This instance is located in Auchindoun. It is the southern entrance.
The key is droped of the last boss of Sekketh Halls. Drops for everyone.
#1 : Shadow Labyrinth isn't hard.
#2 : You WILL run this a lot for Sonic Spear.
A) Located in the S of Auchindoun, needs key from Sethekk Halls/350 lockpicking to enter. You have 2 quests in here and a conveniently placed vendor outside.
B) Requires Mages, Warlocks, Rogues, Hunters. I found the ideal setup in a warrior, a priest, a mage, a hunter and warlock. There's always an alternative. Don't favour DPS over CC!.
C) Trash and such:
You can skip most of the mobs in the 1st room by clearing the left side. The 2nd room has alternative pulls of groups of 3 with some Fel Overseers. The mobs aren't a problem, they're typical caster mobs, except they have a stun spell, 'Addle Humanoid'. It's channeled and looks like a mind flay but should be interrupted. The Fel Overseers can't be proper tanked as they have a total aggro reset when they AOE fear. Pull them way back and do whatever you can to protect the cloth wearers, they hit hard and rumour has it in Heroic mode they do about 3,000 damage on cloth. And no, stance dance or fear ward won't help.
Ambasador Hellmaw (
) will 'activate' himself when you kill the last mob from the two packs right in front of him. That means you will have to kill the last mob somewhere far away from him in order to get ready. Has a corrosive acid frontal cone, not much damage, BUT does an AOE fear after the breath. If anyone avoids the fear or resists it he will aggro him and charge, then return to the tank usually.
#1: If you can kill them one by one, do so. Shadow priests 1st
#2: The room is crawling with Assassins. I don't know where they're located or if they just spawn at random but they cheap shot and can bring a clothie down to 50% in no time.
#3: Imps and Succubi should be put down fast (obvious reasons)
#4: Don't rush, the Malicious Instructors need time to patrol. You can't take one of these + a group.
#5: Yes, you need to clear the whole room.
Blackheart the Inciter (
) is a crazy fight, being close to impossible to tank him properly. He does is an 'Incite Chaos' that will MC all the party members to fight against each other. Use all your cooldowns before he does. If anything bad can happen, it will and it will deal a lot more damage. It's a total aggro reset and he will run to people at random and War Stomp if not taunted. That also wipes aggro, making it even harder. So /pray and hope you'll live, it's pretty much luck/dps based.
Grandmaster Vorpil (
) is tricky! Has a shadowbolt volley, a teleport ability which takes people to his initial location and does a rain of fire on them, moment when you have to run out of it. He summons 3 portals through which Void Travellers come through - non elites that move slowly to him, exploding and dealing damage to party members and healing him. I tank him close to the N portal with a hunter and a trap ready, far less come out through N. With each teleport, he summons at faster rates so kill him before the 3rd or else you will be overwhelmed.
) starts at 40%. You will tank him till 'Murmur draws energy from the air…' and does Sonic Boom, an AoE blast around him for ~8500 nature dmg, debuffing with nature dmg every 3 seconds, movement speed reduced by 90%. In simple terms, melee runs back out of the circle. The tank should be 1st to pick him up. If you almost ran out, you'll be too slow to go back and take him and he will do 'Resonance' :debuff everyone increasing Nature dmg taken by 2000, renewed every 5 seconds and the party taking as much damage as Resonance adds extra nature dmg. People will randomly get Murmur’s Touch, lasting for 15 seconds, each member blowing up for ~3000 aoe damage with a shockwave-silencing debuff. Spread out, don't be in the way of melee when they want to run out or you will either blow them up or slow them and make it a lot harder.
Blackheart the Inciter (
He does the mass MC at 25 seconds, and again at 1 minute 30 seconds from the time he first aggros. We had A 70 warrior, rogue and mage, a 69 shammy & a 69 priest, and we wiped.
I found that, Druid(tank), Priest(heal), Mage(dps), Mage(dps) and Rogue(dps) to be the best setup for Shadow Lab.
Easy and smooth no big deals at all. :)
This is the second easiest lvl 70 instance hands down. Steam Vaults, of course, is the easiest.
<3 the Blackheart the Inciter fight. Easy as hell..just heavy dps..and use up your cooldowns quick before the fights. he can be semi tanked...but the mass MC of course breaks aggro. Just stay close and most of you will melee. had a mage trying to kill me with his staff during the fight.
Vorpal fight is simple:
Tank move him to the left stairs so you do not have LOS issues for healing...then heavy dps and kill the voidwalkers before they get to him (they heal him while doing damage to you). Every now and then he will pull everyone to the top and Rain of Fire. Just run off the top, and wait for him to come back to the tank...and repeat.
Any questions on a strat for any of the bosses..just leave a comment and i will fill you in. Run Shadow Labs quite a lot.
Goodluck and good hunting :D
70 Undead Prot Warrior
for the first boss as a dwarf priest I'd buff fearward on everyone before the fight, keep it up on the tank and shadow protection on everyone will also make you resist a lot of fears.
For the priests (preferably shadow) out there, here is a strategy to solo the entire first room (Why would you do this you ask, well the loots are above average off these mobs and you can farm lower city rep by your self quite quickly):
-When you first enter there is a group of three to your left, a group of two to your left and a single that pats around in a circle.
-MC the single, run him into the group of two and three. Let them beat him down to ~<5% life, break MC, hit him with a Shadow Word : Death and a Shadow Word : Pain WHILE RUNNING FOR THE EXIT. When the 5 mobs that beat down their friend get close to you hit a scream to fear them and allow you to make good your escape. Bubble your self or you will probably die.
-Problems that you may have: You have to score the killing blow to get the rep and the loot. That is why you must drop MC before they kill your mob. The most preferential case is that you drop MC, hit Shadow Word : Death, and the mob dies
-Continue mind controling and breaking MC before the mob dies and running out to drop aggro.
-Make sure that you MC the acolytes BEFORE the deathsworn. It is important that the final two left in the first six mobs are both Deathsworn.
