Halls of Origination / Halls of Origination Heroic and Normal Guide

All the Chambers of Origins is a research building in Uldum. Like Uldaman and Ulduar, it was used by the Titans long ago. But, unlike these two, the purpose of Uldum was not to be a prison but rather to be a laboratory for creating new races. One of these new races are the Tol'vir, a mixture of humans and cats, who accompany us in dungeons such as The Lost City of the Tol'vir or Pinnacle of the Vortex.

In this dungeon for levels 84-85 we will find 7 encounters in total to defeat, in the depths of a desert that has been hidden from our eyes for a long, long time.

Halls of Origins Entrance

Anhuur Temple Guardian / Temple Guardian Anhuur

  • temple_guardian_anhur

    "Salud": 1,659,880 - 3,319,760

  • Level: 84 / 87
  • Skills:
    • Divine atonement: Sucks 14250 to 15750/42750 to 47250 p. health of the target and nearby enemies within 15 yards after 8 seconds.

    • Resounding hymn: The Guardian chants a piercing hymn that deals 300 Holy damage to all enemy players in sight for each dose.

    • Light shield: Anhuur is immune to damage.

The Guardian of the Anhuur Temple is the overseer of the Chamber of Prophecy and is a master of Holy magic, knowing powerful Hymns. This meeting requires great coordination to execute it. During combat, the statues in the room will launch a ray of fire that we have to avoid.

Anhuur will use Divine atonement about random group members. After 8 seconds, this spell will explode, damaging not only the affected person but also anyone within 15 meters. Also, each player hit by this ability will heal to Anhuur for the damaged amount. If we don't get away from the affected player quickly, we will be fighting him longer than necessary and we may find ourselves in trouble with mana.

Eventually, the Temple Guardian will use Light shield making himself immune to damage. At the same time, it will begin to sing a Resounding hymn which leaves a cumulative effect. This will accumulate more the longer you are channeling the hymn. At first it is very little damage but then it becomes a problem.

To deactivate the shield we must enter the pit and press the two switches. Easy right? Well no! There are snakes! The snakes aren't too deadly so the tank can catch them all while some DPS flips the switches.

Once we finish the shield, you have to interrupt to Anhuur to stop singing his hymn and continue hurting him. The shield will activate again from time to time until we finish with it.

Differences in heroic mode

In Heroic mode, the pit snakes are really deadly so the above tactic will not work. To deal with them, we have two ways.

One way is to have the whole group step down to one side and flip one switch at a time. Keep in mind that you don't have to call all snakes. Once the tank has the first, the SPDs can be taped to the wall to activate the switches. If the tank holds up well, you can drag the snakes to the next part to save some time, thus preventing the effect of Resounding hymn. This method is safer but lasts longer.

The other way is to have the tank and one DPS go to one side and two DPS go the other while the healer remains on the bridge healing anyone who enters the pit. The tank should be made with 3/4 snakes and the DPS should attract the snakes on the other side, leading them to the bridge for the tank to keep. This method is much riskier but saves a lot of time.

Earthrager Ptah / Earthrager Ptah

  • earthrager_ptah

    "Salud": 1,659,880 - 4,564,670

  • Level: 84 / 87
  • Skills:
    • Flame discharge: Periodically cast Flame Bolts into the air, dealing 7,875 to 10,125 points of damage.

    • Enraged Crush: Inflicts 100% / 150% normal melee damage to an enemy and nearby allies. Affects up to 3 targets.

The Terracundo Path is located in the Terracundo's Tomb. It is an optional boss so it is not necessary to do so. While the combat is not overly complex, Terracund does a lot of damage in a very short amount of time, which can quickly cause the healer to run out of mana.

The model will sound like Lord Marrow and his Enraged Crush, is very similar to this one. The tank must move him away from the group and the melee DPS will have to be placed on his back if they do not want to take damage. Another option is to bring all the members together next to the tank, to distribute the damage among three although this is optional.

The most dangerous skill is Flame discharge. It will start to launch fireballs that will hit the party members doing a lot of damage every second. It's a lot of damage so any kind of special ability to reduce damage or increase healing should be used to aid the healer. As you will see, combat is a DPS race since if it happens too many times the Flame discharge, you will find that the healer will run out of mana.

