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Thread: Valiona & Theralion

  1. #1
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    Valiona & Theralion



    Quote Originally Posted by Aliena
    Hello and welcome to the TankSpot Bastion of Twilight Raid Guide! My name is Aliena and in this video I'll show you all you have to know about the Valiona and Theralion encounter, the second fight in this new raid instance. We completed this encounter with 1 tank, 3 healers and 6 DPS, but similar raid configurations may work just as well.

    As soon as you enter the dragonkin room, you'll see Valiona to the right of you and Theralion to the left. You only ever fight one dragon on the ground at any given time, but while one dragon is grounded, the other one will annoy you with abilities from the air. Roughly every 90 seconds, Valiona and Theralion switch ground and air positions, and with that their abilities change as well.

    You want to start out by attacking Valiona, and as soon as you do so, Theralion will take off into the air. Let's go over the abilities you're faced with in this phase. The first ability you'll notice is Theralion firing little shadow missiles at random raid members. These deal damage to everyone within 8 yards of the targeted person, so it's important that the raid stays spread out... at least until Valiona uses her first ability, Blackout.

    Blackout is a Magic debuff she'll put on a random raid member. It lasts 15 seconds, absorbs 75000 healing on the target, and, when it gets dispelled or expired, it'll deal around 350,000 damage. This damage is split between all raid members in a small radius around the target, so whenever Blackout happens, everyone needs to stack up on Valiona's tail and you should have a designated raid member dispel it as soon as enough people are in range to split the damage.

    If you stay stacked up for too long, Theralion's shadow missiles will wreck you, so the Blackout stack needs to be executed quickly. No slacking! Valiona's second ground ability is Devouring Flames, which works much like her counterpart in Grim Batol. 3rd boss in there, I'm sure you know it. When she starts casting this, you cannot be anywhere in front of her face. It has a 2.5 second cast and the breath has a huge radius. To improve your chances of not getting hit by it, have people spread out close to Valiona to decrease run times. Lifegrip, Body&Soul, Rocket Boots and any movement enhancing effect obviously helps too.

    If you absolutely cannot make it out of the breath, run straight backwards. The breath deals less damage the further away you are from Valiona. In this first phase, you'll be phased with 2 blackouts and 2 breaths. Shortly after the second breath, the phase transition will start and Theralion will execute his second air ability, Dazzling Destruction. He sure sounds like the epitome of draconic masculinity, I know.

    Dazzling Destruction will spawn about 6 pink swirly circles on random raid members, two at a time. After a short amount of time, a missile will the middle of the swirling circles and should anyone get hit by them, they will find themselves in the Twilight Zone. This is a phased area away from the encounter. You shouldn't ever be down here unless you're trying to do an achievement, but if you find yourself in the Twilight Zone by accident, avoid the small pink balls on the ground and quickly navigate your way towards a slightly bigger, pink, clickable portal. If you click it without hitting any of the balls, you should make it back to your raid without dying.

    Once Theralion finishes dazzling your raid with his destruction, he'll land and you'll now have to face him directly, while Valiona will hover in the air. In this phase, you should split your raid into two different groups, a ranged and a melee group. This is to counter the first of Valiona's flight abilities, Twilight Meteorite. This puts a purple arrow on a random raid member, and 3 seconds afterwards it'll deal about 150,000 damage split between raid members within 8 yards of the originally targeted person. If you make sure to be stacked, it's easily healed through.

    Theralion's first ground ability is Fabulous Flames - did I mention his incredible masculinity? Fabulous Flames will put a purple void zone at the feet of a randomly targeted raid member. Typically, this is directed at your ranged pile, so as soon as you catch Theralion turn around to look at ranged, start moving. You should have a designated direction your ranged pile moves into for Fabulous Flames, as getting split up could mean a death if Twilight Meteorite is going out at the same time.

    His second ground ability is Engulfing Magic, this is also usually directed at a random ranged raid member. The person that receives Engulfing Magic will do twice the damage or healing they usually do for 20 seconds, but will also deal damage equal to their DPS or healing to everyone around them. As soon as the debuff goes out, the targeted person has to run out of their raid pile and cast from afar, but make sure they don't run into the same direction that the ranged pile moves into to drop their Fabulous Flames. If unavoidable, cease casting and when all dots/hots ticked off, rejoin the ranged pile.

    There's one framerate issue with Engulfing Magic - it procs everytime a damage or healing spell of the targeted person procs, so for dot and hot classes, this is multiple times per second. That can easily kill their framerates, so we had resto druids stand out of the raid for the entire phase 2 to avoid them not being able to move out of the ranged in time.

    The last ability you'll encounter in phase 2 is Valiona's Deep Breath. If you were an avid raider during Sunwell times, you're probably quite familiar with the mechanic as it works just like Felmyst's Fog of Corruption. Valiona will do an RP yell and will slowly cover a random third of the room in purple flames. She'll do this three times in succession and anyone getting caught in the fire will enter the Twilight Zone. If you get caught, same concept. Avoid pink balls, find pink portal.

    Ideally though, the raid should stand towards the middle of the room during this phase, so they can easily adjust their position to either side and don't get caught in the flames at all. Having someone call out on vent where the flames are going also helps for the visually challenged and easily distracted. Her deep breath happens about 2 minutes into phase 2 and marks the phase change. Afterwards you will once more be faced with Valiona's ground phase.

    This cycle repeats with one small difference: On Valiona's second ground phase, she consistently got off three blackouts instead of two. The third blackout will happen during Dazzling Destruction - that's the pink swirly things on the ground that teleport you to the Twilight Zone - so your raid needs to be ready to gather up in one spot during that time.

    That about covers the Valiona and Theralion encounter. I've attached footage of the whole fight so you can see how we dealt with the various mechanics in detail. Good luck and have fun!

