TOC - Twin Val'kyr

Started by Grimnar, September 27, 2009, 10:29:57 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Grimnar

25-player abilities
 
Edyis Darkbane

  • Empowered Darkness ââ,¬â€ Increases damage dealt to Light targets by 100% for 20 sec.
  • Shield of Darkness ââ,¬â€ A Shield of Darkness that protects the sister from harm absorbing 700,000 (Hard mode 1,200,000) damage and prevents spell interruption for 15 sec.
  • Twin's Pact ââ,¬â€ The Twin's Pact heals for 20% (Hard mode 50%) of their total HP. 15 sec. cast. Begins cast after Shield of Darkness has been cast.
  • Dark Vortex ââ,¬â€ Eydis Darkbane beings to cast a powerful vortex of Dark. Channels for 5 seconds inflicting 5850 to 6150 damage every 1 sec for 5 sec. 8 second cast
  • Surge of Darkness ââ,¬â€ Pulsing a Surge of Darkness Inflicting 1500 damage every 2 sec to non-Dark enemies.
  • Unleashed Dark ââ,¬â€ The Concentrated Darkness releases its energies inflicting 12188 to 12812 Dark damage to enemies within 8 yards.
  • Twin Spike ââ,¬â€ The Twin Spike inflicts 100% weapon damage and increases damage taken by 20% for 15 sec or for 10 charges.
Fjola Lightbane

  • Empowered Light ââ,¬â€ Increases damage dealt to Dark targets by 100% for 20 sec.
  • Shield of Lights ââ,¬â€ A shield of light that protects the sister from harm absorbing 700,000 (Hard mode 1,200,000) damage and prevents spell interruption for 15 sec.
  • Twin's Pact ââ,¬â€ The Twin's Pact heals for 20% (Hard mode 50%) of their total HP. 15 sec. cast. Begins cast after Shield of Lights has been cast.
  • Light Vortex ââ,¬â€ Eydis Darkbane beings to cast a powerful vortex of Light. Channels for 5 seconds inflicting 5850 to 6150 damage every 1 sec for 5 sec. 8 second cast
  • Surge of Light ââ,¬â€ Pulsing a Surge of Light Inflicting 1500 damage every 2 sec to non-Light enemies.
  • Unleashed Light ââ,¬â€ The Light Ball releases its energies inflicting 12188 to 12812 Light damage to enemies within 8 yards.
  • Twin Spike ââ,¬â€ The Twin Spike inflicts 100% weapon damage and increases damage taken by 20% for 15 sec or for 10 charges.
25-man Strategy
 
As usual, the encounter is started by talking to the NPC. The Twins and four portals spawn - two portals near the twins, and two on the opposite side (near the NPC). If the whole raid stays close to the NPC, the Twins don't aggro, it's also safe to use the portals on the NPC side of the room. The four portals are the central element of the encounter. Using one of them gives the player either a light or a dark buff. This buff reduces opposite color damage taken, and increases damage done on opposite color targets.
The raid should be divided in two halves (both halves should have one tank, similar amounts of healers and be able to deal similar DPS). One half of the raid takes the light buff and sets up near Darkbane, the other half the dark buff and goes to Lightbane. The two Val'kyr should be tanked near the place where they spawn (on a same-color portal).
After the encounter is started, light and dark orbs start to move randomly around the room. When these orbs reach either boss (regardless of color), the boss receives an attack speed and damage buff. If they touch a same-color buffed player, the player receives a speed and damage boost. If they touch an opposite-color player, the player receives 7000 damage.
The Twins both have the same to main abilities: Vortex and Twin's Pact. If either Twin uses either of these abilities, the other half of the raid must change buff, wait until the effect is over, and then switch back to their original color.
If either boss casts Twin's Pact, that boss shields herself, and then begin a 15 second cast which heals the Twins for 20% of their maximum HP. In order to interrupt the cast, the shield must be removed (by damage), the damage dealers of the opposite side need to help to make it possible. When the shield is down, the cast can be interrupted.
When one boss casts Vortex (8 sec cast), the whole raid must be sure to have the same-color buff as the boss who's casting, else they take 30,000 damage when the cast time is over. When for example Darkbane begins casting Dark Vortex, the group assigned to her need to switch to Dark. After the Vortex is finished, the effected players should switch back to their original colors.
 
