Omnotron Defense System Raid Guide

blackwing descent omnotron defense system 3 1

A marvel of Dark Iron engineering, the Omnotron Defense System has been repurposed to stop anyone that would intrude on the Blackwing Descent laboratories.

(You can reference the Omnotron Defense System Loot list if you want to see all of the boss drops.)

Role Summaries

Magmatron

Toxitron

  • Be ready to kite an Ooze that is fixated on you. Use movement abilities such as Blink to get out of dodge quickly and avoid getting hit by it.
  • If you are not actively kiting an ooze, try to stand in Chemical Bomb to deal additional damage.

Electron

  • Immediately spread 8 yards from other players whenever Electron is active, even if it he is shielded.

Arcanotron

  • Interrupt Arcanotron whenever possible.
  • Stand in the Power Generator to deal additional damage & regenerate mana.

Magmatron

  • Always be mindful of the timer of Flamethrower. Before Flamethrower goes out, spread out from nearby players. As a ranged DPS you should try your hardest to get the Flamethrower out of the path of melee so they can continue to DPS the boss.

Toxitron

  • As a ranged DPS you are primarily responsible for killing the oozes that spawn from Toxitron’s Poison Proticol. During this phase most of your time should be spent killing these mobs.
  • Prioritize oozes on healers or melee DPS over that of ranged DPS.
  • Consider attacking Toxitron while he is shielded a little bit to gain some extra DPS. Warn your healers that you will be taking damage ahead of time, and use any defensive cooldowns or Healthstones while effected by the Poison Soaked Shell.

Electron

  • Stay spread 8 yards away from other players when Electron is active, even if he is shielded.

Arcanotron

  • Interrupt Arcanotron whenever possible.
  • Stand in the Power Generator to deal additional damage & regenerate mana.

Magmatron

  • Always be mindful of the timer of Flamethrower. Before Flamethrower goes out, spread out from nearby players as much as possible while continuing to attack the boss. Magmatron cannot parry haste and has no cleave ability, so consider standing in front of the boss briefly before Flamethrower goes out to give your fellow melee DPS more room to spread behind him and on his flanks.

Toxitron

  • If you are fixated by an ooze you will be unable to melee the boss and will be mostly useless during this time. Use any ranged spells or heals in your toolkit while kiting the ooze. Occasionally you can get a few swings off on the boss or another ooze, but keeping your distance from your ooze should be your top priority.
  • While killing oozes is primarily the job of the ranged DPS, don’t be afraid to swap to any oozes that stray near the active Tron.

Electron

Arcanotron

  • Interrupt Arcanotron whenever possible.
  • Stand in the Power Generator to deal additional damage & regenerate mana.

Magmatron

  • While Magmatron is active the entire raid will be taking constant ticking damage from Incineration Security Measure. It’s a good idea to save any output cooldowns for this phase.

Toxitron

  • Be ready to heal the tank heavily while he is positioning the boss near Chemical Bomb. It is likely that the tank will inadvertently move the boss into the Chemical Bomb for a moment and will take heavy burst damage.
  • The oozes deal damage to players near them, so keep an eye on the oozes and use spacial awareness to determine who to heal, not just your raid frames.

Electron

  • The raid will be very spread out during this phase, so it’s wise to take a central position to ensure that you are in range of everyone.

Arcanotron

  • Be ready to heal the tank heavily while he is positioning the boss near the Power Generator. It is likely that the tank will inadvertently move the boss into the Power Generator for a moment and will take heavy burst damage.
  • Interrupt Arcanotron whenever possible.

Magmatron

  • You are the best target to be fixated by Flamethrower since you should already be facing away from the rest of your raid.

Toxitron

  • Move the active Tron inside the Chemical Bomb. Be careful not to stand in the Chemical Bomb yourself, or you’ll take 50% increased damage and likely die. It’s a good idea to use a defensive cooldown while positioning him around the Chemical Bomb in case you inadvertently stand in it for a moment.

Electron

  • Be aware that Electrical Discharge and Lightning Conductor can effect tanks. In this situation stand max melee range from the boss and have the melee DPS in your raid do the same to avoid chaining.

Arcanotron

  • Interrupt Arcanotron whenever possible.
  • Move the active Tron beside the Power Generator. Ensure that Toxitron is as close to the bomb as possible without actually standing in it so that your melee DPS can make use of the damage amp. It’s a good idea to use a defensive cooldown while positioning him around the Power Generator in case your Tron inadvertently stands in it for a moment. Watch your Tron’s buffs (or make a weakaura) while positioning him so you can instantly react to him gaining the damage amp from Power Generator.

