Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


Everything posted by Trindine

  1. TTS Training Raids

    ~Intro to Training Raids~ *These raids are open to all TTS members - you do not have to be a member of Teleportation.* Welcome to Training Raids. We're here to share our knowledge and help you learn in the hopes of finding more people to raid with. Training raids are not intended to get you kills or clears, though with an experienced enough group, you might be able to kill some bosses. The goal is for you to become skilled enough and familiar with the mechanics to join PUG raids in LFG or a static raiding group. We offer several training sessions every week to work with different timezones, which can be found on the main events calendar. No signup or previous experience with raids is required, all you need to do is show up in the Teamspeak channel (10 Man Raids, under Small Groups) a few minutes in advance. Specific bosses will usually not be decided until setup time, and depend on the levels of experience within the groups and raid instances available. Most new raiders will start out on the Vale Guardian in Spirit Vale (wing 1), the Escort encounter that begins Stronghold of the Faithful (wing 3), or the early bosses of Bastion of the Penitent (wing 4). Looking at guides and/or videos for these bosses can be helpful, but is not necessary to join us. We expect all participants at training raids, whether new or experienced, to follow a few simple rules, in order to give everyone the best possible experience. *Be honest and respectful.* Raids are not like any other PvE. Raids are not PvP or WvW. Raids are highly difficult, with their own mechanics and specific gear, build and role requirements. The most experienced raiders in GW2 can clear raids using unusual builds and group compositions, but to learn the mechanics you will need to gear up according to certain standards. The learning process can take a lot of time, and you can expect to make many mistakes and wipe many times before getting even the first kill. Often, feedback will need to be directed at specific classes or people in an attempt to correct problems that arise. When you do mess up, don't be afraid to admit it immediately or ask questions on how to improve, and remember that everyone learns at different speeds. We also ask that you show up on time and commit 2 hours to a training session, and respect the effort others are putting in by stepping back if you are unable to do so. *Communicate and be responsive.* (Non-responsiveness = dead person and dead people can't play GW2) Every member of a raid team is required to at least listen in Teamspeak and be able to respond to directions, calls and questions from the raid leader. Using a mic is not required but can help with communication. All instructions will be given through Teamspeak, including the initial gathering, explanations of the bosses, and actually doing the raids. Although the general ideas of each raid encounter will be the same, each raid leader may have different ways of running their training, so over time you will get to hear a variety of opinions and strategies. *Always bring your A-Game, food, build and gear.* We require any character that you wish to raid on to be using a meta build. The most up-to-date builds, which are also the ones we most prefer, can be found on the websites for Quantify (qT) and Snow Crows (SC), linked below. Please keep your stats as close to 1000 toughness as possible unless you intend to tank, in which case you should aim for just over 1400 toughness. In general, the introductory raid encounters can be done in exotic armor, but you are heavily encouraged to replace it with ascended armor as soon as possible. Ascended trinkets are a must (except for a chronotank) as are having the correct runes and sigils. General stat suggestions for a first set: Warrior - Viper's Revenant - Viper's Guardian - Berserker's Ranger - Magi's or Viper's Engineer - Berserker's or Viper's Thief - Berserker's Necromancer - Viper's Mesmer - Commander's (exact pieces may vary depending on intended toughness and boon duration) Elementalist - Berserker's Link to builds: https://qtfy.eu/guildwars/builds/ - qT's build pages https://snowcrows.com/builds/ - SC's build pages http://metabattle.com can be used for comparison and additional info, but may not be completely updated. It is useful to pick up a Permanent Portable Provisioner from the Outfitter in WvW for some cheap food and utilities. Some tier 6 food is also advisable for more difficult bosses or serious attempts. *Know your class!