Halls of Stone
Level Range: [77-79] (Req: 72)
Halls of Stone is the level up 5 five-man wing of Ulduar in Storm Peaks for level 77-79 players. It is part of the titan city, and has alot of lore closely tied to it. This is one of the nonlinear instances in Wrath of the Lich King. The scale of the instance is large, with tall halls and rooms, but is still small enough to move about in without a mount. (WoWWiki)
Boss Encounters
Maiden of Grief
The Maiden of Grief is a female titan statue boss, much like the Maiden of Virtue in Karazhan.
Abilities
Temporary Electrical Charge Increases damage by 30% (avoided by pulling him at the right moment).
Melee’s a well geared tank for ~2k
Defensive Stance: decreases all damage taken by 25%
* Spell Reflect – reflects next magic attack back at caster
* Intercept – charges an enemy and stuns them for three seconds, dealing small damage
* Pummel – does small damage and interrupts spell casting for 5 seconds.
Berserker Stance: increases all damage done by 25%
* Mortal Strike – ~6-9k
* Whirlwind – ~2k repeatedly.
Battle Stance: increases attack speed by 25%
* Melee – ~2.5k
* Cleave – ~2k
Strategy
This boss is found patrolling the platforms in the first room. You can spot him by the lightning buff on him and the two iron dwarfs that accompany him. The lightning buff increases damage by a significant margin so you’ll want to pull him on one of the rear platforms.
He patrols on the back half of the square. To get to him you need to clear the trash packs from at least three of the platforms. The shortest route is to clear the first platform, then the one immediately to your right, and then the back right platform. Wait for him to patrol back to that platform and fight him there. Time your attacks and only attack when his temporary electrical charge is down. This happens when he gets to the circles.
Bjarngrim is set up much like a warrior. About every 20 seconds during the fight he will change stances:
* In defensive stance he hits the tank for ~1k and uses a knockback, an intercept, and a spell reflect.
* In battle stance he hits faster but regularly, and uses a cleave.
* In berserker stance he hits very hard and uses a mortal strike and a whirlwind. The mortal strike hits a well geared tank for more than 8k, and can crit for as much as 14k. When he whirlwinds he hits for about 1k (on plate) several times and will move around the platform. Well-armored characters can endure this attack but it is still better strategy to avoid it, and cloth wearers need to step out of its path.
He has two dwarves that accompany him. On normal difficulty, they have approximately 45000 health. They should be killed first as they can heal him if left alone. They can also be feared, slowed, polymorphed, sapped and trapped.
Krystallus
Krystallus is a huge stone elemental boss.
Abilities
* Boulder Toss: Hurls a boulder at an enemy, inflicting Physical damage.
* Shatter: Shatters all enemies turned to stone, dealing damage to their allies based on proximity.
* Stomp: Stomps the ground, inflicting normal damage to nearby enemies and knocking them down for 2 sec.
Strategy
The fight works similar to Gruul the Dragonkiller, but his Shatter is slightly larger than Gruul’s. He knocks back every group member, then eventually turns them to stone and finally breaks them. Stay away from each other while you turn to stone to avoid the damage caused. Easy in general.
Heroic Mode
* Ground Slam – Knocks you back
* Petrifying Grip – Goes for 5 counts (not necessarily 5 seconds), and then Shatter.
* Ground Spike – Hits for ~3k Nature damage on Plate armor.
* Boulder Toss – Hits for ~1450 on Plate armor.
!!!WARNING!!!Coming up to Krystallus you will see him in a hole in the wall above you BE CAREFUL, there is a glitch in which AoE or getting too close to him can pull him, His petrifying grip is zone wide and does hurt.
Sjonnir the Ironshaper
Sjonnir The Ironshaper is an Iron vrykul boss at the north of the instance.
Abilities
* Lightning Shield: Self-buff which creates 10 balls of lightning. When Sjonnir is hit, there is a 50% chance that the attacker will take 1000 nature damage. (3000 nature damage on heroic.) Every time the shield causes damage, one ball is consumed. The shield disappears after 10 minutes or all balls are consumed. This can be stolen by a mage using Spellsteal. Also has a chance to be dispelled if using a felhunter. In addition, Shaman can Purge this.
