User:Serillian/Storm Lord Bruvyndir

Storm Lord Bruvyndir is the ninth boss encounter within the Uldris raid. He is surrounded by special storm generators that allows his Iron dwarf brethren to siphon its power to augment their strength. He personally watches over them and protects them from any harm. Loyal to the Iron Kings, he will do whatever is necessary to please them by eliminating any and all foes that approach his quarters.

Background
Under the order of the Iron Kings, Bruvyndir allows for the storing of storm generators within his chamber. Weekly, his Iron dwarf brethren absorb energy from the generators to bolster their strength. Bruvyndir spends day and night within the chambers, absorbing the energies of the generators himself as the Facility recently became under attack. At the request of Tyr, this storm lord grows in power by the minute, draining the generators as needed to help defend the Iron Stronghold from any intruders. With the lost of his storm-powered airship and the confirmation that the Stronghold is next to be invaded, Bruvyndir must contain the power of the storm generators within himself, preventing his enemies from claiming it as their own.

Abilities
Storm Lord Bruvyndir is surrounded by Storm Generators. He will occasionally siphon from them during the encounter. He will go berserk after 8 minutes.

Storm Generators

 * 19,630,000 (10-man Normal)
 * 27,480,000 (10-man Heroic)
 * 49,075,000 (25-man Raid Finder)
 * 58,890,000 (25-man Normal)
 * 82,440,000 (25-man Heroic)
 * 82,440,000 (25-man Heroic)



Storm Lord Bruvyndir
Storm Lord Bruvyndir starts off attacking with a two-handed mace.







Phase Two
Following the first Storm's Fury cast (75% health), Bruvyndir dismisses his mace and equips two one-handed axes. Storm Lord Bruvyndir retains his Lightning Siphon and Storm Beacon.





Phase Three
Following the second Storm's Fury cast (50% health), Bruvyndir dismisses his axes and calls down a powerful two-handed sword. He retains Lightning Siphon and Storm Beacon.





Phase Four
After the third Storm's Fury cast (25% health), Bruvyndir dismisses his sword and resorts to storm-powered fist weapons. He will no longer parry melee attacks. He retains his Lightning Siphon and Storm Beacon abilities.







Strategy
Storm Lord Bruvyndir's chamber contains 10 Storm Generators on all difficulties. Whenever Bruvyndir uses Lightning Siphon, one of the generators will be vulnerable to attack. Players must destroy the generator being siphon before the channel is complete. Bruvyndir will gain Lightning Fury on a successful channel which increases his damage by 200% and attack speed by 100%. This buff alone can and will causes tank deaths. All dps must go on the generator the moment the channel cast starts. When players destroy a Generator, it will cast Storm Discharge on all players until someone stands next to the destroyed generator. This will then grant that player a 100%+ damage increase by suffers 10% of their maximum health every 2 seconds.

Phase One
Bruvyndir's main attack ability in this phase is his Stormstrike which deals a hefty amount of damage and causes the tank to take inreased Nature damage for 20 seconds. This ability is on an 8-second cooldown so the debuff will almost always exist on the tank unless the OT taunts off. Bruvyndir will also cast Storm Beacon on his current tank. This causes melee attacks from the Storm Lord to trigger Wild Lightning that damages the closes player (namely the OT) for 75% of the damage suffered by the tank as Nature damage. In addition, each time Bruvyndir melees the tank, 1 extra player will be hit by the Wild Lightning proc. Up to 2 extra players will be hit by Wild Lightning. This calls for more healing as the main tank, the off-tank, and two other players (up to 4 players) will all be taking damage at the same time. If Bruvyndir has Lightning Fury, this ability will basically kill non-tanks real fast. However, Bruvyndir should never gain his Lightning Fury buff, especially if all players turn and focus the generator right away.