* Within the meta, each class and its build has its own strengths that make them more suited for specific roles. Common Raid Roles: Tank (for bosses that base on toughness) - chronomancer Healer - druid or tempest Condi - reaper, druid/ranger, engineer, berserker Power - tempest, daredevil, dragonhunter, herald, engineer, chronomancer Certain classes are often favoured for specific boss mechanics - these will be explained in training. qT's build pages include videos of DPS rotations. It is very helpful to learn a rotation separately from the raids, as this will allow you to better focus on mechanics. The Special Forces Training Area, accessible from the raid lobby with a 10 man squad, is a useful place to try things out under specific conditions that you can set up. You should be familiar with any of your abilities within your build that apply CC (crowd control). These may be used to break defiance bars, slow approaching enemies, or pull enemies to desired locations. Knowing your class can also involve being able to effectively use your damage mitigation, movement skills, and other ways of helping your team. ~Obtaining Ascended Gear~ Amulet All stats: Blood Ruby Amulet: 125 Blood Rubies and 3000 Unbound Magic from Bloodstone Fen Jade Pendant: 125 Jade Shards and 3000 Unbound Magic from Lake Doric Fire Orchid Garland: 125 Fire Orchid Blossoms and 3000 Unbound Magic from Draconis Mons Coral Choker: 125 Orrian Pearls and 3000 Unbound Magic from Siren's Landing Limited stats: 30 Laurels from a Laurel Vendor in PvE 20 Laurels and 250 Badges of Honor from a Laurel Vendor in WvW Other: A Sinister amulet can be bought from the Silverwastes for 1000 Bandit Crests. (Easiest obtainable one requires going through the Point of No Return story from Living Season 2.) Accessories Note that accessories (other than those obtained from raids) are unique, so you cannot use two copies of the same item. All stats: Sparking Petrified Wood: 150 Petrified Wood and 4000 Unbound Magic from Ember Bay Black Ice Earring: 300 Fresh Winterberries and 4000 Unbound Magic from Bitterfrost Frontier Limited stats: 12 Guild Commendations and 5 Gold from the Guild Commendation Trader in the Guild Initiative Office (Postern Ward, Lion's Arch) or Stalwart Ben in either of the guild halls Rings Note that rings (other than those obtained from raids) are unique, so you cannot use two copies of the same item. This can be worked around by attuning or infusing one ring. All stats: Blood Ruby Ring: 100 Blood Rubies and 2000 Unbound Magic from Bloodstone Fen Black Ice Band: 200 Fresh Winterberries and 2000 Unbound Magic from Bitterfrost Frontier Gilded Orchid Band: 100 Fire Orchid Blossoms and 2000 Unbound Magic from Draconis Mons Limited stats: 35 Laurels from a Laurel Vendor 10 Pristine Fractal Relics from BUY-2046 PFR in the Fractal lobby Backpiece These backpieces are easily farmed from their maps and offer all stats for selection. Other methods exist but may be more expensive, time-consuming, or limited. Blood Ruby Backpack: 200 Blood Rubies and 5000 Unbound Magic from Bloodstone Fen Lava Skull Backpack: 200 Petrified Wood and 5000 Unbound Magic from Ember Bay Icebrood Horn Backpack: 400 Fresh Winterberries and 5000 Unbound Magic from Bitterfrost Frontier White Mantle Scroll: 200 Jade Shards and 5000 Unbound Magic from Lake Doric God relics: 200 Orrian Pearls and 315,000 Karma from heart vendors in Siren's Landing ---Stat Swapping--- Ascended weapons and armor can be stat swapped in the Mystic Forge with the following recipe: Item to be stat swapped Exotic inscription (weapon) or insignia (armor) of the desired stats 5 Ectoplasm Anthology of Heroes, bought from Miyani next to the forge Blood Ruby trinkets can have their stats reset using a Bloodstone Capacitor, bought for 100 Unbound Magic in Bloodstone Fen.
  2. Serpent's Ire Guide

