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re: Blackwing Descent - Omnitron Defense System

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The Omnitron Defense System


The Omnitron Defense System is one of the bosses which must be defeated in Blackwing Descent in order to unlock the Nefarian encounter. This is a ‘council’ style fight, in that the four members of the system – Toxitron, Magmatron, Arcanotron, and Electron – share a single health pool. When your raid first approaches the room containing these boss golems, a single randomly chosen defense system member will be active and patrolling it (which one is active can change every time they spawn, not just week to week but also between wipes). Once engaged, the active golem’s stored energy will begin to drain down from 100 at a set pace. When it has drained halfway, a second golem will activate. When the first golem’s energy hits 45, it will shield itself and then continue to use its other abilities. Each golem’s shield works differently, but they are all dangerous to the raid if DPS doesn’t swap to the other active golem. When the first golem’s energy reaches 0, it will deactivate entirely. This happens at the same time the second golem’s energy reaches 50, activating a new one. You can always tell which golem will activate next by the beam of energy connecting it to the big head in the back of the room. This head is the Omnitron itself, which never moves or attacks, just yells and controls the golems.

This pattern of activation/deactivation continues for the rest of the fight, leading to random pairs of the golems attacking at different times. Because each golem has its own set of themed abilities, reacting properly – and quickly – to which golems are active becomes the key to defeating this encounter.


Composition

10 player:

2 tanks – You will need 1 traditional tank for each active golem.
2-3 healers – You will need at least one tank healer and one raid healer. A third healer helping with both duties will likely be necessary at least during early learning, as everyone will take more avoidable damage until they are comfortable with the boss’ abilities. If you are only using 1 tank healer, make sure to set up positioning such that both tanks stay in range of that healer all the time.
5-6 DPS – You will need at least 1 solid interrupter any time Arcanotron is active, in addition to the tank handling that golem. Two is better. You will also want at least 1-2 ranged DPS to be able to kill Poison Bomb adds before the next set of them appear.


Boss Info and Abilities

The four golems have a shared health pool of 100 million HP in 25 player/32 million HP in 10 player.


Toxitron

Chemical Bomb – (10/25 player version) This ability is targeted at a random raid member’s location every 30 seconds, covering a roughly 15 square yard area at their feet with a green layer of cloudy smoke called Chemical Cloud([10/25 player version]). As soon as this Chemical Cloud appears, the targeted player and anyone else in it should move out of it. Each cloud persists for 25 seconds, disappearing shortly before a new one is cast. The Chemical Cloud itself doesn’t do damage on normal mode, but anyone standing in the cloud will be debuffed by it, and take 50% more damage until they move out of it. This makes the other golems’ attacks quite deadly to anyone in a Chemical Cloud. Because this debuff will also apply to mobs, the Chemical Cloud can be used strategically to help kill adds and/or do extra damage to Toxitron or the other golems.

Poison Protocol – (10 player version)(25 player version) Toxitron will use this 9 second channeled ability every ~45 seconds to summon Poison Bomb adds (6 per summon in the 25 player raid, 3 per summon in the 10 player raid). The adds each immediately focus on a random raid member and Fixate on them. The chosen players need to run from the Poison Bomb chasing them, because the adds are immune to taunt; try to kite through any Poison Clouds available. While the adds are being kited, DPS need to kill them. If a Poison Bomb reaches the player it is chasing, it will explode. The explosion has a small radius (~8 yards) but is enough damage to kill any non-tank. The explosion will also leave a Poison Puddle of green slime behind. If the add is successfully killed without having reached its target, it will not explode or leave the puddle.

Poison Bomb – 154.9k HP in the 25 player raid and 116.2k HP in the 10 player raid.
Fixate – (10/25 player version) This is the debuff that appears on players being chased by a Poison Bomb. When the adds appear, everyone should watch their debuffs and be sure they know if they’re being chased or not. The debuff lasts until the Poison Bomb which applied it dies.

Poison Bomb – (10 player version)(25 player version) This is the explosion that occurs if a Poison Bomb add reaches the player it is Fixated on before it is killed.

