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Blackwing Descent - OMNOTRON DEFENSE SYSTEM

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Blackwing Descent - OMNOTRON DEFENSE SYSTEM Empty Blackwing Descent - OMNOTRON DEFENSE SYSTEM

Post  Guest Tue Jan 04, 2011 12:54 pm

Just like the Iron Council in Ulduar.

Abilities:

Boss: Arcanotron:
1. Power Generator - Gives whoever is in it a boost to damage and mana regen. Pull him out of it but keep him close so melee can stand in it.
2. Arcane Annihilator - Deals damage, interruptable and gets buffed by Power Conversion.
3. Power Conversion - Puts a buff on the boss that gives him a stacking damage buff whenever he gets hit. DO NOT HIT HIM while this is up. NOTE: This can be stolen by mages!!


Boss: Electron:
1. Lightning Conductor - Puts a debuff on one target that hits all nearby raid members for big damage. If you get this debuff as a healer or dps, run away from the group. If a tank gets the debuff, pay attention and move away from the tank.
2. Electrical Discharge - 30K damage, jumps to allies and with each jump increases by 20% damage. When Electron is active, stay spread out.
3. Unstable Shield - When struck, the boss lets out a very high damage AOE. Don't hit the boss when this is up.

Boss: Magmatron:
1. Incineration Security Measure - Shoots out jets of flame all over the room. Don't stand in the fire. If you are the tank, don't move or rotate the boss.
2. Aquiring Target - Targets one raid member and, after a few seconds, shoots a huge jet of flame straight at them. Get out of the way, and heal the target.
3. Barrier - Absorbs 300k damage and explodes to deal 75k damage to everyone. Don't attack the barrier.


Boss: Toxitron:
1. Poison Cloud - Causes anyone standing in it to gain a debuff that increases all damage taken by 50%, including the boss.
2. Poison Protocol - Summons 3 Poison Bomb (slow moving slimes) that crawl towards a chosen target. Kill the slimes with ranged dps. If the slimes reach their target, they explode for about 100k and leave a pool of poison. Don't stand in that, and don't let a slime hit you; if you are being chased, kite it. Slimes are untauntable.
3. Poison Soaked Shell - When struck, the boss puts a stacking dot on the attacker. However, the dot has a benefit; when you attack with it, you deal a huge burst of nature damage (10k per stack). Try not to get it stacked too much, though, for the healers' sake.


Tactic:

NEVER EVER HIT SHIELDS

They all share a 32M health pool and you don't fight them all at once but rather one at a time. You face a random boss at the start which has an energy bar. When the bar gets to 50% you get another boss. You can tell which boss comes by the colour of the beam (look at the colour of the boss abilities for which beam is what boss).

As soon as you get a new construct the old one will put up a shield so the dps should immediately switch to the new one. When the second reaches 50% a third will become active and the first will turn to stone. This repeats untill the shared health pool reaches 0.

On Electron the person who gets Lightning conductor must move away from people. The raid should spread out to avoid Electrical Discharge.

On Toxitron his Poison Bolt hits a random rade member and the area gets covered in a poison cloud so move away from it and attempt to move constructs into it. Poison Soaked Shell places a stacking debuff on a player like Sindragosa which increases when you deal damage to Toxitron, however the stack also deals 10k nature damage to your target so watch your stacks but use your most damaging spell to avail of the damage. You need to kill the adds that spawn from Poison Protocal as these are like Putricide, when they reach their target they explode and do 100k AoE damage.

On Magmatron the jets of flame need to be healed through as they are not avoidable. Aquiring Target people need to move away from the red beam to avoid the damage and the healers need to heal the target as they will take extreme damage.

On Arcanotron stand keep the boss out of the puddle but stand in it if you can. Interrupt arcane annihilator.

If both Electron and Magmatron are up spread the fuck out. The end.

If both Electron and Arcanotron are up then stay away from the swirl Arcanotron leaves. In short no matter when, if Electron is up stay spread out.


Last edited by Drebinglock on Mon Jan 17, 2011 3:14 pm; edited 1 time in total

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Post  Trizz Mon Jan 17, 2011 10:41 am

Clairifications (Tank Spot):

Magmatron - Acquiring 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.

Electron:
Electrical Discharge
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.

Arcanotron:
Arcane Annihilator
For lower gear levels, it might even be advised to interrupt Arcane Annihilator even during his shell.
Power Conversion
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.

(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.
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Post  Guest Mon Jan 17, 2011 3:26 pm

The reason I was saying to stay away from Power Conversion when Electron was up is because on the night we didn't have the AoE healing to deal with the majority of the dps taking the full effect of Electrons chain lightning or the mana to waste trying to heal it up with a potential Magmatron phase right after...tactics may say differently such as don't spread out if in power conversion except on the night it was the right call to make...with 3 healers all healing the raid and tanks it gets a bit messy trying to heal all the chain lightning victims along with keeping the tanks alive which leads to either a tank death or a dps death. So it made sense just to pretend it wasn't there to help the healers and thus keep the try going longer.

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Post  Trizz Tue Jan 18, 2011 4:33 am

Im not really sure what we were doing wrong. It seems the massive wipes came at a time where lots of raid damage where combined with low healer mana. It was much easier to see on Magmaw what we had to improve. I think most tank death were during times where the raid had taken lots of damage and me/dreb was helphealing raid.
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Post  Trizz Tue Jan 18, 2011 6:04 am

We might wanna do a more strict positioning (as dreb suggested at one point).

And to have much more attention/call out when the Power Generators shows up. The Power Generators have a duration of 60 sec during you will generate 60 000 mana (and do +50% damage). If we can get to it 5 seconds after spawning each player will still get 55 000 mana.


Last edited by Trizz on Wed Jan 19, 2011 12:06 am; edited 1 time in total
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Post  Guest Tue Jan 18, 2011 4:55 pm

The Power Generators simply spawn under the boss. So when one goes away all you need to do is go camp under the boss. afro

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