Welcome to the ESO Halls of Fabrication Trial Guide. This Halls of Fabrication Guide will teach you lot all the basics that y'all need to consummate the trial! Halls of Fabrication is also oftentimes referred to as HOF.

Story: Ancient and deadly clockwork automata are spilling forth from a mysterious magicka conduit, and you and your companions must enter the rift, detect the Clockwork City's Halls of Fabrication, and close down the Assembly General. In the Halls of Fabrication, you and your team volition uncover the secrets of Sotha Sil's experiments and put an end to the Fabricant threat. You will not be alone, nonetheless, as you lot volition exist assisted past the mysterious and powerful Dunmer sorcerer Divayth Fyr himself!

Tabular array of Contents:

  • Raidsetup
  • First Boss Hunter Killers
  • Second Dominate Height Factotum
  • 3rd Boss Archcustodian
  • Fourth Boss Reassembly Commitee
  • Endboss Assembly General
  • Endboss Hardmode

The Halls of Fabrication Trial can exist found on the e side of Morrowind, to access information technology you require the Morrowind DLC.

halls of fabrication guide

Video Guide

You can besides watch the video guide that was made when the trial launched, it shows all the mechanics in particular.

Raidsetup for Halls of Fabrication

2 Tanks, ii Healers, 8 DDs. If your group is new I highly recommend running at to the lowest degree ane Harm Dealer with the Kagrenac's Hope prepare. This will make ressing allies a lot easier, because in Halls of Fabrication there is a lot of things that can kill you.

I besides highly recommend that the tanks run loftier health builds, similar to the Catalyst tank build on my website.

First Adds in Halls of Fabrication

Right at the get-go you will run into some trashmobs which are pretty like shooting fish in a barrel to kill, only make sure non to stand up in the charge attack of the Kagouti, it will oneshot if y'all do non block. On elevation of the hill yous volition have the kickoff real trashpack encounter. The dead Centurion in the center will revive some Spheres, there is a total of 2 waves. Make sure to interrupt the Spheres when they are charging upwards their attack, if they are not interrupted fast enough the grouping will take a lot of damage. Subsequently that you lot tin walk down the hill again and you will run into some more Kagoutis and Spheres and then you are already on the first dominate.

Offset Dominate

Hunter-Killer Negatrix & Hunter-Killer Positrox [HP: 2x 28,5 Mio.]

There is some very specific mechanics that you lot need to know to trounce this boss. And there is besides quite a few ways to really kill information technology. Each tank has to tank one of the bosses. Now the virtually important matter is, they can not be connected for besides long. If you accept them continued for over 10 seconds their damage volition scale higher and higher and eventually oneshot people. Yous need quite a lot of people with the Purge skill, every bit y'all tin can cleanse a lot of the enemies DoTs from you!

We basically take each boss on a side, so left and correct side with each vi players (four DDs, 1 Healer, 1 Tank). Tanks then need to coordinate their bosses and then when a sphere spawns, that you can pause the shield of the sphere and ane of the groups can kill the sphere. If you go on killing the Spheres you lot will not go whatsoever enrage phase. Just make sure to be careful when the adds spawn, those footling mobs can injure quite a lot, but they can be rooted with Talons for case. Damage Dealers and Healers need to make sure to non stand between the two bosses, as they shoot sparkles over to the other grouping. Plus if the beam hits you, then you lot are pretty sure ripperoni pepperoni.

