As of 8/26, this encounter has been buffed. Apparently there was a bug or two making this encounter easier than it should have been.
The following bug fixes to Val'kyr Twins were just deployed, and they will increase the overall difficulty of the encounter.
- Surge of Light and Surge of Darkness were not being cast properly on Normal difficulties.
- Light Vortex was doing less damage than Dark Vortex.
Along with those two major bug fixes, we also increased the rate with which the Concentrated Light and Concentrated Darkness spawns.
- Edyis Darkbane & Fjola Lightbane - 25man Normal
Things to note about the bosses and encounter
When you first start the the first, 4 portals pop up, 2 dark and 2 light. Click the portal of color to get a debuff of the color. Dark debuff will let you damage the Lightbane and Light debuff will let you damage Darkbane.
They share a health pool for 27million HP.
Attacks to watch for
- Edyis Darkbane and
- Fjola Lightbane. These do alot of damage
- 15sec cast. Shields the caster absorbing 250k damage. Interrupt able after shield is down, if complete casting, heals for 20% of their health.
Dark and Light orbs will come out of the walls and move around the arena. Collect the same color orb as your debuff, dark gets dark orb, light gets light orb. Once you get 100 stacks, each orb gives you 5 or more stacks (unconfirm and its seems to share with people around you) you get a buff that gives you 100% damage for 20sec (% off my head)
At first glance, the fight looks very complex, but it isn't. Stuff we found after 2 fail attempts. 3rd and last attempt of the night is always a charm.
Very little raid damage, we went with 4 healers.
Normal 2 tank, one for each Val'kyr.
Split the dps into 2 equal strenght groups as mention by others.
1 healer per tank and 1 healer pre group, group healer also helps our tank healer.
Everyone get their Dark or Light debuff before the val'kyrs enter the arena.
Tank the twins by where they first start by the two color portals, Darkbane by the dark portal and Lightbane by the light portal.
Just dps them until the use their special abiltiy, DBM will let you know.
If its Twin Pack, see above, dps the caster asap, if need have some of the range and/or dps from the other twin switch color debuff to help out. If you get this part correctly, that's half the fight.
DBM will warn you when one of the twins will cast the Vortex attack, the Dark Vortex does
ZERO - 0 Damage
if you have the dark debuff and Light Vortex will deal zero - 0 damage if you have the light debuff. It is important to know which vortex is being cast, you have about 4-6secs to switch debuffs, so its important that the tanks tank them by their color portal.
Dark and light orbs will float around the room, try to get the color that matches your debuff, at 100 stack, it'll give you a buff for 20secs, you'll do alot of dps. The opposite color orb will damage you so be careful. The orbs will also buff the bosses the same way, 100 stack they will get a buff for 20secs, so get them before it reaches the boss.
That is the fight. Enjoy.
Note* Copy from my post on the ToC page.
She drops the caster loot from this fight.
gives you extra damage
Everyone doing damage will switch to
, interrupt this 15 second cast after taking down her
Shield of Darkness
They have an
, ironically the same brutal one as all Female bosses in Ulduar.
Heroic Twins (10 man)
This fight is very much like the normal version. Raid damage is high and *spiky*; your dps needs to be on the ball about picking up the right color orbs - losing a dps or so is likely a wipe (hard to get through shields). There are a lot more orbs than before. There's a new ability - it's like a vortex, but only affects one person - you have to switch colors immediately.
The shields are much bigger than before, you really need the whole raid to switch to the shielded target. You should have your dps split roughly evenly between the targets/colors; changing colors before burning wastes more time than the shift would be worth.
We had a tough time with this until we changed the positioning a bit - on normal mode we tanked them where they spawn, but the floating orbs gave us too much trouble that way. Now we put them close together, near the entrance, and array the ranged dps in an arc around the - the ranged dps move around to pick up orbs of their color.
They have a new debuff - it's like a single-target version of the vortex. Stay near the appropriate portal to change colors quickly, or you might die.
Honestly, play dodgeball. If you pay more attention to the orbs than to dpsing, you'll beat them; it's a loose timer, and even half-assing your cycle you'll do more dps this fight than in any others.
