We tried this with an LFG group on Monday night (myself and Moe) and there are 2 major problems I can see with the strategy:
1 - The Ogres are absolutely deadly when they are left to roam around, if you happen to be in mid air and one turns on you... it's game over. This is especially difficult for the relic runner, Moe died quite a lot between taking the relic and getting to the vessel because of Ogres.
2 - Again because the Ogres are allowed to roam, sometimes they tend to walk pretty far away from 'middle'. We had a lot of deaths where people didn't get back to the aura in time, you're talking a step or 2 outside the aura. Anybody who has done normal mode Oryx will tell you, the bombs are weird... sometimes they will detonate after 2 seconds and there's other times where they take considerably longer. It's when they take a little longer to detonate where the problems happen with people getting back in time.
We had 3 people in our group who had already beaten Oryx on hard using this strategy and they admitted themselves there's a certain element of luck in the strat and it appeared we had none on Monday because they said we were doing the strat perfectly it just wasn't happening for us.
There is another strat that I liked the look of, it takes a little more precision to pull off but it limits the randomness of the fight. 3 plate holders, 1 support, 1 knight watcher and 1 relic runner. You have your 3 plate holders and a relic runner as normal, your support and knight watcher are up top on the sisters platform opposite Oryx. The support focus solely on dpsing Ogres along with the plate holders and has easy access to all of them because of where he/she is positioned. The knight watcher's sole responsibility is taking out the knights as they spawn, they need to be pretty handy with a sniper rifle.
As long as the relic runner gets around in a timely manner and the knight watcher drops the knights quickly, the people on the plates and the support person should be in no danger.
Thoughts?