[H] The Oculus

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[H] The Oculus

Postby 2ndNin » Thu Nov 20, 2008 6:03 pm

Ok, this instance is the easiest ever, if everyone knows how to move, otherwise its a horribly messy, wipefest with massive repair bills. This instance is about co-ordination and movement, the first 3 bosses can be 3 manned and in the case of the 3rd 2 manned with ease, they are not raw dps fights. The ley-guardian is gear independent, and is the hardest "dps" fight in here.

If you have people that cannot move, make them follow you as a mark, this is the simplest way to solve movement issues, if they are on the mark they are safe, just make sure you move correctly and they should follow.

Interestingly this instance as a whole is fairly gear independent for tanks, other than the 5 pulls before the 3rd boss, there is nothing really challenging, or if there is you are mounted on drakes. This instance is not therefore difficult, but complex, the two are often confused.

From the opening of the instance you encounter several types of pulls:

Swarm of Whelps
Swarm of Whelps + caster / Melee *1/2
Caster / Melee *1/2/3

In the case of the single and dual big mob pulls just run in and tank, nothing really exceptional there. In the whelp pulls, avenger's shield into the group (targeting the big guy in the group if there is one), run into the middle of the pack and drop consecration. At all times your plan should be to a) keep the big guys on you, b) taunt off the healer, and c) move between groups of whelps keeping as many in consc / Hammer / Shield as you can. Your DPS can each take a whelp, or work as a group if you have control over them, do not DPS the big guys first, the arcane damage from the whelps is much more of a danger.

The first boss is an easy entrance, he spawns bombs continually, and I am not really sure the best way to deal with them, they move fair randomly and you get teleported, I would suggest continually backing around in a large circle as it seems to minimise the number of bombs your group takes, however I have had occurrences where this instead led to more group damage, so its a toss up. Run out when he does the bomb pull, but otherwise tank and spank.

{first boss}
- 340,000 Health
- Creates floating bombs like Mechano Lord Capacitus in Mechanar
- Teleports group to him like Murmur Heroic
- Creates a "bomb" player like Murmur Heroic

From then take a selection of Drakes, typically the easiest is:

2 Green
2 Amber
1 Red

However there are achievements for other combinations (none of a particular colour), if you are going for this I would suggest the red is the easiest to remove, with the amber's using timestop to manipulate damage flow.

Head upwards, and take the platforms, these are basically tank and spank with no major issues. The inner ring has conjurers and sorcerers, the latter create blizzard aoe effects you should stun / get out of, otherwise they are essentially free kills. The conjurers are slightly more nasty, summoning "snowflakes" which need to be killed fast as they do horrendous damage. In the 5 mob pulls try and cc at least one conjurer/sorc, in the 4 man cc is optional I find.

This leads onto the 2nd boss.

{2nd boss}
- 340,000 health
- 3,000 ish melee on plate
- Summons "Azure ring Champion", targets a beam onto a player which does fairly heavy AoE damage, kite it from the party
- Lightning effect to orbs.

This boss is easy, the fight takes place in a large circle, with orbs around the outside, every 20-30s he will pick 4 orbs that are next to each other (and this selection moves anti-clockwise round the circle, so simply running that way will get you out of it), and draw faint blue lines to the marked orbs. Move round anti-clockwise until you are clear of these lines, and wait while dpsing. The lines will energise and damage heavily (8-9k it seems) anyone inside their area, and slightly nearby.

For DPS who are not sure / confused, the easiest way is to either:

a) stand still, they will get hit by 1 in 3/4 strikes
b) mark the tank with a mark, and have all dps other than the kiter stand in the middle with you. Have the dps always move to follow you.

I find B easiest, simply having the dps and healer move at all times to stand on me means there is very light dps in this fight on you, and almost none on the party.

From here you head up the ring again. There are 3 platforms around the outside with a mage innervating on them (the same guy).

Land on the ring, and engage him, there are 3 fights:

5 Elementals (5 random types, but seems to be a preference to 1 of each) - this fight is mostly tank and spank, drop consecrate and focus dps to down targets, fire elementals should be killed first as they have a nasty aoe fire damage attack (stationary on ground).