    Updates will be made shortly to reflect changing strategies and more specific skill recommendations.
  3. 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 groups (4 groups of five focused on CC, and 1 zerg) 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. The zerg will focus DPS on one zealot at a time, starting in the northwest corner and moving clockwise. As each zealot is killed, the CC group will join the zerg and move to the next one, as each zealot killed slows the progress of the explosion permanently. All 5 zealots must be finished off before the bar empties out to proceed to Phase 3. Phase 3: Boss and his pet Pek In the final fight, there is a timer of 20 minutes to defeat the Forgotten Ysshi Hessani and the hydra Pek 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.
  4. [NA Static] Spork Specialists Recruiting

  5. Trindine’s Traitor Squad (TTS) is looking for more members for our weekly raid boss kills! Our core team needs: A DPS main (both condi & power) who can ideally fill in druid or chronomancer roles if necessary. Alternatively, a healing druid, preferably with interest in kiting, pushing, etc. Others are welcome as long as we are able to shuffle roles. We are a NA-based group that currently runs 2 hour raid sessions, twice a week on Friday & Saturday beginning at 1:30am server time (8:30pm EST/5:30pm PST). Before replying, please carefully assess whether or not this time slot is convenient for you, as trying to force a schedule that doesn't work will hurt both sides. Our requirements General experience Broadly, we’re looking for players who are familiar with most bosses and their mechanics in Raid Wings 1-4 (a single training run can count). We will accept those with less experience but you will be expected to research encounters in advance and pick up the fights quickly. Communication and responsiveness When we raid, we use TeamSpeak for voice communications. Being able to speak during raids is extremely helpful but not mandatory. Throughout the week, we use Slack for ready checks and communications and require all members to have this (either on desktop or mobile) and respond regularly. Note that you will need an invite by email to access this channel. Honesty and respect We’re all human, we all make mistakes, and lag/disconnects are a part of gaming (Sabetha, Sabetha, Sabetha). Members are expected to be honest with each other and maintain a respectful environment, especially during the stress of raiding. This also includes respect for the time each of us puts into the group, by showing up on schedule and communicating when this isn’t possible. Knowledge and initiative We’re all learners and eventually hope to progress as a team through all of the raids the game offers. We expect that everyone who runs with us will bring the proper builds and at least a basic understanding of their roles. Outside of our raid sessions, it may be helpful to practise on the DPS golem, ask other raiders for help, read/watch guides, and stay up to date on the recognized meta. Depending on your classes, you can expect to be asked to learn certain special roles or take on small responsibilities as needed for specific fights. We look for measurable progress as we become more familiar with each boss and the team’s strategies. While we emphasize mechanics and adaptability over pure numbers, we have a high standard for consistency from week to week. It is beneficial for every raider to be familiar with different roles in a team. We expect you to have at least two classes or roles that you can raid with competently, and expanding your abilities over time is highly encouraged. Major roles: DPS: Weaver, Firebrand/Dragonhunter, Soulbeast, Mirage, Holosmith are all good current choices. Will be expected to have a power and a condi option to cover all fights. Having a support option is a bonus. Healer: Druid or Elementalist (situational). Chronomancer: Tank or Secondary. (FILLED) Warrior banner carrier. Commitment We want the majority of our members to run with a fairly predictable schedule and a strong commitment to the regular sessions, barring occasional real-life situations. For those that are interested in raiding with us but are uncertain about consistent attendance, you may volunteer to fill a spot whenever space appears to be open. How to join If you think our group and our times are a good match for you, reply here or send an in-game mail to "Trindine.4076". Please include your account name, what roles you can fill and your general raiding experience, along with your interest, either as core member or filler.
  6. TTS Training Raids

  7. PoF Expansion Plans and Schedule

    Tribulation guild missions will continue as scheduled unless otherwise decided at this Saturday's session.
  8. Training raids are cancelled for this week.
  9. 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)
  10. NA/PAC training raids

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

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

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

  14. Leader and TTS members derp page!

    Today Aeseld taught us that we can use Google Maps to convert the event calendar to our timezone.
  15. Due to all the raiders having their armor broken by double deaths in wing 4, training raids are cancelled for this week.
  16. 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.
  17. 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.
  18. Triple Trouble Reflect Guide