  2. #2
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    Awesome! Thanks for getting these out.
    ~Is new.

  3. #3
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    Your dragons are very pretty aliena <3. Looks fun cant wait to try it.

  4. #4
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    i like that you point out your flaws on the kill thatīs actually the most helpful thing i think...even though iīm a mage...but yet again flawless commentary and drawings

  5. #5
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    great video and a very fun fight.

  6. #6
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    Not a huge revelation or anything, but in my group's kill the biggest contributor to failure (and success) was the ability to collapse or spread out at the right time. Melee needs to not slack and move to the designated spot, even if it's on a ranged person, or the collapse point is at ranged. Having only a couple ranged players eat the Blackout, then get pummeled with a Shadow missles can easily wipe out your ranged DPS.

    Fabulous Flames has what I call the "Vezax" mechanic. So long as you have at least 4 players at range, he will ALWAYS cast it on a ranged player. If there are fewer than 4 players at range, any raid member is a valid target. (Similar to Festergut's Vile Gas if you never did Vezax).

    Engulfing Magic also appears to behave the same way, although we weren't looking for that specifically.

    Regarding Deep Breath - if she breathes down the middle of the room, it may be best to have ranged take one side, and melee+tank go the other. We had the entire group go to one side, and then became overwhelmed with void zones, as she contined to breathe down the middle of the room.
    Failure is not an option. It comes bundled with the software.

  7. #7
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    couldn't you just have the person who gets blackout run out of the raid then you put a pally bubble on them or guardian spirit to completely mitigate the raid dmg?

  8. #8
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    Quote Originally Posted by jon8300 View Post
    couldn't you just have the person who gets blackout run out of the raid then you put a pally bubble on them or guardian spirit to completely mitigate the raid dmg?
    No, the damage is divided amongst anyone in the instance. You need everyone to stack to mitigate the damage.

  9. #9
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    Quote Originally Posted by jon8300 View Post
    couldn't you just have the person who gets blackout run out of the raid then you put a pally bubble on them or guardian spirit to completely mitigate the raid dmg?
    It works, when we killed this boss on 25, in the second transition we used to do it like that. Because there is a blackout in the transition phase. The damage is split between all in range, so move out of the raid, use a Guardian spirit/Bubble and then dispell. Ice block works as well, but i am not sure about other class skills.

  10. #10
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    Anything that gets rid of magical debuffs will trigger the blackout damage, but make sure they are well clear of the raid if attempting this, as any less than 4 people in range and the damage is still pretty much deadly. The pally bubble would not work as HoP only makes you immune to physical damage, and blackout is magic.

  11. #11
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    Current as of patch 4.0.3 posted 4 hours ago.

    Grounding Totem appears to absorb blackout. I'm assuming this is a bug.

    Can anyone confirm?


    Each member of the group must be in range of the grounding totem.
    The grounding totem must be refreshed after each blackout.
    Each group needs a shaman with grounding totem in order to ignore the mechanic.

    Source: http://www.wowhead.com/npc=45992/valiona#comments

  12. #12
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    Quote Originally Posted by Irbi View Post
    Current as of patch 4.0.3 posted 4 hours ago.

    Grounding Totem appears to absorb blackout. I'm assuming this is a bug.

    Can anyone confirm?
    Confirmed, tried and killed the two dragons tonight 10-man with a Shaman in each group. Grounding totem do indeed soak the Blackout thus trivializing the Valiona phase. The DPS gain from not having to stack makes it possible to beat the Enrage with at least 2 minutes to spare.

    Dont expect it to last though, can hardly be working as intended .

  13. #13
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    lol nice vid

  14. #14
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    Will levitate avoid damage on fabulous flames? Not that i want to stand in it.. just don't want to have to heal any unnecessary ticks.
    Gonna try this tonight.. Also curious if it would keep you out of the Pink swirls..
    10 min levitate FTW... just change it so it doesn't break on damage, and we're golden..

  15. #15
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    Just a thing i noticed. holy paladins rape the raid if they use holy radiance during the duration when Theralion is on the ground. i did R and got the aoe magic dmg debuff when u cast spells etc and raped ranged group =/

  16. #16
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    What we figured out in 10 men.

    Theralion's phase is so much easier if melee and healers stack on each other at his tail, rangeds spread out, if someone gets Engulfing Magic he dont have to run anywhere just nuke boss nobody is around him, if he gets Twilight Meteorite, he just runs into melee/healers' group.
    It reduces the aoe dmg so much in phase 2.

  17. #17
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    Quote Originally Posted by Cedlina View Post
    Theralion's phase is so much easier if melee and healers stack on each other at his tail, rangeds spread out, if someone gets Engulfing Magic he dont have to run anywhere just nuke boss nobody is around him, if he gets Twilight Meteorite, he just runs into melee/healers' group.
    This is what we did in 25s, except melee is positioned to the side so the tank is in meteorite range (though I'm not sure that's absolutely necessary). Much cleaner.

  18. #18
    Hey - our Guild has managed to kill Omnotron Defense System, Halfus Wrymbreaker, Magmaw and Conclave of Wind, we're currently trying to get them on Farm status to try and gear up from those bosses, and are wondering where to go next for Progression. We're not sure if to go for this fight, Theralion and Valiona or go for Maloriak. A posted on the Al'Akir fight recommends we go to Theralion and Valiona next, but I need more advice, I don't want us coming here if we can easier kill another boss.

  19. #19
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    Maloriak is significantly easier than Valiona and Theralion. They're both easy, but Maloriak is just easier.
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  20. #20
    Quote Originally Posted by Sky View Post
    Maloriak is significantly easier than Valiona and Theralion. They're both easy, but Maloriak is just easier.
    Thankyou. (:

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