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Aliena
12-13-2010, 11:13 AM
k8xa-NY7LfE

Hello, and welcome to Tankspot’s written strategy guide on the Omnitron Defense System. My name is Spiritus and I will be going over the abilities seen on the beta test realms, as well as some basic speculative strategy on how to approach your first attempts.

NOTE: Video transcript can be found below.


Environment, Positioning, and Pull:

(1)The Omnitron Defense System is located to the right as you enter the Blackwing Descent instance and is one of two gateway encounters needed to progress to the next section of the raid. (2)

(2)This is the obligatory council fight for the raid and consists of four members [Magmatron(fire), Electron(nature-lightning), Arcanotron(arcane), and Toxitron(nature-posion)] that specialize in their respective damage types.

(3) The room is, in practice, a square with all four “Trons” in the back of the room.

(4) Two tanks are needed for both 10man and 25man.

(5) The fight starts with a seemingly random single Tron. After approx 60sec second, again seemingly random, Tron will activate. Approx. 60s later the first Tron will deactivate and a third will activate. This pattern continues again with the second Tron deactivating and the fourth activating. From here on out the pattern will continue until the ecounter ends.

(6) The four council members have a shared health pool (60mil-10man; 100mil-25man). However, mechanics in the fight do force target switching.

(7) Your starting positioning is highly dependent on what Tron is first activated. However, when you pull the fight, a beam will immediately start channeling on the second Tron to activate, therefore pull the first Tron to the opposite side of the room.


Boss Abilities:
All four Trons have three abilities each that require nearly identical responses from the raid. The first is a general raid damage ability, the second requires proper positioning or movement, and the third is a shield that forces a target switch.


Magmatron:
Incineration Security Measure (http://www.wowhead.com/spell=79023)
1.5sec cast. Unlimited Range. 8sec cooldown.
The Defensive Measure inflicts 14625 to 15375 Fire damage every 1 sec for 4 sec. Deals an additional 29250 to 30750 positional Fire damage to those in melee range.
A standard raid wide AoE to keep the healers busy. The additional damage for melee, if confirmed, may be positional to the [U]sides of Magmatron's feet. It seems staying directly behind the boss avoids the extra damage. Therefore, it is important for the tank to keep Magmatron still during the channel.

Acquiring Target (http://www.wowhead.com/spell=92036)
4sec cast/4sec channel. Unlimited Range. Frequency: twice per activation.
Acquiring a target. After 4 sec Magmatron will begin to channel his Flamethrower (http://www.wowhead.com/spell=79505) on the target, inflicting 34125 to 35875 Fire damage every 1 sec to all enemies in front of him for 4 sec.
A very identifiable red beam will shoot from Magmatron's hand to his acquired target. After 4sec, the boss will cast Flamethrower, which will extend the length of the room in an approx 30deg cone. The targeted raider should position him/herself so that they are the only person hit. The degree of difficulty on this is dependent on which other boss is active at the time. It may be advisable to have a designated "targeted zone" that is kept clear for this purpose.

Barrier (http://www.wowhead.com/spell=79582)
1.5sec cast. Frequency: once per activation.
Absorbs 150000 damage and if the barrier is broken it releases a gale of flame, inflicting 73125 to 76875 Fire damage to all enemies.
As with all four shields, Barrier will be cast half way through Magmatron's activation period. This mechanic is in place to force a target switch to the other active Tron.


Electron:
Electrical Discharge (http://www.wowhead.com/spell=79879)
Instant. Unlimited Range. Short Frequency.
Inflicts [Unconfirmed] 29250 to 30750 Nature damage to up to 3 enemies within 8 yards. Damage is increased by 20% between each jump.
You'll call it chain lightning. Another spread out mechanic. It appears to only target ranged. Simply stay spread 8 yards apart to minimize damage.

Lightning Conductor (http://www.wowhead.com/spell=79888)
Instant. 45yd range. Approx 15yd radius on target. Frequency: 3-4 times per activation.
Infects an enemy for 10 sec., causing it to inflict 24375 to 25625 Nature damage to its nearby allies every 2 sec.
Nearly identical to a similar ability used by Freya in Ulduar. Simply avoid standing next to the conducted raider.

Unstable Shield (http://www.wowhead.com/spell=79900)
1.5sec cast. Frequency: once per activation.
Attacks against the Unstable Shield cause a Static Shock at a nearby enemy's location. Static Shock inflicts 58500 to 61500 Nature damage to enemies within 0 yards of the target.
See Barrier. Switch to next Tron when activated.


Arcanotron:
Arcane Annihilator (http://www.wowhead.com/spell=79879)
1.5sec cast. Unlimited Range. Short Frequency. Interruptable.
Inflicts 48750 to 51250 Arcane damage to a random enemy target.
A simple random nuke. May be wise to have a high efficiency single target healer dedicated to covering this when Arcanotron is active. Highly advised to interrupt. For lower gear levels, it might even be advised to interrupt Arcane Annihilator even during his shell.

Power Generator (http://www.wowhead.com/spell=79729)
Instant. Approx 15yd ground AoE centered on either boss. 1min Duration. Frequency: once per activation.
Summons a Power Generator under a random friendly target. This generator increases damage by 50% of all friendly and enemy targets within 5 yards. Also Increases mana regeneration. Lasts 1 min.Nearly identical to a similar ability used by the Iron Council in Ulduar. Simply move the boss out of the ground AoE so melee can make use of the buff. Healers should always be standing in this pool when it is available. Range may also benefit from this, but may be a poor choice to do so depending on the second active Tron.

