WHAT and HOW
There are three sets of tier 9 pieces. Let's rename them to...
Tier 9.1 - requires EOTs only (emblems of triumph)
- heroic daily and 10 man TOC
Tier 9.2 - requires EOTs and Trophy
- 10 man TOC and 25 man TOC
Tier 9.3 - requires loot drop from boss and turned in tier 9 set giver
- 25 man TOGC
or an example would be
Head 1 x Regalia of the Grand Conqueror (item level 258) or
75 x Emblem of Triumph + Trophy of the Crusade (ilvl 245) or 50 x Emblem of Triumph (ilvl 232)
Twin Valkyrs Tactics basics:
The Twin Valkyrs Tactics will require you to split your raid group in two in order to kill two joint bosses: Fjola Lightbane and Eydis Darkbane.
During the encounter you will be able to absorb either black or white orbs that fly in the room. Absorbing white orbs will increase your DPS against dark targets (Eydis Darkbane) and absorbing black orbs will increase the damage against white targets (Fjola Lightbane)
Twin Valkyrs Abilities:
Power of the Twins:
The shared power of the Twins increases Physical damage dealt by 30% and allows the Twin to Dual Wield for 15 sec
Twins Pact (15 seconds cast)
The Twin's Pact heals for 20% of their total HP. (Which is d ko alam kung kailan nila i cacast to) can interrupt?
Twin Spike (15 seconds cast)
The Twin Spike inflicts 100% weapon damage and increases damage taken by 20% for 15 sec or for 10 charges.
The following abilities are shared between both Twin Valkyrs bosses, Eydis casts the dark version, and Fjola the light version of the spells.
Touch of Darkness/ Light (15 seconds Cooldown)
7+K Dark/ light damage to players under the effect of the oposite Essence every 1 sec. The Touch of Darkness will not harm targets with the same attributes as it.
Empowered Darkness/ Light:
ncreases damage dealt to Light/ Dark targets by 100% for 20 sec.
Unleased dark/ light:
The Concentrated Darkness / light releases its energies inflicting 12188 to 12812 Dark/ light damage to enemies within 8 yards.
Surge of darkness/ light (5 sec cast)
Pulsing a Surge of Darkness Inflicting 1500 damage every 2 sec to Light enemies.
hello Gud afternoon! team 2 and team 1 and guilds..eto na po yung guide ng 2nd boss trial of the crusader raid 10 man (normal) parehas lng to sa heroic (hard mode)..aralin nyo na po pinost ko na bago ako mawalan ng load mmyang gabi sa september n ako babalik..down nyo to ha :)
Paladins have come a long way since classic WoW. The orignal Paladin was a hybrid support class that could neither MT a raid boss as well as a Warrior nor DPS as well as other DPS classes. Even as healers they played a limited role as single point target (while useful in many situations, a Holy Paladin would never be seriously asked to group heal compared to other healers.) Despite their original design limitations to excel in a specific role (due to their hybrid nature), Paladins did bring a lot of utility to raids in Classic WoW, with blessings and auras and back up healing.
These days, after the WotLK expansion, we see that Paladins fulfilling all roles admirably and effectively. Paladins can Main tank all raid bosses [including Vezax :P] (although they may need to rely on trinkets instead of abilities for a few [especially Vezax :P]). They can also dish out amazing DPS in raid situtations, as evidenced by many of our fellow eraps. And they still fulfill an important role as a single point healer, (although they have some splash heals now available to them through glyphs and a talent.)
Despite Blizzard's redesign of the Paladin after WotLK, Blizzard did not nerf (to any considerable degree) the utility a Paladins can bring to raids. So currently, not only do Paladins hold their own for their designated role in a raid, they can also bring tremendous support to the raid.