    TTS Triple Trouble Reflect Pro Guide Thank you for reading this guide! The Evolved Jungle Wurm, also known as Triple Trouble, has been a staple for TTS to run since its inception and we find that, even in today's state of the game, it remains one of the few World Events that requires organization whether it be on Teamspeak or in-game chat. One piece of organization that is often used is the Reflect Team, which utilizes reflect and projectile destruction skills to bounce back eggs that the Wurm spits out on a regular basis to prevent Veteran Wurm Larvae from swarming the area. The goal of this guide is to help you learn how to contribute towards the Reflect Team's efforts and to aid in preparations toward earning the Reflect Pro icon on our Teamspeak. - Table of Contents - Setup and Training The Larva Wurm Specifics Gear and Skills Reflects by Class Reflect Calling Setup and Training For an average TTS run, the full Reflect Team will consist of 9-15 players, who will go to the pirate turret north of Laughing Gull Waypoint in Bloodtide Coast to do a brief training session where tactics and builds will be discussed. It is important for the Reflect Trainer, who will be designated during setup, to ensure that the teams are organized and ready. Each of the 3 wurms will have a Reflect Caller, who has experience with the wurm's animations and can speak for their groups. Oftentimes, the Reflect Trainer will be a group's leader. The rest of the players will then split up among the callers, so that each group contains 3-5 players including the Reflect Caller. New reflectors should be distributed among the groups, and if there is an imbalance in experience, it may be helpful to trade players. Newer callers should be grouped with more experienced reflectors (preferably including an experienced caller) and vice versa. Each Reflect Caller will split their group into two teams of 1-2 people each, so that there is always a team ready to reflect if one drops their skills on husks. When setting up the teams: Newer reflectors should be on a team with a more experienced reflector. Classes with a cast time on their reflects (Elementalists, Thieves, Engineers) are best paired with those with instant reflects. Line reflects (eg. Guardians, Thieves) work well when paired with area reflects (eg. Mesmers, Revenants). To demonstrate the positioning of reflects, the Reflect Trainer will use the destroyed pirate turret to represent the wurm. The front of the wurm is simulated by the opening in the ring, and the fence behind the turret acts as the back wall that line reflects are aligned with. The Reflect Trainer will go over the spit animation, with the directions the eggs will be spit out at. They will also show the spot to stand, for classes that need to be inside the wurm, and where to place reflecting walls/domes: Yellow = Where reflectors can stand. Players using smaller reflects will need to be closer to the center of the wurm. Red = Path the eggs take. The three waves will always be from left to right when facing the wurm or the cliff behind. Blue = Where line reflects (straight line) and area/dome reflects (circle) must be placed. Reflect Callers can then do a "dry run" (a practice run, usually going over two spits) with the turret, especially if there are new players. This gives the team a chance to hear the calls that will be used at the actual wurm, and try out their reflects on the fake wurm. Once each team is ready, they can head out to their Wurms to do final set-ups. In the event that there are not enough Reflect Callers, communicate this to the Event Leader - a team of solo reflectors can reflect without a caller, or the Crimson Lead may be able to call and lead at the same time. Should the Condi Team be short on players, it may also be beneficial to identify and split up any husk blockers (check with Elementalists and Mesmers) on the Reflect Team. This does not necessarily mean that husks should be blocked - check with your commander and condi team first. Downed party members (including the caller) can be called out for the zerg to revive. If any reflector dies, they should run back quickly and notify their party. To recap: 3 experienced reflectors are designated to be Reflect Callers, and 1 person to be the Reflect Trainer. The trainer will often be one of the callers. Reflectors are distributed amongst the callers to make 3 groups of 3-5 players each. Reflect Trainer explains the role of the team to any new reflectors, touching on skills, gear, animations, and specific tactics. Reflect Trainer shows where to stand and where to place skills at the pirate turret. Callers divide their groups into 2 teams, balancing based on experience and types of reflects, and if possible, assign themselves to any teams that need it. Reflect Callers introduce themselves to the Wurm Team they are at, briefly explaining the team's role and the calls they will make. Reflect eggs, kill wurm, get loot. The Larva Eggs that are not reflected always travel the same