Ouch! Not in the Eye! (Team Omega)


New Member
Hey Everyone,

Seeing as we've cleared Naxx 10, are progressing through Naxx 25, and even have some folks hitting Ulduar, I think it's time for a change in venues. Since Jason now has the key (and quest) perhaps we pay a visit to Malygos at the Eye of Eternity. iLvl 213 loot drops here and this is a pet/vehicle fight for Phase III. I'll post some fight strategy info below, but one of the BEST ways to get ready/prepared for this fight is by running The (ugh) Oculus or (better yet) by doing the daily quest Aces High - and earn some gold/Wyrmrest Accord rep while you are at it.

Here's some exhaustive (and long) fight strategy information I pulled from WoWHead:

Phase One

During Phase One, Malygos is tanked in the center of the room by one tank.
His attacks hit hard, but the attack speed is slow. He does arcane breaths for X damage.

Throughout the fight, power sparks come out of portals outside of the platform, they slowly move to Malygos, and if they hit him his next arcane breath does a VERY HIGH amount of damage, most likely one-shotting your tank. It's important that they are killed before they hit him. When the power sparks are killed, they drop a small aura on the ground that increases your damage done. The aura stacks, so if they all die in that same location, you can get very high hits off.

Trick: The sparks can be "pulled" to your DPS with Death Grip, so it advisable to have a pre-assigned stack location for your raid, and have a Death Knight pull the sparks to that spot. Once pulled they are rootable to keep them in place while you kill them.

Malygos also uses a cyclone ability that will pull the entire raid into the air and spin them around. He will not attack your tank during this ability, however power sparks will continue to move toward him, make sure you kill them if they are going to get too close to him. Once this ability ends, Malygos will be facing in a random direction and your tank will also be in a random location, so it is vital to move intelligently at this point before he is once again facing your tank, as his breath will one-shot any dps or healers unlucky enough to be in the wrong place.

Note: Once Malygos reaches 50%, he will slowly take off, however he remains targetable until he reaches his max height, so burn him as best you can while he is taking off.

Phase Two: Begins at 50%

Malygos himself is not targetable during this phase, it will end when the adds he spawns are all killed. However, he does continue to play a part in the encounter.

During this phase he drops anti-magic zones onto the ground the raid MUST stand inside of, it reduces magical damage taken by 50%. They shrink over time, so it's important that your raid moves to each new one he drops.

Throughout the phase, he will deep breath doing ~4k damage per second, unless you are standing inside of the anti-magic zone.

The way the fight works during this phase is there are NPCs riding around on disks in the room. There are two types of mobs, Lords and Scions. The Lords will move down onto the group, and need to be tanked (They will one-shot a non-tank). After they die, they drop a disk that a raid member can mount onto, which allows them to fly, to attack the Scions that do not come down to the ground. It is recommended to let melee take the first disks, then ranged. As those mobs die, they also drop disks, which allows the rest of your dps to get onto them. The Scions will continually cast Arcane Blast on random targets on the floor, which is mitigated by the anti-magic zones. While mounted on a disk, you will not take damage.

After all of the NPCs riding on the disks die, the players on the disks need to dismount as Phase 3 is about to begin.

Note: After all the Scions are dead, you will get a short burn period on Malygos before he breaks the floor. Use any DPS increase cooldowns that are available at this time, as you will not be able to use them once you mount your dragon. If executed well you can take an extra 5%-10% off his HP before you enter phase 3.

Phase Three:

Phase Three begins when all of the Scions die (the Lords should be killed first, so they must be killed as well). Malygos destroys the floor of the room, and the raid falls onto dragons.

The dragons use combo points and energy sort of like a rogue. The combo points are used for special finishing moves.

Warning : You are now entering an unclear phase's description, where things may be wrong, and not the correct strategy.

During this phase Malygos does - In Melee Range... Heavy Melee Attacks and Cleaves RangedA high damage ranged ability (The focusing mentioned below)

Your dragons have 6 abilities:

Flame Spike
Damaging fire attack causing 943-1057 fire damage and awarding 1 combo point at the cost of 10 energy.

