Shadow Labyrinth - Instance Guide

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The only Level 70 instance in the Auchindoun complex is also one of the longer five-mans in Outland. Shadow Labyrinth presents you with quite a lot of somewhat difficult trash, interspersed with some of the most fun and unique small dungeon bosses in the game.

Gaining Access to Shadow Labyrinth

To gain the key for access to Shadow Labyrinth, only one member of your group needs to have completed Sethekk Halls, also in Auchindoun and a Level 68 instance. The boss drops the key for Shadow Labs for everyone in the group every time, so odds are very good that one person in any group will have it and be able to open the door for everyone. Shadow Labyrinth itself is tuned for Level 70 players, and it's recommended that you bring a mage or hunter to help curtail some of the force of the larger pulls in the instance.

Trash in Shadow Labyrinth

In Shadow Labyrinth the trash up to the first boss is very simple and should cause no problems. The Refectory, on the other hand, is filled to the brim with mobs, and the large pulls need to be taken down carefully; I suggest that Shadow Priests are either killed first or else crowd controlled and taken care of last, but most important whatever your first target is that your group focuses fire and watches their aggro. Trash becomes simple again until the final stretch of hallway, where you'll face Cabal Summoners, Spellbinders, and Executioners, which need to be killed in that order for the easiest time of it.

Bosses in Shadow Labyrinth

Ambassador Hellmaw

Extremely simple...the easiest boss in Shadow Labyrinth. His only real ability worth mentioning is a group-wide fear on a 30 second cooldown, but even that's not really much of a threat. Just have the tank tank, the DPS DPS, and the healer heal, and you'll be fine. Collect your free loot.

Blackheart the Inciter

As interesting is Hellmaw is boring. Two of his three abilities are very standard -- an AoE Warstomp that does about 2000 damage with a heavy knockback that clears some aggro, and a random charge on a random group member -- but the third is where the fight gets exciting. Every minute or so Blackheart will Mind Control every member of your group for fifteen seconds, and completely out of your control, everyone starts attacking each other. Most of the time the poor AI will result in the damage you do being relatively minimal, and the primary concern is your healer running out of mana. Still, the rest of the fight is easy as long as you can recover from that, so assuming you're able to stop laughing from how much fun it is you should get him in a couple of tries.

Grandmaster Vorpil

Vorpil personally only has two real attacks. He occasionally does a Shadowbolt Volley that hits everyone for about 2k damage, easily healed through. He also teleports everyone to the same spot on his state, where he begins the fight, and immediately does a Rain of Fire, which does very little damage as long as everyone gets out of it quickly. The gimmick comes in the Voidwalkers that spawn from four portals surrounding the stage and slowly creep towards the Grandmaster. Should they reach him, they explode, dealing damage to anyone nearby and healing the boss. Your two choices are having the tank kite the boss around, avoiding the Voidwalkers, or killing them as they approach. Personally, I find a combination of the two works best, but whatever your group makeup feels most comfortable with is just fine. Overall an easy fight.

Murmur

A unique boss that can't move from its starting location. He has three abilities, but with any luck, you only ever see two of them. First, He will place a debuff called Murmur's Touch on a random group member. When the debuff ticks to zero, the affected player explodes, doing 2000-3000 damage to himself and anyone around him, as well as silencing anyone hit for five seconds; while the target simply has to eat the damage and silence, spreading out makes sure it hits no one else. Murmur also does a Sonic Boom, with a long cast time and evidenced by huge, very obvious waves around the boss; when it explodes, anyone hit will have their HP reduced to 90% of what it was and have their movement speed reduced by 90%. Any melee, including the tank, should run out when they see it being cast but run back in as soon as it finishes, lest Murmur use his third spell, Resonance. The first tick of Resonance does 2000 damage, but also puts on a debuff that increases Nature damage taken by 2000, so the next casting does 4000 damage, and no one will survive the next, causing 6000. Murmur only uses Resonance when no one is in melee range, so make sure someone is at all times. As long as the tank is quick getting in and out of the Sonic Booms, Murmur can actually be quite fun.

Shadow Labyrinth in Auchindoun is filled with difficult trash mobs but contains some of the most interesting small dungeon bosses in the entire game. As with any instance, your best bet for success in Shadow Labyrinth is to have a good group and follow a good strategy...like the one presented in this guide. Good luck and happy hunting in Auchindoun, Shadow Labyrinth, or wherever you may be!


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