(http://www.wowhead.com/spell=79729)Power Conversion (http://www.wowhead.com/spell=79729)
1.5sec cast. Frequency: once per activation.
Power Conversion converts damage against the target to be converted into additional 10% Magic damage and cast speed per stack.
Yo dawg, we heard you like converters, so we put a converter in your shield so you can convert while you convert. The stacking buff on the boss activates when you attack the shield. It is spell steal-able, but the benefits of one 10sec super mage just don't stack up against a possible tank death. It is good use, however, to snag in-case some stray bolts hit after it is cast. Again, this forces a target switch to the next Tron.


Toxitron:
Poison Protocol (http://www.wowhead.com/spell=79879)
9sec Channel. Unlimited Range. 10sec cooldown.
The Poison Protocol creates a Poison Bomb every 3 sec that will explode after coming in contact with its target or after being killed.
Spawns three slow moving slimes that explode in a small radius and leave a void zone when it comes in contact with its target. These have low health so they serve more as a distraction than a threat. Hunters make a solid choice to be on bomb duty. Presumably only target ranged.

Chemical Bomb (http://www.wowhead.com/spell=79729)
Instant. Approx 35-40yd ground AoE centered on a random target. 30sec Duration. Frequency: once per activation.
Fires a Chemical Bomb at a random target, causing a Chemical Cloud at the location that increased damage dealt to friendly and hostile targets by 50%.
Those in the cloud, including the bosses, recieve 50% increased damage. Therefore, make sure to position whichever boss is being focus in the cloud if possible.

(http://www.wowhead.com/spell=79729)Poison Soaked Shell (http://www.wowhead.com/spell=79729)
1.5sec cast. Frequency: once per activation.
Applies Soaked in Poison (http://www.wowhead.com/spell=80011) on melee and spell attacks which inflicts 5000 Nature damage every 2 sec and causes spells and abilities to inflict 9750-10250 additional Nature damage per stack for 30sec. Stacks 100.
Again, this is meant to force a target switch. However, if you are running hard against the enrage timer, stacking this debuff could prove useful. However, if you have a large stack of Soaked in Poison while Magmatron is up, don't be surprised if you're watching the fight from the floor.

IMPORTANT NOTES:

(1) The key to this fight is timely target switching and proper raid awareness and movement.

(2) Make sure to be running nature and fire auras of some kind.

(3) There are multiple "good" points for BL. For the average raid, it would be best served when a Tron will be flat footed in Chemical bomb for at least 30sec. Other times include when Power Generator is up or, for those who like to live on the edge of insanity, when the raid is saturated with Soaked in Poison.

(4) When a Tron casts a shield, switch to the next Tron.

(5) Attempt to keep the Trons somewhat separated. You don't want incidental damage hitting shields.


This fight appears to be a nice intro boss for one of the first raid instances in Cataclysm. It includes some good old fashion mechanics with a relatively interesting twist on the council encounter type.

As always, feel free to add info to this guide that will further everyone's understand of the fight!

Good luck on the Omnitron Defense System Encounter and taking your first steps into the Blackwing Descent!


Hello and welcome to the TankSpot Blackwing Descent Raid Guide! My name is Aliena and in this video I'll show you all you have to know about the Omnitron Defense System, the first boss in this new Cataclysm raid instance. We completed this fight with 2 tanks, 7 healers and 16 DPS, although different compositions may work just as well.

The Omnitron Defense System is a council-type encounter that harbors 4 construct-type enemies named Electron, Arcanotron, Magmatron and Toxitron. They have a shared healthpool of approximately 100 million. You never fight all four constructs at the same time, though. When you first engage the fight, you're faced with one random construct and you'll notice that it has an energy bar that's slowly draining.

When its energy bar reaches 50, a second Construct will become active - you'll see in advance which one it is since a colored beam will be energizing it. The color indicates the construct. Green for Toxitron, red for Magmatron, Pink for Arcanotron and Blue for Electron. As soon as the second construct becomes active, the first construct will put up a shield, so DPS should always switch to the construct that last became active.

As with the first, the second construct's energy bar will start ticking down, and when it reaches 50, the first construct will turn to stone, the second will put up a shield, and the third will be vulnerable to your attacks. This cycle keeps repeating throughout the fight until their shared healthpool is depleted.

The order of constructs is completely random, so you'll need to improvise a little on the get-go when you're faced with two AoE-heavy constructs, for instance. I'll give you an overview of their abilities and then go over some basic strategies. Each Construct has 3 major abilities.

First up, Electron. His first ability, Lightning Conductor, puts a debuff on a random raid member. It's easily visible by the lightning animation flowing around that character. The debuffed raid member does not take damage, but deals major damage to anyone around him, so anyone affected needs to run out of the raid until Lightning Conductor wears off.

Electrical Discharge is his second ability. It's a chain lightning thing that hits up to 3 people within 8 yards of each other, so your raid should attempt to spread out as much as possible when Electron is active.

Unstable Shield is his third ability. When this is up, don't attack Electron, since it will deal AoE damage to your raid. Unstable Shield lasts 10 seconds.

Toxitron is a very poisonous foe that deals nature damage. His first ability, Poison Cloud, fires a missile at a random raid member and the area it hits will become engulfed in a poison cloud for a significant duration. Anyone standing in the area will take 50% more damage, which is bad for your raid members, but good when you can drag an active construct on top of it.

