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Found 10 results

  1. Break Bar (CC) Guide

    Break Bar Guide By Addy Winchester and Inari Kamihara With help from the wiki... And let's be honest, Inari did the hard parts........ Gifs by Necrojinn Introduction What Is A Break Bar? What Happens When The Break Bar Is Depleted? What Is Crowd Control? Soft CC VS Hard CC Class Specific Skills Warrior Guardian Revenant Engineer Ranger Thief Elementalist Mesmer Necromancer Introduction Have you ever been doing something within the game where people start yelling "break" or "break the bar" or "CC". Are you one of the many people who either does not know what that means, or at least unsure? That's okay! Many players in the realm of Guild Wars 2 do not properly know about break bars, how to properly address break bars, or at least are unsure of the skills each of their classes have that are used to break that dreaded bar. We are here to assist in that understanding. You will become a break bar god. What Is A Break Bar? Well, first off, it's also known as the defiance bar. Rarely anyone actually calls it that, but important to know just in case. The break bar is a separate bar beneath the opponent's health bar (picture shown a little later on). Typically, champion and legendary level bosses are the type of mobs who will have this extra bar, though once in a while some veterans can as well. The goal of the break bar is to deplete it as quickly as possible; some bosses even have a timer that if you don't break it in time, bad things happen! (i.e. Legendary Brazen Gladiator in Chaos Isles fractal where he pulls anyone within range to him and does some serious damage, or Samarog in the fourth raid wing who will kill whoever he/she is pummeling to death if the bar is not depleted in time.) So what does the bar look like? When the bar is grey, such as above, the boss is immune to crowd control. This means your CC skills do absolutely nothing in terms of effects; it is a simple skill for damage. As the bar turns teal, it is time to use crowd control skills to deplete the “health” of the bar. Use those CC skills until there is nothing left! Once the bar is broken, it then turns orange and steadily regains its “health”. The bar is recharging, therefore your the effects of CC skills do nothing once again. How does it look with the enemies bar? Like so! Photo courtesy of Guildwarshub.com What Happens When Break Bar Is Depleted? When the health of the break bar is depleted, the enemy has been broken. The depletion of the bar interrupts, stuns, knocks down, and/or exposes the enemy. You, my friend, are temporarily safe from being kicked around like a sack of potatoes. For like two seconds. Yey? Exhibit A: Link to GIF What Is Crowd Control? Crowd control, also known as crowd effects and often shortened to "CC", skills are effects that affect actions, movements, skills, etc. Enemies with break bars are immune to such effects; instead they deplete that break bar as aforementioned above. There are two different types of these "CC" skills; soft CC and hard CC. Soft CC skills are skills that tick over time, slowly depleting the “health” of the bar. Hard CC skills on the other hand take out big chunks of the bar. Soft control examples: Fear, taunt, immobilize, slow, chill, blind, cripple, weakness Hard control examples: Daze, stun, knockdown, knockback, launch, pull, freeze, sink, float, transform Let's actually see the difference in the two different types of crowd control: Soft CC example: Link to GIF Hard CC example: Link to GIF Class Specific CC Skills Get ready folks, this is gonna be a long one. Warrior Guardian Revenant Engineer Ranger Thief Elementalist Mesmer Necromancer
  2. 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
  3. 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.
  4. Hello, As you might have noticed I kinda like doing Triple Trouble, and been doing reflect since a while back. For some reason we are almost always "short" on callers, be it because people don't feel confident in their voice, abilities or never just watched for the animations. There are many great guides on how to reflect at Triple Trouble, explaining and showing the animations, however this seems not to be enough :) Therefore I went ahead and did a little practice test you can do, after you have done this, you should by all measures be able to reflect call (or atleast see when you should reflect) My goals: -Make ppl intressted in calling -Make ppl feel confident in their abilities The app is made in HTML5 and javascript (ECMAScript 6) if you are not running one of the latest common browsers there might be problems :P The video is a 12 min 720p (~3-5k bitrate) so it might take some time to load (upload should be around 800kbyte/s) The application can be found in the links below. http://lanboost.net/gw/ http://lanboost.net/gw/training.php I would love to hear feedbacks!
  5. Triple Trouble: Condi Team

    Updated: Note that Additional Tips was moved above condi team lead, as that's more immediately applicable to people with general interest. Note: This was written before I became a leader; it's not TTS-official - just meant to help people out. New peoples: People new to condi team are always welcome at wurm! Just let us know during set up and ask questions if you have them. Having a fully geared condi character does make a difference, though if people just want to try it out first, they're welcome to as well. Please do let people know, so that teams can be balanced. (Tali also has a guide here that goes much more in depth for skill description and strategy + diagrams.) Basics Condi Team Overview Builds These builds are just some ideas for people to use and adapt as they'd like; they aren't official/required but can be very useful as starting points. Builds based around interrupts are not effective for husks due to defiance. People can always start off in tankier gear, such as dire, rabid, or carrion (stat descriptions are further down in Equipment/Stats/Runes/Sigils). A mix of full sinister trinkets and armor/weps as tankier gear can be a good start (e.g. dire chest and legs, possibly weapons as well). Builds in Use The builds below are in active use. (Feel free to reply with yours!) Previous profession tips were archived here. This section has been split into two categories: control and max condi; there are builds that could fit into both. Control leans more pulls and/or soft cc like immobilize, chill, etc. for people who prefer it, wurms where husks tend to run more, or people who don't have max condi gear/experience and need that extra buffer due to the husks being around longer. GW2Skills: Not sure which skills cause immobilize, burning, etc.? Mouseover an effect in current effects, and it'll list them for you. Engis/skill bar changing skills: Note that you have to click into kits for it to show those. Control Ele, Guardian, Ranger, Thief, Warrior: See Max Condi builds and control notes. Engi: P/S or /P & Alchemy or Tools Max Condi Guardian: Kazu's burn-stacking build Control: Radiance Grandmaster Perfect Inscriptions is an option if Signet of Resolve and Signet of Wrath's actives will be used often - not that needed, could be useful if learning it. Warrior: Kazu's condi war Full sinister on a new condi warrior shouldn't be a problem. Control: Replace Frenzy with Throw Bolas. There's a lot of other fun stuff that can be tried with warrior, such as trying to stack as much bonus condi damage as much as possible with Arms Opportunist, Deep Strike, and Furious but likely aren't worth the tradeoff vs guaranteed. Multiple: Kazu's post (Ele, Engi, Necro, Ranger, Thief) (writeups are in his post - quick descriptions below) Theory-crafted/untested For professions not already covered, check this post for some theorycrafted traits and notes. Mesmer: bizarre theorycraft I've been punting around (briefly) - I'll be doing more of a writeup on it later. It's a balance of shattering and camping gs XD - Note: self & mirror blade clone can reach almost max might stack (was pvp, NOT pve) Equipment/Stats/Runes/Sigils Husk Spawns/Pullers Additional Tips Quick Corruption Stacks Pulls and soft cc Stat max/caps Testing: See this post for a test case (no ascended gear on ele D:). So far but not at cap: Amber: 837 (1988) / Cobalt: 781 (1988) / Crimson: 716 (1988) Traits, equipment, food, utility, and stacks from sigils count towards the cap. All of these force stats past cap: might, fury, signets, and banners (maybe more). More... Advanced Condi Team Lead Condi Training Strategy Changelog
