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Halls of Origination Boss Encounters

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Halls of Origination Boss Encounters Empty Halls of Origination Boss Encounters

Post  Proscar Thu Apr 07, 2011 9:17 am

Temple Guardian Anhuur

For boss abilities, loot drops, and achievements check out MMO-Champion or Wowhead.

This boss sits on a platform that rises above two levers on the ground in the pit below him; one lever to his left, and one to his right. During the fight, a laser will occasionally set the ground on fire with blue Burning Light below one of the players. Don’t stand in this. He will also cast Divine Reckoning, which is a self heal and needs to be dispelled.

At 66% and 33%, the boss will cast Shield of Light making him immune to damage, and begin to cast Reverberating Hymn, which is a party wide DOT that stacks up to 20. The only way to stop it is to interrupt, and to do that you must disable his shield. To disable the shield, 2 players will choose opposite sides to jump down, one down the left side and one down the right. This is for regular mode only. They need to pull levers at the bottom, then run back up. There are snakes at the bottom, and the drop teams should simply run from the snakes, and snare them if you can. Healer can try to heal from above. After this, someone at the top should interrupt Reverberating Hymn once shield is down, and then continue the cycle until the next Shield of Light..

For heroic mode, the lever pulls are a bit more challenging. The levers now require channeling to pull, and the snakes will continuously interrupt this. As such, during the hymn phase, the whole party needs to jump down one side together and tank/AOE the snakes while one sneaky person works on flipping the lever. Everyone then runs around to the other side for the next lever, then team goes back upstairs to the boss.

Earthrager Ptah

For boss abilities, loot drops, and achievements check out MMO-Champion or Wowhead.

Ptah is a giant winged skeleton grim reaper thing in the midst of the desert. For the most part, the fight is tank and spank. To start, casters will probably want to get on camels, which will allow you the perk of casting while moving. All players should stay behind the boss, to avoid Raging Smash, which is an AOE attack around the tank.

At about 50%, phase 2 will begin, where he collapses and a large amount of adds spawn. Tank needs to try to pick these up, especially the Dustbone Horrors, while the DPS burn them down. He will summon tornadoes and quicksand pits which need to be avoided. After these are killed, boss will reconstruct himself, at which point you tank and spank to dead.

Anraphet

For boss abilities, loot drops, and achievements check out MMO-Champion or Wowhead.

Giant guardian to the Hall of Lights. This boss is triggered by running halfway down the stairs after killing the last of the 4 elemental wardens. When he appears he will cast a roomwide AOE that will kill all remaining troggs and damage the party. Heal up prior to rushing in.

The boss will start by casting a debuff called Crumbling Ruin, reducing his health pool with each stack. This makes the fight a DPS race, as eventually heals will be unable to keep up with the shrinking health pool. He will intermittently cast Alpha Beams at players, which will leave large void zones on the floor. These should be avoided. In heroic, these damage zones are permanent, and as such the tank will need to move the boss around the room as the floor gets covered. Omega Stance is a partywide shadow AOE. Players should stack for this, to allow the healer to utilize AOE heals. The boss will also cast Nemesis Strike on the tank, which is a shadow DOT, and must be dispelled quickly.

Isiset

For boss abilities, loot drops, and achievements check out MMO-Champion or Wowhead.

This boss is the construct of magic. One of her attacks is called Supernova, which will disorient players, and as such all players should look away before she finishes channeling it. She has 3 other main attacks:

The first is called Astral Rain, which is a party wide AOE that should be healed through.
The second is called Veil of the Sky, which is a shield that causes attacks to drain her mana instead of her health. This should be Purged or Spellstolen.
The third attack is called Celestial Call, which summons an add that must be killed quickly. Of note, each time she splits, the number of adds she summons will be increased by 1.

At 66% and 33%, she splits into 3, each named after the above attacks. Players should choose focus on one to kill, which will cause boss to re-appear but lack that particular ability upon doing so. Recommended kill order is Astral Rain, then Celestial. Keep in mind, that the other abilities that remain after a split will be stronger.

Ammunae

For boss abilities, loot drops, and achievements check out MMO-Champion or Wowhead.

This is the construct of Life. To start, it is important that one DPS (usually ranged) be assigned to watch for Seedling Pods which are spawned by the boss. You can usually see her channeling green stuff toward the ground for these. The pod watcher is responsible for killing these ASAP, as they apply a stacking HOT on the boss, and will spawn adds when the boss casts Rampant Growth. Adds should be picked up by tank and killed upon spawning.

She will often cast Wither on a player, which is a movement and attack speed slow. This can be dispelled or interrupted. She will also summon orange Spores, which upon being killed leave Spore Cloud patches. These deal heavy damage, so players should avoid standing in them.

Setesh

For boss abilities, loot drops, and achievements check out MMO-Champion or Wowhead.

This is the construct of destruction. First off, it is important to note that Setesh can not be tanked, so don’t even try. He will cast Chaos Bolt at various players of his choosing. DPS should be on the looking for Seed of Chaos, which summons a bunch of purple glowing bubbles on the ground. DPS need to try to stand in this, as it adds a very large damage buff at the expense of a little pain.

The main fighting involves Setesh going from place to place and summoning Chaos Portals, which MUST be killed (heroic) immediately. DPS should be attacking while he is on the move. The portals will summon adds: First a Void Sentinel, then 2 Void Wurms, and then a Void Seeker (if the portal is still standing). Tank needs to pick up the sentinels and kite them around, as they will take zero damage. DPS need to burn the Wurms before resuming chasing the boss. More importantly, should a Void Seeker be allowed to spawn, all DPS need to focus on it. But hopefully the portal is killed before these can come through. Continue to chase the boss around and deal with portals until he is dead.

Rajh

For boss abilities, loot drops, and achievements check out MMO-Champion or Wowhead.

This is the final boss of HoR, and construct of the sun. Rajh’s attacks are based on energy. He begins with 100 and various attacks will drain this. Attacks include Sun Strike, which is a DoT that can’t be dispelled. Inferno Leap is an AOE charge attack that will probably result in instant death for anyone it hits, try to interrupt this, or at least keep moving to get out of the way. Summon Sun Orb summons an add, so it is imperative that this spell be interrupted. There will also be tornadoes summoned, which knock players around and leave a trail of fire behind them.

When he gets to 0 energy, he will walk to the center of the room and begin to recharge his energy with Blessing of the Sun. This causes a DPS buff, but is also does pretty heavy AOE damage. DPS need to burn all their cooldowns at this point and destroy the boss, while the healer heals through the damage.
Proscar
Proscar
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