Intervene only protects against melee/ranged attacks. Not spells unfortunately. Taking Safeguard would be the closest thing you can get to a Magic Intervene
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.
Last edited by Lorroth; 01-09-2011 at 10:38 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
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.
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.
great video thanks!
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.
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.
Last edited by iots; 01-18-2011 at 02:20 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.
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).
Last edited by Charonites; 01-24-2011 at 10:43 AM.