Blood Pact: Warlocks in Blackwing Descent, part 1, page 2

Omnitron Defense System
Why on earth anyone would think that it's a grand idea to put a defense system to the side of their main gate where people could easily just walk past it and not even care that one exists is beyond me. Why players simply don't bring a battering ram or goblin bombs and blast open the front doors, I'll also never understand. I guess it's for the loots.
The basics The 'Tron Defense System consists of four different golems, each with their own set of abilities. In the essence of space, I won't list each of their abilities here, because it's frankly quite a few; instead, you can check up on all of them here. There should only ever be two golems active at any one time (technically three, as one is active for just a few seconds when the next one comes back online -- but that's whatever). A final note: They can be reset by running out of the room, so avoid that if things are going well, or use it if things go bad.
Each golem will become active upon reaching 100 energy. It will put up a nasty shield that protects it from all damage and does bad things if you attack it at 50 energy. Finally, it will deactivate once it reaches 0 energy. There is technically a small window of opportunity between the shield at 50 energy and the golem going down when you can re-apply DoTs; however, it's rather risky to do, so I would avoid it unless you are very comfortable with your timing skills.
The shields do proc off of DoT effects, so you want to make sure that none of these are up once the golem reaches 50 energy. Because of this, avoid recasting your DoTs around 65 or so energy in order to give them enough time to clear off naturally. Affliction warlocks can use Soul Swap in order to transfer their DoTs instead, which is a huge plus. Similarly, do not use Bane of Havoc on a boss, as it will trigger the shield as well. In fact, just avoid any ability which might accidentally hit a shielded golem.
Electron Spread out! Oh my, what a simplistic concept. Spread out to avoid Chain Lightning, and spread out from the player with Lightning Conductor (which is a non-issue anyway). Electron is the most simplistic of all the golems, because his abilities aren't new nor exciting. Just don't stand near people when he is active.
Toxitron The primary concern as a DPSer is to kill the Poison Bombs that spawn while also making sure that any that happen to be targeting you never touch you. Do not AoE the bombs down, as tempting as it may be to do so. They still deal damage upon being killed, and you don't want to accidentally gib someone who happens to be near one. You also don't want to accidentally hit one of the shielded bosses.
Avoid standing in the poison cloud, and go nuts on the golem that happens to be standing in it. Getting both a poison cloud and a damage-increasing zone is the perfect time to pop your cooldowns.
Magmatron There is nothing you can do to prevent the damage from his standard AoE ability. Using health stones, sparing points towards Nether Protection, or even using Drain Life if you happen to find yourself low can assist your healers in keeping you alive. You really shouldn't have to break your standard rotation in order to deal with this damage, but it can happen that you find yourself in a troubling spot, so just be prepared should you get unlucky.
If you happen to be picked by the targeting beam, then move out of the group as best you can. This can be difficult depending which other golems are currently active, but your raid should have a spot assigned for these players to go. Have your Demonic Teleport set there and be ready to use it at a moment's notice.
Depending on which other golems are active, you want to try and get into the swirly pools of awesome that are dropped down whenever you can. However, always give priority to your healers, especially late in the encounter. Even though the damage increase is amazing, the pool also restores a large amount of mana. For an undergeared group, having your healers be able to last longer is going to be the difference between a kill or a wipe, far more than the additional damage will.
Chimaeron
Always start with the hardest encounter first, ya? It makes the world that much better of a place. Of the three remaining encounters before Nefarion himself, Chimaeron is certainly the hardest. He's a tank skill check, a healing check, and a DPS check all rolled into one scaly ball of eat-your-face.
Phase 1 Pre-planning is everything for Chimaeron. Before the fight even begins, the entire raid should spread out into the groups that they are assigned, and each player should pick a specific spot. This is your spot! After phase 2, you will return to this spot and no other spot. Keeping players properly spread out is vitally important during this encounter, and everything is far easier to manage when everyone knows where exactly to go. Standard issue dropping of Demonic Teleport on your phase 1 spot is a requirement.
Your health will be low all throughout this encounter, but just as long as you remain above 10,000 health, you are never in any risk of actually dying. Always make sure that you are topped off, and be especially careful about using Life Tap. Health is everything on this encounter, and you never, ever want to drop below 10,000 or you will die. You simply cannot always rely upon your healers on this encounter to keep you alive; you are going to have to look after yourself some of the time.
