- This article is about how to defeat Falric in the Halls of Reflection. For Falric's character biography, see Falric.
|Location||Sword's Rest, Halls of Reflection|
Falric is the first boss of the Halls of Reflection, guarding the way to the Lich King's throne room. Formerly a Lordaeron captain serving at the right hand of Prince Arthas Menethil during his campaigns against the Scourge, he and his friend Marwyn became powerful Scourge commanders when their prince turned to evil, and now defend his inner sanctum.
Falric becomes active on the fifth wave of the gauntlet of ghosts (based on Human units, "Lordaeron soldiers", from Warcraft III) spawned to block intruders, and must be defeated in order to continue the gauntlet to the final battle with Marwyn.
This champion of the Scourge was among the first death knights created by Arthas after claiming Frostmourne. Falric loyally followed his prince on a doomed campaign to Northrend only to be rewarded with betrayal by the prince he served faithfully all his life.
Arthas' most trusted captains during the Third War, Falric and Marwyn, were dragged into damnation with the prince, and the two played a large part in the destruction of Lordaeron. Now among the foremost of the Lich King's death knights, they serve as staunch defenders of their master's private chambers.
- Quivering Strike — Falric strikes a player, inflicting Physical damage and reducing the target's chance to dodge by 20% for 5 sec. This strike may not be avoided.
- Impending Despair — Falric strikes fear in a player's heart, stunning them for 6 sec. if not dispelled before 6 sec.
- Defiling Horror — Falric unleashes a blood curdling yell, filling the minds of nearby players with Horror and inflicting 3250 Shadow damage every 1 sec. for 4 sec.
- Hopelessness — Falric reduces the damage and healing dealt by all nearby players by 20% for each time he casts Hopelessness. In Heroic Difficulty, Hopelessness reduces damage and healing dealt by 25% for each time Hopelessness is cast.
Falric will begin by unleashing the four waves of adds, a random assortment of the following mobs, in increasing numbers each wave:
- Ghostly Priest - casts Shadow Word: Pain, Circle of Destruction, Cower in Fear and Dark Mending.
- Phantom Mage - casts Fireball, Frostbolt, Chains of Ice and Flamestrike. Summons Phantom Hallucinations.
- Phantom Hallucination - same spells as the Phantom Mage. Summoned with the same amount of health. Explodes when killed.
- Shadowy Mercenary - Rogue that inflicts Deadly Poison and also throws poisoned daggers. Can also Kidney Shot.
- Spectral Footman - Warrior who can shield bash and enrage.
- Tortured Rifleman - Hunter that can shoot normal projectiles, Ice Shots or Cursed Arrows, and sets Frost Traps.
The trash proximity aggro on whoever is closest when the mobs become active. Thus, the easiest way to handle the waves is to stand in the entrance hallway or the alcoves with Falric with the tank on point so that the tank, and not the healer or squishy DPS, winds up with initial aggro. This makes it much easier for the tank to pick up the mobs. The priests should be taken care of first – Dark Mending heals for a very large amount if it is not interrupted, Shadow Word: Pain deals a good amount of damage, and Circle of Destruction and Cower In Fear can be very dangerous if they hit the heal;er, as they interrupt heals that could save the tank at the last second. The rest of the pull can be dealt with as the party sees fit, though rogues (mercenaries) are usually dealt with second because of their powerful poisons on the whole group and their stuns on the tank which lead to threat loss and sometimes aggro loss. Do not underestimate undead-capable crowd control if things get out of hand.
At wave 5, Falric will become active and attack. His Defiling Horror is very dangerous, and can easily kill someone if they are not healed to full or do not have enough health (16000 damage on heroic mode). Since it is a horror effect, it can not be dispelled by normal conventions, so the most can be done is just healing through it after the fear has gone off. Shadow resistance buff or aura helps mitigate some of the damage. Counteract the fear as much as possible and dispel the Impending Despair. Hopelessness will get stronger as Falric loses more health, so players dying to the fear is more of a liability than usual. After Falric dies, there will be a momentary pause before Marwyn begins the gauntlet again.
- As you wish milord.
- Soldiers of Lordaeron, rise to meet your master's call!
- Men, women and children... None were spared the master's wrath. Your death will be no different.
- Impending Despair
- Despair... so delicious...
- Defiling Horror
- Fear... so exhilarating...
- Killing a player
- Sniveling maggot!
- The children of Stratholme fought with more ferocity!
- Marwyn, finish them...
- Patch 3.3.0 (2009-12-08): Added.