User:Serillian/Tyr

Watcher Tyr, or just Tyr, is the twelfth and final boss encounter within Uldris. There are several phases to this fight with each individual phase presenting some sort of a challenge. Added together this makes the fight against Tyr a long encounter. As the one in charge of Udris' creation, Tyr keeps a close eye on all wings of the facility, adding increased security wherever its needed. His Elite mode is associated with the three sub-boss phases before him: Players must complete the entire encounter on the first attempt without any raid deaths. The first and third phases of this encounter has mechanics that can easily kill a player or even wipe a raid if extra care isn't taken.

Background
The titanic watcher Tyr has been absent from the events of Ulduar and that of the Storm Peaks. His whereabouts are all but unknown to his allies. Emissaries have been sent from titan posts to learn of Tyr's location. Those forced to speak have given hints that the ancient Tyr has been overseeing the construction of a mighty fortress with similarities to the mighty Ulduar. Only difference is that Uldris the Titan Facility is not being created for the purpose of imprisoning an evil like that of Ulduar. It is being created for the purpose of war, to drive out the potential threat that looms over Azeroth. Now, with Uldris constructed and an massive Iron Army being created by the hour, the Sons of Iron threaten the very safety of the world they hope to defend. However, their only goal is to harvest as much resources as possible to prepare for the inevitability of the Legion's return.

Abilities
The encounter against Tyr consists of 5 Phases, each offering a challenge.

Phase One: Trial of Champion
Phase One of the Tyr encounter begins when Watcher Tyr commands a Champion of his to attack the players. This Phase ends when the vrykul champion is beaten.


 * 69,750,000 (10-man Normal)
 * 98,100,000 (10-man Heroic)
 * 174,375,000 (25-man Raid Finder)
 * 209,250,000 (25-man Normal)
 * 294,300,000 (25-man Heroic)
 * 294,300,000 (25-man Heroic)









Phase Two: Trial of Runes
With Kriegur Ironcarve defeated, Tyr calls to his titanic Runelord Jethryon. His defeat ends Phase Two.


 * 86,700,000 (10-man Normal)
 * 125,100,000 (10-man Heroic)
 * 216,750,000 (25-man Raid Finder)
 * 260,100,000 (25-man Normal)
 * 375,300,000 (25-man Heroic)
 * 375,300,000 (25-man Heroic)









Phase Three: Trial of Sentry
Following the defeat of Runelord Jethryon, Tyr activates his Titanreaver Sentries and orders them into battle. Two Sentries attack on 10-player Normal and Heroic difficulties. Three attack on Raid Finder difficulty. Four sentries attack on 25-player Normal and Heroic difficulties.


 * 38,745,000 (10-man Normal)
 * 137,800,000 (10-man Heroic)
 * 96,862,500 (25-man Raid Finder)
 * 116,235,000 (25-man Normal)
 * 413,400,000 (25-man Heroic)
 * 413,400,000 (25-man Heroic)






 * 1,766,400 (10-man Normal)
 * 3,882,000 (10-man Heroic)
 * 4,416,000 (25-man Raid Finder)
 * 5,299,200 (25-man Normal)
 * 11,646,000 (25-man Heroic)
 * 11,646,000 (25-man Heroic)



Phase Four: Watcher's Wrath
Upon witnessing the destruction of his Titanreaver Sentries, Watcher Tyr takes to the battle, leaping from his throne and engaging players. He goes berserk after 9 minutes. Afterwards, he begins to cast Cataclysmic Lightning Blast, inflicting massive damage to the raid, causing a wipe.











Phase Five: Final Judgement
Damaged to 50% health, Watcher Tyr begins to shatter his sanctum and give way for the crackling lightning surrounding Uldris. He retains all abilities from Phase Four.





Strategy
This is quite a long encounter but nonetheless, players must be ready to respond to any important events occurring during the fight. This fight can last well over 15 minutes.

Phase One
Phase One of the Tyr encounter has the raid deal with Watcher Tyr's champion Kriegur Ironcarve. This phase is somewhat of a DPS race: the more attacks he gets off, the harder he hits overall due to the effect of Champion's Fury. He will often cast his Ionized Blade ability that calls for stacking up to split the damage. Healers must keep up with the constant damage which lasts for 15 seconds. Cooldowns must be used to survive the damage when it is used later on as his Champion's Fury stacks are high.

Despite Ionized Blade being a deadly skill, Kriegur will also use his Iron Carve attack which is a basic whirlwind that promises death to anyone remaining in melee range for more than a second. Melee should move out before this attack goes off and Kriegur's target (the tank) should kite him away as usual. This boss will also gain the eventual enrage ability known as Rage of the Champion which dramatically increases his damage and attack speed. This coupled with high Champion's Fury stacks while under the effect of Ionized Blade can easily wipe a raid lacking proper cooldown usage. If Kriegur gains this effect while under 25% health (35% on Heroic and 15% on Raid Finder), the bonuses are doubled and remains in effect until he is defeated. That is the cue for the raid to burn Kriegur fast before he inevitably wipes the raid on the next Ionized Blade.

