Hey, decent guide. You forgot to mention the orbs in the strat though. where they come out, how they come out, how often...I feel stupid now.The orbs are a major part of the fight >.<.
I didn't say anything about them?Weird...
There is an important aspect of this fight that should not be overlooked, and i'd thank ArgentSun if he would include this in his strategist to help clarify on the Twin Val'KyrI 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 ^^
Yup, I'll keep an eye out for it next time.
I actually did the fight twice yesterday (and will do it at least once today), and found out the same thing. Was planning on adding it somewhere sometime, as it's kind of a big deal.
I actually did the fight twice yesterday (and will do it at least once today), and found out the same thing. Was planning on adding it somewhere sometime, as it's kind of a big deal.Was thinking between the 2 abilities and the quick tips.I would even add the tip of a healer (since i'm one and noticed this). In fact, this prediction would be a great time to use your heroism/bloodlust at that time, since the dps would be staying still in a place for probably more than 40 seconds and optimize it to the max.
You can tank the Valkyr next to each other without any adverse side effects. Have all the DPS use the color of one, the healers and one tank the other. Dodgeball shouldn't be so bad because healers should be safety netting most of the wrong colored balls for you (by standing a little further out - since they need to switch less frequently), and dps can simply tap the portal next to them to burn a shield if needs be.
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.I personally thought Anub'arak was the easiest of them all. (Besides the Northrend Beasts ).Good guide, though.
Added two sections to reflect the things I've missed: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 with certainty 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.
It's nice to see good guides growing from the experiences of all players. This is what makes wowhead speacial to me, more than thotbot or wowwiki in my personal view.Keep up the good work, everybody ^^
To claim that I can write something that is 100% inclusive and 100% correct right off the bat would be more ambitious that I am willing to get. I know I make mistakes, and I know I forget things. Gods know, I even receive wrong information, and I try to do my research. It only makes sense that I will be open for suggestions. In fact, I have a Feedback topic/blog planned for when I am done with what I have right now (and I am close - one of the last two blogs is complete, and the other one is halfway done). I never particularly cared - or I didn't say I cared rather - about how the Strategists looked like, as long as they were somewhat consistent with each other. My focus was the content, and I think that's where all of my feedback has been going. So soon enough I'll open the opportunity for suggestions and discussions on how to make those guides look better, not only have better content.
The shield is a neutral colour so you do not need to switch to light or dark to dps it. It doesn't make a difference whatever colour you are.