6/30/2023 0 Comments Unkilled bossIt is crucial that the tank who was swept not go in melee range, as Ouro will return to that warrior, and chances are that warrior will not be full health. Keep in mind, usually after a sweep, a tank will lose aggro and a new tank will be on Ouro's aggro list. Sweep: 1k-2.5k physical damage (with AOE knockback, often result in temporary switch aggro to ranged group and sandblast ranged group). It's flexible and allows him to move with the speed and grace of a much smaller creature. His skin is unnaturally thick, nearly impregnable. He is rumored to have been created by the Old God C'Thun himself as a mockery of life. Ouro the Great SandwormThe ancient Silithid Sand Worm, Ouro, is a being of legendary power. Location: Temple of Ahn'Qiraj in Silithus At that time, Priestly Fears, Frost Novas and the like delay the bugs long enough to kill Ouro.Īs an added bonus, the teleport NPC behind Skeram will teleport you directly to C'Thun's outer hall if Ouro is killed - very helpful as you return over and over to C'Thun while learning that encounter. They are more useful to the raid dealing with bugs than applying damage to Ouro until the 20% mark. Off tanks and rogues are on bug duty for the most part. If the tanks stay up, success is assured. All DPS should be burning has hard as possible. Titan flasks are highly recommended to learn the encounter as well. It is very very hard to keep a tank up without some sort of special aid during this phase. Ouro still sweeps so make sure you pop your ability BEFORE you Intercept in. Shield Wall, Last Stand, Lifegiving Gem, etc. If Ouro is not tanked during this phase he practically sprays boulders at the raid leading to a quick wipe.Īt the 20% mark the two tanks should employ their defensive tricks as they engage Ouro. ![]() He will also randomly target a raid member and hurl a boulder at them that does about 6000 points physical damage to plate wearers. He no longer submerges but will generate bugs every 20 seconds or so. We actually had him just submerge once in our last kill.Īt 20% health Ouro will enter a hard enrage. Ouro seems to submerge less if DPS on him is high. Nature Protection potions can be used during this time to ward off the damage that the burrowing bugs do and to keep folks topped off in case they get punted into the air when Ouro emerges. At that point everyone returns to the middle of the room in a loose formation awaiting his arrival. Spread out until there is about 12 to 15 seconds left before Ouro submerges. ![]() Immediately when Ouro submerges everyone bugs out for the outer walls. Submerges are the trickiest part of the encounter and take a little experience to learn. ![]() This will also help the healers who are trying to dance at maximum range to heal the main tank. Also, to apply Thunder Clap, the Warrior must move into the Ouro model or Thunder Clap will not apply due to range. When Intercepting in on Ouro on a tank transition, the Warrior must advance further after the Intercept stops to avoid submerges. Ouro will submerge if not engaged in about 3 seconds - not enough time for another off-tank to engage if needed. If you get bad timing and a Sand Blast right after a Sweep it will at the very least get the reserve tank killed as he Intercepts in at the very best cause Ouro to submerge because no one is tanking him. This is to stop Ouro from Sand Blasting the engaged tank and reserve tank at the same time. ![]() We Intercept from the direction of the main tank healer group and then rotate around 120 degrees to change Ouro's facing. The waiting tank must be on the ball and ready to Intercept when his partner is ejected. They will rotate as Ouro sweeps the engaged tank away. Use your two thickest tanks to tank Ouro. It is positively easy to avoid - CTRAID will warn you as will your countdown bar if you use Big Wigs. It is important that the fragile ranged DPS classes step out of Ouro's Sand Blast range as it cycles. Comment by 6775Do use the "peace symbol" or 120 degree strategy as outlined.
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