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Is anyone in this game capable of doing Halls of Reflection?
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Post by
2259
This post was from a user who has deleted their account.
Post by
Ippon
Tanking the last hallway *behind* Arthas is actually much easier than doing it the "right" way.
I found out about that trick a few weeks ago.
Post by
sunwukung
Blizzard eventually removes all exploits from the game. If you can't do it like a pro, don't do it all. I never LoS when I tank on my frost DK nor do I use the exploit on the escape and my groups succeed everytime. Why? Because I am a good leader with a wealth of game knowledge. When I go into HoR with a group of people I don't know, I assume they are all noobs who need to know how to play.
#1 - Do not AoE. If you feel you must AoE, then wait for me to have them all grouped together not after 2 of them are near.
#2 - Do not AoE. Single target dps is the best and fastest way to clear HoR during both parts at least until the final wave of escape.
#3 - Use your class skills. MD's, ToT FoKnives on the tank, fade, shadowmeld, cower, feign, deathgrip, fd, interrupts, stuns, shackles, even a fear. Removes curses, diseases, poisons as your class allows even if your a dpser. Surviving is better than lowering your dps.
#4 - Stay out of flamestrike! Stay out of flamestrike!
#5 - Pay attention! Follow the kill order, Priest, mage or rogue (I prefer clothies first since they go down faster), hunter, then footman.
HoR is only hard because it isn't a faceroll. It requires skill and a brain. Don't have either, then just leave right away.
Post by
rubberfish
Contribution from the DPS can make this instance much, much easier. As the previous poster said, every DPS needs to use all the utility at their disposal.
Interrupts and silences will force the mages to close to melee range, saving your tank the headache of eating the damage or running out to get them. Tossing a quick Curse of Tongues on enemy casters makes these spells even easier to interrupt (or at least reduces their dps/hps).
Mercenaries can be disarmed/dismantled to significantly reduce their damage output. Doing the same to the Hunters will also force them to close to melee range.
Except for the Footman, a DK can deathgrip a wayward mob to the tank even if this means he has to tank it for a hit or two (he can even pull the mob to the tank, use a quick Chains of Ice, and gtfo). A mage can root and blink to buy some time. Similarly, any mob harassing the healer that isn't immediately picked up by the tank should be immediately swarmed upon with stuns, fears, or any other CC, particularly if the DPS has defensive cooldowns. Better for a rogue to lock down and then tank a Footman with evasion for a few seconds (even if he is rolling the dice) than for the healer to get demolished.
Never underestimate the footman; even though he is often the last kill, he is a dangerous foe. He must never, ever be pulled off the tank.
Post by
Whybag
I'm coming from of course weeks of experience where every day I have to deal with groups wiping, abandoning, newcomers joining then of course when I clarify the strategy with them and make sure they're doing their jobs right
I'm
told to shut up.
Then obviously after these newcomers tell me to shut up, they wipe on the third wave due to ... well, being handicapped. I'm just wondering if anyone in this game is capable of pulling off mild coordination / team work so that Halls of Reflection can actually be done?
I've pugged into HoR with a tank that had 26k health unbuffed and a DPS doing 1800. Yes, it is possible to beat it.
Post by
MemMem
Never left HoR without completing it, but I really see how hard this can be for some pugs.
Post by
138583
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104412
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470277
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Post by
vic6string
The problem is everyone thinks it is tank and spank 5 mobs at a time. It can be done that way, but you need some killer heals to pull it off. It really is alot easier when everyone KNOWS their character, but most people have about 4 buttons they actually use and don't know the rest. As a rogue, for instance, I hit Tricks of the Trade (which should always be your opener) then garotte the priest to shut him up, dismantle the footman, and kidney shot the mage. In about two seconds I have made it a 5 on 2 fight. Then it is just following the kill order and throwing in interrupts on heals and more potent spells. Next wave dismantle is on CD so I garotte the preist, vanish, cheap shot the merc, and kidney shot the mage.... again it is 5 on 2. This game is alot easier when you use all the buttons.
Post by
484925
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Post by
letterandnumber
H HoR is about knowing what to do and less about gear. Healed it on my most recent 80 (priest) the same day I hit 80 lol.
Post by
Modibybob
As long as your tank isn't a DK...
Post by
GrassMat
I don't know if this certain topic has been mentioned, as I skipped around a bit.
I play a Warrior tank that has a bit out-dated gear, but still not 'bad' by many standards. I did HoR the first few days it was released and got all of the achievements and all that business, but have since decided to never do it again. The first few times, the beginning event was fun and exciting, since it was mildly challenging. However, I noticed a trend of failure on it, partly my fault most likely, when I would be trying to get Mages and Rifleman off the healer, and dps would nuke a Footman or Mercenary and get one-shot. As a tank, I hate when someone dies because of aggro because I 'could' have prevented it. So, in other words, the reason I no longer do HoR is because I have very rarely seen a PuG not kill themselves to it, and it's not worth the wiping and growing hatred of PuGs to do it; I like the instance, but it just got a point where I would rather kill myself than run it.
I also realize that there are multiple different, strats if you will, on how to complete the first event, but the other part of this post is about those being executed. In theory, they work out great, however, in practice, I have seen many people flail around in circles. For example, I agree, for the most part, with Zakkhar's post about the kill order. The problem doesn't rest in that though, it comes down to people not playing with coordination. When I mentioned earlier about trying to pull Mages and Riflemen off the healer, it's not because alone they are extremely deadly (I've seen many DPS easily solo them), it's because there are at least two ranged MoBs battering down the healer and there is no effort from them or anyone else in the group to try to control them. As a tank, I can only do so much.
I actually didn't read all of Zakkhar's original post, but I just finished it :P I agree with it pretty much completely. And I <3 you for still using Mongoose!
Post by
344633
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Post by
90985
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Post by
Cambo
So perhaps it's more of an issue with people's hardware versus other aspects.
No way dude.
All the heroics, apart from the new ICC 5-mans, are easy.
I suppose people just roll up and think they can face-roll.
Obviously the loot tables reflect the difficulty of the instance, in this case.
If everyone knows what they're meant to do, then it is challenging but not difficult.
My shaman healed H HoR in full T9 elemental gear, resto spec the other day. Nobody died, I never went below 30% mana.
It was busy, having to cleanse etc. But having us tucked in the corner spamming chain heal certainly helped.
The spawned mobs deal alot of damage compared to trash in the other heroics. ICC 5-mans require some attention and some team-work.
Post by
skumbananer
see that instance as a pvp fight and it will get much easier. Bring pvpers and that instance will be a breeze.
Raiders only care about their dps e-peen in a 5man. They want the healer to spam the tank, the tank to care for any interrupt and tactics while holding all mobs so they can spam (click) their aoe.
pvpers will interrupt, debuff, nuke the right target, offheal, silence, disarm, cc, they can usually take a hit or two, wont get crit... even if the dps is a measly 3,5k or so, thats much better than 5k of uncontrollable aoe while doing nothing but that aoe.
"LF4M HoR heroic. Need a tank, a healer and 2 dps with a minimal arena rating of 1400" :)
Post by
517094
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146856
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