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Article: aq40twins:AQ40 Twin Emperor's guide:2.2 Posted: Ichigo @ Tue Aug 01, 2006 15:17
Twin Emperors


This is one of the most well-designed encounters in this game in our opinion, and a guild favourite; everyone needs to be on their game and awake to exit as the winner, the slightest mistake will cause the raid to wipe, so here is the winning formulae.

Emperor Vek'nilash: Immune to all magical damage.

Uppercut: Random secondary target knockback,does approximately 2500-3500 damage.
Unbalancing strike: Massive melee attack, deals 4000-8000 damage.
Mutate Bug: Mutates a bug every 10-15sec causing it to go aggressive, and deal 1800% more damage per hit. Size increase by 400%.

Emperor Vek'lor: Immune to all physical damage.

Shadow bolt: 3000-4000 damage.
Blizzard: Random secondary target AoE spell. Slows the players in the area as well a damaging them for 1500-2500 damage every second during the period which the player is under the effect. Also suffers from delay to the event from the server reaching your game client quite frequently, causing the damage from Blizzard to be incurred well after you have left its radius.
Arcane Burst: Massive magical attack AoE. Proximity based, deals 3000 damage and knock-backs the targets in range.
Explode bug: Explodes a bug every 7-10sec causing 2500-3500 damage in a 10 yard area. Size increase by 200%.

Additional abilities:
Heal Brother: Whenever they get within 60 yards of one another, they will start healing each other for approximately 20k damage, instant cast.
Teleport twin: Every 30-40 seconds, the two twins will switch places.
Frenzy: After 15 minutes, the Emperors will go into frenzy mode dealing massive damage to the raid, if the frenzy is initiated the raid will die.

Qiraji Scarabs/Qiraji Scorpions:

Virulent Poison: Poison attack can be dispelled.

Positioning:

You are going to have to split up the raid in several forces. A melee squad consisting of all the rogues and offensive warriors you have, a caster team consisting of all your mages and warlocks, two heal squads (one for each tank) consisting of priests, druids and paladins / shamans.You will also need two additional tanks tanking in the middle with two hunters assisting them. The hunters' job is to pull any mutated bugs in the room to their corresponding tanks where the casters will finish them off.
As shown in the pictures, the casters stand on the top of platform, the melee squad will have to run back and forth between the emperors chasing Vek'nilash.

General Positons :-



The Pull:

At the start of the fight Emperor Vek'nilash will be on the right platform and Emperor Vek'lor will be on the left. The team that will start with Emperor Vek'lor will have two tanks. A warrior, and a warlock with Soul Link as the second. We estimate a warlock with Soul link and 8k HP should have 165 shadow resistance to be able to tank it, it is possible to do it without Soul Link but it is advisable that warlock should have 240+ shadow resistance.
The pull on both sides needs to be timed perfectly; a rushed start will wipe the raid. The team starting on Emperor Vek'lor will send in the warlock to initiate the pull. Since Vek'lor is a bit stubborn and refuses to move, hence the warlock's primary objective is to pull him at least half-way to the tanking position before the first switch comes in; once that side gets Vek'nilash and the warrior takes over it he will be far easier to move into position.

The warlock should initiate the encounter a second before the warrior on the other side by using deathcoil, searing pain and corruption to gain a bit more aggro.
The Warrior tanking Vek'nilash should have no problem at all dragging him down to his tanking position before the first switch is at hand.

Aggro management:


The hard part about this fight is that you need to get into the rhythm of the tank switching. We will try to explain to you how to do this, but it will require some practice to get this to work properly.
Both emperors react on proximity, meaning that the player closest to any off them will receive a huge amount of threat. This will work in your advantage when switching between warrior and warlock.
We will start by explaining the first tank switch after the initial pull:
Transition from Warlock to Warrior:
This is the easy switch, basically have your tank standing in front of the warlock placing him closest to Vek'lor, when the switch comes to Vek'nilash the proximity aggro will do its duty, if no one is closer to him other than the tank he will receive initial aggro and the transition is made.
Transition from Warrior to Warlock:
When the switch comes have the warlock stand between Vek'nilash’s legs. When the switch happens Vek'lor will be stunned for 2 seconds giving both the warrior and the warlock the necessary time to get away from him so that they don’t get the arcane burst. The reasoning behind the warlocks positioning is to make sure that the warlock is closer to Vek'nilash than the tank, so when the switch occurs the warlock will receive the proximity aggro.

Tanking Postions :-



The reason why we have a warlock tanking in this fight is because the aggro is stable enough for the casters to crank up the damage a bit. But we have this on only one side because the casters on the platform need to clear out the mutated bugs as soon as they spawn, and when the warlock is not tanking the casters duty is to clear out any additional bugs that may spawn.
Of course having two warlocks tanking on each side will increase the damage dealt to them significantly.
However, the warrior that started off with Vek'nilash will need to keep aggro on his own on both the Emperors, his job is easier. Once he receives Vek'lor, the two second stun will give him enough time to run out of range of the arcane burst, but here too you have to make sure NO-ONE stands closer than that tank. Make your tank stand a few yards away from Vek'lor and spam Bloodrage, Shield Block and Battle Shout, this will generate enough aggro to keep Vek'lor’s attention. At this state no caster should be casting a single rank of spell on him since he will be very unstable and hard to handle. Once the switch has happened a couple of times, casters can put out 1-2 frost / shadow / fire casts maximum.

The melee squad:

The melee squad need to be on their game because they can cause a wipe easily. They need to make sure that the transition is complete; the aggro is stable enough before they even get close enough to do any damage.

Healing teams:

As far as healing goes we usually have two team consisting of two priests, two druids and a paladin / shaman in each team for the tanks, an additional two paladins / shamans to heal the warlock's voidwalker; in addition those players should be healing the tanks that are tanking the mutated bugs, they do mild damage that can easily be out-healed.
Because of the space created when tanking Vek'lor, the healing team should take a few steps back placing them almost in the middle of the room, that way they will be able to heal the tank/warlock and outrange the Blizzard.
As far as the Blizzard goes if it should hit you, try to get out of it as soon as possible, Frost protection potions are handy here, absorbing more damage than a heal pot and allowing you to bandage. Once Vek'nilash is back, retune to your original positions so that you may be in range of the warrior.

Final words:

Keep in mind you need to do this within 15 minutes - after that the twins will make a short story of your raid, to be precise 2 seconds until total annihilation. Stick to this guide, repeat the procedure and you should be able to kill them before that time.

Source: http://wow-inner-sanctum.org/Web/forums/9050/ShowPost.aspx

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