Raiding 10 v. 25: Which is better?

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Since Blizzard implemented the 10 man raid I’ve been hearing debates between players on which is the better raid format, 10 or 25 man raids. I find myself drawing parallels between the debate of 25 v 40 raids. Lets look at some of the virtues of both shall we?

10 Man Raid

Easier to organize

Easier to coordinate raider movement

Less vent / teamspeak chatter

Easier to spot problems

More individual responsibility

Less margin for error

Lower gear leve than25 man

Allows smaller guilds and pugs to experience end game content

25 Man raid

More room for error

Higher Gear level than10 man

More drops per boss and zone than 10 man

Less people have to be “benched”

Bigger sense of accomplishment after defeating a boss

Looking at the points in both I see a lot of the same arguments from 40 man raids to 25 man raids. I’ve had the fortune to experience 40 man, 25 man, 20 man and 10 man raiding and I’d like to offer up my opinion on it. They are all fun.

40 man raids were a pain in the rear to organize and in many cases required you to carry a certain number of a class in order to succeed (Princess huhuran needed at least 4 hunters for tranqshot rotation and such). It was a pain in the ass that required a good hierarchy in order to do successfully. This involved raid leaders, officers, class leaders and such. In a 40 man raid it was very possible for five people to hold a raid hostage and cause all sorts of mayhem.

With that said I loved the content of the 40 player raids, they felt epic. Zones like Molten Core, Black Wing Lair and AQ40 were large and just amazingly well done. Problem was you needed a full group or mostly full group to do these end game raids. Many smaller guilds would form raid alliances and venture forth into the end game content.

20 man raids were introduced with the instance Zul’Gurub. It was a well designed zone and forced you to pick a smaller team to proceed. There was less margin for error but it was easier to grab 19 other players and go in rather than hunting down enough players for Molten Core. The zone was smaller than other end game raids at the time, but offered an opportunity for greater emphasis on fight mechanics than 40 man raiding did. It was a wildly popular raid and showed that the smaller format could be successful.

25 man raids made things a lot easier. Guilds would have a better time getting together enough raiders and wouldn’t have to enter as frequently into raid alliances in order to see the end game content. This was partially helped along by the success of ZG. At this point players for the most part had embraced the smaller format. It offered greater raid accountability on the raiders and easier coordination of the group for the raid leaders. One person could wrangle 24 others without the aid of officers and class leaders if they needed to. Fights could be explained faster than 40 man and it was easier to spot mistakes. This was hailed as a large success on the raiding scene. In 25 man raids though it was still easy to hide behind the skirts of a better healer or DPS just like in the old 40 man raids

When 25 man raids were new and successful, Blizzard also introduced the 10 man raid. Karazhan was for many people their first full raid. It was big and epic in both zone size and scope of what it set out to do. Fight mechanics were interesting and fresh and easier to implement than they were in 25 man. Fights like Netherspite lended itself well to the 10 man raid size as it was much easier to coordinate, but still gave players jobs to do other than just sit and dps or sit and heal. With 25 man raiding though there was still the problem of smaller guilds still needing to enter into raid alliances or pug raider spots if they couldn’t show up with 25 people ready to go see the endgame.

After a full expansion of 25 man raids, Blizzard announced that in Wrath of the Lich King you’d be able to toggle difficulty on all raids between 10 and 25 man. This news sent waves throughout the community. People called it both genius and folly. It allowed you to really take your raid and simplify it. You could take 10 raiders and do all the same raids that the 25 player content was providing and it allowed content to be more accessible to a wider variety of players. Allowing raids to be done at a 10 man level also allowed for greater accountability. If you messed up in kara back in the day, you noticed. It was a lot easier to see what you were doing wrong. It’s much much harder to look at 24 other people and catch problems before they cause wipes. You have much more personal responsibility in a 10 man than you do in a 25 and as a result you are a more integral part of the team. Some fights are inherently harder in 10 man version than they are in 25 man, and some vice verse. You have options now to be able to see all of the games content.

