Ozruk boss mechanics on heroic difficulty

Summary

I had argue with mage after Ozruk boss fight on heroic Stonecore where he was mad at me for using Tranquilizing Shot in order to remove Elementium Bulwark, claiming that Bulwark is there for spellcasters to reflect their own spells in order to remove Paralyze.

I always thought that paralyze get removed by Elementium Spike Shield even for spellcasters, and used Tranquil Shot to remove Bulwark for them so they can keep doing damage.

I’m aware that some spellcasters have some ability to steal/remove magic effect from the enemy, to my knowledge though, warlock need felhunter summoned, and balance druid does not have any ability to do so.

I would appreciate if someone more experienced would clarify, whether spellcasters require Bulwark to reflect their spells in order to remove Paralyze, or it does get removed by bleed from Spike Shield.

There are no comments on Wowhead about this for those abilities.

Edit: OK, I was not paying enough attention. My conclusion was from the in-game description which say:

Spikes erupt from Ozruk’s body for 10 sec. Any player who attacks Ozruk with a melee or ranged attack while he has the Elementium Spike Shield are inflicted with a bleed effect that deals 600 Arcane damage every second for 5 sec. This effect stacks up to 5 times, but may only be applied once per second.

It says both melee or ranged, but it does not say specifically that it’s only from physical attacks made against Ozruk, which is only described in the tooltip for the Elementium Spike Shield itself. Thus the mage was right.

Question still remains whether hunter should do remove the Bulwark, just give enough time for spellcasters to get the Paralyze removed, or always leave it for spellcasters to remove the Bulwark themselves. As I mentioned, not every spellcaster can remove magical effects from the enemy after all.

Melee or ranged attacks only count physical attacks, spellcasts do not trigger it.
If you remove it before I can cast SW:P on myself, you’re messing me up.

But if you monitor debuffs on casters in your group, feel free to remove it later.
But if you remove it early, casters can and will blame you :stuck_out_tongue:

Berny would remove it early to troll the raid.

Assuming the encounter is unchanged:

When the the bulwark is about to go up, all the casters incl the healer put a dot on the boss ( I used to save my Living Bomb specifically for this), once all dots have been applied and everyone gets unparalyzed the bulwark can then be purged (spellsteal, tranq shot, whatever…)

That said, iI’m 99% certain it doesn´t “need” to be purged at all and we used to just let it run it´s course back in the day. :beers:

Well, it’s not like I watch out specifically for it and use tranquil shot the very moment it pops up.
It’s usually after 3-4 seconds when my rotation allow me to fill in the tranquil shot. Question is whether that’s enough time for spellcasters to remove the Paralyze.

Also not all hunter’s ranged abilities are physical attack. Issue apparently is that I mistakenly thought that there are only two types of DPS classes/specs, and that is melee and ranged.
Still, I think that Dungeon Journal description should be more specific that it work only for physical damage to avoid confusion.

If you don’t mind stop doing damage for 10 second as spellcaster class, then I guess it does not need to be purged. I can however imagine some players maintaining their standard rotation and damaging themselves.

A wand damage will also trigger the dot on you. You just have to time it well. Also, it is enough if healer gets paralyse down and then he can dispel (almost) everyone else.

Anyways, paralyze/bulwark is not the issue of this fight. The boss constantly behaves weirdly on the ground slam / spikes. He should not turn after the tank. Basically the damage is unavdoiable (and should be avoidable).

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