  6. Alrighty so in truth I've been actually trying to make this guide for the longest time but never really got around to it. It's a very slow day at work and a lot of free time on my hands so I've decided to crunch down and edit/add a lot of things. It just so happens to be a perfect time with the Free-To-Play players coming around ^_^. Note that, with the upcoming release of Heart of Thorns, aspects of this guide are subject to change. =============================================================================================== Maximizing Your Salvage Kits: The majority of salvage kits can be bought across Tyria from various merchants. All salvage kits have different % chances for recovering upgrades or chances for rare materials. Type Cost Uses Chance of Rarer Materials Chance of recovering upgrades Crude 32c 15 0% 5% Basic 88c 25 10% 20% Fine 2s 88c 25 15% 40% Journeyman 8s 25 20% 60% Master's 15s 36c 25 25% 80% Mystic 250 gems + 26s 24c 250 25% 80% Black Lion 300 gems 25 50% 100% The mystic salvage kit saves up a lot of space in your inventory by providing 250 uses for the single kit. You can craft it through the Mystic Forge by combining the three previous salvage kits (Master's, Journeyman's and Fine) with Mystic Forge Stones. You can purchase Mystic Forge Stones from the Gem Store at 250 Gems for 5, or 450 Gems for 10, or get them as a random drop from Map Completion, Black Lion Chests and/or Personal Story/Living World completion. The Black Lion Salvage Kit is great for salvaging all the higher end armor's and weapons the sigils/runes & upgrades. I highly suggest you save these only for Exotic Weapons/Armors as you have a chance to pull the exotic insignia which sell's for quite a bit of gold (and is required for leveling most crafting professions!) Also, if you have some extra gold/gem's saved up I would suggest saving up for a Copper-Fed Salvage-O-Matic - which can be purchased at the Gem Store for 800 Gems. It acts as an infinite-use Basic Salvage Kit that costs 3 copper per salvage. For comparison, a normal Basic Salvage Kit costs 88 copper and comes with 25 uses, equating to 3.52 copper per use. There is also the Silver-Fed Salvage-O-Matic which can be purchased at 500 Gems which has the same effectiveness as Master's & Mystic Salvage Kits, although the title would suggest otherwise, they only cost 60 copper per salvage. Just a quick note on this, no matter what the gem-gold ratio is, it will never become cheaper than the Mystic Salvage Kit - I highly recommend you opt for Mystic Salvage Kit's of the Silver-Fed Salvage-O-Matic when you can. That being said it is a great alternative to Mystic Salvage Kits if you're running low on Mystic Forge Stones. ================================= DRY TOP -- Introduced with Season 2 Living Story - Very Unique Map Mechanic Mechanics change, increase favor of Zephyrites 40 Minutes of Events, 20 Minutes of Sandstorm The actual events give up a pop-up chest Sandstorm has unique events. Rewards include Silky Sand, Geodes, Zephyrite Keys' Geode's is a unique map currency, the amount of geodes to cost specific rewards from merchants scale depending on the favor. Tier 6 gives the best cost value. Geode's for recipe's (also for crafting Ambrite weapons) Backpack piece item Mawdrey - see Daily Time-Gated Materials - CRAFTING CLAY POT/PLANT FOOD =================================== SILVERWASTES - Events vs. Chest Farm (note on Undergrowth) Event Farming - Cursed Shore, Orr Temples [SPARKFLY FEN] DAILY CRAFTING - Lump of Mithrillium, Glob of Elder Spirit Residue, Spool of Thick Elonian Cord, Spool of Silk Weaving Thread, Plate of Meaty Plant Food, Plate of Piquant Plant Food, Vial of Maize Balm, Heat Stone, Grow Lamp, Clay Pot, Charged Quartz Crystal =================================== DAILY CRAFTING There are a lot of materials that are time-gated that you can complete on a daily basis, whether you choose to hoard these for the upcoming expansion or whether you want to turn a quick profit on a daily basis, there are a few recipe's that can be crafted given that you have the crafting discipline and recipe. Lump of Mithrillium [450 Armorsmith, Artificer, Huntsman & Weaponsmith] =================================== MAIZE BALM FARMING Mystic Forge - Precursor Crafting/Recipes/Material Upgrades Crafting - Unidentified Dyes/Dungeon Recipes/Rare Greatswords Dungeon Paths - Easy to Run Dungeon Paths (AC 1-3), SE (1+3), CoF (1+2), CoE (1-3), HotW (p1) [TEAMSPEAK] Token Conversions - Dungeon Tokens/Guild Commendations/Laurels Karma - Bloodtide Coast to Linen Laurels (Second/Third Accounts) - Tier 6 Materials PVP! - Dungeon Tokens Spirit Shards - Material Upgrade + Exotic Named Weapons WvW Badges of Honor GEMS = Converting Gems, Buying Gems World Boss Train - Guaranteed Rares (1 Gold + Exotics) + KARKA FARMING? Treasure Hunter Collection Bosses - Pray No Bug Map Rotbeard[1] in Cursed Shore - Rotbeard's Treasure Dredge Commissar[2] in Dredgehaunt Cliffs - Commissar's Manifesto Foulbear Kraal[3] in Fields of Ruin - Sam Eye of Zhaitan[4] in Malchor's Leap Straits of Devastation - Pendant of Arah Rhendak the Crazed[5] in Diesssa Plateau - Rhendak's Signet and Chalice of Rhendak Bank Cleaning Black Lion Chest Keys (Key Farming) - Weapon Skins Gathering & Salvaging - HOME INSTANCE & COUNCIL FARMING Trading Post - Flipping, Speculation [ALWAYS BUY ORDERS/SELL ORDERS] Park Characters - Jumping Puzzles (21-26 for Silver Doubloons, 45-55 for Linen/Platinum) - Not So Secret for Blade Shards Ascended Eaters - Mawdrey, Pincess & Star of Gratitude Gambling - Ecto ADVANCED - Path Selling (Aetherpath, Arah, Fractals, Living Story Achievements) ADVANCED - Legendary Crafting/Selling ADVANCED - JP Portal Selling/Tips DONT FORGET - HAVE FUN. Websites To Help You: gw2efficiency.com http://www.gw2shinies.com/ gw2timer.com http://starbuckguild.com/ore/ ========================================= Update Log: 01/09/2015 - Barebones Draft Mode, will update bit by bit when I can. 03/09/2015 - Added Websites to Help, Restructured Some Points 05/09/2015 - Made some formatting changes, edited a few things 06/09/2015 - Expanded on Daily Crafting (with recipes) Tentative Goal Completion: 10th September 2015 ========================================== Note this is a Work In Progress, if there's anything you want to add here or if I may have overlooked something then feel free to put a message here.