path when spat out by the Wurm and land in the same area (doing minor damage), but what happens next can be chaotic. When an egg lands, it will become attackable and should be destroyed by the zerg if possible. An egg that is not destroyed in time will hatch into a Veteran Wurm Larva that can attack players in the area either by flopping around, dealing damage and knockbacks, or by spitting out projectiles (marked by 3 red targeting circles). As you can imagine, these wurms can cause quite a hassle and though a couple won't doom a run, repeated eggs hatching can lead to a situation where the zerg cannot complete the objectives needed to trigger the burn. Above: What happens without a reflect team. Wurm Specifics Although the main animations are the same at every wurm, each of the three has some small differences that the Reflect Team should be aware of. The images of the minimap at each spawn location show the position of the wurm (yellow), the approximate paths of the eggs (red), and the wall behind the wurm to align reflects with (blue). Amber Located between Bogside Camp Waypoint and Whisperwill Waypoint, Amber Wurm spawns in the ravine beneath the Vista, with a wall to the east. Amber's second animation will always be eating the Plague Carrier Abomination. The first team should be prepared at this time. After eating the zerg, the wurm usually does one animation (the time taken to destroy the Pyloric Valve) before a unique animation to spit the zerg out. If the commander is holding off harpoon shots to increase burn phase time, expect at least two animations before the wurm goes down for the burn. Amber will occasionally spit eggs or husks after a burn. Reflectors should get in position to reflect as the wurm stands up. Cobalt Located near Jelako Waypoint, Cobalt Wurm spawns on the beach beneath the vista, with the cliff to the southwest. This is the most straightforward wurm in terms of animations, making it a good place to start as a new caller. Once 20 kegs have been placed, the wurm's next animation will be eating the kegs to blow them up and start the burn. After each burn, Cobalt will do a large spin before spitting. Crimson Located near Firthside Vigil Waypoint, Crimson Wurm spawns in the valley south, with a cliff behind it to the west. After being notified that the colours are full, the Wurm can do up to three additional animations before actually going into burn phase. These could be either spins or spits, so it is important that the reflectors are ready until the wurm falls to the ground. After every burn, Crimson will do a large spin before spitting. Gear and Skills Below is a list of helpful items, skills, and settings: Food: Usually, reflect team can use the same food that is dropped for the zerg. Orrian Steak Frittes offer a little more survivability. Gear: For any weapons used to reflect, stats are less important and you can buy a cheap one if needed. Soldier's gear is an option for those concerned about dying. Useful Skills: Stability, stunbreaks, blocks, and invulnerability may be useful for newer reflectors. Settings: Under Options (F11) > Camera, set Field of View to the far right for visibility. Reflects by Class Classes are listed in a loose order of easier to harder difficulty. Common solo reflectors and blockers are at the top, and more challenging reflects are toward the bottom. Note: This is not a comprehensive list of all skills that can reflect. With the exception of Warrior and Engineer (the high difficulty classes), the primary reflect is listed first, followed by possible backup skills for a second spit. Some reflects require an elite sspecialization, so an alternative for characters without them is also provided. Revenant: Medium AoE with long duration, does not need to stand in wurm Protective Solace (Utility skill) - requires Legendary Centaur Stance, with Ventari Tablet out. Diminish Solace after eggs have been blocked. This skill easily covers two spits, especially if the reflector stays in combat to maintain energy. Mesmer: Large AoE and line reflect Feedback (Utility skill) - can be used with Mimic (Utility skill) to cover two spits, though there are other options, especially with Chronomancer. Easily placed from outside the wurm. Optional trait: Inspiration > 3rd line > Temporal Enchanter - makes Feedback last longer. Temporal Curtain (Focus 4) - place parallel to wall. Required trait: Inspiration > 2nd line > Warden's Feedback. Can block husks and spits from small spins using the Distortion effect. Elementalist: Large AoE and small range chained skills, or small range skill with Tempest Swirling Winds (Focus - Air 4) - note half second cast time. Trait: Air > 2nd line > Aeromancers Training for reduced recharge on air weapon skills. "Aftershock!" (Utility skill) - requires Tempest, has a cast time and very small range. Magnetic Wave (Focus - Earth 4) -> Ring of Earth (Mainhand Dagger - Earth 2) - use Magnetic Wave for two spits and Ring of Earth for the third. Requires good timing and