2 Naga, 2 Murlocs, 1-2 Ogres - again this fight is pretty much tank and spank, the Naga appear to apply a water bubble to targets dealing light DoT, the Murlocs net and the ogres appear to do nothing (they never seem to last long enough for me to notice).

2 Mammoths, 2 Wolves, 2 Casters - In this fight, the nastiest, you need to be aware that the mammoths charge and have an aoe stamp, the wolves have a Bleed effect and the casters are casters. By preference don't drop consecrate if you have cc, instead stun and cc the casters, pick up the melee. Kill order should be casters > Mammoth > Wolves. This fight is hard, sending in a sacrificial rogue to pull the pack (while mounted on your drakes otherwise) will allow you to see and mark the pack before you pull it. Going in blind is fine if the group has high enough DPS.

Once these 3 are clear, you hit the 3rd boss, he can be 2 manned.

{3rd boss}
- 340,000 health
- Timebomb - targets a player, after a duration deals 3-4k arcane damage and damages nearby players.
- Frost bomb, targets the current aggro target, cast time (you can move during this, it targets your position at cast time). AoE slow + DoT
- Empowered Arcane Explosion, 9k damage, blocked by the stones on the inner ring by LoS (so anywhere on the ring is safe if its behind the stones on the inside).

The trick of this fight is to have melee DPS from the bosses front. Start the fight at the first stone, and move round the circle, casters and healers should start roughly 20 yards behind you towards the next inner stone, and stop at that stone. DPS the boss until he casts frostbomb (having the timebomb affected DPS run away from the group), when he casts move backwards about 10-15 yards to the edge of the effect, and dps. This stop-start movment will place you in running range of the next stone each time he teleports for the arcane explosion. If your DPS do so from behind him, they might not make it in time (the explosion does not appear to be health / bomb based, seems he does it fairly regularly on a timer).

Once the explosion is over, the ranged DPS and healer move 20 yards round the circle, and the the cycle begins again. The trick is just to move out of the frostbomb and no more, if you look like you will pass the stone move out in the ring to give you more effective space rather than passing the next stone, doing so will likely wipe you.

Once he is down, move into the middle of the ring tower and ascend upwards towards the ley-guardian.

{4th boss}
- 3,000,000 hits
- Summon 4 whelps
- Arcane Barrage - single target damage
- Arcane ??? - hits all targets
- Enrage ("your arrogance will not be tolerated")
- Phases out (damage immune, whelps aren't), summons bombs that chase you and explode.

Rise to engage the boss, press shift+v to see the dragon health bars easily.

Red Drakes should continually dps the boss, occasionally shifting target to the whelps to ensure all damage goes through you. Use the absorb group damage, and avoid damage abilities as often as you can, the group damage one seems to be a threat enhancing spell (otherwise empowered ambers will pull).

Green Drakes should drain the boss, and heal the main tank drake.

Amber Drakes should charge up their main ability using the channeled spell, then unleash an attack for maximum damage, timestop should be used when:

a) Enrage is up
b) Tank drake is low on health
c) Any time.

With 2 ambers, have 1 blow timestop at the very start, and basically cycle, being careful of the enrage. This over use of the abilities essentially breaks the fight allowing you to restart from the beginning every 30s or so, this makes it very easy.

Keep dpsing the boss, leaving only the red to handle the whelps (unless you have no red), until he phases out, run directly away from the boss, and use this time to handle any whelps that are up. The bombs have a large explosion radius, but simply run away, there is no reason to get caught in this to continue dps since the boss is immune.
Last edited by 2ndNin on Mon Nov 24, 2008 3:08 am, edited 1 time in total.
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Postby Ursula » Sun Nov 23, 2008 3:07 am

Just ran this and had quite a bit of trouble the whole way through. Not any specific tanking issues, just group coordination is the main problem it seems. None of the strats on Wowhead or thottbot seemed to really help for our group, we just figured out by ourselves how things were supposed to go.
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Postby Joanadark » Sun Nov 23, 2008 8:59 am

Ideal drake combo for last boss is
1 red
2 bronze
2 green

Red does his thing. Everybody dogpiles on red for martyr. His AOE should kill any whelps.
Bronzes alternate using Time Stop each time he emotes, countering the frenzy.
Greens keep up a 3 stack of leeching poison at all times and heal.

