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Everssence

Pic(Re)flects Guide for Triple Trouble

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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

[Nov.27 2014] EDIT 1 - Attempted to hide GIFs under spoilers to prevent potato crashes, turned out to lag the potato browser instead, GIFs were removed. Now trying to figure another method that does not lag out potatoes.

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
AasdYgU.jpg
 
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

[Nov.27 2014] - Updated the 'Anatomy' of the wurm as well as some minor details
[June 30 2015] - Has been updated to reflect the recent patch changes with regards to skills as well as traits

 

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2. Class Reflects

 

NOTE - EXTRAS / SUGGESTIONS are recommended due to the effects that it provides (e.g Stunbreaks & Stabilities which are highly recommended for Triple Trouble), but they need not be taken and the decision is ultimately up to the player's choice/preference. c: (Their reasons are listed below)
 
IMPORTANT - Rangers please put pets on Passive, and Mesmers to ALWAYS shatter your illusions immediately to avoid aggroing Husks away from the condi team.
 
Also ALWAYS remember to drop (if holding anything) conjured elemental weapons such as Fiery Greatsword, Ice Bows, Lightning Hammers, Banners, or elite skills that change your skillset such as Guardians' Tome of Wrath/Tome of Courage.
________________________________________________________________________________________________________________________________________________________________________
WHY THESE UTILITY SKILLS? The reason for the following recommended utilities are mainly due to the following below as well as some other extras that they bring to the fight.
 
Condition Clear/Removal - Veteran Jungle Wurms (mainly) will occasionally pop from below, crippling and bleeding players, using a condi clear will then remove that cripple and/or bleed so that you don't get downed and is able to get back into position in time.
 
Stun-breaks - Husks (occasionally and are able to) will throw green unavoidable blobs at players (from up to halfway across the event area) and cause [Parasites], with the [Parasites] debuff, after a while the player will start vomiting and be completely disabled for 5s or so, using a stun-break while vomiting will then immediately stop the interrupt so that you can dive back into action.
 
Stabilities - Husks will occasionally get in the way of the reflect team and punching players and knocking them back, Veteran Jungle Wurms will also ocassionally pop from below and knock players back as well, causing players to get out of position and possibly miss their reflect call and let eggs loose. *sadface* :<
 

 
2.1 - Guardian Reflects

 
Requirements - Wall of Reflection (WoR) (Utility skill) and a shield offhand for Shield of Absorption (SoA)

Traits - 2 points in Virtues - Trait VI (Master of Consecrations) for Wall of Reflection's increasing the uptime and reducing its cooldown.
(Optional) 4 points in Valor - Trait IX (Honorable Shield) to reduce Shield of Absorption's cooldown.

What Do I Do? - Walk in and face the wurm, stand ready at the reflect position and cast Wall of Reflection. An ideal WoR would be a straight wall that is parallel to the wall behind the wurm with your character slightly inside the wurm perpendicular to the center of the wurm as shown above. However, if you think that your WoR is out of position (or crooked), immediately follow up with Shield of Absorption to ensure that all eggs are caught.

Note - I would recommend using Shield of Absorption even if the wall is well placed as a safety precaution. But if the wall is slanted (with the left side being lower than the right like /) use SoA immediately. However, if the wall is slanted the other way (with the right side being lower than the left like \) wait for the wurm to do one egg volley before using SoA). [Note - SoA is only able to cover a total of 2 egg volleys, and by itself is unable to cover an entire wave, thus WoR is used as the main reflect skill instead)

EXTRAS / SUGGESTIONS - For your other two empty utility slots, it is recommended to pick up one of the following:
  • Hallowed Ground (AoE stabilities to counter knockbacks from spins and knockbacks from Husks and Vet. Wurms)
  • "Stand Your Ground!" (stability for you and your team, as well as a stun-breaker)
  • "Save Yourselves!" (absorbs conditions from allies to yourself, as well as multiple buffs, mainly being that it provides Vigor [increases endurance regen rate] so that you can dodge again)
  • "Retreat!" (to provide you with a one-time aegis to block a spin or spit)
  • Signet of Judgement (passive 10% dmg reduction, as well as a stun-break).

For your Elite, pick one of the two:
  • Renewed Focus (Invulnerability to negate incoming damage, as well as to refresh your Virtues, so that you can activate 'Virtue of Courage' for an additional aegis)
  • 'Tome of Wrath' (for your #3 and #4 tome skills, #3 'Smiter's Boon' [grants 5 stacks of might and swiftness to nearby allies to help out with burn phases] and #4 'Zealot's Fervor' [granting fury and quickness to nearby allies (although the fury is useless in phase 1, it is extremely helpful in phase 2)]. (This was mentioned above in general, but ALWAYS remember to end the elite after casting #3 and #4 to make sure that you have your reflect skills back right after).

