As fun as the current Twintania can be, I began thinking of a way to make it more difficult for a future (possible) rematch. To start off:
Phase 1:
1x Twintania 5x Scourge of Meracydia
Same thing as the first fight before first Neurolink drops, but the adds do the 5x machine-gun style Liquid Hell just like Twintania does in the last phase of the current fight. Death Sentence will inflict Infirmity throughout the fight (and stack up to a maximum of 5) and Plummet will simply hit harder. Continues until 85%.
Phase 2:
1x Twintania 4x Hygeia
After first Neurolink drops, 4 Hygeia spawn and must be killed. Unlike the original ones, these will buff any nearby Hygeia with a defense/mag. defense buff that will make them take longer to kill. 100 seconds later, the first (yes there will be multiple) Aetheric Profusion will kill anyone not standing in a Neurolink.
Phase 3:
1x Twintania
The fireball/conflag phase returns but with a nasty twist. Two people will get targeted for Conflaguration at the same time and must be far enough apart from the other so they don't overlap. If that happens, the time to dps the conflags down is cut in half and wipes anyone standing in them after time runs out. Fireball will remain unchanged, but Death Sentence will occasionally be replaced by an ability called Deadly Proclamation which will also inflict a temporary defense down buff in addition to the stacking Infirmity debuff. This continues until 50% before the 2nd Neurolink drops.
Phase 4:
1x Twintania 4x Asclepius 1x Meracydian Hydra
The Divebomb phase will take place in this phase with one set of five Divebombs. The 5th Divebomb will have a wider hit radius and leave behind a trail of Twisters that are placed regardless of elevation and won't dissapear until after the next Aetheric Profusion. Afterwards the 4x Asclepius will spawn alongside a Meracydian Hydra that will have the hydra attacks from the A Relic Reborn battle but with three targetable heads. The Asclepius will give the Disseminate debuff to the Hydra's heads while killing one of the Hydra's heads will give the debuff to the surrounding Asclepius (either way, those debuffs can hit the players for a risky but possible 7 debfuff stacks). The party will have two and a half minutes to dps everything down before Twintania touches back down for a second Aetheric Profusion.
Phase 5:
1x Twintania
The Hatch/Liquid Hell phase (I decided not to enhance or include the Dreadknight phase, sorry) returns with a couple of catches. The first is that Hatch will occasionally be a double Hatch that will unleash a second Hatch to another target even after the first one hits its mark. The second is that Liquid Hell will be replaced by Hellacious Napalm that has a larger radius, hits harder, will be fired 7 times towards the same target, and explode upon vanishing dealing massive damage to anyone inside. This will continue until Twintania drops the third and final Neurolink at 15%.
Phase 6: (Not finalized)
1x Twintania
The three Neurolinks that were placed will expand into three seperate voids that will weaken player damage and strengthen Twintania's defense while her hp regens 1% per tic (not applicable if Twintania isn't hovering over a void). If the voids overlap, the effects will stack while Twintania's charging time for her next attack will be cut accordingly. During this phase, Twintania will charge a special Aetheric Profusion that will wipe the party if not killed in 75 seconds. As the ability charges, the surrounding area will begin to increase in brightness until Twintania is killed or the attack wipes the party in epic fashion.
So what do you guys think of this version of Twintania? Think it can get any more evil or think I should cut a little more slack?