  7. Triple Trouble: Reflect Team

    Note: This was written before I became a leader; it's not in any way TTS-official - just meant to help people out. Ultimately, just volunteering for it and getting experience is far more useful than reading! tl;dr: Step up if new. Eggs bad. Reflect them. Dodge spins and small spin spit. Learn traits/skills/positioning. Learn stuff and call, then train. Balance teams between line/area reflects. Don'tdiehavefungetloots.r Check pic(re)flects for a visual guide :D Reflect Overview Note: New reflectors are always welcome at wurm! Just let us know during set up, and we'll train you. Note 2: This is referred to as reflect team, but projectile-destroying skills are also used. Note 3: TeamSpeak is required for reflect team. A mic is required for the reflect caller, as the wurm zerg is dependent on the caller. Reflect team's purpose is to reflect the eggs to prevent any larva from hatching. These scale a lot and are extremely difficult to kill; they have an aoe spit attack and knockbacks. Husks share the same animation but cannot be reflected or destroyed, so that's what condi team is for. As it's a specialized team, reflect team only joins the zerg during burns and does not follow the wurm commander's call outside of that. This includes calls for reflects – only reflect when the reflct caller calls it. Reflectors should only reflect during their team's turn. The wurm has three animations, which Kalak's video shows, including placement inside the wurm. Spit: Curls back a bit and spits three times, either husks (one per spit) or eggs (three per spit) Large spin: pulls out of the ground with its head in the air, spins clockwise still outstretched, then spins stretched out on the ground counter clockwise Small spin: slight clockwise rotation with its head hanging down before curling counter clockwise on the ground the spinning clockwise & spitting Make sure to stay close enough to the wurm to be ready immediately, particularly when still learning. When a team is called to be ready, they should be in position and ready to cast reflect immediately. This is particularly true if there hasn't been a spit in sometime, as the second team will need to be ready if the first spit was husks. Once familiar (enough to track the spit timing without the calller), it doesn't hurt to start attacking nearby wurms already harassing reflect to try and aggro them elsewhere, just be careful not to get downed or aggro five wurms onto the reflect team ;). The primary focus must remain on reflecting, though. Reflect Skills/Traits Note that this only covers skills/traits necessary for reflect. The remainder of the build is up to each individual reflector. When first starting out, play a little bit more defensively (e.g. pvt armor with full berserker accessories) and start adding in gear/traits that are more dps-oriented. It should be able to handle a husk and a few wurms, just in case. Don't be a reflector who's constantly downed/dead! Professions most often used at TTS wurms: Engineer, Elementalist, Guardian, Mesmer, Ranger, Thief Line reflect: Reflect/projectile destruction casts in a line, so angle matters! The character must stand just inside the wurm and face perpendicular to the wurm when it's in a neutral position (body isn't twisted). Once the skill has been casted, the player can move again. Area reflect: For area reflect/projectile destruction, angle does not matter, only placement inside the wurm for most professions. Professions Engineer: area reflect – high difficulty! Not suggested for beginner reflectors Minimum of two turrets with Inventions -> Grandmaster -> Advanced Turrets This is only suggested for people already familiar with the wurm animations, because engis need to be able to read the wurm for themselves due to the turret cast time and delay with the bubble from Advanced Turrets. Some engis will bring four turrets (regular utility, not the Supply Crate elite), drop one per spit (or drop one and only drop the later ones if a spit is confirmed), and then pick the three turrets up for faster recharge. Engis also have Toss Elixir U, but placement can be difficult, and it has a high recharge and can be unreliable; some will bring this due to the faster cast time. Engis also have shield offhand 4 (Magnetic Shield), which can be traited for shorter cd in Inventions -> Adept -> Over Shield Notes from Koshchei: total wait time for each turret shield: 1.5 sec = 0.5 sec (cast time) + 1.0 sec (shield deployment time) duration of each shield: 4 secs. Supply Crate turrets also have shields, but exact turret placements cannot be controlled and has a long recharge time; therefore, it's only used in reflecting when other turrets are recharging. Elementalist: large area projectile destruction Focus required for Swirling Winds ([&B5oVAAA=]) with Air -> Master -> Aeromancer's Training Easiest reflect in terms of placement due to large radius (400) but note the .5s cast time, so must pay close attention to calls Guardian: line reflect & area projectile destruction Wall of Reflection [&ByMkAAA=] Virtues -> Adept -> Master of Consecrations & strongly recommend shield for Shield of Absorption ([&B4MjAAA=]) The shield can be used either before or after for additional projectile destruction. For beginners, casting after will help to cover the wall in case it was off angle. For more advanced tactics, the shield can be casted first to see if the wurm spits husks and save Wall of Reflection. Sensha's note + img (Carson also recorded a video here): "So! The update hits in a week and guardians and mesmers are stuck with ground targeted skills to do their primary reflect. This tends to be an issue though because you can't ground target inside the wurm properly forcing the skill to be too far in front of the wurm to reflect all volleys of eggs. However, there's a solution to this which is the minimap trick (which kazu taught me a while back). what this does is place ground targeted skills directly under you. How this works is simply by putting your cursor over the minimap, and then selecting the ground targeted skill and activating it. I've demonstrated this in the following gif. Pay attention to the order in which I do everything. As you can see it shows up in the same spot, at the same angle as if Wall of Reflect was not ground targeted." Also, note that it does tend to cast slightly further up than it used to prior to ground-targeting. Mesmer: line reflect, feedback if good at positioning When first learning reflect and wurm, starting with Temporal Curtain ([&B8onAAA=]) may be easiest. After some familiarity with that and quick movement, using Feedback ([&Bz4oAAA=]) should work out pretty well. Note that if the new reflector has someone to show him/her the placement and is confident in being able to sit still and leave a burn early enough to re-position, it'll likely work out well - just not "oo shiny vet wurm to attack /wander off" mentality. Temporal Curtain: Inspiration -> Master -> Warden's Feedback Feedback: Inspiration -> Grandmaster -> Temporal Enchanter (see guardian section above or watch Carson's video here) Sensha's note: "For temporal curtain you can generally do the same thing you do on guardian. You'll want to go inside the front of the wurm, and try to be as centered as possible. In this screenshot I show where the center is, this is an