-When all that is left of the first 6 mobs are two deathsworn, MC one and pit the two against eachother. By the time your MC is almost out (60 seconds) THEY BOTH should almost be dead (if one or the other misses/parry a lot, you may want to run out and redo this encounter) when they are both almost dead drop MC, hit one (the one closest to dying) with Shadow Word : Death, and hit the other with Mind Blast, Shadow Word : Pain, then fear if they get too close. It should be deasy to kill both of them this way.
-In the far right hand corner of the room is another group of 6, use a strategy almost identical to the first portion of this post to get all of these.
-In the back center of the room should be four mobs standign all together. Same strategy MC, let them spank it, drop MC and take your kill. MAKE SURE TO LEAVE THE ONE WHICH IS CLOSEST TO THE WARLOCK WITH AN IMP AND HOUND ALIVE.
-Next MC the one you left alive in the last step and run him over to the lock, imp, and hound. Use that one to kill the imp and hound. IMPORTANT NOTE: The lock will usually cast shadow bolt then do a spell which breaks your MC. You will probably have to try this encounter several times before you manage to kill the imp/hound. If MC is broken and the imp/hound is very close to dying, hit him with a Shadow Word : Death, bubble, run for the exit, and fear to buy your self some time. (Make sure to cast shadow protection of your self)
-Once the imp and hound are dead, wait for the imps of the other lock to line up in a straight line in front of him, hit him with an MC quickly, and let his imps beat him down (in the mean time use him to kill an imp or two if you can). Break MC and take your kill for rep. There is a very good chance you can handle the rest of the imps now by yoru self by bubbling, healing and dpsing. If you don't want to risk it run out and kill off the rest of the imps after droping aggro.
- Finally, MC the remaining warlock, and use the mob which you left alive to kill his hound and imp in a death match. Drop mc when they are both almost dead, fear kite them, dps them down. Again, if they are missing/parrying a lot you may need to run out and redo.
-If its a deathsworn vs lock you may not be able to do enough damage to the deathsworn before the lock is almost dead. If this is the case you can always kill the lock, runout, then come back. Now stand as close to the remaining mobs in the room with out aggroing them and still be in range for your mind blast. Mind blast the deathsworn you didn't kill in the last step, bubble, and MC him. He should MC just after his first strike on you which should not break your bubble. Now run him into the nearest group and do as you have done in the past.
All of the quests except "Into the Heart of the Labyrinth" can be completed in a a pre-cleared instance.
The Karazhan first key fragment requires opening the Arcane Container near Murmur, and that can be done before or after killing Murmur. Anyone who wants the key fragment must be there when the container is opened.
toughest boss.. murmur. impossible to beat him with just gear. need to run around like sissies in order to beat him. good comment
An average run, killing only the mobs needed to pass, will give about 2,000 reputation.
Any suggestions as to when Heroic Labs should be run, gear wise in terms of how the party should be?
The Blackheart the Inciter fight can be a pain for your healer as he will waste a lot of their mana during Incite Chaos, make sure you have some self healing to help out. Players damage is significantly reduced while under the effects of incite chaos, Ive only ever seen a well geared sword spec rogue kill another player here.
An alternative strategy for Grandmaster Vorpil that works especially well on Heroic mode, is to kite hime rather than tanking in one spot.
Aggro Grandmaster Vorpil so he comes down to the book, then walking slowley towards the entrance of the room tanking him all the time. By the time you get near the doorway, he should teleport if you are going the right speed. Once the teleport is complete start kiting him in the oppsite direction to the first kite, towards the exit of the room. If he is still up just repeat the kite each teleport.
This strategy means you can ignore most of the Voidwalkers, only killiling 1 or 2 that manage too get close.
A shadow priest (or a holy one with some +hit gear) is handy here as many mobs are mindcontrollable on both Heroic and Normal mode and have useful ablilities.
Broken shadowpriests do immense damage and can tank (they have low HP so will die easily)
Broken Acolytes have an 8k heal and powerful rejuvination, and a 1hour shadow resistance buff.
Orc Fanatics make good off tanks with 'Fixate'
Be careful when clearing the room leading to the last boss, periodically a mob will spawn to the side of the room, and run to the middle and engage Murmur, these mobs create aggro links between the static packs in the room, and can cause multipack pulls if the puller does not wait until Murmur kills the spawned mob with his 'Green Ray of Death'
Checked SL yesterday after a patch. Not it was complitely easy. Mobs do no damage at all(before Fel Overseer hits 11k non crtic Mortal strike, now 4k on mail). Bosses however not changed. Also blizz remove like 2-4 Fel Overseers and Shivas and 3-4 packs of mobs.
I, along with a good deal of my group, died on blackheart and upon re-entering the instance (he was still fighting two of my group) he used incite chaos and mc'ed me at the entrance causing me to attack a group we skipped earlier. So just keep that in mind if you ever try to re-enter while he's still up...
A full clear provides approximately 2600 rep, not 2000 as stated. I started the run with approximately 18200/21000 rep and finished with roughly 20800.
I got the other 200 rep to exalted by myself by mind controlling mobs until they had approximately 1% health left and then breaking MC and using SW:D to finish them off. A slow method, but soloable.
Quite a big dungeon and should take you no less than 90 mins
The MC tactic with priest definitly doesnt work now, I dont know if it worked earlier, but I have tried 5 times now and every time I get close to 3-group with MC, MC breaks. It last maybe 5 seconds if I get close and almost full duration if I stay in place.
Maxing your profits when gearing shadow priest:
Most of shadow priests nowadays when tbc is living it's full life level fast to 70 to gear then in high instances or Kara , this short guide aims to give You everything u need to start serious runs with semi-good geared shadow. Also good for ppl which are thinking of respecing. Assuming You probably are at least honored with Lower City now whole think will take You 15-20 full runs , one run with good group is between 60-80minutes . At the end You will get best one-hander before Prince for shadow priest (exalted with lower city reward) and 4-5 blue pieces which socketed properly will serve You till epics .
