Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


Trindine last won the day on November 21

Trindine had the most liked content!


About Trindine

  • Rank
    Advanced Member

Profile Information

  • Gender

Contact Methods

  • TS3
  • GW2
    Jayne Summerfield
  1. Serpent's Ire Guide

    Serpent's Ire Written by Trindine Images by Trindine, Mealla Fallas, and Phil Hunter In the far east of Vabbi, Forgotten zealots lurk in the Brand... It is up to you to draw them out and end their threat. The Serpent's Ire meta spawns every 90 minutes in the eastern section of the Domain of Vabbi. There are three phases to this event, with the second phase being most demanding on the group for defiance bar management and DPS. Phase 1 takes place across the Brand and consists of luring out and defeating five zealots. The remaining two phases are centred around the Ruins of the Mirror of Lyss Point of Interest. The zealots will attempt to channel an explosion, and killing them leads to the final Forgotten boss with his pet hydra. - Table of Contents - Setting up Phase 1: Zealot hunt Phase 2: The great CC test Phase 3: Boss and his pet Tips and Recommendations Setting up Event area and waypoint. The waypoint for this event is Market Ruins Waypoint, in the centre of the Brand. Players will require a skimmer mount to survive in the open due to the lightning effect of the area. Going down in this area without the protection of a djinn barrier or cover from above will cause instant death. New characters can most easily access the event using the teleport on the Spearmarshal's Plea item, or entering from the Windswept Haven guild hall. The event can be done comfortably with approximately one squad of 50. Players are split into 5 roughly balanced groups before the event starts, and have the five spawns of the zealots marked for Phase 2. One will be found at each corner of the court, and one at the Point of Interest. Area for phases 2 and 3 with zealot spawns marked. Phase 1: Zealot hunt To start, players must spread out and kill veteran or higher ranked Branded creatures in order to fill the orange bar. For each 20% that the bar is filled, one zealot will spawn somewhere in the Brand. The zealots' locations will not be revealed until someone has attacked it to start its event, which will place it on the map for all players in the area. Zealots are identified by their champion rank and bright magenta glow, and once engaged will have two random ley energy effects like the bounty targets found in Path of Fire. Often, a djinn will be near the zealot spawn and will move its protective shield close to the zealot to help with the fight. There is an 8 minute limit to defeat a zealot after it is revealed, and a 30 minute timer on the overall phase. Players should try to spread out between hunting Branded, finding zealots, and fighting revealed zealots, until all five have been defeated. Example of an unrevealed zealot, and one in combat displaying bounty-style abilities. Once the zealots have been dealt with, a timer will count down to the next phase. Players should use this time to move to their assigned spots and prepare their builds for CC and damage. Phase 2: The great CC test From this point onward, the djinn will protect all players in the courtyard from Branded lightning, so it is safe to walk around. The five zealots will spawn in their fixed locations and begin channelling an explosion, which has an orange bar on the side ticking down as they progress. If this bar is depleted, all players in the area are instantly downed, and the event ends. For each zealot that is channelling the spell, all zealots that are alive will gain one stack of Defensive Veil, which reduces their damage taken by 33%. This can only be removed by breaking their defiance bars, which interrupts their casting and allows some damage for a brief period, after which the bar returns and must be broken again. As there are 5 zealots to start, at least 3 of them must be broken simultaneously in order for any significant damage to be done. The common strategy is for each group to use a combination of soft CCs (which do damage over time to the defiance bar) and hard CCs (which do direct defiance bar damage) to break all zealots as quickly and frequently as possible. CC coordination is both extremely difficult and unnecessary - when every group is doing similar things, DPS can be focused when the zealot is stunned and interrupted. When the first zealot is killed, that group should prioritize the