Lodur’s opinion:

Personally I like both formats a lot. I love 25 man raids because at the end of the night I feel accomplished. Being able to help lead 24 other people to a successful boss kill and hear the screams of joy when we get through a particularly hard boss(vent the night of the first Yogg kill was electrifying awesome) is priceless to me. At the same token herding 24 other players even with assistance is grueling and can wear you down. In 25 mans I find myself constantly watching the raid trying to find and stop problems quickly before they cause wipes. I love being able to take the vast majority of my raiders into a zone as well so not everyone is sitting idle.

I love 10 mans because of the intimacy of them. Recently due to some raiders being out, my guild split into two 10 man groups for the night. We ran ToC 10. I lead one group, the GM lead another. I had with me some very good people and a rather nice setup. I also had two people that have had problems in the past staying focused or people I like to refer to as “Fire Huggers”. I was able to coach those two players and get an absolutely phenomenal performance out of them on the fly. Especially when we got to the Faction Champions (pre nerf). This fight was the hardest in the zone (IMO) and lots of people were caught cutting their teeth on it for a while. We wiped once, I saw what was going wrong pretty quickly and was able to change tactics and issue commands on the fly much easier than in 25 man raids and we were able to adapt and overcome the encounter quickly. 10 mans are much easier to coordinate and I didn’t feel nearly the same pressure that I do when I’m thrust into leading a 25 man.

Bottom line, I love both formats just for different reasons. I think they are both solid and offer everything raiders could want.  I also think there shouldn’t be a debate between which format is better. They both work, and they both work pretty damn well (loot distribution aside *shakes fist at blizzard for putting all the good spell shields in 10 man hard modes*).

So how about you? What do you prefer 10 or 25? Why do you like that format?

Well that is all I have for today. Until next time, Happy Healing!

Sig

Image courtesy of www.edinphoto.org.uk

Raiding: It’s a Team Sport

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This is a guest post by Thespius.

If there’s one thing I enjoy, it’s actually having fun playing WoW. I wasn’t around for "Vanilla WoW", but I am a 3 year veteran of the game. WoW is my hobby. I take it seriously, but it’s still the place I go to "escape". I’ve been in leveling guilds, raiding guilds (hardcore and casual), PvP guilds, and guilds with friends. When it comes to raids/groups, I’ve learned one thing that I bring with me at all times:

"How do you make the best party? Simple. Bring friends."

I don’t mean only invite the exclusives (guildies, RL friends, etc). It’s called the WoW Community right? How does one become a "friend"?

I tend to gravitate towards people that are positive and contribute to the group/raid’s success, not take away from it and hurt morale. Anyone that’s been in a raid knows how much smoother it runs when everyone has a positive, goal-oriented mindset.

Yes, this can be tough through wipe-fests or newer players in the mix, but there are numerous ways to contribute to keeping morale and spirits high: Attitude, Willingness to learn/help, and Courtesy among them. If everyone involved puts in that little extra effort, it keeps the fun alive.

Attitude

Don’t sweat the small stuff. Don’t cry over spilt milk. Don’t get pissed if you wipe. This has caused me to stop raiding with a group more than anything. Most of us aren’t in the "uber-leet" guilds and are going to have problems along the line of progression. The best way to always handle it, in my opinion, is to shrug it off:

"We lingered a little too long before starting Phase Two of Mimiron. It’s all good. Keep at it, and we’ll get it next time." (In my mind, even the top guilds could perform even better if everyone focused more optimistically than pessimistically.)

How do you make sure you’re making the best effort you can? Take the time to do it right the first time. The easiest way to waste time and boss attempts is to rush through them. Mark your targets, /readycheck, communicate. Our paladin tank (an ex-Army Ranger) always reminds us: "Slow is smooth. Smooth is fast. Fast is deadly." Truer words were never spoken. Be focused, but not rushed.

Once you get that in place, HAVE FUN! It’s a game. We all play it to enjoy it. I love joking around in raids–as long as it doesn’t distract from the raid itself. Keep in mind, however, that not everyone may share your brand of humor/sarcasm. Pay attention to the reactions of others and be mindful of possibly "crossing the line". If you want the raid to continue to go well, avoid making comments that can make it go sour really quickly. I know I’m a stronger healer when I’m having fun.

