I'm taking the Vestments (Witch Hunt) and the Sash (Amgarrak) on a fun run through Origins, and decided to stick to strict solo rules as long as possible. Gazarath cost me four lesser pots (3 health, 1 lyrium) because there is no suitable obstacle for kiting him around. The tree trunk lying on the ground near where he spawns is no obstacle for him - he can jump over it. He took some doing but nothing memorable.
Now I've just been to see everyone's favourite, the Ishal ogre. He is in a different class altogether. Even with the Vestments, a mage won't survive a grab without getting bashed out, which is a strict no-no under soloing rules. Death #1.
Apparently he has no cooldown on his rams. I've often see him do two in succession, this time it was three. With the only kind of health pot on cooldown and all spells, that was death #2.
Lesson 1: always keep an interrupt locked and loaded in case he telegraphs 'Grab' (or 'Ram' at lowish health): Grasp, Cone, or Glyph of Paralysis. Force Field if you have it, but I didn't. Mind Blast maybe.
Lesson 2: if he sets up a ram when you are in reasonably good health, gain distance. After the ram he will likely try a hurl in that case, which means you win and he loses. Edit: A hurl takes such a long time that you can get almost across the room from him, and then you can give him the fullest possible treatment: bomb, classic unresistable Paralysis Explosion, and all the rest. Even if you started coning him before he began the hurl you can still get far enough away. If you started the coning after he telegraphed the hurl, well, it's your funeral.
Lesson 3: without Haste or Swift Salve it is virtually impossible to put some distance between you and him, without throwing him a bone by letting him hit you. That can put you at maximum coning distance from him, which is the only safe way of trying a Cone of Cold (because you will remain immobilised for a bit even if he resisted, and then it's a ram or grab if you are too close). It seems almost impossible to chug a potion while kiting him without getting hit, so it's best to use that as an opportunity to hit back.
Lesson 4: the safest way of putting the hurt on him is to open with a Glyph of Paralysis. If it sticks, upgrade to Explosion, inoculate him with the green stuff against overlong life expectancy and finish with a Flame Blast and a Grasp or Bolt. It can be tempting to cone him as well, but a Cone is better life insurance than a Grasp. If you got him coned for whatever reason and you are at maximum coning range you might try a Flame Blast if you feel cocky enough. Unless the glyphs are charged, in which case you can give him the full treatment.
It may be tempting to Grasp him every now and then, since it is bound to slow him down even if resisted. However, there's little point to it. If the spells are charged for the full treatment, open with the paralysing glyph. If not then it is an unnecessary risk.
Total quaffage: 8 lesser health and 2 lesser lyrium. Thanks to the Maker for the Quartermaster's stock.
This time I saw again what I call the sudden, inexplicable bossy nightmare speedup. Normally the ogre is no faster than you but sometimes he picks up speed and catches up with you in no time at all, for no apparent reason. I've seen all kinds of slow lumbering beasts do it - ogres, alphas, dragons, bossy golems. Does anyone know what's going on?