Twin Val'kyr

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Twin Val'kyr
Twin Val'kyr - Facts
  • Level: ?? (Boss)
  • Classification: caption (Boss)
  • Gender: Female x2
  • Race: caption Val'kyr (Undead)
  • Health: 5.8 million (10-man)
    27.8 million (25-man)
    39 million (25-man Heroic)
    (Shared Pool)



The Twin Val'kyr, Combat Fjola Lightbane and Combat Edyis Darkbane, are a pair making up the fourth encounter in the Trial of the Crusader raid. They both share the same health pool much like the Twin Emperors in AQ40.

Contents

Video

Abilities

Environment

  • Dark Essence - Absorbs Dark damage, reduces damage done against Dark targets, and increases damage done against Light targets. Absorbing Dark damage can proc Surge of Speed. Gained by clicking a Dark Essence.
  • Light Essence - Absorbs Light damage, reduces damage done against Light targets, and increases damage done against Dark targets. Absorbing Light damage can proc Surge of Speed. Gained by clicking a Light Essence.
  • Concentrated Light/Darkness - Floats around the room. When a player or NPC of the same Essence absorbs it, they gain Powering Up. When a player or NPC of the opposite essence absorbs it, they take damage.

Fjola Lightbane

  • Light Essence - Fjola Lightbane is a Light creature. She takes less damage from targets with Dark Essence and more damage from targets with Light Essence. Her Vortex does Dark damage.
  • Twin Spike - Inflicts 100% weapon damage and increases all damage taken by the target by 20%. Each hit depletes a charge from the damage debuff. Lasts for 15 seconds or 10 charges.
  • Power of the Twins - Increases Physical damage done by 20%, hit chance by 20%, and attack speed by 10% for 15 seconds. This buff is gained if one of the bosses completes a heal.

Eydis Darkbane

  • Dark Essence - Eydis Darkbane is a Dark creature. She takes less damage from targets with Light Essence and more damage from targets with Dark Essence. Her Vortex does Light damage.
  • Twin Spike - Inflicts 100% weapon damage and increases all damage taken by the target by 20%. Each hit depletes a charge from the damage debuff. Lasts for 15 seconds or 10 charges.
  • Power of the Twins - Increases Physical damage done by 20%, hit chance by 20%, and attack speed by 10% for 15 seconds. This buff is gained if one of the bosses completes a heal.

Strategy

The strategy for this fight is the same on 10 as it is for 25. The only difference is the enrage timers differ between the 2 raid modes.

  • 10-Player Enrage Timer = 9 minutes
  • 25-Player Enrage Timer = 6 minutes

This fight requires 2 tanks, 1 tank per boss.

These bosses share a common health pool so there is no need to split the raid up 100% evenly.

Positioning

Each boss should be positioned between the 2 different color portals in the room. The reason for this is so its easier for everyone to swap portal colors when one boss starts to cast its AOE as well as for DPS to swap portals when one boss tosses up a shield.

Twin Val'kyr Positioning

The Raid needs to be spread around the room as much as possible to minimize the orbs being caught by each boss and to avoid excessive raid damage from Unleashed Light and Unleashed Dark.

Essence "Portals"

The raid needs to be divided in half for this fight. Half of the raid will take the Light colored portals, the other half will take the Dark colored portals. To get the buff, you simply need to get close to the portal color you want and click it once. Each boss can only be damaged by people buffed with the opposite color they represent. Darkbane can only be damaged by those who are buffed from the light or white portals, and Lightbane can only be damaged by those buffed with the dark or black portals.

Healers dont really need to specifically worry about the portal colors other than changing according to what Vortex is being cast (covered below).

You can change your portal buff color at any time without any debuff or cool down just by clicking the color portal desired.

Handling Vortex Casts

Throughout the fight, the bosses will cast their Vortex spells. These aren't cast together, so the damage the spell does can be completely avoided if the raid reacts properly.

When Light Vortex is being cast, everyone in the raid should switch to the Light portal (Light Essence.

When Dark Vortex is being cast, everyone should switch to the Dark portal (Dark Essence).

Once the cast is over, the people who had to change portal colors can switch back and resume DPSing their assigned boss.

Handling the Heals

Each boss cas its own version of a heal. If they manage to cast it, it will heal them for 20% of their HP. While this doesnt seem like too much, allowing more than 1 cast to go uninterrupted can make the encounter last longer and risk running into the enrage timer for both bosses. Also, since these bosses share a common health pool, if one heals, they both benefit.

Before casting each heal, the boss which will be casting it will shield herself with a damage absorbing shield. Depending on the level of difficulty the raid is set on (10 or 25) depends on how much damage is absorbed before the shield falls.

If Lightbane starts to cast her shield and heal, all raid DPSers should switch to the Dark colored portal and burn her so that her cast can be interrupted.

If Darkbane starts to cast her shield and heal, all raid DPSers should switch to the Light colored portal and burn her so her cast can be interrupted.

Each Twins Pact cast is 15 seconds, so its important to burn through the damage shield as quickly as possible so a player with a spell interrupt can stop the cast. The cast can not be interrupted until the damage shield is down.

Once the heal is interrupted, DPS can switch back to their assigned colored portals.

If one of the bosses manages to complete a heal uninterrupted, we found on 10man, they gain a short duration mini-enrage buff. This ate through the tanks pretty quickly so its HIGHLY suggested that you stop the heals at all costs. We believe this buff is the Power of the Twins mentioned above.

Orbs

Throughout the fight you will see dark and light colored orbs floating around the room. They move randomly and cannot be targeted specifically. These orbs will start to stack if collected by players with the matching portal buff for their color.

For example, white orbs collected by players buffed with Light Essence will start to stack. Once the stack reaches 100, you will gain a damage buff for that portal for 15-20 seconds. In addition to a damage buff, you will also gain 20% of your mana so this is something healers should be looking for as well.

To collect orbs, all you need to do is make contact with them.

The problem is opposite colored orbs to what you are currently buffed with will cause damage to you and anyone within 6yrds of you. Its really really hard to avoid opposite colored orbs from contacting you on 10 completely, but you can minimize the amount that contact you by keeping an eye out for them. Being hit with 2-3 back to back will likely kill you without any heals, so healers need to keep a close watch on the raid for this damage and heal it up as best as possible and everyone in the raid should be spread out to minimize the amount of opposing orbs from hitting people and to insure as many orbs are collected.

These orbs CAN and WILL buff the bosses if they collect 100 stacks as well, so keeping everyone spread out as much as possible will minimize the likelihood if not the frequency this happens.