positioning. Can block husks and spits from small spins using various invulnerability skills. Guardian: Line reflect and large AoE Wall of Reflection (Utility skill) - place parallel to wall. Trait: Virtues > 1st line > Master of Consecrations for reduced wall cooldown. Shield of Absorption (Shield 5) - can be used with Wall of Reflection to cover a bad angle, or on its own if experienced. Ranger: Medium AoE, line if using Druid Sublime Conversion (Staff 5) - requires Druid, place parallel to wall. Whirling Defense (Offhand Axe 5) - be sure not to move while casting. Thief: Line reflect and small AoE Smokescreen (Utility skill) - place parallel to the wall. Trait: Shadow Arts > 1st line > Concealed Defeat - reduces cooldown. Dagger Storm (Elite skill) - note the small range and high cooldown. Trait: Trickery > 2nd line > Trickster - reduces cooldown. Necromancer: Large AoE but only one skill Corrosive Poison Cloud (Utility skill) - long duration, may cover part of two animations. Trait: Curses > 2nd line > Master of Corruption for reduced recharge - this is the only reflect skill. Warrior: High difficulty, very small range chained skills Shield Stance (Shield 5) -> Counterblow (Mace 2) - use shield to cover two spits and mace for the third. Riposte (Offhand Sword 5) can be used in place of Shield Stance. If husks come out first, save Counterblow for the next spit animation. Required trait: Defense > 1st line > Shield Master - reflect whenever you are blocking. Optional trait line: Discipline for Fast Hands (faster weapon swapping). Engineer: High difficulty (requires low latency and knowledge of animations), medium AoE. Easier alternative with Scrapper. Turret reflect: Two turrets are required to cover a full spit, place the first turret in position a second before the animation starts and the second if the spit is eggs. Note the half second cast time and 1 second shield deployment time. Pick up turrets after the spit for the reduced cooldown. Required trait: Inventions > 3rd line> Advanced Turrets for reflective bubble on turrets. Defense Field (Tool belt skill) - requires Scrapper, with Bulwark Gyro slotted. Reflect Calling The Reflect Caller's role is to call animations during phase 1 and manage the two teams within their group who will move into position and reflect when called on. Usually, the teams take turns going in and reflecting, switching out if there are husks. The caller introduces the Reflect Team to the rest of the group at the wurm, and will make calls alongside (or over) the commander. Revenants and Mesmers are the easiest classes to use for reflect calling, as they can watch the wurm from a distance while still being able to reflect. The three animations to be called are as follows: Large Spin: Wurm turns clockwise and remains fairly upright. Large, dodgeable AoE attack around the Wurm that can knockback. At Crimson this can also knock gliders out of the air. Small Spin: Wurm turns counter-clockwise and curls down toward the ground. Small, dodgeable AoE attack around the Wurm that can knockback. Fires multiple Spit (Drool) projectiles across the area that cannot be reflected (but can be blocked with invulnerability), marked by small orange circles. Spitting: Wurm rears back and spits either Eggs (every ~40-45 seconds) or Husks (every ~90 seconds). The caller will state which occurred after calling to reflect (unless they are absolutely certain of husks), as there is no way to distinguish the spits by initial appearance. Usually, if eggs are blocked, nothing will appear to come out, but if it is husks, they will be seen flying. After a husk spit, the next spit will always be eggs. Due to the cooldown on eggs, reflect teams do not always need to stay in position, as this increases the chances of taking hits or blowing reflects early. The caller will want to have the next available team ready before the egg cooldown has expired. To help keep track of the time, a skill with a similar cooldown can be used, or the caller can keep count of the animations since the last eggs. The egg cooldown is enough time for 3 spins (14 seconds each). A burn phase (~30 seconds) can be counted as 2 spins. At Amber, swallowing and spitting out the zerg together count as 1 spin. The caller will notify the commander if any eggs get out so they can be dealt with. If the Reflect Team is being threatened by veteran wurms, inform the commander so they can assign people to clear them out. One of the best ways to learn reflect calling is to go to a wurm (or look at a video) and watch the animations. The Jungle Wurm in Caledon Forest is a good place to get used to the two spins and Amber's zerg spitting animation. If you are new to calling, don't hesitate to ask the rest of the Reflect Team for help and support! Useful Apps: http://derekchoi.me/gw2reflect/ Visual study app by Lanboost
  19. 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.
  20. Training raids are cancelled this Thursday (Friday UTC) for this week only.
  21. Getting Active Status..

