Spoiler Warning! For those of you who wish to figure out the dungeon mechanics on your own, I would avoid reading this thread.
If any information is missing or incorrect please let me know. If you have other tips and tricks you would like added, post them below and I can edit it in. Feel free to ask questions as well! Please read the Beginners Guide to Dungeons first as that will cover the basics! This thread is specific to Heroic Halls of Salvation.
As a disclaimer, I will not be covering any of the following topics as the Dungeon NPC will answer those for you. This guide is strictly for mechanics and strategies: Rewards
When completing the Dungeon quest, players will receive one of the following Gear items. Depending upon the rank of your completion (Gold, Silver, Bronze, No-Tier), the rarity of the resulting item will differ. Ranging from Epic to Uncommon. The weekly will also rotate between these equipment items. The item from the weekly will always be Epic in quality.
Buffs: Fleetrinda and a large quantity of mana potions are extremely useful here.
Zingara: Before starting the run, the crew should scour Lower Halls for Lulaerion by running through the following passages. Lulaerion is a Zingara whose purpose will be explained further below. For now, just keep an eye out for him within the enemy packs and make a note of his location if you find him. Do not kill him yet!
Simply follow the route displayed above and keep an eye out for this Zingara:
Mark the grid location of this Zingara and alert your party if you've found it. Note: The Zingara is not a guaranteed spawn! If the Zingara is not up, that's alright. It means the run will last a bit longer though.
Additionally, your team can defeat Josefine the Defiled who resides near the connector between Lower and Upper halls to check for the Upper Halls Zingara Feastings the Friar. Once defeated, she will drop a key which you can use to open the gate. Her 2 minions can be ignored. If someone in your crew has Grave Bolt to pull Josefine that would be the best method to go about this. Once you've made it into Upper Halls you can check for the upper zingara by checking through enemy packs in each of the passage-ways.
Mark the location if you discover the Zingara. Same rules apply as the previous. Stage I
Once the initial preparation is complete, the run can begin! Gather your team by Belarius and accept the Dungeon Quest. Your objectives will be listed as follows:
Note that these tasks do not have to be completed sequentially. Your team does not need to defeat 30 skeletons and then go for the bounties. You can complete any of the listed tasks along the way. Also notice how bounty objectives come in pairs. Defeat X or Y bounty, but not both. This means that killing either bounty will satisfy that task.
There are a few different route options to take depending on a couple of variables. Those variables are whether the Zingara is up, and if so, where it is located. If Lulaerion has been found, that means the team does not have to defeat 30 Lower Halls Skeletons. Essentially shaving off a large quantity of time as they can pull out the bounties only. Players with the Grave Bolt trinket should attempt to pull out bounties if this is the case. Allow them to cast and draw the bounty back out of their entourage of skeletons before opening fire, otherwise the skeletons may be hit with splash damage. If the Grave Bolt fails (this is common), then simply focus all DPS on the bounty and run once it has been defeated, ignoring the skeletons. They will trail after your crew until you run out of range. During this scenario, priests should hang back and ensure the safety of stragglers.
No Zingara: Follow the regular Route, Kill 30 skeletons on the way along with the circled bounties Zingara along the Regular Route: Follow the regular Route, avoid skeletons and focus on defeating the circled bounties only Zingara in the central hall: Follow the middle hallway, defeat the circled bounties, avoid the skeletons. Double back once you kill Scourgelord Abruxas Stacking: When running with an experienced and properly built team, you can attempt to utilize the stacking method to cut time drastically. Stacking involves combing two or more enemy packs into a single area so that they can all be fought simultaneously. Generally the enemies within each chamber have a certain range that they will travel before being latched back to their spawn point. Pull 2 separate packs from different chambers towards each other in order to combine them into one large group of enemies. This is helpful because AoE and splash damage will effect a larger number of enemies.
In order to stack effectively, it is important that the player(s) who pulls the pack is defensive enough to withstand the incoming burst of damage they will be dealt. It is best for a tank to use a ranged ability to pull a group, or for a holy priest to shield themselves before doing the same. DPS classes should be ready to stun the enemy packs at the right time in order to save the puller. It is important that other members of the party do not interrupt during the pulling phase, otherwise the enemies may swap targets and head for them instead.
