User:Serillian/Shiron Brimshaper

Shiron Brimshaper is the third boss encounter inside the Uldris raid. He spends hours at his forge creating thousands of golems to fight in the approaching war. As a result, this fight consists of dealing with the forge master and his constructs.

Background
Across endless nights, the iron giant Shiron undergoes constant creation of golems to no end. He works tirelessly, preparing the facility for the future war and for any intruding travelers. Being under constant work, the forge master hardly has any time for rest as he must rush back to his forge to create more golems. Should any traveler venture into his Forge, they will soon regret that choice as Shiron is highly intolerant of interruptions.

Abilities
There are many golem adds that surround the forge. They are all inactive at first but over time Shiron activates them and sends them into one of two different forges. Shiron Brimshaper goes berserk after 9 minutes of combat.












 * 23,200,000 (10-man Normal)
 * 34,500,000 (10-man Heroic)
 * 58,000,000 (25-man Raid Finder)
 * 69,600,000 (25-man Normal)
 * 103,500,000 (25-man Heroic)
 * 103,500,000 (25-man Heroic)





Strategy
The boss has two forges behind him before the pull. They serve as the main mechanic of the fight. When the pull starts, move the boss to a corner so the raid has room to spread out and to deal with the adds. Start off healing through his Lightning Shock and switch tanks before the stacks get dangerously high. Having the boss tanked in a corner allows melee dps to run out far enough to avoid being killed by Electricity Nova which has a dangerous range of 20 yards. While running out, the melee should take care not to get too close to any other player as to prevent Chain Thunder from jumping among the raid. With Shiron in the corner, the raid has enough room to spread out to avoid Chain Thunder from hitting more than a single player.

Starting at the 30 second-mark and every 30 seconds afterwards, Shiron Brimshaper will activate a golem and order it into one of the two forges in the room (There is no particular order or pattern for which forge the golems will go into). The golem cannot be attacked while it is walking to the forge. Once it enters the forge, it will gain Frost-based or Fire-based abilities depending on the forge it walked into and starts attacking players while being vulnerable to attack in return. If it entered the Icy Forge, all Frost damage it takes is halved while Fire damage taken is doubled (vice versa for when it enters the Fiery Forge). The golem's physical damage is reduced significantly but it will begin to deal Frost damage through Frozen Blows (or Fire damage through Molten Strikes).

The Icy Golems will cast an Ice Bolt on someone which should be interrupted. The player tanking the golem alone is enough to keep it interrupted (the cast time is quick so having another player help interrupt will work). The Molten Golems will use a Lava Bomb on a raid member. This spell works like the Elementium Bolt from the Madness encounter in Dragon Soul. Players must quickly move away from the designated area before the bomb lands which inflicts damage based on distance from the impact point. Cooldowns may be necessary to survive the initial damage. The tank that is currently not tanking Shiron needs to tank these before they attack a healer. It is advised to bring them next to the boss so the moment they die, they can deal a high amount of damage to the boss through Frozen Destruction or Molten Destruction. However, all nearby players must clear the area before the golem dies as its AoE will kill them instantly.

Another important note: Each time the boss activates a Golem, he gains Brimshaper's Fury which increases his attack speed by 20%. This is sort of a soft enrage ability in that the longer the boss takes to die, the more golems he will activate and as a result, he begins to attack faster and faster to the point where he can kill his tank in a few seconds with just melee attacks. Also, in order to prevent Lightning Shock from stacking to high while the raid deals with the golems, the tanks obviously need to take turns tanking the golems so that one tank's stacks fall off while the other's are building up. However, by dragging the golems to the boss, that makes the Lightning Shock problem trivial by just having the tanks taunt the other's mob. One last thing to mention: Every 5th Golem activation causes Shiron to become Weary, which triples all damage he takes, including the Golems' Destruction abilities. To bring the boss down faster, wait until Shiron becomes exhausted and then kill the Golem within the 30 seconds of the Weary effect. The damage from the Destruction spells will take a good portion of health off the boss, bringing the raid closer to killing him each time it happens.

Shiron Brimshaper

 * Lightning Shock will proc off of Shiron's melee attacks instead of being a castable spell. This makes the debuff stack up faster.
 * Shiron's Chain Thunder will deal twice the damage whenever it jumps between players, making spreading out a top priority.
 * Shiron will end his Weary effect more earlier.

Wrath Iron Golem

 * Icy Golems gain a Glacier Orb ability that spawns an orb that will basically deal a significant amount of damage to the raid if it touches its target.
 * Molten Golems will periodically use Radiating Flame on the raid on a short cooldown that adds more healer pressure.

Quotes

 * Aggro
 * yell


 * Weary
 * yell


 * Weary Ends
 * yell


 * Activate Golem
 * yell
 * yell
 * yell


 * Frozen/Molten Destruction Hits Shiron
 * yell
 * yell


 * Player Killed
 * yell
 * yell
 * yell


 * Berserk
 * yell


 * Death
 * yell

Achievements

 * Uldris, Titan Facility - Defeat the boss of Uldris.
 * Heroic: Shiron Brimshaper - Defeat Shiron Brimshaper in Uldris on Heroic Difficulty.
 * Kicking A Giant While He's Down - Defeat Shiron Brimshaper on Normal or Heroic difficulty while he is affected by Weary.