Phase Two
The next phase of this encounter has the raid go up against Runelord Jethryon. Defeating him ends this Phase. He begins by casting Rune Vortex which covers the entire room with several layers of runes. The center layer grants 100% increased damage and reflects 25% of all damage taken. The 2nd layer grants 30% less damage received and 20% extra haste. The third layer reduces damage and healing by 50%. The last layers cause a high amount of Nature damage which is not an option for players to stand in. Jethryon is also affected by the vortex so it would be best to keep him in the third rune so he inflicts less damage as he hits real hard with just his melee swings. As for the raid, position healers in the second layer for increased haste as well as tanks for the reduced damage taken portion. Melee dps may have to stay in this layer too since Jethryon has a small hitbox and ranged DPS can move into the center layer. Based on composition, players can be rearranged between layers that best fits the raid. Make sure Jethryon is away from the center layer at all times lest he kills his target.

Once the Rune Vortex positioning has been sorted out, the main thing DPS has to worry about is breaking his Barrier Shield in time which absorbs tons of damage. The DPS beneficial effects of the Rune Vortex clears up any problems one may have with breaking the shield in time. Breaking his Barrier Shield in time is imperative because it allows the raid to interrupt the followup cast of Burst Nova otherwise it can and will wipe the raid. Jethryon will also use the occasional Discharge attack which calls for a second tank's taunt. All in all, Jethryon is more simple than Kriegur so long as the raid can burst the shield down in time before Burst Nova goes off.

Phase Three
If the players managed to defeat Runelord Jethryon, they will go up against the Titanreaver Sentries, who numbers change based on raid size and difficulty. Two will appear on 10-man Normal and Heroic mode. Three will show up for Raid Finder and four will attack for 25-man Normal and Heroic mode.

For 25-man raids, both tanks can pick up the Titanreavers before they apply Rune Mark on healers and stick onto them until they die. Taunting them first ensures the tanks get the Rune Mark so DPS can go all out on them and burn them down without fear of pulling aggro. They will constantly apply extra stacks of Rune Mark which causes any Physical damage dealt to the their targets to inflict additional Nature damage per stack. These stacks cannot be removed until the Rune Marked targets die. The Titanreavers will also use Spark Strike that deals some Physical damage and extra Nature damage in a small radius around the target. This damage is easily healed but once Rune Mark stacks are over 10, it starts becoming a problem and it calls for cooldowns to survive the damage.

Each Titanreaver will summon a Lightning Orb that each selects a random player (never the same target) and fixates on them, moving to that player while dealing AoE damage in a big radius. The orb is to be destroyed so that it can turn into a pool of lightning that encourages players staying out of it. However, if the orb reaches its target, it explodes in a short radius damaging anyone nearby. Because of this, the orbs get priority over the Titanreavers so that all are defeated before the next batch of orbs are released.

One of the Titanreavers will also cast Overloading Energy on a certain number of players (1 on 10-man, 3 for LFR and 5 on 25-man Normal and Heroic). This causes those players to deal 100% more damage but they can only attack the boss that used the ability. Once the players are attacking the Titanreavers, they begin increasing in damage and size until they explode dealing lethal damage to nearby players and suffering some of the damage themselves. Due to this, the players about to blow up should spread out if they're ranged or take turns attacking the boss as melee (to allow for only one player explode at a time since the debuff lasts until an explosion occurs). For 10-man, only one player gets the debuff so it is much more forgiving to avoid the explosion (ranged moves out of raid while healers apply cooldowns to the attackable Sentry's tank due to the explosion's radius).

Phase Four
At the beginning of this phase, Watcher Tyr starts to attack the raid. Keep him in the center of the room and have the raid spread out on one side of the sanctum. Once this Phase starts, Tyr begins to apply a stacking buff called Gathering Storms which increases his Nature damage and stack speed per stack. He must defeated before this effect gains an unhealable amount of stacks. He will also use the powerful Storm Wreath attack quite often, calling for the usage of cooldowns to survive the damage as Gathering Storms reaches high stacks. Tyr will constantly use Thunder Hammer against random players, stunning them and dealing Nature damage (which ends up increasing in damage as the fight goes on). Afterwards, the hammer attempts to return to Tyr allowing him to pick it back up and enhances his damage output when he does. Fortunately, the raid can pick up the hammer before it reaches Tyr by standing in the way of the player who suffered the damage.

Once someone picks up the hammer, they gain the Hammer Strike ability, allowing them to deal damage and stun Tyr for 15 seconds. This prevents him to doing any further damage with his attacks. This also allows healers to catch up with the intense damage going out near the end of the fight once Gathering Storms has reached dangerous levels. Speaking of damage, Tyr will also perform a Thundering Arc in the direction of a random player in a wide cone. This will kill anyone struck by this so everyone must move out of the "bad" the moment it appears.

