Damien 1,514 Report post Posted September 6, 2014 This thread is for comments about our Twin Ogron Strategy Guide. Quote Share this post Link to post Share on other sites
Eluccidate 0 Report post Posted September 27, 2014 Hello there! While testing this fight, and after a looooot of wipes and careful watch, I realized some things that might come in handy. 1.- The fire (Blaze) spawns from the blade of the weapons thrown by Phemos. 2.- Both weapons, now spawn around the big circle perimeter Taking both of these, I made/found a new (maybe not very new, but I've not seen anyone do it beside me) way to do the fight. This way works with pugs and guild raids Stack around the left side of the room, that way you'll have to deal only with the fire of one weapon & not both. Phemos should go to the left down side of the room when he is going to cast WW, then he should be back to the left top side of the room stacked with Pol. (very basic, but still helpful) Hope you guyz can try it :) Quote Share this post Link to post Share on other sites
Anrisacia 0 Report post Posted December 1, 2014 There's a bit of an issue I'm having with this guide. While the written guide says that Pol and Phemos have a shared health pool, it is stated in the video that they do not share health. Could there be some clarification on this? Quote Share this post Link to post Share on other sites
Krazyito 521 Report post Posted December 2, 2014 The written guide is usually more up to date than the video. From what I remember during testing, they did share health. Quote Share this post Link to post Share on other sites
Vlad 411 Report post Posted December 3, 2014 There's a bit of an issue I'm having with this guide. While the written guide says that Pol and Phemos have a shared health pool, it is stated in the video that they do not share health. Could there be some clarification on this? They didn't share health when I tested the fight. You can see that in the video, their health pools were independent from one another. But, later on they became shared, which I suppose was always the intention. As Krazy says, the written guide will always be more up to date than the video one, just because of how easy it is to update it. Quote Share this post Link to post Share on other sites
Guest Paradoxus Report post Posted December 4, 2014 Enrage timer is 9 minutes Quote Share this post Link to post Share on other sites
Guest Gusrim Report post Posted December 4, 2014 9 minutes hard enrage confirmed. Quote Share this post Link to post Share on other sites
Guest Qtzirl Report post Posted December 6, 2014 Enrage timer is 9 mins, hit it twice while we tested some new raiders that failed by standing in bad haha. Quote Share this post Link to post Share on other sites
Guest Reinos Report post Posted December 6, 2014 9 minute rage timer on normal. Quote Share this post Link to post Share on other sites
Vlad 411 Report post Posted December 7, 2014 Thanks, updating! Quote Share this post Link to post Share on other sites
Guest Kissy Report post Posted December 7, 2014 There is a confusion between the two bosses in the section 6.1. Strategy Overview : The boss that cast Whirlwind is Phemos Quote Share this post Link to post Share on other sites
Guest joe Report post Posted December 9, 2014 Whirlwind is embedded to warriors Whirlwind, not the boss ability Quote Share this post Link to post Share on other sites
Guest Leocomm Report post Posted December 13, 2014 Is there a fire pattern? I am noticing there might be a pattern to the fire. Quote Share this post Link to post Share on other sites
Vlad 411 Report post Posted December 16, 2014 There is a confusion between the two bosses in the section 6.1. Strategy Overview : The boss that cast Whirlwind is Phemos Whirlwind is embedded to warriors Whirlwind, not the boss ability Thanks guys, I'm fixing these right now. Quote Share this post Link to post Share on other sites
Guest Yosh Report post Posted December 19, 2014 7 min timer in mythic mode; Quote Share this post Link to post Share on other sites
Zagam 1,982 Report post Posted December 19, 2014 Can confirm, 7 minute enrage in Mythic. This DPS requirement is pretty steep. Quote Share this post Link to post Share on other sites
Guest Zababa Report post Posted December 22, 2014 On heroic the enrage is 8 minutes. You can check in our log (we killed 3 sec after enrage) http://www.worldoflogs.com/reports/e9t8x9kbrmwvwqvg/log/?s=9095&e=9578 Quote Share this post Link to post Share on other sites
Nexon 2 Report post Posted December 23, 2014 (edited) Someone understands the principle on which the Phemos throws axes? Edited December 23, 2014 by Nexon Quote Share this post Link to post Share on other sites
Ayu 5 Report post Posted January 5, 2015 I recommend watching this for understanding the fire: Quote Share this post Link to post Share on other sites
Kaedys 5 Report post Posted January 22, 2015 (edited) Mythic data seems to be off in this guide. One of the bosses at a time will have the "Arcane Twisted" buff, which is what empowers their abilities. This buff swaps between the two every 55 seconds throughout the fight (it starts on Phemos). While empowered, Phemos's Whirlwinds pull raid members in, but this occurs regardless of range, and the pull is roughly running speed even well outside the range of the whirlwind, so this is definitely something that the raid will have to anticipate and handle. Stampeding Roar and Aspect of the Fox are invaluable for these whirlwinds. The Arcane Charge clones always charge in a plus shape to Pol's actual charge. One charges in the exact opposite direction, and two more charge at precise 90-degree angles off Pol's charge. This makes it very easy to dodge the images, as you just have to be standing in one of the areas off of the plus sign pattern. The abilities that will be empowered are identical on every pull. For example, Phemos's first Whirlwind is always empowered, as are his last two before enrage.I may also be worth noting in the Mythic write-up that the enrage timer decrease from normal means that this is very much a DPS check, and that the massively increased damage from "Injured" means getting hit by a charge will very commonly result in death without a debuff-clearing effect like Ice Block or Hand of Protection. Edited January 22, 2015 by Kaedis Quote Share this post Link to post Share on other sites