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Thread: Omnitron Defense System

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    Omnitron Defense System



    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
    1.5sec cast. Unlimited Range. 8sec cooldown.
    The Defensive Measure inflicts 14625 to 15375 Fire damage every 1 sec for 4 sec. [Unconfirmed] 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 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
    4sec cast/4sec channel. Unlimited Range. Frequency: twice per activation.
    Acquiring a target. After 4 sec Magmatron will begin to channel his Flamethrower 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
    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
    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
    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
    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
    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

    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.

    Power Conversion

    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
    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

    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.

    Poison Soaked Shell

    1.5sec cast. Frequency: once per activation.
    Applies Soaked in Poison 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!


    Quote Originally Posted by Aliena
    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!
    Last edited by Spiritus; 12-14-2010 at 09:30 AM.

  2. #2
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    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.

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    I really like this new format you're using, where you focus in on each ability and show it in action.

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    Quote Originally Posted by zebrahed View Post
    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.

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    Quote Originally Posted by zebrahed View Post
    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.

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    Quote Originally Posted by Xcuse View Post
    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

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    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?

  8. #8
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    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)

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    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.

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    What music is using in the background of the video? It is a really nice chilled out and melodic piece of ambient music.

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    The shields only last 10 seconds on normal mode, just fyi.

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    Quote Originally Posted by Darthias View Post
    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 :/
    Failure is not an option. It comes bundled with the software.

  13. #13
    Quote Originally Posted by zebrahed View Post
    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.

    Quote Originally Posted by Wars View Post
    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.
    Last edited by Charonites; 12-31-2010 at 06:04 AM.

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    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

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    Quote Originally Posted by ChaosPhoenix View Post
    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.
    Last edited by Odok; 01-02-2011 at 09:32 PM.

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    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.
    Last edited by Loreena; 02-07-2011 at 12:57 AM.

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    I see some Mass Dispells going, but no explanation of them. What was being dispelled and what does it do?

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    Grounding totems suck up the annihilator. Not a bad back up in case of a missed interrupt.

  19. #19
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    Is "Arcane Annihilator" (or any other interruptible spell for that matter?) in this encounter reflectable to anyone's knowledge?

  20. #20
    Quote Originally Posted by zebrahed View Post
    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.

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