View Full Version : Heroic Sethekk Halls Guide

10-23-2007, 06:12 PM
Couldn't help it. >_<

Proper walkthrough furthcoming when I get back home. Outlines first.

Sethekk Halls is located on the East side of the Auchindoun instance, Terokkar Forest. A decent group can expect to finish the instance in about 2 hours without wiping.

Map/Wipe Points
http://www.tankspot.com/photoplog/images/1601/1_HSeH03_Map_S.jpeg (http://www.tankspot.com/photoplog/images/1601/1_HSeH03_Map.jpeg)

Every instance has what I call a "Wipe Point," i.e. a certain pull that tests your group's effectiveness. It's just a certain pull that will wipe the party if not handled properly or if you get careless. Here are the Wipe Points and a brief description of the pull:
1. 2x Sethekk Ravenguards immediately after Darkweaver Syth
2. 2x Sethekk Ravenguards after the staircase
3. One of the 4-pulls in Anzu's summoning room
4. 5-pull right before Talon King Ikiss

Bosses are discounted, since wiping is a definite possibility on them anyway. >_>

Notable Loot
*. Reins of the Raven Lord - look, I'm riding on a boss I pwned!
*. The Boomstick - I'd hit that.
*. Spaulders of Dementia - Some people have argued that these Shoulders are perfect for Offtanking. I use it because Shoulderguards of the Bold never dropped for me.
*. Terokk's Shadowstaff - DPS clothies would sell their soul for this staff, apparently.

Mob Listing
Listed in the order of most annoying to least annoying:
*. Sethekk Guard (http://www.wowhead.com/?npc=18323)/Ravenguard (http://www.wowhead.com/?npc=18322): they hit VERY hard. Kite > Off-tank > Off-heal. Focus-fire plzthx.
*. Sethekk Prophet (http://www.wowhead.com/?npc=18325): Fears, mostly affects Melee. Spell Reflect, Stance Dance or Tremor Totem.
*. Cobalt Serpent (http://www.wowhead.com/?npc=18325): hits very hard. Lightning Bolt cannot be reflected, his Frostbolt can however. The Wing Buffet is a knockback.
*. Time-Lost Shadowmage (http://www.wowhead.com/?npc=18320): chain-casts Shadowbolts; can kill clothies in seconds. More fun with Spell Reflect!
*. Sethekk Oracle (http://www.wowhead.com/?npc=18328): Chain Lightning is reflect-able, however it will still travel to other party members if they're close enough.
*. Sethekk Shaman (http://www.wowhead.com/?npc=18326): casts Shocks, summons a non-elite Voidwalker.
*. Time-Lost Controller (http://www.wowhead.com/?npc=18327): summons a totem that will Charm a nearby melee unit second on the threat list.
*. Sethekk Talon Lord (http://www.wowhead.com/?npc=18321): stuns (Hammer of Justice-style) and has a ranged Avenger Shield-type attack.
*. Avian Warhawk (http://www.wowhead.com/?npc=21904)/Darkhawk (http://www.wowhead.com/?npc=19429): randomly charges party member not in melee range. Druids can CC using Hibernate, safe to multi-tank.
*. Sethekk Initiate (http://www.wowhead.com/?npc=18318): casts a magic-reflect shield.
*. Time-Lost Scryer (http://www.wowhead.com/?npc=18319): casts Arcane Missiles, reflectable. Does Flash Heal and Faerie Fire as well.

Party Composition
Specific classes that would make the run easier, based on "priority":
*. Priest - Shackle Undead will help from the start, since most 3-4 mob pulls would include one Undead-type mob. Group healing helps during boss fights.
*. Druid - Extra healing or temporary offtank while handling the Sethekk Guard/Ravenguard, and getting an extra boss (if they have the quest). Cyclone as temporary CC helps as well.
*. Mage/Hunter - Reliable CC for Sethekk Prophets is key. Also to kite the Sethekk Ravenguard if needed.

Some mobs will chain-cast spells and/or Fear, so having a Warrior that can handle the stance-dance or a Shaman that has a Tremor Totem will help. Priests' Fear Ward obviously works for both factions since the patch.