When he shifts into the austral realm or whatever, fly directly away, far far away, until all the orbs blow up, then fly back and continue.


Also, killing him using 5 green drakes would be completely doable, just take a long, long, long time. I can't figure how you'd manage to beat it without any green drakes though ><.
Last edited by Joanadark on Sun Nov 23, 2008 9:04 am, edited 1 time in total.
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Postby Invisusira » Sun Nov 23, 2008 9:02 am

^ this

Also, what's the point of making a "placeholder" thread?

HAY GUISE THIS THREAD IS FOR LETTIN YOU KNOW THAT 2MORROW IMA MAKE A THREAD
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Postby guillex » Sun Nov 23, 2008 9:39 am

I thought it was kinda cute!
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Postby caboom » Mon Nov 24, 2008 3:08 am

Joanadark wrote:Ideal drake combo for last boss is
1 red
2 bronze
2 green

Red does his thing. Everybody dogpiles on red for martyr. His AOE should kill any whelps.
Bronzes alternate using Time Stop each time he emotes, countering the frenzy.
Greens keep up a 3 stack of leeching poison at all times and heal.

When he shifts into the austral realm or whatever, fly directly away, far far away, until all the orbs blow up, then fly back and continue.


Also, killing him using 5 green drakes would be completely doable, just take a long, long, long time. I can't figure how you'd manage to beat it without any green drakes though ><.


We 1st tried with 1 red + 4 green and dpsing was hellish to the point where we failed and 1 green died and we wiped.
Tried 1 red+1 bronze+3 green and had issues basically 1 red wasn't enough to deal with the adds.
Tried 1 red+2 bronze+2 green and we failed because the cooldowns were big on the bronze dragons, it was all fun but we still wiped. Healing was hard while the adds weren't making it any easier on us either.
At last we tried 2 red + 3 green and we basically eliminated the add factor and ofc the 2 reds were easier to heal because of their abilities.

Next one, we will try 3 reds and 2 greens to make it faster.
One thing to note about the red dragons is that their aoe thingie while bounces of targets it hits the last targets for alot more dmg(last add hit took about 40k in oposed to the 1st target wich was the boss that took 10k) so it can be a smart thing to target and start the aoe on the adds, this way dealing more dmg on the boss himself.

PS: another tip u can use for this one if ur wiping alot is to take off your gear since your char's stats are not important. :D
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Postby 2ndNin » Mon Nov 24, 2008 3:13 am

The point of a place holder was I went to some effort to get screen shots and stuff, but haven't yet edited them. My art skills fail.

1 red drake is enough, have him target the boss, then switch to the whelps not targeting him to get threat on all, then return to dps on the boss.

For the combos, I would suggest:

1 Red, 2 Amber, 2 Green - standard
3 Red, 2 Green - No Amber, use the avoidance / redirect damage trick to get through enrages
3 Amber, 2 Green - No Red, have timestop when the whelps pop up to give you time to dps them down
1 Red, 4 amber - Use timestop as often as possible

The last is likely the weakest, never tried those achievements yet so it might be worth playing with, only ridden red so not sure the exact cooldown on the timestop.
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Postby caboom » Mon Nov 24, 2008 3:37 am

2ndNin wrote:The point of a place holder was I went to some effort to get screen shots and stuff, but haven't yet edited them. My art skills fail.

1 red drake is enough, have him target the boss, then switch to the whelps not targeting him to get threat on all, then return to dps on the boss.

For the combos, I would suggest:

1 Red, 2 Amber, 2 Green - standard
3 Red, 2 Green - No Amber, use the avoidance / redirect damage trick to get through enrages
3 Amber, 2 Green - No Red, have timestop when the whelps pop up to give you time to dps them down
1 Red, 4 amber - Use timestop as often as possible

The last is likely the weakest, never tried those achievements yet so it might be worth playing with, only ridden red so not sure the exact cooldown on the timestop.


cooldown is much bigger than the duration(10 sec duration with 1 min cd ?) q.q
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Postby Makaijin » Mon Nov 24, 2008 4:22 am

Actually we used a 1 Red 2 Bronze and 2 Green combo, and we down the boss regularly in around 2 mins.