Boss Mechanics

  • Electric Beam
    • This is a pretty basic but the most dangerous mechanic. If the bosses are connected for a certain time, they will oneshot well-nigh everything. And then make certain to never accept them connected for over 10 seconds.
    • Players tin can likewise not stand up in the beam every bit it basically hits you for 10k per 2d then it will pretty much oneshot y'all. So make sure never to stand between both bosses, because sometimes the boss moves a chip around and might get continued for a carve up second then the beam is going to injure.
  • Shock field
    • The Dominate will place a shockfield nether the tank, information technology deals an insane corporeality of damage, so nor the tank and the group tin can touch it. It is pretty easy to avoid as information technology is stationary.
  • Sparkles
    • This is the virtually dangerous mechanic for the grouping as information technology deals quite a lot of impairment, information technology is random.
    • The boss volition weave his tail and sparkles will come up out, they are slow moving assurance that volition stun everyone that is being hitting.
    • You can reduce the damage of the sparkles if you block it, you lot will also avoid getting stunned this way.
    • It will besides leave a DoT on you that deals a pocket-sized amount of harm, it is purgable.
  • Bleed & Heal debuff
    • The Boss puts a nasty bleed & healdebuff on the tank, you lot have to make sure that your healers apply enough heals to heal through or purge information technology.
  • Headbang (Tankstun)
    • From fourth dimension to time the Boss will knock the tank on the basis and someone else has to interrupt the Boss, otherwise the tank will die after like 3-five seconds.
    • You tin can block this mechanic when y'all know the animation of the attack.
  • Spheres halls of fabrication guide
    • The Spheres that will spawn subsequently some fourth dimension are the groups biggest enemy, as they are constantly applying poison DoTs on the players.
    • The Poison DoT has an instant direct harm striking then applies a DoT on y'all.
    • The Poison DoTs tin can be cleansed, so I recommend at to the lowest degree 3-5 Players in the grouping that slot Purge and use it every few seconds as in that location will exist a lot of Poison DoTs!
    • In Addition to that, they also have a Snipe assault which oneshots most players, it is dodgeable and interruptable.
    • Brand sure to accept 2 DDs assigned to interrupt the Spheres Snipe set on with Crushing Shock.
    • One time 8 Spheres spawned, they volition automatically enrage. Once they enraged their Snipe will charge faster, which means your DDs have to be faster with interrupting.
  • Firebugs
    • From time to fourth dimension firebugs spawn, make certain to pull them to the group and AoE them down as fast as possible, I also recommend blocking for the time being as they deal quite some damage.
  • Enrage
    • Once one of the bosses is dead, the Spheres volition enrage and it is very important that one of the Healers or DDs keeps using Purge every two seconds as the Poisonous substance DoTs volition deal immensely more damage.

2nd Bossfight

Pinnacle Factotum [HP: 51,7 Mio.]

The 2nd bossfight starts near after the first one is dead. You have to kill some trashmobs then the second dominate is going to spawn in the middle of the room. This is one of the more than challenging bosses in this trial, it will have fourth dimension to get used to the mechanics. Spread out around the boss, avert unnecessary damage. As soon every bit the add together spawns it will be tanked near the dominate, DDs yet focus on the boss and the Centurion will die from the AoE. If not enough AoE dps then make sure to have your ultimates ready when the add spawns or focus it downward. 30 seconds into the fight the NPC will shout to go upstairs. 4 DDs with shield and cocky-heal utilize the portals on the edge and teleport up, so brand sure you assign a DD to each platform before you start the fight.
Players left downstairs damage the boss and kill the Centurions and Conduits.

