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Guides World of Warcraft WotLK Classic – Halls of Stone Dungeon Guide 12 Sep 2022

If you’re getting into World of Warcraft’s Wrath of the Lich King Classic expansion, then one of the big things you’ll be doing is the many dungeons. There are a good number of them, each with some special mechanics that need to be handled. As such, our Halls of Stone Dungeon Guide it will cover everything about the dungeon, especially if you are doing it for the first time.

Halls of Stone is one of two dungeons in Storm Peaks, and is one of the last two leveling dungeons you’ll experience in Wrath of the Lich King Classic, and as such, the difficulty is increased a bit.

While you’re here, if you’re looking to find out what class and spec you want to play in Wrath Classic, be sure to check out our DPS Tier List, Healer Tier List, and Tank Tier List. Also be sure to check out our speed leveling guide.

Halls of Stone Dungeon Guide

Upon entering, you will be greeted with two quests. These can be done as you progress through the dungeon. Go inside and kill the trash in the first circular room. Turn right and head into the cave area to head to the first boss, Krystallus.

krystallus

For Krystallus, she has four abilities to deal with on normal and an additional fifth on Heroic.

  • ground hit: Slam that knocks players down. After five seconds, they turn to stone.
  • Break: damages all players turned to stone, dealing damage.
  • rock throw
  • Stomp very hard
  • Earth Spike (Heroic)

This fight isn’t too terribly difficult. Ground Slam’s knockback really only affects melee, so healers should be quick to reload those players after the Shatter. The ground spike is the only real concern here on heroic, as it will do quite a bit of damage. After the boss is dead, he returns to the hallway and turns right. Do not cross, as you will have to go around that area anyway.

maiden of pain

The next boss is the Maiden of Pain. She has three main abilities with a fourth being Heroic.

  • pillar of woe
  • pain shock: Shocks and incapacitates players for six seconds.
  • pain storm
  • Parting Pain (Heroic): The Maiden fires an Anti-Mana beam that consumes mana from the target. Deals damage per point of mana consumed.

This fight has a lot of damage over time effects, which can be difficult to manage, especially during periods of incapacitation. Her Storm of Grief will be very visible on the ground, so tanks will need to get her out of that. As he is about to cast his Shock of Sorrow, melee players can move into an existing storm on the ground to take damage, which will end the disable. The healer, on the other hand, will have to wait the duration and quickly heal everyone once they’re out.

After this boss is taken down, head back down the hallway, and when you get to the split hallways, head right this time. Kill all the ads before talking to Brann and then talk to him while walking to start the next encounter.

court of ages

The Court of Ages is the third encounter, and it essentially involves dealing with mobs weaves that appear from the hallway. There are three heads in the room that will throw some abilities at you.

  • scorching gaze: AoE fire damage
  • Court view: arcane damage
  • Dark matter: A dark cloud surrounds a player, increasing damage taken by 50%, slowing movement speed by 30%, and dealing Shadow damage in an area. (Heroic: 100% more damage taken, 50% movement speed reduction)

For this fight, you’ll want to stand at the top of the ladder to intercept the mobs. Do your best to get some distance away from players affected by Searing Gaze and Dark Matter. The tanks must collect the additions and everyone must cut them as soon as possible. After the announcements have stopped coming in and the long RP has ended, head back to the dungeon entrance to find the final boss.

Sjonnir the Ironshaper

For the final boss, you will face Sjonnir the Ironshaper. Sjonnir has a handful of abilities to contend with, and will periodically summon add-ons to the fight from the stairs flanking him.

  • chain lightning
  • lightning shield
  • static load
  • lightning ring
  • Frenzy

This fight is pretty straightforward. Any ads that spawn will target a ranged player, so ideally those players would either bring them into the melee group or have the tank taunt them for melee to split them up. The Lightning Ring ability for melee is definitely worth watching out for. It has a range of 10 yards, so you may need to move around to avoid it. The ring increases nature damage taken by players hit, so considering almost all damage is from nature, it’s worth paying attention to here.

Other than that, the only other thing to worry about is Frenzy, which happens at 20% health. Burn it down and you’ll have a clear dungeon!

And that’s the dungeon! As we said earlier, this is one of the later leveling dungeons you’ll come across, so the mechanical demands and difficulty ramp up a bit here. Be sure to keep an eye out for our other dungeon guides in Wrath Classic as well. That said, while you’re here, if you’re interested in more classic content, be sure to check out our guide to must-have add-ons for Wrath, as well as our guide to creating your own Death Knight.

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