one with the next lowest HP, as each zealot killed slows the progress of the explosion permanently, and frees up more people to help the slower groups. All 5 zealots must be finished off before the bar empties out to proceed to Phase 3. Phase 3: Boss and his pet In the final fight, there is a timer of 20 minutes to defeat the Forgotten Ysshi Hessani and the hydra Pet Rakt Grag. Damage should be always be focused on Ysshi rather than Grag, as when the hydra is killed, as long as Ysshi is alive, it will be revived with 50% health. Ideally, a few players can lure the hydra away from the main group to reduce damage to both sides. However, if the bosses become stacked, it is not worth trying to hold off on Grag, because it is likely to die first from cleave and AoE damage in combination with Ysshi's mechanics. Every minute, Ysshi will switch between immunity to melee and immunity to ranged, indicated by a blue icon. Note that this is determined by the type of attack used, not the distance you attack from (so range type attacks at melee range will still be blocked). Ysshi has a defiance bar which can be broken throughout the fight for a short stun and damage bonus, although immunities still apply. The fight can be difficult to see due to the large number of players and effects in the area, and many of the enemy attacks will knock players down and away. Branded crystals send out patterns of fire, but are easily destroyed. Midway through the fight, some new attacks are added. Players standing in front of the hydra are at risk of the crystal breath, which gains the effect of miniaturizing anyone hit. This effect lasts for one minute but cannot be removed. It prevents reviving and mounting, and greatly reduces damage dealt. A bright beam connecting a player to Ysshi will warn players of a fear attack, which is avoided by turning the character's model away from the boss. Ysshi during his invulnerable "sparks" phase. Starting at 25%, Ysshi will go invulnerable for about a minute and begin spawning Branded Sparks from the far south of the courtyard. Players should break off from the main group and kill the sparks while others attempt to distract the hydra. For each spark that manages to reach Ysshi, he will gain a 2% damage boost. (Some sparks appear to spawn directly by the boss and are extremely hard to stop.) When Ysshi's Determined buff reaches 50 seconds left, he will quickly wind up and do an explosion strong enough to down players. This can be avoided by being mounted when it happens, or simply dodging. After the explosion, there is approximately a 50 second window to attack Ysshi before the next invulnerability phase. Breaking the defiance bar is helpful to increase damage and minimize the number of phases before the kill. Once Ysshi is dead, just attack Grag from behind until it's dead, and the rewards are yours! Be careful about the lightning that will begin striking again almost immediately. Tips and Recommendations Zealots can spawn very close to the edges of the Branded area, or on top of the cliff next to the northern vista. For more information on how defiance bars work, see this guide. Despite this being a Path of Fire event, many of the builds that use PoF specializations have relatively little CC. Alacrity is very useful to have in every group as it makes everyone's CCs recharge faster! The main sources of this are chronomancers and revenants. Mesmers: Signet of Humility is the strongest defiance bar CC in the game. If used with Continuum Split, the cooldown is reduced to that of Continuum Split, instead of several minutes. Thieves: Basilisk Venom is highly effective when cast on top of the group. Elementalists: Ice bow 3 and lightning hammer 3+5 are good CC, especially if another person picks them up and doubles the effect. Rangers: The lightning wyvern (from HoT) is good for CC both by itself and when in beastmode. Ranger also has easy access to immobilize through shortbow 4 and the elite skill Entangle. Warriors: Headbutt and Wild Blow (berserker skill) are strong CCs on a short cooldown. Guardians: The hammer is a good CC weapon, and many Dragonhunter abilities are helpful too. Revenants: Most weapons and legends come with at least one hard CC. Necromancers: Don't underestimate soft CC - this class is good for keeping them ticking. For hard CC, flesh golem and reaper shroud 5 work well. Engineers: Big Ol' Bomb and rifle 4 are some of the strongest CC, with the class in general having access to a wide variety.
  2. TTS Training Raids