Boss Mechanics

  • Heavy Attack with Staff halls of fabrication guide
    • Damage on tank, spawns sparkles around the boss.
    • Amount of damage the sparkles deal is not that large if you block them.
  • Streak & Liquid Lightning
    • Streaks to a random person, leaves a big, heavy hit Liquid Lightning on the footing.
    • Do non stand up in there for more than than 1 second, otherwise y'all are going to get instantly grilled.
    • halls of fabrication guide
  • Knockback
    • Swings his staff in a huge cone AOE, if you lot do non block information technology y'all will get knocked back and go a lot of impairment.
  • Staff Beam that targets 4 players
    • Lightning Staff heavy attack on multiple targets, deals damage and drains magicka.
    • The last tick stuns the iv players and deals damage.
    • can be interrupted.
  • Daze Meteors
    • From time to time Shock Meteors will fall down from the ceiling. They are piece of cake avoidable.
    • They exercise true damage, so you can non shield through the damage, if 3 of those hit you, you are going to dice, no matter how much wellness you have as they deal damage based on % health.
  • Centurion
    • Commencement activates 6 seconds into the fight, so one more every sixty seconds. Doesn't die, just deactivates.
    • Steam every 30 seconds, the steam deals an insane amount of impairment so make sure to stay out of range while he does this.
    • If you get hit by the steam y'all likewise get a healing debuff which can stack up to x times, which causes you to basically become 0 healing received, particularly the tank has to be careful.
    • The Centurion as well does a Heavy Attack which hurts a lot. So tank has to make sure to have enough health to be able to block information technology.
    • When noone is in close proximity of the Centurion, the add will outset spinning around and deal harm, if someone gets close the add will finish doing it.
  • Shades (from 75% health) halls of fabrication guide
    • Every 40-45 seconds Dominate disappears and gets replaced by four shades standing effectually the tank. Tank is not allowed to motion, stands on a pocket-size green surface area.
    • One after the other one Shade gets active (expect out for the animation), and uses a shockwave on the tank. The tank has to block and *face* the shockwave, otherwise he gets a stacking drain and the shockwave itself will impale everyone in its range.
  • Sharpened Conduit (from sixty% health)
    • Conduit spawns that will bleed your magicka
    • Spawns randomly over the arena.
    • Ii Impairment Dealers have to focus it so information technology dies as fast equally possible.
  • Charged Refabricated Centurion –  (from 40% wellness) halls of fabrication guide
    • Activates every 30 seconds, "decharges" himself and dies eventually.
    • Lightning Spin which is a Heavy hit AoE spin.
    • A DD tin slot taunt and kite this centruion effectually the edge of the arena and it volition eventually dice as information technology basically kills himself.
    • Or the off-tank can take the Charged Refabricated Centurion and the main-tank can take the boss + the normal centurion.
  • Upstairs (4 DDs have to go upwards through the portals)
    • Mechanic happens every 90 seconds.
    • 60 Seconds time to impale all four Spheres upstairs and actuate the buttons.
    • All buttons have to be pressed at the same time, if you fail to do so anybody will die after sixty seconds.
    • The Platform have shockfields, and so make sure to have a Shield when you become up.
    • Make sure ane DD besides has Elemental Drain, to debuff the Spheres with Major Alienation so they dice faster.
    • The kickoff person to go upwardly will get the beam to deactivate the shield of the sphere.
    • You need to walk the Beam through the Sphere so it deactivates the shield. Be careful, it also deals harm to your friends.
    • All 4 DDs focus on the same sphere and and so motion on and kill all of them.
    • In one case they are all killed, go back to your original positon (Northward, Due south, East, Westward) and ane person calls out "PRESS At present" and everyone presses the button.
    • So you tin leave through the portal that brought you up to go back down.

Refabricated Spider-room in Halls of Fabrication

After the second Boss is killed, yous accept to use the teleporter into the next area. Now, if you wan to play it save become with the full group to the right side and kill all the Spiders. Once you attain the boss you lot turn effectually and go to the other way till yous end up on the boss again. Or, you can send one of your tanks to the correct side so he can pull all the spiders with him and you come across up on the left side, one person volition not aggro the Boss. You lot can run past him and he volition but wait in that location if you are fast enough and all the Spiders will still follow yous. The remainder of the group goes to the left side and pulls all the Spiders to a position where you lot can savely kill them with the others from the off-tank. After those Spiders are dead the next bossfight is already waiting.

halls of fabrication guide

Tertiary Bossfight

Archcustodian [HP: 20,7 Mio.]

This bossfight is a bit special. You tin simply impairment the boss during the "stunphase". As long as the dominate has his shield upwards you will not be able to damage him at all. You lot need to press the button on the right side to activate a "shockline" so he walks through information technology and the boss volition get stunned for approx. 15 seconds. During that stunphase y'all need to dish out as much damage as possible. Make sure to always stand backside the line, if you are too far ahead the shockline volition bleed your magicka. One boss is back upwards two adds will spawn, which you need to bring to your next stunpostion so you lot can kill them there quickly. Here it is very important, that y'all place your DoTs already on the boss before he gets stunned, to get maximized harm.

