I'm not feeling well enough right now to search through this thread and update the main page. I'm pretty sure all of the HM strats are located within this thread. If i'm feeling better in a few days I'll update the main post.
Covenant District: Challenge Mode
Captain Veezaran Veeshan-Scale
Has 2 AE's, Spear of Fate and Pike Strike. Pike Strike is a frontal only AE and will one shot anyone that's not a fighter class.
Also casts two single target abilities, Rending Gash(whomever has agro) and Will of Dracur(random group member). Will of Dracur is a a high damage ticking stifle.
IIRC, Spear of Fate and Will of Dracur are curable, the rest are not.
The named also memwipes, which he announces by saying perhaps he should pick on a "weaker link".
Like the EM version, he has a buff that makes him take significantly less damage. The normal mechanic is to wait for the drakes to start spawning and kill them instead of the named, as each drake death knocks ~20% HP off his total until you get to ~10%, at which point you just have to DPS the named down. When a drake dies, he spawns a pillar that supposedly gives you some immunity to his effects, but they also block LoS so they tend to be harder to make use of and I just ignore them. Alternatively, you can just try DPS'ing just the named but the drakes put out a non-trivial amount of damage when there's 3+ of them, at least for someone in heroic gear.
Drakes have the standard SS drake abilities, Wing thingamy(knockback+stun) and Ravaging something or other(damage and power drain).
For the fight, I keep all healers and mages at range and only allow scouts to engage at melee range.
Zyerek Onyxblood
On pull casts a curse on the whole group(can't be avoided as best I can tell either via range of AE blockers) that inflicts a percentage on health damage every few seconds, reduces attack speed and also incoming healing. However, it's easy enough to heal through.
Throught the fight he summons adds(drakes) which can either be killed off or ignored(not an option in heroic gear as again, the DPS output becomes non-trivial at the 3+ mark). There's a cubby hole at ~-120, 0, -190 where I like the place the group at one side and the tank at the other. It will neutralise the effects of Wing Beat from the named and the adds while keeping everyone in melee range.
Velkron the Stalwart
I suppose you're supposed to tag and kill the orbs/husks before they get to the named but I just heal through whatever affect they might have. Tank and spank.
Berserking Defender
Largely tank'n'spank, although he does have some very high damage melee range AE's. Depending on gear and classes, you might want to keep healers and mages at range. Like Velkron, I ignore the adds and any impact they might have on the fight.
Commander Mirraker the Soul Merchant
Note, all other named have to be dead before he'll spawn.
Has two adds. Named casts an AE fear occasionally and will also memwipe. Like the EM version, when one of the adds dies it spawns a mass of spiritual energy which, if left up, will eventually combine. As such, kill the named first and then try to kill the adds as closely to each other as possible. Note, the adds will constantly memwipe when the named is dead and sometimes one gets a full heal when the named dies.
The mass's don't depop on the encounters death, so consider just evac'ing once the chest has poppped.
Lyceum of the Recondite: Challenge Mode
Ovilas Ironwing
Like the EM version of the fight, he spawns spheres every now and then which, if not killed, will trigger a massive AE knockback and damage effect. You can use the statues on the side to mitigate the knockback(position the PC in the middle, not too far up as you can have LOS issues.
This fight is all about doing target swaps as quickly as possible and burning the adds. The longer they're left up, the more likely you'll have a group member knocked away, which if you're unlucky can put them at the complete opposite side of the courtyard.
Note, if a group member is outside of melee range of Olivas for over a certain time period, he'll summon those out of range to him begin to cast a AE called Firebrand Tides. As best I can tell, the AE can't actually be interrupted(but the casting bar can be made to disappear). The only way to avoid it is to use an AE blocker or to move out of range of Olivas. The AE blocker will still result in at least one person dying(as the AE is targetted).
Lektus Kolfyrn
Tank'n'spank. Either range the fight, joust the red text announce or pop a group AE avoid.
Termagore the Butcher
Has a frontal AE that is fairly fatal to non-fighters, so insure that everyone is behind him. Throughout the fight sludges spawn at the alter in the center. If the sludes are left up for more than ~10s, they will encase a random group member in a "vile prison". If the prison is left to expire(~30s) it'll case an uncurable AE fear on the group.
Kill the sludges as soon as they pop and, depending on group makeup, either kill the vile prisons, use an AE avoid or use abilities like Death March(time it carefully) to mitigate the fear. The sludge pop rate speeds up the longer the fight carries on, so this is very much a DPS check.
The named also has a throwback AE it sometimes casts if you don't have enough interrupts running, which will throw all those behind him a fair distance.
Necronaut Dolk the Corpseblade
Tank'n'spank. I suppose you could try mez/offtank the adds rather than let the named absorb them but I don't bother. Note, the orbs do a fair amount of damage, so make sure to tag them with the tank.
Named casts an occasional knockback.
Arch-Necranaut Yolt the Everliving
Named only spawns when all other named are dead.
Tank'n'spank. There is a script: he pops a orb near the altar that if left alone will give him some extra ability and he pops a golem add at ~50% which he begins to drain.
However, I've found it easier to just stay on the named. Once the golem has popped he'll memwipe occasionally so keep your snaps handy(his auto attack damage is pretty insane on non-fighters and he has a high AE auto percentage as well).
HTH.