User:Serillian/Twin Golems

The Twin Golems, also known as the Iron Twins, are a 2-boss encounter that make up the first boss fight in Uldris. A Power-Balance meter mechanic becomes involved in this fight that encourages players to not focus on one of the golems for too long lest the other golem boss gains a significant damage boost.

Background
The Iron Twins, these golems protect the chamber at all costs. They defend any potential secrets from adventurers who wish to claim them for themselves. Their domination and prowess in battle proves to many unlucky enemies that these twins are a formidable force. They move and attack as one, making any attempt to combat them seem like suicide.

Abilities
The Twin Golems consists of two golem bosses: Rustcannon and Steelfist. They share health on all difficulties. A Power-Balance meter will be involved in this fight that determines which boss is increasing in strength. Both golems will go berserk after 10 minutes. This timer is reduced to 8 minutes on Heroic mode.



Rustcannon
Rustcannon uses an array of lightning and flame attacks to destroy his enemies.


 * {{abilities|Ball Lightning| Rustcannon conjures a massive ball of electricity and sends it to the location of a random enemy. Inflicts 650,000 (LFR: 325,000 /: 1,300,000) Nature damage to any player within 10 yards of the impact zone and electrifies the area for 40 seconds. Deals an additional 80,000 {LFR: 40,000 /: 160,000) Nature damage per sec. to any player standing in the area. 1.5 sec cast; 15 second-cooldown.|type=deadly|type2=important|image=ability_vehicle_electrocharge|}}


 * 787,800 (10-man)
 * 2,363,400 (25-man)
 * 787,800 (10-man)
 * 2,363,400 (25-man)


 * {{abilities|Flame Burst| Rustcannon releases a burst of fire from his cannon-like hands. Inflicts 88,000 (LFR: 44,000 /{{Alert|Heroic}}: 176,000) Fire damage per sec. to all enemies 30 yards in front of him. Lasts 8 seconds. Channeled; 35 second-cooldown.|type=tank|image=spell_frost_fireresistancetotem|}}


 * {{abilities|Magma Bolt| Rustcannon charges his cannon-hands with flames. Launches volleys of fire towards 2/6 (10/25) random players dealing 210,000 (LFR: 105,000 /{{Alert|Heroic}}: 420,000) Fire damage and burning them for 100% of the damage over 10 seconds. 2 sec cast; 30 second-cooldown.|type=healer|image=spell_shaman_lavaburst|}}

Steelfist
Steelfist assaults his enemies with an arsenal of powerful physical attacks to overpower his foes.


 * {{abilities|Smashing Arc| Steelfist strikes all enemies in a short arc in front of him, causing 167,000 {LFR: 83,500 /: 334,000) Physical damage. 15 second-cooldown.|type=tank|image=ability_warrior_decisivestrike|}}






 * {{abilities|Rune Punch| Steelfist strikes his target with a powerful punch, dealing 190,000 (LFR: 95,000 /{{Alert|Heroic}}: 380,000) Physical damage and applies a random Rune effect to the target for 10 seconds. 20 second-cooldown.|type=important|image=inv_misc_rune_14|}}
 * Damage taken increased by 30%.
 * Maximum health increased by 25%.
 * Armor reduced by 50%.
 * Threat generated reduced by 75%.
 * Time between melee attacks increased by 150%.
 * Ability and Spell cooldown reduced by 60%.



Strategy
All players need to be aware of the Power-Balance meter's condition and switch bosses accordingly. If too much damage is being dealt to one boss for too long, the other boss will gain a significant damage boost and as a result kill his tank in seconds. Fortunately these bosses share health so damage taken by the bosses remain the same regardless of which one is being attacked.