halls of fabrication guide

Boss Mechanics

  • Shield
    • Equally long as the boss is non stunned, you tin can non harm him.
    • If you lot walk into the shield you will dice.
    • If adds get as well shut to the bosses shield, they will get a shield on themselfs and will be harder to impale.
  • Stunphases
    • Everytime you press that push to activate the stunphase, the boss will movement faster to the next platform.
    • Make sure to activate the Push early plenty, you do not desire to miss the stunphase.
    • Place all your DoTs and basis based DoTs on the dominate already, so yous tin can go total out on impairment when the boss gets stunned.
    • Everytime you move to a new stunarea, make sure to bring the spawning adds along so y'all can impale them there.
    • Make sure not to forget to debuff the dominate for each stunphase.
  • Adds
    • Everytime subsequently the boss recovered from the stun, ii adds will spawn. Its either a Ii hander or a Dualwield add.
    • Make sure non to get damaged by the adds, avoid unnecessary harm.
    • Nosotros place the adds slightly behind the Push button, if the adds are far away when the boss gets stunned, they will Non get a shield, so you can drag them into the boss and melt the residuum of their health down with all the AoEs and Ultimates that you drop on the boss.
    • Brand sure to harm them every bit much as possible before the boss arrives at the stunphase.
    • halls of fabrication guide
  • Blades
    • Blades deal quite some damage and put a bleed on you, so you lot have to make sure that there are always heals or people apply shields.
    • We always stack on the fast spinning blades. Because it takes less fourth dimension for the blades to get through then you lot volition have less damage for that short amount of time.
    • Shockattack
    • If yous are as well far away from the boss, the boss will shoot shockdarts at y'all and y'all will most likely die pretty fast.

Once yous figure out how to coordinate the adds with the boss and nuke them down, you should take no bug killing the boss. Just remember, everytime you press the Push, the boss will move faster to the next stunphase.

Junkyard in Halls of Fabrication

You will have to go through a hallway with blades and some adds. Now there is a new blazon of add called Capacitor, nosotros like to phone call him "Megaman"halls of fabrication guide, he has an AoE assault that will be placed on a person and so it slowly grows and exploded. If you lot do not block it you lot volition get stunned and it starts draining magicka. So brand sure to learn the animation of that attack.

After that hallway you will observe yourself in the junkyard. You take to kill the big blue Centurion. Once he is close to his death he volition revive the spheres around him. Make certain to transport a DD to each of the spheres to interrupt them with their shock accuse set on. After those are dead, repeat the same thing with the next Centurion and a few of the adds. Once those are expressionless the large door to the fourth boss will open up upwardly.

Fourth Dominate

Reassembly Commitee [HP: 3x 28,v Mio.]

This is the nearly difficult bossfight in the whole trial. It requires a high corporeality of coordination from tanks and and so group. I highly recommend watching the bossfight video and the video guide, so you can really understand the fight. The tanks will be decorated with the two Ii Hander bosses. we split into 2 groups and so we tin both dps the Reducer and the Reactor.

