The clever brothers Vek'nilash and Vek'lor are known as the Twin Emperors. They rule over the Qiraji from the sanctuary of their temple.
Attacks:
In this fight you have to fight both emperors at the same time. They are basically the polar opposites of each others. The Emperor with the sword(Vek'nilash) is magic immune and the other(Vek'lor) is melee immune. This means that the melee immune cannot be tanked in traditional ways. They have a Twin Teleport ability that happens every 30 seconds that makes them switch place with each others. It should also be mentioned that they have a heal ability called "Heal Brother" that heals them for 30000 health. It's 60 yards range so you have to keep them seperated.
There's also a ton of bugs that respawn fast when killed that either mutate, grow big and attacks you or just explodes you for 3k fire damage.
Twin Emperors
(http://www.deadmen.co.uk/images/TwinEmpsPic.jpg)
This is one of the most well-designed encounters in this game; everyone needs to be on their game and awake to exit as the winner, the slightest mistake will cause the raid to wipe.
Emperor Vek'nilash: Immune to all magical damage.
Uppercut: Random secondary target knockback,does approximately 2500-3500 damage.
Unbalancing strike: Massive melee attack, deals 4000-8000 damage.
Mutate Bug: Mutates a bug every 10-15sec causing it to go aggressive, and deal 1800% more damage per hit. Size increase by 400%.
Emperor Vek'lor: Immune to all physical damage.
Shadow bolt: 3000-4000 damage.
Blizzard: Random secondary target AoE spell. Slows the players in the area as well a damaging them for 1500-2500 damage every second during the period which the player is under the effect. Also suffers from delay to the event from the server reaching your game client quite frequently, causing the damage from Blizzard to be incurred well after you have left its radius.
Arcane Burst: Massive magical attack AoE. Proximity based, deals 3000 damage and knock-backs the targets in range.
Explode bug: Explodes a bug every 7-10sec causing 2500-3500 damage in a 10 yard area. Size increase by 200%.
Additional abilities:
Heal Brother: Whenever they get within 60 yards of one another, they will start healing each other for approximately 20k damage, instant cast.
Teleport twin: Every 30-40 seconds, the two twins will switch places.
Frenzy: After 15 minutes, the Emperors will go into frenzy mode dealing massive damage to the raid, if the frenzy is initiated the raid will die.
Qiraji Scarabs/Qiraji Scorpions:
Virulent Poison: Poison attack can be dispelled.
Positioning:
You are going to have to split up the raid in several forces. A melee squad consisting of all the rogues and offensive warriors you have, a caster team consisting of all your mages and warlocks, two heal squads (one for each tank) consisting of priests, druids and paladins / shamans.You will also need two additional tanks tanking in the middle with two hunters assisting them. The hunters' job is to pull any mutated bugs in the room to their corresponding tanks where the casters will finish them off.
As shown in the pictures, the casters stand on the top of platform, the melee squad will have to run back and forth between the emperors chasing Vek'nilash.
General Positons :-
(http://www.deadmen.co.uk/images/TwinEmpsSmaller.JPG)
The Pull:
At the start of the fight Emperor Vek'nilash will be on the right platform and Emperor Vek'lor will be on the left. The team that will start with Emperor Vek'lor will have two tanks. A warrior, and a warlock with Soul Link as the second. We estimate a warlock with Soul link and 8k HP should have 165 shadow resistance to be able to tank it, it is possible to do it without Soul Link but it is advisable that warlock should have 240+ shadow resistance.
The pull on both sides needs to be timed perfectly; a rushed start will wipe the raid. The team starting on Emperor Vek'lor will send in the warlock to initiate the pull. Since Vek'lor is a bit stubborn and refuses to move, hence the warlock's primary objective is to pull him at least half-way to the tanking position before the first switch comes in; once that side gets Vek'nilash and the warrior takes over it he will be far easier to move into position.
The warlock should initiate the encounter a second before the warrior on the other side by using deathcoil, searing pain and corruption to gain a bit more aggro.
The Warrior tanking Vek'nilash should have no problem at all dragging him down to his tanking position before the first switch is at hand.
Aggro management:
The hard part about this fight is that you need to get into the rhythm of the tank switching. We will try to explain to you how to do this, but it will require some practice to get this to work properly.
Both emperors react on proximity, meaning that the player closest to any off them will receive a huge amount of threat. This will work in your advantage when switching between warrior and warlock.
We will start by explaining the first tank switch after the initial pull:
Transition from Warlock to Warrior:
This is the easy switch, basically have your tank standing in front of the warlock placing him closest to Vek'lor, when the switch comes to Vek'nilash the proximity aggro will do its duty, if no one is closer to him other than the tank he will receive initial aggro and the transition is made.