To start with:
* SL is not too hard to make u unable to heal/dps in 60-70 gear group so you will be group suportive
* fallowing above rule you wont have problem finding group since even green-blue geared team does fine and shouldn't wipe, well maybe good tank would be helpfull to kite vurpil boss.
SL provides greates number of good blue shadow priest items which are :
Jaedenfire Gloves of Annihilation - best dps gear till Kara
Robe of Oblivion - if Lock wont need it or there wont be one Murmur giefs You best prekara dps robe assuming ur not tailor or went primal mooncloth tailoring before
Spaulders of Oblivion - same as above
Wand of the Netherwing - one of the blue best dmg wands
You may also be lucky and get spellstrike pants recipe from murmur, but 5% drop chance makes it hard. Personaly I seen it drop only once in total 20-30 SL runs I made on my char.
There are a total of 30(thirty) Soul Devices in the instance. That's more enough for a group of five to finish the quest, which might be an attempt at countering the fact that some people tend to finish quests and then promptly leave groups. Much to the others' frustration.
Here are their locations for reference when doing this quest :
In The Refectory (room with second boss), there is a small tent on each side of the room. There are two Soul Devices located in each tent.
In the chamber leading to Grand Mater Vorpil (with a Fel Overlord partolling in it), there is one on the right, in front of a sacrophagi of a sort close to the entrance to the room, to the back left, near a pillar you'll find one, and two in a tent on the right side of the room.
In the Sanctum of Shadows (Grand Master Vorpil's room) there are two on the left side, by the outer walls and two behind the Codex of Blood.
In The Screaming Hall (Murmur's chamber) there are ten Soul Devices on the right side, in tents and around them, and on the left there are eight.
Just a couple tips to add to the original poster:
You don't have to run solo mobs into other packs.
Deathsworn have Black Cleave, which does hit multiple targets, so watch out and don't break your MC.
Mind soothe can be used to prevent pulling multiple packs at the same time.
When MC'ing Acolytes, use their shadow guard on yourself, and toss yourself a renew from him before you drop MC.
You can straight up kill the two warlock/imp/felhound packs near the back of the room with dots and line of sight, with the odd mind blast or SW:D thrown in. No MC needed.
If you're an herbalist, be sure to scoop up the
every time you see it!
Will of Edward the Odd
dropped for me on one of my first pulls. May luck find you as it found me. :)
Normal trash mobs give 12 reputation to Lower City per kill (15 in Heroic); larger mobs, such as Fel Overseers and Malicious Instructors, give 24 (30 in Heroic). All bosses give 120 reputation (250 in Heroic mode). An average run, killing only the mobs needed to reach the end, gives approximately 2,000 reputation.
Entirely possible to do this on Heroic without reliable CC.
Just finished Heroic SL last night with:
Feral Combat Druid
We used the best CC available: Slaying stuff. Just be careful with the Shadow Priests leading up to Inciter. If at all possible, find a priest to be on standby to MC the Acolytes to buff and heal you, because the Pally's aura ISN'T going to stop any of the Shadow Priests' Mind Flay, which tics for ~1600.
The only thing i find hard about this instance is the 3rd boss, Grandmaster Vorpil. I understand how to fight him but i always have morons in my group who screw up and get us all killed.
just finished this with the following group:
Prot warrior (me)
we had some problems at blackhearth were we were owerwhelmed, but we later got the hang of it and managed to take down the rest of the room without any wipes. at the 5 mob pull we used the following tactics:
-First i used my Goblin rocket launcher to pull them(pewpew)
-Mage timed poly so it hit right after they started running for me.
-warlock took care of the shadow priest, simply nuking it down.
-and i tanked the remainder of the mobs.
Quite hard if you don't have the skills and gear. i recommend that (as tank) buffed up you have close to 14k hp. remember also to thunder clap to keep a good aggro on all and to slow their attacks. if you can, stun one with concussion blow so that you for a moment won't take just a much damage.
Cake if you know what to do. Fel overseers can be a problem but i made a macro to instantly when the fear is released to target the one the overseer is attacking and then Intervene.
this depends that you got the overseer targeted.
/assist (sound strange but you will then target his target)
Minimum required level for entry on Normal is 65.
Wiped 7 times today... had to go before the 3rd boss, btw he wiped us 4 times. Shadow Labirynth is hard, it goes without saying.
Keep this in mind: your healer and tank must be level 70, or the healer at least, unless you will wipe few times. I was level 68, my healer 70, went nice, till he had to go and level 68 holy priest came...
There are some excellent strategies in this section, and they helped me a lot while planning my group's first run. I'm only adding some comments because we are an unusual 4-person group that has been playing exclusively together since the early levels, mostly running instances.
Our group makeup is:
70 Prot Warrior (me)
70 Resto Druid
70 Marksman Hunter
70 Frost Mage
Our gear is pretty decent, mostly instance blues with an epic here and there.
Trash mobs: Surprisingly easy to fight and pull, we found Steamvault trash to be much harder for our group. The only tough pulls were the two 6-pulls right after the first boss (only 5 of which were elite). There are very few problematic casters compared to other instances, which pleased me greatly.
Ambassador Hellmaw: No problem here, tank and spank while stance-dancing to avoid his fear when possible. Only the tank should take any damage.
Blackheart the Inciter: Very interesting fight, was actually pretty easy for our group makeup. Our healer was in tree form so he didn't do any real damage, and the hunter generally ended up sparring with his pet. Since there were no other melee dps near me while tanking, I would often end up wandering near Blackheart for a few seconds, throw a dagger, and maybe get in a couple swings on someone for very little damage. Nobody came close to dying.
