Sethekk Halls Dungeon Guide
The recommended level range to run this dungeon on Normal is 67-70. Heroic mode will require Level 70 and the Auchenai Key to enter.
Sethekk Halls will take approximately 20-30 minutes to complete with an average group. This dungeon is commonly abbreviated as "SH" or "Seth Halls". The dungeon is located on the Eastern side of the Auchindoun structure.
In this guide, we will cover dungeon quests, the layout of the dungeon, an overview of trash mobs, tactics for each boss, loot that can be obtained, and ideal group compositions.
The Sethekk Halls Quests
Before heading into Sethekk Halls, we advise you to get all the dungeon quests related to it. To make this process easier, we have written a separate guide for the quests and their chains.
Sethekk Halls Entrance Location
Conveniently, all dungeons in Terokkar Forest are located in one centralized location: Auchindoun. This structure can be easily found in the middle of the Bone Wastes.
To reach the bottom of this structure you will need to either fly down, take one of the passages found along the outside, or carefully jump from ledge to ledge. The summoning stone can be found in the very center of Auchindoun. Sethekk Halls is the dungeon found on the East side of Auchindoun.
If your faction controls the spirit towers in Terokkar Forest, you will get Spirit Shards from each boss you kill inside this dungeon. These can be exchanged at the nearest town for various rewards.
Layout of Sethekk Halls
Sethekk Halls is a fairly straightforward dungeon. There are a few packs of trash mobs that can be skipped by following the arrows shown in the pictures here. On the first floor here you will fight your way through a few trash packs and work your way toward the staircase behind Darkweaver Syth, leading to the second level of the dungeon.
Here we have the second floor of the dungeon. This floor of the dungeon is very easy to navigate, only having one path available. Anzu can only be summoned by Druids that have obtained their Swift Flight Form, and only on Heroic difficulty. After defeating Talon King Ikiss, players can walk down the pathway behind him to quickly return to the start of the dungeon.
Reputation From Sethekk Halls
Killing mobs in this instance grants Lower City reputation.
Normal Difficulty
- Most monsters grant 9 reputation each.
- Each boss grants 90 reputation.
- A Normal Sethekk Halls run will give around 850 reputation.
Heroic Difficulty
- Most monsters grant 15 reputation each.
- Each boss grants 250 reputation.
- A Heroic Sethekk Halls run will give around 1,700 reputation, 250 more if Anzu is summoned.
Notable Sethekk Halls Trash
In this section, we will briefly go over each of the trash mobs that pose a threat to you in this dungeon.
Sethekk Guard
These are fairly straight forward but it is worth mentioning them so you know to tank them away from the ranged group as the Thunderclap damage can add up quickly when hitting multiple party members.
Sethekk Initiate
This is a basic mob that casters need to be careful on to avoid the spell reflects.
Avian Darkhawk
You will want to focus these down early as the Sonic Charge can cause high damage if left alive for too long.
Time-Lost Controller
You will want to either kill these first or use some form of crowd control on them such as Shackle Undead as the Charming Totem acts as a mind control for the most part. You can also kill the Charming Totem to quickly free the charmed player.
Sethekk Oracle
Try to interrupt or stun these to prevent the Arcane Lightning as the silence can cause issues if timed well.
Sethekk Ravenguard
These are very straightforward enemies, but it is worth mentioning that they deal high damage and you will be fighting two of them at a time. Use any debuffs you can such as Curse of Weakness to reduce the damage they deal to your tank.
Cobalt Serpent
These are also basic caster-type mobs. They are fairly weak but it is worth mentioning that they have a large knockback, so make sure to face them away from the group and tank with your back against a wall.
Sethekk Prophet
These are one of the most dangerous mobs in the dungeon. You will want to use any crowd control you have on these, or kill them first as they have two very threatening abilities. The Fear itself can cause a wipe if your tank gets feared while getting hit by multiple mobs or gets feared into another pack. Ranged players can avoid this by standing max range.
The Sethekk Spirit that gets summoned upon the Prophet's death can also cause a wipe by itself as it deals very high damage to anyone nearby. When the Prophet is near death, all players must be ready to move away from the spirit that will spawn. It will move slowly and chase down a random player; do not get in its path.
