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Halls of Reflection Instance Guide

Halls of Reflection is the 3rd and final instance, of the new 5mans, that was added in patch 3.3. In order for players to enter the Halls of Reflection the must first complete The Forge of Souls and The Pit of Saron. Both of these instances will have Lady Sylvanas in them who will offer you a chain of quests. As you complete these quests you will gain access to the next instance on the list. Halls of Reflection will be the final and hardest of the 3.

As an additional note, Halls of Reflection as well as the Forge of Souls and Pit of Saron drop Emblems of Triumph on Normal Difficulty. This is a nice extra perk to these new instances.

 

Halls of Reflection - Hell before the first boss

Halls of Reflection starts with you having to battle waves of Spirits before the first boss. These spirits can be found all around the room and are mixed with melee and ranged. This makes it a real pain in the ass for the tank to pick them all up and the healer to heal through everyone taking damage. Note they can be stunned, feared, shackled and all that fun stuff. However, not much is going to make this easier.

I've created a video that can be seen below of this instance. The very first bit will show you the best possible place for you to stand to help Line of Site the spirits and get them all stacked up. This is possibly the most important part of the instance and by far the most difficult.

 

Falric

Falric is the first boss you will encounter in the Halls of Reflection and has a few moves that can be a pain in the ass. One is his AoE fear. He will fear everyone in the room for 4 seconds, dealing shadow damage every second while feared. During the duration of his fear, Falric will not attack. He has another ability called "Impending Despair". This ability is a magic effect that he places on a random target. If this ability isn't dispelled within 6 seconds it will stun the target for 6 seconds. It is very important to keep this ability off the tank and healer.

The final ability that Falric has is Hopelessness. Hopelessness will reduce the damage all players cause by 20%. The amount Falric reduces your damage by will increase as he gets lower in health. If I recall correctly the final amount is 60% at around 10% health.

Normal Loot Table:

Ghoulslicer

Eerie Runeblade Polisher

Marwyn's Macabre Fingertips

Valonforth's Tarnished Pauldrons

Fallen Sentry's Hood

Muddied Boots of Brill

Heroic Loot Table:

Falric's Wrist-Chopper

Soulsplinter

Bracer of Worn Molars

Chestpiece of High Treason

Spaulders of Black Betrayal

Spiked Toestompers

 

The Packs of Spirits Before Marwyn

As with the Spirits before Falric you have to be ready and in position to Line of Site them. The Spirit Waves after Falric will call in more Spirits then the ones before him did. During Heroic this is where most groups will fail. It is very important that you have everyone tucked away in the corner and the tank ready to grab every spirit before they destroy someone in your group. The best tank for the spirit waves is a paladin. They will be able to grab the spirits quickly and also stun them and silence them if things get out of control.

As with before, I've created a video to best demonstrate where to line of site the spirits as they come at you. As with before, this is possibly the most important thing to do, without line of siting them it will be almost certain death. Below is the video to help you conquer this hard part of the instance.

 

Marwyn

Marwyn is almost a push over compaired to Falric. He has a few different abilities, but none are really that deadly or worth mentioning. The one that is worth mentioning is his Well of Corruption ability. When standing in this well it will increase shadow damage taken by a certain percentage. The well alone isn't much for you to worry about, but combined with Marwyn's Shadow AoE. If you're caught off guard in the well for too long, the AoE will take you out.

Normal Loot Table:

Splintered Icecrown Parapet

Carpal Tunnelers

Splintered Door of the Citadel

Frostsworn Bone Leggings

Mitts of Burning Hail

Frayed Abomination Stitching Shoulders

Eerie Runeblade Polisher

Heroic Loot Table:

Orca-Hunter's Harpoon

Choking Hauberk

Ephemeral Snowflake

Frostsworn Bone Chestpiece

Sightless Crown of Ulmass

Suspiciously Soft Gloves

 

Wrath of the Lich King - Escape The Lich King

Quite possibly the most interesting thing Blizzard has created in awhile. During this part of the instance you will be running away from the Lich King. He moves very slow, making this very unrealistic and kind of cheesy. While running away the Lich King will summon adds and create barriers in your way. The most important thing to know about this part of the instance is KILL THE CASTERS FIRST.

Not only do the casters pump out an amazing amount of damage they also are a real pain in the ass to kill if the Lich King gets too close and the Melee DPS have to avoid him. If you can remember the small rule to KILL THE CASTERS FIRST. Then this will be the easiest part of the instance.

Normal Loot Table:

Bone Golem Scapula

Chilled Heart of the Glacier

Hate-Forged Cleaver

Mourning Malice

Crypt Fiend Slayer

Blackened Geist Ribs

Crystalline Citadel Gauntlets

Greathelm of the Silver Hand

Grim Lasher Shoulderguards

Legguards of Untimely Demise

Tattered Glacial-Woven Hood

Heroic Loot Table:

Black Icicle

Liar's Tongue

Second Helm of the Executioner

Chestguard of Broken Branches

Fossilized Ammonite Choker

Oath of Empress Zoe

Shriveled Heart

Strip of Remorse

Blighted Leather Footpads

Hoarfrost Gauntlets

Grinning Skull Boots

The Lady's Promise