Negativity is going to breed more negativity. Even an optimist like myself is going to fall victim to it. It’s easier to make 5 people mad than 2 people happy. I actively take up that challenge to keep the raid’s spirits up. That’s my "hard mode" – Get through the raid night without people getting up in arms. I tend to call myself the "Guild Politician." I try to keep everyone happy. I’m a healer in game, and a healer by nature.

Willingness to Learn/Help

We all had our first toon. Mine was a Human Warlock (the original "Thespius"). I stepped into the world of Northshire Abbey and had NO idea what a spell was, or Intellect, or even that I would eventually battle with Talents. After playing this game for 3 years, I’m still learning new things every day. I personally love how this game is constantly evolving. New mechanics introduced, new thoughts shared. In this, I know I’m not perfect.

Avoid elitism. Be confident, but not pompous. I think when it comes to healing, I’m pretty confident. Am I the best? No. Do I think I’ll ever be the best? No. Do I strive to BE the best? Of course. I do that by staying open-minded, listening to those around me, and paying attention to the online healing community.

If I encounter someone who seems to be struggling with kill order, or threat, or healing "rotations", I could choose one of two ways to proceed:

  1. [Party]: HAHA!!! THIS N00B DOESN’T USE RENEW!! HAHAHAHAHA WHAT A LOSER!!
  2. [Whisper]: Hey, I noticed you don’t utilize Renew a lot. Is there a reason why you chose to do that?

I hope everyone can see that the second option allows room to suggest a change rather than belittling the person for not knowing. Who knows? Their reasoning may be solid, and may open your eyes to a different style that you can build on. I hope that others would exercise the same kindness if I’m having trouble with something. Remember, optomism over pessimism.

Courtesy

This is where you can make a raid stronger or label yourself as "selfish". A chain is only as good as its weakest link, right? We’ll start with the basics:

Make sure you’re not going to have to go AFK a bunch of times. Obviously extenuating circumstances arise (family, roommates, etc.). Ready to go means a stock of snacks/drinks and an empty bladder. We’ve all been there.

If you do have to go AFK, make sure you have clear communication with the raid leader that you’re gone. Raid Leaders, make sure you’re paying attention (or delegating that responsibility) to chat/vent to see who needs a momentary break. If you MUST go AFK, try to save it for a good downtime in raid. If the whole raid is going to take 5 minutes, go restock your supplies and empty the bladder, even if you don’t NEED to. Get back as soon as you can, and make sure people know you’re back.

If you must leave for the rest of the night, give as much notice as you can. This allows the Raid Leader to decide how to proceed. If you consistently bail at the last moment, it’s likely you won’t be asked back. It also puts undue stress on the raid, dampening the mood. Remember, easier to promote negativity than positivity.

However, I try to be most considerate about loot/upgrades. I serve as my own loot council. If there’s someone in the group (yes, even a PUG) that could use the gear more than I could, I’ll gladly pass to them. That gesture is usually a huge comfort to people, and promotes the Team environment I’m trying to build. In our raids, we give PUGs equal shot at gear. In doing this, we’ve created a great little niche of people to pull from when we need subs. We’ve also gained a few new guild members because of it.

Throughout all of this, our guild and its members have the reputation of being the best to run with. Why?

  • Our attitude is positive and team-oriented. We’re out for everyone to succeed, not just the individual. It makes every run fun and memorable.
  • We take a proactive approach to helping those that need it. We don’t belittle people for not being familiar with a certain aspect of the game. It allows for people to be honest about not knowing something, or being open to suggestion.
  • We exercise courtesy with everyone we play with. People know that they’re not going to get "screwed over" in a Team Sport run. Anyone that contributes to the run’s success should be rewarded.

Just mind the bad apples in the game, because they are out there. Keep your heads up.

Raider Nostalgia: Patch 3.2.2

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As most of you have heard today patch 3.2.2 is going live. With it marks the triumphant return of the Brood Mother and her many whelps. So what’s in store for us?

