Legion was widely considered to be one of the best expansions that 168澳洲幸运5开奖网:World of Warcraft has ever seen, bringing more flavor and diverse content than anything that preceded it. Halls of Valor was one of the most iconic dungeons of that time,🌜 offering beautiful vistas, an engaging story, and memorable boss mechanics🌠.
Since Legion, there has been little need to revisit the old dungeon, aside from collecting appearances. However, it's reappeared in the current Mythic+ pool of Dragonflight Season One, which may catch some people off-guard. Whether you've never been there or you're just rusty, here's everything you need to know about Halls of Valor.
Halls Of Valor Location
The entrance to Halls of Valor is located in the Gates of Valor near the southern shore of Stormheim, one of the zones of the Broken Isles. If you played through the Legion storyline, you'll recognize this as the place where the Stormheim storyline ends.
The quickest way to get there is by using your purple Dalaran Hearthstone, if you have one left over from Legion. If not, there's a portal to Dalaran in Valdrakken that functions the same way. Once you're in the Broken Isles, it's just a matter of flying over to the zone.
Hymdall Trash
As you zone into the instance, you'll be met with a long, straight bridge that leads right to the first boss: Hymdall, the Guardian. Before you can challenge him, however, you'll have to fight through a few mob packs.
Enemy |
Mechanic |
Description |
Strategy |
Valarjar Champion |
Power Attack |
Deals a large set amount of Physical damage. |
Popping minor defensives, such as barriers, and not pulling too many Champions at o🌺nce will help mitigate the damage taken. |
Enraged Regeneration |
Once this unit falls beneath 30 percent health, they gain f൲ive percent health back every one second for six seconꦡds. |
Keep your burst damage until the Cham🥃pion is just over the threshold, then burn it down as quickly as possible. |
|
Valarjar Thundercaller |
Thunderstrike |
A♛ random party 🌜member is targeted with an unavoidable AoE that deals a set amount of damage to any ally around them. |
Move away from the res🍸t of the group while focusing on battering down the Thundeജrcaller first. |
Thunderous Bolt |
Deals a set amount of Nature damage to the Thundercaller's current target. |
This attack is easily interrupted or stunned, so do this as a pr𝄹ioಞrity. |
|
Storm Drake |
Lightning Breath |
Dea♋ls a set amount of Nature damage to anyone within a cone in front of the Drake. |
🐲DPS should stand behind the Drake while the tank faces it away. |
Crackling Storm |
Targets an area on the ground and summons waꩵnderin🍨g vortexes that damage party members on contact. |
Move out of the way of both the d🌄amage field and the v♚ortexes. |
Hymdall
Hymdall's fight requires attention and focus from every party member, and it stands as a test of mobility for many groups. Everyone needs to know where the Storm Drakes are once they're summoned to take up positions properly. Expect to have to keep moving throughout the fight to dodge his zoning abilities.
Difficulty |
Mechanic |
Description |
Strategy |
All |
Bloodletting Sweep |
Hymdall deals a set amount of damage to his current target and inflicts bleed that deals damage ev🍨ery two seconds for eight seconds. |
The tank should counter the DoT wit🦩h defensives, and the healer should apply whatever shields or HoTs they have to do the same. |
All |
Dancing Blade |
Hymdall plants a sword on the ground near a random party member. Tಞhe sword will deal damage to anyone it touches every t🔯wo seconds. |
If you're targeted by Dancing Blade, quickly move away from the area and avoid it for the rest of the fight. |
All |
Horn of Valor |
Hymdall deals a set amou🔜nt of damage to every party member and summons Storm ꦆDrakes for Static Field and Ball Lightning. |
The healer should be ready for party-wide damage once Hymdall begins the cast.Get ready to avoid the Storm Drakes' abilities below. |
All |
Static Field |
Storm Drakes glide across a third of the arena, coating it♌ in a lingering damage field. Once the field🃏 dissipates, it will repeat the action for the other two thirds of the arena. |
Watch the sides of the arena to see where the Storm Drake will spawn. If it's to the left or to the right of you, move to another part of the arena, then move back when the damage field is gone. |
Heroic / Mythic / Mythic+ |
Ball Lightning |
Tornados are born from Static Field and travel across 🌃the length of the arena, dealing a set amount𝓰 of damage. |
Keep an eye out for wandering torna🌊dos and avoid them accordingly. |
Hyrja Trash
Once Hymdall has been bested and you've passed his trial, you'll have to fight through quite a few more mobs. Your aim is to travel up one of the staircases and enter the Hearth of Revelry. From here, take a left to find the next boss, Hyrja.