The light and dark essences are definitely a nod to the shoot'em up game Ikaruga, where the player's ship alternates between black and white projectiles to defeat the bosses.
There is an important aspect of this fight that should not be overlooked.
I have found out from my first tries on the Twin Val'kyr that they follow a pattern. Or, at least, i have formed a theory that has been proved 3 times in a row correct and will see more often untill i see 10 times in a row.
They have 4 major abilities: Light Pack (by Fjola), Dark Pact(by Eydis), Light Vortex(by Fjola) and Dark Vortex(by Fjola).
Now, the trick is, that they always cast the 4 abilities once, before they repeat a certain ability. They do this randomly, but all 4 abilities are casted in the end, before begining a new "cycle".
For example, they cast the Dark Vortex first, then the Light Vortex, then the Light Pact, then the Dark Pact. Then they will begin again, only that this time is the Light Vortex that comes first instead of the Dark Vortex.
Are you getting so far? I hope so.
Now why is this supposed to be mentioned? Why is this order that important?
Because you can then predict the FINAL ABILITY of the "cycle" and optimize your dps
. This can be even better if it's a Pact ability, because your raid will be ready to intercept it and not let them heal. Of course you can do this without this logic, but predicting an ability can help the raid, especially if the raid leader fins the logic and then manages to help the raid.
Again, i have found this theory only today, and i need help in gaining more confirmations about this. The next time you engage the Twin Val'Kyr, please reply in saying that this is either correct or wrong. It would be a big help ^^
Allow me to share the
strategy my guild used to take them down last night, after several wipes on the more "regular" strategies.
The old idea
The more conventional tactics for this hardmode revolve around splitting the raid in two, and having one half protect the other from the wrong color orbs.
What we did was to have melee and healers as
and have range as
standing in a circle around the middle, trying to grab all the white orbs they could, while dodging the black.
Several problems occurred with this:
1. The black shield proved troublesome, since melee wouldn't have time to switch, and range would get twoshotted by wrong color orbs while trying to stand still and dps.
2. Light vortex was a b#&%h since melee+healers had to leave the safety of the middle to switch colors... twice. (first to light to survive, then back to dark to uphold the rules of the strategy)
3. Empowered Light/Dark is very often gained during Vortex, meaning that 90% of the time, either melee or range would have to discard the benefit, and switch back to their previous non-empowered color.
The new idea
My roommate, some guildies and myself spent an evening after our wipe raid to talk about the 3 problems I listed above, and here's what we came up with. (and in case you missed it, it works like a charm)
6-7 healers (we went with 7 since dps was no problem)
4 tanks (yes, alternative, but it will all make sense soon)
rest DPS (melee is to be prefered, but on our kill we actually had heavy range)
Our new strategy revolves around minimizing movement and color switches and thereby maximizing the benefit gained from Empowered Light/Dark while keeping fairly safe.
What we do, is to have the entire raid go
except 3 tanks.
1 of them would be tanking Darkbane, and the 2 others will simply be "soak tanks" running around eating as many white orbs as the can before they get to the raid. The whole idea behind having tanks, is that their high hp allows them to be a bit less careful about dodging dark orbs, and thereby granting them the ability to shield the raid more effectively.
We stand like
this (click me)
so the melees can hit them in the back naturally. Additionally, we stack the raid. And when I say stack the raid, I really mean stack! Trying to hide inside your boomkin is to be recommended, since minimizing the area that wrong color orbs can hit is paramount to survival. The "soak tanks" will be running around the raid and eating up orbs all the time (they are not included in my drawing)
Now this all seems very simple, and the beauty of it: it's all there is to it!
Here's how this strategy deals with abilities (this is just an example order, to give you the idea):
Mmmm, free damage boost! (Soak tanks switch if they feel like it, or pop a cooldown)
No action required since the whole raid is already black and dps'ing the light one.
Again, a free damage boost, the whole raid is standing within clicking range of a light portal, so we simply click it, and take position by the dark portal in the front (like
) and STAY THERE. No reason to throw away our color, since now everything is just inverted. Our soak tanks will go dark, and start eating the other color, and all dps simply just switch targets.