Phase Two
At 75% health, Bruvyndir begins a channel spell called Storm's Fury which damages all players that are within 5 yards of the target area (which is the player's location). The raid must keep moving to avoid damage until the spell is finished. Following this effect, Phase two begins where he will keep his Lightning Siphon and Storm Beacon. He no longer uses his Stormstrike ability, but replaces it with Lightning Assault and gains 1 extra ability called Thundering Axe Toss. This hits a random player and and temporarily disarms Bruvyndir while this ability's projectile travels to the target. This ability deals more damage the longer he remains in this Phase so he should be entering the next Phase only after a single Lightning Siphon this phase. Lightning Assault causes Bruvyndir to unleash a series of rapid attacks that is likely to kill a tank that attempts to take every hit from this ability. On top of the rapid attacks, Lightning Assault has a chance to deal extra Nature damage to the tank. This will contribute to offing the tank so in order to avoid death, a secondary tank needs to taunt Bruvyndir from a distance during the channel to have him run a distance towards the OT which takes some time off the channel ability by the time he reaches the OT. Once the channel finishes, the MT can take the boss back again and repeat the process when Lightning Assault is used.

Phase Three
At 50% health, Bruvyndir will use Storm's Fury once again and following this ability, he starts Phase Three. He loses his previous abilities but keeps his Lightning Siphon and Storm Beacon. He then gains two extra abilities. His first attack is the Thunder Strike which inflicts significant amount of damage on the tank and causes them to absorb up to 600k healing. At this point, the OT should taunt off as healers clear the debuff off the MT. When Thunder Strike goes out again, switch tanks and heal up to other tank. Rinse and Repeat for that ability. His second ability is Thundering Whirlwind. He will run from player to player while under the effects of this ability. Players must continuously move away from him if he comes near them while whirlwinding. He will continue to use Thundering Whirlwind for the remainder of this Phase. He will continue to use Storm Beacon so look out for the additional players that will end up taking massive damage while Storm Beacon is active.

Phase Four
At 25% health, Bruvyndir will use Storm's Fury one last time and starts Phase Four. He loses his previous abilities from Phase Three but keeps Lightning Siphon and Storm Beacon, both of which are still important abilities that need to be handled correctly. Bruvyndir will use Electric Flurry which deals damage to all players in front of him divided among all that it hits. Combined with Storm Beacon, this could prove to be a deadly ability but nothing some survival cooldowns can't handle. His next ability is Electric Fusion which increases his damage by 15% and haste by 5% every 10 seconds. This makes the last phase a DPS race, killing him before he gets to the point where his Electric Flurry and Storm Beacon combo will kill all 4 players (both tanks and 2 extra players). However, if dps is standing near destroyed generators, the Storm Discharge effect and Bloodlust/Heroism/Time Warp will greatly shorten the time spent in this Phase. He will continue to use Lightning Siphon so players must burn any remaining generator that is being siphoned from unless Bruvyndir is low enough to be kill during the channeling.

Heroic Changes

 * Stormstrike increases the Nature damage to 50%, up from 25%.
 * Bruvyndir's Storm Beacon ability will affect up the player closest to the current tank and up to 3/5 (10/25) additional players.
 * Lightning Siphon's channel timer is reduced to 25 seconds from 40 seconds.
 * Bruvyndir's Storm's Fury will summon a thunder bolt on every member of the raid instead of a certain number of players.
 * Storm Lord Bruvyndir's Thundering Whirlwind will randomly shoot out bolts of lightning for 150,000 Nature damage.
 * Bruvyndir gains the Arcing Storms ability in Phase Four. This destroys all remaining generators and inflict Nature damage to players for the remainder of the encounter. The damage increases for each non-siphoned generator.

Quotes

 * Intro
 * yell
 * yell


 * Aggro
 * yell


 * Storm Beacon
 * yell
 * yell


 * Lightning Siphon
 * bossemote


 * Generator Destroyed
 * yell
 * yell


 * Lightning Fury
 * yell


 * Storm's Fury/Phase Change
 * yell
 * yell
 * yell


 * Thundering Axe Toss
 * yell
 * yell


 * Thundering Whirlwind
 * yell
 * yell


 * Player Killed
 * yell
 * yell
 * yell
 * yell


 * Arcing Storms
 * yell


 * Berserk
 * yell


 * Death
 * yell

Achievements

 * Uldris, Titan Facility - Defeat the bosses of Uldris.
 * Heroic: Storm Lord Bruvyndir - Defeat Storm Lord Bruvyndir in Uldris on Heroic difficulty.
 * Fury of the Storm - Defeat Storm Lord Bruvyndir on Normal or Heroic difficulty without any member of the raid being struck by a thunder bolt from Bruvyndir's Storm's Fury ability.