 

 
2.2 - Mesmer Reflects


IMPORTANT - Before casting feedbacks, ALWAYS remember to DESELECT/UNTARGET the wurm. Also ensure that Auto-Targeting is turned off, before the event even starts. To do that open up your options (F11) and DISABLE/UNTICK Autotargeting (the option is near the bottom of the first tab).

Requirements - Feedback (Utility skill)
(Optional) A Focus for offhand #4 (Temporal Curtain) [strongly Recommended] and Blink (Utility skill).

Traits - Inspiration - Trait II (Glamour Mastery) to reduce Feedback's cooldown & Trait IX (Temporal Enchanter) to increase the duration of feedback.

What Do I Do? - You want to stay far away from the wurm (at approximately 900 range or so) use your Temporal Curtain (Focus #4) at max range as a range indicator, face the wurm, and place down your feedback. (The location of the Temporal Curtain will be the centre/diameter of the feedback's location)

Note - You can also gauge your feedback distance by looking at the large spin radius (standing at the rim/edge of the orange circle) or to stand at max range and use an untraited Blink (Utility skill) as a range indicator to judge the 900 range distance. Also know that feedback is an INSTANT skill, even if you're channeling a skill/casting one you can actually drop feedback instantly without interrupting the casting animation.

TIPS - If you use a main hand sword, you can use Blurred Frenzy (Sword #2) to evade spins if you happen to run out of endurance to dodge. You can also use Blurred Frenzy to avoid having to dodge and reposition yourself after spins.

EXTRAS / SUGGESTIONS - It is recommended to take two of the following utility skills for your remaining two utility slots:
  • Mantra of Concentration (for stabilities to counter spins and knockbacks from Husks and Vet. Wurms as well as stun-breaks)
  • Null Field (to strip conditions from teammates/allies, it also works to apply confusions when combined with physical projectiles for phase 2 of the fight)
  • Blink (to reposition and double-ups as a stun-break)
  • Signet of Inspirations (to spread buffs (e.g Might) on you to your allies/teammates in burn phases).

As for your Elite skills, make sure to pick up Timewarp (this skills insanely increases DPS and helps with burn phases).

 

 
2.3 - Elementalist Reflects

 
Requirements - Focus offhand for Swirling Winds under Air Attunement. (Air Attunement #4)
 
Traits - 4 points in Air Magic - Trait IX (Aeromancer's Alacrity) to reduce the cooldowns for Swirling Winds. 
 
What Do I Do? - Walk into or inside the wurm, (Reflect position does not matter as much for Elementalists due to the huge radius that Swirling Winds has, but do make sure that you're within the green circle of the wurm [refer to the 'anatomy' of the wurm picture below]. Preferably in the centre of the wurm.) Once in position, cast Swirling Winds. 
 
Note - Swirling Winds has a cast time of 0.5s, so it is best grouped together with a reflect class that has an instant reflect ability, like Guardians, Mesmers, Thieves or Rangers.
 
EXTRAS / SUGGESTIONS - THREE FREE UTILITY SLOTS! ERMAHGERD *woot* Fill them slots with choices from the following utility skills:    
  • Conjure Frost Bow (summons a Frost Bow (it should be up every burn phase) that deals an insane amount of damage for burn phases (Cast #4, #3, and #2 and drop immediately, keeping it otherwise would be considered DPS loss) [HIGHLY RECOMMENDED]
  • Arcane Shield (blocks 3 attacks (including spins/spits as well as surprise attacks from Vet Wurms from below [HAH. NOT THIS TIME WURMS :D])
  • Armor of Earth (for stabilities and protection, as well as a stun-breaks)
  • Cleansing Fire (removes 3 conditions*, can be substituted with Signet of Water as well)
  • Lightning Flash (repositioning, as well as to get away from trouble (e.g Vet Wurms))
  • Mist Form (turn yourself invul for 3s to negate spin/spit damage) [but due to a fairly long cd, I'd save it for emergency situations]
  • Signet of Water (passive condition* removal every 10s) 
 
*Condi clear utility skills can also be substituted with Ether Renewal (Healing Skill)
 
For Elite skills, pick one of the two:
  • Conjure Fiery Greatsword [a.k.a. FGS] (Similar to the Frost Bow, the FGS deals an insane amount of damage and helps with burn phases)
  • Tornado (for 15s of stability as well as vulnerability stacking every second to the Wurm)

 

 
2.4 - Thief Reflects

 
Requirements - Smoke Screen (Utility skill)
 
Traits - 2 points in Shadow Arts - Trait I (Master of Deception)
 
What Do I Do? - Walk in and face the wurm, stand at the reflect position, and place down Smoke Screen. (Same as Guardians) You want your smoke screen to be placed such that it is parallel to the wall behind the wurm with your character slightly inside the wurm perpendicular to the center of the wurm.
 
