Introduction
Two drakes enter, only none leaves.
Role-Specific Tactics
Tank: DPS: Healer:
You only need 1 tank for this encounter, though having someone ready to step in should the tank die is always useful.
This fight is all about you & your ability to avoid badshit. You can go nuts with the DPS on the flying drakes, as they dont have an aggro table until they’ve landed.
Right. Firstly, don’t dispel or heal the person with Blackout. Secondly, don’t dispel or heal the person with Blackout! If you do these things, the bomb will go off before everyone have grouped up, and you will instakill him, and anyone who was quick to get to him.
Blackout has a grace tolerance of a few k worth of healing, due to HoTs and such.. but it will not last though direct healing spells. I know it’s tempting to just dispel it, but resist the urge.
Strategy
The second boss in the Twilight Bastion. Description: This encounter has two phases: one where Valiona is on the ground and one where Theralion is on the ground. The encounter starts with Theralion (blue) flying and Valiona (purple) on the ground. Both drakes have different abilities that they use depending on whether they’re flying or not. The ground drake (Valiona) in P1 will randomly focus on someone with a Fire Breath attack and cast Blackout. The flyer will throw meteors around. Before entering Phase 2, the flyer will create large swirls on the ground, which are struck by twilight flames on the ground. If you get caught in these, you get sent into the twilight realm and will have to make your way to an exit portal somewhere nearby. Be adviced that when in the twilight, you will continously take damage and be in a different phase than the rest of the raid, so expect no heals. Entering Phase 2. Now it gets a bit messy, with Valiona flying there’ll once again be incoming meteors, but these do sharable damage instead. Theralion instead will cast Engulfing Magic which will cause the afflicted to trigger an arcane explosion, again and again, whenever he does damage or healing. It doesnt hurt the one with the debuff, tho.. just everyone else around him. Before entering Phase 1 again, the flyer will yell that she’ll “engulf the hallway”, and she’ll start doing strafing runs with twilight breath across the room in 3 different lanes (north, middle, south). Being caught by these will cause you to enter the Twilight again. Tactic: If there ever was an encounter that encouraged segregation, this is the one. All the ranged DPS + 1 healer head left to the flyer drake, and everyone else heads right to the ground drake. You’ll only ever need 1 tank in this encounter since there’ll only ever be 1 boss on the ground, so the other one can go DPS. Phase 1: The Blackout Easy for ranged, a bit messy for melees. The ranged people and their healer spreads out in the left side of the room, and start putting the hurt on the flyer drake. You’ll need only worry if someone in your area gets Blackout, in which case you’ll want to all group up to share the damage from the explosion. The damage from Blackout is huge, and if not shared WILL kill you in 1 hit. Do not mind the small meteors that occasionally drop on people. They only do 10-20k each, and are easily healable. As long as you spread out before and after any Blackout bombs they will only make a small dent in the healers manapool. You can also somewhat safely ignore the breath attack from the drake at the other end of the room. It doesnt do any damage at this long range. The melees and tank contend with the right drake on the ground. It’ll sometimes cast a cone breath attack which you’ll need to quickly avoid by sidestepping (including the tank). Be adviced that Blackout WILL affect melees as well as ranged, so all of you group up on the tank if one of you gets it. At the transition, both groups just concentrate on avoiding the swirls on the ground. Phase 2: The Engulfing Magic Hard for ranged, pretty easy for melees. Contrary to P1 in most respects, the ranged must now stay bunched up all the time with the sole exception of someone getting Engulfing Magic. If you get this debuff, run the hell away from everyone you know & love, because if you dont you’re gonna kill em. When alone, you can continue to DPS or heal as normal, though the explosions will still go off like a spastic strobelight.. they just wont do anything. Melee need only worry about voidzones and Engulfing Magic in this phase. At the transition, everyone must take care to avoid the strafing runs by Valiona. It helps if someone can call on vent which lane the drake will strike. This part of the encounter is very similar to the gauntlet run in Utgarde Pinnacle, so Valiona will position herself in front of the lane she’ll spray, then fly over to the other side and repeat.
A multi-boss encounter with shared health pools, Valiona & Theralion attacks from the sides of the room when somebody gets too close.
In addition, there’ll be incoming large void zones randomly cast on the anyone not in melee range of the ground drake.
When the void zones strike the tight ranged group, run to the right -> until you just get out of it, then continue DPSing/healing.
The reason you’re bunching up, btw, is that the meteors that drop in this phase are MUCH heavier than the ones in P1 and will need their damage shared.
Ability Reference
Twilight Zone:
Twilight Zone (Shadow) – Damage Taken +10%
Twilight Shift – Full Power Flames
Theralion – Ground:
Fabulous Flames (Shadow) – Environment Damage
Engulfing Magic – Bomb
Theralion – Air:
Twilight Blast (Shadow) – AoE
Dazzling Destruction (Shadow) – AoE
Valiona – Ground:
Devouring Flames (Shadow) – Cone
Blackout (Shadow) – Group Up Bomb
Valiona – Air:
Twilight Flames (Shadow) – Environment Damage
Twilight Meteorite (Shadow) – Group Up AoE
Boss Kill:
Valiona & Theralion from Leandra on Vimeo.