  3. Introducing your brand new Probie - Oldack!

  4. PoF Expansion Plans and Schedule

    Tribulation guild missions will continue as scheduled unless otherwise decided at this Saturday's session.
  5. Training raids are cancelled for this week.
  6. Don't know where to put your boss trophies? Find out here if your NA/PAC guild is close to one of those shiny gold decorations! https://tinyurl.com/NAPTrophies (totally not just copied over from OCE)
  7. NA/PAC training raids

    Your timezone converstion is correct (yay!). We are currently running at 3 AM UTC, so one hour later than that.
  8. Multitasking whilst playing GW2

    Not until you commandblock and call, Nexforce.
  9. Leader and TTS members derp page!

    Could they start dropping? Maybe I'd actually get to finish that set.
  10. How Did You Pick Your Name?

  11. Leader and TTS members derp page!

    Today Aeseld taught us that we can use Google Maps to convert the event calendar to our timezone.
  12. Due to all the raiders having their armor broken by double deaths in wing 4, training raids are cancelled for this week.
  13. Leader and TTS members derp page!

    Speaking of tanking, a self derp from the day I pretended to be Merf: So we're running back to VG after a wipe. I turn on autorun and look away from my computer for a minute... Suddenly I hear the sound of blue circles going off, and that's when I remember what class I'm playing :D The frog drops made up for everything though.
  14. Triple Trouble Guide!

