Shattered Halls Guide to Heroic and Normal

Here is a guide to handling Shattered Halls on Heroic and Normal difficulties

Shattered Halls Guide for Heroic and Normal
Here is a Shattered halls Guide for those venturing in TBC Classic. Image via Blizzard Entertainment.

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The Shattered Halls is the final dungeon as part of the Hellfire Ramparts dungeon hub. The dungeon is one of the most rewarding dungeons for many different classes prebis list, granting rep, or attuning for the speed run in later phases. For those daring to enter in either Normal or Heroic difficulty, here is our Shattered Halls Guide.

Note, this dungeon presumes no group composition, skips, or activity within the dungeon. Therefore, this is providing a general outline of the dungeon with suggestions to make the group easier.

If you are after the other hotly contested Hellfire Ramparts Heroic, then we have a Blood Furnace Guide for you.

Dungeon Location

Shattered Halls Entrance Location
Here is the location of the dungeon in Hellfire Ramparts. Image was taken through Leatrix Maps addon.

The Shattered Halls Entrance is located in Hellfire Ramparts, at 48,51 for those using coordinates. You’ll see the entrance next to some blown up part of the Rampart, along with a gate in front of the instance portal. To gain access to the dungeon requires completing a quest chain found from killingSmith Gorlunk found in the Ata’mal Terrace in Shadowmoon. Alternatively, you can join a group with someone who has the normal key or have a Rogue with 250 skill to pick the lock.

For Heroic, you’ll need the key from Honor Hold / Thrallmar at Revered or from Honored when the rep nerfs launch in later phases.

Noteworthy Trash

There are a few annoying mobs in the Shattered Halls, that the entire group will need to coordinate effectively. Furthermore, there is a trash gauntlet inside the instance, so knowing your trash will make the experience much better. The noteworthy trash are:

  • Acolytes
  • Legionnaires
  • Centurions
  • Champions
  • Gladiators
  • Reavers
  • Dark Casters
  • Sharpshooters

 

Depending on your group composition, it might be better to kill certain mobs in different orders, or forcing CC chains onto other mobs. In particular, CC’s like Seduce, Frost Trap or Polymorph are super ideal for their long CC timers. Your soft stuns and kicks are much better for controlling other annoying mobs like the heavy hitters or the ranged mobs. We highly recommend building composition in the Shattered Halls Guide to make the run much easier regardless of Normal or Heroic difficulty.

Trash Explained

  • Shattered Hall Acolytes are the Orc Healers of the instance. Their two main abilities are a large heal and a bubble mechanic, which means they need to drop or receive the blunt off CC in their packs.
  • Legionnaires are typically in large packs and are the kill target. When mobs die, they’ll call in reinforcements until they are defeated.
  • Centurions, Champions and Gladiators are different melee mobs that are all hard to control. The Centurians are immune to all CC, while Champions are prone to snares and Gladiators to fears. Furthermore, Gladiators have a Mortal Strike ability and RP combat with each other so that you can pull them at low HP.
  • Reavers are a Melee cleave mob that requires facing away from the group.
  • Dark Casters are equipped with a short-range AOE fear and leave a flame strike ability on the ground.
  • Sharpshooters have a disorientate ability that randomly targets a player. The mob needs CCing as it is unideal when a tank or healer is CC’d.

Boss Tactics

Grand Warlock Nethekurse Tactics

The Grand warlock is the first boss in the Shattered Halls and requires killing the cultists around him to activate the fight. From there, he is a simple tank away from the fight and doesn’t stand within the magic circles he leaves under players’ feet. Also, he will occasionally mortal coil and horrify a player, so make sure there’s no lingering trash and heal from the damage dealt. If possible, having something apply Mortal Wounds is nice but isn’t necessary.

At low health, the boss will use Dark Spin, which is a Whirlwind ability. Tanks and melee DPS need to move out, with Ranged DPS ideally slaying the boss.

Blood Guard Porung Tactics

Blood Guard Porung is a Heroic only boss with a powerful cleave. The tank needs to position him away from the group to prevent the cleave from unintentionally hitting the party. Furthermore, he will occasionally fear those near him, so positioning them at max range from the healer is ideal.

On the other hand, the boss has two archer adds that spawn, which is easy enough to kill and focuses on the DPS before switching to the boss.

Warbringer O’mrogg Tactics

Warbringer O'Mrogg
Warbringer is the third boss on Heroic Shattered Halls. Image via Blizzard.

The Ogre boss of the instance is a difficult one. First off, he fears for five seconds around him and is immune to getting threat back via a taunt. Likewise, he also Thunderclaps the melee, which affects the tanks ability to generate threat. Ideally, ranged DPS need to stop DPS to allow the tank some breathing space if the abilities don’t line up well.

Also, the mage part of his head comes active, which naturally drops threat anyway. Also, the mob casts a fire nova around his character, meaning melee and the tank will receive some burst damage in that phase. Once again, let the tank pick threat back up upon the head switch.

Players can tell when the boss is threat resetting to the ogre’s head as the Ogre gives cues of who is speaking and through in-game emotes.

Warchief Kargath Bladefist Tactics

Kargath Baldefist is a mixture of a horde fight and a boss fight. Throughout the fight he’ll spawn adds that the DPS need to focus. One mob is the Heathen Guard that has bloodlust and enrage, the Reaver has a cleave and uppercut, while Sharpshooters have the dungeon trash Sharpshooters. Depending on the group composition, you can either repeatedly Polymorph, Fear, or Frost Trap them to handle them. Or nuke them down as fast as possible. If you opt for the CC strat, you’ll want to have high DPS on the boss to prevent the next wave of adds stacking on top of CC’d.

As for Kargath, he has several abilities. Firstly, he will randomly charge a player and stun them for two seconds. The second one is his double attack, which is a Windfury passive built into his Auto Attacks. As for his active abilities, he does a blade Dane, which requires the party to spread out to avoid the multiple charges and cleave that come with it. Likewise, the melee needs to stand away from the boss during Sweeping Strikes so they don’t get cleaved when near the tank.

Once when Kargath is down,m you’ll have completed the dungeon. We hope that the Shattered Halls Guide has helped you find your way through the instance, ultimately rewarding you with loot.