At 50%, Ptah will disintegrate and 6 Non-Elite Scarabs and 2 Elites Dustbone Horror will spawn. The tank will need to grab them quickly, especially the elites because they can take out a DPS or Healer in one hit. During this small "phase" sand spines will appear on the ground. Steer clear to avoid periodic damage and the slowdown they cause.

Dead the bugs, Ptah will rebuild and we will kill him as soon as possible to avoid another of his Flame discharge.

anraphet

  • anrapheth

    "Salud": 2,074,850 - 5,394,610

  • Level: 84 / 87
  • Skills:
    • You make alphaChannel Alpha beams against a random target, dealing 9,750-10,250 damage to enemies above the zone every 0.5 seconds for 3 seconds.

    • Crumbling ruin: Reduces maximum health by 8% / 10%. Stacks up to 10 times.

    • Destruction protocol: The destruction protocol has been activated and will destroy all nearby life forms.

    • Nemesis Strike: Deals 75% instant weapon damage and then 5,850-6,150 bonus Shadow points every 2 seconds for 10 seconds.

    • Omega attitude: Deals 5,000 points of damage every second for 8 seconds. Stun all enemies in the area.

Anraphet is a boss that we will find in the Chamber of Lights. To get to it, we will see how Brann Bronzebeard opens the doors of the room and soon we will find ourselves in the need to eliminate four elemental mini-bosses that are really simple.

This boss has a quirk. There comes a time when, due to Crumbling ruin, we will run out of health. This ability will accumulate and the time will come when some ability kills us with a single blow.

The group should be alert to You make alpha It will randomly launch on the players since this leaves a black area on the ground from which we will have to exit if we do not want to receive enough damage.

The worst part, without a doubt, is the Omega attitude that will activate every minute. We will see how shadows begin to fall on our heads, damaging everyone every second for 8 seconds. It is an unavoidable (although mitigable) damage and the healer must take care of healing it.

Isiset

  • isiset

    "Salud": 1,659,880 - 3,734,730

  • Level: 84 / 87
  • Skills:
    • Supernova: Isiset channels a supernova, causing all nearby enemies facing her to take between 18,525 and 20,475 points of Arcane damage and wander blindly for 4 seconds.

    • Astral rain: Isiset invokes the help of an astral rain.

    • Heavenly Call: Isiset summons the help of a celestial familiar.

    • Veil of heaven: Isiset invokes the help of a veil from heaven.

Isiset is the Assemblage of magic. He has an ability called Supernova that works exactly like Eadric the Pure's radiance in the Trial of the Champion. Players will have to turn and face away from them to avoid the damage (and stun) they cause.

At 60% health, Isiset will split into three little versions of herself. These are:

  • Astral rain: Summons a shower of stars on all targets by hitting them three times.
  • Veil of heaven: Places a protective barrier on Isiset and reflects a percentage of the spells towards the players.
  • Heavenly call: Summons a celestial familiar that deals damage to random members of the group at the same time that a laser appears that will have to be moved around the room (Kologarn style) so that it does not hit the players.

When one of these versions dies, Isiset will no longer have the ability corresponding to the Aspect we just defeated, but the remaining abilities will be stronger.

Generally, Heavenly Call It should be the first since we avoid the appearance of the Celestial Familiars that must be defeated. Once this Aspect is defeated, the other two will re-fuse with Isiset until we reduce their health to 30% which will split again.
On this occasion, we will opt for Astral rain for being the most annoying. When your body recovers when the Rain dies, you will only have a shield It absorbs 300,000 points of damage and reflects 60% of the spells we cast at it. Fortunately, this spell can be dispelled from Isiset, making combat really easy from this point on.

Ammunae

  • ammunae

    "Salud": 1,659,880 - 2,904,790

  • Level: 84 / 87
  • Skills:
    • Wither: Reduces a player's attack and casting speed by 60% and slows their movement by 60%. Lasts 10 seconds.

    • Consume vital energy: Drains life and energy by getting vital energy.

    • Rampant growth: Ammunae unleashes all of her life energy, bringing all nearby cutting pods to life, dealing 23,125 and 26,875 / 29,600 and 34,400 Nature damage to all nearby enemies.

Ammunae is the assembly of Life. Combat is fairly straightforward as long as the players pay attention to what's going on. Now we will see why.