His second ability, Poison Soaked Shell puts a stacking dot on anyone attacking him. However, when you attack with the debuff on, you'll deal 10000 nature damage to your target. Do watch your stacks on this, there's a lot of other damage going out in this fight, so you don't want to suddenly find yourself dead just 'cause you didn't watch your poison stacks.

His third ability, Poison Protocol, summons a bunch of little poison bomb slime adds that'll each fixate on a raid member. Should they reach their target, they'll explode for about 100k AoE damage and leave a slime puddle on the ground. You really really want to avoid this. When Toxitron uses this ability, make sure to apply slows and stuns to the slimes and have anyone with a Fixate debuff run away from their slime.

Magmatron deals fire elemental damage. His first ability - Incineration Security Measure - is hard to miss since it shoots jets of flames throughout the entire room. You cannot dodge this, so just heal through it. This ability is annoying if you have Electron active at the same time, since both of them have AoE abilities.

His second ability, Acquiring Target, deals very high single target damage to a random raid member. While he's preparing to cast it, a huge red beam will point to the raid member in question. When this happens, everyone in line of the beam except the target needs to move out of it to avoid taking damage. Also, have your healers get ready to heal the targeted person since they'll take lots of damage. Any defensive cooldown is useful on the victim.

His third ability is Barrier. When he puts this up, no one should attack Magmatron until it wears off, since breaking the shield will inflict 70k AoE damage to every raid member. It absorbs 450,000 damage, so don't panic when you see it cast, but do disengage immediately.

The last construct, Arcanotron, deals arcane damage. Shocker, I know. His first ability, Power Generator, puts a blue puddle on the ground that'll give anyone standing in it a buff to damage and mana regeneration. That applies to him, too, so make sure to pull him out of it and have your ranged raid members and healers stand in it while it's up.

His second ability, Arcane Annihilator, is an interruptable spell that deals about 100k damage to a single raid member when cast. It's important to interrupt this whenever he casts it, since 100k can easily mean a death. Leave an interrupter on Arcanotron whenever he's active.

his third ability, Power Conversion, makes Arcanotron stack a damage buff whenever he's attacked. Depending on your raid composition and mood, you can either stop attacking him while it's up or have a mage or shaman spellsteal or purge it.

That covers all four constructs. It's important to mind your environment in this fight - when you have both Electron and Magmatron up, you should spread out and watch your health, since it's likely to dip low. Make use of Arcanotron's Power Generator whenever you can. When you have both Magmatron and Toxitron active, make sure to not get hit by slimes although you might be distracted by Magmatron's abilities. Getting hit by a slime can easily mean a raid wipe.

Make sure to communicate well on vent and call out the various shields the constructs have. Breaking Magmatron's Barrier is easily a raid wipe and Electron's Unstable Shield is no joke either.

Always be aware of which Constructs are active, which one is about to go dormant and which one is soon to become active. Position yourself accordingly. The Arcanotron tank should save cooldowns in case Power conversion stacks up high.

That's about it for this council fight. I'm attaching a full raid encounter in case you're curious how we dealt with the various mechanics or just enjoy watching people do silly things occasionally. Since this is a council type encounter and they tend to be confusing, I figured this is a better way of presenting it and explaining its mechanics.

I hope you enjoyed this guide and good luck on the fight!

zebrahed
12-14-2010, 07:46 AM
Been attempting this in the 10m form, and had a question regarding Arcanotron and interrupts.

After a new target is out, and after Arcanotron casts his shield and it fades, does someone still sit on him for limited interrupts/dps? It seemed like letting him blast people with Arcane Annihilator was doing a lot of preventable damage, but we went on with the strategy that just letting him cast was part of the fight.

Shadowsrose
12-14-2010, 10:36 AM
I really like this new format you're using, where you focus in on each ability and show it in action.

Aliena
12-14-2010, 01:28 PM
Been attempting this in the 10m form, and had a question regarding Arcanotron and interrupts.

After a new target is out, and after Arcanotron casts his shield and it fades, does someone still sit on him for limited interrupts/dps? It seemed like letting him blast people with Arcane Annihilator was doing a lot of preventable damage, but we went on with the strategy that just letting him cast was part of the fight.

We had an interrupter on him.

Xcuse
12-15-2010, 12:18 AM
Been attempting this in the 10m form, and had a question regarding Arcanotron and interrupts.

After a new target is out, and after Arcanotron casts his shield and it fades, does someone still sit on him for limited interrupts/dps? It seemed like letting him blast people with Arcane Annihilator was doing a lot of preventable damage, but we went on with the strategy that just letting him cast was part of the fight.
We had me (BElf Paladin Tank) tank him - So when he puts his shield up I made sure I wouldn't autoattack him and interrupt the first cast with Avenger's Shield, the 2nd with Hammer of Justice and the 3rd with Arcane Torrent. The 4th would usually be outside of his shield phase or would be the only one to get through.

If you don't have this option you can also use Paladins and / or Mages or whatever semi-ranged interrupts you have in your raid comp to make sure to interrupt him without actually attacking him.


This fight is a lot about controlling the damage. If your healers run oom during this fight it doesn't mean that you should burn the boss more, it means that you have to avoid more avoidable damage.

zebrahed
12-15-2010, 11:49 AM
We had me (BElf Paladin Tank) tank him - So when he puts his shield up I made sure I wouldn't autoattack him and interrupt the first cast with Avenger's Shield, the 2nd with Hammer of Justice and the 3rd with Arcane Torrent. The 4th would usually be outside of his shield phase or would be the only one to get through.

