WoW.com's Guide to the Oculus. Yes, really.

All strategy and ability discussion in this guide discuss the heroic version of the Oculus. Beyond the cut below you will find simple strategies for each of the bosses in the Oculus, as well as maps to help you find your way through the environment.

Band of Variance
Drakos the Interrogator is the first boss in the Oculus, coming just after the bridge of many whelps. Despite what the visuals of his encounter suggest, the fight doesn't require a very heavy amount of movement or coordination.His abilities are as follows:
- Magic Pull: Teleports all nearby enemy targets to the caster.
- Thundering Stomp: Stomp the ground, dealing Physical damage to enemies in a large area and knocking them into the air. On heroic, this ability also slows your movement speed for five seconds.
- Summon explosives: Drakos summons a bunch of bombs that scuttle along the ground and explode after a few seconds.
When Drakos uses Magic Pull (and he will use it often) the ranged and healer should just go back out to where they were. Thundering Stomp might make this difficult at times, but it just slows you down. It doesn't stop you from moving entirely.
Drakos should die fairly easily, at which point your party gets to choose your drakes for the run by talking to one of the three NPCs that step out of their cages.
To sum up: Don't panic. Tank. Spank.

Band of Acceleration
This is where the instance gets "hard" for many people. Note the quotes there. If I were saying this out loud, I would be making those obnoxious air quotes with my fingers. In reality, it's very easy and the hardest part of it all is getting your party to stick together and move in one direction. As I said in The Queue the other day, most people who have had bad experiences with Oculus had them simply because people split up and got lost. If you think your party will need a visual aid, mark someone with a target marker (not the blue square, for the love of all things righteous) and tell everyone to follow them.Here are your current drake abilities:
Ruby Drake: Emerald Drake:
Amber Drake: The Ruby Drake is the tank, the Emerald Drake is the healer, and the Amber Drakes are DPS. In this stretch of the instance, when you're just killing trash blue drakes flying around, it would be a good idea to learn how your abilities work together. The Ruby Drake generates a lot of threat, then avoids the damage with the second ability. The Amber Drake stops time, which applies a debuff that boosts the damage of their nuke. The Emerald Drake drains the opponents' life and can use that to debuff the enemy.
My composition recommendation is one red, one green, and three bronze drakes. Your party may decide otherwise (especially if someone is doing achievements) and that's fine. Any combination is workable. My recommendation is simply what I've found to be the easiest.
If you are not at all familiar with how these drakes work, you choose your drake by talking to the appropriate NPC. The drake appears as an item in your inventory, which you can summon and dismiss as you please. You will be using them to fly from platform to platform, kill the flying drake trash, and you will fight the final boss astride them.
Now, You want to fly straight up until you're level with the next tier of platforms. Kill all of the blue drakes in between you and your target, the ten Centrifuge Constructs littering this tier of the Oculus. I've detailed on this map my recommended flight path, which will have the least resistance. You don't need to use it, but if you've never done Oculus before I recommend it. Once you've killed all ten constructs, the next boss will drop his big purple shield and you can go shiv the poor guy.
Varos Cloudstrider is one of those bosses that players die to constantly for no good reason at all. A couple of things tend to go wrong with this guy.
- Groups pull Varos before killing the blue drakes above him. The drakes aggro onto someone when you pull Varos, and suddenly you have to deal with a pissed off blue dragon without the help of your own dragons. To avoid this, just kill everything around his platform. If you neglect to kill them all and you do get an add, a death knight can Death Grip the drake down into melee range if you happen to have one in your party.
- Players stand right in Varos's only dangerous ability: Energize Cores. It's a cone attack that is displayed in the video you will see in just a moment.
- Amplify Magic: Increases magic damage taken by up to 1800 and healing by up to 3600. Can be dispelled.
- Summon Azure Ring Captain: Varos calls for help, and a drake shoots a laser beam down on your party. Just move out of the way of the laser.

