Crimson Worm in depth guide + general info

Crimson Worm in depth guide + general info

in The Origins of Madness

Posted by: KehxD.6847

KehxD.6847

So, TxS finally did it! Even with an fairly good timer! =) I just wanted to share our(my) tactics with you. (Every of our commander has a slightly different one ^^)


Preparation: (This is pretty much the same for every Worm. Some prefer more necros/ engis on condition or stuff like that, but this is the more or less basic setup)

One team consists of 45+ people. Every team needs atleast:

- 5-8 condition necros. Every single of those necros needs to have Epidemic as skill!
The necros will not focus on anything that has to do with the events around the worm. They only go for husks, larvas and worms to kill them as quick as possible with their conditions. During Dps phase (when all mobs are gathere on the worm with the players) use epidemic! That clears so many mobs. That is just soooooo important.
-> If you don’t have enough necros, get condition engis. Works out great, too. =)

- 8-10 Elementalists. (less is obv possible, but makes it alot harder) Without the conjured weapons, the second phase is just barely doable. So everyone needs Frostbow + Fiery Greatsword. Also Fire Fields and Water Fields are awesome. You can use conjured weapons here and there to kill the eggs and mobs. (But not everyone!) Elementalists (atleast for crimson) focus on the killing. but can still run around red and blue tank to get some done. Elementalists do not go to yellow.

- Rest should have high dps gear. Preferably berserker. The second phase needs an incredible amount of dps, and the worm is critable there. A few will get downed/ die in the first phase because of that, but still needed. First phase is comparably easy once you got the hang of it.

- Food, either this one or this one (+100 preci or power, +10% critdmg)
(For Berserker) Condi should have their own Stuff.

- Nourishment, this one (+Power based on tough and vita)
(For Berserker) Condi should have their own Stuff.

- Someone needs to put down either a Hero Banner or Swiftness Banner (not road marker. Those come later) just before the escort phase starts.

- Nutrients:
They are very tricky, but can be helpful on First Phase. Take them if you pass by them, but only if you do not already have the Nutrient buff or already the Parasite debuff. Using the Nutrient on a Nutrient buff gives you the Parasite debuff.

- Helpful Consumables: (They are very awesome^^)
Embers, Pet Whistle, Seed Turrets, Mortar Kits

- Dead People always Waypoint! Try to ress downed, never ress dead!


Escort Phase:
When the 5:00 minute timer until escort phase begins starts, put down Banner and Food that everyone can take! This helps alot. Like this even those that don’t want to pay and normally leech will get the buffs. Everyone has to grab the buffs. Guess that is it for this phase. Seriously if you fail this one, shame on you!

- – - – - – - – -

First Phase:
As soon as Crimson reaches the worm site, please set up Guild Road Markers around it. I covered the five most important spots here. The five red dots. Everytime you run past one, get the swiftness buff!

Also Look the highest probability for the Phytotoxin Cloud spawns.
Red: Often spawns there
Green: Spawns there, but not as often as at red
Blue: Spawns there, but not often
Picture: here

Cobalt has the longest escort phase, so keep an eye where they are. Just before they reach their destination, use your Nourishment! Someone needs to call that on the mapchat. Preferably someone from Cobalt just before they reach it. Also make sure to stand between the red and blue Atmospheric Charge Thingy (Still don’t know their names ^^) The most clouds spawn there.

For Crimson, prefer Yellow over Blue over Red. Red normally is the easiest one, and yellow is definitely the most important one. If yellow get filled last, people will have problems reaching the worm in time for full dps phase. Also, don’t forget to use the ledge that gives a direct passage between blue and yellow.

As the Worm spawns, Elementalists put down Lightning Fields. Everyone should use Blast Finishers on them. Swiftness is very very important for the Crimson Worm. Also everyone should target the worm with ctrl+t, just so that you can easily retarget it on dps phases.

Founder and former leader of TxS Community! For more information, please look here =)
http://www.reddit.com/r/txs

(edited by KehxD.6847)

Crimson Worm in depth guide + general info

in The Origins of Madness

Posted by: KehxD.6847

KehxD.6847

Good to know:
This Tank indicates the amount of cloud missing until it is filled. This is very good to know! The commanders can send around ppl for the buffs better this way. If it is nearly filled it needs around 1-4 more to be filled up.
Over all the Tanks need 20 Clouds to be filled up.

Do not forget to get the Road Marker and Nutrients! That should be spammed on TS.