If this one comes after Light Vortex, then no action is required like above, if it comes before, then the whole raid simply clicks the portal they are standing next to, dps it down, and take position by the dark portal.
So, we simply take a position depending on what color the raid is, and we will
maximum have one switch of color per ability
. Every color switch comes with a position switch, but once everyone gets it (it took us 2 tries to get the position switching done fast and properly), it is no problem at all.
This tactic is very very strong in dps, and can therefore easily afford the 7 healers and 4 tanks, since every correctly colored orb reaching the raid will buff
the dps at the same time, and no one is ever giving up an empowered light/dark.
The cost of this, is that every incorrectly colored orb reaching the raid, will damage everyone, but thats why you have the soak tanks.
The order of abilities will decide how many minutes you spend killing them and how many times you have to run back and forth between the two positions, but other than that it's not really a problem.
The "worst" order possible is Light Vortex - Light shield - Dark shield - Dark Vortex since you will have to move every single time, but it is still not harder in any way due to the fact that you are always standing next to the portal you'll need.
Any questions welcome in case I forgot something!
//Hearthstoned - GM of <Slap> (EU-Vek'nilash)
Edit: Fixed a few minor things
These two bosses seemed to be immune to
, but it appears to be hotfixed.
Anyone look in view in 3D and see a onion?
It is possible to actually interrupt their Light/Dark pact with a shield bash before they raise the shield. This results into a shieled valkyr, but no pending heal. It requires a lot luck though. I'm talking about a 0.2 second reaction.
So, experiment with it.
Melee dps = Kanye West.
Twin Val'kyr = Taylor Swift.
Twin's Pact = The acceptance speech.
In other words, INTERRUPT DAT SHIZ.
Funny... one of the things both of the twins say when someone dies, "You have been measured, and found wanting!" is a reference to the 2001 movie A Knight's Tale. (See link below)
The Big Enemy is Approaching at Full Throttle.
According to the data it is identified as Twin Val'kyr.
If you didn't know, this encounter is based off of the Bullet Hell game,
You have a Shield... it's either
, and it causes your attacks to match (they do x2 Damage against opposite Color and x.5 against same color). Absorbing the same color
as your shield gives you
, and getting hit by
of the opposite color
makes you die
. The bosses do
that force you to change polarity (color) to survive. They also have a
that does a similar effect- you must change if you want to beat the
get the kill
Does anyone know the voice scripts (sound files) for these bosses, namely the one where they cry in unison "CHAOS!"?
They say this when they are casting
If so please link. Thanks.
Well it took FOREVER to find it but I finally found out the script for that line as well as all other lines for WoW.
Here it is if anyone else was remotely curious. =)
Last edited by xoawolf 1 second ago (Patch 4.3.2)
I noticed that all the other bosses had a solo strategy posted for level 90, but none was posted for this one, so I thought I'd contribute a quick thought.
I am a Lv90 Warlock with 476 iLvl, and it was a very easy tank and spank-ish fight once you get used to it. I set pet on Passive, took Dark Essence and DPSed Lightbane only. In addition, I threw a spell or two at Darkbane at the beginning just to get aggro, and I tanked it myself.
I did have to resummon my pet mid-fight when it died, but that was due more to my inattention than anything. I found that I could basically ignore everything else that happened and tunnelled the boss to death.
Soloed a 10-man Heroic version of Val'kyr Twins as a Demo Warlock with Voidlord.
Twins are tanked by a Voidlord (they share a health pool). Gain Dark Essence debuff before pull (click on Dark Portal). After that, you must dps Fjola Lightbane. You can collect the black orbs, but it is not a priority (avoid the white orbs!). You need to watch out for the combo Twin Pact (heals for 50% of Val'kyr's total HP) + Shield. If it is casted by Fjola Lightbane, destroy the shield and stop the cast via Carrion Swarm. If it is casted by Eydis Darkbane, you need to change the color to white (click on Light Portal) and then destroy the shield and stop the cast via Carrion Swarm. Then change the color to black and continue dpsing Fjola Lightbane. Good Luck and Have Fun!
How to solo on 10 man heroic:
Good luck! ^_^
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