First, thanks to all those that encouraged me to write cheat sheets for the raid encounters. Hopefully these will be as useful, if somewhat less concise.
Voss and I firmly believe that no encounter should be talked about for more than 10 minutes at a time, ever. Talk briefly, try it, learn, repeat. With the raid boss posts, I hope to give you enough information to get through the first ‘talk briefly.’
Also, as before, if you have suggestions, leave comments! Occasionally I run heroics as DPS just to see what other tanks are doing. I’m just as eager to see what other guilds are doing.
How to win
(in one paragraph)
This fight consists of 4 constructs, which rotate out such that you’re fighting 2 at any given time. On their own, each one is simple. You win by learning how to avoid or mitigate their individual abilities while adapting to different pairings.
Basic Instructions
- Only two constructs will be up at any given time. DPS must switch to new targets when they spawn (except when Arcanotron is active).
- Toxitron – Kill adds without letting them reach raid members. Don’t stand in poison clouds, but do position the active DPS target in them.
- Arcanotron – Interrupt his nuke. Pull him out of blue puddles. DPS/healers should stand in blue puddles. Spell steal/purge his 50% shield, and leave interrupters on him.
- Electron – Players with the lightning debuff should not stand near anyone. Spread out to mitigate chain lightning.
- Magmatron – Heal through raid damage. Run out of the Big Red Line. If you are the Big Red Line’s target, help out by pointing it somewhere convenient.
Continue reading for more specifics…
Detailed Instructions
Rotation
- Each construct has an energy bar which starts at 100% and slowly drops. For the sake of discussion, we’ll name the first one Adam.
- At 50% energy, Adam will put up a damage shield for 10 seconds, and Bob (the next construct) will activate with 100% energy. DPS should switch to Bob.
- At 0% energy, Adam will deactivate. A new construct, Charlie, will activate. Bob will cast his damage shield, forcing DPS to switch to Charlie.
- This cycle repeats until the end of the fight. You will always have two constructs up at a time – one being actively dps’d, and one being tanked.
- Pets must be manually redirected to new targets – otherwise they will break damage shields, which can wipe your raid.
Toxitron
- Drops poison clouds which increase damage taken. Position the DPS target in the clouds, and keep your raid out of the clouds.
- Spawns adds that chase people and explode on impact. Kill them before this happens. Players in melee range of Toxitron will not be targeted by the adds.
- His damage shield, when hit, gives you a stack of a dot, and increases your damage done. You can deliberately hit the shield if you want to, but it is not necessary.
Electron
- Causes one raid member to damage nearby raid members. Don’t stand near the afflicted person.
- Casts chain lightning. Spread out.
- Do not hit his damage shield, ever.
Magmatron
- Heal through his raid damage. Stand directly behind him for less damage (unconfirmed).
- He’ll target a raid member with a big red tracer beam – standing in the tracer is bad. The target and the raid should move accordingly. The target cannot avoid the damage, and will need extra heals.
- Do not hit his damage shield, ever.
Arcanotron
- Creates blue circles that buff you and restore mana – drag the construct out. DPS and healers should move in.
- Nukes random targets – interrupt Arcane Annihilator.
- Spell steal or purge his damage shield, and leave interrupters on him until he deactivates. This is the only exception to the target-switching cycle.

Couple of small notes and tips for improving raid dps:
They hotfixed the issue with tanks/melee being targeted by the slimes *if* they are within melee range of Toxitron when he spawns them. Probably worth noting that the second tank *is* an eligible target for the slimes.
Mages can stack Arcanotron’s stealable buff up to ?10? stacks (I should confirm the number with our mage) for a huge boost to their dps.
All of the boss shields expire after 10 seconds, after that both bosses can be attacked (they all share a health pool) This can be exploited by various classes and positioning just like any other fight with two targets can be. This can also be helpful if the “non-traditional” target can get moved into the gas cloud tossed out shortly before it powers down.
Thanks Gaia, useful stuff. I tend to omit optimizations like “cleave them when the shield drops after 10 seconds” just to keep the posts succinct… but that’s exactly the sort of thing to put in a comment.
I did edit in the bit about the melee and the slimes – ty.