ideal temporal curtain. But try not to go behind that spot or you'll miss all eggs, and try not to be too far in front of it either. Kazu says his experience has leaked eggs if it's too far towards the front, but I may have accidentally discovered a possibly higher error room than 'it has to overlap the center,' so I'll get results on that later." To learn about using Feedback at the wurms, check Kazu's videos on placement: amber, cobalt, crimson Aeon linked an alternate amber location here. If you're familiar with timing the wurm's spit attack, don't forget Mimic ([&B4pzAAA=]) for even more Feedback :D Ranger: area reflect Axe offhand for Whirling Defense ([&B7MwAAA=]) (back to 150 range!) Rangers must wait for the Whirling Defense animation to complete. If husks or larva are nearby, use stability first. Thief: line projectile destruction & very small area reflect with precise placement Smoke Screen ([&BwkzAAA=]) with Shadow Arts -> Adept -> Concealed Defeat - Note the .5s cast time, so must pay close attention to calls Thieves can also opt to use Dagger Storm as a cover/secondary reflect (same placement as ranger), if traiting for Trickery > Master > Trickster - credit to Sensha Shadowdagger Warrior: very small area reflect – very high difficulty! Not for beginner reflectors Check Kazu\'s post here should be practiced outside of raids to confirm accuracy would suggest pairing with an experienced reflect Condensed version for pasting into TS: Reflect Calling Note: This section is mostly for new reflect callers. Even if there are a bunch of people with reflector pro icons, feel free to volunteer; they are there to help and are more than happy to back up new reflectors. Reflect callers are responsible for calling large spin, small spin, and reflects for the reflect team. In my opinion, calling the dodges after spins (e.g. large spin... dodge) and both the small spin and spit (note the delay if it's at range) helps people quite a bit, particularly if the orange circles are obstructed or glitch for them. Reflect Training Post June 23, 2015: Make sure that you're aware of changes to the professions! Once callers are comfortable with calling, running reflect training is the next step. Note that if you don't have a commander tag but are interested in training, just ask the person tagged up if you could lead training. If short on time: get callers, train new people, splits, do a sound check, and go to wurm channels; the callers should be able to fill in the rest. Short version: In some cases where all reflectors are experienced, get callers, distribute professions, remind people to check equip/traits/skills, and do a quick soundcheck. Additional Tips Dodge in instead of out: Stand at the edge of the rocks by the wurms body and dodge into the middle (or take a few steps out in any direction and dodge in). Line reflect on charr: Do not base it on your character’s head when in combat. Instead, keep your camera unangled and move your character straight at the wurm for proper placement. Then, take a step in or out until you're just inside the wurm. Where's my character? D: If your character is super short (min size asura :D), either try jumping or zooming in and shifting your camera angle so that you see inside the wurm. Make sure to bring a stunbreak – every profession has one. It's also useful to bring stability, condi clear, and a gap closer in case a dodge is missed. Not every class will be able to bring all of that. I'd suggest a stunbreak and gap closer at the very least. Guardians: "Retreat!" ([&B3wjAAA=]) and "Stand Your Ground!" ([&B8EjAAA=]) are useful; don't forget about using Virtue of Courage ([&B54jAAA=]) for an additional block. Eles: Scepter and dagger mainhand in water attunement both have party heals. Changelog Archive
  8. Triple Trouble: Reflect Calling

    New Reflect Caller Guide I noticed there were excellent guides for reflecting, but since new reflect callers don't volunteer all the time, we don't really have a repository of caller knowledge. After I have helped train several new callers, I figured someone should write this information down. And Evers wrote his very excellent picflect guide and kind of inspired this post. Before calling Check that your framerate and connection are adequate Your game should not be lagging. Your Teamspeak ping (found in Connection Info) should ideally be under 150ms, if it is over 300ms you might have problems calling. Your framerate (available from Overwolf, for example) should ideally be over 25fps; if you have less than 10-15fps, you might have problems calling. To improve the framerate, reduce the number of processes running on your computer, and set graphical options in the game to maximum performance. To improve the connection, reduce the number of clients running on your computer. Close any YouTube or other streaming site tabs, make sure you are not downloading or uploading anything (including but not limited to Torrent). If these steps do not resolve the issue, unfortunately, your system might not support you being a caller. Keep this in mind: the signal has a long way to travel, and all of these stations need to be hit within approximately a second and a half or eggs will come out and make problems for the raid: wurm animation starts on GW2 server data packet, from server to your GW2 client image, from monitor to your eye, neural signal, from eye to visual cortex the neural signal gets processed and recognised neural signal, from motor cortex to speech centers voice, from voice box to your microphone voice gets encoded by TeamSpeak data packet, from your TeamSpeak clients to the TS server same data packet, from TS server to teammates TS clients sound, from speakers to reflectors' ears neural signal, from ears to auditory cortex the neural signal gets processed and recognised neural signal, from motor cortex to their finger data packet, from reflectors' GW2 clients to GW2 server casting time This also means it is extremely hard for Elementalists, Thieves and Engineers (professions with slow casting time, hereafter "slow reflects", with no slight intended against the people who wield them!) to reflect on call, and should learn the animations for themselves as soon as possible. Teams When you gather your reflect team, you should inspect it for any possible points of failure, and adjust the team structure accordingly. The most obvious one is new(ish) reflectors; additional concerns are overabundance of certain classes. In the order of importance: Wherever possible, new(ish) reflectors should be paired with veteran reflectors Otherwise, whenever possible, Elementalists, Thieves and Engineers (slow reflects) should be paired with other professions (fast reflects) Otherwise, whenever possible, Guardians and Thieves (line reflects) should be paired with other professions (bubble reflects) Otherwise, pair up reflectors in any way that is convenient for the caller, mostly in relation to the Party display (e.g. top two vs. bottom two, outer two vs. inner two etc.) If the team composition is really bad - three or more new(ish) reflectors, three or more non-pro slow reflect members (Engi/Ele/Thief), three or more non-pro line reflect members (Thief/Guard) or similar - you might consider asking other wurm reflect teams if you can trade members. Before, the usual practice was to have a primary team and a backup