Twin Valkyr's: Simple method to get you started
Soon there will be a video and little need for this, and Spiritus already has a nice compilation, but I wanted to take the time to spell out a simple what-you-need-to-know strategy, that my team used rather successfully last night. First off, here is what you can expect in the setup of the arena:
So, there is one simple mechanic you need to learn for this fight, and once you understand that the rest makes fine sense (though it may take a little getting used to at first). This mechanic is Attunement. The 4 portals shown above, when clicked, will give you a permanent (but exclusive) debuff that will "attune" you to either Light or Dark. You can switch at any time by clicking a portal, there is no cooldown or restriction. Everything in the fight is uniform and symmetrical.
Simply: In addition to giving you a buff in damage against the boss of the opposite color to your attunement, there are two major effects that will either hurt you, or build towards a helping buff. These two things are the orbs that spawn from the walls, and the "Nova" effect each boss will occasionally do.
The (de)buff will build every time your attunement absorbs damage, and when you reach a 100 stack you will gain a short duration buff that will boost your damage by 100% against the opposite boss element from your attunement.
- If you have the opposite color to the orb/nova, you will take damage
- If you have the same color to the orb/nova, you will get stacks of a (de)buff (will give a positive effect but flags as a debuff).
Conveniently, even as you switch attunements, the stack will persist and the damage increase will switch with your attunement.
Here is how the fight will work. On roughly a 30 second timer, there will be a "special move" (the latest DBM will announce as much). This can be one of two things:
You may find that there are, what feel like, long intervals between the special move, if your dps is sharp. Throughout the space between specials, the orb spawn points listed above will spawn random and fairly slow moving orbs that are either light or dark. Players can and should intercept orbs that are the same color as their attunement and dodge orbs of the opposite color (they will explode for about 6-8k damage on contact, with about a 5 yard radius footprint, so bigger than the orb looks). Each orb you get will bump your stack by X (need confirmation on number, didn't get an accurate read). Note here, the "light" damage is fire, and the "dark" damage is shadow, and resistances can help.
- Light/Dark Nova = one of the two valkyr will do a channeled 5 second aoe that will hit everyone in almost the whole arena (it can be outranged, but it has a good 80 yard range or so).
- Twin Pact = one of the two valkyr will put a bubble on herself and begin a 15 second cast. The bubble has a lot of health, and the caster is immune to interrupts until the bubble is broken. If the cast finishes, it will heal the pair for 20% of their health (they share one health pool).
So, here is our method for handling the fight that worked quite well:
You will only need two tanks, they will take one Valkyr and pretty much hangout with that target. The damage on the tank can be a little spikey as they apply a debuff called "Twin Spike." This move will increase your damage taken by 20%, and is applied fairly frequently. It is not a very big deal, but this is when you'll want to time your CDs for.
When things are going well, there will actually be relatively light healing required, when things are not going smoothly the healing can be a bit of a bear. You'll see the most need for healing while you're learning the fight and getting used to portal switching.
Split your dps into two even sections, each with a tank and 2-3 healers. That team will be primarily responsible for their side.
At the start of the fight, everyone on each side will get the opposite color attunement to the boss they're on primarily (light attunement against dark boss). From the diagram above, we tank each twin next to a portal of the same color, and all the dps should stay reasonably close. You'll basically just tank n' spank your way through about 15-20 sec intervals, punctuated by the occasional wave of orbs. Each side should be able to catch most of the same colored orbs, and they will snake around in big windy paths, so keep your eyes open the whole time for stray orbs. In theory, if they don't get caught, they can go to the boss, but on 25, non-heroic, we didn't see any effect from this.
We used two calls through the fight, each has a similar corollary:
That's all there is to it, once your group is sharp on switching colors quickly, you can work them down at a very reasonable pace. In our first attempt while learning we figured out that 2 uninterrupted heals put us only barely into the enrage timer for our group dps, so 1 heal might not kill you, and 2 won't be bad if your group has a very strong dps section (though if you have a very strong dps section there's no reason you will miss an interrupt).
- "Light/Dark Heal": whichever side the heal is on, that group pops short CD's and starts burning the bubble, while the dps from the other boss switch attunements and help out. If you have really good dps, you can probably get away with just some of the ranges switching to help out, but for charge-capable melee it's pretty easy to help as well. When the bubble is down and the cast interrupted the opposite side dps switches back and you return to your basic spanking of both twins.
- "Light/Dark Nova": whichever side is called clicks on the portal (conveniently right next to them/the boss) to switch attunements while the boss aoes. (Advanced: this is not necessary, but if your dps are fast and smart, they can switch to dps the opposite side while the nova is happening, getting the buff stack and using their attunement well). When the nova ends, and it is fairly short, you can switch back attunements and continue. Conveniently, the buff from the nova absorbs also increases your run speed. Note: the nova will hit the group on the other side of the arena (who already have the right attunement) if you tank it the way pictured above, this will help their buff stack.
Here are some tastey tidbits we figured out, and little tactics we employed:
- It is easiest for the healers to do the same attunement swapping as everyone else, this will mean you take very little damage if any (our healers had some awkwardness dodging orbs at first). As stated above, the Nova can reach the opposite side group, so the damage prevention is valuable. Staying close to your tank will make it easy to do quick switches.
- Our rogues and kitties were on top of the orbs, they popped sprint and usually ate enough to frequently get the damage buff up. Getting these to your key dpsers (probably on an arranged rotation feeding specific dpsers who've saved CDs) will be essential to getting them down for the speed achievement.
- As a tank, it is a little tricky to balance. If your group has a lot of melee, running to grab orbs yourself may be hurt more than it helps. Obviously, once the dps get used to eating orbs there will be generous amounts of threat, one of your best bets is to have your rogues and hunters ready to TotT and MD you the moment they get the damage buff to help your threat along. If you have trouble with threat on Hodir, you may have a similar problem here. The novas will get you the damage buff on their own, depending on the random sequence the cast in. 2 novas appears to be enough, so if you're lucky that will come early. Otherwise, just make sure your dps are mindful of their threat, time will not be tight unless you're trying to race the achievement.
There are a variety of things that I haven't been able to pin down and maybe people would like to contribute:
- How many stacks do you get from each tick of the nova and each orb you eat?
- How much damage does the bubble *actually* absorb?
- Is there a corollary between the orbs meeting the boss and the Twin Spike ability?