Ciderhelm
09-10-2009, 05:13 PM
8TI4jkBTMng
http://www.tankspot.com/forums/images/snowfall/donorbanner.jpg (http://www.tankspot.com/premium.php)
Hi, This is darksend and welcome to the TankSpot Crusader's Coliseum raid guide! in this video I will cover the strategy we use for the 25 man heroic version of The Twin Valkyr encounter.
If you'd like more information or would like to learn more about downloading this movie, click "more info" on the movie information box on YouTube to head directly to TankSpot! Also, be sure to subscribe by clicking the Subscribe button to the right to be automatically notified as we release movies.
The twins gain no new abilities on heroic difficulty. Instead you must deal with a significant increase in the number of orbs that spawn. The orbs now deal approximately 15K damage before resist if picked up by a player of the wrong atunement. In addition, the shared hp pool of the twins is increased to just over 39 million (up from just under 28 million), the shield now absorbs 1.2 million damage before breaking and allowing you to interrupt the heal (up from 700K), the constant aoe pulse now deals 4500 damage before resists every 2 seconds (up from 2500), and finally, the touch of darkness and the touch of light now deal 6K damage every 2 seconds (up from 3K) for 20 seconds. Even though changing atunements will immediately remove this debuff, we found it better to simply heal through the damage rather than take the DPS loss of having that person click two different portals half way across the room.
We found that the best way to deal with the increased hp and shield strength is to tank them on top of each other. This allows for cleave damage to be constantly hitting them. It also allows for quick swaps during shields. It is a very strict enrage timer and even if a single heal gets off it could mean a wipe to that enrage.
The way we deal with orbs is to attune all but 2 ranged to light and assign each one to one of the 8 points on the floor. They are to pick up all the light orbs in that area. 2 warlocks will attune dark and use demonic portal to catch as many dark orbs as possible to protect the other 6 ranged players.
as you just saw The first special used on this attempt was dark vortex. This is the easiest special to deal with using this strategy. Not only does it mean that healers do not have to move but by the time the ranged switch they have already eliminated most of the white orbs leaving only a few for melee and healers to dodge.
The next special was dark shield. This is the hardest one for us to deal with using this strategy because of the configuration of the ranged. we have 10 dps atunted to dark but only 6 atuened light. we save all 2 and 3 minute cooldowns such as trinkets for the first dark shield. Rogues continue to attack lightbane and use blade flurry and do full damage to darkbane despite being dark atunted. We do not have anyone switch atunements, we found the dps loss from running to portals and back cannot be made up for by the difference in doing half damage verses 50% more damage for such a short period of time. During dark shield it is important for the tank healers to switch to the lightbane tank and for that tank to use cooldowns as lightbane will dual wield for the entire duration of the dark shield and vice versa during light shield.
Light vortex is much more difficult than dark vortex. First, the healers are almost all moving at this point. Second, when learning this encounter we originally had every single ranged as light. we would constantly have 0 light orbs up and an abundance of dark orbs around the perimeter of the room. The only time dark orbs were ever being picked up is if they happened to randomly float into melee. It was as that point that we decided to have 2 ranged constantly cleaning up dark orbs. Even though excessive dark orbs during light vortex still remains a problem by having a paladin with aura master use it with shadow aura and bubble-divine sacing the raid that we were finally able to get through it cleanly with consistency. (I suspect that if you reverse our strat and use ranged at dark and melee as light you would see an exact reversal of the difficulty of light and dark vortexes)
We always use heroism on the second shield, even if as in this case it is a light shield. At this point we know cooldowns will be back up for a third one, (unless we get 3 shields in a row in which the third one is dark in which case we chalk it up to bad luck and try again). We almost never have problems with light shields even in the absence of heroism and cooldowns. Again make sure all lightbane tank healers switch to the darkbane tank for the duration of the shield and that the darkbane tank uses some kind of cooldown.
http://www.tankspot.com/forums/images/snowfall/donorbanner.jpg (http://www.tankspot.com/premium.php)
Hi, This is darksend and welcome to the TankSpot Crusader's Coliseum raid guide! in this video I will cover the strategy we use for the 25 man heroic version of The Twin Valkyr encounter.
If you'd like more information or would like to learn more about downloading this movie, click "more info" on the movie information box on YouTube to head directly to TankSpot! Also, be sure to subscribe by clicking the Subscribe button to the right to be automatically notified as we release movies.
The twins gain no new abilities on heroic difficulty. Instead you must deal with a significant increase in the number of orbs that spawn. The orbs now deal approximately 15K damage before resist if picked up by a player of the wrong atunement. In addition, the shared hp pool of the twins is increased to just over 39 million (up from just under 28 million), the shield now absorbs 1.2 million damage before breaking and allowing you to interrupt the heal (up from 700K), the constant aoe pulse now deals 4500 damage before resists every 2 seconds (up from 2500), and finally, the touch of darkness and the touch of light now deal 6K damage every 2 seconds (up from 3K) for 20 seconds. Even though changing atunements will immediately remove this debuff, we found it better to simply heal through the damage rather than take the DPS loss of having that person click two different portals half way across the room.
We found that the best way to deal with the increased hp and shield strength is to tank them on top of each other. This allows for cleave damage to be constantly hitting them. It also allows for quick swaps during shields. It is a very strict enrage timer and even if a single heal gets off it could mean a wipe to that enrage.
The way we deal with orbs is to attune all but 2 ranged to light and assign each one to one of the 8 points on the floor. They are to pick up all the light orbs in that area. 2 warlocks will attune dark and use demonic portal to catch as many dark orbs as possible to protect the other 6 ranged players.
as you just saw The first special used on this attempt was dark vortex. This is the easiest special to deal with using this strategy. Not only does it mean that healers do not have to move but by the time the ranged switch they have already eliminated most of the white orbs leaving only a few for melee and healers to dodge.
The next special was dark shield. This is the hardest one for us to deal with using this strategy because of the configuration of the ranged. we have 10 dps atunted to dark but only 6 atuened light. we save all 2 and 3 minute cooldowns such as trinkets for the first dark shield. Rogues continue to attack lightbane and use blade flurry and do full damage to darkbane despite being dark atunted. We do not have anyone switch atunements, we found the dps loss from running to portals and back cannot be made up for by the difference in doing half damage verses 50% more damage for such a short period of time. During dark shield it is important for the tank healers to switch to the lightbane tank and for that tank to use cooldowns as lightbane will dual wield for the entire duration of the dark shield and vice versa during light shield.
Light vortex is much more difficult than dark vortex. First, the healers are almost all moving at this point. Second, when learning this encounter we originally had every single ranged as light. we would constantly have 0 light orbs up and an abundance of dark orbs around the perimeter of the room. The only time dark orbs were ever being picked up is if they happened to randomly float into melee. It was as that point that we decided to have 2 ranged constantly cleaning up dark orbs. Even though excessive dark orbs during light vortex still remains a problem by having a paladin with aura master use it with shadow aura and bubble-divine sacing the raid that we were finally able to get through it cleanly with consistency. (I suspect that if you reverse our strat and use ranged at dark and melee as light you would see an exact reversal of the difficulty of light and dark vortexes)
We always use heroism on the second shield, even if as in this case it is a light shield. At this point we know cooldowns will be back up for a third one, (unless we get 3 shields in a row in which the third one is dark in which case we chalk it up to bad luck and try again). We almost never have problems with light shields even in the absence of heroism and cooldowns. Again make sure all lightbane tank healers switch to the darkbane tank for the duration of the shield and that the darkbane tank uses some kind of cooldown.