Cataclysm: Halls of Origination Guide - Page 2

Updated Thu, May 12, 2011 by Messiah

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Rajh is the construct of the sun located in the upper regions of the Halls of Origination.  The fight consists of two simple phases, the first is a normal type fight, and the second a DPS race with lots of incoming damage that needs to be healed through.

Solar Winds – This is a fire based vortex that swirls around the room that inflicts fire damage to anyone it touches and knocks them back.
Sun Orb – This is an orb of fire that Rajh summons and anything it hits takes a lot of fire damage and is thrown back. The cast for this is interruptible though so everyone should watch for it and interrupt it if at all possible.
Sun Strike – This is a fire based attack that hits and inflicts a DOT effect that ticks for high fire damage.
Inferno Leap –Rajh picks a random target and leaps at them, inflicting fire damage as he strikes his target and knocking the target and anything nearby away.
Blessing of the Sun – This is a channelled ability that Rajh does in the second phase of the fight.  It inflicts roughly 5,000 damage to each placer every second and grants everyone a 100% damage buff.

The fight starts off with the tank holding Rajh in place while he and everyone else avoids the solar winds and any sun orbs that get summoned. The rest of the damage in this phase isn’t that bad and can be healed through fairly easily, unless players insist on grouping up. If grouped up, players will be hit more easily by the AOE abilities and by inferno leap, so stay away from each other. When a player is picked as a target of inferno leap they gain a short term speed buff that actually allows them to avoid being hit entirely if they are quick.

After a period of time in the fight Rajh will leap to the centre of the room and cast blessing of the sun.  During this phase everyone gains a huge DPS boost but suffers a lot of incoming damage.  Everyone should group up and burn all cooldowns to cause as much damage as possible as quickly as possible to kill Rajh.  Players group up so that the healer can spam AOE heals to keep everyone alive through the incoming damage.  As long as you have some decent burst DPS this phase is relatively easy.



Setesh is the construct of Chaos found in the upper levels of the Halls of Origination. This fight is about managing the adds that come from the portals that Setesh opens throughout the fight.

Chaos Bolt – This is a magic attack that deals roughly 10,000 Chaos damage, to which there is no resistance.
Seed of Chaos – This is an AOE attack that hit everything near Setesh for chaos damage and puts a DOT on the target.
Chaos Gate –Throughout the fight Setesh will open chaos gates through which several void entities enter the fight.  Immediately after the gate opens a Void Sentinel will appear, then a Void Seeker roughly 10 seconds later, and then two Void Wurms another 10 seconds later.

This fight is a little different than most other fights due to the fact that Setesh is not tankable. That’s right, he has no aggro table, so can just be ignored for threat purposes and casts at random players throughout the fight. Instead of tanking the boss, the tank needs to pickup up the Void Sentinels that come out of the Chaos Gates. The tank also needs to collect and DPS down the Void Wurms as they appear.

The DPS players in the group focus on Setesh at any point there is no Void Seeker active in the fight.  When a Void Seeker is alive they instead focus on it making sure they interrupt any cast of its Anti-Magic Prison ability which, if it casts, imprisons one of your party.  As long as the DPS keeps killing the Void Seekers quickly they should not have any serious issues with Setesh.



Ammunae is the construct of Life found in the upper levels of the Halls of Origination.  This boss fight centers around the seedling pods that she brings to life around her during the fight.

Wither – This is a debuff that hits a random target and slows down their attack, casting, and movement speed by 60% for 10 seconds.
Consume Life Energy – This is an AOE attack that drains life from nearby players and grants Ammunae life energy which is used for the following attack:
Rampant Growth – This attack has several components. Firstly it uses all of the life energy that Ammunae has stored up.  Secondly it inflicts heavy nature damage to anyone nearby, and lastly it hatches nearby seedpods into Bloodpetal Blossoms.