Standard rotation applies, but take note of one caveat. You will occasionally be hit by a poison bolt that will leave a 4-second debuff that lowers your hit chance by 75%. Watch out for this debuff, and avoid using any of your cooldown-based abilities while it is active. Hold off on Haunt, Chaos Bolt, Conflag, etc., until it wears off. Waiting to use them is far less DPS wasted than having them miss.
Phase 2 When the heads start Feuding with each other, that is your cue to stack on top of the tanks as quickly as you can. During this phase, you need to have as much health as you possibly can. Anything that you can do to help yourself survive during this phase is essential to your survival.
You can continue with your standard rotation during this phase, but a vast majority of it is going to be wasted. The poison bolts still go out and you will be hit by them, meaning you won't reliably be able to hit with anything at that point. Given that you'll be missing most of the time anyway and the bigger issue is staying alive, it's far more practical to just spam Drain Life, especially if your group is struggling during this phase.
Once you have some gear and have downed the fight a few times, you might be able to get away with using a normal rotation instead, but keep in mind not to waste your "special" abilities when the debuff is up (which is for the majority of this phase anyway.)
After the heads stop biting at each other, get back to your spot ASAP.
Phase 3 Once the boss hits 20%, a debuff will go out that reduces healing by 99%. From this point on, the fight simply becomes a matter of racing against the clock to kill him before your entire raid is wiped out. As soon as this phase begins, there are a couple of things that you want to do.
- Do not Soulshatter right away! You will at some point get high on threat, but pulling at this point isn't the end of the world; in fact, it will probably happen at some point in time. Once you do get aggro, let the boss walk toward you a little bit, and then use Soulshatter. If you can wait until he hits you once, even better. One hit won't kill you, due to the robot buff; it always takes two hits.
- Run away from the spot where you were previously standing. Once Chimaeron does target you, you want to play the game of cat-and-mouse as long as you possibly can. Let him start walking toward you, then teleport away once he gets close. If you can spare a Soulburn for it so that you can continue to kite the boss around for a little while, even better, but don't bother with saving them specifically for that.






Reader Comments (Page 1 of 3)
bugmaster Jan 17th 2011 8:18PM
on magmaw i as a demo lock always just kite the parasites while in demon form with immolation aura and hellfire up, and using felstorm, not only is this an insane dps moment but it almost makes it soloable. a little slowing from the rest of the dps never hurts tho
Xayíde Jan 18th 2011 12:16PM
Right. Hellfire will actually only be dangerous come patch 4.0.6, when its radius won't be as large. Until then, you can be safely away from them and still affect them all with it.
You can always use your Infernal too to add even more to the insane damage.
Another tip to Destro locks is using Shadowfury to stall them a bit.
orlochavez Jan 17th 2011 8:24PM
Black-WING Descent, bro. Good article, tho.
Tyler Caraway Jan 17th 2011 10:20PM
Touche! It may just be that I am dead tired from working all day, but I cannot stop laughing at that.
wow Jan 17th 2011 8:46PM
Ok. Lets start from the top.
Magmaw. Felguard. Tanks. Adds.
Defense system shields do NOT proc of dots, and only Magmatrons shield procs of BoH.
The whole point of the new healing design is that healers mana == enrage timer. You want to get into the swirly pools of awesome, and use what ever CDs you have available. At. All. Times.
Not only does this restore mana, meaning less life taps, meaning less healer mana used, but it means that the boss will die sooner, meaning your just that much less likely to hit the healer mana enrage timer.
Chimaeron, watch your life taps, usually right after feud is the best time. Watch your HP, don't go below 10k hp.
wow Jan 17th 2011 8:56PM
To make sure I'm clear. New dots, refreshed dots WILL break shields. Dots left on will NOT break shields.
wow Jan 18th 2011 4:57AM
So why exactly are we down ranking my post?
Because I share a username with someone else? /clap
Tyler Caraway Jan 18th 2011 11:14AM
Magmaw -- You can try and have your Felguard tank the adds, and it is a great strategy for sure, but the viability of it really isn't there for every group. We tried it at first, as we also tried having a specific person kite the adds, but it can be difficult for any one person to actually hold aggro on all of them against certain classes.