Sethekk Talon Lord
These are only a threat because of the stun from Talon of Justice. Dispel it if you can, especially if it is on the tank.
Avian Warhawk
These are an improved version of the earlier Avian Darkhawk. They do a bit more damage and now have a cleave attack that stuns anyone hit. Face these away from the group and kill them early or use crowd control on them to prevent the stun combos.
Overview of Sethekk Halls Bosses
Here we will give you a full rundown of what you can expect from each of the bosses found here on both Normal and Heroic difficulties as well as the items they drop.
Darkweaver Syth
- Flame Shock
- Shadow Shock
- Arcane Shock
- Frost Shock
- Chain Lightning
- Summon Elementals — Darkweaver Syth summons a wave of 4 elementals whenever he drops to 90%, 55%, and 15% health. The elementals are fire, frost, shadow, and arcane types and are immune to their own school of magic.
You have a few different ways of handling this boss. The first way is essentially an all-out nuke of the boss, ignoring the adds and killing the boss as quickly as possible. Any form of crowd control should be used on the adds as they spawn, such as Psychic Scream, Intimidating Shout, or Frost Nova. This is done much easier with a party full of geared Level 70s and a Bloodlust / Heroism.
The safer way is to kill the adds one at a time as they are summoned. They have low health and will die quickly, so just pick them off one at a time until they are all dead. It is still advised to ignore the last group of summoned elementals as they will spawn in when the boss is at 15% health.
If you ignore the adds and do not use any form of crowd control on them as mentioned earlier this fight can be very hard for a healer to keep up as the adds amplify the damage taken by the party. Use your best judgment to determine whether or not you can nuke the boss down or need to kill the elementals.
Loot from Normal
Item | Required Level | Item Type | Slot |
---|---|---|---|
Bands of Syth | 68 | Plate | Wrist |
Light-Woven Slippers | 68 | Cloth | Feet |
Moonstrider Boots | 68 | Leather | Feet |
Sky-Hunter Swift Boots | 68 | Feet | |
Sethekk Feather-Darts | 68 | Thrown | Ranged Weapon |
Libram of the Eternal Rest | 68 | Libram | Relic |
Design: Khorium Inferno Band | 355 | Jewelcrafting Design | Misc |
Loot from Heroic
As with most end game Level 68+ dungeons, Rare drops are the same between Normal and Heroic difficulties. In this section, we will list the items specific to Heroic mode only.
Item | Required Level | Item Type | Slot |
---|---|---|---|
Blessed Tanzanite | BoP | Gem | Misc |
Pristine Fire Opal | BoP | Gem | Misc |
Stalwart Fire Opal | BoP | Gem | Misc |
Anzu
- Spell Bomb
- Paralyzing Screech
- Cyclone of Feathers
- Banish & Spawn Birds — Periodically throughout the fight, Anzu will banish himself, becoming immune to all attacks and spells, and spawn in a large wave of birds.
- Bird statues — When Anzu is engaged, 3 friendly bird statues
will appear that will aid the party if a druid heal-over-time spell is used on
them.
- Hawk Spirit — All players receive 500 less damage from every attack.
- Eagle Spirit — Deals 300 damage every second to all enemies in the room.
- Falcon Spirit — Grants 25% movement speed increase, 25% ranged haste and 25% spell casting haste.
Anzu can only be summoned in Heroic difficulty, and only by Druids who have unlocked their Swift Flight Form. Since Anzu can only be summoned by a Druid, you will always have a Druid present on this fight. They will always be able to use Remove Curse to remove the Spell Bomb and put Rejuvenations on the Bird Statues to activate their powers.
The main threat of this fight is the constant Paralyzing Screech that will go off, stunning the entire party. Anzu with also periodically banish himself and summon a large pack of birds. If your Druid is keeping HoTs on the bird statues, it will make dealing with these birds much easier.
Overall, this fight will take some time because of the constant stuns and banish phases. Try not to cast any spells if you have the Spell Bomb debuff as this will quickly burn your Mana. Let the tank grab the birds while Anzu is banished. It is very important that your Druid keeps their heal-over-time spells up on the Bird Statues, as this is a significant boost to survival and damage for the group.