During combat, there will be Cutting Pods that will spawn under Ammunae's feet, healing him for 1% of his total health every 3 seconds and can stack. DPS have to kill them as soon as they see them appear.

In case we forget about them (apart from the fact that Ammunae will gradually heal) they will grow to become Bloodpetal Flower. These do a lot of bleed damage to players so if they do appear, they will be our priority.

In addition to plants, Ammunae has her own abilities. Will use Wither about random players. It can be dispelled as it is a magical effect.

Also, and much more importantly, you will use Consume vital energy on a player and will begin to drain life energy Apart from the damage it does, it will recharge your energy bar by 30 points. When you have your energy bar, you will Rampant growth, exploding and doing quite a bit of damage. It is recommended to use any special healing skills such as Tree of Life at this time

Differences in heroic mode

In Heroic mode, Spores occasionally appear. These do 12,000 points of damage to all players in range. When dying, they will leave harmful spores, which will harm may be made by each whatever is on them. It is possible that the tank is placed on her accelerating the death of Ammunae and any plants.

setesh

  • setesh

    "Salud": 1,659,880 - 3,734,730

  • Level: 84 / 87
  • Skills:
    • Chaos discharge: Launches a volley of chaos at the enemy, dealing 7,929-10,071 / 10,774-13,559 points of Chaos damage that cannot be resisted and passes through all absorb effects.

Setesh is the Construct of Chaos. Unlike other bosses, it cannot be tanked but the tank should not use its DPS specialization as it will have to tank throughout the fight.

Ammunae will launch Chaos discharge on group members randomly. This damage cannot be resisted or mitigated in any way so the Healer will have to heal it.

Setesh will begin to move to the left side of the room and open Portals of Chaos every 25 seconds. These will spawn a series of monsters that the tank should take care of. A Void Sentinel, 10 seconds later a Void Seeker, and finally 2 Void Worms.

Although they can be completely ignored and focus solely on Setesh, it is advisable to kill them, especially the Void Seekers since they have an Anti-Magic Shield that will prevent a player from being healed but will still take damage from Setesh's Bolts. Other than that, they don't have much health or do little harm.

Setesh also uses two more abilities that are not listed. It will launch some shadows that will explode when falling (they remember the Faceless in Ahn'Kahet) but also, they leave a black area on the ground that hurt anyone above them so you have to be careful when moving around room. Finally, you will place some species of bubbles from which, obviously, you have to move away.

Raj

  • raj

    "Salud": 2,074,850 - 4,979,640

  • Level: 84 / 87
  • Skills:
    • Jump hell: Rajh leaps towards a player dealing fire damage to nearby players when falling.

    • Summon Orb: Rajh summons an orb of the sun.

    • Stroke of the sun: Inflicts between 14,137 and 15,862 / 18,378 and 20,621 points of Fire damage to an enemy. Additionally, this blisters the player, dealing 4,687 to 5,312 points of Fire damage every 3 seconds for 15 seconds.

    • Sun blessing: The scorching heat of the sun inflicts between 3,237 and 3,762 / 4,162 and 4,837 points of damage every second and increases damage dealt by 100%.

Rajh is the Consolidation of the Sun and is the last meeting in the Halls of Origins.

As soon as we start the fight, Solar Winds that are nothing more than small cyclones similar to those of Altairus will appear in Vortex Pinnacle in Heroic mode. These will move around the room and will have to be in continuous movement to avoid the damage they do.

Rajh will try often. I say will try because we must interrupt it if we don't want it to spawn an orb that does about 20,000 points of damage.

The healer must be aware of the objections of since, in addition to the high damage it does, it leaves a fairly high damage over time. Also, every once in a while he will use his will do damage to all players, so it is important to stay away to minimize the damage.

One minute after starting the fight, Rajh will move to the center of the room and start throwing Sun blessing. This spell deals damage over time every second but the best part is that it increases the damage done by players by 100%. It is time to use all the special abilities and finish with Rajh.

If you are unable to kill him after the effect dissipates, the fight will replay until he dies.

[notice] In this dungeon there are achievements that can help you get a Volcanic Stone Drake. If you need a little help to make the achievements, do not hesitate to visit our Cataclysm Hero Guide. [/ notice]


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