The Brood Mother Returns
After years of lurking in her lair battling the many brave adventurers who travelled from afar to challenge her, Onyxia returns stronger than before to commemorate World of Warcraft’s five-year anniversary.

  • Onyxia has been scaled to offer new challenges to level 80 players and is now available in 10- and 25-player modes.
  • Adjusted for modern raiding, but with the fundamental experience of fighting the Brood Mother still in effect, including the horrors of her Deep Breaths!
  • Onyxia will now drop level 80 item versions of some classic loot items from the level 60 encounter.
  • Brood of Onyxia, a very rare 310%-speed mount modeled after Onyxia herself will be available for the luckiest of challengers

This has gotten me very excited. For many of us, Ony was our first real raid experience. I know it was for me. I had done some molten core, but my first real raid with my guild (same one I’m still with today) was Onyxia. Of course my first ony raid tale is a little bit different then most. I happened to have participated in this raid from a bar. My then girlfriend worked at a bar that happened to have really good wireless Internet. I hoped on my laptop while waiting for her to get out of work and wound up getting invited to an Ony raid. We killed the Brood Mother, I got a shiny new helm and I did this while having a frosty cold pint. When we heard that they were updating her for the anniversary at Blizzcon, I definitely joined in screaming at the top of my lungs in excitement. Along with this announcement also came the news that in Cataclysm Rangnaros, Nefarian and a few others will be back again! This announcement even got me to dust off my hunter and level her to 80.  This type of boss is something that many of us remember fondly and I think it was a good call on their part to update her to level 80 and bring us back some favorite loot updated for level 80 as well.

Let’s not forget this is a patch though, so some things are changing for classes and abilities. Healers this patch are largely untouched. Shamans however get a nerf of sorts, not as bad as it could be but bad enough.

Shaman

Cleansing Totem: No longer purges instantly when dropped

Like I said could be much worse, this change will require Shaman to change tactics slightly. On fights like the Faction Champions in ToC, dropping a cleansing totem was a great way to get 5 people cleaned from poisons and diseases very quickly. Now we have to use this totem more proactively rather then reactively as once you drop it you have a good 3 seconds to wait before it starts doing it’s thing. Complete Patch notes can be seen HERE

More Patch Notes

Dungeons & Raids

  • Shadowfang Keep
    • Wailing Guardsman: Screams of the Past will no longer have multiple applications on a target. Recast time has been increased.
  • Ulduar
    • Increased the cooldown on Immortal Guardians’ Drain Life ability in the Yogg-Saron encounter.

Achievements

  • The Achievement “Iron, Dwarf Medium Rare (25 player)” now requires 25 kills, down from 50.
  • The Frostwolf Howler and Stormpike Battle Charger Achievements will now be awarded when a player learns the respective mount spells.

Professions

  • The blacksmiths of Orgrimmar grew tired of running to the rear of the city to craft items and have installed a new anvil & forge at the General Store in the Valley of Strength.
  • Engineering
    • The Mind Amplification Dish no longer changes the appearance of your helmet.
  • Inscription
    • Added a recipe for Runescroll of Fortitude. This item grants a stamina buff equal to the highest rank of Power Word: Fortitude (untalented) to all players in the raid. The effect of this runescroll is exclusive with other stamina scrolls and Power Word: Fortitude.
  • Leatherworking
    • Added a recipe for Drums of Forgotten Kings. These drums increase all stats by 8% for all players in a raid. The effect of these drums is exclusive with Blessing of Kings.
    • Added a recipe for Drums of the Wild. These drums grant a buff equal to the highest rank of Mark of the Wild (untalented) to all players in a raid. The effect of these drums is exclusive with Mark of the Wild.