Grandmaster Vorpil: Easily the trickiest fight, we wiped two times on him while we got a hang of it. We found that attempting to kill the adds was a waste of time since we couldn't also dps him enough before we were overwhelmed with adds. I ended up putting on my dual-wield dps set and kiting him backwards down the hallway after each summon, alternating sides to keep the adds away from him. The mage would frost nova and the hunter would frost trap to slow down the adds' movement. This worked like a charm, and our druid could manage healing easily enough to stay out of tree form and add DPS as well.
Murmur: We wiped on our first attempt due to the touches and silence, plus I had to get the hang of Intervening another group member to get away from the AOE and then Intercept back into the fight as soon as possible to avoid the debuff. Our second attempt went much more smoothly.
If you group wipes in the big trash room right after the first boss, and you are still alive (FD Hunter ect)
stand anywhere near the hallway.
The stealthed trash mobs have a tendacy to gank you. Move way back, somewhere near the entrance to the channelers room, and wait for the tank.
The list of quests for Shadow Labs should include:
Trial of the Naaru: Strength (Heroic)
(old attunement quest chain for The Eye and Tempest Keep)
As of patch 3.0.2, the Door to this instance appears to be phased. Anyone with the key will be able to open the door and see other people opening the door, but anyone who does not have the key from Sethekk will see a closed and locked door at all times- group members with the key will appear to vanish once they get within a few yards of it.
To enter, you must now have the key, or enough people with it plus a warlock to summon everyone inside.
I observed this last night. 2 people in the group were able to enter the door, but appeared to teleport through it to the other three, who weren't able to enter or see the door opening/closing. After a quick run of Sethekk to get the key, everyone was able to enter with no hassle.
Nobody seems to have mentioned for a "labyrinth" it seems to be pretty straight forward :|
It's now easily possible to pug this instance with an offspec healer in blues, as long as you've got a few decent players in the group... it certainly seems a fair bit easier than it was before the 3.0.2 patch. My shadowpriest had about 550 spellpower, no wipes, a few deaths on the bossfights (tho Murmur was close) and only our rogue was epic-geared.
Trash is 2 or 3 Rep per, Overseers and Instructors are 6 and the Bosses are 150 (250 Heroic) for Rep at 79 and 80. Once they turn grey to you, this is the rep you will get, not as stated above in the Title. Just a lil FYI for those that didnt get exalted pre-WOLK and working on it now.
Yesterday tried to do Shadow Lab (doing full Auchindoun run) with:
67 DK Tank
66 Ret Paladin (me)
66 DK DPS
77 Restoration Shaman (to make such adventure possible).
Recount shows us that half of melee hits were glancing blows, but all bosses except Murmur were glanced to the death.
Murmur, however, put an end to our desperate run.
Just went and tried to solo this as a level 80 prot warrior in quest/non-heroic blues. Summary: Potentially doable with better equipment, but annoying.
The first boss, and trash leading up to him, can be skipped entirely.
The second boss cannot be skipped, as the door behind him is closed. To make it worse, he pulls his entire room when aggroed, so you'll need to clear it before attacking. This takes a lot of time. The boss himself was trivial, however.
The third boss
has a locked door and
needs his room cleared. This takes yet more time. The boss is rather tough, as his adds heal him. If you can one-shot his adds, you can take them out easily in the early part, but at the end of the fight there will be swarms showing up. Kiting him away from them, AoEing them when possible with Shockwave, and getting lucky eventually killed him, but I was ten seconds through Last Stand when he finally died. Keep in mind that he'll occasionally teleport both of you to his central dais which will inevitably have half a dozen voidwalkers standing on it - that's a good 20k hit points healed right there. Ouch.
Confusingly, despite the fact that they're
, the final boss
pulls all the creatures nearby - creatures with very, very confused allegiances. (It was worth a try.) Even at 80, Sonic Boom will basically obliterate you if you get hit by it. I tried Murmur twice then gave up (I was going for the quest chest next to him, which you don't have to kill him for) - it's possible he'd be doable if you manage to avoid every Sonic Boom and Resonance, but it won't be easy, and I was taking enough damage that the entire concept seemed dubious to me. With better equipment and perfect reflexes, perhaps.
The good news is, if you wipe, it's real easy to walk back to where you died, since you cleared practically the whole damn instance already.
I think a rogue would have serious trouble with this instance - their normal stealthiness is basically useless, and instead they'd be going up against packs of 4 to 6 creatures at a time. Any other class should have minimal issues up until Murmur, at least if they have some way to burst the third boss's voidwalkers down.
I just soloed all of normal SL as an afflic warlock. 25 man Naxx, EoE and OS gear. 2238 SD 18% crit 17k HP. Used 24k HP Voidwalker as tank.
For a while I have been farming the first SL room for Lower City rep and a bit of loot. After getting to exalted I thought I would try and see how far I could get further into the instance on my own.
It was slightly tricky for me as a cloth caster pulling the trash groups in the room where Ambassador Hellmaw and the elite Fel Overseers live. I pulled the groups and Overseers back down the corridor with a CoA and then sent the VW in to tank them. I had to time it right... the first time I tried, I ended up pulling an Overseer and a group at the same time and got killed. Most of the trash and bosses with 70k or more HP required a balance of keeping the VW alive and causing a steady flow of damage, all without getting aggro. Occasionally the Fel Overseers will fear the VW which can cause some excitement for a few seconds. Ambassadow Hellmaw was quite easy as long as the VW keeps aggro.
The next room was much harder and I did manage to wipe a couple of times to the larger pulls. I first pulled the Malicious Instructors away from the other groups. They were easy to pull when at their furthest distance from other mobs. VW tanked them while I dotted them to death. There were a couple of pulls with 6 mob including warlock pets. These proved to be a bit tricky to manage and I got killed on one of these pulls. Other than that, just cleared the room with no drama. Blackheart was not as bad as I expected. When MCed, I beat up on my VW a bit but he managed to survive. My dots killed Blackheart during the second MC period.
Heading towards Grandmaster Vorpil I AOEed all the skeletons and killed more pulls. Just lots more rinse and repeats. Not too hard. Vorpil turned out to be quite easy in the end since I managed to kill him before too many of his adds arrived. I was only teleported once and even then just kept on dotting and draining life from him. I just ignored all the adds and concentrated on damaging Vorpil.