If you don't have this option you can also use Paladins and / or Mages or whatever semi-ranged interrupts you have in your raid comp to make sure to interrupt him without actually attacking him.


This fight is a lot about controlling the damage. If your healers run oom during this fight it doesn't mean that you should burn the boss more, it means that you have to avoid more avoidable damage.

Good advice, I'm not totally aware of most classes interrupts what with all the changes that have happened in the last couple patches o_O Sometimes we have a paladin tank, not always, and even then, he may not be on Arcanotron if the order of their activation doesn't cooperate with us ;p

Wars
12-15-2010, 05:00 PM
Thanks for the guide very much. We've been bashing our heads against Halfus first, and then last night against Magmaw. Tonight we're doing Omnitron and this should be a good learning experience as well.

Though getting my dps to stop attacking something is usually quite a harrowing experience for the first 6-7 wipes! :)

How would you other forumgoers rate the difficulty of this encounter compared to the others while still very very undergeared?

systemchok
12-22-2010, 03:39 PM
my thoughts for at least the 10man group i have, we have 2 mages and 1 eleshaman (+1 restoshaman), but we burn BL the minute arcanotron has his pool up and dps+healers are standing in it....when he reaches his barrier we keep nuking but have both mages spellsteal all the buffs (eleshaman helps with purge if we canīt keep up with the dps) and then keep nuking him (unless we have toxitron and he spawns adds) until he reaches 0 energy....is this viable?? (we didnīt kill them yet though but close)

Darthias
12-23-2010, 09:37 AM
Aliena,
I was wondering whether you could possibly post a link to your UI if you have it uploaded somewhere. If can not, would it be possible for you to list what Addons you use? More specifically what buff frames, unitframes and action bar addons that you use, and perhaps, a list of settings and so on to help with setting them up.

Darthias
12-23-2010, 09:41 AM
What music is using in the background of the video? It is a really nice chilled out and melodic piece of ambient music.

Odok
12-28-2010, 07:04 PM
The shields only last 10 seconds on normal mode, just fyi.

Andenthal
12-30-2010, 02:18 PM
Aliena,
I was wondering whether you could possibly post a link to your UI if you have it uploaded somewhere. If can not, would it be possible for you to list what Addons you use? More specifically what buff frames, unitframes and action bar addons that you use, and perhaps, a list of settings and so on to help with setting them up.

It's in her sig :/

Charonites
12-31-2010, 04:48 AM
Been attempting this in the 10m form, and had a question regarding Arcanotron and interrupts.

After a new target is out, and after Arcanotron casts his shield and it fades, does someone still sit on him for limited interrupts/dps? It seemed like letting him blast people with Arcane Annihilator was doing a lot of preventable damage, but we went on with the strategy that just letting him cast was part of the fight.

I actually came on to ask this EXACT same question, and thankyou for Aeliena for the answer. We have also been attempting it in its 10-Man form and Arcanotron's Arcane Annihilator when he was active but not currently vulnerable was easily the source of the majority of our wipes. Our Healers just could not heal the damage that was coming from him. We'll stick our Rogue on the boss for interupts and get our Mage to Spellsteal the buff whenever he can so that our Tank doesn't die. We'll also try to put a Tank on the boss who can interupt also to adapt.

Thankyou yet again.


Thanks for the guide very much. We've been bashing our heads against Halfus first, and then last night against Magmaw. Tonight we're doing Omnitron and this should be a good learning experience as well.

Though getting my dps to stop attacking something is usually quite a harrowing experience for the first 6-7 wipes! :)

How would you other forumgoers rate the difficulty of this encounter compared to the others while still very very undergeared?

Our Guild's best attempt of the night against Magmaw had us at 79%, but we was lacking Healers and Ranged DPS, and had to many Melee (that was all we could get at the time) - whilst our very first attempt on the Omnotron Defense System, not knowing the tactics to well, (we knew them but it always takes one or two wipes to see the fight and how it actually works) had them down to 72%.. so I would rate Omnotron Defense System to be -easier- then Magmaw. Magmaw to us seems to be a Gear-check whilst the Omnotron System Defense is a execution fight.

ChaosPhoenix
01-02-2011, 04:03 PM
I've got a question about the slime adds. Ours weren't slow, but as fast as Magmaws adds. Is this normal? Maybe I got your guide wrong. Thanks a lot anyway :)

Odok
01-02-2011, 08:26 PM
I've got a question about the slime adds. Ours weren't slow, but as fast as Magmaws adds. Is this normal? Maybe I got your guide wrong. Thanks a lot anyway :)

You can snare them.

EDIT: And lava parasites are already pretty damn slow, at least on 10.

Loreena
01-03-2011, 01:37 AM
From time to time, we also had a Poison Bomb on steroids yesterday. It was ignoring frost traps, frost nova and chains of ice - and I'm sure my chain wasn't resisted, as I had no warning, the blob had the chain graphics and the debuff but it was still moving full speed towards the other tank.

Shaann
01-03-2011, 04:27 AM
I see some Mass Dispells going, but no explanation of them. What was being dispelled and what does it do?

thalf
01-03-2011, 11:48 AM
Grounding totems suck up the annihilator. Not a bad back up in case of a missed interrupt.

