Nope he'll shoot the blast at the highest aggro whether in range or not. Its really an AoE ability, think of it more along the lines of "Ouro sandblasts in the direction of the player with the highest aggro". It doesn't matter if that guy actually gets hit by it or not. (In fact its much much better if they never do)
Thanks. In all the videos I see of ranged dodging, there's always one or two that get hit anyway. I didn't know if these guys were just slow, or possibly Ouro would choose a different target.
DOT and rot.
Travian: Phased Weasel, -144 | 61, Damascus.
We position our ranged such that they're all together, and hence almost all of them get sandblasted when Ouro sandblasts... Are you saying that we could predict who is goingto get sandblasted, and have everyone else run away from him(Or have him run away) ?
Sandblast can be controlled such that it will never hit anyone other than a tank.
What we do is set up in a Y formation, with two groups of at least two tanks and everyone else at the third spot. Call them tank groups 1,2 and everyone else at 3. If Ouro is being tanked by a tank in tank group 1 and a sweep goes out, the tanks in group 1 intercept back immediately after the sweep. They will be targeted by the sandblast and Ouro will turn to group 2. After the next sweep tanks in group 2 intercept back and eat the sandblast and a tank in group 1 resumes tanking. When done properly Ouro will never turn to 3 for a sandblast.
Sandblast can be controlled such that it will never hit anyone other than a tank. He is similar to Ragnaros in that if someone is in melee range he'll focus on them regardless of the threat of people out of range. When Ouro Sandblasts it is right after a sweep, knocking the tanks away. This explains why people usually see him turn at ranged dps and sandblast them.
What we do is set up in a Y formation, with two groups of at least two tanks and everyone else at the third spot. Call them tank groups 1,2 and everyone else at 3. If Ouro is being tanked by a tank in tank group 1 and a sweep goes out, the tanks in group 1 intercept back immediately after the sweep. They will be targeted by the sandblast and Ouro will turn to group 2. After the next sweep tanks in group 2 intercept back and eat the sandblast and a tank in group 1 resumes tanking. When done properly Ouro will never turn to 3 for a sandblast.
I'm going to have to disagree here. Ouro will sand blast whoever has the highest threat, regardless of if players are in melee range. Something we have been looking at on our past 2 kills is whether or not Ouro will still target and cast if the highest threat player is out of range. What I mean is, we moved to 90% of our ranged "dodging" the sand blast by getting out when the cooldown came up. The only problem with this was that it seemed that Ouro had a higher tendency to submerge (although it all could have just been coincidence -- like I said, only the past two kills). So instead what we do now is, every stays at max range until Ouro actually targets someone, and runs out while he is casting it, thus avoiding it.
Like I said, its only been the past two times and who the hell knows how this boss works anyways, so it could just all be coincidence.
EDIT: I may be misunderstanding what you are saying. I am taking it as, Ouro will never sand blast anyone besides a tank as long as there are tanks in melee range. I disagree with that completely. What you may have meant is, if you WANT to, you could probably do the fight with only tanks taking sand blast. I don't know though, that doesn't sound like a safe idea to me.
We position our ranged such that they're all together, and hence almost all of them get sandblasted when Ouro sandblasts... Are you saying that we could predict who is goingto get sandblasted, and have everyone else run away from him(Or have him run away) ?
Uh, yeah. This fight is like clockwork for us now.
Tank rotation.
Tank1
Tank2
Tank3
Ranged
If he's up for 3 minutes, just cycle the process and have your rogues vanish or go REALLY slow after the ranged eat their blast, because the rogues will almost certainly be in danger of overtaking the previously threat-wiped tanks, who are now franctically trying to build threat again.
We just have our hunters and warlocks DPS while trying to generate as much aggro as possible. We normally have one lock spam searing pain to do this. Once the timer for sandblast approaches, all ranged run back toward the healing camp about 10 yards back (they stand at max range to DPS of course), taking them out of range of the blast. Ouro will turn toward whoever had the highest aggro from the ranged and fire off a sandblast, which will land about 5-10 yards in front of the dps.
Edit - there is no need for ANYONE to EVER eat a sandblast in that fight. Once you alter for that strat, its a very simple fight.
We position our ranged such that they're all together, and hence almost all of them get sandblasted when Ouro sandblasts... Are you saying that we could predict who is goingto get sandblasted, and have everyone else run away from him(Or have him run away) ?
Uh, yeah. This fight is like clockwork for us now.
Tank rotation.
Tank1
Tank2
Tank3
Ranged
If he's up for 3 minutes, just cycle the process and have your rogues vanish or go REALLY slow after the ranged eat their blast, because the rogues will almost certainly be in danger of overtaking the previously threat-wiped tanks, who are now franctically trying to build threat again.
