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 2 56 30
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 2 47 59
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 3 38 19
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 4 39 88
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 3 39 62
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 3 61 65
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 3 35 64
to vendors |
| Item Level 115
|
|
|
Shoulderpads of
Assassination
|
| Binds on pick up |
| Shoulder |
Leather |
| 219 Armor |
| +25 Agility |
| +25 Stamina |
Yellow Socket |
Yellow Socket |
| Socket
Bonus: +4 Stamina |
| Durability 60 / 60 |
| Requires Level 70 |
| Equip:Increases
attack power by 42.
|
Sells for 3 40 36
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 5 19 20
to vendors |
| Item Level 115 |
| Set:
Desolation Battlegear (1/5) |
|
τ •
α •
ω
|
|