Swordguard
01-04-2011, 09:48 AM
Is "Arcane Annihilator" (or any other interruptible spell for that matter?) in this encounter reflectable to anyone's knowledge?

Charonites
01-05-2011, 02:06 AM
Good advice, I'm not totally aware of most classes interrupts what with all the changes that have happened in the last couple patches o_O Sometimes we have a paladin tank, not always, and even then, he may not be on Arcanotron if the order of their activation doesn't cooperate with us ;p

We decided to place our Paladin on Arcanotron, no matter what the order of their activation was. All we had to do, was ensure if our Paladin was on another construct and Arcanotron was next, our Druid would pick up the construct our Paladin was on and our Paladin would pick up Arcanotron. This ensured that at all times Arcanotron was tanked by our Paladin. As Alliance we didn't have access to the Arcane Torrent option, and instead decided to rely on Grand Crusader procs to interupt his casts. This to us seemed to be the best way of handling things - sayin that, we haven't yet got the fight down yet.

ChaosPhoenix
01-06-2011, 02:23 AM
You can snare them.

EDIT: And lava parasites are already pretty damn slow, at least on 10.

Hmm ours were a lot fast than e.g. the slimes from the professor in ICC. We haven't used the new id yet, maybe somethings different ^^.

Samit
01-06-2011, 11:33 AM
Is "Arcane Annihilator" (or any other interruptible spell for that matter?) in this encounter reflectable to anyone's knowledge?

Yes, Warrior's Spell Reflect works for Arcane Annihilator.

Swordguard
01-07-2011, 07:50 AM
Yes, Warrior's Spell Reflect works for Arcane Annihilator.

I figured it would be. Unfortunately, it seems that it is not (never?) targeted at the current tank (maybe the second highest threat?) so reflecting it in practice would be nearly impossible depending on its target selection.

Quinafoi
01-07-2011, 08:50 AM
I figured it would be. Unfortunately, it seems that it is not (never?) targeted at the current tank (maybe the second highest threat?) so reflecting it in practice would be nearly impossible depending on its target selection.

Wouldn't casting Intervene prior to Spell Reflect work?

Tengenstein
01-09-2011, 12:01 AM
Intervene only protects against melee/ranged attacks. Not spells unfortunately. Taking Safeguard would be the closest thing you can get to a Magic Intervene

Lorroth
01-09-2011, 05:21 PM
Electrical Discharge (http://www.wowhead.com/spell=79879)
Instant. Unlimited Range. Short Frequency.
Inflicts [Unconfirmed] 29250 to 30750 Nature damage to up to 3 enemies within 8 yards. Damage is increased by 20% between each jump.
You'll call it chain lightning. Another spread out mechanic. It appears to only target ranged. Simply stay spread 8 yards apart to minimize damage.

In the video I noticed that Electron used this ability on melee targets that were attacking a different construct so anyone not near Electron during this ability will be considered "ranged". If anyone can further confirm or deny this please let me know. Also you can control which construct will appear first by running out and reseting the instance until you have your preferred starting construct.

Samit
01-10-2011, 05:30 AM
I figured it would be. Unfortunately, it seems that it is not (never?) targeted at the current tank (maybe the second highest threat?) so reflecting it in practice would be nearly impossible depending on its target selection.

It can target the Arc tank. What I do when I'm on Arc after the swap is just hit SR on CD and hope for the best (before the swap, most get interrupted anyway). The only other thing I need rage for is an interrupt. Seems to catch a few here and there, but it is hardly something I count on.

Swordguard
01-10-2011, 06:18 AM
It can target the Arc tank. What I do when I'm on Arc after the swap is just hit SR on CD and hope for the best (before the swap, most get interrupted anyway). The only other thing I need rage for is an interrupt. Seems to catch a few here and there, but it is hardly something I count on.

Yeah as I said the target seems random. Our group with the exception of the tanks(me and a dk) fail at interrupting and with the 10 second cd I wanted a backup to nullify the damage.

Fasteddieh
01-11-2011, 03:01 PM
i enjoyed this video the way u explained at the start of video made it easier for me to explain to fellow guildies and frineds

Lumikor
01-11-2011, 11:07 PM
Is there any idea how a warlock should work on this fight? currently I have to stop dpsing every 60% (affli lock) so my dots wont hit the shield.

I usually refresh all my dots at 70-65% then stop all dpsing (including pet) and just wait for the next one to come.

Mwawka
01-13-2011, 09:53 AM
Is there any idea how a warlock should work on this fight? currently I have to stop dpsing every 60% (affli lock) so my dots wont hit the shield.

I usually refresh all my dots at 70-65% then stop all dpsing (including pet) and just wait for the next one to come.

I would suggest unglyphing soul swap (if it is glyphed) for this fight, then you can pull your dots off and do a quick target switch.

mrspikey626
01-14-2011, 04:04 PM
hey so my guild and i have been wiping because of arcanatron and its all to his arcane annihilator. we have a warrior dps rouge and a warrior tank on him to interrupt his arcana annihilator but it doesnt seem to work. is there a time when were suppose to interrupt it and times when we dont need to. Cause we dont seem to be able to down it :/ also it seems like a waste to constantly have two dps and a tank on him for interrupt instead of having them dps the other construct.