Transition from Warrior to Warlock:
When the switch comes have the warlock stand between Vek'nilash’s legs. When the switch happens Vek'lor will be stunned for 2 seconds giving both the warrior and the warlock the necessary time to get away from him so that they don’t get the arcane burst. The reasoning behind the warlocks positioning is to make sure that the warlock is closer to Vek'nilash than the tank, so when the switch occurs the warlock will receive the proximity aggro.
Tanking Postions :-
(http://www.deadmen.co.uk/images/TwinEmpsTanking.jpg)
The reason why we have a warlock tanking in this fight is because the aggro is stable enough for the casters to crank up the damage a bit. But we have this on only one side because the casters on the platform need to clear out the mutated bugs as soon as they spawn, and when the warlock is not tanking the casters duty is to clear out any additional bugs that may spawn.
Of course having two warlocks tanking on each side will increase the damage dealt to them significantly.
However, the warrior that started off with Vek'nilash will need to keep aggro on his own on both the Emperors, his job is easier. Once he receives Vek'lor, the two second stun will give him enough time to run out of range of the arcane burst, but here too you have to make sure NO-ONE stands closer than that tank. Make your tank stand a few yards away from Vek'lor and spam Bloodrage, Shield Block and Battle Shout, this will generate enough aggro to keep Vek'lor’s attention. At this state no caster should be casting a single rank of spell on him since he will be very unstable and hard to handle. Once the switch has happened a couple of times, casters can put out 1-2 frost / shadow / fire casts maximum.
The melee squad:
The melee squad need to be on their game because they can cause a wipe easily. They need to make sure that the transition is complete; the aggro is stable enough before they even get close enough to do any damage.
Healing teams:
As far as healing goes we usually have two team consisting of two priests, two druids and a paladin / shaman in each team for the tanks, an additional two paladins / shamans to heal the warlock's voidwalker; in addition those players should be healing the tanks that are tanking the mutated bugs, they do mild damage that can easily be out-healed.
Because of the space created when tanking Vek'lor, the healing team should take a few steps back placing them almost in the middle of the room, that way they will be able to heal the tank/warlock and outrange the Blizzard.
As far as the Blizzard goes if it should hit you, try to get out of it as soon as possible, Frost protection potions are handy here, absorbing more damage than a heal pot and allowing you to bandage. Once Vek'nilash is back, retune to your original positions so that you may be in range of the warrior.
Final words:
Keep in mind you need to do this within 15 minutes - after that the twins will make a short story of your raid, to be precise 2 seconds until total annihilation. Stick to this guide, repeat the procedure and you should be able to kill them before that time.
SOG Key Notes:
Druids & Pallies should not heal until the MT has settled aggro (they seem really sensitive to your druid/pallie healing aggro at the pull).
Melee still need to watch for 'over aggro'. We need to do enough DPS each switch, but not so much as to draw aggro and die.
DPS Casters can cast one spell on Vek'lor per switch, casting allowed only when the '10 second to teleport' warning is announced (bugs remain the priority)
DPS casters can pull aggro if they cast 2 spell casts per switch for a while, but if the RL calls for it then a limited number of '2 spell' sides can happen to catch up with the DPS curve, ideally something like: 2 cast, 1 cast, 2 cast, 1 cast, 2 cast and then settle back into a 1 cast routine once the DPS deficit is caught up. Casters know when they have caught aggro as they will get hit for about 4k shadow damage as an entree followed by a main course of 4k shadow damage some 1 second later.
DPS Casters are split left and right on the steps. but after bugs run to Vek'lor's side to ensure they get a DPS cast on to him.
If you aggro the little bugs then run to the steps - for some reason from there you do not aggro other bugs and they can be AOE'd down.
Hunters must remember Aspect of the pack!
Whilst Vek'lor & Vek'nilash share the same health bar and health pool. DPSing Vek'lor increases the rate at which the shared health bar goes down and helps complete the fight within the 15 minutes required.
SOG RG1 use a Lock for the pull for the pull of Vek'lor, but after the first teleport let an MT take over so that you have tanks on both sides
Hunters must not use pets - pets are dumb and can pull aggro and wipe the raid (yep, it happened).
Everyone removes AOE proc weapons or armor and also remove all buttons from hot bar that provide an AOE efect (inc blade flurry!). That way you cannot accidentally click one of them from the keyboard.
SOG RG1 used Greater Frost Protection potions for everyone in the raid to absorb some of the blizzard damage.
We used Greater Shadow Protection & Greater Arcane Protection potions for the MT1-4 (prot spec).
MT1 & MT2 used a Flask of Titans (MTs 3 & 4 had one in bag for use if they needed to replace MT1 or 2).
Most of raid used brill mana or wizard oils, DPS pots and sharpening stones to ensure DPS sufficient.
Innervates were used twice on each priest if I recall correcly.