    TTS Triple Trouble Guide By Jayne Summerfield (Trindine) Images by Jayne Summerfield and Addy Winchester Triple Trouble is a world boss event featuring the Evolved Jungle Wurm, a three-headed wurm found in Bloodtide Coast. Defeating it requires large numbers of people and coordination across the map. The event starts at the campsite at Firthside Vigil Waypoint, then splits into 3 parts for the 3 heads of the wurm. There are 3 escort events leading to the event areas that must all be completed to lure out the wurm. When each escort is finished, a probe is placed at the site where the wurm will spawn. The main event begins after all 3 probes have been placed. For the first phase of the fight, all 3 wurm squads have 14 minutes to decapitate their head. The wurms are invulnerable at first, so a mechanic needs to be completed in order to damage the head for a short period of time (~30 seconds for each burn). To successfully complete phase 1, all 3 heads must be lowered to critical HP (crit), then decapitated (usually shortened to decapped) close to the same time. Once the first head is decapped, a new timer is set for 1 minute, in which the other heads must also decap or the event fails. Completion of phase 1 will award a floating chest at the conclusion of the event, which is gold if all 3 heads are decapped, silver for 2 heads, and bronze for 1 head. In the second phase, the 3 squads have 2 minutes to kill the severed heads, which are vulnerable from the start but have a new set of attacks. After all heads are killed, portals will appear at the sites to return players to Firthside Vigil for the ground chest, obtainable once per day. - Table of Contents - Setup Amber Crimson Cobalt Phase 1 - Common Mechanics Decap Coordination Phase 2 Setup Each wurm requires: A commander for each wurm. Usually each one will use the commander tag of the colour matching their wurm. A zerg of about 30 people (Amber and Cobalt do well with slightly more, while Crimson can work with less.) A reflect team (minimum 1 person), to prevent eggs from being spit out and spawning larvae. Optionally, reflectors can also be blockers and stop both eggs and husks from coming out. A condi team (1-5 people depending on expected husks), to effectively control and kill any husks that are spit out. Depending on the setup this can be either a separate team, or integrated with the zerg until husks appear. These numbers mean that at least 100 people and significant organization are required for an average run. This works best if players are gathered early, well before the event actually spawns. A relatively empty map is chosen in the half hour before the spawn time so that it can be filled with people interested in the event. The usual gathering spot is at Firthside Vigil Waypoint, near the campfire where the escorts begin. Numbers can be counted by a player with a commander tag using the /supplyinfo command, but the radius is relatively small. Players will need to be stacked directly under the tag for accurate counts. Once enough players are gathered, special teams (reflect, blockers, and/or condi) are set up separately from the zerg. Zerg members will split into 3 squads with their commanders, away from the initial stack in the direction of their respective wurms. At TTS runs, /supplyinfo is used on the zerg stacks to properly balance teams. Be sure to stay stacked on commanders until splits are complete. Usually, a team of 5 people from each zerg is set aside within the squad to do their wurm's escort. This is to prevent the events from upscaling, but larger groups can still complete it. For an efficient escort, players can run ahead of the NPC to clear enemies sooner. Eggs are the first priority, followed by larvae, then other wurms. If necessary, the Cobalt escort can be delayed to provide more time for preparations. All players doing Cobalt escort should kite rather than kill the Husk near the end, until instructions are given to kill. For all escorts, the NPC Crusader needs to be kept alive, or the event will fail if he is left dead for a total of 4 minutes. Commander's role (after splits): Set up an escort team. If at Cobalt, instruct the team on delaying at the husk. Lead players to the spawn location, pointing out any necessary waypoints. Explain the phase 1 mechanic of the wurm. Explain how to effectively do damage during the burn phase. Allow the special teams to describe their role, or the commander may do it if there is no one available. Explain the decap procedure, phase 2, and the animations. Once all of the above are complete, inform the other commanders that the wurm is ready. When all 3 commanders are ready, the Cobalt commander tells the escort team that the husk can be killed. Place food (or ask a TTS commander to place food) shortly before the escorts all finish and the wurm spawns. Amber Location: Whisperwill Bogs (southeast corner) Waypoint: Whisperwill Waypoint (also Bogside Camp Waypoint before the wurm spawns) Recommended zerg size: 30-35 Area level: 55 The Amber Wurm starts off with 20 stacks of Slick Skin, which must be removed using harpoons obtained by getting eaten by the wurm. To get eaten, the zerg first kills a Plague Carrier Abomination (usually shortened to Abom) that spawns in the swamp, marked by a yellow icon. (The first Abom to appear is completely invulnerable and serves only as a demonstration at the beginning.) When the Abomination is killed, it will explode into a circle that players can walk into to gain Wurm Attractant, with a yellow icon to match. Players with the Wurm Attractant buff will see a red arrow marking the spot to stack on to be eaten, which looks like a small green cloud of fog. When 20 or more players with Wurm Attractant are