Raid Rx: Cheater's guide to healing heroic Val'kyr Twins

Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand poobah of World of Matticus and a founder of No Stock UI, a WoW blog for all things UI, macro, and addon related.
So the good news is we managed to get Twins down on heroic. The 25-man iteration is largely more challenging than the 10 man due to the amount of coordination required. There's two methods for taking down Twins and I'll go over them in detail here. One is the traditional method which stresses individual ability to dodge balls and the other is the not-so-traditional method which relies heavily on lady luck.
The traditional method
While there is an enrage timer for the encounter, between any power ups from the essences that your DPS receives, it should not play a detrimental role. The fact that your raid has gotten this far should be evidence enough that the DPS is present.
Healing setup
I like to bring at least 6 healers for this. The damage is noticeably higher and you're going to need as much healing as possible. Ideally, you'll want to include a few healers with instant casts like druids or holy priests. I'll explain why later.
So in the playbook, the basic outline here is that a majority of the DPS is going to pick up the Dark Essence and unload on Lightbane (the white angel). They're going to be grouped up in the middle of the room with the twins tanked fairly close to each other so that incidental AoE will affect both of them (Divine Storm, Chain Lightning, etc). Granted players with the dark essence aren't going to do a whole lot of damage to the dark angel, but damage is damage.
With most of the DPS grouped inside as dark, the remaining players are going to have to pick up the Light Essence. The idea is that with the dark players on the inside, the light players will form a ring around them and intercept any light orbs that are coming in and move out of the way of dark orbs.
The healers best suited for movement are druids and holy priests since they have an easier time healing on the run. Granted, it's not likely your raid is going to have a full complement of druids and priests. Any paladins and shamans are better off standing in the middle with a dark essence.
Ideal numbers for essences?
- Light essence: 8 - 9 outside with about 2-3 healers
- Dark essence: 16 - 17 inside
As a holy priest, I did this as a light essence'd healer on the outside ring. I can assure that I am a professional ball catcher. Here's what I did:
- Remap strafe keys: I actually did this a long time ago, but I unbound my A and D keys from turning left and right respectively. Instead, I rebound them to strafe keys so that I would immediately move left or right.
- Change the camera angle: I did this fight looking straight down on to my character. There is better perception on which direction the balls are going.
Pay attention to the ball angle. If there's a light essence coming in, it might not be necessary to move to intercept it if it doesn't look like it's going to hit the dark group in the middle.
So here's the burning question you're probably waiting for:
When selecting light ball catchers, you'll want your best ranged DPS there. As a healer, if you spot a safe opening and think you can do a bit of DPS without compromising the raid, feel free to do it. Raid integrity matters the most. Don't assume that the 5 or so light essence players can bring down the shield on their own. The dark essence players (all of them) will have to switch over as well. There should be enough DPS to bring them down. This is a great time to use internal cooldowns and even pop a Heroism to speed up the process further.What do we do when a dark shield comes up? With so many players as dark essence, will we be able to punch through it?
The first four special abilities will always be different. The worse case scenario you can get is obtaining the dark shield again on the fifth special ability. Hopefully, your group should be able to take them down by then.
One more thing I almost forgot to mention.
Individual players will receive a debuff called Touch of Darkness or Touch of Light. The player who has the debuff is going to experience a bit of damage. In order to shake it off, they need to grab the essence that is the opposite of what they have. For example, since I'm light essence, I might get Touch of Darkness. The only way out is if I hustle over and click the dark essence to nullify and remove the effect.
But, the effect will wear off anyway after several seconds. Most healers opt to simply heal through that damage. I would strongly recommend adding the two debuffs into your debuff tracker. I know VuhDo and Grid can be configured to show when certain players have certain spells on them.
The luck-based method
I'm not going to endorse one method or the other. I'm just here to highlight different ways healers can get through the challenges that each one offers.
Healing setup
Every player except for one of the tanks picks up a dark essence. The entire raid is going to be focus firing Lightbane. The twins are to be positioned in front of the raid entrance. Healers and ranged will want to tuck in as far back against the gate as possible.
Of the two methods, this is slightly easier since the healers on the outside don't have to worry about movement. Heck, ball management is removed from the equation outright. Any hits the raid take from light orbs can be healed fairly easily. The tank who is at the front should be able to intercept a majority of light balls that come in anyway.
Now, there are two problems with this approach.
Light Vortex
With 24 players under the dark essence, a light vortex is going to completely slaughter every raider. In order to survive this, every raider is going to have to do everything they can to survive:
- Mages: Ice Block.