I did not have to much trouble with the trash before Murmur other than forgetting to kill the Summoner in the first pull. I ended up getting overwhelmed and died. Then I remembered that the Summoner has to die first! After that, all the pulls were fairly straightforward.
To kill Murmur, I sent in the VW and just put all my dots onto Murmur, followed by shadowbolts. I was not too worried about aggro and just wanted to cause as much damage as possible. I got knocked into the air a couple of times but had enough HP to recover fairly easily. It took me two attempts to get Murmur down. The first time I let my VW die and then the additional damage from Murmur was too much for me. The second time, I made sure the VW was healed and Murmur went down much more easily. It took me 78 seconds to kill Murmur and just over 2 hours to run the whole instance, killing everything including all trash. Although some of that time was spent bragging to fellow guildies. :) :) :)
This solo run was definitely a lot of fun and I recommend it to others as a fun challenge. At first I was not even going to try this, but then I thought you don't know what you can achieve unless you make an attempt.
Reputation & Gold from Normal Run
As a level 80, soloing this instance in normal mode will give you
and an average of
(assuming you vendor everything). Of course, there are some items you might be able to sell at the Auction House for more. After expenses (for ammunition, repairs, etc.), you should have a net profit of about 130 gold. Since soloing the run only takes about 75 minutes, you should make just over 100 gold per hour. Not great, but if you are grinding Lower City rep, it isn't bad either. Soloing this can also help you improve some of your skills. With practice and as a well-geared and skilled level 80, you should be able to solo it without dying.
I went through Shadow Labs last night May 16 '09, on a solo attempt as a lvl 80 Frost DK. Did very well up until Murmur. I got a guild member who was a lvl 80 Mage to help out after the 4th time I died from Murmur. I would get him right down to around 6k hp left and would get wiped. My biggest thing was not being able to cast spells from being silenced. Plus the tossing up in the air spell sucked too. I plan on running it as a Blood DK and see if that make it easier.
Here is my Armory link:
I do have gems socketed but armory doesn't show them. I don't have the gear I want yet but I am working at it.
I would say Murmur is soloable. I just might not be geared or have enough practice at dungeons yet.
Just soloed the entire Shadow Lab with level 80 Retribution Paladin as of May 26th, 2009.
Here are a few tips:
Constantly keep Sacred Shield up, and FoL whenever the Art of War procs, helps a ton when fighting groups of 4-5 mobs at once. Don't Consecrate too often, you run the risk of going OOM when you need to heal or what not.
Also, Divine Storm is a great way to get a portion of you HP back when fighting multiple mobs at once, since it heals you for 25% of damage done.
Might want to buy a stack of low level water incase of going OOM after a fight with Divine Plea on CD.
Ambassador Hellmaw - Simple fight, keep Sacred Shield on, FoL when AoW procs.
Blackheart the Inciter - Another simple fight, basically the same as Hellmaw, but will stun occasionally; knock-back is non-issue. He didn't MC me at all throughout the fight.
Grandmaster Vorpil - Can be tricky. I DPS him down with Ret's standard rotation w/o Consecration, manage to kill him before the teleport. Adds die fast, Exorcism is useful on them due to auto crit.
Murmur - Tricky, same as first 2 bosses, keep Sacred Shield up, FoL when AoW procs, run out of Sonic Boom. Murmur's Touch can be problematic due to the silence, but you can bubble, or heal through it after silence fades; use Lay on Hands in dire situation.
Gear is majority from Naxx10 and Ulduar10, with a few from Emblems.
Definately solo-able by Retribution Paladins, quality of the gear makes a big difference, IMO.
Soloed on heroic as an 80 blood DK tank. (I consider "soloing" the instance to mean a full clear of all bosses/trash)
On heroic this is much tougher than normal to solo; trash can be exceedingly annoying.
Kill Acolyte adds first. Some pulls have two in them and may take a while to burn down due to the heals. Mind freeze is necessary to clear this on heroic.
Summoner adds before Murmur also need to die fast, as they sometimes summon acolytes making the pull take longer than necessary. Pull these groups back a ways so they don't aggro the next group.
Add groups in the room after Hellmaw are dicey, pull instructors separately. Everything in this instance is humanoid so they will all run and chain pull extra groups if you're not careful.
Hellmaw: Tank and spank, nothing notable.
Blackheart: Tank and spank, he will MC you if you have a ghoul or bloodworms up, but all this will do is cause you to hit him with random attacks since noone else is in your party.
Vorpil: Impossible to solo in tank gear regardless of spec. Switch to DPS gear / spec, blow cooldowns (army is quite useful here as he'll banish a ghoul instead of you) and burn him down before he can heal up, he doesn't hit very hard. If you cannot kill him in under 30 seconds then you cannot kill him and may as well wipe it / try again.
Murmur: Same as normal. Doesn't really hit any harder, sonic boom mechanic is the same. Stay close and just rotate cooldowns for sonic booms so you don't get gibbed. As blood this is a joke.
Haven't seen anyone mention this yet.
In addition to farming Lower City rep, this is a great place to run if you need to finish off your Aldor rep. I'm averaging 50+ Marks of Sargeras and 2-3 Fel Armaments per run.
for murmur if ur trying to solo this, it helps to have a pet in some cases, as an elemental shaman i popped my earth on the last boss.
im speaking of course of normal, as for heroic, unless ur a tank class, not gonna happen
soloed as an ulduar geared rogue.