Predakhan
01-14-2011, 04:21 PM
hey so my guild and i have been wiping because of arcanatron and its all to his arcane annihilator. we have a warrior dps rouge and a warrior tank on him to interrupt his arcana annihilator but it doesnt seem to work. is there a time when were suppose to interrupt it and times when we dont need to. Cause we dont seem to be able to down it :/ also it seems like a waste to constantly have two dps and a tank on him for interrupt instead of having them dps the other construct.

The most important ones to interrupt are when he is standing in his power up pool. When it is time to switch adds we only have the tank interrupt.

Lvb
01-15-2011, 04:18 PM
great video thanks!

wadis
01-17-2011, 05:52 PM
HI, is the a number requirement in 10 man for the slims not to target the melee? we had 3 melee 1 tank on tox and found a lot of the time melee was being targeted by tox's adds.

iots
01-18-2011, 01:14 AM
hey so my guild and i have been wiping because of arcanatron and its all to his arcane annihilator. we have a warrior dps rouge and a warrior tank on him to interrupt his arcana annihilator but it doesnt seem to work. is there a time when were suppose to interrupt it and times when we dont need to. Cause we dont seem to be able to down it :/ also it seems like a waste to constantly have two dps and a tank on him for interrupt instead of having them dps the other construct.

From what i've seen and witnessed, letting arcane annihilator casts through can easily lead into deaths. What we did, on our kills was have interrupts on him everytime Arcanotron was up. There isn't really "that" much wasted dps since they have a shared healthpool. And most often you are able to have the interrupters in the pools while doing so.

The "doesnt seem to work" sounds somewhat odd to me though, what's difficult about it, one starts interrupts, next interrupt for the other and you repeat it untill golem goes inactive. It's pretty basic stuff that you have to able to do on other encounters as well.

As a rule of thumb, it's an endurance fight, not a dps race. Aslong as people avoid unnecessary damage, kill blobs, run away with naturedebuff/flamethrower. It's rather simple.

klausi
01-18-2011, 02:06 AM
From what i've seen and witnessed, letting arcane annihilator casts through can easily lead into deaths. What we did, on our kills was have interrupts on him everytime Arcanotron was up. There isn't really "that" much wasted dps since they have a shared healthpool. And most often you are able to have the interrupters in the pools while doing so.
Your two interrupt guys should always stay on Arcanotron, except for when the shield is up (at least on normal mode). Having a focus windshear/counterspell/spelllock macro for those 10s every now and then is greatly beneficial.

Amethystine
01-24-2011, 06:46 AM
A couple tips I have for starting groups on Omnitron to prevent them from taking some of the more interesting avoidable damage spikes...


- If Arcanotron and Electron line up at any given moment, it can be a good idea for the DPS to spread out if they were in a pool, and relinquish that spot for the healers. Since the pool provides a good amount of regen, this ensures the Chain Lightnings aren't hitting a larger DPS ball in the pool, and also won't hurt the healers too much, as at least one of them can likely drop an AoE heal or two in the pool while they regenerate.


- If Magmatron is out and about to fire his Flamethrower blast, thinking outside the box and getting out of the raid faster can help save you a lot of damage. Rogues can Sprint, Druids can Dash in kittyform or use their new movement-speed Roar... there's quite a few options. My raid's favorite has been the consistent use of the Holy Priest's 'Body and Soul' talent. Combines the beauty of the preventive damage bubble, with an effective minor turbo button.


- Have a caller watching the energy bar of the most recent Tron to come out. Call for a cease of DPS on that bot when it hits 55 Energy. This will help prevent a -LOT- of potential damage in early raid attempts, as you'll get less damage on Barrier, less stacks from Poison-soaked Shell, and less-to-no hits on Electromagnetic Shield and Arcanotron's reversal bubble.

- As has been noted in this thread earlier, ranged interrupters should all try to stay on Arcanotron, or else have a focus macro ready, to interrupt his Annihilators while his shield's up, so as to prevent him getting stacks.

About the only completely non-avoidable raid damage taken should be from Magmatron's AoE flamethrower spread. You can keep Chain Lightnings from spreading, you can easily prevent damage from shields, and only one person should ever be taking guff from Magmatron's flamethrowers.

Charonites
01-24-2011, 09:38 AM
Our guild now have Omnotron Defense System on Farm, able to one-shot him now when we walk into Blackwing Descent. I just want to give some hints and tips on how to effectively deal with each golem and how we dealt with various mechanics.

1.) Magmatron's Acquiring Target - doesn't just hit the target, but behind it. It can be hard to tell if your in the path of the flamethrower sometimes if your behind someone. A good practice to get into is if you are targetted, to run out of the raid, allowing people to use the beam to decide if they're in the path or not. We had Melee simply reposition themselves so that no one else was behind them.

2.) Electron - we stayed spread out during the entire time that Electron was active, this ensured that his chain lightning doesn't hit multiple people and to minimize the need to move when afflicted by his debuff. If a melee got it, we had the other melee and tank adjust their positioning so they out-ranged the debuff.

3.) Toxitron's Posion Protocol - we had someone (me, -rolls eyes-) call out the boss mods telling us who was "fixate"'d, and had them run away from the slimes whilst everyone else DPS'd them down. We ran in the same direction (towards the door) whilst everyone vacated that path, this was so we could AoE aswell as Single-target nuke.

4.) Arcanotron's Arcane Anniliator - we had myself (I'm a DK DPS) and the tank calling out on Ventrilo whos turn it was to interupt, and together we handled every single interupt when Arcanotron was the vulnerable golem. If Arcanotron wasn't vulnerable but was active, we had the tank interupt with our Mage (who would also Spellsteal his buff), who had Arcanotron on Focus.