team; thus, reflectors would have preferences about which team they wished to be on. The current practice is to call upon teams in balance, simply calling the team that did not reflect just previously (unless otherwise warranted, as noted below); this leaves the team composition concerns as the only deciding factor. "Team One" and "Team Two" are the usual way to refer to the subteams. Veteran reflect teams might give nicknames to subteams; this increases the mental load, and is not encouraged if the party has new(ish) reflectors, or a reflect caller. Calling A caller should be comfortable using the Teamspeak. There are certain callers that use text-to-speech engines, there are many more that just speak, but whether it's your own voice or a synthesized one, you should never think twice about using it. Callers need to keep their reflectors, their leader and their zerg informed at all times, and to do that they have to be present on Teamspeak without delay or hesitation. In particular, the zerg leader will be talking the whole time during the raid, and you have to talk over him. "Waiting your turn", while polite, will fail the raid. When it is time to announce something, and that time is measured in deciseconds (tenths of a second), it has to be announced, whatever the zerg leader is saying at the time. Caller's announcements take precedence. Conversely, if the zerg leader is busy explaining something, directing something, or otherwise sounds harried, keep the announcements short. It's fine to joke when there is not too much action, but remember that many people will increase your volume to hear you better, and you will drown out the leader. Be sure that your Power of Drowning Out is used for Good. Most of the zerg, if they know the animations, will know them for their effect. Big spin smashes in a big radius; small spin smashes in a small radius and spits out deadly saliva; egg and husk spits look like spitting. However, the caller needs to recognise each animation from their very first half-second or so, where they look very different. It is of no use to anyone if you call spits or spins when they are already happening. These are rough descriptions of each called animation's start: Large spin: the wurm straightens up high, and starts swinging towards its right (zerg's left) Small spin: the wurm coils down towards its left (zerg's right) Egg/husk spit: the wurm doubles up, quickly dipping its head down and to its right (zerg's left), as if it is coughing or having stomach ache There are also a couple of animations that callers typically don't call: roar, swallow (amber, cobalt), spit zerg (amber). Roar is just not of any interest; the rest come at specific times, and zerg leaders can predict when they will happen. All the wurms will start off their run with a large spin to destroy the pillar. Amber will then gobble up the fake abomination. You should direct your first team to readiness during this animation (large spin for Cobalt and Crimson, Abom chomp for Amber). Crimson does not fall down immediately when the burn notice comes up, be sure to consider the possibility that it is hot until it actually does fall down. Amber's burn sequence is as follows: swallow the zerg do one animation spit the zerg do one animation fall down Amber can also spit right after burn; consider Amber hot a bit earlier than when it stands up, especially if you have a Mesmer in the active subteam. Other wurms will typically do a large spin after the burn. Apart from these head-specific rules and the spit cooldown times, there are no discernible patterns regarding the animation sequencing. There are no guidelines of the form "egg spits come after X". Callers have to recognise each animation by its tell. When you see the tell for the spit (wurm doubles down and to the side), yell your reflect cry immediately ("Reflect" / "Walls" / whatever else - but be sure to tell the team beforehand if it is not one of the standard calls). Then, watch the wurm. In case of eggs, you will see nothing coming out of the wurm, or you will see small bubbles flying off and (hopefully) disappearing very soon as they hit the reflect barriers. In case of husks, you will see large husk-bubbles flying off and landing. There are two main positions you can take as a reflect caller: Inside wurm, together with all non-Mesmer reflectors. This option allows you to both call and reflect at the same time. If your team has many new(ish) reflectors, it may be a good idea to assume this position and join the weaker team. Tilt your camera 45 degrees downward, and zoom out as much as possible (when close to the wurm, you get the ability to zoom out more than usual). This should let you see the wurm head. At the Mesmer reflect position if Mesmer, or outside the large spin circle if not. Mesmers can reflect and call comfortably from this position. The benefit is better visibility, particularly when looking at what came out (or did not come out) from a wurm spit, and offers a fair bit more survivability. In non-Mesmer cases, callers should be ready to use a gap closer in case of problems to help them reach the reflect position. Do not call "Team Two, reflect!", "Aaaaand... reflect!" or similar. Team two should already know it is their turn, and the other one is just useless waste of deciseconds. As much as possible, keep your ears open for information from your team. Especially when they are ready for reflect, they should not waste time on typing, and some situations (e.g. "reflect blown") need to be communicated quickly - and voice is fastest. Some reflectors however do not have voice, so the caller should keep an eye on chat as well. Cold Wurm vs Hot Wurm Most guides will tell you that egg cooldown is about 40s, and the husk cooldown is around 90s. What this means in practice, at least for me, is the following: The wurm is either cold (it has been less than approximately 30s since the last egg spit, or the wurm is lying down and getting burn) or hot (more than 30s since last egg spit). You can measure the time since the last egg spit by number of wurm animations, or use a skill on your bar that you know the cooldown time for, and won't use accidentally for other purposes during calling. You can relax on cold wurm, and so can your team. You should be ready at all times on hot wurm, and have a subteam ready to reflect (except at the very first ~5-10s, grace time for the activated team to get into position). Try to avoid having a subteam ready when wurm is cold: it increases tension when it is not necessary, it increases the chances they will blow the reflect cooldown on a husk spit or on an error, and it increases the chances they will miss a dodge and get knocked off the position by a spin. If husks got out, announce it for the condi team, then immediately call the next team to readiness. You may dawdle a bit if you are sure the wurm is cold. If eggs were spat out, and it seemed that eggs might have gotten out by the animation, look around you for traces of eggs landing (hold Ctrl and pan around). The easiest eggs to miss are those to the right of the Wurm. If they did, announce it to the zerg leader. The wurm is now cold; wait 30s before you send in the other team. If you see (or are told) that one member of the active subteam has blown their reflect, or went down, take a conservative look at whether the wurm is