standing on the stack spot, the wurm will burrow underground to eat them. The zerg is vulnerable to being attacked and having their buff removed, so reflects and stability are used to prevent damage or being knocked off. After several seconds, players who still have Wurm Attractant will be dropped into the stomach. This area deals ticking damage, so healing skills are helpful to keep the group alive. The most important feature of the stomach is the skeleton (Unfortunate Adventurer), which can be interacted with to obtain a harpoon. The harpoon replaces weapon skills with a skill to fire. This skill is used to attack the Pyloric Valve on the wall of the stomach. Once the valve is destroyed, players need to stop attacking, but keep hold of their harpoons. All players in the stomach will be spit out, at a distance that harpoons are out of range of the wurm. A message on the screen will inform players that they each have one harpoon shot left. Players need to approach the Amber wurm, target it, and fire their final shots at it. The shots do not pierce, so it is important to have line of sight, and going down or weapon swapping will cause the loss of the harpoon. Each harpoon shot that hits the wurm will remove one stack of Slick Skin. When a total of 20 shots have hit the wurm, it is immediately vulnerable, and will finish its current animation, if any, before falling over. Timing your shots with the start of an animation will allow the burn time to be extended. Whether or not a burn phase is successful, every player that has passed through the stomach will have a debuff called Upset Stomach, seen as a yellow icon on the player's bar with other status effects. With this debuff on, it is not possible to pick up any new Wurm Attractant, which effectively creates a time gate on Amber's mechanics. The zerg should use this time to clear out Veteran Jungle Wurms, or other enemies that may cause trouble. Important points: Stack on Abomination, kill when everyone is stacked. Obtain Wurm Attractant buff and stack on arrow, drop reflects and stabilities, get eaten. Drop heals in the stomach, grab a harpoon and use it to kill the valve. Once spit out, have the wurm targeted, get in range, check line of sight, fire to remove one of 20 stacks. Burn phase starts immediately after 20 stacks are removed. Wait for Upset Stomach debuff to wear off by killing veterans, repeat when ready. Go time: 1:40 to kill the Abomination. Crimson Location: Challdar Gorges (south of centre) Waypoint: Firthside Vigil Waypoint Recommended zerg size: 20-30 (prioritize other wurms first) Area level: 52 To complete Crimson's mechanic, coloured phytotoxins (usually just called colours) must be picked up by running through clouds and taken to the extractors found around the area. A player can hold up to one of each of the three different colours and each extractor takes a specific colour. The usual path for running is a counterclockwise circle, so that players do not have to climb up the cliff from blue to yellow. Swiftness and movement skills are helpful in doing the mechanic faster, but teleport skills should be avoided as they cause colours to be lost. For players with Heart of Thorns, gliding will also make colour running easier, but be careful when gliding over the wurm because you can be hit by spins. At the start of the fight, there is a chance to obtain all 3 colours at once by stacking near the bush in the middle of the area, by the edge of the water. Once the three extractors have been filled, a message will appear on screen to inform players, then the wurm will do up to 3 additional animations (spits or spins) before becoming vulnerable and falling over. Crimson does not have designated vet clearing times due to the nature of its mechanic, but if wurms are causing problems for the reflect team, a part of the zerg can break off to handle them. When the wurm is down to crit, the wurm is set up for the decap by filling two of the three extractors and leaving the last one empty (usually either Red or Blue is chosen for this - this can vary by commander). This allows for a coordinated fill so that Crimson can decap quickly when ready. Important points: Pick up the three coloured phytotoxins by running through corresponding clouds. Run into extractors with a phytotoxin buff to deposit them. Use swiftness, gliding, and movement skills, but not teleports. Burn phase is when all 3 extractors have been filled. Once at critical phase, fill 2 of the 3 extractors, wait to fill the last one until ready. Go time: Approximately 1:20, 1:30 if picking up the final colour in advance, 1:10 to fill the last extractor. May need to be adjusted based on number of players and fullness of final extractor. Cobalt Location: East of Jelako Cliffrise (southwest corner) Waypoint: Jelako Waypoint Recommended zerg size: 30-35 Area level: 55 At Cobalt, a stack of 20 powder kegs needs to be placed in front of the wurm (not on its base as the achievement says) on a crater of scorched ground. Kegs are found at one of three possible spawn locations, which changes every 2 minutes (even minutes on the timer eg. 12:00, 10:00, 8:00, etc.). To begin the fight, the zerg stacks on a designated point, usually one of the keg spawns, as there is a 1 in 3 chance of getting that spawn and being able to run immediately. Usually, hard spawn is chosen as the start point, because it is both hardest to reach, and positioned between the other two spawns. Picking up a keg replaces all weapon skills with one skill that places the keg. The drop location is marked by a floating red arrow while carrying a keg. Once standing under the arrow, the 1 skill should be used to place the keg at the player's feet. This skill has a short cast