In this encounter you are fighting against 4 different bosses, or Trons if you will, that share the same health pool. You will only be fighting against 2 at a time. You start off with one. The energy bar on the active one drains and when it reaches 50 another construct activates.
Always switch immediately to the newest active construct. Switch pets switch everything. The old one puts up a shield and you should not break through it. We even had our tank stop his attacks .It’s not always called a shield, one has a barrier one has a shell, point is that it acts and looks like a shield. . If you do too much damage to that shield you will significantly empower that specific tron. He will be empowered till he reaches 0 energy and deactivates. Each specific tron gets empowered in a different way, Arcanotron one shots with his Arcane Anihilator, Magma does an improved mass aoe, Toxi puts a stacking dot, Electron has a better Chain Lightining. Point is, don’t dps after 50 energy. Best to call out target switches on vent.
Arcanotron drops a lovely blue vortex. You get 50% damage increase and mana regeneration. Stay in it, keep the boss out of it as he also gets damage increase if he sits in it. Just move the boss a bit so melees can stand in and the boss if out of it. Ranged and healers can come and join the party. The only time when staying in the blue puddle becomes questionable is when Electron is wondering around casting chain lighting.
Toxitron drops a toxic cloud. Targets in it take 50% more damage. Have your tank keep the boss in this cloud.
A challenge in this fight comes from Toxitron’s toxic bombs. He spawns these slimes close to him. They target raid members. When they reach their targets they detonate and kill them. Slow these adds by placing traps, stun them if possible. Run away from them if you are targeted. Ranged dps them as they spawn. Melees let them spawn and acquire their target, after that you can dps them down or switch back to boss.
Magmatron does a mass aoe that you have to heal through. He also targets a player with a re beam and seconds after , does massive damage in a cone, towards that player,. What we found that works best is to have ranged players stay still when targeted, and everyone else would move away from them. For melees, the one targeted goes to a side, towards the wall.
Electron does a chain lighting, jumps 3 times. He also places a debuff, lightning conductor. Move away from everyone else.
Arcanotron needs 2 dedicated interrupters for his arcane barrage type spell. Preferably the tank and an enhancement shaman that can also purge. Arcanotron needs to be purged or spellstealed so that he doesn’t end up one shotting with his arcane barrage. We kept our interrupetes on him even when he was below 50 energy. The shammy would not dps, he would only interrupt and purge.