    I received your mail and gave active status, just didn't see it right away because of a full mailbox.
  22. Speed Run Records! (The Diamond Icon)

    Here's what I got, with West about to finish.
  23. Speed Run Records! (The Diamond Icon)

    So about that PAC Cobalt...
  24. Triple Trouble Condi Guide

    TTS Triple Trouble Condi Pro Guide Thank you for reading this guide! The Evolved Jungle Wurm, also known as Triple Trouble, has been a staple for TTS to run since its inception and we find that, even in today's state of the game, it remains one of the few World Events that requires organization whether it be on Teamspeak or in-game chat. One piece of organization that is often used is the Condi Team which targets the Champion Partially Digested Husks that the Wurm spits out in waves of 3 on a regular basis. Due to their high Toughness, Husks take negligible direct damage from attacks, but their low Vitality stat makes them susceptible to Condition (Condi) Damage from the application of Burning, Bleeding, Poison, Confusion, and Torment. The goal of this guide is to help you learn how to contribute towards the Condi Team's efforts and to aid in preparations toward earning the Condi Pro icon on our Teamspeak. - Table of Contents - Setup and Training The Break Bar Wurm Specifics Gear and Skills Class Overviews Setup and Training For an average TTS run, the full Condi Team will consist of 9-15 players, who will go to Mournful Waypoint (or Firthside Vigil Waypoint on a slope near the passage to Crimson Wurm for OCE) in Bloodtide Coast to do a brief training session where tactics and builds will be discussed. It is important for the Condi Trainer, who will be designated during setup, to ensure that the teams are organized and prepared to do their role. Each of the three teams will have a Condi Leader who is familiar with the husk spawns at that wurm and can split players up at the locations. Oftentimes, the Condi Trainer will be a group's leader. The rest of the players will split up among the teams so that each group has a mix of experienced and new players in combination with classes. Each class brings its own set of condition types and other abilities, so equal distribution is key. The minimum number of any Condi Group should be 3 players, one for each husk, with a maximum of 5 per wurm (2 sets of 2 and one solo). Once players have been set up with their teams, explanations, and builds, the Condi Trainer will place a Feast of Rare Veggie Pizza, that they can recieve for free from a TTS Commander. Condi Leads can then take their teams to the wurm areas to go over the husk spawns and assign positions. Be sure to find out the experience level of your team and spread out players accordingly. - Though each wurm has its own unique quirks, the priority for the Condi Team is to kill the Husks as quickly as possible to prevent them from knocking around the zerg, spreading the Parasites debuff (which stuns periodically), and taking damage from attacks that should be landing on the Wurm itself. For each wave of husks, players will first target the one in their assigned position. As each husk dies, team members can move to the remaining husks to help out. If there are no husks out, the Condi Team can go in for the burn, although they should leave early to prepare for the next husk drop. In certain cases, Condi can assist with zerg mechanics or help lure wurms away from other players, but the priority will always be on the husks. Downed party members can usually be revived by the zerg if nearby, or others on the Condi Team. Anyone who dies should run back and notify the party. To recap: 3 experienced people are designated to be the Condi Leads, and 1 to be the Condi Trainer. The trainer is often the leader of a team. New and experienced players are distributed evenly to make 3 teams of 3-5 players each. Condi Trainer explains the role of the team to any new team members, touching on skills, consumables, gear, and specific tactics. Condi Trainer drops pizza and sends the 3 teams to their respective wurms. Condi Leads distribute their players to specific husk spawn locations and explains any other specific information. (Optionally) Condi Leads introduce the team to the Wurm Team they are at, briefly explaining the role of Condi and how the Zerg can assist in their efforts. Kill husks, then kill wurm, get loot. The Break Bar Originally, the Condi Team's goal was to control a Husk with various Crowd Control (CC) skills such as Knockback and Pull in order to keep them far from the zerg. However, with the addition of Break Bars, any CC skill will instead do damage to the Husk's bar (coloured blue under its health bar). When the bar is depleted, it inflicts a 5 second stun on the Husk along with an equal period of increased damage. CC effects that directly remove a chunk of the bar: Pull, Knockback, Knockdown, Launch, Daze, Stun CC effects that cause damage over time to the bar): Chill, Cripple, Immobilize, Blind, Weakness, Slow, Fear, Taunt What this means is that CC skills can no longer be used to move the husks away from people, and buffs to Condition Damage have made it easier and more reliable to kill before problems are caused. To control a husk, you can time the breaking of the bar so that it stops before it can attack the zerg or reflectors. Another option is to break the bar to regain aggro onto yourself. Call out your husk via targeting if you are having trouble maintaining control, so that it can be killed quickly with the help of the team. Wurm Specifics At all wurms, husks spawn approximately every 90 seconds, and will always land in the same 3 locations in the same order. Any players that are standing on the spawn location when a husk is spit out will take high damage, usually enough