10-23-2007, 06:12 PM
Instance Walkthrough
*to be updated once I get back home from work*

10-23-2007, 06:13 PM
In-depth Mob Tanking Guide
Dealing specifically with Warrior Tanks. Sorry! >_<

Sethekk Guard/Ravenguard
The one thing you need to realize is that the Sethekk Guards use a 2H weapon, whereas the Sethekk Ravenguards dual-wield. Being able to tank two Guards does not necessarily mean the tank is able to tank two Ravenguards at the same time. Try to kite them if possible, if not then make sure you've got someone to off-heal or off-tank. Tank both of them at the same time if you want a challenge or have no other choice.

If you decide to dual-tank them, make sure DPS targets one and not touch the other. Ask the hunter to use Misdirection, or get a mage to Pyroblast one and Taunt it when it tries to reach said mage. Use Disarm, Demoralizing Shout, Thunder Clap, Concussion Blow, Healthstones, pots...when only one is remaining then it's cake.

Sethekk Prophet
Despite being pretty quick to die, there are two things you must watch out for here: (1.) the Fear that will affect all party members immediately next to him, and (2.) his transformation to a ghost-thing that does AoE damage for a few seconds after he dies (just like the Zombies in Temple of Atal'Hakkar). It is preferable to keep the Prophet CC-ed until the end, however that might be problematic if you have to pull a group with two of these buggers. He can and will chain-Fear if you're not careful.

Try not to use a succubus to Seduce as CC, as he will Fear the succubus once he gets out of the Charm effect. More reliable CC like Polymorph or Freezing Trap (if the Hunter refreshes the trap all the time) is recommended.

When it's time to burn him, Shield Slam and Berserker Rage straight away as he will most likely cast Fear after being hit out of the CC. If your 'Rage is on cooldown, you have lots of rage available or you just want to mess with it, use Spell Reflect. =p

Certain pulls will comprise of two of these mobs. If you have a Priest, then of course you can get them to use Fear Ward on you while everyone DPSes the first Prophet while the second Prophet is CCed 'til the end.

Cobalt Serpent
Its Lightning Bolt attack is uninterruptible and hurts quite a bit. I would suggest tanking it with your back against the wall, away from your party and making sure Demoralizing Shout and Thunder Clap are on at all times since it does hit fairly hard. Note that they usually cast Lightning Bolt, then Wing Buffet, then Frostbolt.

Time-Lost Shadowmage
Quick to die, but make sure you have a stun attack or Taunt ready as he can kill your clothie in 3 seconds flat if you let him chain-cast his Shadowbolts.

Sethekk Oracle
Quick to die as well, even more so if you use Spell Reflect.

Sethekk Shaman
CC until later on in the fight, as the Voidwalkers that he summons can be quite annoying as they will aggro your ranged dps/healers almost immediately. Keep your eyes peeled for them if you can.

Time-Lost Controller
Casts a Charm Totem that will Charm the second closest party member (not the tank). These totems are quite resilient, but should die in 2 seconds if focused by everyone in the party.

Sethekk Talon-Lord
His Talon of Justice stun is annoying, and might make him hard to continuously be CC-ed. Kill him first or later, and make sure he goes down first if you decide to multi-tank. If you get hit by the stun when multi-tanking, the mobs will most likely go for your party.

Avian Warhawk/Darkhawk
These die quickly, but can be annoying to your clothies. It's safe to multi-tank.

Sethekk Initiate
Easy. Casters should watch the magic-reflect shield though.

Time-Lost Scryers
I'll say it again: Spell Reflect and he'll die quick. =p

11-10-2007, 02:26 AM
The fear from the prophets can be reflected. Just be aware that you may be scaring them into other mobs if you're not cautious. You may want to keep Medallion of the Alliance/Medallion of the Horde on for those pulls as an additional backup (especially if they come with a Talon Lord).

Also, break CC on the prophets with a ranged attack (bow/gun shot). They will use their fear when its off cooldown even if they have nobody in melee range, meaning you can save your berserker rage for later.

The stun from the Talon Lords can also be reflected back at them, though that is difficult to time, since it is an instant cast (you have to guess when it may be ready), and you may want to preserve spell reflection for the prophets. The stun can be dispelled, too, and you don't lose aggro when stunned. The biggest problem with the stun is usually that you have no way to counter a simultaneous fear.

The shadowbolt spam from the Shadowmages is probably easiest to interrupt with Shield Bash.

The instance is generally very friendly for the use of Spell Reflection, including the bosses: Darkweaver Syth's Chain Lightning as well as Talon-King Ikiss's Polymorph can be reflected (while Polymorph should normally not hit the tank, he resets aggro after an arcane explosion and even a tick from a HoT can drop you from the top of the aggro list).
Sethekk Ravenguards can not only be stunned, they can and should also be disarmed (ideally just before Concussion Blow wears off, so they can't dodge or parry the disarm). Combined with Demoralizing Shout and Thunder Clap, that makes solo-tanking two of them viable.