By soloed I mean "stealthed around a lot, avoided every mob I could and having to stack lots of health food in order not to wait 4 hours between every pull."
if for whatever reason you're doing the Entry to Karazhan quest like I am, it's doable in far worse gear. Just horribly, horribly, time consuming, and will create an irrational hatred of stone doors.
why not just get the key instead of taking sucide?
our group wiped so many times on the warlock boss then our tank came up with an idea for him to kite boss and keep him away from the voids i dont know how you guys did it
This takes so long to complete plan on having to re-group. Ran the other day got to Murmur (last Boss) after the 3rd boss. Tank ran up Healer focused on TANK if you get hit with Murmur's Touch you explode fly high in the air then fall and die. (-2000/-4000 dmg) + fall dmg. Plan is Tank run away after the sonic bomb(flashes) if hit with Murmurs touch run into tent. get the dmg but not the fall dmg. Heal then run out and keep dots on him until dies. Very hard boss but get the first key frag in side area.
Here are some tips for the boss fight. maybe useful. our grp warrior(me, prot) priest (shadow) mage(frost?) lock(idk) and pally (retri), all 70. run SL routine. can normally get it down in 80 mins.
1st boss: pull it into HALL WAY. Reason
1)intimidating shout wipes aggro, so make sure everyone is feared by boss (40 yrd). so that boss will keep hitting tank.
2)heal may fail, becoz everyone is too far away from each other, which makes hall way per fect (confined space). During intinidating shout, who didnt get feared will pick up aggro. if tat happens to cloth, will be very dangerous. otherwise this is a tank-spank fight.
2nd boss: make sure dps is enough. place tank against the wall and pick up aggro. other non-melees should spread out and keep max distance with boss. so wont be affected from his stomp. the boss will do a 12 sec MC on everyone which is annoy. but with enough dps and a good healer (one will be enough). this fight is not hard. Tip: if someone got killed by the boss, RUN back to the instance immediately. dont stay there and watch. coz u may make a difference! (my personal exp told me that!).
3rd. slash everything u have on him. DPS is very important. coz u r racing with time. the adds will pop up quicker and quicker that u will never catch up. use everything u have on him. i.e. reckless, elements etc. a good tank is essential coz how to kite the boss determines! we can manage to down him with everybody >50% hp left at the 3rd teleportation.
last boss: i think it is the most easiest boss. tank use Intervene! place one of ur players at 20 yards away from tank. so tank can intervene when boss give Sonic Explosion. i (with 600 pin sometimes)can manage not to be hit by S.E by repetive using Intervene. after intervene, tank need to intecept (or run) to boss within 3-4 sec. otherwise every one in grp will be hit by arcane missle for 2000 dmg. if tank dont want to run, then get two healers to boost hp. coz sonic explosion costs approx 8000dmg.
Just completed this last night with a PUG group. 70 Hunter(me)
70 Pally(very good healer)
Each person did their job well. I did my best with CC using my ice trap. I died once on a stupid mob pull. But other then that all went well. On the last boss the rest of the party died and I had to take out the last 2% of his health. Sucess! Got my key frag. Now on to Steamvaults.
Easy instance, havn't been there more then 3 times only been abit harder one time because we had a real crap group. (xD)
First boss is easy, inti shout won't be a problem with healing over time. (Renew, Regrowth etc.) full dps.
Second boss is abit tricky, here healing over time is also a very good choice! (I'd say a good resto druid is obvious here.) once healed this on my friends balance druid, no problem. (Usually rogue) so its just about good healer & fairly good dps.
3rd boss is a pain if you don't know what to do. There's alot of tactics, but I usually kite him back & forwards trying to either AoE adds or avoid them completly, either is good.
MURMUR! My personal favor; He's the one I find easiest. I both healed & melee dps'ed this guy:
Place healer on "road" (in middle in front of him) then put ranged DPS (Must be here...) on both sides, in range of healer. (Near the wall, so you form kind of half circle or something) then tank tank him at his position and Melee dps same. (Rogues shouldn't be behind him, will in some cases get you too far away from healer. )
He do some hard AoEs, and its a long fight depending on classes & gear etc. Pretty much tank&spank;, healer just need alot of mana (Which makes it even better to have druid, less mana use with HoTs and innervate)
Whole instance perfect group (In my opinion only of-course)
Rogue (Melee DPS)
Warrior / Feral Druid (Tank)
Druid (Resto preffered, healer)
Mage / Hunter (Ranged DPS)
Warlock / Mage (Ranged DPS)
This'll do quite well, it did with me, and I'd definatly say: EASY INSTANCE! Just need to know tactics and &*!@.
Good luck :)
// Zalcin - Hakkar
Be careful of the guys that fear, somehow one of them feared me through a wall and I endlessly fell until i died. If this happens to you, you have to run back to the instance to recover your body, you can't be rezzed.
This instance can be a pain if you don't have the right grp or tactics.
CC is very important, as you will have a few hard 5 pulls before the second boss.
Good grp in my opinion is:
Rogue (Melee DPS)(CC)
Priest or Druid Resto (healer)
Mage / Hunter/Rogue (Ranged, Melee DPS)(CC)
Warlock / Mage (Ranged DPS)(CC)
1st boss if you wait till he is down at the bottom of the back tunnel and then tank him facing away from everyone else he is pretty easy. the tunnel will keep you confined when he fears the grp.
2nd boss just make sure you get in and tank him against the wall in back until the first mc. Once mc wares off tank will have to run and taunt him to keep him on you until the next mc. make sure when you taunt your back is towards the back wall so when he slams you in the air you land against the wall and he will follow you there. You should try to have him down before the third mc.
3rd boss if you are heavy on dps then you can tank him very easy sitting by the book below the alter and assign adds to the dps guys. I have done this twice and it worked great. If you are not heavy on dps then you will have to kite the guy down south from where you came from then north down the hall that is behind the boss once you are teleported back to the alter. Make sure once you teleport back to the alter that you run outside the alter circle to get out of his AOE, or drop off the edge. Once AOE stops tank taunt and resume whichever tactic you are using.
4th boss is really tank and spank just make sure you run out of his circle when you see him emote sonic boom. Make sure you equip your casting bar in the interface options so you can see when he is casting it. Once you run out tank will intercept back in to grab aggro again. rest of the group ranged DPS stay in attack distance and melee just run back and forth between sb. Wash repeat.
