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Home › The Downfall Handbook › Downfall Raid Guides › Crusader's Coliseum Strategy Page

Twin Val'kryrs Strategy Guide

saedo's picture

saedo — Fri, 07/03/2009 - 14:16

Abilities:

General:

  • 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.
  • Surge of Speed - Increases movement speed by 70% for 15 seconds.
  • 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.
  • Powering Up - Causes Empowered Darkness or Empowered Light at 100 stacks.
    •  Empowered Darkness - Increases damage done against Light targets by 100%. Restores 20% of the target's maximum mana. Lasts 20 seconds.
    • Empowered Light - Increases damage done against Dark targets by 100%. Restores 20% of the target's maximum mana. Lasts 15 seconds.
  • Unleashed Dark - Inflicts 7,800 to 8,200 (25-Players: 8,775 to 9,225) Dark damage to enemies within 6 yards. Used whenever a Light player touches Concentrated Darkness.
  • Unleashed Light - Inflicts 7,800 to 8,200 (25-Players: 8,775 to 9,225) Light damage to enemies within 6 yards. Used whenever a Dark player touches Concentrated Light
  • 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.
  • Shield of Lights / Darkness - Absorbs 175,000 (25-Players: 700,000) damage and prevents spell interruption. Lasts 15 seconds. Cast immediately before Twin's Pact.
  • Twin's Pact - Heals the Twin Val'kyr for 20% of their total health. Cast immediately after Shield of Lights / Darkness. The 15-second cast can be interrupted if the shield is down.

  • Power of the Twins - Increases Physical damage done by 20%, hit chance by 20%, and attack speed by 10% for 15 seconds (Val'kyr Quickness). Used only if Fjola is less than 60 (?) yards from Eydis. Both Twins gain this buff.
  • Val'kyr Quickness -  The Power of the Twins increases attack speed by 10% for 15 sec. Stacks.

Fjolja Lightbane:

  • Light Essence - Fjolja Lightbane is a Light creature. She takes less damage from targets with Light Essence and more damage from targets with Dark Essence. Her Vortex does Light damage.
  • Light Vortex - Inflicts 5,850 to 6,150 (25-Players: 8,775 to 9,225) Light damage every 1 second for 5 seconds. Channeled after 8-seconds cast. Affects only targets with Dark Essence.
  • Surge of Darkness -  Pulsing a Surge of Darkness Inflicting 2500 damage every 2 sec to Light enemies.

Edyis Darkbane:

  • Dark Essence - Edyis Darkbane is a Dark creature. She takes less damage from targets with Dark Essence and more damage from targets with Light Essence. Her Vortex does Dark damage.
  • Dark Vortex - Inflicts 5,850 to 6,150 (25-Players: 9,263 to 9,737) Light damage every 1 second for 5 seconds. Channeled after 8-seconds cast. Affects only targets with Light Essence.
  • Surge of Light -  Pulsing a Surge of Light Inflicting 2500 damage every 2 sec to Dark enemies.

 

The Fight:

Twin bosses, shared HP pool, opposite aspects, Light and Dark.   When you talk to the NPC to get them out, they're be 4 portals that appear.    Two on each side, 2 of each other.    Looking in, closest left is Light, farthest left is Dark, also where the Dark Twin will be.     Closest right is Dark, farthest right is Light, also where the Light Twin will be.   Clicking on the portal will gain you their respective buff.

Split the raid in half.   Each side basically taking the portal closest to them to attack the twin on their side.  You must attack the Twin of the opposite color you gain.    You'll not only do more damage to the Twin of the opposite color, each twin also pulses an aoe that hurts ones with the same color as themselves, while the same colors will just absorb the damage   Though, I believe it's totall healable in the Normal versions.

Note:  A tip for the warlocks before the fight starts, if you all click on the Light Portal and spam Hellfire, you would start gaining stacks.   This way you can start ahead of the rest of the raid and get Empowered Darkness/Light much earlier.   Just switch back to your assigned portal before you start, the stacks do carry over regardless of color.

Anyways, after you start, there are 3 things that can happen.