cold (assume hot unless you are sure it is not). If it is cold, call in the other team. If it is hot, have faith that the other subteam member will get it right, or if you have confidence you can call and reflect at the same time, get ready to reflect yourself. If you see (or are told) that both members of the active subteam are down or on cooldown, activate the other subteam regardless of the wurm status. If the other team has a downed member too, you must go in yourself. You may rez downed zerglings near you, and you should try to rez your teammates. If teammates are far from you, you can announce it to the zerglings instead; they will typically help resurrect reflectors. But your first priority is keeping eyes on the wurm, calling animations and team switches. Don't forget to dodge (or block) if you rez when over an orange circle. I cannot stress the word "immediately" in the first case strongly enough. The egg spit can (and often does) come just after husk spit, and getting into position takes time. "That was husks; Team Two up!" is good enough. Try to keep record of which subteam is standing ready. Some people will type it into team chat at each change. Some people will use extra fingers to record the current subteam. Some people just have good memory. If you forget which team is ready: Ask which subteam went last, or Tell a team you know for sure to be off-cooldown to get ready; use this option only when wurm is cold. This option is often available during the burn. During the burn, make sure a subteam is activated while the wurm is still lying down. Repeat who the active subteam is even if one is already active. If one of the subteams has problems (husk stun, half health or less...), choose the other team; the burn is long enough for all the reflect skills to cool down. In other words, during the burn, there is no "wrong subteam" - pick whoever you think is in a better situation to reflect next. Outside of the burn, try to keep sudden changes to a minimum except when disaster strikes the active subteam. If you see lots of veteran wurms or husks hanging around the wurm, announce it to the zerg leader or condi team, respectively, then get back to calling. If you get downed, ask the zerg to resurrect you, then get back to calling. While hardly comfortable, you can (and must) call even while dead. At last burn, disband your team in order to participate in Phase 2 on equal ground with everyone else. Be sure it is the last burn though (i.e. the wurm is already dead, or commander has announced the last burn). Also note that veteran reflectors all know the animations themselves, so the spit calls are less critical when directing a veteran team. However, the subteam activation must come from the caller (unless the team itself agrees otherwise), and remains a critical part of reflect calling at any skill level. A caller should never forget to have a ready subteam activated on a hot wurm. Call Training The core skill of a reflect caller is recognising the wurm animations as soon as possible. To this end, there are several things a prospective caller can do in order to train for it: Observe the wurm from afar. You can do this on a non-organised map by completing the escort; you can then observe one of the heads in action. Observe the Jungle Wurm, a world boss in north Caledon Forest. It does not spit, but you can get used to many of the other wurm animations there. Watch YouTube videos of the wurm raids. Best option, in my opinion: Participate in a reflect team as a reflector. While doing so, observe the wurm, and try to call each animation silently to yourself before your caller does. When you can do this consistently, you are ready to be a caller yourself. (Given the "signal travel" described above, you have the advantage in this "duel", and given equal skill should beat the remote caller every time.)
  9. Pic(Re)flects Guide for Triple Trouble

    CHECK THE MAIN VERSION OF THE GUIDE HERE - http://imgur.com/a/3Ry0l ^ Disclaimer - due to the overwhelming amount of GIFs loading, it may crash your potato. ^ FORUM UPDATES For now most GIFs on the forums will be replaced by a link to the GIF until a lag-free solution or alternative is figured out. (If it does crash your potato, open it up on a mobile that supports flash or use this text-based guide \o/) INDEX 1. Introduction to reflects 2.1 - Guardian Reflects 2.2 - Mesmer Reflects 2.3 - Elementalist Reflects 2.4 - Thief Reflects 2.5 - Ranger Reflects 2.6 - Engineer Reflects 3.1 Reflect Positions 3.2 The 'Anatomy' of the Wurm 4.0.1 - Wurm Idle Roar 4.1 - Egg Spit Animation 4.2 - Husks Spit Animation 4.3 - Large Spin Animation 4.4 - Small Spin Animation 4.5 - Unique Wurm Animations > 4.5.1 - Amber Wurm 4.5.1.1 - Amber Zerg Nomnom 4.5.1.2 - Amber Zerg Spit > 4.5.2 - Cobalt Wurm 4.5.2.1 - Cobalt Keg Nomnom 1. Introduction Classes which can reflect are - Guardians, Mesmers, Elementalists, Thieves, Rangers, and Engineers. TIP - If you're completely new to reflects, I would recommend starting off as a(n) Elementalist or Ranger, and as you begin understanding the reflect positions/angles try reflecting on a Thief/Guardian/Mesmer. And once you're very confident in your reflect skills, and are able to tell wurm animations, you may then attempt Engineer reflects. The goal of the reflect team is fairly simple and straightforward, to reflect eggs that the wurm spits to ensure that these eggs do not get out. The reflect teams do this by using skills/abilities that destroy/reflect projectiles (More detail is provided below). If eggs happen to be leaked, they will hatch into larva(e) after 20s. Larva(e) scale up with the event and are very hard to kill, they also have an extremely painful projectile spit as well as knockback abilities, and tend to wreck players if not dealt with. Each reflect team will consist of a caller, and four other reflectors. The role of the caller is to call out wurm animations for the reflect team and for the zerg, the caller will also act as a backup reflector and be ready should something happen to team member(s). The other four members of the party will be split into two teams (Team 1 and Team 2). These two teams will then alternate on spits to ensure that reflects are ready whenever the wurm attempts to spit. The wurm does three animations - Small Spins, Large Spins, and Spits (Spits can either be eggs or husks). [check out their animations below] ________________________________________________________________________________________________________________________________________________________________________ Note - Wurm does egg spits approximately every 40secs or so, and husks spits approximately every 90secs. Special - Crimson and Amber have so-called unique characteristics. Crimson is able to do up to two extra animation, such as a spin and a spit right before burns phases (so the next team that is called for must stay in position until the wurm is lying flat on the ground). While Amber is able to spit right AFTER a burn phase (so the next team should get into position before the wurm even gets back up). IMPORTANT - DO NOT EVER GIVE UP HALFWAY AND STOP REFLECTING OR CALLING EVEN IF EGGS ARE OUT, THE ZERG WILL DEAL WITH THEM. JUST FOCUS ON REFLECTING. GUIDE UPDATES