11-22-2007, 10:28 AM
the polimorph, definately goes to no.2 on agg list? as last time i was there it went to no.2 had to get rogue to run ahead of me and take the sheep but man it made the first encounter a pain getin polid and our priest nuked :( druid healers shine for this fight

11-26-2007, 09:34 AM
He definitely sheeps the second on the aggro list. In a few fights we found that having a pet as the second on the aggro list lets it absorb the sheep so it doesn't cut too much into the rest of the team's dps. As a bonus, if the pet is a "tank pet" with plenty of health and avoidance it can survive the arcane blast he does.

The fight is relatively easy when you get down pat the hiding behind the pillars part. If the arcane bolts are wearing you down a lot take some major arcane protection potions for the fight.

11-27-2007, 07:58 AM
Great overall post!

Personally, on the 2 non-CC pulls, I prefer to tank them both. My general strategy is to start off in zerk stance, bow pull, bloodrage, zerk rage, pop Autoblocker, switch to def stance, shield block, tclap, shield slam Skull (main target) at the same time queue Heroic Strike, revenge Skull, sunder X (off-target), concussion blow X, then get back on Skull. As soon as concussion blow is up, taunt X then disarm X. Throw in demo-shout when you can.

If either concussion blow or disarm miss, I usually hit last stand just to be safe. This works for the majority of the non-CCable 2 pulls in the Heroics.

Also, the Talon Lords are paladins - the daze effect they cast is Avenging Shield, the 41 point prot paladin talent.

01-24-2008, 10:38 AM
How about write ups on the bosses? How are the bosses different from reg SH?

01-24-2008, 01:04 PM
Found Sethekk Halls to be relatively simple especially if you have a priest in the group but not much harder if you don't.

1. Lost Time Controller groups make sure everyone wears their pvp trinket. The mind control can be broken by it now. That was changed in patch 2.3 I think. (You can also break possession in Crypts now too!). Sometimes its hard to find the damn totem through those tall bird men.

2. Pull any Prophet group way back due to fears. Make sure everyone prepares to move away when they die so you don't get killed by the ghost. I usually announce that and move the mobs backwards so every is forced to follow.

3. On the first boss. I'd recommend just DPSing the boss down as fast as possible. Have shamans, pallies and priests use frost, fire, shadow resists totem, aura, protection if you have it. Everyone ignores the adds as they will despawn when boss dies. Max dps right from the start. If you have a priest, have them fear when they spawn, regain agro with shout, you fear next, priest fears again when CD is up. Boss should die pretty quick though. I'd tank in my high stam DPS gear (preferably with enough defense/resilience to make you uncrittable). Just put 5 devastates/sunders, stay in D stance and switch to dual-wield or 2h (depending on what your best DPS weapon is).

4. Ikiss is a piece of cake if you just run behind the pillar on his blasts. He doesn't seem to hit especially hard. Probably should have your trinkets on to break poly if you need too. If everyone is going to the same post then it makes it much easier for you to regain agro after the blast.

01-25-2008, 08:43 AM
Leytur, they mostly aren't much different except for their damage output.

The most notable change on Darkweaver Syth is that the elementals' Arcane/Flame/Frost/Shadow Buffet is a pretty nasty AE; it puts a debuff on you and also causes damage. With debuffs stacked, you will take 800 damage per elemental and AE, so a total of 3200 AE damage per round with four elementals up, 6400 AE damage with eight elementals up. Fearing them without killing them, as is frequently done in regular mode, is generally impractical unless you outgear the place. Fear is still useful for mitigation while taking the elementals down; just notice that the shadow elementals are immune to all fears except Intimidating Shout (all other fears are shadow spells, which they are immune to). Note that all of Darkweaver Syth's spells and those of the elementals can be reflected, though it is generally most effective to use Spell Reflection on his Chain Lightning.

Talon King Ikiss casts an AE slow on heroic mode, which can make breaking LOS on Arcane Explosion a lot trickier than in normal mode if you're caught in it (the slow is dispellable, but you may not have the time to dispel it on everybody). Also, he casts his Arcane Volley much more frequently, and that one ignores LOS. Non-priest healers often require backup healing; with priests, healing aggro can become a big issue in heroic mode.