First, Twin Pact.   One of them will cast a shield that absorbs damage, you must burn through it in 15 secs and interrupt the heal that comes after.    In Normal, you probably have enough dps to just handle each side on their own.     Be wary on Heroic this may not be the case and the guys on the other side must jump in to help, perhaps switching colors to boost dps.    Switch back afterwards.

Second, Vortex.    One of them will start to channel a vortex which will do massive aoe to everyone of the opposite color.    So whichever twin that's channelling, the raid must switch to that color to negate all the damage.    That is, if Dark Twin casts Vortex, everyone switch to Dark portals.    If Light Twin casts Vortex, everyone switch to Light portals.    Switch back to default colors afterwards.

Third, Concentrated Light/Darkness.    Floating orbs will spawn out and randomly move all over the place, they'll be either light or dark ones.    "Bullets" if you want to call them that.     Your goal is to avoid the ones of your opposite color, they'll just explode on you and hurt you.    And to absorb the bullets of the same color,  Light on Light, Dark on Dark.    When you do, your absorbed buff goes up.

That's another thing, you get a Powering Up debuff, and as you absorb more the stacks go up, to 100.  Once there, you get a 15s 100% damage boost for moar dps.

That's about it, shared hp pool so split raid accordingly and burn them down.

Have fun, far easier fight in normal mode than we expected.

 

Hard Mode:

General:

  • Surge of Speed - Increases movement speed by 70% for 10 seconds.
  • Unleashed Dark - Inflicts 7,800 to 8,200 (25-Players: 14,625 to 15,375) Dark damage to enemies within 6 yards. Used whenever a Light player touches Concentrated Darkness.
  • Unleashed Light - Inflicts 7,800 to 8,200 (25-Players: 14,625 to 15,375) Light damage to enemies within 6 yards. Used whenever a Dark player touches Concentrated Light
  • Twin Spike - Inflicts 125% 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.
  • Shield of Lights / Darkness - Absorbs 300,000 (25-Players: 1,200,000) damage and prevents spell interruption. Lasts 15 seconds. Cast immediately before Twin's Pact.

Fjolja Lightbane:

  • Light Vortex - Inflicts 6,825 to 7,175 (25-Players: 12,625 to 13,325) Light damage every 1 second for 5 seconds. Channeled after 8-seconds cast. Affects only targets with Dark Essence.
  • Surge of Darkness -  Pulsing a Surge of Darkness Inflicting 4500 damage every 2 sec to Light enemies.
  • Touch of Darkness - The Val'kyr's Dark touch has affected you, inflicting 2925 to 3075 (25-Players: 5,850 to 6,150) Dark damage to players under the effect of Light Essence every 1 sec.  The Touch of Darkness will not harm targets with the same attributes as it.

Edyis Darkbane:

  • Dark Vortex - Inflicts 6,825 to 7,175 (25-Players: 12,625 to 13,325) Light damage every 1 second for 5 seconds. Channeled after 8-seconds cast. Affects only targets with Light Essence.
  • Surge of Light -  Pulsing a Surge of Light Inflicting 4500 damage every 2 sec to Dark enemies.
  • Touch of Light -  The Val'kyr's Light touch has affected you, inflicting 2925 to 3075 (25-Players: 5,850 to 6,150) Light damage to players under the effect of Dark Essence every 1 sec.  The Touch of Light will not harm targets with the same attributes as it.

Ok so everything hits harder, that's a given.   The Shields will take more damage to pop, so you want to tank the twins more on the insides of the portals, closer together so it's easier to switch

This Touch of Darkness/Light thing is a new trick, kind of a you are the bomb and start aoe'ing the guys around you.     The way to get rid of it is to click the portal of the same color.    Light goes to light.   Dark goes to dark.   And I believe it'll only target opposite colors so you have to switch, Touch of Darkness of Light buffed guys, and vice versa.     Ice Block, Cloak, Bubble, etc of course can remove the buff for you.     Anyways, switch back to your color if you have to once you got rid of the debuff.

The Concentrated Darkness/Light do hit harder, so more emphasis on not failing to them and hitting the right ones while avoiding the wrong ones.