Enemy |
Mechanic |
Description |
Strategy |
Stormforged Sentinel |
Sentinel's Watch |
Gives the Sentinel's allies immunity to interrupts and stuns. |
Move the Sentinel away from any other mob so that they don't benefit from the aura. |
Crackle |
Creates a linear lingering storm effect on𒉰 the ground that damages the party. |
Avoid the storm ♌effect on the ground by moving away from it. |
|
Charged Pulse |
Attacks in a wide AoE with a long cast time. |
Move away from the radius of the AoE🍸, as Sentinels cannot be stunned💯. |
|
Protective Light |
Shields the caster to absorb a set a🧸mount of damage. |
Use Dispel or Purge to get rid of the shield. |
|
Valarjar Shieldmaiden |
Breach Armor |
Reduces the armor of the Shieldmaiden's current target by ten percent. This debuff can stack. |
Pop defensives and focus down the Shieldmaiden so that the stack doesn't get too high. |
Mortal Hew |
Attacks in a wide arc in front of the Shieldmaiden that deals a set amount of damage to everyone hit and applies a re🐻duced healing debuff. |
DPS should position behind the Shieldmaiden whilꦓe the tank faces them away from ✅the party. |
|
Valarjar Runecarver |
Shattered Rune |
Deals a set amount ofജ Shadow damage to a random party member. |
This can be interrupted with a stun💫, though it would be better to focus on downing the Runecarver as quickly as possible. |
Etch |
Applies a DoT that does a set amount of Shadow damage e🃏very one and a half seconds for six seconds. |
This ability is easily interrupted or stunned. |
|
Valarjar Mystic |
Holy Radiance |
Heals the Mystic's allies for a third of their maximum health. |
If p♑ossible, isolate the Mystic from its allies𝓀 in order to prevent the mass healing AoE. |
Rune of Healing |
Targets the ground with a lingering healing field that restores five percent maximum health every two seconds for ten seco🎐nds. |
Rune of Healing can be used by party members as well to restore their own health, so long as you don't allow mobs to stand on it. |
|
Valarjar Purifier |
Cleansing Flame |
Spews balls of light💦 along the ground that hunt each member of t🅰he party. |
This ability is easily interrupted or stunned. If no inter🎃rupts are off cooldown, allow the balls to chase you around until the channel is over. |
Valarjar Aspirant |
Blast of Light |
Attacks iဣn fron🙈t of the Aspirant with a large set amount of Holy damage. |
Position either to the side or the ba🐬✅ck of the Aspirant. |
Valkyra's Advance |
Jumps up and crashes down on the 💃ground, dealing a set amount of Holy damage to any party member within its radius. |
Move away from the target on the ground to aꦐvoid♉ the damage. |
|
Solsten |
Eye of the Storm |
Solsten creates a damaging storm that fills the entirety of the arena, dealing a set amount of damage every one and a half seconds for nine seconds. If party members stand 𒈔within the bubble formed at the center of the storm, it shields them for 75 percent🌠 of the damage. |
E🌃very party member should be inside of the bubble during Eye of the Storm while popping minor defensives to mitigate damage. |
Arcing Bolt |
Solsten bounces a bolt of lightning among five to six targets, dealing a set amount of damage t🐓o each target. |
Party members should sep🌼arate from one another to minimize the bouncing as much as po⭕ssible. |
|
Olmyr the Enlightened |
Sanctify |
Olmyr the Enlightened cr☂eates glowing orbs that travel arꦏound the arena and deal a set amount of damage to anyone that touches them. |
Use mobility spells to easily move around the o�🅰�rbs. |
Searing Light |
Deals a set amount of Holy damage to Olmyr the Enlightened's current target. |
🥃Use interrupts or stuns to negate the damage altogether. |
Every mob pack within the Hearth of Revelry can be distracted by an item called Mug of Mead. This is found on the tables within the hall, and if thrown at a group of mobs, they will turn hostile on one another and allow you to sneak by them. However, keep in mind that you can still draw threat while they're in this state, and the effect doesn't last forever.
Hyrja
Hyrja has a puzzle element to her boss fight. Once Solsten and Olymr the Enlightened have been eliminated, their ghosts will linger to empower Hyrja. However, by moving her around the arena, you can cut off one of the ghosts' aid to make the fight much easier to deal with.