Note - Smoke Screen has a delay of 0.5s before it is placed down, so please do pay close attention to calls.
 
EXTRAS / SUGGESTIONS - For your two empty utility slots, it is recommended to pick from the following: (I know not much of a selection :<)
  • Signet of Agility (when activated it fully restores you and four allies' endurance to 100, also acts as a condition clear)
  • Shadowstep (to reposition as well as condi clear, also stun-breaks)
  • Infiltrator's Signet (activate to reposition, also stun-breaks)
  • Shadow Refuge (used to hide/lose aggro from mobs and heal up)
  • Roll for Initiative (used as an extra evade and removes cripple, chilled, and immobilise, it also stun-breaks)
 
For your Elite, pick from the following:
  • Dagger Storm (grants 8s of stability as well as a whirl combo finisher, this works perfectly with Ethereal Fields such as Mesmers' Nullfield and Feedback causing stacking a ton of confusions on the Wurm for phase 2 of the fight, wrecking the wurm when its doing its small flops)

 

 
2.5 - Ranger Reflects

 
Requirements - Axe offhand for Whirling Defence.
 
Traits - 4 points in Wilderness Survival - Trait VII (Off-Hand Training) to reduce Whirling Defence's cooldown as well as increase its radius.
 
What Do I Do? - Just walk into/inside the wurm, stand at the reflect position and cast your Whirling Defence. 
 
Note - Stay still and not move at all to ensure that the skill channel completely.
 
EXTRAS / SUGGESTIONS - AWW YEAAH, three free utility slots :D It is recommended to pick the following utility skills to battle:
  • Frost Spirit (grants a 35% (or 70% when traited) chance to you and your allies to deal 10% extra bonus damage on hit)
  • Signet of the Wild (passive health regeneration, also buffs you, grants stability and letting you deal 25% more damage as well as +50% increased movement speed for 8s)
  • Signet of Stone (passive improved toughness, also grants immunity to damage (note that you're still prone to conditions and CC effects such as bleeds and knockbacks))
  • Signet of Renewal (passive conditional removal every 10s, as well as a stun break)
  • Lightning Reflexes (works as an extra dodge, it also grants vigor (+100% endurance regeneration), removes conditions, as well as a stun-break)
  • Quickening Zephyr (grants you and your pet quickness for 6s as well as a stun-break (when combined with Signet of the Wild and Frost Spirit, your DPS output during that 6-8s is insane)) [DO NOT COMBINE QUICKNESS WITH WHIRLING DEFENCE AS IT WILL CUT THE DURATION BY HALF]
 
For your Elite, theres only really one to pick from: 
  • Rampage as One (20s buffs - grants might per hit to you and your pet, fury, stability and swiftness. What is there not to like?
 
________________________________________________________________________________________________________________________________________________________________________
PETS SUGGESTIONS: (not as important, but helps c:)
  • Jungle Stalker (for its F2 skill 'Mighty Roar' which grants 5 stacks of might to you and four other allies. (woot for extra dps \o/ However, do make sure that you leave it for the full 3s to do its roar before swapping it out, and note that changing targets during its cast will also interrupt the roar))
  • Reef Drake (when swapped out/to the drake, the drake will immediately (or shortly) cast its tail swipe ability (GUESS WHAT? ITS A BLAST FINISHER) and when combined with fire fields, 3 MOAR STACKS OF MIGHTS. \o/ The Drake also helps out in phase two as its F2 skill causes confusions which is perfect when the wurm is doing its small flop, doing TONS OF DAMAGE.)
 
(Tips - It is recommended to start off with the Stalker when going in for a burn phase, cast the F2 Mighty Roar, and then swap out to the Reef Drake, to maximise DPS)

 

 
2.6 - Engineer Reflects

 
WARNING - Engineer reflects are difficult and not recommended to players who are new or have just started to learn how to reflect.
 