Otherwise, same fight as always, just more tightly tuned to be a gear check again....

Hard Mode Soaker Strat:

Well because of the sheer amount of damage the orbs do cause, this is a method to "cheese" the fight.    It basically will take most of the skill in dodging orbs out, and replace with RNG.

1-2 Tanks, 1 tank can do it, just mind threat issues.   And if your dps is behind, you probably need that extra dps from the tank spot.

6 Healers ish, need them to keep every group alive from the damage and tanks and soakers.

2-3 Soakers, these guys are to get max SR, 415 buffed, and take the Light Essence, and go around taking up all the white orbs.   The SR is so that they don't have to continuely avoid the black orbs to get to white orbs, and just resist that damage.   Well most of it, you can probably survive only 2 orbs exploding on you at once, don't risk the 3rd.     Best type of soakers are the ones that have a mitigation CD, hunters especially since they can Deterrance.

Anyways, the raid is to take up the Dark Essence and tank both twins stacked together at the gates.  We opted to have the tanks outwards, and the dps/healers against the gates, this reduced stray White Orbs from exploding in the raid for massive raid damage.   This reduced the strain on the healers.    Though you can do the reverse, with tanks against the gate and dps outside, that will likely increase dps from Empowered Darkness, but risk those White Orb explosions the soakers didn't get to.     You do not move or change colors for the entire fight, you heal though all the extra damage and even dps with the wrong colored shield if you have to.

The entire fight you all pretty much dps the Light Twin, kill her down ASAP.   Except, when a special ablility appears.   1 of 4 special abilties will occur each time, random order, but they must be cycled through before it randomized again.     And it is possible to get 2 of the same abilties in a row for the 4th and 5th ability.    Anyways, here are the abilties and what must be done...

Dark Shield - This is potentially the hardest part of the fight, well for your dps.   We opted for that if this was the first special ability, we ignore it and let it heal and dps on.   Hoping, that rng favors us, or we have high enough dps to kill them before the next Dark Shield appears.    

If it not the first ability then you can't ignore it.   You gotta prep, like 5 seconds before every special ability CD (except the first) to switch to the dark twin, get your dps debuffs on her, and pop heroism and all CDs.    You will probably wipe if you don't get the kick off in time.

Light Vortex - Since the raid is all Dark and won't be changing, this will cause massive raid damage and it's now the healer's hardest part of the fight.   Assign your aoe healers keeping groups up.   Assign pallies to Divine Sac and Aura Mastery Fire Aura.   Everyone should be popping healthstones to help.    Also, if you got damage mitigation CDs, use them.   Your goal is to survive.   If people die, you'll probably wipe.    Also, RNG again, if a 2nd Light Vortex happens, you'll probably wipe.

Dark Vortex - This will merely power up most of the raid.  The soakers, this is where they have to pop their defensive CDs to survive it.   Hunters Deterrance, etc.   Healers pay attention to them in case.

Light Shield - We should all be on her already doing high dps with the buffs, should burn it easy and kick it.

That's about it for the fight, dps zerg it down.   Hope you don't get bad abiltiies close together, and kill them before they kill you.

 

 

Achievements:

Salt and Pepper - Defeat the Twin Val'kyr in 3 minutes or less in 10/25-player mode.

Seems to be just a dps burn fest.   Utilitize those buffs you can get.

 

Videos:

10 Man (w/ Salt and Pepper on our first shot)

 

 

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saedo's picture

Added the tip for the

saedo — Thu, 10/29/2009 - 10:24

Added the tip for the warlocks:

Note:  A tip for the warlocks before the fight starts, if you all click on the Light
Portal and spam Hellfire, you would start gaining stacks.   This way
you can start ahead of the rest of the raid and get Empowered
Darkness/Light much earlier.   Just switch back to your assigned portal
before you start, the stacks do carry over regardless of color.

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saedo's picture

I added what we did for this

saedo — Mon, 10/05/2009 - 23:53

I added what we did for this hard mode.   Did I get everything right?   Anyone got stuff to add from their own experience?