- Paladins: Holy Paladins should activate Aura Mastery a second before the ability starts, followed by Divine Sacrifice and Divine Shield.
- Druids: Druids of any class should shift and use Tranquility. Make sure Druids are placed in different groups.
- Shamans: DPS shamans should heal themselves (Lesser Healing Wave spam perhaps).
- Priests: Every priest should use Inner Focus and Divine Hymn at the same time.
- Death Knights: Anti-Magic Shell or Anti-Magic Zone should help.
If pulled off successfully, your raid can survive one of these without any problems. The cooldowns will not be there to survive a second Light Vortex in the same attempt. If you get a Light Vortex on abilities 5 or 6, it's going to be a wipe.
Dark shield
There's nothing the raid is going to be able to do. Even if all cooldowns are used, your raid won't be able to pop the bubble. Ideally, the Dark Shield will be the first special ability. Then you'll have 3 more abilities after that to DPS the twins down. It's also going to need ability 5 (and 6 if it comes down to it) to not be a dark shield either. If the dark shield comes on the 3rd or 4th special ability, it's almost a guaranteed wipe since the twins will heal for an enormous amount of health. You'll be right back at square 1. With the enraged timer, you won't be able to go through that cycle again.
As you can see, many raid leaders would frown at using this as it requires a certain amount of luck to get the right combination of special abilities. When going for Tribute to Mad Skill or Insanity, it's going to be largely impossible to get those since it could take a number of wipes before the ideal special ability combination is used.
But at the end of the day, a kill is a kill. Both approaches have their own unique set of difficulties for healers. Good luck!
Want some more advice for working with the healers in your guild? Raid Rx has you covered with all there is to know! Looking for less healer-centric raiding advice? Take a look at our raiding column Ready Check. Filed under: Druid, Paladin, Priest, Shaman, Analysis / Opinion, Raid Rx (Raid Healing)






Reader Comments (Page 1 of 3)
Jimmy Dec 3rd 2009 8:13PM
Thanks!
-Iban
bushkanaka86 Dec 4th 2009 10:38AM
Was anyone else as curious as I am about why, in that screen shot, we can see the Mana Burn icon?
And more importantly still.....why is a healing priest using it on that fight?
CiM Dec 4th 2009 5:05PM
It's not Mana Burn. It's probably an elemental shaman's Clearcasting with two charges remaining, displayed on-screen using an addon (maybe something like PowerAuras). Various spells and item effects use the same icons.
Desmeister Dec 3rd 2009 8:16PM
Interesting article. Although I'm not a healer myself, I liked the idea of the second setup. Then again... if you know the regular way well enough, the Twins don't pose much of a problem.
Sengir Dec 3rd 2009 8:36PM
So long as people follow directions and pay attention to warnings, Twins are easy.
Azhariel Dec 3rd 2009 9:07PM
So long people pay attention and follow directions, EVERY fight is easy.
Unfortunately, people don't. ):
cassandri Dec 3rd 2009 10:39PM
Lathere (healer) and I (DPS) go through the Lucky method that Matticus described in detail on our blog, with a video:
http://www.hotsdots.com/2009/10/shield-wall-ftw-surviving-heroic-twin-valkyr/
Matticus recommends that all Priests use Divine Hymn, but as a Shadow Priest I've always used Dispersion. We do rely on Tranquility quite a bit instead, though.
Eturyu Dec 4th 2009 12:01AM
@Sengir I ROFL'd sooooohard!
For athas....
Ya, with the right group setup, and the right gear, with the right instructions...should be easy
Raenz Dec 4th 2009 8:00AM
Second set up is a bit misleading, my guild has got to the point where healthstones + healing pots +aura mastery is enough to get through the bad vortex, and heroism on the bad sheild tends to get it popped. Admittingly 2 light vortexes can be bad, but if we get it we normally manage to kill the boss anyway (since they are usually at around 7-10% by the 5th special)
Raenz Dec 4th 2009 8:02AM
Forgot to add, if your interupters are good, you can actually deal with the heal the bosses cast BEFORE the sheild goes up, meaning dar ksheilds arnt even an issue. Have a shaman assigned to it, and he can heroism if it dosent work
visitingl337n00b Dec 4th 2009 9:16AM
I plan of winning the 100-meter dash next Olympics, someone told me to run the fastest, and I paid attention, so I figure it will be a snap.
This is a common myth repeated over and over. Just because people listen and follow instructions doesn't mean the fight is easy. For the actual hard raid encounters, execution (which means practice) matters. I run a 10-man guild so I haven't done 25-man heroic twins, but from what I've heard it is not easy at all (10-man heroic twins *is* actually pretty easy, but I don't doubt those who say 25-man isn't). Nor was firefighter, Yogg+0, or Sarth +3 in their own times. These fights don't become easy simply because everyone listens and pays attention.
