Healing Perspectives: Omnotron Defence System

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Otherwise known as the Omnomnom Defence System, this fight consists of not one boss but four. This is a fun fight that is bound to keep you moving on your toes and cycling between the strats for each of their different abilities. In this post I will share a healer’s perspective on the strat and things to be aware of during the encounter. Our foes here are Magmatron, Toxitron, Arcanotron and Electron. If they didn’t want to chomp on me, I’d say they’re rather cute…can I get a plushie of these guys please?

The mighty foes from the Tron family – Arcanatron, Toxitron, Electron and Magmatron all have a shared health pool. The encounter begins with one of these golems until their energy bar hits 50%. At this point, a second, randomly chosen golem will be  activated and the first will put a shield. It is imperative that all damage switch to the most recently activated construct since the shield does heavy damage to anyone damaging it. When the second golem’s energy bar hits 50% the first golem becomes completely inactive and a third random golem is activated and so the cycle continues. Again, it is important that the damage dealers switch targets. For majority of the fight, you will have two golems active at any given time.

Abilities and Strat:

Magmatron: The fiery one and also the most heal intensive fight. He has two major abilities: An AoE that does raid damage (Incineration Security Measure) and a single target heavy damage ability (Acquiring Target).

  • Heal through the AoE ability – I usually pop Tree of Life and barkskin during this phase – particularly if the raid is getting low. It is possible to outrange it if you run far enough but in doing that you might also be putting yourself out of range to heal others. I usually stay at max range and heal through. 
  • Heal the acquired target – Every so often, Magmatron will acquire a target with a huge red laser beam and the target will take a significant amount of damage. Get ready to hit them with some heavy heals and pre-HoT them liberally.
  • Get out of the beams – That red laser beam I mentioned turns into a beam of death when Magmatron chomps on his target. Anyone caught in it takes heavy damage so be sure to stay out of it. 

Toxitron: The poison loving one. This is a movement filled fight where you’ll either be running away from something, or getting out of something.

  • Run away from the slimes – Toxitron’s Poison Protocol summons three slimes who target three random  raid members. If the slimes reach their target, they explode and pretty much one shot their target (around 100k damage). Kinda like the fiery adds in Grim Batol’s Drahga Shadowburner, these slimes need to slowed and burned down. As a healer, run away and make sure they don’t reach you before the dps kill them. Run away! They can move fairly quickly if not slowed, so keep the kitty dash trick around as a last resort.
  • Avoid the poison cloud – Toxitron also casts Chemical Bomb at a random raid member, which spawns a green poison cloud around them. Stay away from the cloud – it increases damage taken by 50% for anyone standing in it. 

Electron: I just call him the Lightning guy because his abilities all revolve around…well, Lightning.

  • Move away from the raid – Electron does an ability called Lightning Conductor – this causes a random raid member to become the conductor and hits anyone within range of that member for about 20k damage per second. If you happen to be a conductor, move away from the raid!
  • Heal through Chain Lightning – The ability is really called Electrical Discharge but it acts very much like Chain Lightning. To reduce the damage, make sure you’re spread out but apart from that – heal through.

Arcanatron:  Of the Arcane as his name suggests. If done right, this fight offers some good mana regen time for healers.

  • Stand in blue puddles – Yep, the one time standing puddles is a good thing. Arcanatron spawns these blue puddles of mana regenning goodness through his ability, Power Generator.
  • Heal in the event of Arcane AnnihilatorArcanatron has a single target ability, Arcane Annihilator, which really hurts (hits for around 50k damage). This should be interrupted as much as possible but in the event that they missed one, get ready to bring the targeted raid member up quickly.

That’s it as far as the individual strats go. The tricky part about this fight is maintaining longevity and paying attention to which of these constructs is active at a given time. Here are a couple additional tips to keep in mind for this encounter:

  • Do not park yourself near an inactive golem. It sounds really obvious but amidst the slime dodging and blue puddle hunting, you can inadvertently find yourself near an inactive golem. The bad side is that they chomp you the moment they get active. Ofcourse, that never happened to me…*cough* 
  • Save throughput cooldowns for Magmatron. This isn’t to say the other fights aren’t heal intensive, but I found Magmatron to be particularly so. I usually pop Tree of Life and other healing cooldowns in this phase and use other phases such as when Arcanatron  is active, more for regen. 
  • Space out your cooldowns. This is a long and intense fight and keeping up with the random cycle of abilities can get taxing on your mana pool. Co-ordinate cooldowns with your healers and space them out – be it mana tide with your shaman or innervate swapping with a fellow druid.

Good luck and have fun raiding!