Difficulty |
Mechanic |
Description |
Strategy |
All |
Shield of Light |
Hyrja does a set amount of Holy damage in a𓆉 line and knocks back pl🔯ayers that are hit. |
Avoid being in Hyrja's line of fire when she's casting the ability. |
All |
Mystic Empowerment: Thunder |
If Hyrja is near Solsten, she is able to c🅰ast Eye of the Storm and Arcing Bolt. Solsten continues to empower Hyrja every four seconds, increasing the damage of the two abilities by ten percent. |
Drag Hyrja toward Solsten's side of the arena to cut off Olmyr the Enlightened's empowerment. |
All |
Eye of the Storm |
Hyrja creates a damaging storm that fills the entirety of the arena, dealing a set amount of damage every one andꦿ a half seconds for nine seconds. If party members stand within the bubble formed🌼 at the center of the storm, it shields them for 75 percent of the damage. |
Every par💮ty member should be inside of the bubble during Eye of the Storm while popping 💮minor defensives to mitigate damage. |
All |
Arcing Bolt |
Hyrja bounces a bolt of lightning among five to six targets, dealing a set amount of damag🐎e to each target. |
Gene🥀rally, the party spread out to avoid this bouncing. Healers should brace for incoming damage while the tank and DPS use whatever absorb shields they have. |
All |
Mystic Empowerment: Holy |
If Hyrja is near Olmyr the Enlightened, she is ab💟le to cast Sanctify and Expel Light. Olmyr the Enlightened continues to empower Hyrja every four seconds, increasing the damage of❀ the two abilities by ten percent. |
Drag Hyrja toward Solsten's side of the arena to cut off Olmyr the Enlightened's empowerment. |
All |
Sanctify |
Hyrja creates glꦚowing orbs that travel around the arena and deal a set amount of damage to anyone that touches them. |
Use mobility spells to eaꦜsily move𒆙 around the orbs. |
All |
Expel Light |
Hy൲rja makes a random party member explode with Holy after three seconds, damaging anyone s🅠tanding within eight yards of them. |
If you're targeted by Expel Light, quickly move away from the rest of the team. |
Upon starting the Hyrja fight, it should be imperative to drag the boss away from the center of the arena as quickly as possible. If Hyrja is allowed to remain in the middle of Solsten and Olmyr the Enlightened, she gains both empowerments and is able to cast both sets of abilities.
Instead, it's easier to drag Hyrja closer to Solsten and out of range of Olmyr the Enlightened. Eye of the Storm and Arcing Bolt are objectively easier to deal with, and members only have to worry about moving into the bubble during the storm.
Fenryr Trash
Once Hyrja is dealt with, every party member will gain the buff Odyn's Favor, which increases movement speed by 75 percent for the rest of the dungeon.
Double back through the Hearth of Revelry until you reach where you first came in. Now, instead of hanging to the left, cleave through the mob packs on the right to proceed toward the portal of the Fields of the Eternal Hunt.
Enemy |
Mechanic |
Description |
Strategy |
Valarjar Marksman |
Snap Shot |
Deals a set amount of Physical damage tꦛ𒉰o a random target. |
Use minor defensives to absorb the small hits. |
Leap To Safety |
Jumps 🐭away from the party and takes 25 percent reduced damage foꦍr six seconds. |
Close the distance between the party and the🐓 Marksma🌊n to continue bursting it down. |
|
Penetrating Shot |
Shoots a linear projectile in front🐠 of the Marksman that pierces through every party member in the way, ignoring armor. |
Position yourself anywhere ot🌜her th🐻an in front of the Marksman. |
|
Valarjar Trapper |
Bear Trap |
Throws a bear trap on the ground. If a member steps in the bear trap, they're stunned for three seconds and it applies a bleed for a set amount of Physical damage over twelve seconds. |
Avoid stepping in any bear traps on the ground. |
Angerhoof Bull |
Rumbling Stomp |
Attacks in an AoE to deal a set amount of Physic🅺al damage to any nearby party member and knocks them back. |
Move away from the Bull's AoE or stun it to stop it completely. |
Enrage |
Gains ten percent increased Physical damage and 30 percent increased attac🉐k speed for 30 seconds. |
Dispel Enrage or burs🌳t down th🧸e Bull as quickly as possible. |
|
Steeljaw Grizzly |
Charge |
Rushes toward the first enemy the Grizzly sees, reducing movement speed♏ by 70 percent for one second. |
Don't try to group up too many mobs at once while a Grizzly is around, and make sure to heal the Tank. |
Crunch Armor |
𒆙Increases the amount of damage taken by the current ta💙rget by ten percent for ten seconds. |
Shiel𒐪ds and minor defensives or HoTs can counteract this debuff fairly well. |
|
Rending Claws |
Deals a set amount of Physical damage. |
If affected by the debuff from Crunch Armor, daꦓmage mitigation helps guard against this attack. |
|
Ebonclaw Worg |
Leap For The Throat |
Jumps to a party member, dealing a set amount of Physical damage🅠 to any nearby members. |
The party should space out when dealing with Worgs to reduce the amoun🉐t of incoming𒁏 damage. |
Fenryr
Although Fenryr doesn't have many mechanics, he is still considered dangerous nonetheless. You'll be expected to coordinate with your group to either move together or separate away from one another, so it is imperative to know Fenryr's moveset, especially in higher keys.