Dominate Mechanics

  • Stun phases halls of fabrication guide
    • At 69%, 39% and 19% you lot have to bring all bosses to the reclaimer in the middle to stun them.
    • When the bosses hits those percentage numbers, they will go overcharged. When they are overcharged they are in an "enraged" fashion and about oneshot everything.
    • Brand sure to drop all bosses to about three% abroad from those numbers (so for case 72%), and so bring them together and drop them to 69% so they all get stunned. They merely go stunned when they are close plenty together.
    • Once they were stunned, take them apart once more and offset from scratch and echo this till the last stunphase at 19%.
  • Positioning Triangle
    • I recommend tanking them in some sort of a triangle.
    • Make sure that they can not get connected, if they go connected they will bargain style more harm and then usual and almost oneshot everything.
    • Information technology volition show you a huge shockbeam between the boss, so you know they are connected.halls of fabrication guide
  • Reclaimer
    • This is the boss in the middle, he never moves from his position.
    • He volition spawn a shield around him which will almost oneshot everything that touches it.
    • Bombers
      • Afterwards a while the Reclaimer will start spawning "Bombers", they will spawn somewhere on the outside and slowly walk towards the Reclaimer. Once they attain him they will charge up and run towards a random target and blow them upwardly.
      • You can shield up so you will not dice, every bit long every bit they are not empowered.
      • We immediately focus the bombers once they are spawned, so you can kill them before they attack someone. Make certain to identify all AoE around the reclaimer, so the bombers die pretty rapidly.
      • We save ever 2 Destro Ultimates for this phase, and so the bombers will definitely die.
      • Also make certain to place Elemental Bleed on the bombers. They volition get more damage and your magicka setups will non run out of magicka that fast.
      • If you block the explosion, you will only get knocked downwards, instead of existence knocked dorsum.
    • After a while, the boss will as well starting time placing the "Drain Shock" ground based DoT on your players which will slowly explode and stun people that get hit by it. Y'all can block information technology, if you do not cake it and you lot get stunned, information technology will drain your magicka.
  • Reducer
    • The Reducer has a powerful fire AoE attack, which shoots three fireballs away from him. Brand sure your healers have purge ready to cleanse the Burn DoT as fast as possible.
    • The Heavy set on from this boss is very stiff, then the tank has to make certain to either dodgeroll or cake information technology.
  • Reactor
    • The Reactor slams his sword into the ground and unleashes some sort of AoE towards someone and at some indicate it will end and turn into "fingers". If people stand in those they volition become sucked down and take a lot of impairment, so brand sure to avoid those.
    • The Heavy attack from this boss is very strong, so the tank has to make sure to either dodgeroll or block it.
  • Reducer & Reactor Crosstaunt
    • The tanks have to swap the bosses from time to time.
    • After a while, bubbling will come out of the Reactor and Reducer, this ways that the tanks have to bandy the bosses with each other. If you lot take all 10 bubbles from the aforementioned boss, yous will dice, no matter what.
    • As presently every bit the bubbles start you can cross taunt the bosses and go on with your usual business. Endeavour to keep the bosses as steady as possible and so they practise not motion a lot. If they move too much you will loose harm and they might get connected which results in a lot of unecessary harm.
  • Burnphase
    • Once one of the bosses drops beneath 25%, the burnphase begins.
    • We always driblet all bosses to 27% first and then start dropping them all to 22% and so bring them together.
    • Static Bombers will outset spawning on the outside and explode. After a while they will spawn closer and close to the heart. At some point there is basically no room to movement around.
    • Make sure to find a "sweetspot" where no bombers explode during the execute phase, there are some very small spots where they do non overlap and yous should be save.
  • Last Stunphase at xix%
    • Now hither is where it gets very tricky. Bombers are spawning from the outside, so y'all do not have a lot of time.
    • Bring all the bosses together when they are around 22% so they go stunned at 19%. We usually do that right after the Reclaimer Bomber phase concluded.
    • Once they are stunned, make sure to only single target the Reclaimer. The Reclaimer is the first boss that needs to die. If he manages to keep spawning Bombers, they will most likely blow yous up. So make sure to salvage some Destro Ultimates for those!
    • The two Tanks have to bring the other two bosses away from the middle to a savespot, similar in the video. Very important here is that they can not drop beneath 15%. Once they drib below fifteen% they will connect the shockbeam to each other and overcharge and most probable oneshot your tanks.
    • Afterward the Reclaimer is dead, you tin can bring in 1 of the two bosses and kill them one past 1.

If you manage to kill this boss, yous volition have a happy time on the next 1, believe me.

Addwaves after fourth Dominate

After the fourth boss is dead, you volition accept to fight with some more adds in some long hallways. They are not really a large danger, just brand sure to focus the Megaman add first. You lot will as well find some electrified water, which volition drain your magicka if y'all stand in it, and so make sure to avoid information technology.

Last Boss

Assemby Full general [HP: 86,1 Mio.]

The final dominate is easier then the quaternary one. One time you figured out the positioning yous volition not receive a lot of incoming harm. The boss himself is non really the biggest threat here, the adds are more dangerous.