Items

  • The Black Heart: This item’s animation has been changed and no longer resembles Hand of Protection.
  • Death Knight Tier-9 Tanking 4-Piece Set Bonus: Now decreases the cooldown on Vampiric Blood, Unbreakable Armor, and Bone Shield by 10 seconds instead of 20.
  • Druid Tier-8 Healer 4-Piece Set Bonus: The amount of healing this set bonus grants on the initial cast of Rejuvenation has been reduced by 50%. In addition, this set bonus no longer has strange interactions with Harold’s Rejuvenating Broach.
  • Glyphs
    • Glyph of Bone Shield: This glyph now grants 1 additional charge instead of 2.
    • Glyph of Flame Shock: Redesigned. This glyph now makes Flame Shock periodic damage able to be critical strikes.
    • Glyph of Mind Flay: This glyph no longer reduces the magnitude of the movement reduction on the Mind Flay victim.
    • Glyph of Scourge Strike: Redesigned. This glyph now causes Scourge Strike to extend the duration of Frost Fever and Blood Plague by 3 seconds each time Scourge Strike is used on a target, up to a maximum of 9 seconds.
    • Glyph of Typhoon: This glyph now increases the range on Typhoon by 10 yards in addition to its current effects.
    • Glyph of Unbreakable Armor: Now increases the armor gained from Unbreakable Armor by 20%.
    • Glyph of Vampiric Blood: The glyph now increases the duration of Vampiric Blood by 5 seconds instead of 10.
  • Libram of Obstruction: The buff to block value from this relic is now exclusive with the buff to block value from Libram of the Sacred Shield; it is impossible to have both buffs at once.
  • Libram of the Sacred Shield: The block value buff from this relic has been increased to match its item level.
  • Relics: All buffs provided by relics (idols, librams, totems and sigils) now share an exclusive category such that gaining a buff from one of these items will remove all other buffs gained from items in this category.
  • Totem of Quaking Earth: Attack power value increased to 400.

User Interface

  • Battleground Queuing
    • Players may now only queue for no more than two Battlegrounds at a time.
    • The dialog box for entering a Battleground match has been changed to reflect the following options: “Enter Battle,” “Leave Queue,” and “Minimize.”
    • The time a player has to enter a battle when selected has been reduced to 40 seconds when not already in a Battleground and 20 seconds when in a Battleground.
    • Players already in a Battleground can now choose “Enter Battle” for a new Battleground under any circumstance (i.e. while dead, in combat, falling, etc.).
    • A new Battleground will not launch until the maximum number of players on each side are in the queue (i.e. 40 players per side for Alterac Valley).
  • The size of the Focus Frame can now be adjusted via the Interface Options menu.
  • Mail System Auto-Complete Feature
    • The inline auto-complete feature for the mail system has been added back into the game. The mail system will now have both the pre- and post-3.2.0 auto-complete features available.
    • Added a label to notify players that the Tab key will allow players to navigate through the character names listed via the auto-complete feature.
  • For additional notes on Lua and XML changes please visit the UI & Macros forum.