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Derchlon's picture

Just a note on orbs and

Derchlon — Sun, 10/11/2009 - 14:35

Just a note on orbs and splash damage:  As a soaker, I have to get some of the white orbs that spawn near the group, but if I hit the orb while its near the raid, those dark shielded players nearby take damage.

The solution, was to have the closest soaker besides me, cover 1/3rd to 2/3rds of my normal area for the orb spawn period (communicate!).  This allowed me to babysit the wall waiting for those raid damage white orbs, and most of the time I can trigger the orb before it even moves, preventing white orb damage a good deal of the time.

However, sometimes the balls spawn right next to the group, and its probably better to NOT snag those, and hope the orb heads away from the group.  This way, you have a 50% chance of raid damage, and not 100%.

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saedo's picture

So for Twins Hard Mode, and

saedo — Mon, 09/14/2009 - 10:23

So for the 25 man Twins Hard Mode, and the 25 man Normal Mode Speed Kill, we might want to try this adjustment to the strat...

 

Pic is based off this guild's PDF strat:  http://elitistcasuals.com/valkyr/ValkyrTNF.pdf

The gist of it...

  1. The Twins are close by, allowing for cleave type splash to happen, and target switching is easy.
  2. During the Vortex, the tanks don't switch.  Heal through it.   The raid switches to avoid their damage, the tanks just eat it so the twins don't move.
  3. Related to that, the healers color sides are mixed, i.e Dark Healers on Light Side Tank, Light Healers on Dark Side tank.   They don't have to move for their tank's Vortex either.
  4. Otherwise same deal, dodge / absorb the floaty orbs as you like.

Watcha think?

I think we gotta get speed kill in normal to have enough umph to kill the hard mode.

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saedo's picture

For those that must see North

saedo — Wed, 09/16/2009 - 10:12

For those that must see North is top...

Twin Val'kyrs North Orientation: For those that must absolutely see North is up.Twin Val'kyrs North Orientation: For those that must absolutely see North is up.

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Saedo, after putting this

Kwondre — Wed, 09/16/2009 - 09:58

Saedo, after putting this into practice...got a couple questions.

I was in the first bar of "light" ranged DPS. We got all the light balls, but did enough "dark" orbs get into the "dark" melee group that we are on top of? 

Similarly. the two tank/healer groups on the left and right of that diagram are highly exposed to both dark and light balls, but don't relaly need to be getting them.

See the diagram in my next post...its something i just thought of. I have no idea if its better, but would be interested in your comments as to the differences in positioning.

One note: in the diagram, assume bosses are literally on top of each other and facing to the door...so the melee can situate themselves slightly towards the gate side to get behind the boss...but the important thing is they can go left/right to get orbs easily.

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valks Ignore some of the

Kwondre — Wed, 09/16/2009 - 10:37

valks2valks2

 

Ignore some of the previous post...just look at the diagram and comment...sighz work..

 

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saedo's picture

Well I'd need a confirmation

saedo — Wed, 09/16/2009 - 10:42

Well I'd need a confirmation on some things...

I know if the person hits the same color balls, you get an aoe splash around, and everyone around of your color get another stack of the buff.

If the person his the wrong ball, you also get an aoe splash, and everyone around of your same color is damaged.

Now, how does it work if it's mixed...

If you hit your correct ball, giving you the buff, aoe splashing, but around people of the opposite color, does it hurt them?  Or do nothing?

If you hit the wrong ball, giving you aoe damage, but around people of the opposite color, does it buff them?

I'm kinda inclined to believe it operates on, doesn't matter who hits it, if it's hit it's an aoe splash.  If the splash is your color, you get a buff, if not, you get hurt.    But I'm not sure, anyone confirm/deny?

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was curious about that

Kwondre — Wed, 09/16/2009 - 10:48

was curious about that myself...we can always test this in person!

on second thought...my little diagram might not be viable because of touch of light/darkness...though maybe just a little quickness on our feets could mitigate that.

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saedo's picture

Whaa is that a fire we gotta

saedo — Wed, 09/16/2009 - 10:52

Whaa is that a fire we gotta not stand in???    We're fucked!