Difficulty |
Mechanic |
Description |
Strategy |
All |
Claw Frenzy |
Fenryr deals a set amount of damage that's split among all members within 12 yards. Claw Frenzy never misses and will always ignore armor. |
Group up on the tank to eat the minimal💙 🍌damage evenly. Heal up victims afterwards. |
All |
Unnerving Howl |
Fenryr interrupts all casting for three seconds. In heroic difficulty and above, he also summons three other wolves to attack the par🍸ty. |
As soon as Fenryr summons the wol🐽ves, switch your focus to bursting them down. |
Heroic / Mythic / Mythic+ |
Strength of the Pack |
Fenryr's damage is increased by twenty percent for every wolf nearby. |
Nullify the boss's buff by killing the wolves as quickly as possible. |
All |
Ravenous Leap |
Fenryr jumps to three random party members, inflicting a set amount of damage to them and anyone next to them, as well as inflicting a bleed that deals damage every 💮three seconds. |
Space yourself out from the rest of the party to avoid spilling the damage. DPS and Healers can mitigate the Bleed effect stacks💝 by popping defensives or healing up. |
All |
Scent of Blood |
Fenryr chases after a random party member for six seconds while the member is granted extra movement speed. If Fenryr catches them, he will kill🌜 them instantly o♍r bring them to critical levels, depending on their health. |
Run away and kite the boss around the arena. With the movement speed buff, as long as you keep your distance, you'll outpace him. |
Along with the regular gear rewards, on Mythic and above difficulty, Fenryr will spawn again as a neutral mob in the cave behind where you kill the boss version. This gives beast mastery hunters a chance to tame this version of Fenryr and keep him as a pet.
God-King Skovald Trash
After Hymdall, Hyrja, and Fenryr have all been downed, every party member gains the buff Odyn's Blessing. This replaces Odyn's Favor, increasing movement speed by another 75 percent for a total of 150 percent, and 💎it grants access to the final room of the dungeon.
Proceed back through the Hearth of Revelry one last time, find the large door in the middle of the hall and race up The Ephemeral Way to reach Odyn's room, the Hall of Glory.
Enemy |
Mechanic |
Description |
Strategy |
King Ranulf |
Unruly Yell |
Silences lon꧑g cast times within his radius for three seconds. |
Avoid standing near King Ranulf or try to in🉐terrupt him through stuns. |
King Haldor |
Sever |
Deals a set amount of Physical damage ♓and makes the current target take twenty percent more Physical damage. This effect can stack. |
Pop defensives and damage mitigation in order to avoid the exponential stacks from theꦕ debuff. |
King Bjorn |
Wicked Dagger |
Deals a set amount of Physical damage and reduces heal🅺ing received on a random party member. |
Use minor defensives to tank the dam🧔age. He♛alers should pay close attention and keep HoTs on affected members if possible. |
King Tor |
Call Ancestor |
Summons an Honored Ancestor, which moves toward King Tor. If it reaches him, he's healed for half his maximum health. |
Kill or slow down the Honored Ancestor to prevent him from reꦗachi🐭ng King Tor. |
Keep in mind that while you can challenge the Kings in any order, when one is defeated, the others will gain their signature ability. It's wise to clear them from left to right, first taking out Ranulf, then Haldor, and ending with Bjorn and Tor.
God-King Skovald
When all four Kings are defeated, Odyn will grant the party the Aegis of Aggramar, which blocks any incoming damage from the front. Whoever is wielding the Aegis will be the most important person in this boss fight, and so it should be claimed by the tank. When that happens, God-King Skovald will appear from behind the party. Be sure to group up with your tank behind the Aegis to avoid Ragnarok's party wipe mechanic.
