User:Serillian/The Iron Kings

The Iron Kings are a council of bosses that make up the eleventh boss within the Uldris raid. They are also the penultimate encounter in the raid. The Iron Kings consists of Heithron the Tactician, Saboteur Thymiron, and Maethrius the Stormborn. They do not share health on Normal and LFR difficulty. Health is shared only on Heroic difficulty. Their elite mode requires players to defeat them after destroying Maethrius' Thunder Forge which results in a gradual increase in raid damage that threatens to wipe the raid if the encounter takes too long.

Background
The leaders of Uldris are the revered Iron Kings. They are known as Heithron Quickstrike, Thymiron Stormfuse, and Maethrius Sparkwreath. They oversee the everyday activities of the Facility. With each King ruling an individual specialization of the Facility, Uldris becomes a heavily protected and well-prepared fortress for invaders. Recently, the Iron Kings have been busy in their quarters, tactically discussing where to deploy their troops as a means of preparing for the inevitability of the approaching storm.

Abilities
The Iron Kings of Uldris are a dangerous trio. They have waited for the opportunity to face off against the world's proclaimed champions. They will go berserk after 12 minutes. This timer reduces to 10 minutes on Heroic difficulty.


 * 3,940,000 (10-man Heroic)
 * 7,880,000 (25-man Heroic)
 * 3,940,000 (10-man Heroic)
 * 7,880,000 (25-man Heroic)
 * 7,880,000 (25-man Heroic)

Heithron the Tactician
The Tactician of Uldris, Heithron's skill alone has contributed to the Iron army being one of the most fearsome armies in existence. With his impeccable tactics and strategies, the Iron army has devastated countless enemies with little to no casualties at all. : Heithron's Storm Energy will deplete every 2 minutes. His Storm Energy depletes 2 seconds faster each time he recovers normally or from Rejuvenating Storm.









Saboteur Thymiron
The finest engineer and explosives expert of Uldris, Thymiron has seen to the creation of various machinations Uldris has to offer. These creations, such as the Iron Twins are prime examples of Thymiron's vast intellect and knowledge of machines. He has given his creations, even the littlest ones, that extra kick to make them all deadly guardians of Uldris. : Thymiron's Storm Energy will deplete 1 minute and 30 seconds into the encounter and every 90 seconds afterwards. His Storm Energy will deplete 2 seconds faster each time he recovers normally or from Rejuvenating Storm.









Maethrius the Stormborn
Overseer of the Storm Magi of Uldris, Maethrius controls the very source of electrical energies surging throughout the facility. He constantly powers his Thunder Forge to keep the energy surging around Uldris. Should the forge ever shut down, instability will increase through the facility and threaten the destruction of everything within Uldris. : Maethrius' Storm Energy will deplete every minute of the encounter. His Storm Energy will deplete 1 second faster each time he recovers normally or from Rejuvenating Storm.


 * 55,600,000 (10-man Normal)
 * 93,560,000 (10-man Heroic)
 * 139,000,000 (25-man Raid Finder)
 * 166,800,000 (25-man Normal)
 * 280,680,000 (25-man Heroic)
 * 166,800,000 (25-man Normal)
 * 280,680,000 (25-man Heroic)






 * {{abilities|Lightning Bomb| Maethrius conjures and hurls a lightning ball at a player's location. When the ball strikes, any player within 10 yards will suffer 350,000 (LFR: 175,000 /}: 700,000) Nature damage. 1 sec cast. 15 second cooldown.|type=important|type2=deadly|image=spell_nature_unrelentingstorm|}}



Strategy
As with several other "council" boss fights, controlling each boss in this encounter is key to surviving the fight. Heithron should be near the center of the room with Thymiron and Maethrius being tanked near the Thunder Forge as to prevent an unnecessary raid wipe for having Maethrius too far away from the forge for an extended amount of time.

All bosses have their own health pools on Normal and Raid Finder difficulty. Whenever a King reaches 1% health, an ability known as Rejuvenating Storm will occur which summons a Storm Ball above the weakened King. After 20 seconds, that King will be healed to full health and gain a +30% damage increase which will stack each time Rejuvenating Storm happens. To ensure this doesn't happen at all, all 3 Kings should be around the same health percentages so that they will go down at the same time.

Heithron the Tactician
Heithron the Tactician should be tanked near the center of the room to give room to avoid AoE attacks from the other two Kings. Heithron begins with permanent buff that stacks with each melee attack known as Strategic Assaults. This causes him to ignore 1% of all Armor per stack. This effect can be dangerous as he gains more and more stacks (all damage done by him is pure Physical damage). However, he will lose all stacks whenever he target falls below 50% health or if he is defeated himself (brought to 1% health).

He will occasionally assault the tank with Overwhelm. This inflicts a high amount of damage on the tank over a short period of time. This ability is survivable with constant heals. He'll eventually gain Evasive Actions, which grants him a stacking buff to his dodge and parry chance. All melee damage on him should cease (tank included) until the buff fades as to prevent any unwanted haste attacks triggering from parried attacks. This effect lasts for 12 seconds but will reset its duration of he gains another stack of the Evasive Actions buff. Take advantage of when this ability is not active and burn Heithron down as much as possible before he casts Evasive Actions again. However, with a ranged-heavy raid, DPS can continue on him; only Heithron's tank should cancel their autoattack to prevent parries. His last two abilities are related to one another. Lightning Escape causes Heithron to disappear for 8 seconds, preventing him from taking damage from DoTs.