 

Actually reading about the Touches, I think they're a 50,000 yard range so everyone will be hit regardless.    It's up to the guy to click on the portals to stop them from hurting the raid.

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GG

Kwondre — Wed, 09/16/2009 - 10:59

GG

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saedo's picture

"You are the bomb"  Now get

saedo — Wed, 09/16/2009 - 11:04

"You are the bomb" 

Now get the fuck to the portal and click it before you kill all of us!

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saedo's picture

Honestly, the balls are a

saedo — Wed, 09/16/2009 - 10:08

Honestly, the balls are a very small part of overall dps.    It takes a damn lot (100) to get them.  What most likely gets you stacked is actually the Vortexes, well along with supplementing with a few balls.

But anyways, those were the summarized general areas to be at.   The ranged and healers can spread out a bit there, leave space for balls to pass through.     And do remember, they operate on an AOE splash.   So you don't *have* to be the one to pop them.   Just be near the ones that do.

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ok so again i win at the game

Kwondre — Wed, 09/16/2009 - 10:27

ok so again i win at the game of overcomplicating things?

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At first it seems like it

Kwondre — Mon, 09/14/2009 - 10:36

At first it seems like it could be really confusing to keep track of which one you're supposed to be attacking with everyone clumped like that...but then again you can always use the MT target windows (remember which tank you're with primarily) to target the boss.

i like mapped out strats =)

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saedo's picture

Well these are more organized

saedo — Mon, 09/14/2009 - 11:03

Well these are more organized clumps.   Yea in Aristocrats you guys kinda randomly clumped and got mixed up in the sides when running about.

Twins centered but facing outwards.    Melee (and ranged) will be attacking from sides.   Looks like if copied exactly...

  • Dark Melee attack the Left Twin (from their perspective)
  • Light Melee attack the Left Twin (from their perspective)
  • Dark Ranged attack the Right Twin (from their perspective)
  • Light Ranged attack the Right Twin (from their perspective)

Sense a pattern here?

Except during Twins Pact, then attack the one with the big Yellow Shield.

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"you guys"??? you're in

Kwondre — Mon, 09/14/2009 - 12:40

"you guys"??? you're in aristocrats too!

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saedo's picture

Hey, I camped out a spot.   I

saedo — Mon, 09/14/2009 - 12:50

Hey, I camped out a spot.   I only move to dodge balls and change colors (though I bubble a vortex sometimes).     The rest of you tanks/dps were the randomly moving and mixing things up!

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saedo's picture

Fixed up the hard mode for

saedo — Tue, 09/08/2009 - 11:52

Fixed up the hard mode for this section slightly.

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Scaron's picture

I was thinking a bit about

Scaron — Wed, 09/02/2009 - 17:49

I was thinking a bit about this fight while watching some vids and I had a thought. It may matter more in hard mode, but I'll throw it out there and see what people think.

I'm wondering if it might reduce damage somewhat to have some light and some dark mixed up with regard to where we are positioned. This way orbs may cause less damage (people with a light charge may eat dark orbs so that those with the light charge who are standing amongst them take less damage--and probably eat up a few happy dark orbs in the meanwhile--and vice versa.

I was thinking the best way to do this would be by having the healers be the ones to "cross the light/dark essence divide" (because their damage on the target matters substantially less.)

In short, the healers on the left would grab the dark essence and stand with the light essence folks, while the healers on the right would grab the light essence. This should reduce overall raid damage and allow for more dps. Just a thought.

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saedo's picture

Well also the issue with that

saedo — Tue, 09/08/2009 - 11:59

Well also the issue with that is the Concentrated Light/Dark works on an aoe splash.

That is, if you hit the wrong one, it's an aoe damage around all it hits.

That also is, if you hit the right one, that's an aoe buff to all around it hits.  (well technically you only recieve the benefit of the buff if it stacks to 100)

So to do this, one, the healers would have to be seperated from the rest of the group to not hurt them.    That in itself kinda lowers their benefit to actually clean up the "bad orbs".   

But with Hard Mode forcing raids to tank them close together, perhaps we can make ranged camps on either side.    