Difficulty |
Mechanic |
Description |
Strategy |
All |
Ragnarok |
Upon reaching 100 energy, Skovald d𓆏eals a set amount of Fire damage to the party eveꦚry one and a half seconds for nine seconds. Ragnarok increases the damage of the next Ragnarok by 25 percent with stacking effects. |
This effect can be nullified by using the Aegis of Aggramar's special ability and hiding within the protective dome. |
All |
Felblaze Rush |
Skovald charges toward his current target and deals a set amount of Fire damage to them and places a burn on anyone withi𓆉n six yards that deals damage every one second for twelve seconds. |
Space yourself out from the rest of the party to avoid spilling the burn on to te♏ammates. |
All |
Aegis of Aggramar |
💫Anyone who has the Aegis of Aggra﷽mar, whether that be Skovald or a party member, can use a special ability to block any damage from the front for nine seconds. |
While you are in possession of the Aegis, click the glowing button on your screen to activate its a﷽bility. When Skovald uses it, circle around to his back to deal damage. |
Heroic / Mythic / Mythic+ |
Flame of Woe |
Skovald summons a Flame of Woe while he's protected by the Aegis. The Flame chases a random party member every one and a half seconds while spreading Infernal Flames. |
Keep your distance from the Flame of Woe and kite to the edge of the arena so that Infernal Flames doesn't get in the way of the fight. |
Heroic / Mythic / Mythic+ |
Consuming Flame |
The Flame of Woe will lose five percent of its health every three seconds unt🤡il it is dead. |
Don't bother about trying to burst down the Flame of Woe, as it burns itself out anyway. Just make sure to avoid both it and the field it leaves behind. |
Heroic / Mythic / Mythic+ |
Infernal Flames |
A lingering da▨mage field is left behind by the Flame of Woe while it moves, dealing a set amount of Fire damage every half a second. |
Move away from the spreading damage field and don't go anywhere near it. |
All |
Savage Blade |
Skovald 💧deals a set amount of damage to his current target. |
Use minor dꦐefensives like shields to eat the damage. |
Do not use the Aegis of Aggramar when Skovald is not channeling Ragnarok. If you do so, then the Aegis will overload, and you won't be able to use it for Ragnarok, likely resulting in a party wipe.
Odyn
After God-King Skovald has been felled and the Aegis of Aggramar has been claimed, Odyn himself descends to the battlefield to fight you. His fight, just as with Hymdall and Fenryr, will consist of making good use of your mobility spells to avoid dying from Runic Brand or Radiant Tempest. Keep an eye out for wandering Glowing Fragments as well - they can chain-stun you if you aren't careful.
Difficulty |
Mechanic |
Description |
Strategy |
All |
Runic Brand |
Odyn applies a brand to every party member. This will slowly chip away at their health every one second until t🍸hey are dead or t♋hey find the corresponding rune on the floor around Odyn, which removes Runic Brand and gives Branded. |
Quickly find the corresponding rune on the floor of the arena. This is easily done by matching the color of the glowing circle with the color of the rune ဣabove your head. |
All |
Branded |
Upon matching the brand with the proper rune, party members are healed to full health and transform into glowing Val'kyr, increasing damage and healing by 50 percent and increasing movement speed by 25 percent. |
You'll want to transform as soon as possible, as the buff makes the fight significantly easier. |
All |
Spear of Light |
Odyn summons glowing spears at a random party member's location, dealing a set amount of damage to anyone around it and lingering to inflict damage every two seconds. In higher difficulties, Glowing Fragments erupt from each spear and travel around the arena. |
Avoid the spear when it pops up and be mindful of moving around the t💮raveling orbs that it spawns. Try to tank the bos🦂s away from casts. |
All |
Glowing Fragment |
If a pa𒀰rty member touches a Glowing Fragment, it explodes and stuns the member for three seconds while doing a set amount of damage. |
Keep an eye out for the wandering orbs and tღake care not to come into contact with on♔e. Heal players hit by an orb. |
All |
Shatter Spears |
Every lingering spear transforms into five ꦆGlowing Fragments. |
As the arena becomes filled with Fragments, pull the boss to a spot where it isn't so cluttered. Move away from the Spears of Light. |
All |
Radiant Tempest |
Odyn begins to channel a massive AoE around himself, dealing enough damage to instantly kill party members still trapped within as the chan𒀰nel completes. |
As soon as Odဣyn begins his channel, immediately use mobility spells to get to the edge of the arena as quickly as you can. |
Heroic / Mythic / Mythic+ |
Summon Stormforged Obliterator |
Odyn calls a Stormforged Obliterator into the fight to help him fight back against ꦜthe party. |
Once Odyn summons the Obliterator, focus on bursting him down like with Fenryr's wolves. |
Heroic / Mythic / Mythic+ |
Surge |
The summoned Stormforged Obliterator casts an uninterruptable attack to deal a ඣset amount of damage to all players. Every Surge reduces the cast time of the next Surge by 100 percent with stacking effects. |
If left unchecked, Surge can quickly spiral out of control and threaten the party with a wipe. Be sure to burst down the Obliterator as soon as he's summoned, and try to stun or interrupt it if you can. |
Halls Of Valor Loot