  10. Introduction Hello all, by popular request, I’ve finally had a chance to sit down and pen this commander guide down for you all. For a bit of background, if for some reason you have no idea who I am, then…well…you need to get out more =p. I’ve commanded since Teq was revamped way back when, starting commanding for BG Teq attempts and then moving into TTS a few weeks later. I’ve been commanding since then, including world first triple decap, so I like to think I know what I’m talking about =). With that said however, these are my personal preferences for commanding and some will work for some people and some won’t. It’s up to you to figure out what works for you and come up with your own commanding style, hopefully this guide will give you a nice foundation to start off with. The things I’ll cover in this commanding guide: Soft skillsUnderstanding mechanicsExplanationsCommanding roles in TTSCommanding tipsEnjoy! Soft Skills I’ll start off with this since I believe the difference between a good commander, and a great commander isn’t the understanding of mechanics and knowledge of the fight. While important, great commanders lead and inspire. They earn, not demand, respect and people will follow them without question, whether to success or to slaughter. While cliché, the below skills are essential for the makings of a great commander: Confidence: The number 1 skill required for commander and a must. A confident commander is a successful commander. The zerg will follow a not so successful, but confident commander, to the ends of the earth, regardless of the result. Have conviction in what you say, follow through on your commands and most importantly, don’t be afraid of making mistakes. While being new to commanding is nerve wracking, your confidence will grow the more you go at it. Confidence is key and is the first step to being successfulResponsibility and Accountability: Commanders that assign blame are not great commanders. If anything, they attract more ire and negativity than others. Commanders take responsibility for what they lead, and ultimately look forward. Rather than try and figure the source of blame for something going wrong, great commander look at what went wrong and how to improve and/or prevent it from happening in future commands.Energy and Attitude: Even when things go tits up, everything goes awry and you’re just generally having a bad day, the way you conduct yourself will be contagious to the zerg. The more energy and positivity you inject into your commanding style, the more responsive and energetic your zerg will be.Understanding Mechanics Pretty much a given, successful commanders understand the fight and strategies inside and out. However, to be in the top tier of commanders, it’s critical that a solid understanding of the underlying foundations is had, not just with the fight, but with the broader game itself. This separates the commanders who follow guides by the book and the commanders who are able to adapt on the fly due to unexpected things happening. The easiest and best way, is of course, to do the content over and over again. Read up on established guides to understand the general strategy and then go in and dissect the fight up into the smallest parts. Become an expert at understanding all the little pieces of the puzzle and you’ll be able to adapt to almost any situation. The second part of this is understanding animations. The aim as a commander is ultimately to make animation based calls with instinct. It’s quicker, reliable and it comes second nature allowing you to use your brain for other thoughts. The rest comes with experience. As an example, Crimson is the easiest to command. There’s not many variables that change between each fight. Compared to Cobalt, there’s a larger number of variables to consider as well as a significant number of judgement calls to be made. Do I run back to kegs with 30 seconds left before keg swap or do I clear the 6 wurms around the beach? There’s no right or wrong answer, and the decision comes to judgement. Know your zerg and what they’re capable of. Explanations Part of the TTS commanding culture is understanding that there will always be new people to the raids. That’s why we always do Wurm explanations. In my opinion, the most effective explanations follow the K.I.S.S rule (Keep it simple stupid). Focus on the key points that need to be addressed and as much as possible keep it simple. The more you ramble on, the more your zerg will tune out and your message won’t get across. As an example, when I command Crimson, I boil the explanation down to: “Grab colours, fill extractors, burn” That’s pretty much it for the phase 1 explanation. You can then go in and start going into further detail and answer questions if required. As a general rule of thumb, you’ll want to keep your explanations and spiel to less than 5 minutes. Your spiel should cover the WHAT and HOW of the fight. The WHY for the most part is irrelevant, causes you to ramble and should for the most part, be saved if someone seeks further clarification or asks further questions. Using the example above: WHAT: Grab colours HOW: Run into coloured clouds WHY: When you run into coloured clouds, you get a little buff above your head which corresponds to the coloured cloud you picked up. At it’s simplest you can already see the why part is longer than the what and how part combined. Not necessary and ok to omit for the most part. Speaking of spiels, nothing confuses a zergling more than a chaotic all over the place explanation. Many TTS commanders and leaders started off with a notepad with key dot points jotted down so they have a clear concise structure to follow during explanations. This allows you to logically step through the fight with the zerg and ensures you don’t miss any critical information. Commanding Roles in TTS There’s ample opportunities for commanding in TTS and this section will cover off TTS specific roles which may not be relevant abroad. At it’s core, there are two types of commanders. This is more relevant and clear for Wurm more so than Teq. Raid Lead / Setup: This commander is responsible for organising and setting up the raid. They look for the map to use, make sure commanders are all assigned where required, and ensure that everything is ready to go. E.g. making sure there’s enough reflectors. Fight Commander: The commander everyone is more familiar with. They’re the ones leading the fight and making the calls. The best time to dip your toes and start commanding is on Wednesdays UTC aka Leaders Night Off. Commanding Tips This section will be a bit longer so bear with me =D. These are all from personal experience and some are a bit more general than others. General Tips Keep your commands clear and concise. Any command which takes longer than 5 seconds to say is too long and will be irrelevant by the time you finish.Preempt animation based calls. The earlier you can call the command, the better in most cases. Teamspeak lag adds about half a second until the zergling on the other end will actually hear it. Don’t say “Stack on me”. Say “stack on the tag”. People are able to follow direct visual directions rather than semi clear directions. Repeat instructions. Especially during the wurm, repeating commands does wonders for zerg responsiveness and injects the energy you need. I usually repeat the same command at least 3 times. Utilise say chat! A lot of commanders rely too much on teamspeak. You can also reach out to