Survival hunters, balance druids, and fire mages in particular can dish out a lot of AoE damage in comparison to other classes. Rather than relying on the adds -hopefully- being tanked by a pet, it is simply better to put your chips on controlling the adds and killing them all.
Tron -- I will concede the point of DoTs. If I am wrong, then I am wrong. That is what my guide has been operating under and what I have seen on a few other sites. Perhaps it was a bug during beta that was changed in-game but a few sites didn't pick it up; I don't know.
I won't complain about it either way, though, as this only makes my life easier when I go back in there later today. :)
As for pools, you want everyone in them that you can, this is true. But if you have to choose between having a small number of healers vs a small number of DPS in one due to Electron being up, then I would favor the healers over the DPS. It regenerates 1,000 mana every second. 10,000 mana for a healer will more than offset any DPS gain that you could get within the same 10 second time frame.
Note, however, I said to only do this if your healers -need- the mana. If healers don't need mana at that time, then you would put a DPS in there; but, honestly, that may or may not even be the warlock. If you can only have a few DPS in there, you want your highest DPS to go in. It differs from guild to guild and raid to raid who that is, however right now survival hunters are generally the highest ranged DPS so you would send them in first.
It can be argued that DoT classes generally get a higher benefit from such buffs, but it wouldn't make up for any innate DPS difference that exists between a DoT class and another class.
Xayíde Jan 18th 2011 11:39AM
I'm confused... Is there a cap to how many people can stand on the blue circle? Can't dps AND healers stand there together? *hoping this is not a noob question...*
wow Jan 18th 2011 1:15PM
Regarding pools; I would actually suggest warlocks and boomkins get priority for them.
Warlocks won't need to LT, healers benefit
Boomkins won't need to innervate themselves, extra innervates to go around, healers benefit.
I find the point about survival hunters out agroing the felguard in AE situations to be somewhat ironic, as they are the one class I wouldn't worry about, they have both MD and FD to use and abuse, to help your felguard. Perhaps if the hunter puts this job in the to hard basket they should go into the sit out basket.
Kiting adds is the other option, having a frost DK go into blood presence and then unleash several howling blasts works rather well as well, and also opens up options to use hellfire.
Have a look at a damage taken meter on magmaw, often the meters typically go felguard~demo locks > everyone else.
Theres a post on the warlock forums, http://us.battle.net/wow/en/forum/topic/1869415687, regarding the defense system, the general jist appears to be dots are fine (but on HM, beware of magmatron), havoc is fine (but not on HM).
orangedude Jan 17th 2011 8:51PM
Maybe Warlock writers always go missing because they're the emo class of WoW?
Baba Jan 18th 2011 4:02AM
News caster: In a horrifically violent attack yesterday, an inconsequentially insignificant *spit* MAGE called "orangedude" was cruelly disemboweled in front of a shocked /trade chat this morning. A group known only as the "WoW Insider Anti-Mage Division" have claimed responsibility.
musicchan Jan 17th 2011 8:54PM
Noooo, Tyler! Not you too! Who will write the moonkin article if you disappear into the Nether?
Tyler Caraway Jan 17th 2011 10:20PM
I shalt be disappearing any time soon...unless I'm kidnapped of course, which is somewhat plausible. The nether and I have this understanding, you see...
Abbadon Jan 18th 2011 10:03AM
???
Shalt = A second person singular present tense of shall.
By his own words, we can expect Tyler to go the way of our previous lock mentors... /sigh
Artu Jan 17th 2011 9:32PM
I think it's called "Demonology", not Warlockery.
Tyler Caraway Jan 17th 2011 10:19PM
Now that's just silly. Clearly warlockery.
Evil Midnight Lurker Jan 18th 2011 3:39AM
Warlockry, no e. This is the classic spelling.
Tiarnach Jan 17th 2011 9:10PM
So we got a dungeon strat instead of anything about 4.0.6 because........? Cuz seriously, though I grant you the article was well writ, aside from pointing out the obvious (I.e. empowered SoC is great on mobs, BoH is teh uber with adds, and don't immediately soulshatter ever), this really belongs with the strats, and we actually could very much use a patch changes analysis... things have changed since Zach wrote his weeks ago...
Tyler Caraway Jan 17th 2011 10:18PM
That is a fair a valid point sir; I shall ask if I should post-pone part two in order to hit up the PTR notes instead. Both are relevant, but I can understand how the PTR is more pressing.