Also, it is better to go a short distance and grab a second cloud buff, than it is to bring the one back and run for the other one. Just try to get all in one go if possible ^^ One person on TS should be dedicated to shout around the positions of the clouds.

- – - – - – - – -

Dps Phases within the First Phase:

As soon as all three are full, there will be a message on the screen. On that time, all stack on the commander. The commander should move slightly sidewards while the other stack on him. (all should follow him). This reduces the amount of people that get downed or debuffed. Also during the stacking, the elementalists are supposed to put down conjured weapons. And everyone has to grab them. The Crimson worm is a bit weird on its dps phases. So I will explain here.

Normally:
If the generators are fill as the worm just used a skill or is about to end the skill it will use a spin. Everyone should run in directly after that and stand on the double dmg spot. (Will be explained) It will then fall down and be damageable. Genereally as soon as it looses the yellow glow, it is damageable.

Sometimes Happens:
If the generators are filled just as it starts a skill, just go in and dodge the spin attack of it. It will get damageable in the middle of the spin. (again, just look on the glow). This is a really weird thing. sometimes it is even spitting while getting damageable. It is really important to use these dps phases as good as possible.

If you get 24% of its health with every down phase, that would be perfect. 19% is enough though if you will up the tanks fast enough.

- – - – - – - – -

How to coordinate the kill:
This part is very crucial. Everyone should get it somewhere between 1-10%. Just so you can easily kill it within the next dps phase. If you are sure you will be able to kill it on the next dps phase, only fill up Yellow and Red! This is the most important part. Only fill up yellow and red, so that you are ready. Make sure to have a Blue Phytotoxin buff on you, but don’t use it just yet. Just have it sitting there. Once Cobalt is there, they will slay mobs and wait. Same goes for Crimson. If yellow and red are full, just stack and kill the trash mobs.

The three commanders have to be in a party/teamspeak for this. As soon as Crimson has filled up yellow and red, the crimson commander will write “READY”.
As soon as Cobalt has the worm down to 1-10% health, too, the commander should write “READY”. (Except unsexpected stuff happens).
If Amber is on 1-10% AND Crimson and Cobalt are ready, they will go for the abomination. Once they are inside it, the will write/say “GOT EATEN”.

This is the second Crimson will start to fill up the blue tank and Cobalt will get the Kegs. This timing worked perfectly out for us. Since we do it like this, we never lost a first phase. Be careful with the dps though, try to give the other ones as much time as possible. You don’t have to go full out on 2% health. Also, no elementalist weapons here! You will need them in the second phase!


Second Phase:
As soon as your head is dead, it will go underground. Tell everyone to already target it with ctrl+t. This is very important. As soon as the decapitated head comes out, it is still invulnerable for 8 seconds. In those 8 seconds spawn Mortar Kits, Seed Turrets and Frostbows! Then go towards it. As soon as it is damageable, use Embers and Pet Whistles. The consumables deal good damage. More = Easier! Also everyone take up an Frostbow use 4,3 and drop it.

Good to know:
Always stay to its sides! Never stand infront of it or behind it. Its aoe hits there easily and you cannot react there. (atleast not good). Stay to the sides and use melee attacks! It will move around alot. Gap closer a really good here. Be careful though. If you follow the worms trails, you will get crippled. -> Stay to its sides even while chasing it!
As soon as it reaches a wall, get all the Fiery Greatswords down! Get them and use 3 on the wall, so that the full rush hits the worm. Then use five and normal attack. Repeat and profit xD

Other than that, just deal the most dps. The second phase is just about dps and movement.


I think that is all. I am not sure if I forgot something crucial, but I don’t think so. If so, please tell me ^^

Hopefully this will help out those, that are still unsure how to do it ;)

Thanks for reading and thanks for the awesome boss Arenanet! (but we need to talk about the way to rng reward here xD)

Founder and former leader of TxS Community! For more information, please look here =)
http://www.reddit.com/r/txs

(edited by KehxD.6847)

Crimson Worm in depth guide + general info

in The Origins of Madness

Posted by: Alugjen Darlas.5329

Alugjen Darlas.5329

God job man xD -Nine

[SC]Nine Inch Nose -205 Precurssors .

Crimson Worm in depth guide + general info

in The Origins of Madness

Posted by: TheRepublican.3086

TheRepublican.3086

Some really good stuff in this guide so thanks for writing this! Too bad phase 2 is so random and luck based :I

Crimson Worm in depth guide + general info

in The Origins of Madness

Posted by: SirMoogie.9263

SirMoogie.9263

Crimson is the hardest from a coordination aspect. What are you thoughts on assigning people to prioritizing delivery of a colored phytotoxin instead of a free for all?

