Halls of Lightning

Level Range: [80] (Req: 75)

Halls of Lightning is part of an enormous titan city. More recently Loken – a powerful servant of the Pantheon – has received disturbing visions. He and his followers are showing supsicious behaviour lately. Few know what horrors are buried beneath these ancient halls. (WoWWiki)

Boss Encounters

General Gjarngrin
General Bjarngrim is an iron vrykul warrior and the first boss in the Halls of Lightning.
Abilities
* Battle Aura: Increases attack speed by 25%.
* Battle Stance: A balanced combat stance.
* Berserker Aura: Increases damage done by 25%.
* Berserker Stance: An aggressive stance.
* Charge Up: Charges the target with electricity.
* Cleave: Inflicts 110% of normal melee damage to an enemy and its nearest allies, affecting up to 3 targets.
* Defensive Aura: Decreases damage taken from all sources by 25%.
* Defensive Stance: A defensive combat stance.
* Intercept: Charge an enemy, causing 65 damage and stunning it for 3 sec.
* Ironform: While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increased by 20%. Lasts 8 sec.
* Knock Away: Inflicts 20% of normal damage to nearby enemies and knocks them back.
* Mortal Strike: Inflicts 300% weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 50% for 5 sec.
* Slam: Slams the opponent, causing 120% weapon damage.
* Spell Reflection: Reflects the next magic spell back at its caster.
* Whirlwind: Attacks nearby enemies in a whirlwind of steel that lasts 8 sec and inflicts 75% of normal damage on each spin.
Strategy
Tank & Spank!

Volkhan
Volkhan is a fire giant and the second boss found in the Halls of Lightning
Abilities
* Heat: Heats up a Molten Golem, extending its life by 20%.
* Shattering Stomp: Deals 2313 to 2687 damage to all enemies and shatters all Brittle Golems within 99 yds.
* Temper: Strikes Volkhan’s Anvil, creating a number of Molten Golems.
Strategy
This is a Fairly simple fight

He hits the tank for medium damage. Every 20% he runs to his anvil and casts “Temper” that produces several molten golem adds.

The adds do not hit hard but do cast immolation. Instead of dying, they become “frozen.”

Once he has cast Temper several times he will cast Shattering Stomp which causes the frozen golems to shatter for ~5k each. If they are stacked it can one shot people. However, shattering stomp has a cast time and is emoted allowing you to move away from any frozen golems.

A well geared tank can off-tank the adds instead of killing them avoiding the issue of stattering. This will also allow you to obtain the heroic Shatter Resistant achievement.

Ionar
Ionar is a lightning revenant and the third boss found in the Halls of Lightning.
Abilities
# Ball Lightning:
# Disperse: Disperse into Sparks of Ionar.
# Static Overload: Charges an enemy with energy, inflicting 1249 to 1451 Nature damage over 10 sec and periodically zaps it’s nearby allies for 1249 to 1451 Nature damage. After 10 sec, an electrical explosion occurs causing an additional 2313 to 2687 Nature damage to all enemies within 8 yards and knocking them back
Strategy
All of Ionar’s abilities have easy to spot visual cues. If you can avoid them the fight is relatively simple.

When fighting Ionar he will periodically throw a lightning ball that hits for ~5k at the ground where the targeted player is standing. (much like Void Reaver) The ball travels slower than most spells and can be dodged.

Additionally, Ionar will debuff one person with a debuff similar to static charge from Lady Vashj and everyone must spread out, away from that player.

Every 20 percent, Ionar will disperse into a number of small sparks which begin slowly crawling around on the ground. These lightning “spiders” will follow players around and stretch the range of the lightning effect, which deals 500 damage every 0.5->1 seconds. You must run away from the spiders.

Loken
Loken is a giant and is presumed to be the leader of the iron dwarves in Northrend. Having previously served the Pantheon, he has recently heard the calls of the old god Yogg-Saron. Since that moment, he has lost all faith in the Titan’s vision and considers the Old God his new master. He can be encountered as the final boss in the Halls of Lightning.
Abilities
* Lightning Nova: 20 yard AoE for 6013 to 6987 Nature damage (~12-14k on heroic), 5 sec cast
* Pulsing Shockwave: AoE dealing damge every tick, damage starts at ~800 in melee range increasing to 3000 at about 10 yards, further increasing farther away from the boss
* Arc Lightning: single target attack dealing ~4k damage plus a chance to debuff the target. The debuff deals another Arc Lightning to all players within 10 yards (that is 4k damage plus the chance to get the debuff)
Strategy
Lightning Nova and Pulsing Shockwave

In order to reduce the damage taken from these two abilities, correct positioning and movement is required. The Pulsing Shockwave forces the group to generally stay close to the boss, but whenever he starts casting Lightning Nova (which is announced by an emote), players must run away 20 yards. The group needs to agree beforehand on a run path.

A frequently chosen pattern is the bright line on the stairs leading from Loken’s initial position to a platform and from there further down another flight of stairs. On the pull everybody runs to Loken’s initial position, on the first Lightning Nova everybody runs to the platform, on the next back to his initial position. This method has the drawback that people dying on his initial position can be difficult to rez, for this reason it’s better to run on the second Nova further down to the end of the stairs, and then back to the platform.

Moving on the stairs has the general disadvantage that it can cause line of sight problems for the healer. For this reason some groups prefer to run from side to side on the platform where Loken starts (there are pillars on each side of him as reference points).
Arc Lightning

This boss ability has the potential to cause severe damage to the group when people stay close together. If the initial target gets the debuff and all others are within 10 yards, the probability is very high that at least one other player gets the debuff, leading to a nearly neverending chain of Arc Lightnings. To avoid this people need to stay 10 yards apart from each other at all times (this partially conflicts with the positioning required to avoid Pulsing Shockwave). Alternately, players with the debuff can try to run away from the group.

Source: MMO-Champion, Wowwiki

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