (DPS, CC)


Useful Equipment:

No special equipment is required, though arcane resistance will help for the final boss. Weaker groups should make sure that each party member has a healing potion for the final encounter.

Finding Your Way to the Instance:
Sethekk Halls is located on the eastern side of the meeting stone at Auchindoun.

Sethekk Halls Layout:
Sethekk Halls is a medium sized instance featuring only two bosses. Fortunately the last makes makes up for it by dropping tow different pairs of loot.

Quest Quick Guide:
There are two quests for Sethekk Halls, both easily available at the start of the instance.

Isfar:

This quests charges the player to kill Darkweaver Syth, who is only 15 minutes into the instance. The captive Arrokoa is located in a cage just behind Darkweaver Syth.  Due to the fact that the pulls never get hard till after this first boss, one can conceivably do this quest with a very low level or imbalanced party.

Terrok's Legacy

Players must obtain three items from Sethekk Halls. Two of these drop from each of the two bosses, while the final item is located in the chamber just before the last encounter. In short, you'll need to complete the instance to do this quest.

To Kill Darkweaver Syth:

Darkweaver Syth is located in the third room of the instance, and thus of very easy access. The pulls before the Darkweaver never exceed 3 in size, and provided two of mobs are polymorphed, frost trapped or sapped, it's all easy going. Just remember to kill the mind control totems dropped by Time Lost controllers and you should have no problem at all

The boss himself is a tough first encounter, possessing the following abilities:

Summon Elementals:  At 75%, 50% and 25% life, Darkweaver Syth summon elementals, based on the elements of Fire, Water, Arcane and Shadow. Each elemental has 5000 hp, deals 600 elemental damage and are immune to their respective elements.
Elemental Shocks: Syth pummels to tank with a combination or Arcane, Flame, Frost and Shadow Shocks, at around 700 damage per hit.

Since the vast majority of damage is magic based, Dampen Magic should be cast on everyone. The most difficult aspect of this fight is elementals, who when summoned, will go straight after the healer. Fortunately, however, Darkweaver himself has minimal hp, only 60,000. Start the fight by DPSing slowly. When Syth reaches 75% health, the mage, if available, needs to jump forwards on freeze three of the elementals in place, who will then be AOEd to death. Alternatively, the elementals can be killed by DOTs and chain AOE fear from Warlocks and Priests. At this point, all DPS on Syth should stopped, as to avoid himself dropping to 50% health and summoning a second set of elementals.

Once all elementals are destroyed, DPS Syth cautiously. Once he drops below 50% health, and the second set of elementals are summoned, ignore the elementals are go all out the boss. By the use of Frost Nova, or AOE fears, the party should be able to keep their healer alive for the 20 seconds it takes to bring Syth from 50% to 0. When Syth dies, all elementals are automatically unsummoned.

In summary, elementals first on the first summon, and mad DPS on Darkweaver Syth after that. 

Sky-Hunter Swift Boots
Binds when picked up
Feet Mail
437 Armor
+25 Agility
+19 Stamina
+24 Intellect
Durability 60 / 60
Requires Level 68
Equip: Increases attack power by 26.
Restores 5 mana per 5 sec.
 
Item Level 112
Bands of Syth
Binds when picked up
Wrist Plate
497 Armor
+21 Strength
+19 Agility
+18 Stamina
Durability 45 / 45
Requires Level 68
 
Item Level 112
Light-Woven Slippers
Binds when picked up
Feet Cloth
105 Armor
+24 Intellect
+13 Spirit
+19 Stamina
Durability 40 / 40
Requires Level 68
Equip: Increases healing done by spells and effects by up to 29.
Equip: Restores 10 mana per 5 sec.
Sells for 2gold 56silver 30copper to vendors
Item Level 115
Libram of the Eternal Rest
Binds when picked up
Unique
Libram
Requires Level 68
Equip: Increases the damage of your Consecration spell by up to 47.
Sells for 2gold 47silver 59copper to vendors
Item Level 112
Moonstrider Boots
Binds when picked up
Feet Leather
196 Armor
+21 Stamina
+22 Intellect
Durability 50 / 50
Requires Level 68
Equip: Improves spell critical strike rating by 20.
Increases damage and healing done by magical spells and effects by up to 25.
Restores 6 mana per 5 sec.
Sells for 3gold 38silver 19copper to vendors
Item Level 112
Sethekk Feather-Darts
Binds when picked up
Thrown
82 - 124 Damage Speed 1.60
(64.4 damage per second)
+15 Agility
Durability 240 / 240
Requires Level 68
Equip: Increases attack power by 22.
Sells for 4gold 39silver 88copper to vendors
Item Level 112

Navigating the Instance:

The trash pulls in the instance become significantly more difficult after Darkweaver Syth, with the standard pull consisting of 3 Arrokoa and a War Bird. Each Arrokoa has its own special abilities, and thus crowd control is by far the best way to destroy these trash mobs. A standard method involves sapping a mob, polymorphing the second, while the hunters pull and frost traps the third. By tanking and spanking one mob at time, there will be little risk. If 3 crowd controllers are not available, make sure casters, and especially initiates, are destroyed first.

