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 4 of 5)
Hendrata Jan 11th 2010 6:12PM
I have a question about the extra prize. I thought it says that you must select Oculus through the random dungeon finder, and not specific dungeon.
What if 4 people queue for random dungeon and 1 person queues specifically for Oculus, and then indeed they are grouped for Oculus. Now, would the extra prize appear, and if so, would that 1 person gets a chance at the blue drake as well?
Deevan Jan 12th 2010 8:33AM
The drake itself actually drops from the Blue Sack of Gems. (Note that I can't find it on wowhead, yet.) You only get the bag if you get in through the random heroic, think of it like the old heroic dailies, remember only the people on the quest got the quest item from the last boss, just like this new sack.
I was lucky enough to get the drake on my hunter after a couple of random times through the Oculus, and I know quite a few others who have gotten it, so either we're pretty lucky or the drop rate is reasonable. (Not terrible like Anzu, Baron, MgT, Kael, Ony, etc...)
Lemons Jan 11th 2010 6:13PM
"I've detailed on this map my recommended flight path, which will have the least resistance."
Sorry to nitpick...but the path of least resistance would have you flying back through the band to get to Varos, not around it. You'd encounter less drakes that way.
Like this: http://img51.imageshack.us/img51/5619/bandofaccelerationmap.png
Niennee Jan 11th 2010 6:22PM
PLEASE PLEASE PLEASE do a guide for Halls of Wiping... I have yet to get this damned place whilst PUG'ing and NOT die within a minute or two. I've seen people all stand in the middle, I've seen people hide in a corner, but even ignoring the DPS (who surprisingly little damage - which may be a sign there's something going on there) and spamming the tank with all the shields, buffs, heals, HoTs I've got (I've got full T9 gear with full epic gems and enchants), they still die - and this is tanks decked out in a mixture of T9/T10 gear. Needless to say I always get the blame, being the healer, but i physically cannot cast spells any faster and it's that frantic I don't have time to work out what else is going on, but the tank always drops first rapidly followed by the rest of us!
Bubsa Jan 11th 2010 6:28PM
Does this not cement the fact that the instance is a) terribly designed and b) people do not like being forced into vehicle combat?
divinite Jan 11th 2010 6:44PM
One other thing that was mentioned: The drakes can be buffed. If you have some under-geared people in the group, have everyone mount up on fresh drakes before Eregos and have the priest/paly/person with drums/etc buff them to the fullest. We ended up with drakes over 150K for geared people the last time I was dropped in there (pre-patch, haven't been in there since! not even a chance at a drake for me!).
Overall, good write up.
Sleutel Jan 11th 2010 6:54PM
"If you have primarily melee DPS, your healer will need to put some effort into keeping them all alive through the stacking Frostbomb debuff. The tank can pull Urom out of the AOE, but he uses it frequently enough that you're probably not going to be out of the first one before he drops another one."
Back when Wrath first dropped, before we all overleveled the hell out of this instance, kiting Urom was standard. I can guarantee you that if your tank spends the entire fight walking backwards, nobody will end up in the frost for more than a few ticks, if that. If you decide to kite, ranged should be sure to STAY AHEAD OF the tank (i.e., the ranged should stand where the tank will be a few seconds from now, and should be moving back every few casts, to be sure they stay out of the frost bomb range).
Lute Jan 11th 2010 7:23PM
Great writeup, but you got a little lazy at the end. There are two items you left out that I always tell groups when I'm explaining it.
During the first phase of Urom, when you are fighting on the three outer rings... It is important to tell DPS to wait. :P Usually it is their habit to not wait, anyway, but in this case, the very-initial threat the tank normally gets when he charges in is not there when the mobs spawn. Give the tank a little bit of time AFTER the mobs spawn... not after he charges in.
Second, you mention the three-amber drake strategy for beginners. You say "however, AN amber drake can stop time." The biggest problem here is that, if you don't outgear the place entirely, he will enrage twice. His cooldown is less than the cooldown of the Stop Time ability. Therefore at least one amber drake needs to NOT stop time the first time, and await the second.
Important tips for the newcomers to the instance.
Noctiluca Jan 11th 2010 7:25PM
How to fix Oculus in 3 easy steps:
1. Remove the flying trash. Completely. Just get rid of it.
2. Make the instance drop 1 bonus emblem of frost at the end instead of 2 triumph.
3. Redo the loot table. Scale the loot up from the final boss to regular (not heroic) FoS, PoS, and HoR iLevels.
This may sound extreme to some people, but as it is right now, most people still leave the place even with the extra incentives. It's just not worth the frustration of dealing with other people who can't understand the drake mechanics.