You get 2k rep for SL full run.
For rep a mage(myself), a shamman, and a pally cleared the first room over and over. Each clearance is an easy 300 rep. Never a ful1 wipe. Just clear, reset, and repeat.
Thanks for that :o
Never thought of doing that at all! I'm going to get some guildies to do it. I need that polearm from LC!
If anyone is having trouble with
, do NOT do the kiting North and South thing that everyone seems to do. We did this the other night, and for the first time in FOREVER, Vorpil went down ridiculously fast with very little interference from his Void buddies.
1 Paladin Tank
1 Shammy Healer
Rogue, Hunter Pet and Tank went up to the platform and beat on Vorpil up there. While they did that, the hunter and the lock stood on the stairs leading up to the platform and helped with DPS and burnt down any Voids that started making their way towards him. By doing it this way you are not constantly trying to figure out which way to go when you are teleported, and also the tank doesn't always have to try regain aggro.
When Vorpil started his Rain of Fire spell, the rogue CoS'd and the healer just spammed heals on the tank and his health barely dipped. If you are not a rogue, all you have to do is take like 5 steps back or just jump out of the circle of fire since it really does not have a very large area of damage.
Seriously everyone, just keep him where he is! It is so much easier and a lot less confusing. Especially if you are doing this with a pug with no vent. You won't have to frantically type, "NORTH!" or "SOUTH!" ^_^
We did a successful run last night and I just wanted to add to the useful information above. Despite what has been said, the second boss is diffcult and unpredictable, but the most damge comes when he "has some fun" and mind controls, especially when you have a group majority of clothies.
Our group was all above minimum Kara spec.
Paladin Prot Tank
2 Fire mages
1 Ice mage.
All level 70 and 2 epic mages.
I won't repeat what's been said before, but we found the best way on the second boss was for the tank to kite him to the entrance, or near to it. Previous wipes have been from party memebers not being able to get back in time after dying- this tactic minimises the corpse run time and allows party memebers to get back to the fight quickly.
This boss has very little HP, but is very difficult to bring down with melee DPS, so relies heavily on the casters, who are usually cloth wearers who don't respond well to being hit with a big sword under mind control. Kiting to the entrance allows the casters to spend more time fighting and less time running.
I ran Shadow Labs today for the first time on Heroic mode, and i figured I'd share some useful tips with you guys since the normal mode and the heroic mode are completely different. My group consisted of the following:
70 Affliction Warlock (myself)
70 Fire Mage / 70 Rogue (exchanged after the 2nd boss)
70 Holy Pally
70 Prot Warrior
70 Hunter (not sure what spec)
CC is extremely important for this instance. Unless of course you have a leet pally tank. =P Otherwise you will be pulling groups of 4-6 elites at a time sometimes, and theres always the chance of an assaisan popping out of no where to ruin your day.
1st Boss: Hellmaw
Hellmaw didn't really change from normal mode, he's still a tank and spank. To make things easier, after you kill the remaining mob next to him, run back to the hallway so your group can eat and drink without catching any aggro.
2nd Boss: Mindcontrol Guy
This boss is highly unpredicatable as usual. However, my group was able to down him with only the mage dying. Just make sure you establish a certain place to tank him so that the healer isnt out of LOS from the stairs. Also, after the MC is over, run to the tank so that they can regain aggro quickly. Blow ALL cooldowns before facing this boss as well.
3rd Boss: The Warlock Guy
In normal mode, many people like to use the kiting method to down the boss, ignoring the adds. We attempted this a few times but did not succeed. Therefore, we decided to put our hunter on the adds that were nearing the boss so they wouldnt explode and heal him. This seemed to work very well, we kited him SNS and dropped him without him healing. Many people may argue over which direction to kite him, but every situation is different. You just have to look where the most voids are and run the opposite way. Even though this sucks because its a split second decision, it seems to work. FYI, warlocks can banish any adds that seem to near to the boss. This majorly helps in dire situations =)
4th Boss: Murmur
Everything you knew about Murmur from normal mode, erase it. He still does his bomb debuff and his sonic boom. However the way you approach him is quite different. First, make sure all your group members are standing inside his circle while fighting him, including healers and casters. When someone gets the "Murmur's Touch" debuff, run away from the group and out of the circle. If you do not run out or your group is standing outside the circle, Murmur will draw all party members to the person with the debuff and you will explode and die. After the person explodes, run back into the circle and repeat. Secondly, when you see Murmur's sonic boom approaching (Enemy Cast Bars help a lot, its in your interface options) everyone must run out of the circle. Once the boom is over, run back in. My group attempted this a few times using the "normal mode method" and wiped horribly. This method, however, was easy and simple as long as everyone followed instructions.
Hope this helps you guys =)
Just done Shadow Labs. and it was a pain in the arse. First 3 bosses no trouble. Even the one most people appear to struggle with was easy.
I'm a lvl 70 Prot Warrior (only just 70) the group was me tanking, a dps warrior, rogue, hunter, and shaman healing.
When it came to murmur it all went !@#$ up. It was entirely my fault and i don't blame the group at all, although some instruction as to what i SHOULD do, rather than what i SHOULDN'T might have been more help.
I understand the concept that when murmur is about to let out the sonic boom you leave the circle so you don't get zapped. So i tried waiting til the enemy cast bar was saying he is casting and ran. Hey presto still hit me and i lost most my health.
Then i tried leaving earlier i could n't work out when he was casting and when he wasn't. Then i tried using incercept (targeting the healer) but she was too far away to use this effectively.
What i need to know is WHEN should you get out of the circle with enough time so you don't get hit but have the time to get back in so everyone doesn't die?
I quite like this instance but this is putting me off tanking in it because the responsibility to the group is very high and if i can't tank it properly i may as well not be there.
With P.U.G's unless you can do a better job or have some positive instruction for a player new to a dungeon, p;ease don't moan.
i hope i'm not the only one that has experienced this and would be grateful to see some positive feedback so i can be a better tank.