Stacking also involves proper placement in order to be effective. Enemies come in two types: Melee and ranged. It can be troublesome to get them all to stack on top of each other nicely. Ranged enemies will continue to move backwards until they've had a chance to release some spells, after that they become stationary. Once you pull the initial pack midway, allow the ranged enemies the opportunity to attack you and become stationary. Then, pull the opposing pack towards them. Move back enough so that their ranged classes stand on top of the previous pack's ranged classes. Once they've locked in place, drag the melee enemies on top of them. The final result should look similar to this: Stage II
Once you arrive at the Rose Chapel, stack up 3 groups of Corpus Servants and begin to attack them. They come in melee and ranged variants, so try and stack them as effectively as possible:
If you feel that your team is powerful enough to multi-task, then drag over the Corpus Gravelord boss and stack him as well.
Corpus has a variety of abilities to take note of as can be seen below.
Pay special attention to Vengeful, as this one will extend the duration of the fight significantly. DPS should focus primarily on Corpus due to this perk.
If you notice the Corpus dying faster than the minions, shift your DPS's focus to the minions, as it is important that that objective is completed before Corpus the Gravelord dies in order to take full effect of her on-death perk. As he gets nearer to his death, drag him to the rear of the pews in order to get a little heard start towards your next destination. Don't pull him too far though or he'll go into aegis! Once he dies, your party will get a temporary speed boost which will help you reach your next objective very quickly. Stage III
Josefine the Defiled and her 2 minions guard the gate to the Upper Halls. The 3 are linked together, and the group must attempt to fight all 3 at the same time or hope for Grave Bolt to successfully pull a single enemy out of the pack (chances are slim for that).
Josefine should be the main focus for the DPS players as she is the most dangerous of the 3. If there are off-tanks available, they should try to maintain aggro on the minions so that they do not divert towards the squishier DPS classes. If there aren't any secondary tanks, the main tank should swap every now and then to apply some threat to them.
DPS players should remain within healing range and continue to pepper Josefine with damage. Once she falls, she will drop a key. It is important that whoever picks up the key understands its purpose. It is used to open the gate behind the bosses, and will expire after 5 or so minutes. When Josefine dies, everyone should shift to a designated minion until they die. Finally, defeat the last minion while moving towards the gate.
Whoever picked up the key should open the door and ensure that everyone makes it through before the door closes. Beyond the doors is the beginning of Stage 4: Upper Halls Stage IV
Stage 4 begins once your team has defeated Josefine the Defiled and her 2 mini-bosses. The following image contains a list of the Stage 4 objectives. Note that it is a very similar pattern to Stage 1. The difference being, Upper Halls has two different sections that the players can choose from. Either the top area, or the bottom.
If you checked for Feastings the Friar in Upper Halls during the preparation phase and the Zingara is up, then the route you take will depend entirely upon where it is located. If it's in the upper section, you'll want to go up. If it's in the lower section, you'll want to go down. If there is no Zingara at all, then the choice is entirely yours. The Upper Halls Zingara works exactly the same as the Lower Halls ones. If it is defeated, the team does not have to defeat 30 Upper Halls Skeletons, and instead they can pull the bounties out and pinpoint them only. Upper Route: If the Zingara is above
Lower Route: If the Zingara is below
Recall, if there is no Zingara, it does not matter which route you choose to take. If you previewed the area before-hand then you may also want to check the bounty perks for Templars / Soul-link and decide on your route based on that. Stage V
The final stage tasks teams with defeating the final boss: Highlord Meghrin! This is a powerful fire boss that will begin to cover his chamber with fire which will deal a large amount of damage to any players who stand within.
The fire will prioritize the location in which the boss is already standing, as well as cover other random areas of the chamber. Players should actively move around the zone and avoid standing on the fire. Jumping can help to an extent, but the goal should be to spot and arrive at the safe areas. The tank should also drag the boss towards a clear spot, so that they can remain in good health. Players should attempt to stay relatively close to each other, so healers have an easier time keeping players alive. If a player dies, it is best to remain dead rather than revive as they will earn credit so long as their team defeats the boss.
Every so often, the fire pattern will change, and players must move again. Keep on your toes and prepare to move constantly. When the boss is almost dead, the fire will become near-white in color and deal increased damage while appearing in larger quantities. It is incredibly difficult to stay alive during this phase, but try and remain near priests and scout out safe areas as fast as possible.
As she gets nearer to her death, drag her to the rear of the pews in order to get a little heard start towards your next destination. Don't pull her too far though or she'll go into aegis! Once she dies, your party will get a temporary speed boost which will help you reach your next objective very quickly.