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    發表發表於: 2009.11.11 星期三 AM 9:58    文章主題: Shattered Halls Guide wow power leveling 引言回覆 編輯/刪除這篇文章

    Shattered Halls Guide wow power leveling

    The Shattered Halls are the third and most difficult of the five man instances in the Hellfire Citadel. The citadel itself straddles the Path of Glory leading to the Dark Portal and contains 3 other instances. The Citadel is the home of the Fel Orcs in Hellfire Peninsula and was built by Blackhand and Gulan and still houses the Kargath Bladefist.

    Quests for Both Factions
    Pride of the Fel Horde ?Field Commander Romus at Honor Hold wants you to kill 8 Shattered Hand Legionnaires, 4 Shattered Hand Centurions, and 4 Shattered Hand Champions.

    These are found along the normal route through the instance, just kill them as you come to them.

    Tear of the Earthmother?Recover the Tear of the Earthmother from Warbringer O'mrogg and return it to David Wayne at Wayne's Refuge.

    Drops for those that have the cheap wow gold buy wow power leveling Zereketh the Unbound wow power leveling Seed of Corruption - The same as the Warlock spell, cast on a random target in the group. Shadow Nova - This is a large AoE blast centered on Zereketh, that hits for about 2200 wow power leveling and does a long distance knock back. The AoE only effects those within about 30 yards and LoS, so can be avoided. Void Zone - Zereketh created void zones at random spots around the room, that appear as black holes on the floor. Anyone in the void zone will suffer about 1200 shadow damage per second. The fight mainly involves having the tank fight wow power leveling Zereketh with his back to the wall so that he can avoid getting knocked back. The best place is next to one of the corners in the room so that the DPS players can step aion power leveling around the corner as shadow nova is being cast to avoid the damage and knock back. The tank will also very likely need to move at least once during the fight as ljs1234561111 inevitably a void zone will be spawned where he is tanking.All ranged DPS and healers should stay at max range to avoid the shadow nova and be prepared to move if a void zone wow power level appears near them. Also since Seed of Corruption can not be dispelled it is best to spread out and to try to keep everyone at max health. Dalliah the Doomsayer Healing Debuff - Places a World of Warcraft Power Leveling very nasty debuff on the player with the most aggro (MT) that heals her as well as the player whenever they are healed. It is not dispellable.Whirlwind - What seems power leveling to be her favorite attack as she does this very often. Hits everyone in melee range for up to 3000 damage per tick. Heal - As soon as she is done her whirlwind wow powerleveling attack she will heal herself. It is a 2 second cast time though and interruptible. The fight is a timing based fight. The tank just needs to hold aggro and then when a whirlwind starts, everyone needs to clear out of range, including the tank.
    quest from O'mrogg.

    Trash MOBs
    Shattered Hall Acolytes - These are priest based MOBs. They can cast fairly big heals and have a bubble ability. They are a high priority to kill or crowd control.

    Shattered Hall Legionnaires - These MOBs are in charge of each of the large groups in the Shattered Halls. They are melee fighters and generally have 4-6 other MOBs with them. They MUST die first, as their ability is to call in replacements for any MOB that dies while they are still alive. No one should jump to any other target until the Legionnaire is down.

    Shattered Hall Centurions - These are close combat MOBs what are immune to pretty much all crowd control. Come in groups of two.

    Shattered Hall Champions - Similar to Centurians they are immune to CC other than frost nova.

    Shattered Hall Gladiators - These are another MOB that is immune to CC, other than fear and slowing effects. They have a mortal strike attack that they hit with that can hit a tank for over 1000 damage and can sometimes kill cloth wearers in 1 or 2 hits. They come in groups of 4 but start off fighting each other and will knock each other down to about 35% health before resting and repeating the fight. Wait until they are at about 40% health before pulling for a much easier fight.

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