Why do you not simply have ranged eat blasts 1-4?
DOT and rot.
Travian: Phased Weasel, -144 | 61, Damascus.
Pretty much explains the whole fight, and like people said yes, any ranged that get hit by a sand blast were just slow if you're trying to use the outranging strategy.
Google video is the greatest research tool for raiding I've found on the internet ;)
Ordinarily, when the sand blast cooldown is up, he will stop meleeing whoever is in range, turn to the guy highest on the threat list and sand blast towards him. Sand Blast and Sweep are not connected in any way. Don't let anyone convince you they are. He won't always sweep and sand blast shortly after because they are on staggered cooldowns. He'll just use them when the cooldown is up. Sand Blast hits everyone within about 40-45 yards and in his front 180 degree arc, hence why people spread out in 120 degree arcs around him (the Y formation).
But, during the enrage he will prioritise melee combatants for sand blast over ranged ones.
If there's someone in melee range of him, he will choose the highest on the threat list in melee range of him and sand blast him i.e. he will shoot sand blast towards whoever is tanking him. If there is nobody in melee range of him, he will shoot the appropriate 'highest on the threat list' guy, whether ranged or melee.
This change to the Sand Blast targetting means you can bring all of your ranged DPS within range during the enrage and just beat the everloving piss out of him without having to duck in and out of range. On the other hand, it means that you can't throw a ton of melee in there to DPS him, unless they intend to face him away from the healers/casters. It also means, that during the enrage, you've gotta have a new tank in melee range PDQ when the tank gets swept away or else he might turn to the casters (who are now within sand blast range, trying to kill Ouro ASAP while getting beaten up by bugs and 'popcorn') and destroy them all with a single sand blast.
Nobody explained that to us when we did him and we probably wiped about 3 times trying to figure out why in the hell he wasn't aiming for me after I was staying in and pummeling his 'ass' with searing pain during the Enrage.
There's always free cheese in the mouse traps, but the mice there ain't happy.
I have a noobish Ouro question: Does anyone know if there's anything that can be done to avoid Ouro instagibs on re-emerge? Pretty much the only deaths we'll have before 20% will be when he pops up under someone, knocks them away, and then melees them in midair, killing them and leaving a floating corpse. When he pops up under me, I just go flying. I've never had him melee me. Is this just a weird glitch, or is it at all predictable? I hate having people die and ask me what they should be doing differently and having nothing to say except "Uh... hmm. Beats me."
I have a noobish Ouro question: Does anyone know if there's anything that can be done to avoid Ouro instagibs on re-emerge? Pretty much the only deaths we'll have before 20% will be when he pops up under someone, knocks them away, and then melees them in midair, killing them and leaving a floating corpse. When he pops up under me, I just go flying. I've never had him melee me. Is this just a weird glitch, or is it at all predictable? I hate having people die and ask me what they should be doing differently and having nothing to say except "Uh... hmm. Beats me."
Sounds like the kind of thing that used to happen with the Twin Emps before they changed it this patch. I would stay in close to Vek'nilash during the last few seconds before the teleport to get the initial aggro on Vek'lor when he appeared and on rare occasions 2 of the following 4 things would happen.
Immediately before the teleport either Vek'nilash would Uppercut me or a bug would spawn right next to me and whack me before a healer or someone else generated threat on it (its in combat with everybody when its enlarged so it'll just run for the first guy that does a heal, but until then it'll just whack the closest guy).
Immediately after the teleport Vek'lor would either Arcane Explosion for no good reason or smack me with his giant dildo.
Suffice to say that either of the 4 possible combinations often lead to an untimely death and there's not a damned thing you can do about it.
edit: vek'who?
There's always free cheese in the mouse traps, but the mice there ain't happy.
I have a noobish Ouro question: Does anyone know if there's anything that can be done to avoid Ouro instagibs on re-emerge? Pretty much the only deaths we'll have before 20% will be when he pops up under someone, knocks them away, and then melees them in midair, killing them and leaving a floating corpse. When he pops up under me, I just go flying. I've never had him melee me. Is this just a weird glitch, or is it at all predictable? I hate having people die and ask me what they should be doing differently and having nothing to say except "Uh... hmm. Beats me."
The only thing you can do in that situation is take advantage of it and get a drink. Or read a magazine, or something. It's like getting ruptured by a claw tentacle at the exact same moment as the person next to you gets hit by a green eye beam and you get smoked for amazing damaged.
in the setup where the ranged dps dodges the sandblasts the tanks dont generate any aggro right?
they are more or less dps'ing and keeping ouro up through intercepting after sweeps?
if both of this things are true the rogues also can dps in heavy nr gear so that they dont pull aggro and also wont eat sandblasts.