Boss Mechanics

  • Stomp halls of fabrication guide
    • Every now and then he raises his left pes and stomps it on the basis, everyone in melee range has to block, otherwise you will get knocked back.
    • The Stomp also deals some damage if you do not block it. Not a lot, only if y'all combine it with other incoming damage information technology tin can kill you.
  • Fingers
    • The right human foot spawns fingers, so brand certain not to go stuck in them, like on 4th boss.
  • Meteors
    • The boss will continue spawning Meteors on players which bargain an fair amount of damage, that is why it is important not to overlap besides much.
  • Poison
    • You can run into Poisonous substance backside the boss, you lot can not stand up in that location otherwise you will almost instantly dice.
  • Shocknodes Upstairs
    • You tin can find Shocknodes upstairs, they bargain quite a lot of harm and then make sure to avoid those if y'all are upstairs.
  • Left Burn down Arm
    • A magicka setup has to stand up on the right side of the room. If noone stands up there the fire will hit the group. If someone is upwardly there the fire will just hit this person.
    • You can stand up on the border of the corner and not receive any fire harm at all, otherwise make sure to keep your shield up.
  • Right Bract Arm
    • We identify our off Tank on that side then he tin can take care of the bract. If noone stands up on the left side the bract will hit the group and almost immediately kill everyone in seconds.
  • Recharge Phases
    • At 85%, 65% and 45% the boss will move to the middle afterwards he lost both of his arms due to harm. He will repair his artillery there.
    • In one case he lost both of his arms, brand sure everyone moves abroad from the top, considering sparkle shock harm will get there and might kill people shut to the boss.
    • During that phase, on each side a sphere will spawn.
    • Do not harm the dominate during the recharge phase, he gets a huge shield and if you damage him he will shoot shockflares at you which deal an insane amount of impairment.
  • Spheres during recharge phase
    • During the recharge stage you have to kill at least two spheres, otherwise the boss will oneshot you. The more than spheres y'all kill, the less damage you accept from that boss burst damage.
    • At present here is too very important, you demand to stand in the centre of the lines of the room. If yous move besides far to the side the toxicant that spawns during this stage volition virtually instantly kill yous.
  • Two Handers & Megamans
    • At 90% & 87% / 70% & 67% / 50% & 47% adds will spawn.
    • For instance, at 90% you get a Megaman and a Two Hander add together. And at 87% you get another Megaman and a Two Hander add.
    • You can either nuke them downward together with the boss, or kill them seperately.
    • Keep in heed, if you take too long to kill those adds from for instance 87%, a timer will start and spawn more of them if you take also long. Timer does simply brainstorm at x7%.
    • Like in the video displayed our tanks positions the adds next to where the sphere will spawn so we can drib all our ultimates on them and they die fast. Takes a bit of time to learn how to go the adds to stack there. Our Maintank usually taunts the 2 Handers, while the Offtank tries to position the Megamans.
    • Megamans accept their Draining Daze again, so make sure to block that otherwise it will drain your magicka and yous go stunned.
  • Fascimilities
    • If people die, information technology tin be that Fascimilities spawn. Those are copies of your characters setup.
    • The nigh dangerous one is the Magicka Sorc Fascimilitie, their mines almost oneshot players so be very conscientious. The Maintank should taunt the Fascimilities so they will die in AoE.
  • Execute Phase at 25%
    • at 30% and 27% yous will again get the addspawns.
    • The boss will go into the middle and start spawning meteors on the players. So you take to make sure to accept a practiced placement for the execute stage in the middle of the room. If people overlap meteors you will die.
    • With this positioning that you see on the picture show, you should non overlap meteors. The healers have to make sure that they striking the players in the corners with healing springs.

halls of fabrication guide

Last Boss Hardmode

Assembly Full general Hardmode [HP: 107,viii Mio.]

At that place is not a lot of difference in the Hardmode of the Assembly General. All you will go is:

  • everything does more damage.
  • more Fascimilities will spawn.
  • Boss has more Health.

In that location are no new extra mechanics.