Fjola Lightbane and Eydis Darkbane by Lilbitofaith

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Fjola Lightbane and Eydis Darkbane

By: Lilbitofaith
Last Updated: Dec 11, 2016
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Fjola Lightbane and Eydis Darkbane

Non Ability specific talents.

1) Block

7) Val

Skins

(Links not my own artwork, just the closest I could find quickly to show a basic idea of it.)


Normal Skin would be how they look in the 10 man Raid.

http://vignette2.wikia.nocookie.net/wowwiki/images/a/a2/Twin_Val'kyr.jpg/revision/20090710133734


Master Skin could add more shoulder armor, larger swords, and a DLoating orb behind and above their heads. Darkness for Fjola and Light for Eydis.

http://orig13.deviantart.net/9189/f/2009/248/b/b/val__kyr__s_redemption_female_by_soulranger.jpg


Release skin I

Explaining The Twins

The Twins are a double threat. They share a health pool and fight one at a time, so killing either will kill the other. Knowing how to handle their stacks of darkness and light will be key. Fjola deals more damage than her sister but Eydis heals them with her attacks. A tricky assassin to handle, players will need to swap out with twin they are controlling depending on whether they need to burst someone down or sustain themselves in a fight. Swapping between then unleashes the stacks they have been building up. Swapping from Fjola to Eydis will deal damage to an enemy, while swapping from Eydis to Fjola will heal them. The Act of swapping itself is instant, with Fjola instantly transforming into Eydis and vice versa. Fjola and Eydis Share CD's as well, using a Basic Ability on Fjola will cause Eydis's corresponding ability also go on CD. Planning ahead will be a players friend when playing these twins. Make sure the sister you're swapping in has at least one stack of shielding, and that you've got a few stacks of Darkness or Light built up so that they can get those benefits. Do you need burst or sustain?

Their power comes in their ability to fight together, their weakness is that they share a health pool. Using this as a guideline I created an assassin that requires attention to details and planning.

Their trait is their to give them a burst of damage or healing. The power of the spell is dependent on the number of stacks they manage to build up. While it can get pretty powerful it would take a long time for them to get there. 50 basic attacks or hits of Twin Spike. Landing your Touch of Darkness/Light will help speed that up but it will still take time. To help balance out the power of the spell i gave it a low time to be refreshed. It Fjola or Eydis do not strike their target or swap within 5 seconds the stacks will ALL drop of. Little room for forgetfulness there, and a harsh punishment for those who aren't able to keep the stacks up. Granted most fights won't last long enough to even get to the full stacks without either party dying or the Twins needing to swap the 50 stack count is there to keep the spell a danger to those who aren't paying good enough attention.

Use your opportunities to build stacks of shields on the non active twin so that if you need to swap you'll have a bit of breathing room to get settled. This shield builds in power but takes time, 24 seconds if cast right at CD refresh. It can be up to 300, plus the 4% per level adding in on the 100 per level part. It's their main defensive measure alongside Eydis's healing.

Twin Spike is their main attack spell and is pretty straight forward. deals damage and heals for a small amount on use. With a low CD they should be able to use this pretty frequently but the low amount of healing should keep them from just spamming a high heal. at 13 it can be a better heal if you want or help you deal more damage to your enemies depending on what you need.

Touch of Darkness/Light is a longer CD skill shot designed to deal a bit of damage and give them a small boost in stacks of Darkness/Light. Getting the stacks high and unleashing them is a big part of the strategy involved with playing the Twins.

Her First heroic Attack of the Twins allows both twins to be active at once, though the second twin is AI controlled and just mimics what the player controlled twin does for 50% reduced damage. But having her twin with her empowers both Val'kyrs attacks. Having Fjola as the player controlled one will help them deal the higher damage that Fjola normally does but adds in the healing effects of her sister. Having Eydis as the player controlled one gives them a small boost to damage and allows their attacks to slow the target giving them more sticking power while simultaneously having good sustain in a fight. In a nutshell, the Twins get a small portion of each others power.