Requirements - AT LEAST two turrets (Pick a combination of two, three or all four turrets from the following recommended turrets - Healing, Rifle, Flame and Net Turret), and being able to tell the animations and place reflects before the wurn spits out the first volley of eggs. 
 
Traits - 6 points in Inventions - Trait XIII (Fortified Turrets)
 
What Do I Do? - Walk into the wurm and stand at the reflect position, the moment the wurm starts pulling its head back and about to do its spit animation, place down the first turret, count down approximately 2 seconds, and immediately follow-up with the second turret. (this is to overlap the second turret shield with the first turret shield, essentially 'chaining' it to make it a 8s reflect shield)
 
IMPORTANT - Immediately after the wurm has completed its spit animation, detonate the two turrets that were placed (This is as the cooldown timer won't start until the turrets have been detonated/destroyed or expired), to ensure that the turrets are up before the next spit animation. 
 
Note - That turrets have a cast time and in addition to that, there is a 1s delay with the reflect bubble from the Fortified Turrets trait as well, so it would be best to place the turrets down ASAP when the wurm starts to spit eggs/husks. Also, Supply Crates (Elite), do drop turrets as well, however, the positions of the turrets are random, additionally it has an insanely long cooldown and is therefore, not reliable, DO NOT drop it unless you really need to.
 
EXTRAS / SUGGESTIONS - If the spit just so happens to be right before the burn phase, you can leave the turrets there and detonate it when firefields are down for some extra might, this provides for a little boost to you and your party's DPS output. *woots*

 

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3. Positions

 

3.1 - Reflect position for fake wurm during reflect training

AasdYgU.jpg

 

First off, lets treat this destroyed cannon post as the fake wurm to practice on. Take the little opening behind as the direction as to where the wurm is facing. What you'd want to do (for every class excluding mesmers), is to walk up into the post facing the fake wurm, and drop reflects when called for. For mesmers, you want your feedback to preferably cover the entire wurm/post. More class specifics are given below.

This is the position that you would want to be at during reflect training when your caller tells you to get in position.

IMPORTANT - Getting in position does not mean for you to reflect. Please do wait until your caller specifically calls 'Reflects' or 'Walls' before reflecting.

 


3.2 - The 'anatomy' and details of the fake wurm

JTCMOif.jpg

 

Note that blue line is only applicable for Guardian WoR (Wall of Reflection) and thieves' Smoke Screen, however, the reflect position (the yellow square) remains the same for all other reflecting classes (excluding Mesmers of course :x). [As a Mesmer, you want to make sure that your Feedback covered the entire green area as shown above] However, just make sure that you drop reflects on the reflect position when called for to ensure that all eggs are reflected. Refer to the respective class reflects above for more details.

 


The inside of the wurm when fully zoomed in

YQUB9Ut.jpg
^ This is also represented by the little squiggly purple circle in the picture before. :D

For most classes you want to be standing right at the bottom edge.

 

cwpoVay.gif

 

Note - Wall angle IS NOT Wall position, you want the wall to either be around the top-centre of the red circle, preferably within the red circle (with the top being closer to the centre of the wurm). 
 
Also, this is reflect position is only for classes that go inside the wurm to reflect.

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4. Wurm Animations

 

4.0.1 - Wurm Idle Roar 

http://i26.photobucket.com/albums/c140/derenth/Reflects/idleroar_zpsoajzhbud.gif

The wurm usually does a roar by wiggling his head around abit after doing a couple of animations (yeah. he gets tired as well :P), that roar does absolutely nothing and is always followed up with another animation.

 


 

4.1 - Egg Spit Animation (Front & Back View)

http://i26.photobucket.com/albums/c140/derenth/Reflects/eggspitfront_zpsok9p4gas.gif (Front)
http://i26.photobucket.com/albums/c140/derenth/Reflects/amberzergspit_zpst7ef3hn8.gif (Back)

When the wurm starts curling its head backwards it is about to start spitting either eggs or husks. Eggs can be reflected while Husks can't, it is our job as the reflect team to reflect these eggs. Each egg spit is counted as a wave and each wave has 3 volleys, each volley containing 3 eggs, making a total of 9 eggs each wave. If not reflected or if the reflect is mispositioned, eggs may leak out and eventually hatch into larva(e) after 20s. Just make sure that you're in the right position and listen to your callers so that we can have an egg clear beach. \o/

 


 

4.2 - Husk Spit Animation (Front & Back View)

http://i26.photobucket.com/albums/c140/derenth/Reflects/huskspitfront_zpsp9l75wkp.gif (Front)
http://i26.photobucket.com/albums/c140/derenth/Reflects/huskspit_zps2y4mqc2e.gif (Back)

This animation has the same animation as the Egg Spit the only difference is just that Husks can NOT be reflected. If you're just member of the reflect team I wouldn't worry about this, but as a caller, you would want to either stand far back enough to watch what it is spitting or turn your camera back to take a peek of what it spat out.
This may sometimes confuse newer reflectors who are still trying to learn the animations causing them reflect prematurely. Please do trust your reflect caller and only reflect when told to do so.
^ tl;dr - Trust your reflect caller and only reflect when called for.

