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Old 01-08-2011, 12:35 PM   #1 (permalink)
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Alliance Male Gnome Warrior Level 85

Join Date: Dec 2010
Posts: 156

Character Info
Name: Guruforhire
85 Gnome Warrior
Server: Shandris
Guild: Fidelis
Profile: My WoW Armory
Talent Spec: 7/3/31
Default Valkyr Twins (10 Player)

(1) UPDATE: The Dark Valkyr will start on the left side and the Light Valkyr will start on the right side, on the far side of your starting position. They will aggro when you run in range. This gives you time to get everything set up and for people to see what the portals look like.

(2) Split your raid into 2 groups of somewhat equal strengths. Have the group attacking the "Dark Valkyr" in the southeast and the "Light Valkyr" group in the northeast.

(3) Four portals will spawn. The "Dark Portals" will be in the northwest and northeast and the "Light Portals" will be in the southeast and northwest.

(4) On the pull, each group should click the OPPOSITE color portal of the Valkyr they are assigned to. The "Dark Valkyr" team should be "Light Attuned" while the "Light Valkyr" team should be "Dark Attuned." Your positioning should have the correct portal right on top of you to start. The reason for this is that Light Attuned players deal extra damage to the Dark Valkyr and absorb light damage. *UPDATE* Healers should be the *opposite color* of the team they are healing so they can absorb the same color orbs as the boss, if they are on a path to hit her (IE- "Dark Attuned" team[attacking the "Light Valkyr"] healers should be "Light Attuned").

(5) The Twin Valkyrs should be tanked near the SAME color portal on the far side of the room from your staring positions. This will come into play later.

(6) Light and Dark Orbs. There are orbs that spawn in a circle against the walls of the arena and fly, apparently in a random pattern, throughout the room. If a Light Attuned player "runs into" a Light Orb, they will gain stacks of "Powering Up." When 100stacks are reached, the player gains "Empowered Light," increasing damage done by 100% for 20sec. If a Light Attuned player collides with a Dark Orb, they take damage. I do not know how many charges each orb gives you. UPDATE: If you absorb damage from Vortex, you will also gain stacks of Powering Up, as well as splash damage from Unleashed Darkness/Light. *CONFIRMED* The boss gains stacks of Powering Up.

The catch is, the Valkyrs can also get this buff. Have one or two players designated for each Valkyr to "catch" the like color orbs before they reach the boss. In the video, the person doing this was in the opposite color. However, in 25man, it may be beneficial to have these designates in the same color as the orbs they are trying to absorb, as to not kill themselves trying to prevent them from getting to the boss. UPDATE: Then again, this may be bad since the range on Touch of Darkness/Light is unknown.

Special thanks to Satorri for this graphic

Boss Abilities:
NOTE: I am only listing the Darkness abilities because they are identical to the Light ones. Just switch Light and Dark... you know the drill.

Empowered Darkness
Increases damage dealt to Light Targets by 100% for 20 sec.
Instant
This happens when the Boss absorbs too many Dark Orbs. Prevented by having designated Dark Orb "catchers" to prevent them from reaching the boss. It is my theory that, at least in 25man, these "catchers" should be Dark Attuned, even though they will be DPSing the Dark Valkyr. UPDATE: No stacks of Powering Up went up on the boss, according to our WoL. Either we were really good about the orbs never reaching the boss/tanks/melee, or this is only a player buff.

Surge of Darkness
*UPDATE*: Now on Normal Mode!
Pulsing a Surge of Darkness Inflicting 1500 damage every 2 sec to Light enemies.
5 sec cast
*UPDATE* This is a zone wide aura.

Unleashed Darkness
The Concentrated Darkness (i.e.-dark orb) releases its energies inflicting 12188 to 12812 Dark damage to enemies within 8 yards.
50000 yd range, Instant
UPDATE: It has been mentioned that this happens when an orb is touched, and I tend to concur. CONFIRMED! The splash damage from this ability contributes to "Powering Up" if absorbed by those with like attunement.

Twin Spike
The Twin Spike inflicts 100% weapon damage and increases damage taken by 20% for 15 sec or for 10 charges.
5 yd range, Next melee
*CONFIRMED* Spike damage ability on the tank. I do not know how often it is used, but it may be advized for your tanks to use a CD for the first time it happens to gauge how devastating it is.

Power of the Twins
The shared power of the Twins increases attack speed by 10% every second up to 150%, and allows the Twin to Dual Wield for 15 sec.
Instant
*CONFIRMED* *UPDATE* This occurs when the other Valkyr casts Shield of Darkness/Light. The Valkyr will gain 10% attack speed every second up to 150% or the opposite Valkyr's shield breaking. Just a damage spike on the tank. Might be another good time for a CD. Otherwise, tank healers have to be sharp to pick up this spike.
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