Band of Transmutation
Once Varos is dead, you want to fly straight up until you're level with the next tier, just like last time. Now you're chasing down Mage-Lord Urom. The type of movement you want to use here on your drakes can be seen on this map, though which platform is your starting point doesn't really matter. Approach Urom, he'll chicken out and leave you with some magical constructs, which you can dispatch pretty easily. Repeat this on the next two platforms, and then he'll appear down on the center area of the big sparkly tower.Mage-Lord Urom is incredibly simple for a group of primarily ranged DPS, and a bit harder for pure melee.
His abilities are:
- Frostbomb: Launches a Frostbomb that deals Frost damage and freezes the ground, dealing periodic damage and slowing the movement speed of enemies in an area. Urom uses this on the tank.
- Time Bomb: Deals 4560 to 5040 Arcane damage and plants a time bomb in an enemy target. After 6 seconds the bomb explodes, dealing additional Arcane damage to nearby enemies equal to the amount of health missing from the target.
- Empowered Arcane Explosion: Sends out a blast wave of magic, inflicting Arcane damage to nearby enemies.
Time Bomb is non-threatening if your healer is on the ball. If your healer is falling behind, it gets more and more dangerous as everyone's health gets progressively lower.
Empowered Arcane Explosion (with its 6 second cast time) is the ability that tends to murder people. When Mage-Lord Urom teleports to the very center of the Oculus, your job is to get out of line of sight. If you look around the area before pulling Urom, you'll notice there are a few pillars at regular intervals around the ring. If you try to tank Urom near one of those, you can just scurry behind it when he teleports and you will never be hit by the Arcane Explosion.
If you're not mindful of where he's being tanked, you might get caught with your pants down in the middle of a Frostbomb, totally unable to reach a column before he finishes casting. That's bad, so just pay attention to where you are.
Of course, all of this is completely moot if your group is extremely well geared. Especially if you have a shaman. Pop Bloodlust/Heroism, your group goes crazy on Urom, and you will probably kill him before he even teleports once.
To sum up: If your group is poorly geared, try to move Urom out of the frost on the ground so the DoT doesn't murder your melee. If you're well geared, it doesn't even matter and this is just a tank and spank. When Urom teleports to the middle, stand behind a column to avoid the incoming damage.

Band of Alignment
Once you've killed Urom and looted his bloodied corpse, it's time to learn another ability or two on your drake, as their true potential has completely randomly and arbitrarily unlocked.Ruby Drake:
- Martyr: Redirect all harmful spells cast at friendly drakes to yourself for 10 sec. When combined with Evasive Maneuvers, the tank essentially gets to pull damage away from everyone else and then avoid it himself.
- Dream Funnel: Transfers 5% of the caster's max health to a friendly drake every second for 10 seconds as long as the caster channels. Use this to heal your party members. Since it's draining your health to heal them, you'll want to keep three stacks of your Leeching Poison on the boss at all times.
- Temporal Rift: Channels a temporal rift on an enemy dragon for 10 sec. While trapped in the rift, all damage done to the target is increased by 100%. In addition, for every 15,000 damage done to a target affected by Temporal Rift, 1 Shock Charge is generated. Essentially, you want to channel this spell until you see 10 Shock Charges on the boss. When it hits 10, use your Shock Lance to use it up for a great, big nuke. Repeat until boss is dead.
When pulling Eregos, try to do so starting at one of the three platforms rotating around his tier. Wait for him to come around to where you are, and have your Ruby rider start nuking away at him to build threat. Eregos's basic offensive abilities are very straightforward nukes, so I won't go into too much detail there. However, there are two major abilities worth noting.
- Enraged Assault: Increases damage done by 25% and casting speed by 100% for 12 seconds. When Eregos uses this, his damage output goes way up. However, an Amber Drake can use Stop Time, which will prevent Eregos from taking advantage of this buff.
- Planar Shift: At set intervals, Eregos will 'phase out' and become immune to damage. At this time, he will summon a few blinky orbs which will slowly move in your direction. After 18 seconds, these orbs will explode for massive damage. This is typically what wipes groups, but like Enraged Assault, completely avoidable. Following the map for this tier, your group needs to simply move to the next platform. Once there, you can just wait for Eregos to phase back in and you can let him come to you to continue the fight.
