Amethystine's Guide to Heroic Halls of Origination!
Hiyas! Amethystine of Bladefist, with a little homebrew guide I'm gonna type up to kill some maintenance time. I'll be writing on my favorite dungeon of the heroic lot, one I feel is the perfect mingling of challenging trash and tough yet clearable bosses... Halls of Origination!
We'll start with the initial trash pulls and first boss, shall we? They're all humanoids, and all but one of them can be CC'd (and should, if the worst of the adds is in the group). I'll also be giving tips to you few proud Shadow Priests that use Mind Control to its full extent.
Runecasters: The least dangerous of the lot, possessing a holy Cleave (why does everyone, -everyone- have a better Cleave than Warriors? ;_; ), a cooldown-raising curse, and an undispellable heal buff they can put on another mob. CC and save them for last. They aren't really worth Mind Controlling either, as you can only use their Cleave.
Swiftstalkers: The second-least threatening mob, these possess the standard multi-shot ranged attack, a basic shot, and an aimed shot clone that should be interrupted if they're not CC'd. They're decidedly dangerous to Control as a Shadow Priest, as you cannot use their Charged Shot, and worse, their Multi Shot easily breaks CC by accident.
Shadowlancers: The most threatening CCable mob, they have two signature abilities. They gain an undispellable self-buff which adds sizable shadow damage to their melee. It cannot be interrupted. They also have a channelled AoE spell called Pact of Darkness which can and -must- be interrupted. Shadows, this is the mob you want to Control. You've access to both their abilities, and with proper care and mindful positioning (read as 'away from the CCs') you can make interrupts unnecessary and hasten the death of the most threatening mob...
Fireshapers: They're the big beasts of the initial trash packs, and are immune to CC. Assuming you've followed proper CC on the earlier-mentioned mobs (and they almost always travel with at least 2 of the 3 other types), you'll be killing this one first, and for good reason. He has three abilities that all require dealing with. The first is his obvious chained Fireball casts. On their own, they're not too dangerous, and can even be interrupted to stave the tank damage for a bit. His second is the killer, Molten Barrier. It is dispellable and spellstealable, and -must- be dealt with swiftly, as it grants the mob a hefty haste buff and increased damage, which can very easily kill even the tank. The third ability, the Cataclysm-popular Meteor, is as ever dealt with by stacking closely together to split the damage from a sizable 40-50k to a pitiful 10k.
Temple Guardian Anhuur
The first boss is a good test of general teamwork, requiring all the basic necessities of a party. You have to have an interrupt, you have to dispel, you've got add management, fire to move out of, and group movement.
The boss himself isn't particularly threatening, having two main abilities he casts during the initial battle.
Divine Reckoning: The first is a targeted debuff on a random player which, if left alone, will siphon health from both the unfortunate ally and any nearby party members upon ending, healing the boss at its culminating explosion. It can easily be dispelled, though if your healer is either just starting heroics or is still lacking the regeneration to both heal and dispel through a fight, you can stand away from the group to ensure the heal's as small as possible.
Searing Light: The second ability is your classic fire-on-the-ground spell, fired from one of the statues on the walls to a random party member's position. It does unresistable damage, and a sizable amount at that, every second, so the moment you see that blue fire on the ground, simply move out of it. Be mindful not to fall off the bridge, though.
Fairly easy so far, right? Well, at intervals during the fight (I'm unsure if its timed or percentage based, but it always seems to be twice per battle in heroic), he'll gain a new buff, and the second phase starts.
Shield of Light: While the boss is protected by this awesome bubble (don't worry, the bubble itself is harmless to the party), he is immune to damage and interrupts... the latter of which brings into play his -other- ability during Phase 2.
Reverberating Hymn: The boss will channel this until his shield is brought down and he's interrupted. It's a party-wide unavoidable AoE that ticks every 4 seconds... for stacking Holy Damage.
An undispellable bubble that makes the boss immune to damage and interrupts, -and- a channelled AoE that's getting stronger and stronger? How do you stop that, some of you greener heroics'll be saying...
Well, you'll notice, to either side of the boss platform, is a pair of shiny showpieces surrounded by a pit of snakes. These aren't just for decorum... either statue-piece has a switch. Hitting both switches, be it at once or one at a time, will break the Shield and open the boss to a timely interrupt! But not so fast... the switches seem to be a bit rusty since your normal runs, and require a good 10 seconds to activate. Which means, unfortunately, that those snakes will have to be kept off your stalwart ally long enough to do his or her work.
The easy way for beginning groups is to walk together off the left side, landing on the switch, leaving one interrupter on the walkway to snap the boss out of his deadly hymn. Your tank will want to be the first down, picking up the snakes swiftly as one of your DPS goes to work on the switch. The moment the first switch is hit, the group will move to the other side, and repeat this process on the second switch. Your interrupter will likely want to wait a few moments as the group then proceeds to run upstairs again, kill off the offending serpents still alive from their foray into the pit, then proceed again with the battle with Anhuur.
More experienced parties, however, will go for a more daring ploy, and hit both switches simultaneously. To do this, the tank will need to be swift, and the healer game, gathering snakes on both sides to keep the two DPS free of interruptions. The interrupter up top will then need to break Hymn immediately as the tank runs up... and then assist in AoEing the snakes down as the tank holds them and the boss. Not only does this hasten the encounter considerably... with skill and dedication, this tactic will likely earn you the achievement 'I Hate That Song', as the boss shouldn't be able to channel Hymn for 15 seconds.
That's the first bit of my guide... tune in later for the next segment, which will include the breather that is Earthrager Ptah... and the consummate gauntlet-to-DPS race of Anraphet, a boss my guild's likened more than once to a 5-man Patchwerk.