 

 
4.3 - Large Spin Animation (Front & Back View)

http://i26.photobucket.com/albums/c140/derenth/Reflects/huskspitfront_zpsp9l75wkp.gif (Front)
http://i26.photobucket.com/albums/c140/derenth/Reflects/wurmlargespin_zpsqjwfn5bz.gif (Back)

You can tell its large spin animation when it starts to spin clockwise, though I personally look at the way that wurm spins instead. Take your pick. :P

Extras - None, just dodge immediately when a orange circle appears (1200 spin radius).

 

 
4.4 - Small Spin Animation (Front & Back View)

http://i26.photobucket.com/albums/c140/derenth/Reflects/smallspinfront_zpsrigeo3gf.gif (Front)
http://i26.photobucket.com/albums/c140/derenth/Reflects/wurmsmallspin_zpslc0qgym9.gif (Back)

You can tell its small spin animation when it starts to spin anti-clockwise and coil up as seen in the GIF above. Similar to the large spin, I personally look at the wurm animations instead of looking at the direction in which the wurm spins in, but feel free to pick the method that suits you instead.

Extras - Spits (the green blobby stuff that the wurm shoots out). Dodge immediately when orange circle appears (900 spin radius), and watch for additional orange circles that appear, those are where the spit will be landing at. Although most of the time all of the spit are aimed towards the zerg, there are times where some of the spit get aimed at reflectors instead. Some reflectors tend to get insta-downed immediately due to this, so just be wary of this and prepare to dodge the spit as well. (Some reflectors prefer to just do a double-dodge to avoid getting downed to be on the safe side).
^ tl;dr - Double dodge the small spins. (One for the spin, and the other for the spit)
________________________________________________________________________________________________________________________________________________________________________
Below is more of a zerg commander thing to worry about, but I shall include it anyways 'cause it is always good to know more. :3

Note - The further you are away from the wurm, the spits require a longer amount of time to travel and reach you (or to the targeted area) [sort of like how some ranged attacks take some time before they actually hit], so even if the orange circle is gone, you could still get hit by spit that has yet to land, so just remember to stay clear of those orange circles even if it disappears, unless the spit has already landed.
^ tl;dr - Dodge and stay out of the orange circles.

 

 
4.5 - Unique Wurm Animations

4.5.1 - Amber Wurm

http://i26.photobucket.com/albums/c140/derenth/Reflects/amberzergnoms_zps5ajtmpdk.gif

NOMNOM TIME FOR AMBER WURM.
________________________________________________________________________________________________________________________________________________________________________

4.5.1.2 - Amber Zerg Spit
http://i26.photobucket.com/albums/c140/derenth/Reflects/amberzergspit_zpst7ef3hn8.gif

Animation of the Amber wurm spitting out the zerg that it ate earlier, realizing that they are a touch bunch to digest.

4.5.1.1 - Amber Zerg Nomnom
 
4.5.2 - Cobalt Wurm

4.5.2.1 - Cobalt Keg Nomnom
http://i26.photobucket.com/albums/c140/derenth/Reflects/cobaltkegnom_zpsjwpftpbp.gif

Animation of the Cobalt wurm eating kegs to signal the start of a burn phase.

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Credits

 

Just want to give a big thank you to Keiluss, Gekk, Kyriellis, Kazukirii, Kodakku, Etybolik, Bastian, Cassandra, Ivan Truthe, DeLight, Niyoth, Saith, Rosso, Jacobbs (Ulima) and Su Pe R Nova (as well as the others people who helped out that I missed out :c). who has helped me and contributed to the development of this guide (even if it was just a tiny input/feedback/suggestion c:). As well as the people who originally taught me how to reflect when I first started. <3

 
Also check out #NudeFlects - https://www.youtube.com/watch?v=E-niEViPqJ0 (note that the song used is explicit) c:

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Don't mean to necro the thread, but thanks for the gifs, Evers. They were indispensable when I was learning to do reflects. I absolutely cannot stand watching Youtube videos for these things because of how needlessly drawn out they can be (or needless to begin with), so the gifs were a huge boon. Also great for on the spot referencing. Many thanks.

