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Scattered Shots: Hunting Magmaw and Omnotron

Every Monday and Thursday, WoW Insider brings you Scattered Shots for beast mastery, marksmanship and survival hunters. Frostheim of Warcraft Hunters Union uses logic and science (mixed with a few mugs of dwarven stout) to look deep into the hunter class. Mail your hunter questions to Frostheim.

By now, most hunters with the desire to raid are starting to explore the new Cataclysm raids and practice shooting bosses in the face, which means it's time for Scattered Shots to start talking about hunter-specific tips for raid bosses. We'll be starting with a couple of the easiest boss fights, Magmaw and the Omnotron Defense System. I was debating for a bit whether to include Argaloth in the first roundup, but as Dawn Moore said when we were discussing it, "Whatever. Argaloth isn't even a boss." And you know, that's kinda true.

As always with these hunter guides, this is not a strategy guide for these bosses. I am assuming you are already familiar with the general boss strategy. Instead, we're just focusing on hunter-specific tips that the general guides tragically skip over. If you want to learn the basic mechanics of the fights, you can check out the Magmaw strategy guide and the Omnotron Defense System strategy guide here on WoW Insider.

Join me after the cut as we get into just how the vast hunter toolbox can simplify these fights not just for you but for your whole raid -- and, as always, how to maximize your DPS!

Magmaw

Magmaw is one of the first bosses in Blackwing Descent and is likely the first boss that most raids will encounter. He's pretty straightforward and an easy encounter -- as long as you remember that killing the parasites is your top priority. Because killing the parasites means AoE, this is definitely a SV fight, even with the current PTR 4.0.6 changes. MM can definitely contribute more slowing with Concussive Barrage, but a single trap should be all that's needed with the beefy and consistent AoE of survival.

There are a couple of strategies out there for dealing with the Pillar of Flame and raid placement and movement. I think the easiest strategy is to let the hunter do all the work.

Our raid puts every single raid member into melee range of Magmaw except for me. With only one person at range, the Pillar of Flame will always spawn on that person. So I'm the only one at range; I can control exactly where the parasites spawn, and no one else needs to worry about moving except for a slight shuffle left or right when the floor smolders. With Disengage, hunters can move around the field quickly and efficiently, and we can leave out traps waiting right at the spawn point. While the movement might cost you a bit of DPS compared to the lucky guys who get to stand still, it's a net gain for the raid, which of course is the whole point.

A few specific pointers:
  • You might want to consider the major glyph Glyph of Ice Trap. The extra radius shouldn't really be necessary, but hey, it's a major glyph. Other than Glyph of Disengage, it can take some work to get any benefit from the major glyphs.
  • SV has two talent points up in the top two tiers of their tree that have no clear DPS option; we can put those wherever we want. For Magmaw, Point of No Escape is a good use for these points, since it boosts all our AoE damage, which is the key to success on this boss.
  • Entrapment is another possible option; however, do not use this if your raid has melee classes that melee the adds (some melee classes can do their AoE from range). If you root a mob, it will ignore aggro and just attack anyone within range. So Entrapment can cause unnecessary damage and parasite infections if you have people in melee range. If you don't have to worry about melee, then Entrapment is a good choice is your raid is struggling on the parasites, and Point of No Escape is better if you're killing them before they leave your trap radius.
  • Remember to use your Explosive Trap on the parasites. If you're running as SV, this means you'll have to be careful about using Black Arrow, which shares a cooldown with Explosive Trap. Time it so that you'll always have your Explosive Trap available for parasite phases.
  • As Survival (or BM), you should be able to keep your Serpent Sting up on Magmaw throughout the parasite phase. You'll have to use Cobra Shot to regen focus between Multi-Shots, so swap to Magmaw for the Cobra Shots to keep your sting up on him. MM doesn't really have this option, because it's not worth it to waste focus on Chimera Shot that would better be spent on a couple Multi-Shots.
  • Similarly, your Lock & Load will likely proc from your Explosive Trap. The Explosive Shots don't do much good against the parasites (which should all be doing down at about the same rate), and you can toss those over at Magmaw as well. Just don't let the target switching cost you any time, and always remember that Multi-Shot on the parasites is your top DPS priority.
  • Save your Rapid Fire and other long cooldowns for the exposed head phase. Toss Hunter's Mark up on the head and blow all cooldowns and go to town.
Again, Magmaw is a pretty easy fight and one that lets us use a lot of our tools. The fight is sufficiently easy, in fact, that you might be tempted to get sloppy in the pursuit of higher meter rankings. Control that impulse and remember that the first goal is always to do everything you can do for the raid. Don't assume someone else will finish off the adds and switch back to Magmaw early, for example.

