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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  Inject Sat Jan 08, 2011 11:35 pm

Omnotron Defense System
This fight consists of 4 different bosses, of which 2 can be active at any given time. All share the same health pool.



Arcatron Abilities:

Power Generator - Vortex created on the ground that gives a boost to damage for whoever stands in it (Including the boss), Also restores mana.

Arcane Annihilator - Cast time spell that does alot of damage to one target. Interruptable

Power Conversion - When this buff is up on the boss dont hit him, he gains a stacking damage buff every time he is hit when this shield is up. Can be spellstolen


Electron Abilities:

Lightning Conductor - Debuffs the target with a lightning conductor. Looks like a pulsing thunderstorm underneath the target. This damages anyone near so whoever gets this runs away from the raid.

Electrical Discharge - Chain Lightning move, spread out when Electron is active to lessen raid damage.


Magmatron Abilities:

Incineration Security Measure - Unavoidable raid damage, healers use aoe heals during this/try to top people off before this.

Acquiring Target - Targets a random raid member, looks like a red beam. That person has to run away from the raid and make sure no one is standing in the direct fire of that person and Magmatron. Magmatron shoots a huge flame in a linear direction towards the acquired target

Barrier - Absorbs 300,000 damage and explodes doing 75,000 damage to everyone.


Toxitron Abilities:

Poison Cloud - Anyone standing in a poison cloud takes 50% increased damage from all sources. If a boss is standing in this he also takes 50% increased damage.

Poison Protocol - Spawns 3 slimes that target 3 random raid members and explode when they reach their target. Usually kills target is reached.

Poison Soaked Shell - When boss is hit, puts a stacking dot on the attacker.




Strategy
This fight starts with one Golem active, which is random. Have one tank start tanking the active boss on the right side of the room. Have the other tank pick up the next golem once it becomes active (50 Energy) and bring it towards the left side of the room. As soon as the new Golem is active, all dps switches to the new golem. The previous active golem will still do his abilities but dps has to switch to the new one because of the shields the previous golems put up which do damage to the attacker/raid. The golem that the dps arent attacking will go inactive and a new golem will be active, the tank tanking the one that went inactive picks up the new active one and all dps switches again to the new golem immediately. This continues the entire fight until they are dead.


Arcanotron - When Arcanotron is active, move the boss out of the vortexs and have your raid stack in them for increased damage done and mana regeneration. Do NOT stack in these when Electron is active, this will cause heavy chain lightning damage. Make sure to interupt Arcane Annihilator.

Electron - Spread out and run away from people who look like theyre casting thunderstorm repeatedly

Magmatron - Person who gets targeted with a red beam runs away from the raid. Healer focuses heals on acquired target so they dont die from the directional flame.

Toxitron - Dont stand in green clouds. When Toxitron begins to summon adds, everyone moves away from the boss until they kney know who the slimes are targeting. Kill slimes, there are 3 of them. Snares/Roots/Slows work on these.

Not a difficult fight, just make sure you stack when its safe, spread out when you need to, and run away from scary things.


Inject
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Join date : 2011-01-08

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