Luckily, those "hints and tips" work no matter which 2 Golems are active, as none of the bosses punish you for being spread out (for Electron).

chaeltherogue
01-25-2011, 04:55 PM
4.) Arcanotron's Arcane Anniliator - we had myself (I'm a DK DPS) and the tank calling out on Ventrilo whos turn it was to interupt, and together we handled every single interupt when Arcanotron was the vulnerable golem. If Arcanotron wasn't vulnerable but was active, we had the tank interupt with our Mage (who would also Spellsteal his buff), who had Arcanotron on Focus.

Luckily, those "hints and tips" work no matter which 2 Golems are active, as none of the bosses punish you for being spread out (for Electron).

Focus macro is the key, shaman can interrupt every 6 seconds (thats half of the interrupts) and keep smashing the 'active' tron while interrupting Arcano, provided the tank keeps them in 20yrd range . We use the 'call on vent' method but there are addons as well that can announce the interrupts if you have a more complicated make up.

Leebowski
01-26-2011, 08:07 AM
My guild downed this last night using 1 warrior tank 2 priest 1 Disc 1 Holy, a holy pally and healing shammy, the rest of the raid was fill with ranged dps and this boss was cake. we had been wiping over and over for the last two weeks trying to get this down with two tanks. we stumbled onto this strat when one tank died the other picked up both trons and we keep going doing better with a tank and two dps down. Found it is a lot better to having all the fire beams and ads coming from one place instead of two. People were able to get out of the group and not get anyone else killed just tanked all the trons where they sit in the room. We may have had a little bit of over kill on the healing we might try 3 healers next week just to see what happens if anyone else is having trouble this might help you out. Give it a try.

Quinafoi
01-26-2011, 08:40 AM
The one tank strategy is the perfered method if you have a shield wearing tank class. The additional mitigation from block helps to smooth out some of the spikes in damage caused by multiple trons buffed at once or the tank debuffed by the cloud. Raids with Death Knight and Druid tanks however will generally find it better to double tank it, until such time as their tank starts to overgear it.

There are actually two reasons why single tanking the encounter makes it significantly easier.

The first as you pointed out is that everything comes from one location. So people with tunnel vision only staring in one place can see the mechanics coming from both bosses, instead of having a slime hit them from behind that they never even saw.

The second reason is because of the spikey nature of the boss damage in this encounter around when they gain a buff or the tank gains a debuff, healers have an easier time focusing their attention on a single target instead of bouncing back and forth between two. Because of the length of time it takes to cast larger heals on a target, needing to heal spike damage on multiple targets takes more time than on a single target (and in that time, someone could die).

Reyom
02-06-2011, 02:23 AM
Can anyone confirm if feral bleeds cause Arcanotron to gain stacks during his shield phase? I've been trying to keep an eye on him to try to verify this myself but with the hecticness of the fight I can't be 100% certain if it's my bleeds or if someone else is attacking him still.

Quinafoi
02-06-2011, 10:21 PM
Can anyone confirm if feral bleeds cause Arcanotron to gain stacks during his shield phase? I've been trying to keep an eye on him to try to verify this myself but with the hecticness of the fight I can't be 100% certain if it's my bleeds or if someone else is attacking him still.

The only shield affected by damage over time effects (already present) is Magmatron's, because that will absorb a set amount of damage and then explode. All other shield effects are only activated by a directed attack (i.e. you still beating on it). Your DoTs ticking will not cause Electron's sheild to cause AoE damage around you, Arcanotron to gain is stacking buff, or Toxitron to place a stacking poison debuff on you. These three shields only respond to new attacks made against them while the shield is active. The tank or a DPS assigned to interrupting them could be the culprit, or perhaps a wayward pet.

Vong
03-22-2011, 09:48 AM
Hi so my guild spent a few hours wiping on this one last night. Main reason was annihilator tbh. When he drops below 50 we had a tank and rogue stay on him but his cast time seems to be 0.5 secs????? This is impossible to catch without superhuman reflexes and an amazing connection speed. Are we missing a trick here? Raid make up was :-

Prott warrior and bear tanks
2 holy pallies and a resto shammy
Lock Mage rogue dk & boomer dps.

We had afew wipes to splimes but with a couple of new raiders in party we expected this. Annihilator though was a nightmare :-(
Any ideas hints gratefully received

Vong

trevormadsen@gmail.com
03-22-2011, 12:07 PM
Can Arcanotron's Power Conversion be dispelled by a Prot Warrior's Shield Slam?

Quinafoi
03-22-2011, 12:47 PM
Can Arcanotron's Power Conversion be dispelled by a Prot Warrior's Shield Slam?

No. Power Conversion (http://www.wowhead.com/spell=91543) is the buff which causes the stacks to increase and it can't be removed. However, the buff which stacks as a result of this, Converted Power (http://www.wowhead.com/spell=79735), can be spellstolen or dispelled by any offensive magic dispell. Keep in mind though Converted Power stacks and Shield Slam (http://www.wowhead.com/spell=23922) will only remove one stack of it.

Quinafoi
03-22-2011, 12:53 PM
Hi so my guild spent a few hours wiping on this one last night. Main reason was annihilator tbh. When he drops below 50 we had a tank and rogue stay on him but his cast time seems to be 0.5 secs????? This is impossible to catch without superhuman reflexes and an amazing connection speed. Are we missing a trick here? Raid make up was :-

Prott warrior and bear tanks
2 holy pallies and a resto shammy
Lock Mage rogue dk & boomer dps.

