I totally lied when I said I was going to stop posting about Oculus (ONE C. GOT IT? ONE FREAKING C.)
The thing is, that in spite of how many terribad comments I got, I also got some really great ones. And they really made me think. And then BBB posted about Oculus, and so did Leaf-Head and a bajillion others, and I thought to myself, there has just got to be a better way to deal with the Oculus/LFG debacle. So many people offered tips and encouragement and great responses in their comments, that I feel it would just be wasted if I didn’t put all that information together into an actually helpful post.
Seems there are several different problems for folks landing in Oculus for their random heroic.
A large portion of the Oculus instance requires you to be on a vehicle, and know the abilities of that vehicle. Many folks just don’t know or understand the abilities.
Some of us understand the drake abilities just fine tyvm, but we are really awful at flying, or handling the interface changes, etc.
Some of us are great at both, and more than happy to help out those who struggle, but people keep abandoning the group before even giving it a shot.
There are other issues that people have, but for most of those issues, I have no easy solution for you. Oculus is different than other heroics, partially because before ToC it was supposed to be one of the most difficult Heroics – you can’t just pile up mobs and AoE-zerg your way through it. For many, this makes it a lot more fun and interesting. For others, not so much.
For the moment, I’m going to skip problem 1 and come back to it. Let’s address the other problems first.
If you struggle with flying, like me, I will tell you what I do in Eye of Eternity (which is actually my favorite raid).
I ask who the most confident flyer in the group is, and then I tell them I am going to follow them. Create a quick macro that says /follow Superman, put it on a toolbar, and use it everytime you mount up. Ask the person you intend to follow to wait a few moments after mounting up before flying away, because there is a delay in the mounting/dismounting/follow mechanics. Hopefully they will be helpful and want you to not fail.
Secondly, put the drake item (drake essence) that calls your drake on your toolbar as well. This keeps you from having to dig through your bags every time you have to mount up, and saves some time and frustration.
Note that if you die, you will need to get another drake essence.
Also note that if you die, you can use your ground mount on the opening walk, and ride on over to the portal on the other side to get to the NPCs who will give you your drake essence.
And please also note that you can fall off the side of the walk into oblivion and die again. Why yes, I have in fact tested this. For informational purposes only, of course. >.>
If you are one of those people that has no problem with this instance, be a pal.
If you’re sick of people ditching as soon as they see it’s the Oculus, try writing a quick macro that says /p I know this instance, and if you do not, I will help you! Or something less cheesy. If I knew when I jumped in that there would be someone patient and willing to help, I would be much less likely to bail.
Recommend that people who struggle with the flying put you on /follow.
Recommend that people who struggle with targeting drakes to DPS make a macro that targets you, and then go after whatever you are targeting. (If someone who knows how to write a macro for this that can verify it works with drakes would post this in a comment, I would be very grateful)
Be prepared to give brief explanations of the drake abilities (see below).
In short? Be prepared to courageously lead – and that requires patience. Earn your Patient title solely from helping people through this instance.
The Drakes in Oculus
Now, back to that first problem.
For some strateeeeegery, try The Oculus Guide at World of Strats. The author politely requested that the article be linked to instead of copy and pasted, so please go there to read the strat. The drake abilities are also listed there.
Searing Wrath — Breathes a stream of fire at an enemy dragon, dealing 6800 to 9200 Fire damage and then jumping to additional dragons within 30 yards. Each jump increases the damage by 50%. Affects up to 5 total targets. Instant.
Evasive Aura — Allows the Ruby Drake to generate Evasive Charges when hit by hostile attacks and spells. Instant. Passive.
Evasive Maneuvers — Allows your drake to dodge all incoming attacks and spells. Requires Evasive Charges to use. Each attack or spell dodged while this ability is active burns one Evasive Charge. Lasts 30 sec. or until all charges are exhausted. Instant. 5 second cooldown.
Martyr — Redirect all harmful spells cast at friendly drakes to yourself for 10 sec. Instant. 10 second cooldown. This ability is only available during the final boss encounter.
Shock Lance — Deals 4822 to 5602 Arcane damage and detonates all Shock Charges on an enemy dragon. Damage is increased by 6525 for each detonated. Instant.
Stop Time — Halts the passage of time, freezing all enemy dragons in place for 10 sec. This attack applies 5 Shock Charges to each affected target. Instant. 1 minute cooldown
Temporal Rift — Channels a temporal rift on an enemy dragon for 10 sec. While trapped in the rift, all damage done to the target is increased by 100%. In addition, for every 15,000 damage done to a target affected by Temporal Rift, 1 Shock Charge is generated. Channeled. This ability is only available during the final boss encounter.
Leeching Poison — Poisons the enemy dragon, leeching 1300 to the caster every 2 sec. for 12 sec. Stacks up to 3 times. Instant.
Touch of Nightmare — Consumes 30% of the caster's max health to inflict 25,000 nature damage to an enemy dragon and reduce the damage it deals by 25% for 30 sec. Instant.
Dream Funnel — Transfers 5% of the caster's max health to a friendly drake every second for 10 seconds as long as the caster channels. Channeled. This ability is only available during the final boss encounter.
Try to remember that it is actually somewhat rude to abandon your fellow puggers when you see an instance that challenges your comfort level. If you're going to get a 15 minute debuff anyway, at least stick around for 15 minutes to see how it goes. Hopefully there will be at least one person in your group who is friendly enough and confident enough to help you with it if you are struggling.
If not, well, start a blog and begin writing about all your awful PuG experiences XD