I think I've run this place about a billion times :-D
I ran sethekk halls to get the key and then ran slabs from about 1k neutral to about halfway revered.
Never had a bad group, best ran in under an hour and 30 min... Usually downing 3rd boss before 2nd teleport. Just kite and dps:-) murmur's easy as long as the melee dps/tank can get out in time for the sonic boom. One time our tank said he/she wanted the obliv drop so he/she hopped on his/her lock and we went 4 DPS 1healer and downed him. Also when you get murmur's touch you can run into the tent that's nearby and eliminate the fall dmg...
What's is wrong with the pull at second room with oversser in heroic slab? seem like there is no way to pull only overseer with out aggro mobs at middle. Anyone have idea?
u dont need to get attuned for kara anymore with the 2.4 patch all u need is for some1 in the raid group to have the key to open the door so this whole quest chain is pretty much useless
is this a challenging instance to tank on heroic?
dnc lvl 70 warrior andorhal
Probably the best instance to grind enchanting matts.
With loads of crappy green and blue drops that no one every wants, its enchanters paradise.
I found interesting that no one has posted the coords to the entrance. 39,70.
what addon is that Belf Lock using?
i tanked this as a lvl 69 prot warrior. our heals was a resto drood level 70 we finish without wiping
Hi, can someone tell me how long this instance would usually take on Heroic with a:
Crap grp =
O.K grp =
great grp =
heroic this instance is EXTREMELY HARD, if u have a crap group u cant do it, simple as, good group can take a few hours maybe depending on how good. if u are really well geared but a bunch of $%^&*!s, then u dont a chance in hell of doing this, dont judge people on gear.
a tip BTW, the room just after first boss and b4 second boss, its very hard because they are VERY large groups, even with alot of CC, get a preist (shadow holy or disc doesnt matter) get them to take off ALL there gear, and get the rest of the group to move right back, so they wont enter combat. the preist mind controls one enemy and gets it to attack the others, the others will then kill that enemy then the preist, preist comes back and does it again (they take off there armour to reduce armour damage) the enemys will kill there own man before killing the preist, so u can take the room out without any durability lost or frustration, it will take a little while longer, but at this hard point makes it easier for less experienced groups ^^
Since the Kara attunement requirement has been removed, lots of people say this instance is worthless. There are a couple of decent pieces of gear to get out of here though. For example: Sonic spear, Adamantite figurine for you tanks, and a couple of patterns for you pattern junkies. Not to mention the lower city rep. The gear is not epic but very solid as you go. The bosses are challenging for first timers. Really the first easily accessible early feel for more difficult bosses than hellfire. Requires some planning if you've not done it before. The days of pure tank n' spank are gone once you hit S.Lab. Although Sethekk starts that as well. All in all this is still a great place to get some gear, some stuff to DE, and grind out some rep, especially considering you don't need a flyer to get here.
I agree and disagree with some of the earlier tactics for the four bosses. I did this last night without a problem.
Group: Tankadin (70-Me: 11.5k HP-814 sta, 496 def, 4.4k int, 16.2% dodge, 13.97% parry, 12.24% block, 27 res), Feral Druid (70), Mage (68), Warlock (69), and Resto Shaman (69). I got the 496 def after I got the Platinum Shield of the Valorous (
) off the first boss Hellmaw. I lucked out! From what I read, it's a hard drop. I had the Crystal Pulse Shield (
) with +18 sta enchant +18 sta enchant.
1st boss - We fought two of the three groups a little back to prevent aggro from any of the other groups. We pulled the last group further back towards the center, and once we downed the last guy we ran back to the hallway we used to enter there and waited until boss finished his pat. We then got up close to our right side (either side should be fine), then I got close enough to aggro with avenger's shield and ran down the hall with the guy in the cage. Kept back to wall. Kept aggro even with fear.
2nd boss - Same as other posts above. Kept my back to wall for knockbacks. Picked up aggro as soon as possible after MC was done. DPS keep spread, and healer/casters keep close to max distance. Easy as pie.
3rd boss - We didn't worry about the adds. Just concentrated all dps on boss. Went to ledge by westside stairs. Healer/casters was able to keep close to max distance. Everytime he ported us, we went back to same spot (I was still able to keep aggro) and just dpsed him.
4th boss - Different tactic. All melee stay in front of boss, so that healer can stay at max range and still heal. Healer stayed center max range. If you got the "Murmur's Touch" (debuff) run out to the sides. Stay away from the healer, I'll say it again, STAY AWAY FROM THE HEALER! When sonic boom starts run out as fast as you can, except tank. I stayed there plugging away at Murmur with dmg. My healer ensured that I got my health up to max when he started casting sonic boom. With a little over 11k HP and 496 def, I still had about 1k to 2k HP left. Never died! This worked out great, so that I could keep up the dps without even worrying.
I hope this helps out. I will try this in Heroic and let you know how if the same tactics work. Happy Questing.
Belurhawk (Aerie Peak)
We had a good PUG run 2 days ago. All but 1 were 70s with pre Kara blues.
I think the main problem with double Mur is low dps. Long fight with him is not a good idea. Low geared tank is always obvious to spot. Low geared DPS is a different picture, fights are a bit longer but you never really know how much longer. Mur mur is a good test for that i think.
So I guess PUG is always going to be a bit of gambling here. We actually kicked out a warrior out when we were getting the group. He was 70 but mentioned he was low on DPS (I am a warrior tank). So when I asked him how come he said he just respeced from tanking to DPS but had all old gear.
I've been in groups that failed repeatedly with the third boss by trying to kite him around to avoid the adds. This method is not good. They don't heal him for that much that it makes the loss of dps on him worth it. Just keep it simple:
1. dps him hard
2. when he teleports everybody to where he is know that an explosion is coming so back off until it's over
3. ignore adds
Shadow Labyrinth Dungeon Quests Guide for Burning Crusade Classic
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