people not on teamspeak under your command via say chat. While you don’t need to relay every command, key commands can be relayed quickly and easily e.g. DON’T FILL REDPractice situational awareness. Constantly scan the area, mini map and map chat. Are people down that need ressing? Do your specialist teams need help? Do other commanders need help? Is your zerg scattered or on your tag? This will start becoming second nature, much like driving a car, and is super important.Communicate communicate communicate. I cannot stress this enough. Communication is key, especially during the wurm fight. Commanders who can communicate clearly are heads and shoulders above others. TequatlWe primarily do a melee stack for Teq, though ranged is also viable, I’ll provide tips for both. Stack under his neck, NOT ON THE FOOT. The foot will knock the zerg back and wreck you. You also won’t get the DD. I still don’t know why PUG commanders still stack thereKeep reflects up at all times. Keep repeating it because people forget. If you have sound games on, you can tell when fingers are flinging by the hissing sound. When you see Teq lift his paw up before the wave, tell your zerg to dodge when his paw is up in the air, not when it lands. The TS lag will mean your call will reach the zerglings at the right time. Fear and poison finger spawning are good times to stack mightRANGED: Stack tight, using the reflects as well. I find attacking the two closest fingers when they spawn is effective at minimising the poison fields on the zerg.RANGED: You can move the zerg side to side to avoid stacked cripple fields and reduce the down time. Know the difference between cripple and poison fields. Poison fields can be cleansed by turrets, cripple fields cannot. WurmWurm SetupsIdeally each wurm should have about 35 members. However if there’s not enough on all tags, you can generally sacrifice numbers at Crimson for Amber and Cobalt. The priority for numbers should be Amber > Cobalt > Crimson. While 5 man reflect teams are ideal, minimum runs can operate with solo/duo reflectors and 3 man condi teams. Don’t waste time trying to get that last person onto a reflect or condi team. If they’re fine with 1 less, roll with it. Crit Phase CommunicationFor the majority of Wurm fights, the timing to go in for the final burn after all wurms are crit follow the same pattern. For the most part, each Wurm has a “drop dead” time where the final burn mechanic needs to be undertaken regardless of the other wurms for a decap. These numbers are more conservative in natureAmber : Stack @ 1:30 Crimson : Fill red @ 1:10Cobalt : Run kegs @ 1:00Each wurm should be at the following stages before initiating the final burnAmber has no debuff and ready to goCrimson has 2 out of 3 colours filledCobalt has more than 1 minute left before keg location changesCoordinating the final burn is critical in ensuring you’re able to get the raid to phase 2. We generally follow the below guide when we decide when to go in for burn based on the above conditions.Amber is first to initiate. This serves two purposes.Amber can abort their go a lot easier than other wurms. Amber is all or nothing. If there is time, and amber isn’t successful, you’re able to regroup and try again. At this point Amber is communicating in CC the following actionsStacking on abomKilling on abomStacking to get eatenEaten with numbersAt the last point, Amber commander will make the call on whether to initiate the final burn or not. Generally this is based on if there are enough people inside the stomach when they are eaten. If they have numbers, the call is given for Crimson and Cobalt to initiate. AmberWatch out for small spins when stacking on the abom. When spat out, wait for the wurm to finish it’s animation before giving the order to fire harpoons. This will allow for an extended burn phase as the wurm will do a second animation if timed correctly while also being vulnerable. Stick to the right after being spat out so that you avoid the majority of mobs and have the clearest line of sight with the wurm. Abom goo lasts a few seconds. As such, you don’t need to wait for the debuff to completely expire before stacking on the abom. Most of the time, you can stack on the abom with about 10 seconds left on the debuff. While it might not sound like much, it can shave about a minute off your crit time which is pretty significant. CrimsonStack at the triple colours spawn at the start of the fight, near the bush. When you get the triple colours, run to blue first then red and yellow. If you have the numbers, you can enter burn phase pretty instantly as all three will fill up in one pass. After the burn, note where the clouds spawn. While they will differ fight to fight, they will always spawn at the same spot after every burn. Find a place where there’s three together and direct your zerg there straight after the burn rather than have everyone split up randomly. I personally prefer running in a crescent move rather than full circle i.e. blue > red > yellow > red > blue. Keep your eye on the extractors and let people when it’s full. This will prevent people not paying a lot of attention from wasting time running to already full extractors. CobaltStack at hard spawn at the beginning of the fight. It’s the middle spawn which means you can run to the other spawns quite easily, and if by luck it’s the first spawn, you can grab and go straight away, making it the fastest to get to a burn phase. You generally have enough time to chain run single location before it swaps. I usually allow around 30 seconds if I want to chain run the same location. Tell your zerg which direction to run after the burn. Critical if you want those chose chain burns. This will keep your zerg together, allow you to get your zerg to the keg area quicker and keep things more orderly. One of my favorite strategies, and works really well at hard spawn especially. When you’re stacking on the kegs, if the wurm is doing a small spin, get your zerg to pick up a keg but WAIT. 9 times out of 10 the orange circles will clump up where you’re stacked. When you see the circles, run the kegs. As the spit takes some time before they land, it gives you ample time to get out of the area and a clear run to the keg spot to drop them.Put down reflects and stabilities when dropping kegs on the keg zone. If you see 3 or more vet wurms on top of the drop zone, take them out. Your next run will probably fail if you don’t. More important at cobalt but can apply to other wurms, when you’re clearing the beach, make sure you’re targeting a single target with your zerg at all times. Half killing wurms doesn’t serve any purpose and you’ll just be wasting time. It’s better to kill 2/4 wurms causing you trouble than to leave all 4 on 20% hp. Final Note Commanding isn’t easy, and for a lot of people, doesn’t come naturally. But you don’t know till you try. Sometimes it can be stressful, sometimes it can be frustrating, but for the most part, it’s extremely rewarding and fun (please don’t hurt me Rachel). Don’t be afraid to give it a go, let loose, make mistakes and ultimately learn a lot, not just about the game itself, but even maybe possibly about public speaking, leadership and more. As always, feel free to talk a leader if you want to learn more about commanding =).
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