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
- Always be mindful of the timer of Flamethrower. Before Flamethrower goes out, spread out from nearby players.
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
- Spread out as best you can while still being able to attack the boss.
- If effected by Electrical Discharge or Lightning Conductor run away from the rest of the group until the debuff expires.
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
- Announce Flamethrower targets.
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
- Assign interrupts for the Arcane Annihilator ability.
Abilities
Magmatron
Toxitron
Electron
Arcanotron
Raid Composition & Preparation
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.
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.
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.
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.
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.
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