Start the pull with both tanks moving in at the same time. Keep Steelfist near the middle of the room at all times and have Rustcannon tanked about 15 yards away. Keep an eye out for Ball Lightning when it goes out and move away if you're targeted by it. It stays on the ground for quite a while so avoid running into it. If the Steelfist tank is targeted by this attack, he/she must move the boss quick away from the designated area or else Steelfist will gain Electrify, which doubles his attack speed and causes each melee attack to deal extra Nature damage. This can kill the tank if healing is too slow but if possible, use protective cooldowns to survive.

Shortly into the fight, Rustcannon will cast a deadly 5-second cast Thunder Nova which will basically one-shot anyone hit by it. The most obvious way of avoiding this is to run away when the cast time appears (or when the timer is almost up on any boss mods). Rustcannon will also use Flame Burst on anyone in front of him. Only the tank should be hit by this attack so make sure Rustcannon is faced away from the raid. Rustcannon's next damaging attack is the Magma Bolt. This attack hits several raid members for over 100k damage and applies a DoT that deals the same damage over 10 seconds. Players hit by this must be healed to avoid unneeded deaths. This ability is not that deadly if healers react to it fast when it goes out.

Steelfist will deal mostly if not all Physical damage if he does not get hit by Ball Lightning. His main attack that is on an ever-shortening cooldown is Smashing Arc which is a cleave attack that encourages facing Steelfist away as well. With each use of this attack, Steelfist attacks faster and reduces the cooldown on the cleave. This effectively increases tank damage as Steelfist begins attacking faster with the Smashing Arc attack being used more frequently. Eventually Steelfist will gain a dangerous enrage ability in the form of Runic Fury. This boosts his Physical damage by roughly 250% which grants almost all of his attacks the ability to one-shot their target. Fortunately, if Steelfist gets hit with a lightning attack (namely Ball Lightning and Thunder Nova), this effect is removed but gets reapplied 30 seconds later. When it does come back up, try to have Steelfist in one of the lightning fields left over by Ball Lightning to quickly get rid of the deadly enrage. Runic Fury can be delayed indefinitely by keeping Steelfist in the electricity fields left over by Ball Lightning.

Before removing Runic Fury, allow Steelfist to hit the tank atleast once. Doing so prevents the boss from triggering Overpowering Strike which will hit for a lot if the tank doesn't lose at least 25% of their max health within 5 hits. The Overpowering Strike damage itself is survivable with cooldowns, but the side effect reduces armor by a lot which will dangerously increase Steelfist's damage against the tank to point where the tank risks death. Steelfist's Smashing Arc, when it becomes spammable, can also help damage the tank below the required health. Be sure to heal the tank back up again when needed. If it does happen, backup cooldowns and spammed healing is needed. Rune Punch will go out and apply a random effect to the tank. Depending on the effect, more healing may be needed. Be sure to react correctly to the bosses' mechanics while responding to the Power-Balance and switching bosses when needed.

Rustcannon

 * Each Thunder Nova cast spawns Unstable Sparks that must be killed before they reach their target, which wipes the raid if they do.

Steelfist

 * Steelfist requires 3 failed attacks to trigger Overpowering Strike, down from 5 attacks.
 * Steelfist gains the Steel Charge ability that causes him to charge far away players and grant him the Runic Fury buff which now stacks.  It is possible for Steelfist to charge one player and then have another player 30 yards away, resulting in another charge. Steelfist may charge indefinitely and thus gain a lot of Runic Fury stacks.

Rustcannon

 * Aggro
 * yell


 * Thunder Nova
 * yell


 * Player Killed
 * yell
 * yell
 * yell


 * Berserk
 * yell


 * Death
 * yell

Steelfist

 * Aggro
 * yell


 * Runic Fury
 * yell


 * Player Killed
 * yell
 * yell
 * yell


 * Berserk
 * yell


 * Death
 * yell

Achievements

 * Uldris, Titan Facility - Defeat the bosses of Uldris.
 * Heroic: Twin Golems - Defeat the Twin Golems in Uldris on Heroic difficulty.
 * Shocking Experience - Defeat the Twin Golems in Uldris on Normal or Heroic difficulty while Steelfist is affected by Electrify.