Filed under: Analysis / Opinion, How-tos, Walkthroughs, Bosses, Guides
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Reader Comments (Page 2 of 5)
Preyisnoob Jan 11th 2010 4:16PM
You actually don't have to clear the drakes above the 2nd boss, this is often thought to be needed due the drake calling ability the boss has. He will use it if the are drakes their or not. People think when he uses this ability they are being attacked by uncleared drakes. This is not the case.
The blue normal drakes do not aggro once the boss fight starts. Killing them just wastes time.
Pfooti Jan 11th 2010 4:23PM
While I do not have a screenshot to show this, I have experienced the opposite. At some point in the fight, we were not only getting the standard LAZAR BEEMS, but we were also getting DPSed from the blue dragons that fly around. You can tell, because the sound is different. You can also tell because your healer dies for no real noticeable reason.
However, I have not seen this happen since last week when they nerfed the number and position of those drakes, so it might not be an issue anymore.
Edge Jan 11th 2010 6:56PM
I know for a fact that these drakes do attack as that is exactly what happened, we left all the drakes up and once the fight started they came in and attacked, even though they were not previously aggroed. We died fairly quickly, then cleared out the drakes, and didn't have the same problem again.
However like was said, maybe it was nerfed so that doesn't happen anymore.
ash Jan 11th 2010 7:13PM
I think the problem of people pulling blue drakes is just a matter of accidentally aggroing them if you get too close. Some of them have a deceptively larger aggro radius than you would expect. This seems like it should be easy when you first land and scope things out but in the course of battle with people running around trying to avoid the Energize Cores blast path sometimes ranged dps or healers (tee hee) will get too close to the edge or whatever and pull the blue drakes.
I have done it with a tight group taking out Varos in a big nuke fest and none of the blue drakes being touched. I have also done it with us taking out every blue drake just in case and it only added maybe a minute to the run. I think its your preference. I usually try to take out a few suspect drakes that tend to get pulled but like I said you can do it without.
Since you usually have to take out the blue drakes anyway when you fly out (unless you're very careful of how you fly away) I would suggest taking out most of them anyway if you are not sure about how things go.
Balnar Jan 12th 2010 8:17AM
You can leave the drakes above the second boss and you 'might' not get any aggro when he uses his drake call. It all depends on where the drake that appears when he calls is positioned... near enough to a blue drake and it will pull it.
Personally I take out the five or six drakes above the boss rather than run the risk of getting an unlucky add and possibly wiping. Your choice though. In the words of one of the immortals 'Do you feel lucky, punk?' ;)
catharsis80 Jan 11th 2010 4:15PM
For lower-geared groups that have problems with Urom and the frost on the ground, it's a good idea for the tank to kite him around the ring and have the ranged DPS stay AHEAD of the tank.
Also, during Planar Shift on Eregos, rotating around (as you've said to do) is also good practice for Malygos in EoE during Phase 3.
Deadly. Off. Topic. Jan 11th 2010 4:15PM
That is the one dungeon I have never been in... just never found anyone to go with... and random dungeon finder doesn't like to give me that one.
Jafari Jan 11th 2010 4:18PM
I've run this place a few times before and this was the first time I've seen a straightforward rundown, will definitely be linking this post in party chat!
Phylop Jan 11th 2010 4:20PM
Sadly, the people who need to read this the most likely don't visit this website.
Irem Jan 11th 2010 4:33PM
Except me. >_>
/never did the instance
overbyte Jan 11th 2010 7:22PM
The path of least resistance recommended in this article is actually not the fastest path one can take.
The quickest way to execute this is to fly your drakes straight into the break in the doughnut, then straight up and land on the doughtnut. Clear out the adds on the right, then mount and fly in a direct (perpendicular) line from the doughnut to the platform (i.e. the shortest direct path from the doughnut to the platform). Then fly back top the doughnut and continue to clear out the trash. Repeat for the other platform.