Poision Puddle – (10 player version)(25 player version)This is left behind when a Poison Bomb explosion goes off. It ticks damage every second to any player who stands in it, and persists for ~30 seconds.

Poison Soaked Shell – (10 player version)(25 player version)This is Toxitron’s shield ability, used only when he reaches 45 energy. While it is up, anyone who hits Toxitron will get a stack of Soaked in Poision each time they hit him with any attack.

Soaked in Poison – (10 player version)(25 player version) This is a stacking 30 second DoT. It ticks for 5k per stack every other second, so all DPS need to be very quick to swap to the other active golem when Toxitron puts up his Poison Soaked Shell. DPS getting one or two stacks is beneficial if your healers can handle it, because while the DoT persists on a player, that player also deals 10k ticks of nature damage to their target with each attack.


Magmatron

Incineration Security Measure – (10 player version)(25 player version) Magmatron uses this ability every ~25 seconds to cover the room in fire for 4 seconds. It cannot be avoided, so a large amount of damage will be done to everyone in the raid. Healers should be prepared to patch everyone back up.

Acquiring Target – (10 player version)(25 player version) Magmatron will use this ability every ~40 seconds, targeting a random raid member with a bright red laser. After 4 seconds, Magmatron will shoot the laser-sighted target with Flamethrower. If your raid is clumped up when the laser goes out, the targeted player should run away from the pile. If the raid is spread, the targeted player should stand still while anyone else in line with the laser moves out of the way.

Flamethrower – (10 player version)(25 player version) When the Flamethrower hits, it will shoot out in a straight line to the target player, and on through him/her all the way to the wall, causing anyone in its way to take a very large amount of damage every second for 4 seconds. Healers will need to focus their efforts to be sure anyone hit survives.

Barrier – (10 player version)(25 player version) This is Magmatron’s shield ability, used only when he reaches 45 energy. This shield absorbs all damage done to Magmatron, up to a certain limit. If DPS are not fast enough to swap off of Magmatron and the shield reaches its limit, it will explode, dealing massive damage to everyone in the raid and probably causing a wipe.


Arcanotron

Power Generator – (10 player version)(25 player version) Arcanotron will use this ability every ~30 seconds to place a swirling pool of power at his feet (Note: the tooltip implies he could also summon it underneath the other active golem or perhaps even Toxitron’s Poison Bomb adds, but I’ve never seen it appear anywhere except underneath Arcanotron himself). This pool gives anyone standing in it a buff which increases damage done and mana regeneration. As soon as the pool appears, Arcanotron’s tank needs to move the golem out of it. If the raid is able to pile up, only move Arcanotron far enough so that he is out of the pool but melee DPS can still stand in it and reach him, while everyone else moves in to stack on the pool. If the raid is unable to safely pile up, still move Arcanotron, while just 2-3 healers with the lowest mana stand in the pool to regenerate.

Arcane Annihilator – (10 player version)(25 player version) Arcanotron will try to use this ability every few seconds. It deals a large amount of damage to random raid members (3 per cast in the 25 player raid, 1 per cast in the 10 player raid), but can be interrupted. Any time Arcanotron is active, there should be a rotation of players interrupting as many of these casts as possible, and raid healers should keep the entire raid at/near full health so no one dies to this ability.

Power Conversion – (10 player version)(25 player version) This is Arcanotron’s shield ability, used only when he reaches 45 energy. Once he is shielded, every attack on Arcanotron causes him to gain a stack of Converted Power. Rather than waiting for this shield to show up on Arcanotron, all DPS except the assigned interrupters should swap to whichever golem activates after Arcanotron and swap to it the moment they can. The interrupters should keep interrupting Arcane Annihilator casts, but stop attacking otherwise.

Converted Power – (10 player version)(25 player version) Each stack of this buff increases Arcanotron’s damage done and casting speed by 10%. All stacks of this buff should be immediately removed from Arcanotron. If you have mages in your raid, have them spell steal the buff for a nice DPS boost. If not, any offensive magic dispel will remove it.


