Each person (or pet) that gets hit with Fireball gives Twintania a stack of a buff that shortens the time you have to kill the Conflag. Fireball hits for 14-16k and can be parried/blocked, so it's a good idea to use off-tank to soak fireball or pop defensive cooldowns if the fireball is cast on you. Pets take reduced damage so it's also a good idea to use pets to soak fireball. 3 targets = 15 seconds to kill conflag. 4 targets = 10 seconds to kill conflag. 5 targets = impossible to kill in time.
If you "feed" a fireball to the conflag by running into the middle of conflag and getting stunned when you are targeted with fireball, the conflag timer resets to max, giving you PLENTY of time to kill it.
You can only feed a fireball every other conflag, so we need to carefully determine how many people should take each fireball that can't be fed.
Phase 3 55% - (Dive Bomb, Adds Disseminate)
Twintania flies away and begins to dive-bomb. Stack group and avoid 3 in a row. Start moving when you hear the "target sound" instead of waiting for the icon to appear to make it easier to avoid.
Three snakes spawn (no cleave or aoe). When a Hygieia dies, it places a Disseminate debuff on any player or mob near it that increases the damage they take.
After 45 seconds, you must stack and avoid 3 more Divebombs.
Two more Hygieia spawn and you have 60 seconds to kill all the snakes before Twintania comes back.
Just Fyi: BLM can manawall and take no damage from Divebombs.
Phase 4 55%-30% - (2hour, Death Sentence, Twister, Unwoven Will)
When Twintania lands, stand in Neural link or you will die to her 2hour
As she lands cast Virus/Rain of Death/etc to lower the damage Focus Target Twintania so that you know when Twisters is cast even if you're attacking the Dreadknight or Healing.
After 2hour, She casts Twister right away and you must be on the move to avoid it. Spread out as much as we can for Unwoven will next.
Unwoven will stuns a random player and a Dreadknight drops in the center of the arena and targets them. You MUST kill the Dreadknight before it reaches the stunned player or they will die. Dreadknight's can be stunned/slowed/bound/etc…
Once we hit 30% and kill the last Dreadknight, everyone should stay spread
If you get targeted with liquid hell, try to place it away from other players around the outside of the arena.
If you get Hatch on you, run into the closest Neural Link. This is a PBAoE, so anyone in between the orb and the targeted player will set it off and die unless they are also standing in a Neural Link and anyone standing too close to the Neural Link will also get hit.
And that's the gist of it.
Here are a couple vids showing the different ways people handle mechanics:
Legacy Twintania - Chaotic conflag/fireball handling, dodging divebombs in open area, using blm mana wall to draw divebombs, AoE limit snakes.
Collision Twintania - Using 2x pets and target to soak fireballs. Northwest dip to dodge Divebombs. Single targetting first 2 Hygieia. Melee soaking all orbs at the end by just standing in the neural link directly under Twintania.
Insurrection Twintania - Single Tank, 5dps. Mass chaos in phase1 and again in phase4 where tank has to drag twintania over to stun dreadknight several times.
Aurra Twintania - 3 Tank for fun? Main tank running into Conflag.
Man, as long as everyone paying attention, I like the 2 pet strategy alot! You have plenty of time to move and it's easier/more mp efficient to top 1 guy's hp.
So after watching quite a few vids and seeing how different groups handle it, here's what I think would be the best strategy:
Phase1: 1 tank on Twin, 1 on Adds, single target adds, then move to twin.
Phase2: At 85%, first Neural Link drops, move Twin away from it, toward the northwest corner so that we're close to the ditch for the next phase. Stack two pets behind raid, everyone else can spread out a little so that you can easily see when you get Fireball or Conflag. Whoever gets fireball runs to pets any time there isn't a conflag up. If there IS, run into the conflag. Conflags run under Twin so tank can run in. Tank just needs to make sure he doesn't run in right after a big hit.
Phase3: As the second Neural Link drops, we all head for the ditch at the NorthWest side of the arena to prepare for divebombs. Start at the bottom, run to to the top of the ditch when you hear the target sound, then back to the bottom. Snakes spawn, Main tank grabs the miniboss, the offtank grabs the two adds. Tank them all right near the ditch and single target the two small snakes. We'll probably be able to kill one and get the second to around half. ~40 seconds after spawn, we use the ditch to dodge three more Divebombs. After this, we run straight across the arena to pick up the other two adds. When they're all together we AoE Limit to kill the small snakes and then single target the Miniboss.
Phase4: As soon as the snakes are dead everyone gets near a Neural Link to prepare for Twintania's 2hour. You have a few seconds after you see her appear to throw up Virus/Rain of Death/Sacred Soil, then jump into the Neural Link. After the AoE hits, Tank positions twin near the middle of the arena. Everyone else spreads out (as far away from middle as you can) and watches for the first cast of Twister. Move to avoid twister then get ready for DreadKnight. Offtank is on stun duty for Dreadknight when it spawns, all DPS blow it up, then resume watching for twister and repeat.
Phase5: As soon as the last Neural Link drops, offtank goes to stand in it to eat as many of the orbs as possible. This way the orbs all spawn directly on top of the offtank standing in the Neural Link and explode. He should still be heal-able with Lustrate. Ranged move in a little bit so that when you get Liquid hell you can run out toward the outside of the arena away from everyone else. If melee gets targeted with Liquid hell, run it away from twin toward the edge of the arena. Ranged need to be prepared to run to a Neural Link if they get targeted and the orb doesn't explode on the offtank. But you don't want to start too close to the links in case you get liquid hell.
And that's about it! I really don't think it'll be much harder to learn than TitanHM or Turn2 were.
edit: Thought about it some more, and I now think Tank swapping isn't the way to go, so I've edited the strategy accordingly. Tank swapping would lower the total healing requirement for the fight, as well as making it less likely for the tank to die to an RNG burst, but it just adds too much complexity to the rest of the fight. I think as long as we get good coverage on Rain of Death, Virus, Stoneskin, and Adloquiem before Death Sentences, healing should be fine, and the strategy is much more straightforward without worrying about tank swapping.
Bardo FC Member replied
596 weeks ago