Strategy and attention are not all that is required for raiding, there is a strong component of personal skill at playing a class and of practicing particular encounters and mechanics.
Slugburn Dec 3rd 2009 9:47PM
Thanks for the info. We actually reached heroic twin Vs last night for the first time. We tried variations of both these strats, but weren't able to down them. Hopefully with the additional insight I've got from here we'll get them next time.
G Dec 3rd 2009 8:20PM
You can modify the door strategy so that it is less luck dependent by having some mages and or hunters get the light essence. They can block and deterrence the dark vortex. With lust and enough white essence dpsers, you can pop the black bubble. Healing through light vortex is usually a touch easier as well. The two bad possibilities for the fifth special agility are a second vortex of either color. For a black vortex, your light essence dpsers need to switch to black. Mages and their blink is nice. If the fifth special ability is a white vortex, hopefully you have a pally that can bubble sac.
WoWie Zowie Dec 3rd 2009 8:53PM
this
we run with 6 "soakers" catching the light essences and letting dark pass through.
when twins pact is on lightbane, the raid burns shield, when pact is on darkbane, the soakers burn shield. on light vortex, all heals on raid, when dark vortex all soakers use their immunities (we have 2 SPriests dispersion, 2 mages ice block, and 2 locks switching manually with their little green portals ready)
Banthis Dec 3rd 2009 8:34PM
Another way to do the second strategy is for everyone to switch when needed. The twins are tanked near the color that would need to be switched to. If a switch is needed, everyone changes and then the tank moves the twins over to the other side so everyone can be ready for a switch again.
jam Dec 3rd 2009 9:09PM
Exactly, we do it this way too.
mysticalos Dec 3rd 2009 10:19PM
my guild doesn't switch and effortlessly takes down dark shield without switching. Ours strat involvdes ALWAYS switching to dark 5 seconds before special, that way, if the shield goes up we're already on it and we can easily burn the shield even with wrong color cause we're already on it. If lightbane is healing, we simply switch back and beat that since entire raid is already dark, the time lost starting on wrong target is irrelivant. This is of course assuming we even have to burn shield at all, 9 times out of 10 we kick the heal through the shield anyways and ignore the shield.
The heal is cast .2 seconds BEFORE the shield is actually up, a well timed interupt WILL kick the heal without ever having to dps any shield. We have a rogue that has almost 100% success doing this, takes the RNG out of door method completely, til blizzard realizes they screwed up and patches this (personally i hope they do, i hate when encounters are trivilized by exploits)
clundgren Dec 4th 2009 4:29PM
Some tanks have made macros to exploit the possibility of interrupting the heal. It works; I've seen it.
We just got this on 10 man heroic with 2 designated ball soakers, plus alternates for when they got empowered, and the Twins tanked near portals so everyone could switch as needed. In other words, not that different from regular except the designated ball soakers. We didn't need that many tries, but our DPS was probably overpowered for 10 man.
Frankly, I've found *all* of the heroic modes for this raid easier to sort out than the Ulduar equivalents, when done at level. Northrend Beasts was the hardest for us -- they took 5-6 tries to sort out.
Rilgon Dec 3rd 2009 8:38PM
"Even if all cooldowns are used, your raid won't be able to pop the bubble."
Sure you can. Hell, being able to do so takes a lot of the luck out of the door strategy, and then the lynchpin is the cooldown team for Light Vortices.
A few tips for this? Switch to Eydis a few seconds before a Vortex/Shield happens to apply necessary debuffs/start amping up your rotation. Preserve all cooldowns and Heroism/BL for a Dark Shield assuming that it's not the first ability (if it is, ignore it). Anyone with the ability to mirror damage (primarily Blade Flurry from Rogues) should stay on Fjola and mirror it over to Eydis.
As for Light Vortex? FR Aura Mastery + DS/DS + two Hymns + Tranquility = we win :3
h3lladvocate Dec 3rd 2009 8:54PM
Yea, I gotta agree, we always do the whole raid is dark, and the dark bubble is not really that hard to take down. Sure, you gotta save ALL of you're CD's for it, hero/bloodlust, speed pots, etc. but its defently do able, we do it every week cause it's easy and saves attempts for anub. And defently switch early, especially classes like S. Priests and DK's where it takes a couple seconds for the damage to start. Other than that, its just heal through the dark, and like Rilgon said, aura mastery makes it a joke xP