It is especially bad for tanks and healers leaving group because their queue time is instant anyway. They can leave and get another group right after their debuff drops off.
Voen Jan 11th 2010 7:51PM
Thank you, this was very good guide! Wish there were guides like this for all instances. It's easier to read and try to remember this way. Trying to read the stategies from the usual sources one boss at a time tends to mess my focus - it's harder to read separate paragraphs than a chapter.
brammage Jan 11th 2010 8:06PM
After nearly a year at 80, I have never been able to get a group for Oculus. After enough randoms to earn my Perky Pug, I have never been assigned to Oculus. I'm beginning to think it doesn't actually exist.
Dragundam Jan 11th 2010 8:42PM
Ugh. Right as I was reading this, I got assigned to my first Oculus. I didn't leave, and everything went smoothly up until Eregos (the part I didn't get to read). I barely survived, only to be finished off by stray trash whelps. and the best part, I was thrown out before I could get back to the chest (and the last triumph before my first piece of T9), therefore I did that godawful dungeon for nothing.
Don't think I'll be staying anymore even if there is a damn dragon. Skadi's blue proto is better looking anyway.
Darkspectrum Jan 11th 2010 10:11PM
You don't actually have to kill any of those blue drakes.
From Drakos's island you can fly at an angle towards the center ring. Then kill everything in the middle. When you get to the end go through the archway where the mobs were to the closest edge of the island with the constructs on it. Kill that one, fly back to the center ring and then do the same with the next wing.
For Varithos you fly back to the center ring and then goto the point closest between the center wing and his platform.
All without having to pull a single drake.
NecDW4 Jan 11th 2010 11:34PM
The fact that this place even NEEDS a guide makes me want to cry.
Farproc Jan 11th 2010 11:46PM
More explanation of the bronze drakes abilites is called for. In many groups the 'simple' advice to bronze riders is to channel rift, until 10 stacks appear, then nuke. But, from the text its rather obvious that rift does no damage itself. so if all 3 bronze are busy channeling the only source of damage is from the red and green drakes - which might not build up charges all that fast. the bronze drakes need to be on a rotation - or at least simply start the fight - where 1 is channeling to 10 stacks while the others dps, waiting (a second) for the others to start channeling, then nuking.
Farproc Jan 11th 2010 11:56PM
The other thing is, with many new groups I find it better to have 2 green drakes along. two timestops are enough... and if one of the healers gets overwhelmed or is struggling to learn their drake if this is the first time, the other healer can pick up the deficit.
The other thing that bugs me is some groups insistence that the tank takes red, the dps ambers and the healers the green.
Really it should work like this :- the *only* character stat that drives the abilities of the drakes is the average or total ilvl. Which means that the toon with the highest gear level should take red - and have a huge pool of health as a result. The next highest gear level should be in the green - to maximise healing - and the lowest 3 gear levels flying the dps.
bitssy Jan 12th 2010 1:54AM
Guess you guys at wowinsider heard my prayers-cause oculus is the only instance I have not done, because I never knew how and the thought of flying and fighting on a dragon terrified me. I am quite sure many players felt the same way. Thank you ever so much for the wonderful tutorial-easy to understand, wonderful maps, and the little video shows exactly what to look for. Thanks again, this is recommended viewing for everyone in my guild that wants to do this particular instance. I have highly recommened that they come here a couple of times a week for wonderful, insightful information on whichever class they decide to play. Lots of information. Good job!
Marvin Jan 12th 2010 6:42AM
Your flight path is non-optimal for the lower portion of the instance because your likely to have to kill numerous drakes to kill. Optimal path allows you to kill just 3-4 drake (often 1-2).
First you should take off from the place you got your drake and fly straight up and slightly inward to the inner ring. Clear that in a clockwise direction.
From the position of the 4th set of mobs on that ring, fly low and directly across to the circular platform.
Kill that set of mobs.
Get on Drake
Fly low (running along the platform to the edge helps prevent aggro of drakes overhead) back to and through the inner ring to the very middle of the instance
Turn left 60 degrees, flying back through the inner ring (not over it, through it) to the next platform.
Kill mobs, mount, fly back to middle (staying low)
Turn left 60 degrees, again, and kill the boss for this level.
Before dismounting, always double check that all members of the party are at the same location and that no drakes have been pulled.
This should complete the achievement with more than 3 minutes remaining.
Heather Jan 12th 2010 11:03AM
I cannot tell when the shock charges have "stacked" to 10
There seems to be no way for me to see Eregos' debuffs every time I've done the fight
Zhiva Jan 12th 2010 12:50PM
Update your unit frame addon.