4/16/11

Heroic: Halls of Origination


Welcome to the Egyptian themed dungeon, Heroic:  Halls of Origination.  This is an instance you will probably be running a lot because there are some choice tanking upgrades in this dungeon.  Several bosses are optional and I will note those that are.  I am showing clears to each of them in this walk through 
Upon entering the instance, follow the path right to your first pull.
This pull has several 'caster-type' mobs and CC is highly advisable here.  CC the outer two mobs if possible and pull the shadowlance mob back to the fireshaper's position and tank them there out of range of CC. Interrupts and dispels are highly advisable and be sure to move mobs out of any ground effects they put down.  If you only have one CC available, CC the runecaster, silence the fireshaper and pull all the mobs to the swiftstalker's position.  Always focus on the fireshaper as the first mob to destroy. 
Once this set is dead you will see a choice of two sets of patrolling mobs.  You can pull either set to allow access to the staircase but I suggest you pull the right side mobs.  CC on these can be tricky and is often missed because the mobs are moving.  Try to CC the runecaster and swiftstalker as they are the main ranged mobs.  As always with these types of mobs watch the ground for the void zones they create and move the mobs out of them.  You will most likely need to use cooldowns here because a lot of damage is going out onto the tank, especially use them if you happen to pick up the left side patrolling mobs.
Be VERY careful to pull the mobs back a bit or up onto the stairs to prevent pulling the left patrol.
Once the mobs are defeated, move up the stairs and stand at the doorway entrance to your right.
Next pull.
This pull is easily CCed allowing you to focus fire one mob at a time.  CC the outer mobs and focus on the fireshaper then the shadowlander then the runecaster to clear the ramp to the first boss.
The first boss is Temple Guardian Anhuur.  Read up on his abilities to learn this fight.  I suggest when he puts up his shield that all party members jump to the left to let the tank pick up the snakes, then run to the right and then back up the stairs to the boss.  There are other ways to do this but I have found that is the easiest way for beginning tanks.
Once Anhuur is dead a ramp will appear allowing you access to the rest of the dungeon.  Don't cross the ramp completely unless all party members are ready.  A patrol of mobs comes dangerously close and if you are not far enough away they will be an 'oops!' pull that you will have to deal with.

Next pull.
CC any mobs in this pack you can and burn them down.  You can use the sides of the doorway as very effective line of sight areas for pulling the groups together.  This is a place that you might take a lot of damage so have cooldowns ready.  Move them out of any ground effects they may lay down and when they are dead head through the next hallway.
The next room has two paths you can take, right or left.  To the right is your first optional boss. 
Go right up the stairs and before you enter the hallway make sure your party is with you because the hallway looks empty, but IT'S A TRAP!

Next pulls.
As you walk down the hall, mobs will pop out of the sand and charge you.  They have a nasty knock-down effect and you might be fighting for threat with overzealous dps here because of the knock-back.  Focus on the elite (the biggest bugs are elites) as it is the main damage maker.  Burn the mobs down and slowly move through the hallway.
The next set of 'pop-up' adds has an elite skeleton with it.  If you have a fast CCer, have them CC the skeleton and focus on the scarabs.  If you don't have CC available the skeleton will come to you as it's melee, just taunt all the mobs to you.  The knock-back will still happen and if you find yourself fighting for aggro with dps, focus on the large scarab and the skeleton.
The last set of mobs in this hallway consists of a caster skeleton and more bugs.  Have your CCers focus on the caster skeleton and if you have none, just pick up the scarabs and move the group onto the skeleton.  For threat you will be most concerned about the skeleton and the large scarab.
Burn the mobs down and follow the hallway up the long set of stairs.
Next pull.
The next pull is two skeletons like the ones you faced in the hallway.  They do not hit hard but CC the skeleton of your choice and focus fire each of them down.  If you have no CC, taunt the melee skeleton to the position of the caster skeleton and focus fire them down while standing there.
The camels are optional for tanks.  There is an easy achievement attached to them if you ride one through the next boss fight, and I suggest all healers or casters use them because they can cast while moving but for tanks there is no real advantage.  Jump on one if you desire and go up the stairs to the next pair of mobs.  They are both melee skeletons and they aren't very powerful.  You can CC one and burn one down or take care of them both at once.  They won't die and instead just burrow into the sand to be seen in the next boss fight.
You will now be standing in front of Earthrager Ptah, the first optional boss.
Once you have destroyed the big skeleton boss, a teleportation pad will become active.  Click on it to be taken back to the first main chamber.
 
Go left through the only non-cleared Hallway left to enter the next part of the dungeon.
Next pull.
At the top of the stairs is a patrol.  It's more of the same type of mobs you have seen in pulls like this before so CC the swiftstalker and runecaster if you can and focus on the fireshaper first.  Move them out of ground effects and burn them down.  You will most likely need some cooldowns here, they hit hard. 
Follow the walkway down the stairs and speak with Brann to unlock the passage.
Next pulls.