Omnotron Defense System

The Omnotron Defense System is a much more involved fight. The fight isn't really harder than Magmaw, but there are so many different things going on in different possible combinations that the learning curve is a bit longer as everyone gets used to everything.

This fight is fairly spec-neutral, though BM is certainly hurt a bit by the constant target switching. If you're running BM on this fight, be sure your pet has the Dash or Dive pet talent (and Charge if possible) so that it can get into position for your next Kill Command as quickly as possible. Dash and Dive are also advisable for MM or SV hunters -- never forget the thousands of DPS your pet brings!

They key to this fight is situational awareness and remembering all of your basic hunter and basic raiding skills. The ability to switch targets on a dime, remember to reapply that Hunter's Mark, and to move all over the place without losing DPS is what will put you at the top of the meters. In particular, don't forget to aspect dance over into Aspect of the Fox any time you need to move. Even if you're just moving for 2 seconds, if you don't have an instant shot to fire, you may as well pop into fox to fire your Steady/Cobra during that move and pop back to Hawk once you can stop again.

As a hunter, you'll most likely be called upon to MD the third tron over to the first tank. Be sure to keep an eye on the activation timers, and make sure you have enough focus to launch a couple of damaging shots the instant it activates to keep it off of a healer.

A few specific pointers:
  • Magmatron's flamethrower can be entirely blocked with Deterrence. So if a confused raider kites the flamethrower at you (which, if my experience is any indication, will happen several times while learning the fight), you can always pop Deterrence to stay safe and save the healers from yet another spike damage burden.
  • Magmatron's Acquiring Target beam prior to the flamethrower can be cancelled entirely with Feign Death. When the red beam is on you, just FD. It won't target anyone else, and it won't go off. You just saved the healers some work!
  • Archatron's Power Generator is your very best friend. Of course you want to stand in these pools -- just make sure that you aren't losing DPS by getting there. Jump-Disengage into position, or use Aspect of the Fox to continue DPSing while moving.
  • Do not DPS Toxitron's Poison Soaked Shell unless your raid leader explicitly tells you to as part of your strategy. It's worded strangely, but yes, hunters do get the stacking DoT from shooting the shield.
  • During Poison Protocol, you should be able to DPS down all the slimes before your Serpent Sting drops off of Toxitron. If, however, it's going slowly, just toss a Cobra Shot (or Chimera Shot) on Toxitron to keep your Serpent Sting rolling. Remember to Concussive Shot the slimes every chance you get. I start shooting them the instant the first one spawns, but thereafter I prioritize the ones going after the healers and make sure I keep those ones slowed.
  • You will likely get two Rapid Fires in this fight (six for MM). You probably want to burn your first one on the pull (unless the first tron is Archatron, in which case you want to wait for Power Generator). Save your second cooldown usage for when you can stand in a Power Generator pool. MM will want to get as many Rapid Fires in Power Generation pools as possible, but remember, don't delay things so much that you get fewer Rapid Fires over the course of the fight. Better to use it without the combo than to lose it.
In general, this fight is just a matter of getting used to all the different mechanics of the different trons. Once you got it down, the fight is just a matter of habit, with a couple bursts of excitement (OMG Power Generator -- jump-disengage wheeee!).

Scattered Shots is dedicated to helping you learn everything it takes to be a hunter in Cataclysm. From leveling your hunter to optimizing for heroics to gearing up with pre-heroic loot and pre-raid loot, we've got you covered.

Filed under: Hunter, (Hunter) Scattered Shots

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