NA strat tl;dr

Neurolink placement - Normal triangle: N, SW, SE (CCW, on 123 markers)
Both tanks and 1 healer (discuss) stay out of first stack for LB cheese
Phys. range always baits liquid hells, caster intercepts hatch if phys. range is first hatch

Overview

Overall Raidplan
Twintania has 3 separate mini-phases, governed by HP thresholds, which dictate the mechanic loop that Twintania executes. These HP thresholds are:
100%-75% 74.9%-45% 44.9%-0.1%

Neurolink puddle Neurolink puddle

Neurolink - Small puddle that is dropped under the center of Twintania’s hitbox upon hitting a HP threshold
When a player steps into the Neurolink, the player gets a Neurolink debuff, which reduces damage done by approximately 90% and healing done by approximately 10%. This debuff will be required to resolve the Generate mechanic explained later in this page.

NA Specific

The Neurolink puddles will need to be spread out for the resolution of mechanics in this phase and future phases. NA drops these puddles in a counter-clockwise order, starting from North to Southwest to Southeast. If you’re using the recommended markers, it is on the 1, 2, and 3 markers, in order.

Timeline Breakdown

HP Threshold 1 (100%-75%)

Mechanic Loop

  • Plummet
  • Twister
  • Fireball
  • Death Sentence
  • Plummet
  • Twister
  • Fireball
  • Plummet - Conal physical mini-tankbuster aimed at the player that is highest in aggro, no cast time
Twister Twister
  • Twister - Drops small tornadoes (Twisters) under 4 players near the end of the cast
    If a player touches a Twister, it will immediately kill the player who touched the Twister. Additionally, any players within the vicinity of the Twister will take lethal damage and be knocked back into the wall. Dodge Twisters by moving away from your initial position at about 75% of the cast till the cast ends (Latency dependent).
Fireball marker Fireball marker
  • Fireball - Targeted party stack on marked player
    It is common to 5 stack the Fireball in the opener with 4 DPS and 1 healer to generate LB for a future phase. Both tanks and 1 healer (discuss with your party) will stay out of this initial stack. Subsequent Fireball stacks should be stacked with as many people as possible.1

  • Death Sentence - Tankbuster (Forced tankswap) which inflicts a Slashing Resistance Down II on the target
    Forced swap as Twintania’s autos are slashing type. If the player that currently has the Slashing Resistance Down II takes an auto, they will take lethal damage.

Most parties will usually hit the next HP threshold after the Death Sentence or 2nd Plummet in the loop.

HP Threshold 2 (74.9%-45%)

Mechanic Loop

  • Liquid Hells
  • Generate
  • Liquid Hells
  • Death Sentence
  • Generate
  • Twister
  • Plummet
  • Liquid Hells - A set of 5x puddles, baited sequentially on the targeted player
    Each puddle is a moderately-sized circle which applies Burns, a lethal DoT, to any players who stand in the puddle for too long.
    The targeted player is any single player between the radius of about 10-25 yalms. If there are multiple valid targets, a random player within the valid radius is chosen as the target for a single Liquid Hell.
The Hatch and its respective marker The Hatch and its respective marker
  • Generate - Marks 1-3 players for an orb that follows the location of the player till the orb is intercepted
    An orb is also referred to as a Hatch. In this phase, only DPS players can get marked for a Hatch. The number of players marked is determined by the number of Neurolinks that are currently on the arena.
    When an orb is intercepted, the orb will explode and deal lethal damage to players in the immediate vicinity who do not have the Neurolink debuff, attained from standing in a Neurolink. The people in the vicinity of the explosion who survive will get Mana Hypersensitivity for 16 seconds, making any Hatch-related damage lethal during the duration of the debuff with or without the Neurolink debuff.
    If the person who intercepted the orb dies, usually when they do not have the Neurolink, the orb will further explode, dealing lethal raidwide damage and applying Damage Down to any surviving players. The same result will occur when nobody intercepts the orb when 10 seconds have passed since the end of the Generate cast.

The second set of Liquid Hells in this mechanic loop will happen during the resolution of the Hatch. Likewise, the Twister in this set will happen during the resolution of the Hatch. See the section on hatches for more info.

HP Threshold 3 (44.9%-0.1%)

Mechanic Loop

  • Liquid Hells
  • Generate
  • Liquid Hells (random) + Fireball
  • Death Sentence
  • Plummet
  • Generate
  • Twister
  • Plummet
  • Liquid Hells (random) - Same as Liquid Hells, but instead of a random target within a preset range, it is a random single target for all 5 puddles.

Role Breakdown and Tips

Tank

Take care to face the plummet away from the party or even rogue players that may be standing in the cleaved area.

Positioning and Uptime

Tanks can do a lot to make the melee DPS’ life a lot easier such as:

Healer

Some people may not stack for Fireball stacks, so be prepared to throw out a shield or mitigation.

DPS

Hatches

Hatch resolution from the side Hatch resolution from the side

Since the Neurolink debuff reduces damage done by the player, minimizing the amount of time spent in the Neurolink to resolve Hatches is ideal. However, due to the way snapshots and latency work, it is recommended to walk into the Neurolink from the side instead of walking into the Neurolink directly towards the Hatch in this phase.

NA Specific

For the Generate + Liquid Hell combo, if the Liquid Hell baiter (physical ranged) gets marked for a Hatch, it is common to have someone else (caster) intercept the Hatch for the baiter.
In conjunction with baiting Liquid Hells, positioning for this correctly without causing a death or wipe can be tricky. Use this raidplan or check out this useful video that will help you prepare for this!

For the Generate + Twister combo, Twister will usually go off before the orb reaches you. Make sure you drop the twister outside of the Neurolink to ensure your end position is safe.

 

Footnotes

  1. If discussed with the party, subsequent stacks can be cheesed for LB too.