Magmatron

Toxitron

  • Create a priority for oozes on the fly. Prioritize oozes that are fixating healers and melee DPS over ranged DPS and mark them with Skull and X if at all possible.

Electron

  • As soon as Electron becomes active, remind your raid to spread out 8 yards from one another.

Arcanotron

Abilities

Magmatron

Magmatron fixates on a random player and after 4 seconds deals massive fire damage to the player and everyone in front of him. The target will want to prioritize turning Magmatron away from the raid ASAP.

The player effected by Flamethrower will be immobilized for the duration. It is the responsibility of the rest of the raid to move out of the direction of Magmatron as the fixated player will be unable to move.

Deals moderate Fire damage every second for 4 seconds to the entire raid. This is unavoidable and must be healed through.

Each Tron has a shield that signifies that the raid should stop attacking them. If Magmatron’s shield is broken, it deals considerable Fire damage to the entire raid. Used when Magmatron is below 50 Energy.

Toxitron

Creates a cloud on the ground centered at a random player. The cloud increases damage taken by any player or golem standing in it by 50%. The tank should quickly move Toxitron to the cloud so that it takes increased damage. The tank should be careful not to drag Toxitron too far into the Chemical Bomb so that the melee can safely stand outside it while still being able to attack the boss.

Teleports the entire raid to the center of the Chemical Bomb. Players will need to quickly react and move out of the Chemical Bomb.

Summons three oozes, each of which moves towards a different random player. Each ooze deals moderate nature damage to all players within 6 yards of it. If the ooze reaches its target, it explodes dealing nature damage to nearby players, as well as leaving a Poison Puddle behind.

Each fixated player will need to kite the oozes away from the raid, but not so far away to where it is difficult for ranged players to attack it.

Each Tron has a shield that signifies that the raid should stop attacking them, however, unlike the other Tron’s there is a reason to continue attacking him while shielded. Attacking Toxitron applies a DoT to a player that deals moderate nature damage, but also increases the damage of the attacker, so DPS are encouraged to take a few stacks of Poison Soaked Shell intentionally so long as healers are prepared to heal through it.

Electron

Deals heavy nature damage and jumps to nearby allies, dealing more damage each jump. To mitigate this ability you’re going to want to stay loosely spread for the entirety of this phase, at least 8 yards away from one another to prevent Electrical Discharge from chaining.

Puts debuff on a random raid member which causes them to deal damage in an 8 yard area around them for 10 seconds. If the raid is already spread this shouldn’t be a concern, but if players are clumped, they should immediately move away from the target.

In the Heroic mode, each Lightning Conductor has a chance to transform into a Shadow Conductor. This shadowy version targets a single player but deals damage to the entire raid every 2 seconds, the amount of damage increases with the distance from the affected player. To counter this, all players should stack up on the player with Shadow Infusion.

Each Tron has a shield that signifies that the raid should stop attacking them. Electron’s shield deals AoE damage to the raid when attacked.

Arcanotron

Arcanotron casts this spell frequently while active, including while he is shielded. It targets random raid members and deals heavy Arcane damage to them. This ability should be interrupted whenever possible.

Arcanotron places a void zone on the ground under himself, which increases the damage dealt by anyone standing in it by 50%, and provides mana every 0.5 seconds. This damage increase applies to both players and the bosses, so tanks should be ready to move the Tron’s out of them immediately. Ideally the tank positions the unshielded Tron just outside of the Power Generator so that the melee may attack the boss while empowered.

Power Generator increases damage by another 50% (so 100% total), but will grow in size until it eventually explodes, dealing fatal damage to anyone within 17 yards. Players should still take advantage of the damage amp by standing in it for a time, but will need to run very far away before it eventually explodes.

Each Tron has a shield that signifies that the raid should stop attacking them. Arcanotron’s shield increases his attack and cast speed whenever attacked.

Raid Composition & Preparation

It is recommended to bring 2 healers for this encounter.

Due to the high mobility of this encounter mobile healers will shine. Look for a Restoration Druid and/or Discipline Priest to make healing this fight a breeze. Restoration Shaman and Holy Paladins will be a bit weaker here, but any combination of healers should work just fine if skilled.

While this fight is doable with any group comp, a ranged heavy composition will make this fight significantly easier. Melee DPS will encounter lots of downtime if they are doing mechanics properly.

An Elemental Shaman is great to have to kick Arcane Annihilator.

You will want two tanks for this encounter. Any combination of tanks will do, but Death Knights are probably best due to their ability to mitigate lots of Magic Damage with Anti-Magic Shell.