The next area is a gauntlet of sorts.  There are constantly spawning packs of troggs that need to be AoE tanked and killed.  Each pack has two elites in it so make sure those are the ones you focus on controlling.  They don't hit overly hard and are easily burned down, the main problem is that they can spawn unexpectedly and you have to constantly be on alert for them and pick them up.
Tank the adds on the way to the right staircase and go up to face the first of four elemental 'mini-bosses'.  Each elemental has it's own special abilities to watch out for and they appear in a random order on the platforms so your elemental spawns may not be the same as mine.  None of the elementals are overly dangerous as long as you pay attention to their abilities, but if you notice your healer having problems healing you or the team, be sure to liberally use cooldowns during their encounters. This air warden casts small tornadoes randomly around the platform.  Dodge the tornadoes or you will get thrown into the air and take damage. 
Once the air elemental is defeated head straight across the room to the next elemental warden.  Be wary of the trogg packs and the ones that you have cleared previously that may respawn on you.
The next elemental in this dungeon is the earth warden has two abilities to be prepared for.  The first is an earth spike that stuns you for a few seconds. 
The second ability this mini-boss has is rockwave that targets a random party member and shoots a line of spikes at them.  It cannot be dodged so make sure your group spreads out and you do not tank this mob facing the healers or ranged dps.
Kill the elemental and go down the stairs to the left, following the edge of the room and kill all troggs in your way.  Head up the stairs to the left for the third elemental fight.
This elemental is the fire warden and it requires a bit of moving on tank and melee dps' parts. 

The first ability he has is an eruption that cannot be dodged.  Spread out and it should only hit one person at a time.


The second ability is called raging inferno and when the elemental casts it, run out of the AoE damage he puts in an AoE circle on the ground.  Once he is done casting he will move back to you and you can tank him where you stand. 

Cross the last section of troggs to meet your last elemental warden.
This is the water warden and requires you to be aware of two abilities.  The first ability is water zones on the ground that need to be dodged.  If he puts many on the ground by the melee, you might need to move him to adjust so they can continue dpsing safely.  The other ability he has is a bubble shield he will put around party members that needs to be dpsed down as soon as possible.  If you find yourself in a bubble you will be taking a bit of damage, but it's nothing major but you might need a cooldown after if you have a new healer that is having problems keeping you up.
Once the last elemental is down, do not go down the stairs.  Stay where you are at and the next boss will appear and do massive AoE damage through the whole room, killing all troggs and ending the gauntlet event.
Don't rush into the next fight, give the party time to eat and heal up or the healer time to heal up and get their full mana before you face Anraphet.
Once Anraphet is killed, you can enter the doorway he came out of for a teleportation device back to the main room.  There is also another one in the trogg room, but if it's your first time in here and you have the quest, you'll need to go in the doorway to continue it, so use your best judgment here.
Teleport back to the main room and use the lift controller to go to the second floor of the dungeon.
 
This area has three optional bosses.  If you wish to skip directly to the end of the dungeon, kill Rajh for your finishing credit.  If you wish to clear the dungeon I suggest you do so in this order.   The blue section of the room contains the first optional second floor boss, Isiset and her trash mobs.

Next pull.
The flux animator can be CCed and the spatial anomaly should be burned down asap as it does a lot of damage.  Watch out for the beams that the rift casts, it can target you as the tank and you must stay moving to avoid the damage it brings with it.  This is a pretty damaging pull so make sure you use your cooldowns liberally.   Repeat this pull on the right side of the room and you have cleared the room for the boss fight.  Once the mobs are down, kill Isiset to clear that quarter.

Move your party to the green quarter for the next boss.
Next pull.
This pull is more chaos than anything.  The little pods will sprout and are very hard to taunt and tank.  They don't do much damage so it's nothing serious to worry about unless they beat on your healer too much.  CC the nymph and burn down the pod flowers and the tentacle mob.  When the tentacle mob dies, the spore will come to life and needs to be killed.  It will leave a damaging ground effect when it dies so don't stand in the orange stuff on the floor.  After the rest of the mobs die, burn the nymph down taking care to interrupt any tranquility she casts since it will heal her. If you have no CC, focus fire the nymph first before killing the plant mobs.  Repeat the process on the right side of the room to make way for the boss: Ammunae.

After killing Ammunae, head to the purple quarter for your last optional boss.
Next pull.
Pull the void wurms when they path nearest to you.  They are non-elites and don't hit hard at all.  Once they are down you will face the real trash in this room. 
It is best to CC one void seeker if possible during the pull.  The void lord does not become active right away, but the seekers will cast a very deadly spell that must be interrupted called anti-magic prison.  This will cause the tank to be unable to be healed as long as it is channeled.  With that interrupted the seekers are not dangerous and should be burned down quickly before the void lord breaks free.  The void lord must be kited out of the black void zone on the floor.  He does an area AoE within 15 yards of him so don't drag him back to your ranged dps/healers.  Once he is dead, the room is cleared for the boss, Setesh.

Kill Setesh and go to the remaining golden quarter for the non-optional boss, Rajh.

Next pull.
The mobs in front of Rajh pull all at once so I highly suggest you CC one (or both) of the outside mobs while you focus fire the sun-touched speaker.
The sun-touched speaker does an AoE firestorm ability, but the mob is easily killed when dps focus on it.  After it is killed, focus on the elemental mobs.  These mobs do a lot of damage and are difficult to tank.  Once you kill one, they split into two parts.  And once you kill those parts they split again.  AoE tank them and use your cooldowns liberally. 
Once they die, you are ready to face your final boss: Rajh. Burn him down and claim your victory over this amazing dungeon!

Congrats on finishing Heroic: Halls of Origination.

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