Dead Men Walking

Forum Archive 2023 => Archived Raid Tactics => Boss Compendiums => World of Warcraft - Dead Men Raiding => dMw Gaming => Gaming Archive => Temple of Ahn'Qiraj (Tier 2.5) => Topic started by: Bastet on March 04, 2006, 03:09:04 PM

Title: Ouro the Sandworm
Post by: Bastet on March 04, 2006, 03:09:04 PM
The ancient Silithid Sand Worm, Ouro, is a being of legendary power. He is rumored to have been created by the Old God C'Thun himself as a mockery of life.

His skin is unnatural thick, nearly impregnable. It's flexible and allows him to move with the speed and grace of a much smaller creature.
Title: Ouro the Sandworm
Post by: Vargen on December 05, 2006, 05:41:36 PM
Found this:

Phase One

 Abilities  Ouro seems to give you about 10 seconds to get a MT in there when he pops up, otherwise he goes right back down. In order to determine where he will surface, it is advised that everyone in the raid stay near the center area (or predetermined area) near the end of the submerging phase. Once he appears, have multiple tanks on Ouro, to ensure he does not submerge again. Regardless of any deaths, Ouro will resurface with scarabs, they will despawn after 45 seconds so fears, frost nova, frost traps, and any forms of CC is adequate.
Usually he starts with a frontal cone of Sand Blast after popping up. It does not happen immediately so there is time for positioning shorting after resurfacing. Try to avoid that if you are not the MT. Don't stay over the Dirt Mound, as it hits multiple times (in fact, usually it hits til you die).
The raid should be positioned using 3 groups spread with 120º between them. Healers at the back away so they dont suffer Sand Blast. Sand Blast does up to 4.6k damage. It is a matter of having enough health and let the healers top your hp after each hit.
Usually you get out of combat for a second each time Ouro is about to go up. If you spam the button, you can drink.
 

Phase Two

 At 20%, Ouro gains enrage, +150% attack speed, + 100% attack damage. From this point on, Ouro will not submerge again, but he summons Dirt Mound Quakes and Scarabs while remaining up. DPS is much more important than NR in this stage, you need kill it ASAP, and at 20% he has about 400,000 health.
If no one is in melee range during this phase, he will throw boulders for 6000 damages to people alive, pretty much like in the Ragnaros encounter.