The second Heroic Dark/Light Vortex is their to give a good team fight heroic. Drop this in the middle of a big team fight to maximize damage or on a low health enemy fortification to wear it down. Fjolas Vortex is the straightforward damage and slow heroic, helping kill enemies and slow them a little for allies to finish off if they try to run. Eydis will have lower damage from her vortex but it will also heal the Twins and, at a much reduced power, any allies caught inside it, best used in team fights to deal a little extra damage and help keep allies alive. The Twins don't need to be inside the vortex to receive the healing but at least one enemy does, even if it's just a single minion or wall.


So there you have it, i hope that helps clear up any questions. If not leave a comment and i'll do my best to check in on a daily basis to answer any questions or suggestions you might have. :)

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uparrow (11) | November 25, 2016 7:09pm
I like this Concept. You give the Twins a unique feel with only one active at a time and the player switching between the two rather than both active at the same time almost too similar to The Lost Vikings.

I do have a concern regarding Shield of Darkness / Shield of Light: it looks a little lack-luster. Both are the same Ability with no real consequence depending on which Val'kyr is active. Perhaps instead of giving a flat Shield, instead of Shield of Darkness reduce Attack Damage taken and Shield of Light reduce Ability Damage taken or vice versa? That would keep the feel of properly switching between Fjola and Eydis, at least in my opinion.

I have another concern regarding Surge of Darkness / Surge of Light: for a Heroic Ability, it seems weak. All it does is give a target 100 stacks of Darkness or Light. I think that would fit a Talent on a 45 or 60 second cooldown better than a Heroic.

A suggestion for Dark Vortex / Light Vortex: for Dark Vortex perhaps add a Slow baseline and for Light Vortex change it to heal allies. This change would give this Concept a little bit of flexibility even within a single Heroic choice - do I want to deal damage to the grouped-up enemy team or heal my allies?

A question about Unleashed Darkness / Unleashed Light: Can the player give Darkness and Light stacks to multiple targets to increase damage / healing of the Trait?

I also have a question about Touch of Darkness / Touch of Light: how does the Ability targeting function? Is it targeted, skill-shot, or close range?
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Lilbitofaith | November 25, 2016 8:13pm
I like your idea for the shields. I've been wracking my brain to come up with something but just kept getting side tracked and so it got forgotten. but i'll try to come up with something to make it different between the two.

With the Surge of Darkness/Light i was going for a surge of their trait, for players who wanted to play up that portion of them, which deals damage if you swap from Fjola to Eydis, and heals the twins if Eydis to Fjola. If you could have it at level 1 you'd deal 1k damage for Fjola or a 1k Heal from Eydis, the 4% increase shouldn't increase that by too much since it's 4% of 10 but i might have to go back and tweak that a bit... looking at that now it might be a bit OP, at least on the damage. Was going for a different kind of Kael'thas Nuke Heroic, but for either damage or healing. ANd hoping players would realize they could build stacks, swap dealing damage, wait 5 seconds swap, Surge of Darkness, swap, and deal that full damage again. or use a ful stack to damage and then surge up to heal up.

I do think your concerns about Vortex are definitely valid. I'll have to take a look at that again tomorrow with fresh, non long work shift eyes. I was mostly concerned about the Allied healing because most assassins don't seem to heal others much... but maybe allies get a portion of the heal.

As for you Q about unleashed Darkness/Light. Yes you can stack it on multiple enemies but you'll either have to be fast or get the Val'kys cleave Talent at level 7 (The whole reason i gave them a cleave was to help stack on multiple enemies.) because the stacks last for 5 seconds. If you don't hit the enemy or swap to activate them within that 5 seconds the stacks are lost.

It's a short ranged skill shot... though looking at it i forgot to add in short ranged to the skill shot part. I'll fix that here in a sec. I had it as a targeted at first but the adding 15 stacks part made me think that players should really have to earn those 15 points. I mean that's 150 extra damage from Fjola swap or 150 Healing from Eydis. And it'd take 15 basic attacks or Twin Spikes to equal that, so another reason to make them have to skill shot it. :)
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uparrow (11) | November 25, 2016 9:08pm
You would not have to make the Surge of Darkness / Surge of Light available at Level 1. I was thinking either Level 16 or 20.

Yeah, that would probably be better. I thought pure healing rather than damage would fit the theme better, at least for Light Vortex.

Alright, that is actually cool. Raises the skill cap of the Hero a bit to get a lot of burst damage on multiple Heroes or pull off a huge heal on yourself.

Oh okay. Yeah, that makes a lot more sense.
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