Strategist: Twin Val'kyr
Long time no see! I know you haven't seen the Faction Champions guide yet - and frankly, I am not looking forward to it. My guild did fairly well this week (not a single wipe until Anub'arak, and even then only a few), but I am still not feeling confident enough to provide detailed description of that third encounter. Probably because it's so chaotic, you can't really grab a strategy and execute it every time by the letter, and expect it to work. So expect Anub'arak, and maybe even some Heroic notions before the Faction Champions. I also accept suggestions on my email (found in my profile) as to how to deal with them.
So for now, I give you the Twin Val'kyr -
Room Overview & Positioning
Here is how the room looks like - portals added.
You can see the gate where the bosses come from there on the upper side of the image. For purposes of this guide, I will refer to it as "up", the left side will be "left", and the right side - "right. When you actually enter the instance and look at the minimap, the gate is going to be on the western (left) side of the map, so my "left" is actually south, and my "right" - north. But don't bother with those. There is only "left" and "right" of the gate.
You want to split your DPS, tanks and healers equally between the two bosses. Yes, you could have all the DPS on one side, but doing so will be a game of luck (you will depend on the special abilities selection). Only two tanks are needed - one per boss. The bosses don't hit hard either - for about half of what a decently hitting raid boss (Vezax) would smack for, so healing the tanks shouldn't be an issue either.
When you split your raid and spawn the bosses (they don't engage unless you intentionally pull them), have your left group click the Light portal down there, and the right group - the Dark one. Healers can grab the opposite color of their group - it'll make Vortexes easier (i.e. left healers get Dark Essence, right healers get Light). When everybody is done have your tanks run up and tank the bosses by the two portals in the upper side of the room (the two closer to the gate). Melee DPS should surround the boss they are attacking, and casters should spread out, staying on their side of the room. That's for positioning...
So you have your raid split in two similar halves. The bosses are present, you've gained your Essence (Light - left, Dark - right) and you are ready to begin.
Most of the fight is going to be just tank 'n' spank.
is hardly anything to fret over, even though the Val'kyr don't shy off using it. And for the majority of the fight, that's all the Twins will do. When things get trickier is when they decide to use a special ability. Apparently there is a shared cooldown on their abilities, which will be used approximately once every 45 seconds. This means you may get 45 seconds between two special abilities, you might get 50, but it will always be around those numbers. And here are the two special abilities either boss can cast:
Shield + Twin Pact
: First the caster will shield herself with a shield of the same color as her essence. The shield will absorb finite amount of damage and prevent interruption. And the reason you want to burst it and interrupt the boss is because she will cast a 15-second
, which will heal the bosses for 20% of their maximum combined health. The way you deal with it, is by having
all the DPS
switch to the shielded Val'kyr... kind of. The DPS on the non-shielded boss will have to change their essence by clicking the portal right next to their Val'kyr, and then running over to the shielded one and helping. Everybody who can interrupt should be ready to do so as soon as the shield goes down. Tanks and Healers need not do anything, and the DPS who were on the shielded boss originally don't need to do anything either - other than keep on DPSing that is. After the Shield is down, the people that switched sides should click on the portal next to the Val'kyr that was just shielded so they can regain their original Essence, and then go back to their starting boss.
: Vortex is somewhat easier to handle than Twin Pact. I guess because you need to react if your boss does something (as opposed to tracking what the other boss is doing, which is the case with Twin Pact). Regardless, here's what he spell does: the boss will initiate an 8-second cast of Vortex of the same color as the boss' essence (Light Vortex for Fjola on the right, Dark Vortex for Eydis on the left). After the 8 seconds, she will channel a pulsing AoE for 5 seconds, inflicting quite a bit of damage every second... to targets of the opposite color. So Fjola will hurt Dark Essenced people, and Eydis will hurt Light ones. The solution to this - if your Val'kyr casts Vortex, click the portal next to her, so you can change essence, and then run back to the essence portal you grabbed your original color at. Or run to the other boss, but I doubt that'll change anything, as far as DPS goes. So change color, run back and be ready to gain your original color as soon as the 5 pulses are gone. You will not take damage if you do this properly, and you will gain ~40 stacks of
So here is a shorter version, for quick remembering, macros and raid tips:
Your Val'kyr: Shield - Proceed normally, be ready to interrupt.
Your Val'kyr: Vortex - Change color, run back, get ready to change color again as soon as Vortex pulses are gone.
Other Val'kyr: Shield - Change color, run over and DPS her, being ready to interrupt. Don't forget to change color again before you go back to your side.
Other Val'kyr: Vortex - Proceed normally.
This being said, there is one more thing you can keep in mind in order to optimize your performance. The Twins will go through a full "cycle" of all four abilities before they start repeating. That is, if you see Light Shield, Dark Shield, and Dark Vortex, you know
that the last spell in the cycle is going to be Light Vortex. You can have your DPS switch charges beforehand and use Bloodlust/Heroism, since nobody (maybe other than some tanks and healers) will be switching colors during that last spell (you know, since you will already be the right color).
The special abilities are the biggest thing about the fight, but there are a few other that you need to keep an eye for. The Twins have a raid-wide aura that damages people of the opposite color - so your raid will be taking damage every few seconds. The other thing is the floating balls of concentrated energy, floating in the room. People who collect spheres of the same color as theirs will get a Powering Up buff (that has no effect by itself), while people that touch spheres of the opposite color will cause a short-ranged AoE explosion. 100 stacks of Powering Up (which is also gained if you successfully absorb Vortex pulses) grant a +100% damage buff.
- Defeat the Twin Val'kyr to earn credit for this achievement.
- This is really a DPS race. You will need around 5,000 DPS per person, tanks and healers not included (the number is
rough, as many things can set if off). Proper collection of the floating orbs and perfect performance during the special abilities will be key for this achievement.
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