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Thieves have a second reflect skill: Daggerstorm. It only works when the thief is standing EXACTLY on the origin spot in the picture. The way to 'test' it is that Pistol Whip used on the correct spot will show 9x Evaded! prompts on a small spin (each one is triggered by one of the wurm's spits). Once you find it as a thief, stay there and PW through every single spin to keep the position accurate. Dump Smoke Screen as primary reflect, Daggerstorm in case husks come out, due to the longer cooldown of daggerstorm. It's how thieves soloflect.

Guardians have a third reflect: Sword 3. Useful if husks exit on first wave where your WoR is used. Shield of Avenger can be used as a panicflect, but its positioning is next to impossible to control, so its use is governed by the same principles as Supply-drop-flect.

Engineers have a second reflect type: Throw Elixir U (toolbelt). It'll generate either Smokescreen or Wall of Reflection.

Warrior reflection is at the same position as daggerstormflect. It uses Shield Master trait (Defense 3) in conjunction with Counterblow (Mace 2), Riposte (Sword 5) or Shield Stance (Shield 5). You use either Mace 2 or Sword 5 to 'test' if it's an egg or a husk, and if a husk does not exit, drop Shield Stance.

At the same origin spot, elementalists' Earth Focus 4 Magnetic Wave also works as a reflection skill. Elementalist soloflectors use this to 'test', and if a husk does not fly out, follow up immediately with the normal Wind 4 Swirling Winds.

Rangers may soloflect by 'testing' with flamethrower kit skill 3 and using Whirling Defense if a husk does not fly out. This is the single hardest soloflect to pull off in the game.

On a side note I'd recommend reflectors to get comfortable with the origin spot even if using an easier reflect type, as any reflection crossing origin has a guaranteed 100% block rate. Wall-form reflects can sometimes fail and let some eggs out if the angle is wrong and it's placed at the 'usual' spot, but an origin wall blocks all volleys even if your wall is perpendicular (ergo, the most wrong angle possible).

Edited by Mikazuki X

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Guardians have a third reflect: Sword 3. Useful if husks exit on first wave where your WoR is used. Shield of Absorption can be used as a panicflect, but its positioning is next to impossible to control, so its use is governed by the same principles as Supply-drop-flect.

I use WoR as primary reflect, then chain Sword 3 (first 2 volleys) + Shield 5 (third volley) as secondary reflect. Shield of Absorption has huge AoE so the positioning is not an issue. Unless you're talking about Shield of the Avenger?

 

At the same origin spot, elementalists' Earth Focus 4 Magnetic Wave also works as a reflection skill. Elementalist soloflectors use this to 'test', and if a husk does not fly out, follow up immediately with the normal Wind 4 Swirling Winds.

This is too much effort so I personally just chain Earth Dagger 2 (first volley) + Earth Focus 4 (second and third volley). And of course, Swirling Winds as primary reflect.

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Yeah, my mistake. I'm referring to the spirit weapon summon shield.

Was just intended as addendums to the OP so I didn't mention anything that was already mentioned. Thought it'd be good since if Evers is going to edit it anyway... Might be able to sneak in a bit more content.

Earlier post edited.

On a side note it's interesting that TCurtainflect is finally acknowledged after the old Feedback was edited, after months of various reflect trainers either not mentioning it, or claiming that it doesn't work. I wonder what will eventually pave the way for the acceptance of warrior reflectors...

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On a side note it's interesting that TCurtainflect is finally acknowledged after the old Feedback was edited, after months of various reflect trainers either not mentioning it, or claiming that it doesn't work. I wonder what will eventually pave the way for the acceptance of warrior reflectors...

 

They're still saying only warriors and necros can't reflect even though rangerflect is worse than warriorflect now. :(

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They're still saying only warriors and necros can't reflect even though rangerflect is worse than warriorflect now. :(

Part of this is probably also just habit :s

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They're still saying only warriors and necros can't reflect even though rangerflect is worse than warriorflect now. :(

 

It's not that we are saying warriors can't reflect, we just aren't encouraging new people to come on their warrior first time and its just easier to lump it in with necroes in one statement.

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It's not that we are saying warriors can't reflect, we just aren't encouraging new people to come on their warrior first time and its just easier to lump it in with necroes in one statement.

 

I know, just that rangers need to be included in that list now too.

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