Well we killed it today. We wasted a lot of our attempts on this fight trying to make a unique strat work that turned out not to have been as good of an idea as we thought it would be, dropping us from the 45 we started Twins with to a more modest 18 remaining. But a kill is a kill I suppose, and I like our new strat a lot better.
Despite that we learned a lot working on this fight that will be very useful in successive weeks, and almost a hundred guilds seem to be stuck on this fight, so I thought i'd make a new thread specifically about the hard mode.
This fight is very interesting, and refreshingly different from anything we've seen before. The closest thing I'd liken it to is the vanilla 4 horsemen because of the intricate polarity choreography you are forced to do. Twins is definately a step up in difficulty from anything that precedes it in the instance. I'd put it at Freya 3-tree level or higher.
Before I get into the fight let me start by calrifying some of the vocabulary we used in our theorycraft about it:
Polarity - the attunement you get to either Dark or Light when you click on the 4 floating portals in the room.
Portals - the things you click on to get your polarity. There are two Dark portals and two Light portals arranged diagonally accross from each other.
Orbs - the black and white balls of Concentrated Darkness/Light that spawn throughout the encounter, not to be confused with Portals.
"Popping" Orbs - Moving into close enough proximity to an Orb that it explodes and splashes it's effect in a 6 yard radius.
Catchers - A player who stands near a group of players that all share the same polarity, and who has the opposite polarity from the group and serves to protect them by popping incoming orbs that are his polarity so that they do not hit and gib the group.
Important Things We Learned
-If you do not have a polarity, you will obviously be taking ticks from both surge of darkness and surge of light. Touch of Darkness/Light will also always prioritize players with no polarity. As a result, if you by design or accident have someone who does not get a polarity at the start of the fight, they will take 13k incoming DPS after resists until they do so or die.
- "Light" damage is ACTUALLY Fire damage. Fire aura, and hence fire Aura Mastery, work on all forms of Light damage. Dark damage is obviously Shadow damage.
- Twins do not actually do magical attacks to tanks, so all incoming damage on tanks except for the normal Surge ticks that everyone takes is physical. When one of the twins has Shield and is casting the heal, the tank on the other twin will take progressively more and more damage because of the stacking Twins Spike, and will need some form of damage reduction cooldown by about halfway into the 15-second heal cast.
-Touch (Touched by the Dark/Touched by the Light) goes out on 4 people at a time, will always take the form of the opposite polarity to what you currently are, will never go on tanks, and is immediately cleared by switching polarities. It ticks for about 4-6k every 2 seconds.
-The abilities the twins use are randomly selected from the four posibilities, and may occur in any order, but will not repeat until all four possibilities have been exhausted. So, for example, if the first ability is Dark Vortex, the second is Shield of Light, the third is Shield of Dark, you know with 100% certainty that the next one will be Light Vortex, but the one following can be anything.
-Enrage is at the approximately the 6:10 marker.
-Portals block line of sight for some reason. Lol?
-You should kill them either shortly before, or shortly after the 5th ability. Abilities come every 45 seconds.
-Attacking the target of the same polarity will deal approximately 30% of the damage you would deal to the target of the opposite polarity. We found that by putting all the melee with full synergies on one target, and all the ranged with full synergies on the other target, we could break all the shields without any problem with just everyone switching onto the correct target, without anyone actually changing polarities.
-Vortex hurts. Some strats involve catchers not switching polarities for vortex, but they will require multiple cooldowns, and even then it will be rough.
-Orbs always move in directly straight lines. They do not chase you or follow you. They spawn and divide the room into a grid, and bounce if they hit a wall. Because the room is circular, this can cause them to have weird trajectories and sometimes intersect in tragic ways if they are not popped early. Popping a orb of the wrong polarity causes 15k damage that splashes onto anyone in a 6 yard radius. Thus, taking two orbs is generally an insta-gib for anybody except a tank, or a catcher stacking stam and fire/shadow resist.
- Every time you change polarities or pop an orb of your polarity you gain a 70% speed buff for a short time.
I'm going to give it a couple days to go into detail on our specific strat, and the other strats we tried, but the above should give you a good head start in the information you need to devise a winning strat of your own that works for your group.
I'm in the process of uploading my fraps footage of our kill right now and I'll post a dl link when it's finished. I always run progression with all kinds of timers and meters running and my stopwatch up, so its a good vid to look at if you're trying to discern information.
Aurelius should have our professional kill video up within a few days.
Joanadark
Sun Sep 06, 2009 11:26 am