The secret is to have the 2 bronze alternate channeling to 10 charges then detonating them. When 1 have accumulated 10 shock charges, the second bronze must also be channelling, because while channelling the boss takes 100% more damage. Another note is that charges also accumulate faster when the target (boss) takes extra damage from all sources while channeling. So when the first bronze detonates while the second is charging, the boss will receive enough damage for an immediate extra 6-10 charges for the second bronze. Then the first bronze channels again. Second bronze detonates, rinse and repeat for some massive dps.

With this insane DPS the ruby will never be able to hold aggro, but he doesn't need to. Martyr (shield) have a 10 second duration and a 10 second cooldown. Martyr works by redirecting all damage to the ruby dragon using it, so the 2 emerald only have to spam heal the ruby. Ruby's job is only to keep the shield up at all times, and to deal with the adds as they spawn. Emeralds just need to heal ruby while keeping the dots up, but can also nuke the boss so he gets the debuff to reduce damage done by 25%.

After a few hours worth of wipes when we first tried him a week ago (remember to go naked) we now regularly down him at around 2 minutes, or even less depending how often he shifts phases.

And remember, the secret to DPS are with detonating shock charges. Channel (button 3) to charge up, while debuffing the boss to take 100% more damage. When 10 stacks are up (max is 10 stacks per) press button 1 to attack and detonate at the same time. Another thing of note is time stop will reduce your damage done for the duration. We tend to save it only for when the ruby dragon gets too low as to give some leeway to reheal up.
Last edited by Makaijin on Mon Nov 24, 2008 4:26 am, edited 2 times in total.
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Postby 2ndNin » Mon Nov 24, 2008 4:23 am

In that case, the ideal solution for the non-green non-red is 5 amber dragons, so you only fight 10s/60s. Chain timestops ftw.

That makes the non-amber the hardest fight.
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Postby Makaijin » Mon Nov 24, 2008 4:31 am

2ndNin wrote:In that case, the ideal solution for the non-green non-red is 5 amber dragons, so you only fight 10s/60s. Chain timestops ftw.

That makes the non-amber the hardest fight.


We actually tried 5 amber at 1 point, even with heavy nuking via shock charges you never live long enough. As I mentioned above while time stop is active all damage done is reduced by half (think, need to reconfirm) so you'll never be able to nuke him down before your ambers die 1 by 1. This is heroic mode, it might be doable in normal.
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Postby Satturo » Mon Nov 24, 2008 6:47 am

Got the 20 min achievement for this last night.

We used 3 bronze, 1 red, 1 green drake.
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Postby Deflect » Mon Nov 24, 2008 7:11 am

Satturo wrote:Got the 20 min achievement for this last night.

We used 3 bronze, 1 red, 1 green drake.


Nice. Not going to lie, that's pretty hard.

This thing can be a mess if you don't know what you're doing.
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Postby Pala » Sat Nov 29, 2008 3:11 am

Makaijin wrote:After a few hours worth of wipes when we first tried him a week ago (remember to go naked) we now regularly down him at around 2 minutes, or even less depending how often he shifts phases.


This is really helpful. Your dragon's hp doesn't change with your gear. It did help to put Kings on the four mounted in the group but being naked takes out the sting of failure. Speaking of failure, we tried this boss so many times. In the end we just said screw the specials of the bronze. 1 red, 2 green, 2 bronze. Just normal dps by bronze and 1 green did his #2 debuff to the boss. We laughed at how much easier it was by just killing him old-fashioned style.
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Postby Dork » Sat Nov 29, 2008 6:17 am

I'm about 5 achievements from finishing my Glory of the Hero and the majority of the ones I needed as of yesterday were in this instance.

We went in last night and decided to do a 5 emerald group to knock out both the amber void and the ruby void achievement in one lock out.

Was pretty neat/fun. Just get 5 emeralds, and all kite in a circle while keeping 3 dots up on him and 3 dots on as many whelps as you can. Just tab dot tab dot, keep the boss as your focus so you don't lose the stack on him.

Any of the kiters who only have whelps on them should be nightmare touching the boss everytime they reach full health. The main person kiting needs to be careful not to do it at a bad time. Also the main kiter, or whoever has aggro at the time, needs to spiral kite the enrage up in the air and have a few stats of dots on whelps in order to survive.

Fun stuff. Now time to finish my glory of the hero (damn gotta go achievement)
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