Blackwing Descent: Omnotron Defense System - Defeated Jan 6th 2011

Started by Whitey, February 17, 2011, 12:33:35 PM

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Whitey

wowwiki:Omnitron_Defense_System
[video=youtube;k8xa-NY7LfE]http://www.youtube.com/watch?v=k8xa-NY7LfE&feature=player_embedded[/video]

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!