Bug Fixes

  • Death Knight
    • Rune of Razorice: The frost vulnerability granted by this enchantment will now increase the damage done by Frost Fever as intended.
  • Druid
    • Balance of Power: Misleading tooltip reworded. The tooltip previously reported an incorrect value for the increased chance to hit with spells. The actual benefit of the talent is unchanged.
  • Hunter
    • Master’s Call: This ability now correctly removes the snaring component of Infected Wounds, Frostfire Bolt, and Slow.
    • Trap Mastery’s (Survival) tooltip now states the correct amount of snakes summoned.
  • Mage
    • Arcane Missiles: Ranks 12 and 13 will now properly cause players to enter combat.
  • Paladin
    • Hand of Freedom: This ability now correctly removes the snaring component of Infected Wounds and Frostfire Bolt.
  • Priest
    • Divine Aegis: Ranks 1 and 2 will now work with Holy Nova.
    • Glyph of Power Word: Shield now correctly uses the Priest’s spell critical chance instead of the target’s.
  • Rogue
    • Vanish: This ability now correctly removes the snaring component of Frostfire Bolt.
    • Honor Among Thieves: This talent will now work properly again if two rogues with different ranks of the talent are in the same party.
  • Shaman
    • Grounding Totem will now properly protect against the Death Grip spell.
    • Lava Burst can no longer deal critical damage to targets who are immune to critical strikes (due to, e.g. Roar of Sacrifice, Blessed Resilience).
    • Lightning Shield: This spell will no longer set off some trinkets when it is cast.
    • Stoneclaw Totem’s pulses will no longer break stealth on nearby hostile units.
    • Thunderstorm and Shamanistic Rage can no longer be used while Frozen, Cycloned, Sapped, or Incapacitated.
  • Warlock
    • Demonic Circle: This ability now correctly removes the snaring component of Frostfire Bolt.
    • Fel Armor: This spell was unable to set off trinkets and other effects. That has been corrected.
    • When using Shadowbolt or Incinerate while having Backlash and Backdraft active, only Backlash will now be properly consumed.
  • Coliseum Trinkets: Some spells that should have triggered these trinkets will now trigger them (such as Holy Nova and Fel Armor).
  • Death Knight Tier-9 DPS 4-Piece Set Bonus: Now grants the correct chance for disease damage ticks to be critical strikes.
  • Hunter Tier-9 2-Piece Set Bonus: Critical damage from Serpent Sting will now work properly with the Mortal Shots and Expose Weakness talents.
  • Lightweave Embroidery: This tailoring item enhancement will no longer trigger from the periodic healing granted by the warlock spell Fel Armor.
  • Mote of Flame: Corrected a typo in the tooltip.
  • Paladin Tier-9 DPS 2-Piece Set Bonus: Now grants the correct chance for Righteous Vengeance ticks to be critical strikes.
  • Shard of Flame: Corrected a typo in the tooltip.
  • Val’anyr, Hammer of The Ancient Kings: Healing from Prayer of Mending now triggers the shield from this item. In addition, a bug was corrected which would cause the shield points to be overwritten rather than stack up as intended.

So, how do you feel about the patch? Excited or angry that it seems like it came too soon? Does it make you think back on your time in early raiding? What was your first raid? Any other bosses you want to see ramped up to 80?

Until next time, Happy Healing!

Sig

Image from pewpewlazers.wordpress.com

Happy Talk Like A Pirate Day!

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Avast you scally wags!, happy talk like a pirate day from us at World o’ Matticus, shiver me timbers! Hope you have a fun day and don’t forget t’ get your achie’ement in Booty Bay. Tis’ quick and easy. Fly t’ booty bay and head o’er past the horde flight point. Jump up ont’ the roo’ and talk t’ Dread Captain Demeza, argh! Get your free pirate costumes and then find some wenches and raid some ta’erns!

From Blizzard

Yarrrr matey, it be Pirates’ Day! Commoners wearing pirate garb have appeared in all the world’s cities with the news that the Dread Captain DeMeza and her crew have landed in Booty Bay and declared it Pirates’ Day! If you are brave enough to share a drink with her, you may have what it takes to become an honorary crew member for the day.

First, talk to any pirate commoner to receive a costume to help you get into the spirit of Pirates’ Day. Once appropriately attired, head down to Booty Bay to join in the fun. There, look for Dread Captain Demeza and her crew, who have taken over the roof of the Booty Bay bank and auction house. By talking to Captain DeMeza, players become an honorary crew member and transform into a pirate of their race and gender for 12 hours. This costume buff may be clicked off but persists through combat, mounting, death, and so on. Other highlights of the holiday include:

  • A large crowd of pirate revelers (“Dread Crew”) who dance, talk, eat, drink, laugh, and shoot fireworks. Ask Baron Revilgaz what he thinks of the visitors.
  • The Tauren First Mate Hapana and his giant South Seas assault parrot, Nyuni.
  • A trio of cannons and cannoneers who periodically fire out into the bay – at times, just barely missing the sails of the incoming transport. Those crazy corsairs.
  • Cap’n Slappy and Ol’ Chumbucket, two curiously-named pirates.
  • Lively pirate-themed music that plays upon the rooftop.

so what be you goin’ t’ do this fine holliday? Goin’ t’ any pirate theme parties? Breakin’ out the de’iate delights and raidin’ pirate style? Rollin’ around with your admiral’s hat? Aye, me parrot concurs th’s be soundin’ like good fun!