Electron

Lightning Conductor – (10 player version)(25 player version) Electron uses this ability every ~25 seconds to debuff a random raid member. The debuffed player will deal damage every second to any other player within 6 yards, so anyone in range should move away. Melee DPS should note that active tanks can be hit with this debuff, and should move away from the tank if it happens. The debuff lasts 10 seconds.

Electrical Discharge – (10 player version)(25 player version) Electron uses this ability every ~10 seconds on a random raid member. It mimics the shaman ability Chain Lightning, dealing damage and jumping to another player if there is one within 8 yards, up to 3 jumps. Each jump will cause 20% more damage than the previous one. When Electron is active, the raid should stay spread out as much as possible to minimize damage from this ability.

Unstable Shield – (10 player version)(25 player version) This is Electron’s shield ability, used only when he reaches 45 energy. Once it is up, Electron will do AoE damage every time he is hit, so all DPS should swap off of Electron ASAP just like with Arcanotron.


Strategy

10/25 player:

Because the fight will start with a random golem active, and then continue to have random pairs of golems attacking throughout the encounter, a set strategy is not possible. Instead, your raid will need to adjust to the abilities used by the active golems each time a new one begins attacking. Below is a general hierarchy of dangers, to base your adjustments on. Have one clear leader making and calling out decisions about positioning, to avoid confusion.

In order to limit the chaos of the encounter, formulate a plan for boss positions that stays the same regardless of which two are active. The exact positions aren’t important as the room is one big square. The important thing is that everyone is clear on the plan being used before the fight starts, so they can react quickly to the other elements of the encounter. This guide will be updated with an example plan as soon as Cata releases and I can get pretty screen shots of the room.

First Priority: Is Electron Active?
This is the first priority because it most drastically affects player positioning. Any time Electron is active, regardless of which golem he is paired with, the ranged DPS and healers should be spread out. Everyone should try to stay just over 8 yards from other players to limit Electrical Discharge and Lightning Conductor damage. Because abilities from the second active golem will likely require individual movement, try not to spread too far; leave room for those who need to kite adds or lead the Acquiring Target laser away from everyone else.

Electron paired with Toxitron

This is the most hectic combination of golems. When Toxitron is paired with either of the other golems, the raid can clump up to control where Chemical Bomb goes off, and quickly adjust the raid cluster to force incoming Poison Bombs through the resulting Chemical Cloud. It’s also generally possible to position the non-shielded golem within the Chemical Cloud to debuff him as well. However, when Toxitron is paired with Electron, the above process becomes tricky, and shouldn’t be prioritized over spreading to keep Electrical Discharge and Lightning Charge damage minimized. Everyone will need to try to maintain distance from other players, while also adjusting to move out of Chemical Clouds so that Electron’s attacks don’t 1-shot them. Because the clouds can show up at any player’s location, their location will be impossible to predict; positioning the boss or adds within them won’t always be practical. This means the adds will take longer to kill, so DPS must be even more on the ball with target swapping.

Electron paired with Arcanotron

While not as hectic as the Electron/Toxitron pairing, this combo will still sometimes cause problems. Because the raid will be spread out, Power Generator pools can’t be used to the same advantage as is otherwise possible. Instead of the majority of your raid piling into the pool to gain its damage/regen buff, you can have at most 3-4 of your healers stand in the pool if they absolutely need the mana. Interrupting Arcane Annihilator casts can also be made difficult, if an assigned interrupter gets debuffed with Lightning Conductor. Make sure everyone with a means of interrupting Arcanotron is ready to serve as a backup in case it happens. Arcane Annihilator can easily 1-shot someone if it is allowed to go off.

Electron paired with Magmatron

This is the least dangerous of the Electron pairings, as long as your raid members stay alert and your healers keep everyone relatively topped up. Because the raid is spread apart, players targeted by the Acquiring Target laser won’t be able to just step out of a raid pile and have the raid be safe. Instead, everyone will need to watch for the laser to target anyone around them, and shift out of its path while the targeted person stands still. Healers will also have more healing to do during and after each Incineration Security Measure; it won’t be safe for raiders to clump up in the narrow gaps between flames to limit their damage taken. Make sure everyone is prepared to use healthstones or survivability cooldowns if they get especially low on HP.