I think our only Ouro death last week was me. He resurfaced under me knocking me into the air across the room until I hit a wall and fell to the ground for another 2,000 damage. While I was in the air I heard someone say "Nuru bandage", I thought it was downright hilarious at the time.
I have a noobish Ouro question: Does anyone know if there's anything that can be done to avoid Ouro instagibs on re-emerge? Pretty much the only deaths we'll have before 20% will be when he pops up under someone, knocks them away, and then melees them in midair, killing them and leaving a floating corpse. When he pops up under me, I just go flying. I've never had him melee me. Is this just a weird glitch, or is it at all predictable? I hate having people die and ask me what they should be doing differently and having nothing to say except "Uh... hmm. Beats me."
I think the only reason he does this is that the angle at which you are knocked doesn't get you out of melee range, if possible I would suspect you need to not wind up in the near center as I think that knocks you more up then to the side. Now even if this is correct, figuring out where exactly he will pop and knowing where you would need to avoid in the few seconds you get seems impossible. In my experience it is rare enough that you can just chalk it up to unluckiness and not really care about it.
Its not absolutely essential that the warriors generate no threat, they just need to be lower on the threat list than the ranged and with a warlock spamming searing pain its pretty easy to accomplish.
If you have warriors and rogues that can control their aggro to the point where the ranged DPS is ALWAYS higher in threat than the tanks, and the rogues are ALWAYS below the tanks then yes, by all means, go for it. There's absolutely nothing stopping the melee going in during the enrage either, but its absolutely CRUCIAL that nobody in melee range has aggro but the tanks. If the warriors are facing Ouro away from the raid, but the rogues are behind ouro backstabbing during the enrage, pull aggro and he sand blasts, you just wiped (180 degree arc in front of him, remember?).
Oh, two other things, the whole threat list resets when Ouro comes back out of the ground and sand blast lowers your threat, so its a good idea to have a warlock quickly run in there, searing pain spam him and get in the new position before the first sand blast WITHOUT getting hit by the sand blast himself. I tried to be a hero a few times, stay in range of the sand blast and spam him with SP to ensure the first one came my way. However the SB knocked me so far down the list, and with nobody else spamming searing pain, that the healers caught aggro on the second one and consequently got bitchslapped.
There's always free cheese in the mouse traps, but the mice there ain't happy.
Considering Ouro's sandblast is a 45 degree radius, couldn't something like the following work:
MT at 12
Ranged DPS at 9 with OTs
Healers scattered between 9 and 6
Warlock or two spamming Searing Pain at 3
Seems like if done right you would always hit the Warlocks with Sandblast, though the deaggro could be a problem on future ones. In that case you could have a Warlock cycle in after the first gets hit by sandblast or such in the same manner you do with a tank transition. We've never tried it, but I'm curious about this approach.
I have a noobish Ouro question: Does anyone know if there's anything that can be done to avoid Ouro instagibs on re-emerge? Pretty much the only deaths we'll have before 20% will be when he pops up under someone, knocks them away, and then melees them in midair, killing them and leaving a floating corpse. When he pops up under me, I just go flying. I've never had him melee me. Is this just a weird glitch, or is it at all predictable? I hate having people die and ask me what they should be doing differently and having nothing to say except "Uh... hmm. Beats me."
On that note, can anyone explain why sometimes during phase 1 of Thaddius, right after a throw, Feugen or Stalagg will turn for a split second, one-round a rogue, and then go right back to the new tank? I realize that throw is dropping their threat, but this happened to me immediately following a vanish. I've also seen them target other people for a split second, then go right back to the new tank. It's like if their attack cycle lands at *precisely* the right moment, they'll splat that person. Is it because the tank is still in the air and doesn't have 130% threat of the people in range?
On that note, can anyone explain why sometimes during phase 1 of Thaddius, right after a throw, Feugen or Stalagg will turn for a split second, one-round a rogue, and then go right back to the new tank? I realize that throw is dropping their threat, but this happened to me immediately following a vanish. I've also seen them target other people for a split second, then go right back to the new tank. It's like if their attack cycle lands at *precisely* the right moment, they'll splat that person. Is it because the tank is still in the air and doesn't have 130% threat of the people in range?
I believe we've had rogues/warriors who weren't top DPS get killed when that happens. From what I've heard from rogues/warriors is that it happens when they resist the the warstomp.