Share with us your Talk like a pirate day pictures, your favorite pirate joke or just feel free to chime in with some good old pirate speak! YARRRRRRRRRRRR!

Edit, I’ve been informed this post needs more pirates. So in honor of my guild master


SigPP116

Image courtesy of Fox Studios (PIRATE WASH FTW!!!!)

Healing Crusader’s Coliseum: Val’kyr Twins

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Val’kyr Twins is one of the more interesting fights in the Coliseum especially for healers. The encounter consists of two Val’kyr who share a relatively large health pool (28 million+). This encounter requires relatively decent buff management along with snap DPS switching in order to get through it.

Setting up

Divide your raid equally in two groups. Split the tanks, DPS, and healers down the line. One group will be on the left, and the other group will be on the right. For the sake of healers, use groups 1 and 2 on the right, groups 3 and 4 on the left. Doesn’t matter which groups. Just have it set in such a way that group positions match group numbers.

twins-essence

How the essences are positioned

Right clicking on the color provides the appropriate essence buff. Your DPS will wish to pick up the buff that is opposite the twin they are engaging. Healers may wish to collect the same colored buff as the twin their DPS is attacking.

Example: The half of the raid that is attacking Fjola Lighbane will be picking up a dark buff. The healers on that side will wish to pick up the light buff.

Main abilities

Vortex

Each twin has a vortex that will do ~6000 damage per second every 5 seconds. It’s an 8 second cast. The best way to mitigate it is to gain the same colored buff that matches the twin who is casting the vortex.

Example: Eydis Darkbane is about to case Vortex. The players who are attacking Darkbane should immediately pick up the dark buff to mitigate incoming damage until her channel is finished.

When I did this encounter as DPS, I would stand next to the buff that was opposite the one that I currently had. This way, I could switch easily and DPS the opposite twin.

Twin’s Pact

One twin will cast a shield on themselves. It absorbs ~700000 damage. While their shield is up, they will cast Twin’s Pact. It takes 15 seconds for them to cast that and when it goes off, 20% of their health is restored. The idea  here is to have the entire raid switch to the twin who is casting Twin’s Pact and break their shield. A Rogue or a Shaman can then interrupt Twin’s Pact.

Example: Fjola Lightbane just cast Shield of Light and is channeling Twin’s Pact. The DPS attacking Edyis Darkbane will run behind her, pick up the darkness buff, and start opening up on Fjola. MacktheKnife, a Rogue, manages to kick and interrupt Lightbane from healing.

Surges

Surge of Darkness and Surge of Light are raid wide “auras” that inflict damage to everyone who is of the opposite buff. Light buffed players take damage from Surge of Darkness and viceversa. Nothing can be done about it.

Incoming balls!

Periodically throughout the fight, there are going to be balls that come in from all sides. You’re going to have a dark ball and a light ball. If a ball hits a player who has the same buff as the color of the ball, they will gain a buff. If the ball hits an opposite coloured player, they take damage. The balls will naturally be drawn toward the twins.

If you want some practice for hard mode, have your healers run interference with their colored balls so that the DPS won’t get hit by them.

Example: Matt’s healing the side that’s DPSing Darkbane. Matt’s buff is the dark essence. Balls start appearing. Matt starts shield everyone and begins chasing dark balls and running interference so that the light balls can get through and hit the DPS.

Healing tips

Raid groups starting out will want to try their luck with 6 healers before dropping down to 5. Split them down the line. If you have an odd healer, coin toss it or random roll the side for them to go on.

Do not get tunnel vision here. Remember, just because you’re on one side with one buff doesn’t mean you cannot heal the other group if you need to. You can cross heal if one side happens to be struggling for some reason.

How do Discipline Priests heal through the raid-wide tick?

Drop some gold on the Prayer of Healing glyph. That will help soften the blow. Shield spamming 10 different targets helps too if you can keep working the global cooldown.

Paladins?

This is going to require a bit of cooperation from the raid. Try to have your members stand near each other when they’re not trying to intercept balls. Holy Light splashing helps. If not, stick to beaconing the tank and going on auto heal on everyone in the area.