Some mobs to watch out for include:

Warbirds:  All warbirds have a charge and aggro wipe, cloth wearers should stand close to the bird to avoid being charged.
Cobalt Serpents:
These patrolling serpents have nasty AOE breath that deals 2000 damage and knocks all party members back by around 20 yards. This coupled by their 1500 damage chain lightning means that certain party members could die instantly. Make sure to pull them singularly, and tank them with their flank facing the party.

Talon King Ikiss:

The final boss is the toughest encounter in the instance, and will wipe any party, no matter how well geared, if they don't know what's going on. Here's his abilities:

Polymorph:  A random team member is polymorphed, all aggro on a polymorphed target is temporarily wiped.
Arcane Volley:
All party members suffer 1500 Arcane damage. This spell has no range limit, and no line of sight restrictions.
Mad Arcane Explosion: The Talon King blinks to a random party member, and then begins casting Mad Arcane Explosion. The Arcane explosion is 40 yards in radius, deals 6000 Arcane Damage, but is affected by line of sight. In addition, the spell can be disrupted by Kick, Charge, and Bash in its first 2 seconds of casting.
Mana Shield: At 10% life, the Talon King activates mana shield, which essentially means he has around 20,000 extra hp.

While the Talon King does hit fairly hard, he's most devastating spell is his Arcane Explosion. At 6000 damage, it can instantly wipe the entire party. While it is possible to disrupt this spell, the most reliable way to counter it is to exploit line of sight.

The tank should engage Talon King in the center of the room. If he is ever polymorphed, dispel it quickly. Druids have the advantage that this will never be necessary. After a few seconds, the Talon King will teleport towards a random caster, and begin the casting of his Mad Arcane Explosion. While it is possible to disrupt this spell, the most reliable method is for the entire party to run behind one of the four pillars on the corners of the room. The explosion takes 6 seconds to cast, giving party members plenty of opportunity to bandage. If the tank is a feral druid, he should morph back into human form and cast tranquillity. Both of these techniques will allow the party to neutralise the damage taken from Arcane Volley without taxing the main healer.

Once Arcane Explosion goes off, the tank will need to reengage the Talon King and the repeat the process. Keep in mind that the Talon king will have 20% than he actually has due to mana shield. Provided all party members keep their eyes open for the Arcane Explosion, the biggest worry if the healer running out of mana. Therefore, DPS classes should try to heal themselves with bandages, especially when hiding from an Arcane Explosion.

Finally, this fight is made a lot easier using Curse of Tongues and Slow, both of which affects the casting speed of Arcane Explosion. Having a 12 second window to hide and heal rather than 6 seconds can make an otherwise impossible fight into a walkover.

Incanter's Trousers
Binds when picked up
Legs Cloth
136 Armor
+25 Stamina
+30 Intellect
+17 Spirit
Durability 65 / 65
Requires Level 70
Equip: Improves spell critical strike rating by 18.
Equip: Increases damage and healing done by magical spells and effects by up to 42.
Set: Incanter's Regalia (1/5)
Sells for 3gold 39silver 62copper to vendors
Item Level 115
Trousers of Oblivion
Binds when picked up
Legs Cloth
136 Armor
+42 Stamina
+33 Intellect
Durability 65 / 65
Requires Level 68
Equip: Improves your spell hit rating by 12.
Equip: Increases damage and healing by magical spells and effects by 39.
Set: Oblivion Raiment (1/5)
Sells for 3gold 61silver 65copper to vendors
Item Level 115
Hallowed Trousers
Binds when picked up
Legs Cloth
136 Armor
+25 Stamina
+33 Intellect
+18 Spirit
Durability 65 / 65
Requires Level 70
Equip: Increases healing done by spells and effects by up to 73.
Equip: Restores 7 mana per 5 sec.
Set: Hallowed Raiment (1/5)
Sells for 3gold 35silver 64copper to vendors
Item Level 115
Shoulderpads of Assassination
Binds on pick up
Shoulder Leather
219 Armor
+25 Agility
+25 Stamina
Socket Yellow Socket
Socket Yellow Socket
Socket Bonus: +4 Stamina
Durability 60 / 60
Requires Level 70
Equip:Increases attack power by 42.
Sells for 3gold 40silver 36copper to vendors
Item Level 115
Set: Assassination Armor (1/5)
Greaves of Desolation
Binds when picked up
Legs Mail
570 Armor
+24 Stamina
+33 Intellect
Durability 90 / 90
Requires Level 68
Equip: Improves hit rating by 12.
Equip: Improves critical strike rating by 22.
Equip: Increases attack power by 66.
Sells for 5gold 19silver 20copper to vendors
Item Level 115
Set: Desolation Battlegear (1/5)
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