We had afew wipes to splimes but with a couple of new raiders in party we expected this. Annihilator though was a nightmare :-(
Any ideas hints gratefully received

Vong

Converted Power will make the cast uninteruptable. While the Power Conversion shield is active, any direct attack against Arcanotron will stack the Converted Power buff. This needs to be dispelled in order to make the Arcane Anhilator interruptable. Ideally you're mage will want to spellsteal it as it will be a considerable buff to their DPS. However if you have a rogue attacking Arcanotron as well as the tank, the buff will stack faster than it can be dispelled anyway. While Power Conversion is active the only thing you should be doing is interrupting him. Power Conversion itself only lasts 10 seconds, however the resulting Converted Power buff lasts 30 seconds if it isn't dealt with.

Also as a different note, not very common knowledge but Arcanotron unlike all the other trons is not immune to forced movement effects such as knockbacks. If you have a problem with him being uninterruptable and standing in a puddle, you could always have your Balance Druid use Typhoon to knock them out, at which point you could probably ignore even having the rogue stay on him for interrupts. I was a bit surprised the first time I used Typhoon to knock him out of a puddle. Nothing else in this encounter can be knocked back (slimes or any of the other trons). Also the knockback from Typhoon is basically the perfect distance to move him to get him exactly out of the puddle and even the melee DPS can stand in it and use it.

barneystinsn
04-01-2011, 07:27 AM
So this may be a dumb question, but as a tank, do u stop all autoattacking when the shields are up? Obviously when arcanotron is up you have to interrupt the annihilator, but other than that should I be attacking at all?

Quinafoi
04-01-2011, 08:35 AM
So this may be a dumb question, but as a tank, do u stop all autoattacking when the shields are up? Obviously when arcanotron is up you have to interrupt the annihilator, but other than that should I be attacking at all?

You should stop attacking "while the shield is active". The shield itself only lasts for about 6-10 seconds (the buff Arcanotron gains from his shield has a 30 second duration, so the stacks last beyond the shield itself).

Magmatron's shield breaks from damage and causes damage. Because there could be DoTs left on the boss, everyone, including the tank, should avoid direct attacks while the shield is active to avoid breaking it.

Toxitron stacks a poison debuff which someone has to cleanse off of you. While it is trivial in comparison to other shields, wasting your healer's mana cleansing something they shouldn't have to is ill advised.

Electron does AoE damage to you and everyone around you if you hit him while his shield is up. This will start killing non-tanks at 2 hits and tanks at 3 hits. Since it's AoE damage your screwing up in this context also hurts your fellow raiders.

Acranotron shield allows the buff to be stacked which needs to be dispelled or stolen. Unnecessary attacks on him means you have to dispell more, again something unnecessary if you simply stop attacking him while the shield is active.

Hehulk
04-01-2011, 11:49 AM
nvm

Kerchunk
04-01-2011, 01:00 PM
When he drops below 50 we had a tank and rogue stay on him but his cast time seems to be 0.5 secs?????

It's 1.5s. One tank can get every 2nd one, two interrupts should be enough to get them all. Use a slow if the 1.5s cast time is too fast for your tanks.

oneskrewluse
05-30-2011, 11:37 AM
FYI If you are the target of "aquiring target" and you have a invis ability use it then and you will take 0 damage and make your healers very happy

Amandarah
03-09-2012, 08:19 PM
You should stop attacking "while the shield is active". The shield itself only lasts for about 6-10 seconds (the buff Arcanotron gains from his shield has a 30 second duration, so the stacks last beyond the shield itself).

Magmatron's shield breaks from damage and causes damage. Because there could be DoTs left on the boss, everyone, including the tank, should avoid direct attacks while the shield is active to avoid breaking it.

Toxitron stacks a poison debuff which someone has to cleanse off of you. While it is trivial in comparison to other shields, wasting your healer's mana cleansing something they shouldn't have to is ill advised.

Electron does AoE damage to you and everyone around you if you hit him while his shield is up. This will start killing non-tanks at 2 hits and tanks at 3 hits. Since it's AoE damage your screwing up in this context also hurts your fellow raiders.

Acranotron shield allows the buff to be stacked which needs to be dispelled or stolen. Unnecessary attacks on him means you have to dispell more, again something unnecessary if you simply stop attacking him while the shield is active.

Thanks for the info this is utterly lost in the video and description. Watching the video and reading the description made it appear as though the two which are active; one is vulnerable and one is shielded the entire time. So not the case then.

How often do they cast their shield while they are active once, twice or several times before they become inactive?

Quinafoi
03-10-2012, 10:07 PM
Thanks for the info this is utterly lost in the video and description. Watching the video and reading the description made it appear as though the two which are active; one is vulnerable and one is shielded the entire time. So not the case then.

How often do they cast their shield while they are active once, twice or several times before they become inactive?

The next one becomes active at about 55% energy. At 50% energy the shield is cast. They only cast it once per time they are active. Most DPS will simply switch to the new target as soon as it spawns unless they have some particular assignment which requires them to stay on the same target, i.e. interrupting Arcanotron. DPS that knows what they are doing will often multi-DoT and be applying damage to both active trons at the same time so long as they avoid attacking while the shield is actually active (switch to the new one when it spawns, once the shield on the prior is down DPS both until the next spawns).