to be downed instantly. For each wurm, images are provided of the drop points from both the minimap and two views of the site. Specific husk assignments can vary to suit the Condi Lead's preferences, but generally new players should be paired up or assigned to a location where team members can quickly assist. At each wurm, there are two spawns which are slightly closer together, so new players can be positioned at one of those. Amber Spawn Locations: North (purple), Mid (red), and South (blue) Mid and South are closer together, but North is the shortest distance from the zerg stack spot. Condi players should be careful to avoid damaging the Plague Carrier Abomination, especially if they are running minions. Husks will aggro onto players carrying the Wurm Attractant buff and can remove the buff with their attacks. This can create a risky situation, especially when the husk spawn time coincides with the death of the Plague Carrier Abomination. The Condi Team can mitigate the danger by picking up Wurm Attractant themselves (if in a convenient location) or breaking the bar after the wurm has gone underground, guaranteeing that it will be stunned as the zerg gets eaten. Cobalt Spawn Locations: North/West (purple), Mid (red), and South/East (green) North/West and Mid are closer to each other. Note that North/West is along the path of easy spawn, Mid is closest to hard spawn, and South/East is near pole spawn. In addition to the Veteran Jungle Wurm spawns, Cobalt is populated by pirates that may attack members of the team. Husks will sometimes target players who are carrying kegs, although if they successfully cause a zerg member's keg to blow up, they also take significant damage. Crimson Spawn Locations: North (purple), Mid (blue), and South (green) Mid and South are nearest to each other, and Mid is also furthest away from any of the extractors. At Crimson, the zerg is the most spread out and mobile, which can result in Husks easily switching aggro and being more difficult to control. Depending on the timing, there is a chance of husk spits during the extra animations between colours being filled and the burn phase. The team may want to avoid moving in unless they are certain that husks are on cooldown. Gear and Skills This guide does not contain specific builds as they are liable to change with each patch. Instead, directions to resources on build information have been provided, including some helpful websites. Specific builds can be used as a starting point, but it is up to the player to choose and modify as needed, whether it is for the situation or for personal preference. Best Food: Rare Veggie Pizza (provided during training) Best Utility Consumables: Toxic Focusing Crystal (Necromancer, Elementalist, Engineer, Guardian, Mesmer, Ranger) Toxic Sharpening Stone (Warrior, Revenant, Thief) Stat Combinations: Viper's (+Power, +Condi Damage | +Precision, +Expertise) - considered meta Sinister (+Condi Damage, +Power, +Precision) - considered meta Rampager's (+Precision, +Power, +Condi Damage) - good alternative without a full meta build Dire (+Condi Damage, +Toughness, +Vitality) - greater survivability Builds: Go to metabattle.com and search for your Profession with the words Condi Damage for some up-to-date builds. Keep in mind that these were developed for specific game modes and may not be as effective when dealing with husks. Kazukirii's condi builds, intended for Triple Trouble: https://docs.google.com/document/d/1H1UYGFhyMxP8N8kPCm71FFtlLA8U0lcip-HhoYWGm4M/edit?pli=1 Class Overviews This section contains some basic condi weapons for each class, a brief description of their function and utility, and a recommendation for pairing within a condi team. Elementalist Weapons: Dagger/Focus Description: Good for burning damage, fire fields and blasts for might, but less hard CC to break the bar. Pairing: Works well with a teammate. Mesmer Weapons: Scepter/Torch + Staff or Shield (with Chronomancer) Description: Primary is confusion and torment, so either break the bar immediately to stack conditions or avoid breaking to maximize the effects. Can hold husk aggro with illusions. Pairing: An experienced Mesmer can solo although newer players are better paired up. Necromancer Weapons: Scepter/Dagger + Warhorn Description: High condition damage, good AoE fields, has the ability to break a bar solo, and can hold aggro with minions. Pairing: Good for solo but also works well with a teammate. Thief Weapons: Dagger/Dagger Description: Contributes with poison and bleed, can also move quickly between husks and give team members different venoms. Pairing: Should be paired up. Ranger Weapons: Axe/Torch + Shortbow Description: Has instant condition damage from traps, high overall damage, and good CC. Pairing: Good for solo but works well with a teammate that provides might. Engineer Weapons: Pistol/Pistol Description: Strong CC and good might stacking with fire fields, also high AoE support. Pairing: An experienced Engineer can solo although newer players are better paired up. Try to pair with classes lacking in might. Guardian Weapons: Scepter/Torch + Greatsword Description: Burning build but less damage. Can provides support to allies with passive healing and condition cleanses. Pairing: Should be paired up. Revenant Weapons: Mace/Axe + Staff Description: Primary is torment and confusion. Has good CC and utility. Pairing: Should be paired up. Warrior Weapons: Sword/Torch + Longbow Description: Good with burning and some bleed on a quick windup, good cc, and naturally able to tank. Pairing: Good for solo but can benefit from a teammate stacking might (if the build does not generate might itself) or using other conditions.

Important Information

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