 

Otherwise, The Twins deal insignificant tank and raid damage. Thus players just need to focus on the following list:
  • If the other boss casts Twin's Pact, DPS her, switch back after Twin's Pact is interrupted
  • Switch color if your own boss casts Vortex, switch back after the cast is over
  • Hunt down orbs of your own color
  • Tank and Spank
When the Twin Val'kyr are defeated, everyone is ready to celebrate... until the floor of the coliseum collapses and drops players into the Icy Depths of Azjol-Nerub.
 
 
Quotes
Both bosses say the same thing at the same time.
 
 

Aggro:
  • In the name of our dark master. For the Lich King. You. Will. Die.
Casting Twin's Pact:
  • CHAOS!
Casting Dark Vortex:
  • Let the dark consume you!
Casting Light Vortex:
  • Let the light consume you!
Death:
I would say check this video as i liked it and shows you loads.
 
http://www.youtube.com/watch?v=PRg1xFeFQLg

Azunai

Ok, so after Faction Champions have been nerfed to oblivion (1 shot lol!) next up are the Valkyr Twins. Funny fight, was quite easy on 10man but 25 is a tad more tricky, mostly due to more orbs floating around and the shield having a bit more hp. Here's the TankSpot video as usual:

http://www.youtube.com/watch?v=jnq3ZduyHrk

Overview
2 mobs, 1 healthbar. Whatever damage you do to 1 of them is dealt to the other as well, like Twin Emperors in AQ40, for you oldtimers. One of the sisters is Dark, the other is Light. At the start of the fight, 4 portals will spawn at 4 corners of the area. Front left and back right will be Light, Front right and back left will be Dark. Clicking these portals gives you a buff called Light/Dark Essence.

Light Essence lets you deal extra damage to Dark targets but less damage to Light targets, and it reduces damage taken from Dark targets. It also allows you to pick up Light orbs.

Dark Essence lets you deal extra damage to Light targets but less damage to Dark targets, and it reduces damage taken from Light targets. It also allows you to pick up Dark orbs.

Tanks need to click the portal of the color opposite to the target they are tanking.
DPS need to click the portal of the color opposite to the target they are attacking.
Healers need to click one of the portals, it doesn't really matter but having half of the healers take Light and the other half take Dark helps.


Fight Mechanics
There are two major events taking place throughout the fight.

1) Orbs
Light and Dark Orbs will spawn at regular intervals from the outer walls of the arena and start floating around in straight lines towards opposite wall. They basically bounce around until touched by someone. The orb will then explode in a small radius and apply an effect to anyone caught within it:

If you touch an orb that is the same color as you, the orb grants you a buff that will stack. Once it hits 100, you get Empowered Light/Darkness and deal alot more damage. Absorbing orbs the same color as you can also trigger Surge of Light/Darkness which increases your movement speed for a short duration.

If you touch an orb that is of the opposite color as you, it deals a substantial ammount of damage to you and people close to you. From this follows:

The Light orbs need to be avoided by people who have Dark Essence and picked up by people who have Light Essence.
The Dark orbs need to be avoided by people who have Light Essence and picked up by people who have Dark Essence.

These orbs should primarily be avoided, secondly absorbed. DPS can benefit hugely from the buff, but don't go rushing towards that 1 orb of corresponding color if that means you're tagging 3 orbs of the opposite color along the way. The orbs move in a straight line so should not be too hard to avoid. One tip for avoiding them is to zoom out quite a bit and tilt your camera towards the floor. This way you can see them coming from all sides and should be able to avoid/grab them more easily.


2) Special Ability
The second event is the special ability. This one occurs every 45 seconds, can be one of two spells, cast by one of the two sisters. The abilities are the following:

A: A shield around the caster and an 8 second cast heal that heals for 20% health. If this ability is being cast, all the DPS needs to switch to the color opposite of the Sister that is casting the ability:

If the Light Sister is casting the heal, DPS switches to Dark.
If the Dark Sister is casting the heal, DPS switches to Light.

They need to pierce the shield within those 8 seconds, and then an interrupt needs to be cast to prevent the heal.


B: A raidwide damage surge that deals heavy damage over time. If this ability is being cast, everyone needs to switch to the color corresponding to the Sister that is casting the ability:

If the Light Sister is casting the surge, everyone switches to Light.
If the Dark Sister is casting the surge, everyone switches to Dark.