If Electron is not active, the raid should be clustered together. The position of the cluster will be determined by which golems are attacking, and will likely need to shift around, but in general, clumping has several benefits. It will facilitate AoE healing, make Poison Cloud placement predictable, boost raid damage when Power Generators are available, and leave lots of room for players targeted by Acquiring Target or Poison Bomb adds to safely kite danger away from the rest of the raid.

Second Priority: Is Toxitron Active?
This is the second priority because of how long Chemical Clouds last and Poison Bomb adds live; both have a persistent effect on raid positioning and movement. While Arcanotron and Magmatron both have abilities that are quite deadly, they are countered by individual movements and awareness, rather than requiring reactions from the majority of the raid at once.

Toxitron paired with Electron

This is covered in the above section about Electron.

Toxitron paired with Arcanotron

When this pairing happens, the two golems should be tanked next to each other in one of the corners of the room, and the raid should pile on top of the players assigned to interrupting Arcane Annihilator casts. By grouping the whole raid together, you assure that no matter who the next Chemical Bomb is targeted at, its cloud will appear in roughly the same location. Once the Chemical Cloud is placed, everyone should move out of it as a group, in a direction that puts the cloud between the raid pile and Toxitron. The tank handling Arcanotron should move with the raid pile, so that interrupters can continue to stop Arcane Annihilator casts. This will also assure that when Arcanotron places a Power Generator pool, it is within just a few steps of the raid pile. With everyone on the far side of the Chemical Cloud, Poison Bomb adds will move through it no matter who they target. Once the adds come out and pick targets, the targeted players should kite them wherever there is free space, while the rest of the raid kills off the adds from inside the Power Generator pool. Shortly before the next incoming Chemical Cloud, everyone should regroup, making the same raid pile as before but mirrored on the other side of the room. The process will repeat once, before one of the two golems deactivates and a different plan must be followed.

Toxitron paired with Magmatron

When this pairing happens, the raid should cluster on top of the melee DPS as they damage whichever boss isn’t shielded. Raid movements are very similar to those used during the Toxitron/Arcanotron pairing. The Poison Bomb adds will live longer because ranged DPS won’t have Power Generator pools to stand in, so be prepared to use more slows and such to help the kiting players stay alive. As long as the raid stays piled together, each Acquiring Target laser victim will be able to point the laser in a safe direction with just a few steps out of the pile. Healers must remember to heal that targeted person so they don’t die to the Flamethrower, and everyone must be kept topped up going into Incineration Security Measure’s widespread fire.

If neither Electron nor Toxitron are active, you are facing arguably the easiest set of golems; Arcanotron and Magmatron. This is probably the best time to use Bloodlust/Heroism/Time Warp, and other personal DPS cooldowns. The raid can pile up together with the melee as they attack whichever golem isn’t shielded, and the only movements required will be slight adjustments as Arcanotron’s tank moves him out of Power Generator pools and the raid pile shifts into them. Individual players targeted by the Acquiring Target laser must remember to point it safely out of the raid, and everyone must be kept topped up going into Incineration Security Measure’s widespread fire.


Reference: http://www.raidbs.com/blackwingdescent/omnitrondefensesystem/totalbs-omnitrondefensesystem/

Video
http://www.youtube.com/watch?v=k8xa-NY7LfE

Side note: I'm going to be posting the boss fights on the forums so those of you who had to sit or get cycled in can read up on the fight before hand or if you are just simply curious. Please ask any questions you may have about the fight!


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Rondilas
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re: Blackwing Descent - Omnitron Defense System

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Several things from my tanking point of view:

1. Arcanotron- with shield up can be kited very easily to avoid all melee damage. This reduces healing on me, but may increase healing from his spell. Combined with Wind Shear / Grounding Totem this is a huge benefit to damage taken.
2. Toxitron- I am very easily able to use Mangle/Maul to slow the slimes. If the shell is up might as well do your best to slow/damage slimes when tanking.

Random observations:
1. Use your cooldowns early and often. You can use your 3m cooldowns at least twice (possibly three times).
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