* Lightning Ring: Channeled ability dealing 943 to 1057 nature damage to nearby targets and increasing the nature damage they take by 10% for 10 seconds.
* Summons Troggs and Blobbs towards the end of the fight.
* Hits for around 1000 to 2000, but normally ~1600 white damage.
* Chain Lightning: Deals 1850 to 2150 nature damage and arcs to up to 3 nearby targets, dealing greater nature damage to each successive target.
* Brann Bronzebeard enters the fight when Sjonnir is at ~10%.
Strategy
Regular
His lightning shield should be dispelled or spellstolen quickly as this saves some damage throughout the fight.
The tank will need to gather the adds that are spawned throughout the fight. Watch for the little blobs as they will congregate in the middle of the fight zone and form into larger oozes. If you have an AoE tank, the adds should not be a problem, continue focus firing on the boss. If your group finds them getting out of hand and aggroing the healer, they can be dealt with quickly by the DPS.
When he uses his AoE lightning attack, it is strongly recommend moving out of the way. Getting a full stack of the nature damage debuff means the oozes will likely kill the tank.
Heroic
It is strongly encouraged remove his Lightning Shield (priests dispel, shamans Purge, warriors Shield Slam, or mages Spellsteal), as the 1000 nature damage it does in normal is increased to 3000 in heroic.
An easy method is to have one DPS on the left press and one DPS on the right press, both killing the adds as they spawn. The tank keeps Sjonnir in the center near where he starts while the healer and the other DPS are on the walkway you come in on.
Tribunal of Ages
The Tribunal of Ages encounter consists of protecting Dwarf explorer Brann Bronzebeard from waves of mobs. It is unusual in that it is a boss encounter in difficulty and in loot, but does not involve fighting a boss, per se. Rather, you must only survive and protect Brann from the waves.
Abilities
Follow Strategy!
Strategy
Positioning
The positioning of the group can make a big difference in this fight. There are generally two strategies:
On the Stair
With a skilled and geared AoE tank (paladin or death knight), this method can reduce damage taken from the beam and bolt. Have the whole group stand on the stair, with the tank in the front. The tank needs to grab the aggro of all incoming mobs. DPS then AoE down the mobs quickly. Note that sometimes the beam can still hit people standing on the stair, so everyone still needs to stay alert. NOTE: this technique is not reliable on heroic.
In the Room
If the tank has difficulty AoE tanking, the group may find this method easier. The tank stands close to the bottom of the stair. Other group members scatter in the room. This way the tank will have more time to get the aggro of incoming mobs. DPS should try to focus fire on tank’s target to avoid drawing aggro. With this method the group can handle the mobs much more easily. However, everyone will need to move away from the beam and bolt constantly.
Tips for Damage Dealers
For groups with very good DPS and AoE, it is possible to burn down most of the mobs so that the tank only needs to take care of a few mobs throughout the fight.
For groups with lower DPS, it is still possible to clear the first few waves before the next waves emerge. However, as new mobs emerge faster and faster, more and more mobs will remain when the next waves come. This does not mean low DPS cannot handle this encounter. At the later part of the encounter, the tank should try to hold aggro of as many mobs as he/she can. Healers should focus on healing the tank. At this point, the DPS should use all the available crowd control and snaring abilities to CC/kite any free mobs. (Hunters’ Frost Trap and shamans’ Earthbind Totem are very helpful here!) As long as the group can keep the mobs tanked/CC’ed/kited, Brann will be unharmed and the defense system of the room will kill all the mobs at the end.
Tips for Tanks
This fight can be a real nuisance. Your first priority is to pick up every add, after that you can start building aggro. By the end the adds are coming really fast so try to keep up, and don’t let any get through your defenses! For paladins in particular, its not possible to build mana fast here, and if you have no mana between waves you are going to be unable to pick up mobs. No mobs hitting you means no mana. No mana means you wipe. If you ever hit a no mana situation do whatever you can, blow potions, divine plea, tell your dps to not attack while you hit them with your weapon manually for a second. Keep in mind, if you have to do the last thing the waves won’t let you dick around, once you have aggro the mobs you have on you have to die faster than usual, otherwise you’re going to have 50 guys on you in a minute or two.
Source: MMO-Champion, Wowwiki


Leave a comment