Loot from Heroic
As this boss is specific to Heroic difficulty only, he only has a Heroic loot table. In additions to the gear below, Anzu drops a Level-70 Rare chest piece that rolls with a random enchantment.
Item | Required Level | Item Type | Slot |
---|---|---|---|
Belt of the Raven Lord | 70 | Leather | Waist |
Boots of Righteous Fortitude | 70 | Plate | Feet |
Band of Frigid Elements | 70 | Accessory | Finger |
Talon of Anzu | 70 | Dagger | Weapon |
The Boomstick | 70 | Gun | Ranged Weapon |
Reins of the Raven Lord | 150 Riding Skill | Mount | Misc |
Blessed Tanzanite | BoP | Gem | Misc |
Pristine Fire Opal | BoP | Gem | Misc |
Stalwart Fire Opal | BoP | Gem | Misc |
Talon King Ikiss
The main threat of this fight is the Arcane Explosion. Every time Talon King Ikiss loses 25% of his health, he will teleport into the open, shield himself with Arcane Bubble, and start to cast Arcane Explosion. The entire party will need to line-of-sight him around a pillar to avoid taking massive Arcane damage. This is also a threat wipe, so tanks will need to be ready to taunt the boss when the shield breaks, and DPS will need to wait for the tank to build threat again.
The Slow and Polymorph should be dispelled if possible as these can easily cause a death when it is time to line-of-sight the boss. Arcane Volley will constantly be blasting the group with moderate Arcane damage, so the healer will need to keep everyone healed up as much as possible.
This fight is very healing-intensive. Players should be looking to use any available healing spells they have to help the healer top the party up, such as Super Healing Potion or First Aid. The group should all pick a pillar to stay near and move toward it at the start of the fight so they can easily line-of-sight the boss. Healers should try to kite the boss during his Arcane Bubble as the tank will not be able to taunt during this shield.
Loot from Normal
Item | Required Level | Item Type | Slot |
---|---|---|---|
Shoulderpads of Assassination | 70 | Leather | Shoulder |
Sethekk Oracle Cloak | 68 | Cloak | Back |
Avian Cloak of Feathers | 68 | Cloak | Back |
Deathforge Girdle | 68 | Plate | Waist |
Hallowed Trousers | 70 | Cloth | Legs |
Incanter's Trousers | 70 | Cloth | Legs |
Trousers of Oblivion | 68 | Cloth | Legs |
Greaves of Desolation | 68 | Legs | |
Ravenclaw Band | 68 | Accessory | Finger |
Terokk's Nightmace | 68 | One-Handed Mace | Weapon |
Crow Wing Reaper | 68 | Two-Handed Axe | Weapon |
Loot from Heroic
Item | Required Level | Item Type | Slot |
---|---|---|---|
Spaulders of Dementia | 70 | Plate | Shoulder |
Bands of the Benevolent | 70 | Cloth | Wrist |
Bracers of the Hunt | 70 | Wrist | |
Terokk's Shadowstaff | 70 | Staff | Weapon |
Blessed Tanzanite | BoP | Gem | Misc |
Pristine Fire Opal | BoP | Gem | Misc |
Stalwart Fire Opal | BoP | Gem | Misc |
Recommended Sethekk Halls Group Composition
Sethekk Halls does not have any large pulls that require AoE. One form of crowd control is strongly advised as there are multiple mobs in this dungeon that are dangerous. A Priest can be very useful here for their Dispel Magic, Fear Ward, and Shackle Undead.
A Mage is always strong in any dungeon, especially Heroic difficulty, as Polymorph is the most reliable CC in the game for PvE. It is recommended to grab either a Mage or Priest for this dungeon to help remove one of the harder mobs from each pull until the end.
Changelog
- 10 Jun. 2021: Added pictures of mobs.
- 26 May 2021: Guide added.
This guide has been written by Abide, TBC veteran for nearly a decade. Abide is a Warrior tank and multi-class expert currently playing on Faerlina as Horde. You can find him in the the Icy Veins Discord. You can also see him live on Twitch.
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