Introduction
Once considered one of the greatest achievements by the ancient wildhammer dwarves, these once noble defenders have been corrupted by the very same plot convenience at work in Ulduar, and are now bound to the will of Nefarius. Personally, I still hold out hope that somewhere there’ll be an ancient machine that doesnt immediately switch sides as soon as you spray it with corrupto juice. Someday I’ll find that machine… and dismantle it for violating the world order.
Role-Specific Tactics
Tank: DPS: Healer: Special case – Mages: Special case – Interruptors
Before your tanked golem deactivates, you want to take some distance to the next one that you have to tank. Try to minimize (if not remove at all) the timeframe you tank two golems. The damage can pile up quickly.
Use every damage reducing cooldown that you have; the more damage you prevent, the less the healers have to heal. This encounter is very damage heavy, and the healers WILL run out of mana before its over.
The blue stuff on the ground spawned by Arcanotron is a very good source of mana regen for you in this fight. If Magmatron is up together with Arcanotron, you can safely stand in it without worry (unless you’re being targetted by the flamethrower, of course).
The buff you can steal from Arcanotron is very powerful. Each stack increases your speed and damage by 10%, so grab all you can! It’s even worth it to smack the boss a little if there’re no charges to get one to steal.
Be very careful to not let these stacks rise any higher than 1 on the boss, however. As he stacks up more of them, his casting of Arcane Barrage will become impossible to catch for the interruptors.
You’ll need two dedicated melee’s to interrupt the Arcane Barrage cast on Arcanotron. This is critical to the success of this encounter. Tanks can be part of this rotation, but it’s recommended they’ll use their interrupts as redundacy and to cover for any misses.
Also, anyone who isn’t directly assigned to interrupt him can still help out whenever they feel it’s necessary.
Strategy
Omnitron Defense System is one of the first “council” style encounters in Cataclysm (the other being Conclave of Wind) that requires the raid to keep track of several bosses at once. Description: Unlike the Conclave all the ‘trons share HP pool, so any damage you do to one of them will affect them all. They also all have a battery timer that will slowly drain until they shut down, and another golem comes out to take his place. You can see which golem is next in line by the recharging rays coming from the central forge unit in the room. At the start of the fight there’ll only be one golem out, but after that there’ll always be two. There are four golems total and each have exactly 3 abilities, where one of these is a barrier. These golems are, in order of complexity: Toxitron Arcanotron Magmatron Electron Tactic: The tactic on this encounter is a bit hard to fully explain, as everything is decided on which 2 golems you have active at any one time. Put simply, it is all about formulating a response to the abilities of the active golems. Instead of the usual formula, I’ll list the actions the raid takes for each golem, and give advice on some specific combinations. Toxitron Arcanotron Magmatron Electron Troublesome combinations are: Toxitron and Arcanotron Electron and Arcanotron
…will generate toxic clouds that increases damage taken. He’ll also spawn 3 slimes which home in on targeted raiders and then explode for a oneshot kill. His barrier inflicts attackers with a poison damage debuff.
…will cast a magical attack that can thankfully be interrupted. He’ll also spawn power generating pools underneath him. His barrier causes attacks to buff him with stacks of a damage & casting speed buff. Magical, so can be dispelled and spellstolen.
…will cause lots of damage to the whole raid with his incineration protocol attack and his target aquire flamethrower. His barrier causes attacks against him to charge up a bomb that explodes when enough damage is accrued.
…will cast chain lightning on random people in the raid. He’ll also debuff someone with Electrical discharge. His barrier causes attacks against him to cause an explosion.
The raid should spread out, and everyone but the tank runs away from him when he starts casting Poison Protocol. Slow the slimes and kill them off as fast as you can. When there’s a cloud up, try to position the closest golem inside it with the tank still outside. Switch target when barrier comes up. Tank stops attacking, and just stands there looking pretty.
Two melee on the boss the moment he comes out, ready to alternate interrupts on his Arcane Barrage spell. It has a 1,5 sec cast time, so coordination and quickness are essential. When he spawns the blue swirl underneath him, the tank moves him away from it.
As soon as his barrier is activated, everybody moves to the fresh golem as usual EXCEPT for the 2 interruptors and 1 dispeller, which remain on him. These people stop attacking the boss, but keeps him targetted so interrupts can continue. Any charges that accumulate should be instantly spellstolen/dispelled by the dispeller. When the barrier drops, the team can continue to attack him as normal.
Just tank him in one side of the room. When his target aquire flamethrower is active, all move away from the beam EXCEPT the one that is targetted. If you’re targetted, feel free to blow a cooldown to reduce the incoming damage if you can. There is no way for you to escape the flamethrower, so brace yourself.
Switch target when barrier comes up; do not attack him under any circumstance!
All you have to do is tank him like normal in one side of the room, and have the whole raid spread out so the chain lightning can’t chain and the Electrical Discharge can’t hurt anyone.
When the barrier is up, all stop attacking (including the tank).
A troublesome combo, since the interruptors should never move from Arcanotron and the healers need to stand in the blue stuff. If slimes target them, the rest of the raid must aim to kill them off ASAP. Slowing on them is ESSENTIAL. Remember that rooting (frost nova, entangling roots) works as well, but stuns do not. Try to tank these two are far away from eachother.
Same deal here. If chain lightning or Electrical Discharge hits the wrong people repeatedly, you’re in big trouble. Nobody except the healers should go anywhere near the blue stuff, and tanks should pull Arcanotron well away from it.
Ability Reference
Inactive – Golem Inactive.
Activated – Golem Active, Two Minutes
Toxitron:
Poison Protocol – Summon Adds
Chemical Cloud – Environment Debuff, Damage Taken +50%
Poison Soaked Shell – Shield ->
Soaked In Poison (Nature) – DoT
Electron:
Lightning Conductor (Nature) – Bomb
Electrical Discharge (Nature) – Chain Attack
Unstable Shield – Shield ->
Static Shock (Nature) – Bomb
Arcanotron:
Arcane Annihilator (Arcane) – Random Attack
Power Generator – Environment Buff, Damage Done +50%, Mana Regen
Power Conversion – Shield ->
Converted Power – Damage Done +
Magmatron:
Incineration Security Measure (Fire) – Nova
Acquiring Target ->
Flamethrower (Fire) – DoT
Barrier – Shield ->
Backdraft (Fire) – Nova