The Fight

In this fight, there are four “Trons” – Arcanotron, Electron, Magmatron, and Toxitron – all sharing a single health pool. You’ll be taking on two out of the four Trons at once, determined randomly. In total there are six total combinations of Trons that you’ll be taking on at any given time, leading to lots of challenging situations.

At the start, only one Tron is up and running, kicking off with 100 Energy that slowly ticks down. When it hits 50 Energy the Tron applies a shield that signifies the raid should stop attacking it. Each Tron’s shield functions differently, but in all of their cases you’re going to want to immediately stop attacking it or bad things happen. Simultaneously, another previously inactive Tron jumps into action, indicated by a bright beam of light shining through it. Once a Tron’s Energy hits zero, it takes a break, stops attacking, and becomes inactive.

This pattern keeps going with two golems active at a time until either you kill them or they kill you.

Dealing with Magmatron

Magmatron’s signature mechanic is Flamethrower in which he will target a random raid member and create a line of fire between himself and that player. The affected player must quickly move and direct it away from the raid.

On top of this mechanic Magmatron deals heavy raid damage, so be sure to use any tools at your disposal to help lighten the load on the healers. Defensive cooldowns such as Anti-Magic Shell and Healthstones should be used here.

iconsmall raidskull Heroic Ability: Encasing Shadows. The player targeted with Flamethrower will also suffer from a debuff that renders them unable to move, so the raid will need to move away from them.

Dealing with Toxitron

Toxitron summons three oozes with his ability Poison Protocol. The oozes fixate at random players who must kite them until they are killed. If a fixated player makes contact with an ooze, the ooze explodes and deals massive AoE damage to any nearby targets. All DPS, but especially ranged DPS should make an effort to quickly kill all the oozes as soon as possible. Oozes that are fixated on healers and melee DPS should take priority as they are mostly useless while kiting an ooze versus a ranged DPS who can still sprinkle some damage in on the move.

Be on the lookout for Chemical Clouds (green gas) on the ground and move out of them. The active Tron should be moved inside it by the tank, but players should avoid standing in them at all costs.

iconsmall raidskull Heroic Ability: Grip of Death. When spawning his Chemical Clouds, Toxitron simultaneously teleports the entire raid into the center of them. Simply spread out as quick as possible and use any movement as well as defensive cooldowns at your disposal to mitigate the damage done.

Dealing with Electron

Both of Electron’s primary mechanics involve spreading out, so be sure to stay 8 yards apart from your allies throughout the entirety of Electron’s lifespan. Both of his abilities: Electrical Discharge and Lightning Conductor will be effectively nullified if you and your raid stay 8 yards away from another. The difficulty in Electron comes in combination with other Tron’s whose abilities require movement, such as kiting Toxitron’s oozes or dodging Magmatron’s Flamethrower. The key is to always prioritize the other Tron’s mechanics, but quickly return to an 8 yard spread immediately after.

iconsmall raidskull Heroic Ability: Shadow Infusion. Lightning Conductor will not only deal damage to players near the affected target, but the entire raid regardless of their distance away. The damage intensifies the further you are from the player, so the entire raid should quickly stack on top of whoever is affected by Shadow Infusion. This will lead to massive raid damage as the entire raid will be forced to soak damage from Electrical Discharge and Lightning Conductor since they will be unable to stay 8 yards apart from one another. Rotate defensive and healing cooldowns to live through this.

Dealing with Arcanotron

The raid must make an effort to interrupt all of Arcanotron’s Arcane Annihilator casts. This is quite easy when Arcanotron is above 50 energy and the entire raid is focusing him, but redundancies should be in place for when Arcanotron is shielded. A Shaman can solo interrupt all of his casts if you have one, and if not, a combination of other ranged kicks will need to be employed.

Arcanotron leaves swirly blue circles on the ground that boost your damage and regenerate mana if you stand in them, so you should do so whenever possible. It should be noted that the Tron’s also gain a damage amp if they are standing in the Power Generators so tanks should be sure to move their Tron’s out of the blue swirly’s as fast as possible. Ideally the tank positions the active Tron just outside of the Power Generator, so melee can make use of the damage amp while continuing to attack the boss.

iconsmall raidskull Heroic Ability: Overcharged Power Generator. Power Generators increases damage by another 50% (so 100% total), but will grow in size until it eventually explodes, dealing fatal damage to anyone within 17 yards. Players should still take advantage of the damage amp by standing in it for a time, but will need to run very far away before it eventually explodes.

 

About the Author

Passion

I love MMOs of all shades, especially the nitty gritty numbers parts of them. You might recognize me from the Shadow Priest discord, otherwise I play a little bit of everything, especially games with support roles available.
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