time, so avoid trying to place kegs during the wurm's spin attacks. Players can jump and glide while holding a keg, and use any movement skills that are not weapon skills. After a keg has been taken from the spawn, there is a 30 second timer before a new keg can be obtained from the same spawn, so it is important to follow the commander's calls, run as a group, and avoid losing kegs as much as possible. Easy Medium/Pole Hard Carried kegs will be lost when: Falling in water (deep enough to swim in). Taking a teleport (personal skill or portal). Being hit by enemy attacks (sometimes). Weapon swapping or picking up another bundle. Getting downed. Holding on to the keg for 30 seconds. The three spawns are: Easy spawn: Located on the north end of the beach, this is the easiest spawn to run due to the lack of water obstacles. Mobs and falling husks may still be a danger to keg runners. Medium/Pole spawn: These kegs spawn on a platform at the end of a fallen mast that extends over the water. Jumping off the pole is not required to pick up the kegs. Keg runners should be careful as it is easy to fall off either side of the pole, or slide off the rock separating it from the beach. Hard spawn: Located out toward the ocean across a line of floating crates and wood, this spawn is considered the hardest as players will have to do a short jumping puzzle over the water. While running, players should take time to ensure successful jumping, and try to avoid interfering with other players (eg. turn off large backpacks, don't apply group swiftness while people are jumping). When 20 kegs have been placed, a message will appear on the screen, and the wurm will finish its current animation, then do an animation in which it blows up the kegs and becomes vulnerable. After each burn, a judgment call needs to be made by the commander as to whether another set of kegs should be run. This can depend on the current keg spawn, the time left before it changes, the amount of mobs on the beach, and any despawn timers. Despawn timers in detail: Important points: Stack on the active keg spawn as a group, wait for the signal to run kegs. Pick up and run kegs to the arrow in front of the wurm, place with skill 1. Avoid falling into water, using portals/teleports, or randomly applying swiftness while running kegs. Burn phase when 20 kegs have been placed. Either clear beach or run more kegs until critical phase is reached, wait until all are ready. Go time: 1:30-1:00 for the keg run, depending on the spawn and the group's previous keg running speeds. Phase 1 - Common Mechanics Burn Phase For each burn, the wurm will only be vulnerable for about 30 seconds, so it is important to do as much damage as possible. Players should aim to be on the wurm's base as soon as the mechanic is completed, as this spot can be cleaved for double hits and boons can be spread more quickly. If going in early, some spins may have to be dodged. Once in position, fire fields and blast finishers should be used. This combo gives 3 stacks of area might (5 targets), up to a maximum of 25 stacks on each person. Other fields (light, ethereal, smoke, water, etc.) will interfere with might stacking if placed too early. After allowing a few seconds for fire fields to go down, all fields will be called so that everyone can use their full set of high damage skills. The wurm remains vulnerable even while standing up, so a typical burn continues until attacks hit zeroes. For a good chance of success, the zerg should aim for about 20% of the wurm's HP per burn. Turning on Show Target Health Percent in General Options makes the exact numbers visible. If the group is falling behind in damage for any reason, the commander can call for consumables (Fire Elemental Powder, Ogre Pet Whistle, Deployable Mortar Kit, Mortar Seed Turret) during a burn or ask the other commanders to send players over if they are doing well. Baby Burns If it is uncertain as to whether or not a decap is possible from the wurm's current HP level, a small burn is done. Usually, the zerg will do auto attacks only, with might stacking being less of a focus. Once at crit, everyone stops attacking and gets off the wurm, allowing some time for exisiting conditions to wear off. Vet Clears Veteran Jungle Wurms will spawn periodically during the fight, and can cause some trouble to players with their spits and attacks. If not doing the burn mechanics, the zerg may find some time to clear these wurms as a group. While Amber has a long stretch of time that can be dedicated to clearing, Cobalt will have to be more selective when clearing between keg runs, and Crimson may find it unnecessary to kill at all unless the special teams need help. Luring in and cleaving down the wurms down during a burn phase is also highly effective. Reflect Team Throughout phase 1, the reflect team will be positioned near or inside the wurm, using their skills to protect the zerg from egg and larva spawns. If veteran wurms begin to gather around the wurm, they should be prioritized so that the reflectors and/or blockers are not being attacked. A reflect caller may be present in order to call animations and the times to reflect. Make sure they can be heard. If eggs get out, the commander may either decide to kill them immediately, or continue with mechanics and kill the larvae as part of a burn phase. Animations Spins are indicated by the wurm curling around, then an orange circle appearing. They will do heavy damage, but are easily avoidable by dodging as soon as the circle appears. Spits from small spins are seen as multiple smaller orange circles, and green blobs flying out from the wurm. They often stack up and will easily down a player, so avoid those areas until the spit has landed. Egg