Throughout the fight Ammunae will summon seedling pods into the room.  While near her they grant her life energy over time.  They can be damaged and destroyed.  To help with this destruction of the seed pods there is a spore cloud that floats around the room targeting players.  It causes damage in an AOE around it and can be dragged back and forth over the pods.

Any time Ammunae collects enough life energy she will cast Rampant growth and hatch any seedpods that are still alive.  These become plant based adds that will run around attacking players and causing a lot of damage.

The fight is supposed to be based on the tank holding agro and keeping her away from any seeds on the ground to minimize life energy gained, and DPS killing any seeds that spawn nearby.  However, the fight is relatively simple and if you have any reasonable amount of DPS you can simply focus on Ammunae and just group up and AOE down the plants each time they spawn.



Isiset is the construct of magic found in the upper area of the Halls of Origination. This is a very fun two phased fight against a really nasty female caster. 

Supernova – This is an AOE damage ability that will cause huge damage to anyone in the room that is looking at her when it finishes being cast.  To avoid damage simply turn away.
Astral Rain – This spell summons stars to fall on an area doing arcane damage to anyone that remains there.
Arcane Barrage –This attack deals arcane damage to the target.
Veil of Sky – This is a protective shield that absorbs and reflects spell damage until taken down.  Any damage she takes while protected drains mana instead of health, and it reflects a percentage of damage back on the attacking caster as well.
Celestial Call – Isiset splits into her remaining component parts, 3 the first time, then 2 the second time.

The fight starts with Isiset having all of the abilities listed above in a simple tank and spank phase.  The tank needs to hold her in place as DPS works down her health.  When Veil of Sky is cast melee should clear it off before casters continue DPS so that spells are not reflected back at them.  Whenever you see Supernova being cast you need to turn away from her so that you do not take any damage from it.  It has a long cast time though and is relatively easy to avoid.

After a while (at 60% health) Isiset will split into three different pieces each representing one of her abilities, this is phase two.  When this happens agro is reset so players should allow the tank to collect all three and select one to defeat.  Once one is defeated Isiset will merge and the fight returns to phase one, however Isiset will not cast whichever ability you defeated in phase two. Her other abilities will now be stronger though.

Phase one will continue until Isiset is reduced to 30% health and then phase two will start again, however this time only two versions of Isiset will appear.  Once one is defeated phase one starts again with Isiset having only Supernova and the one ability that was not defeated, however that ability will be extremely dangerous.  DPS should push hard to drop her quickly.

Messiah’s Take on the Instance

A map of the upper floor in the Halls of Origination

This instance is one of the most challenging in the game at this point.  Many of the fights require players to be on their toes and work together to beat many of the boss mechanics.  A single player goofing around and not contributing can cause issues and wipes in many parts of this instance, even on the trash!  That said, I really like it, this is what a max level instance should be about, you should expect players to have to be careful and pay attention. 

This difficulty will of course lessen once players are level 85 for a short while and gear up, however, as fresh level 85 players the challenge is nice.  Also, once you are level 85 for a while, that is what Heroics are for, and many of these fights have a lot of potential for very hard heroic modes.

Beyond the difficulty, the instance itself is very well designed, and being free flowing allows a little more re-playability in my train of thought. Since you can do the bosses in any order you chose, it feels different when you come in for the second, third, or fourth time. After the 10th, 20th, or 50th time I am sure the changeable order will not help at all, but initially it will.

Regardless of how the instance plays out repetitively, the flow is still good when you are learning it.  There is relatively little trash in this instance and if feels like it is a single trash pull, then a boss, and then rinse and repeat.  Sure there are 3-4 groups of trash between several boss fights, but it doesn’t feel that way.  The only place anyone complains about trash in this instance is the gauntlet before Anraphet, but that is meant to be a pain!

Lastly, because of the concentration of bosses in one instance, this is going to be “the” place to gear up as a fresh level 85 before going into heroics or raiding. So this is the instance to learn before you get there so that you can get all the loot you need to go raiding quicker.

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