Notes and Tips
The thing that makes this fight challenging is people's ability to quickly assess if they need to change color or stay the same, and what target they need to attack. The ideal tool for this as always is Deadly Boss Mods. Normally I would say it doesn't matter which of the two you get, but in this case I prefer DBM because it next to telling you exactly what ability is cast by whom, it also tells you wether you need to switch or not in big letters. Furthermore it gives you a timer for the special ability (if it works that is :ranting2:) so you can start heading towards the opposite portal before the ability happens, in case you need to switch.

Second handy thing, for people who forget the color they have (and for pretty much tonnes of other situations, I don't know how I ever played this game without it) is Power Aura's. Set it up so that it gives you a purplish texture when you have dark essence, and a light-ish texture when you have Light essence. This way you don't have to look at your feet or debuff window to check, but it'll be visible on wherever your eyeballs are going the whole time.

Finally, one thing to note is that it's hard to call out what to do, because some people want to hear what target to attack, others which color to switch to, and some both. Confusion galore, so while we will try and call out as much as we can (generally the surge is the easiest ability, all we need to shout is "Everyone switch to "), get used to assessing what you need to do on your own. Again it's down to individual awareness of what's going on, and not relying on the raidleader's voice too much.
or Garrit, or Torgen. Also, Livestream.

JonnyAppleSeed

Like he said ..............

all we need to do is follow the above


 .... to make more effective .. reduce run time=better dps/healing .. stand next to an oposite portal incase you need to change

Healers ... we dont need to change for the shield only the surge(void) .. tho we can help....we need to pick up the orbs .. if dps has gone light to pop a dark poatal go pick up dark to help clear orbs .. then go back to you starting aura

its all about mixing it up ... for a healer we pick up what our dps cant so we dont all become the same aura


btw what was the door tactic ??
It is by caffeine alone I set my mind in motion. It is by the beans of Java that thoughts acquire speed, the hands acquire shakes, the shakes become a warning. It is by caffeine alone I set my mind in motion


Bellanie

Quote from: JonnyAppleSeed;290974btw what was the door tactic ??

:g::g::g:

what were you lot up to:blink:

gz to all who managed to 1 shot the faction champs!:yahoo::yahoo:
[SIGPIC]http://www.deadmen.co.uk/photopost/showphoto.php?photo=775[/SIGPIC]

Proud Pixie Since 2008! Bring the Pain!
Proud Member of F.A.G. - Fighting Against GearScore!

TeaLeaf

#4
Eluo started using a 4 camp approach but moved to a 2 camp approach for this fight now: tank/melee and ranged.   We found soaking on a two camp set up is very much easier and much more repeatable & controllable.

All ranged take light and attack dark
All melee take dark and attack light

Tanks drag the Twins together between the far portals and stand far side fo the boss to soak light to protect the melee whilst they tank.
Ranged stand about one third of the distance from the front portals towards the back portals and central in one group.

Soakers:
We run 4 soakers, but this is effectively 6 soakers as the 2 tanks protect melee against white from the far side.  
The 4 ranged soakers are:
2 light soakers left of melee and slightly closer to tanks than melee, and the corresponding position on the right to protect melee from light
2 dark soakers who cover the ranged (light) group's rear quarters.
We find trees to be absolutely the best soakers possible as it means no drop off in healing.  We also use a disc priest and a shadow priest/aff warlock in these roles dependent on group make up.

Healing
We run 2 shaman, 2 palas, 2 priests and a tree for this encounter.  It is essential that the palas and shaman get to stand stationary as much as possible, shaman in particular do some sick healing during this encounter (we've seen 8.5k-10k hps from resto shaman across this fight on heroic) due to the grouped up nature of things.
Palas cross beacon and the melee benefits from the splash healing.
Disc priests spot heals soakers.
Tree rolls on tanks, then looking to top off raid.
Shaman do raid.  One shaman prio melee camp, the other ranged camp.
During specials we heal more on the off-tank due to increased incoming damage.
Due to the simplistic nature of the group aura split (melee or ranged) it is easy for healers to assess which people that get the individual debuff will require more healing and which with less as you can see the colour of the debuff and know which aura colour they have.  ie ranged getting a light debuff will not require any additional healing, whereas a melee getting a light debuff will need healing (and vice versa).  Shaman in particular can riptide>chain heal via that cross-aura debuffed target.