and husk spits are safe if standing on the wurm, but flying eggs will do a small amount of damage and flying husks are likely to down a player. For more information on the reflect team and wurm animations, see the Reflect guide. Condi Team The condi team is set up using builds for condition damage and CC, specifically designed to kill husks. Zerg members should generally avoid attacking husks unless asked, even if they are using condi builds. Husks will aggro onto players doing the zerg mechanic, but this can be minimized by controlling pets and illusions, and avoiding skills that use AI that is difficult to control, such as minions. If husks begin to interfere with the zerg, the commander may call for CC skills and attacks that apply conditions, which can be effective in stopping them. For more information on the role of the condi team, see the Condi guide. Decap Coordination Wurm commanders need to be in communication about the status of their wurms (eg. whether crit or doing a baby burn, current keg spawn, colours filled when at crit, unexpected troubles). If one of the wurms is having difficulty with their mechanics or DPS, another wurm can temporarily or permanently send some people over when they are near or at crit. Do not switch wurms unless asked by your commander, and know whether you are needed to return in time for the decap. A wurm is considered crit and ready when: It is at low enough HP that one more burn is enough to decap it (usually 5-10%, sometimes higher depending on the group). Amber: The Upset Stomach debuff is not active, and the area is clear enough as to not threaten a stacked zerg. Crimson: 2 out of the 3 extractors have been filled, and the zerg is holding the last one empty. Cobalt: There is enough time to run a set of kegs before the next spawn change. Take note of the timer at the burn to crit, and check that your expected keg run time will not go over a spawn change or despawn. Normal decap coordination goes as follows: Amber stacks on and kills their Abomination. Crimson picks up the third colour in preparation to fill, and Cobalt stacks on the keg spawn. Amber updates the other wurms on their status as they move to stack and get eaten by the wurm. Once eaten, Amber checks that they have enough people inside. Once Amber numbers are confirmed, Crimson starts to fill the extractor and Cobalt runs their kegs. This will result in all 3 burns starting near the same time. In the event that the end of the phase 1 timer is approaching, all wurms that are able should use their go times (Amber 1:40, Crimson ~1:20, Cobalt 1:30-1:00) to ensure that at least one decap happens before the timer runs out. Any wurm that cannot go right away will need to ask for an extend, which is done by decapping the first head as close to the last few seconds as possible, providing up to an extra minute for the other two. Phase 2 Locations to point the wurm toward during phase 2: Amber: Between the roots on the northeastern side. Crimson: Against the western cliff (but avoid going up the ledge). Cobalt: On the southwestern cliff near the vista. When all 3 wurms have successfully been decapitated, the timer will change to 2:00 to mark the beginning of phase 2. Special teams will move to join the zerg, and all players should position themselves between the burrowed wurm head and one of the walls in the area. The targeting circle can be used as a guide to ensure you are on the correct side. The wurm head will briefly disappear before coming out of the ground, then its HP will be set to 100% as the timer starts. The wurm has 3 main attacking animations, which it will switch between randomly (the same animation will never be seen twice in a row). Small flop: The wurm head flops around in a harmless animation. A small orange AoE will appear which does a small amount of damage and poisons if it hits at all. Confusion is effective during this animation. Large flop: The wurm rocks from the severed end to the mouth, then launches itself into the air. When it hits the ground, players underneath it will be knocked back with moderate damage. This attack can be blocked, evaded, or tanked with stability. Stunbreaks are helpful in case you do take the hit. Charge: A random target is selected, and the wurm rears up in the direction of the target, before charging a long distance in that direction. Yellow or orange crippling AoEs will be left behind its path, and conditions on the wurm are cleansed. This attack knocks down and hits multiple times in quick succession, so anyone caught in this attack is very likely to be downed. The length of the charge is greatly reduced by positioning so that a wall or other environmental object obstructs its path. It may be useful to equip gap closers to catch up to the wurm after the charge. This phase is the most likely to down large amounts of people due to the charge. Players can bring quick revive skills such as Battle Standard and Signet of Undeath as a precaution. The commander may want to set these up in advance before the fight. The wurm has a very strong break bar in this phase, such that most CC skills will do negligible damage to it. However, the bar can be broken effectively with multiple mesmers using the elite skill Signet of Humility. If breaking the bar, try to time it so that the break occurs during a charge, as this will interrupt its animation. Be aware that a new animation often starts immediately after a break. If the wurm head charges too far away, it will do an animation in which it burrows into the ground, then resurfaces back within its intended area. This will cause a major loss in the limited time to finish the phase, and all efforts should be made to avoid this.
  15. Triple Trouble Reflect Guide