Following the vanish, he'll appear next to a random raid member and use his Twinblade Strike which deals a great amount of damage (which only increases the high Strategic Assault stacks are) to them. The victim must use whatever defensive cooldown at their disposal to survive the attack. The victim of this attack must take care too not remain above 50% health after taking the damage, as Heithron will attack the same player again dealing the same damage. If matters couldn't be worse, if both Twinblade Strikes fail to damage below 50%, Heithron will cast Lightning Escape again which in turn allows for another player to be chosen by Twinblade Strike. The obvious way to prevent endless Twinblade Strikes (and causing Heithron to take the least amount of damage during the encounter) is to allow the first strike to bring the player below 50% before healing them back to full in order to survive the other attacks from the other Kings.

Saboteur Thymiron
Saboteur Thymiron will use his Fragmentation Bomb which is the cue for getting away from the targeted area. He will also Plant Explosives on the ground in front of him. After 5 seconds, the explosive deals a high amount of Fire damage to anyone nearby. No one is to be near the bomb's blast radius after it has been planted. Additionally, Thymiron will randomly detonate an explosive at will if there is an armed explosive armed. Again, no one should be near it when this Detonate Explosive ability is used.

Thymiron will also use his Shrapnel Strike abiity targeted at a random player's direction. The ability's cast time allows for anyone in the targeted vicinity to get away in time before the attack goes off. If anyone does get hit, they must be provided with enough healing to survive the DoT damage. He will also gain the Bragging Rights buff that increases his attack speed by 50% and causing him to use his abilities twice as often. This buff is quite dangerous and should be removed quickly by switching DPS targets to Thymiron (if he is currently being burned down beforehand, this buff will have a short duration). Be sure to watch out for his AoE attacks and move away from the bombs he planted as he will detonate them unexpectedly.

Maethrius the Stormborn
Maethrius is the final of the three Kings whose abilities can make or break the raid's attempt. He has a Thunder Forge that he powers up at the start of the fight which allows him to Empower his spells, making them much more deadlier. The Thunder Forge itself can also be attacked and destroyed but doing so causes it to emit Lightning Spark to the raid which increases in damage for the remainder of the fight. This ability can also affect the Kings which makes them deal increasing Nature damage per melee attack. For healer's sake, keep the Thunder Forge up (and thus allow Maethrius to Empower his abilities).

The Thunder Forge can only be attacked if Maethrius is connected to it. Keeping Maethrius connected to the Forge (keeping him within 30 yards) allows him to Empower his abilities. His Lightning Bolt goes from hitting only one target to striking many more players, increasing healer pressure. His Lightning Bomb will go from doing damage at a player's location to striking the selected player and all splitting the increased damage with all players within 20 yards. His last ability, Spark Shock goes from targeting only tanks to targeting healers too and draining mana from them if they are targeted. The stun will also last longer.

The raid must decide how often do they want to keep Maethrius empowered. Destroying the Forge bypasses this mechanic but in turn makes healer much harder. If Maethrius is going to be away from the Forge, it begins using Electric Instability dealing an increasing amount of Nature damage over time. If this effect persists for up to 45 seconds (25 for Heroic), the Forge will trigger Instability Blast, wiping the raid instantly. To counter this effect, rotate between keeping Maethrius connected and thus Empowered and disconnected and healing through the AoE damage.

This encounter is won when all three Kings are brought to 1% health and remain there for 5 seconds. Maethrius will be the toughest to deal with followed by Heithron and finally Thymiron.

Heroic Changes

 * The Iron Kings will share a single health pool but they each have a Storm Energy bar that depletes at different times. Upon depleting, the Rejuvenating Storms effect will happen on the weakened King(s).
 * Rejuvenating Storm will occur faster and grant a stronger damage buff.
 * To counter the Rejuvenating Storm effect, the Storm Ball that grants the effect can now be attacked by players in an attempt to destroy it before it heals its target.
 * Heithron will lose his Strategic Assaults buff if his Storm Energy runs out.
 * Saboteur Thymiron will plant more than one explosive each time he casts Plant Explosive and the amount of time he waits before detonating them is shorter.
 * Thymiron will also refresh his Bragging Rights buff faster if he deals damage to players and he requires more damage on him to remove it.
 * The timer before the Thunder Forge casts Instability Burst has been lowered, reducing the amount of time Maethrius is allowed to stay disconnected from his Forge.

Quotes

 * Intro
 * yell
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 * yell
 * yell
 * yell
 * yell
 * yell
 * yell


 * Aggro
 * yell
 * yell
 * yell


 * Lightning Escape
 * yell
 * yell


 * Bragging Rights
 * yell
 * yell
 * yell


 * yell


 * Disconnected from Thunder Forge
 * yell
 * bossemote


 * yell


 * Reconnected to Thunder Forge/Empowered
 * yell
 * yell
 * yell


 * Weakened
 * yell
 * yell
 * yell


 * Restored
 * yell
 * yell
 * yell


 * Player killed
 * yell
 * yell
 * yell


 * Berserk
 * yell
 * yell
 * yell


 * Death
 * yell
 * yell
 * yell

Achievements

 * achievementlong - Defeat the bosses of Uldris.
 * achievementlong - Successfully defeat the Iron Kings of Uldris on Heroic difficulty.
 * achievementlong - Defeat the Iron Kings of Uldris after destroying the Thunder Forge on Normal or Heroic difficulty.
 * achievementlong - Allow Rejuvenating Storm to heal and strengthen at least two members of the Iron Kings before defeating them on Normal or Heroic difficulty.