Major tip for this fight:  [item]Flask of Lesser Resistance[/item]  <<
DPS
Dark blows CDs on Light shields
Light blows CDs on dark shields
Blow heroism on the second shield
DPS do not switch auras for shields, they nuke form their current aura.
We pre-debuff both Twins prior to specials so that if we need to nuke for a shield then the dps is maxxed immediately.   Assign some melee and ranged to ensure this is done for each speical.
Note that the final special abilities are predictable.  If you have had two shields you know the next two are surges.  If you have had a shield and two surges then you know which shield you will get and can switch dps to the Twin before the special ability hits etc.

Aura Switching
We only switch an aura for surge, nothing else, and then we remember to switch back immediately after and return to positions.  Ignore DBM warnings to switch colour if you get the individual debuff.
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

Azunai

#5
Quote from: TeaLeaf;290978Tanks drag the Twins together between the far portals and stand far side fo the boss to soak light to protect the melee whilst they tank.
Ranged stand about one third of the distance from the front portals towards the back portals and central in one group.

Soakers:
We run 4 soakers, but this is effectively 6 soakers as the 2 tanks protect melee against white from the far side.  
The 4 ranged soakers are:
2 light soakers left of melee and slightly closer to tanks than melee, and the corresponding position on the right to protect melee from light
2 dark soakers who cover the ranged (light) group's rear quarters.


Note that the final special abilities are predictable.  If you have had two shields you know the next two are surges.  If you have had a shield and two surges then you know which shield you will get and can switch dps to the Twin before the special ability hits etc.

Can you explain that positioning a bit better? I don't really get the soaker's places xD

And is it always like that? Never another surge of color X until the other abilities have all been? Like Freya adds, sort of?

Anyway thanks for the write up, should help us loads tuesday!
or Garrit, or Torgen. Also, Livestream.

TeaLeaf

With apologies for my Paint skills :blush:



Black= Dark portals
Grey = Light portals

Red = boss

Blue = tanks
Green = melee or ranged camps
Orange = soakers

The soakers are highly mobile, so if it helps: imagine the soakers each covering one sixth of the area of the encounter and forming a protective circle/elipse around the melee and ranged camps.  So the two orange soakers at the bottom of the picture cover the area behind and to the side of the ranged camps.  The tanks cover the area behind themselves (to wall) and to side.  The two middle soakers cover the area between the tanks and bottom two soakers.  The area in the middle itself does not really need covering as the orbs all spawn on the outside, however we do assign one melee to take responsiblity for anything that sneaks through into mid they will swing out and take the orb damage themselves as it is better to blow up on one person than the entire melee or ranged camps!

Hope this explains what we do.
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

Azunai

Grand, that's what I'm talking about :D Paint is mandatory tbh!

Very clear, thanks, we'll give it a try =)
or Garrit, or Torgen. Also, Livestream.

FatBob

#8
http://www.youtube.com/watch?v=3-3zshJ0YOA&feature=sub
Door Strat ! (least i hope it is i'm rubbish with the linky stuff)
-=[dMw]=-FatBob
" Mongo like Candy ..."

Bellanie

thanks for the link bob, did you try this last night?
[SIGPIC]http://www.deadmen.co.uk/photopost/showphoto.php?photo=775[/SIGPIC]

Proud Pixie Since 2008! Bring the Pain!
Proud Member of F.A.G. - Fighting Against GearScore!

Azunai

Quote from: FatBob;291007http://www.youtube.com/watch?v=3-3zshJ0YOA&feature=sub
Door Strat ! (least i hope it is i'm rubbish with the linky stuff)

I doubt that's going to work ^^

"Just let the other twin heal, it's no big deal"  last night proves it sorta is. Besides it relies alot on luck in getting the right abilities and our healers being able to heal their gonads off through Surges...

We should probably give TL's positions a little go before we try such desperate measures ^^
or Garrit, or Torgen. Also, Livestream.

FATAL

great 1st post ice hawk from being to the twin fight for the 1st time last night and now having an idea of wot the fights about i think we should take ice hawk advice / vid link tacs it makes sence to have them at the back portals so u can switch portals straight away without runing or tele porting to the other colour only when the special is finished after my 1st night there and watching this seems pretty easy no reson why they cant go down tuesday
 
p.s good to be back :flirty:
-=[dMw]=-FATAL

Fatdog

missed u and your uberness :) more locks ftw!