Engulf in Flames
Finishing move which launches a blast of flame igniting target for 1500 fire damage every 3 seconds. The effect can stack and will last longer per combo point up to 22 seconds. Costs 50 energy.

A HoT that lasts for 10 seconds healing 500 per second and awarding 1 combo point at the cost of 10 energy.

Life Burst
Huge healing finishing move which increases the casters healing done by 50% and lasts longer per combo point. Max combo points award a 15k heal over 25 seconds. Costs 50 energy.

Name N/A
Increases your drake's flight speed by 500%.

Flame Shield
Finishing move to protect your drake. Shield surrounds you reducing all damage taken by 80% and lasting up to 6 seconds for max combo points. Costs 25 energy with a 30 second cooldown.

Though the strategy for this phase is still unclear, it is believed that each player should target themselves and stack up 5 revivifys granting 5 total combo points on themselves, and then they should use Life Burst. Before Revivify fades, the player should recast it on themselves, same deal with life burst, but switching targets clears the combo points, so you will need to cast 5 more heals on yourself then life burst before it fades.

In between keeping your Hots up you should be Flame Spike spamming malygos, after 5 combo points apply Engulf in Flames, then spam it more times.

Whenever he sets his "focus" to you, it's important that you have 5 combo points on him, and use your shield (hotkey 6). It is believed you can also use the sprint (hotkey 5) and outrange him before he begins channeling.

Note: Remember to save 25 energy at all times to use your shield. If you are at 0 energy and targeted, you may be killed before you regen enough to use your shield. This is important as threat seems strange for this portion of the encounter and you may be targeted at any time.
The End

Then you just burn him until the end of the fight, where Alexstrasza enters and finishes the battle. The loot for the fight comes from Alexstrasza's Gift, the fight rewards two badges.

The exit portal respawns, and you can fly over to it. But the floor of the instance does not respawn.
Phase 1: You can either kite him so that sparks are forced over center: Spark coming north, run him south etc. (And before a spark appears a worm-hole shows up, so you can see which direction the spark will come from and position accordingly) Or use a dk, druid with root, pally stun etc, to stack sparks. We did the latter, (Dkx2) but it took us many attempts to get it down. However, you do not want a lot of ppl dealing with sparks, as this is a timed fight and you need lots of dps on mal. If he does eat one, you can heal the tank through it. I'm guessing your healers/tank will have naxx 10/25 man gear. (We healed through it plenty of times, so it wasn't really the dmg on the tank, it was the lack of a spark to increase our dps that hurt us) Make sure you have some health buffs (kings/fort) for the cyclone and remember, you can dmg/heal/judge while in it. Ppl need like 18k health. One other thing, if your healers can spare the mana (and they should be able to, get them to dps also, once they have a good feel for the dmg on the tank and feel comfortable doing some dps) He does hit HARD and it takes some practice to do anything other than spam heal the tank.. We used 3 healers: 2 pally, 1 druid - 2 primary on tank, 1 on raid. But I hear it can be done with 2. I'd think with only 2 a priest would be very nice (Aoe heals and of course stam buff)

Phase 2: Healers need to be on their game as the caster scions hit hard. They can 2 shot some classes, so if you see someone lose 30=50% of thier health suddenly, get a fast heal on them as they might be about to take a second hit. (You can also spell reflect here)

Phase 3: be SURE and try to stay max range on mal while on the drakes. This puts you outside the range of some of his aoe dmg and gives you a much better perspective to avoid his lightning storm. I think we used the 11123 or 1123 dps rotation. (Combo point, Cp, fire dot, hot). In doing so, you can get 5 hots on yourself and easily self heal through his arcane, focused attack, without the shield. (However, getting 2 of these in a row is likely to kill you with out additional heals) We used 1 person to aoe heal on her drake.

Yup, 213 items both from the quest completed (From Sapph) and mal's drops.
This helps for the first Ulduar boss as Item lvl determines your health pool.
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