Crimson Worm in depth guide + general info

in The Origins of Madness

Posted by: KehxD.6847

KehxD.6847

Crimson is the hardest from a coordination aspect. What are you thoughts on assigning people to prioritizing delivery of a colored phytotoxin instead of a free for all?

The thing is, going through more than one cloud while running to a generator gives you a small time bonus. Assigning people to special colours would prevent them from running through 3 clouds and then just to the 3 generators. Instead they would run to the cloud and back and forth an back, which costs more time, since you had the chance to actually gather 3 clouds without going back an forth. ^^

Founder and former leader of TxS Community! For more information, please look here =)
http://www.reddit.com/r/txs

Crimson Worm in depth guide + general info

in The Origins of Madness

Posted by: SirMoogie.9263

SirMoogie.9263

Crimson is the hardest from a coordination aspect. What are you thoughts on assigning people to prioritizing delivery of a colored phytotoxin instead of a free for all?

The thing is, going through more than one cloud while running to a generator gives you a small time bonus. Assigning people to special colours would prevent them from running through 3 clouds and then just to the 3 generators. Instead they would run to the cloud and back and forth an back, which costs more time, since you had the chance to actually gather 3 clouds without going back an forth. ^^

I did not know of the time bonus, thanks. I was thinking that having more time spent running with buffs gives more opportunities for them to be removed by wurm attacks (they do that right, I ’m not hallucinating here?)

Crimson Worm in depth guide + general info

in The Origins of Madness

Posted by: KehxD.6847

KehxD.6847

Crimson is the hardest from a coordination aspect. What are you thoughts on assigning people to prioritizing delivery of a colored phytotoxin instead of a free for all?

The thing is, going through more than one cloud while running to a generator gives you a small time bonus. Assigning people to special colours would prevent them from running through 3 clouds and then just to the 3 generators. Instead they would run to the cloud and back and forth an back, which costs more time, since you had the chance to actually gather 3 clouds without going back an forth. ^^

I did not know of the time bonus, thanks. I was thinking that having more time spent running with buffs gives more opportunities for them to be removed by wurm attacks (they do that right, I ’m not hallucinating here?)

I meant time bonus as in less time wasted running ^^ Also, if you have a decent condi team, you dont have to worry about it that much. There are not that many as that you would have to fear to loose them that often. Also with a good dodgeroll you save alot.

Founder and former leader of TxS Community! For more information, please look here =)
http://www.reddit.com/r/txs

Crimson Worm in depth guide + general info

in The Origins of Madness

Posted by: KehxD.6847

KehxD.6847

God job man xD -Nine

Thanks Nine ;) And thanks for helping me out! Especially on “Yellow cloud at red!” ;)

Founder and former leader of TxS Community! For more information, please look here =)
http://www.reddit.com/r/txs

(edited by KehxD.6847)

Crimson Worm in depth guide + general info

in The Origins of Madness

Posted by: Alugjen Darlas.5329

Alugjen Darlas.5329

God job man xD -Nine

Thanks Nine And thanks for helping me out! Especially on “Yellow cloud at red!”

ahah

[SC]Nine Inch Nose -205 Precurssors .

Crimson Worm in depth guide + general info

in The Origins of Madness

Posted by: KehxD.6847

KehxD.6847

Some really good stuff in this guide so thanks for writing this! Too bad phase 2 is so random and luck based :I

I know right… I will probably write a review about the worm and world bosses in general. I love them, but still they have a few problems ^^.

Founder and former leader of TxS Community! For more information, please look here =)
http://www.reddit.com/r/txs

Crimson Worm in depth guide + general info

in The Origins of Madness

Posted by: Chiiwii.9865

Chiiwii.9865

Nice explanation Kehxd. Very details !!

Can I bribe you to come to my Amber wurm, and then write my tactics please for people? xD

Chiiwii (Elementalist, Guardian, Mesmer & Warrior)
Piken Square
I am the Wurm, I am the Wurm ~ [TxS] Tequatl Slayer Alliance (EU) Leader

Crimson Worm in depth guide + general info

in The Origins of Madness

Posted by: Ayrilana.1396

Ayrilana.1396

Can also add that swirling winds destroys the eggs while they’re in air. I’m sure other reflects and absorb attacks will as well. Didn’t test it against the husks though but if they register as a projectile while in air as the eggs do, I’m sure they can be blocked from spawning as well.