Tyr will also cast Lightning Barrier on the current tank, causing them absorb a lot of healing on them and increasing damage taken for 2 minutes. This is an opportunity for both the other tank to pick up Tyr and for healers to focus the absorbing tank to get rid of the debuff before Lightning Barrier goes off again. At high stacks of Gathering Storms, removing this shield will be imperative as Storm Wreath will also line up and cause a lot of damage on that tank.

Phase Five
When this Phase begins (at 50% health), Tyr will add more stress on the healers by casting Lightning Surge which applies a raid-wide aura attack. He will also keep all of his abilities from the previous phase. Additionally, he will take increased damage for the remainder of the encounter which should be the call for DPS cooldowns and Bloodlust to finish the fight before damage becomes unbearable for healers. For matters to be made worse, Tyr will also cast Electric Bolt that reduces healing taken on those affected, adding more stress as Tyr's Gathering Storms reaches high stacks which amplifies the damage of Lightning Surge and Storm Wreath (which are the main attacks healers must counter). At the start of Phase 4, Tyr enrages after 9 minutes however this isn't much of a worry since it's quite forgiving given that players can go all out on Tyr, especially during the final phase, hoping to beat him before the Gathering Storms stacks reach powerful raid-wiping levels.

Kriegur Ironcarve

 * Watcher Tyr will cast Lightning Cascade as Iron Carve is cast, preventing players from moving away in time as the attack is in process.

Runelord Jethryon

 * The Rune Vortex prevents those within it from targeting into and out of each other layer, making healing and dps'ing a bit more tougher.
 * Watcher Tyr will also agitate the Rune Vortex, causing random layers to explode via Vortex Overload. This forces players to move from layer to layer.
 * Burst Nova has a much shorter cast time, making it harder to break the Barrier Shield and interrupt the instant kill attack in time.
 * Runelord Jethryon will go berserk in 4 minutes the moment this phase starts. This makes him a DPS race.

Titanreaver Sentry

 * The radius from Lightning Orb's explosion is increased to hit everyone in the raid and it possesses raid-wiping damage. Additionally, Watcher Tyr will cause an orb to explode if any player is found near an orb that isn't the orb's target.
 * For every second player affected by Overloading Energy, Tyr will remove it and apply it to a Titanreaver, resulting in an explosion after it has performed ten melee attacks.

Watcher Tyr

 * Each time Tyr gains a stack of Gathering Storms, he deals AoE damage to the raid, increasing with the amount of stacks he has.
 * Being struck by Hammer Strike causes Tyr to take additional damage for the duration, allowing players to meet the "dps check" for the last two phases.
 * Any amount of healing absorbed by Lightning Barrier causes AoE damage equal to 25% of the amount absorbed.
 * Thundering Arc occurs faster.
 * Tyr's Electric Bolt cancels out much more healing, eventually leading to raid member deaths if the encounter takes too long.

Quotes

 * Intro
 * yell
 * yell
 * yell

Kriegur Ironcarve

 * Aggro
 * yell
 * yell


 * Iron Carve
 * yell
 * yell
 * yell


 * Lightning Cascade (Heroic)
 * yell
 * yell


 * Player Killed
 * yell
 * yell
 * yell


 * Raid Wipe
 * yell


 * Death
 * yell
 * yell

Runelord Jethryon

 * Aggro
 * yell
 * yell


 * Rune Vortex
 * yell


 * Vortex Overload (Heroic)
 * yell
 * bossemote


 * Burst Nova
 * yell
 * bossemote


 * Player Killed
 * yell
 * yell
 * yell


 * Raid Wipe
 * yell


 * Berserk (Heroic)
 * yell


 * Death
 * yell
 * yell

Titanreaver Sentry

 * Aggro
 * yell
 * bossemote


 * Lightning Orb
 * yell


 * Overloading Energy
 * bossemote


 * Player Killed
 * yell
 * yell
 * yell


 * Death
 * bossemote
 * yell

Watcher Tyr

 * Aggro
 * yell
 * bossemote
 * yell


 * Lightning Barrier
 * yell
 * yell


 * Storm Wreath
 * yell
 * yell


 * Player Killed
 * yell
 * yell
 * yell


 * Raid Wipe
 * yell


 * Defeat
 * emote
 * yell
 * yell
 * yell
 * emote
 * yell


 * Defeat continued (Heroic)
 * yell

Achievements

 * Heroic: Tyr - Emerge victorious against Tyr in Uldris on Heroic difficulty. Title Reward:  the Iron Champion
 * The Verdict Is In - Complete the Trials of the Tyr encounter on Normal or Heroic difficulty on the first try without any raid member deaths.
 * Hammer Time - Defeat Watcher Tyr in Uldris on Normal or Heroic difficulty after each raid member has performed a successful Hammer Strike on Tyr.