Once all the constructs are cleared, mount and fly within the doughnut until you can travel in a straight (perpendicular) line from the doughnut to the boss).
poissondemer Jan 11th 2010 4:21PM
Yay!
I've been scared to death to try this instance because I'm afraid my group will think I know everything already! But how is that possible if you've never had anyone help you, you know?
Great guide!! And a thanks from all those who hate to ask questions in fear of being ripped into by some l33T player.
Adeany Jan 11th 2010 4:30PM
Not all leet players are mean. most will make fun of you for not knowing what you're doing but only about half will do it in a mean way.
catharsis80 Jan 11th 2010 4:35PM
The "leet" players you speak of that rip into you are pretty much the scum of the WoW community, and you should ignore what they say usually. Also, in the new Dungeon Finder, if someone is particularly annoying or troublesome, add them to your ignore list, and you'll never be grouped with them again. Their name and server will be in your ignore list, and will look something like this: "Lightcrusade-Arthas"
PirateHunter Jan 11th 2010 5:12PM
I'm not 'leet' but I do know my way round all the HCs, and I'd prefer people to ask questions rather than doing the wrong thing and wiping a whole group. When someone asks AFTER we wipe, thats when I start moaning at people. Repair bills are expensive!
kittytrainer Jan 11th 2010 5:29PM
if repair bills are expensive to you, then you need to do more dailies or farm more, instead of running dungeons
Ken Ferguson Jan 11th 2010 4:23PM
Your map for the first flying level isn't the "best" way to get through with clearing the least amount of trash. From the island you get the drakes, face inward and fly up. Then go to the center section and clear the inner ring first. You shouldn't aggro any drakes doing this step. From the inner ring go radially outward to each of the other 3 islands, returning to the center each time. If you are flying from the center to an island you will have the fewest adds. They are clustered around the islands so you'll miss them this way and probably only have to kill 1-2 on the way to the boss. The biggest problem I've seen with this level is not sticking together, and people flying up too high and aggroing the drakes. If you stay level with the ring you won't have that problem.
Thank you for the 3 island method for the final boss. For some reason people on my battlegroup have this crazy idea to fly outward away from the boss, then turn around and fly back in when he phases back. The group ends up getting separated, and it turns into a mess. The 3 islands are there as landmarks, I recommend using them.
Easy instance 20-25 mins or so once you know what you are doing. I get this about every day now on my mage for the 2 frost emblems.
Alex Ziebart Jan 11th 2010 4:28PM
I absolutely will not deny that my map for the first ring isn't the most efficient. Quite frankly, I changed my typical path a little bit to make the map portion less confusing. The map really helps nobody at all when it's a bunch of criss-crossing red lines. I figure they can see the map, get an idea for it, and figure out their own best paths.
Giving people who may have never done the instance at all a confusing map isn't very helpful.
macster Jan 11th 2010 5:22PM
"For some reason people on my battlegroup have this crazy idea to fly outward away from the boss, then turn around and fly back in when he phases back. The group ends up getting separated, and it turns into a mess."
The way round this is to mark one of the drakes, and say "follow this guy" - keeps the group together, and tight for when Eregos comes back.
Also, if your Bronze Drakes need a cue for when to Time Stop, it's when Eregos says "Insolence!"
kubien Jan 11th 2010 4:34PM
Personally, I'm not a fan of Oculus (although, I love it now for the extra badges).
I've never run into issues with the bosses and people not knowing how to kill them. Even with normal/heroics with people who have never been to Oculus. They really aren't that difficult.
The reason it is a complete pain in the ass, and why I dislike it, is because most of the time when I get a group, people have NO FREAKING CLUE how to move in a 3d space. I spend half the instance telling people "No.. higher... higher... too high... no just stop there. Now look down, see the 4 people down there? Fly there.". I mean, just follow the giant trail of colors from the other drakes!
I'd say a good 75% or more of the people I run with, fly in straight lines. They fly straight forward, then straight up. People just can't seem to hold down the right mouse button and just point them self where they want to go.