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saedo's picture

Fixed this up now. Hard mode

saedo — Mon, 08/31/2009 - 14:08

Fixed this up now.

Hard mode seems to have...

More damage.

Heh, well Shields absorb more before they burst, so might need some (ranged) dps to switch over and help the other side to burn it.

Also, there might be these Touch of Darkness/Light debuffs that makes you hurt people of the opposite colors.   You might want to run to the other side, and might want to just click on portal and stay there.   Just so there's no extra dps time loss if you have to wait it out over there doing 50% less damage to the wrong target, getting aoe'd down by Surge of Light/Darkness.    Might as well just click the portal and switch to that side I think.   We'll see.

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Derchlon's picture

Just as an aside, after the

Derchlon — Fri, 08/28/2009 - 23:49

Just as an aside, after the hot fix, the orbs come much more quickly, and you get the Empowered Light and Empowered Dark more often than before.  Kinda fun to see your damage jump up that high.

Only vortexed an additional time, maybe 2 before we killed them again.  Simple fight, easy and forgiving, and most importantly, fun.

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Nuitarin's picture

Val'kyr Twins 10 man from Lava Crab

Nuitarin — Fri, 08/28/2009 - 23:12

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saedo's picture

Even though you said you

saedo — Sat, 08/29/2009 - 00:00

Even though you said you don't have to split dps evenly due to shared health pool, one should note that you should get enough dps on either side to burn down the shield.   Probably much more tighter on Hard Mode.

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Nuitarin's picture

Shield of Darkness/Light

Nuitarin — Sat, 08/29/2009 - 08:56

Good point, If I upload another vid of a hard mode kill I will have to mention that additional requirement. In our 10 man kill I wasnt on the boss that decided to heal. How much damage adsorbtion would you say the normal 10 man shield was?

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saedo's picture

Looking at WoWHead, I found 4

saedo — Sat, 08/29/2009 - 10:10

Looking at WoWHead, I found 4 spells regarding this.   They absorb:

  1. 175,000
  2. 300,000
  3. 700,000
  4. 1.2e+006

Is that last one 1,200,000?

So if I had to guess....

  1. 10 man,  11,667 dps required, so 2 dps at 5833 dps or 3 dps at 3889 dps can burn it
  2. 10 man hard mode, 20,000 dps required, so 2 dps at 10,000 dps or 3 at 6667 dps.
  3. 25 man, 46,667 dps required, so 8 dps at 5833 dps, or 9 dps at 5185 dps
  4. 25 man hard mode, 80,000 dps required, so 8 dps at 10,000 dps, or 9 dps at 8889 dps

WIth these numbers, I can see normal modes easily splitting the raid to burn their own shields.

With Hard Mode numbers, it's likely the side with less dps, or even both sides will need some help.

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Nuitarin's picture

Hard mode 25

Nuitarin — Mon, 08/31/2009 - 06:11

For the hard mode 25, you are correct, that is 1.2 million damage. Thanks for the analysis.

It looks like from our 10 man Lava Crab kill on august 28 that the 5 dpsers were averaging 7006 dps and the two tanks were averaging 2949 dps.

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saedo's picture

Just so you know, these are

saedo — Thu, 08/27/2009 - 10:44

Just so you know, these are the Hotfixes:

 

The following bug fixes to Val'kyr Twins were just deployed, and they will increase the overall difficulty of the encounter.

- Surge of Light and Surge of Darkness were not being cast properly on Normal difficulties.
- Light Vortex was doing less damage than Dark Vortex.

Along with those two major bug fixes, we also increased the rate with which the Concentrated Light and Concentrated Darkness spawns.

 

This probably means this kills the single tank approach.   Surge of Light/Darkness is the pulsing aoe that is supposed to force you to never be near the Twin you're the same color with (except during Vortex).      Anyways, as long as you didn't cheese it with one tank, the fight remains the same.

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saedo's picture

Ok, I fixed it up to more

saedo — Wed, 08/26/2009 - 13:37

Ok, I fixed it up to more what I think we did yesterday.    Anyone got anything to add?

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