    Husk Blocking Basic principle: Standing at the origin point of all spits, eggs, and husks (the exact center of the wurm) and using invulnerability skills to "body block" so nothing can get out. This is not the same as blocking with skills or Aegis, it must be invulnerability. This requires good timing, positioning and skill along with keeping track of some cooldowns. How to tell what you're blocking: You may see "Invulnerable!" appear on your character. If you see a set of 3, you blocked eggs. If you see only a single message, you may have blocked a husk. Other attacks (eg. vet wurms) can trigger this message so it is not always reliable. Set up one of your tabs in your chatbox so that Combat is selected, with Incoming Mitigated Damage checked off in the submenu. Things you successfully block are written in the log as "absorbed." The attacks you want to see absorbed are "Spit" (eggs), "Disgorge Husk" (husks), and "Drool" (spit from small spins). If there are multiple blockers at your wurm only one blocker will receive the message. Some blockers will type in chat if they are getting the invulns but if they do not you will have to block all double spits to be sure. Chronomancer Weapons: Sword+Focus/Shield Skills: All the signets! Specifically, Midnight for an instant cast, and Illusions to recharge your shatters. More signets = more invulns. Feedback if you choose to use it as your primary reflect. Traits (Trindine's build): Domination 2-2-2, Inspiration 3-1-1, Chronomancer 2-2-3 Use Blurred Frenzy (Sword 2) to avoid large spins. You can also use Echo of Memory (Shield 4) and allow it to fully channel, then use Deja Vu (Shield 4 again) for phantasm summons. On small spins, you can use any signet to block the spit. Time your casting so that you finish at the time you expect the orange circle to appear. For a double spit, use Distortion (F4). If you block eggs or are unsure, cast Signet of Illusions and use Distortion again on the next spit. Your traits should allow you to have enough illusions up for the full Distortion time. If you mistime or don't have 3 illusions to shatter, you can use your signets for extra invulnerability. Use your reflect skill of choice (Feedback or Focus 4) when you are certain of eggs. Your invulns will be shared to nearby allies so they may end up blocking if you are slightly off position. Replace your phantasms as necessary while waiting between animations. A clone can be summoned with Sword 3 if needed. Elementalist Weapons: Dagger+Focus Skills: Conjure Earth Shield, Mist Form, other defensive skills of your choosing (eg. Arcane Shield) Traits: Earth 1-3-3, Water 1-1-2, any other line (eg. Tempest 1-3-3) Earth Shield 2 is a regular block (not invuln) that can be used on some spins. It is difficult to block every single small spin along with the egg and husk spits. Be prepared to let some out to save your skills for the more important things. Blocking skills: Fortify (Earth Shield 5), Obsidian Flesh (Focus - Earth 5), Mist Form, Take Root (Sylvari racial elite) Reflects for guaranteed eggs: Swirling Winds (Focus - Air 4), or Magnetic Wave (Focus - Earth 4) with Ring of Earth (Dagger - Earth 2) Obsidian Flesh is your longest duration block and the easiest to cover a full spit with. Chaining other skills together may be helpful to ensure you block all 3 waves. Mist Form is the best skill to use to block selected small spins, like when the zerg is doing a crucial burn mechanic.

Important Information

By using this site, you agree to our Terms of Use.