Triple Trouble Wurm Guide

Triple Trouble Wurm Guide

in The Origins of Madness

Posted by: Destiny.5316

Destiny.5316

The Wurm Event spawns every odd hour about 4 minutes into it.

Before the event starts you should have your classes spread out evenly with a 50/50/50 split stacked on each commander.

Foods that should be dropped are Feast of Fire Flank Steak and Feast of Truffle Steak. A Heroes Banner should also be dropped. You should pick up the buffs at 1 minute or less on the timer. You should have sharpening stones or maintenance oil along with fire ele powders, ogre pet whistles, and mortars. QUAGGAN TONICS ALSO

First thing that will happen is a 5 minute timer, then the npc explorers will spawn.
During the three escorts each npc will encounter eggs, the front group of eggs will always spawn a mob but the rear eggs can be destroyed before spawning anything. If any larva spawn you can use a reflect to shoot their spit attacks back at them dealing good damage.
After all of the escorts have arrives at their respective locations the Wurm will spawn, now is a good time to target it for your party.

Amber- Stack on your commander while the invulnerable Abom is being eaten. Look north and south to find the first abomination that you can kill. When you find it stack on it and kill it allowing yourself to get the tasty buff. Now you want to stand on the red arrow to be counted as food for the Wurm to eat. While stacked up it is a good idea to have water fields being dropped and blasted to provide regeneration for the party. Also have an elementalist using swirling winds to reflect any projectiles that get shot at you. Now you should be getting eaten by the wurm, once you are inside turn around and pick up the harpoon from the fallen adventurer. Use your 1 attack on the Pyloric Valve and when your commander tells you to stop you stop. After you hit the ground you can pop any stun breakers and then get in range of the wurm (1200) and use your 1 attack to take down a stack of slick skin. When all 20 stacks are down stack on the wurm and start attacking, there will be time warps being used and conjured weapons, pick up all conjured weapons and warriors place banners outside the zerg as to not interfere with picking up weapons. At the end of the burn phase you will still have a debuff preventing you from getting the tasty buff for so long. During this time stay on your commander and kill the mobs on it. Condition based players should be focused on killing husks. When the debuff gets down to 15 seconds you should be stacking back on up the abomination to kill it and get the tasty buff again. You will continue doing this until you get the wurm down to 5% of it’s health. Amber will never start stacking back up on the abomination with time under 1:35.

Crimson- At Crimson Wurm you will be running the phytotoxins to their respective machines. When each machine is full, it takes 30 of each color to fill it up, you will stack on the wurm where there will be time warps and conjured weapons being dropped. At the end of each burn phase you will be running the toxins again while condition players will focus on the husks that spawn. You will continue this until you get the wurm to approx 5%

Cobalt- At Cobalt Wurm you will be running kegs to the red arrow on the ground. You need 20 kegs to start a burn phase. Everyone except for condition players should be running kegs at all times unless the commander says otherwise. Again during each burn phase stack up on the Wurm picking up conjured weapons. You will do two burn phases and then everyone will clear mobs that have gathered up.

(edited by Destiny.5316)

Triple Trouble Wurm Guide

in The Origins of Madness

Posted by: Destiny.5316

Destiny.5316

When all three wurms are at 5% or the timer hits 1:35 Amber will start initiating their final burn and Crimson will start filling their phytotoxins up along with Cobalt getting the kegs in place.

Class Spread- 5 Elementalists at Amber, 2 at Cobalt, 2 at Crimson. 2 elementalists at each Wurm will be using swirling winds to reflect the eggs that are being spit out, having them in a party together allows for easier coordination. Having the Elementalists reflecting the eggs keeps the mobs that spawn to a smaller amount allowing for more coordinated burns. The extra elementalists at Amber will be using swirling winds when the group stacks up to get eaten and during burn phases. During each burn phase the elementalists should be dropping conjured weapons so that the zerg can pick them up and do more damage.

Condition Classes- Necromancers, Engineers, and Rangers- It is best to have at minimum a part of 5 at each Wurm, these will be clearing the husks that spawn and that is their only job along with the burn phases.

Mesmers- 3-4 at Cobalt, 2 at Amber, 2 at Crimson. At Cobalt the mesmers will be dropping a portal at the end of each burn phase near the kegs, at no point you will be dropping portals directly on the kegs. At all Wurms the mesmers will be dropping time warps to allow for more damage to the Wurm.

During phase 2 you will stack up on your commander. S/he will call for only fire fields to be dropped to give everyone might. When the Wurm does it’s initial charge double dodge and now the Wurm will be hopefully against a wall. When your commander calls for fire ele’s and ogre whistles use them. Also any conjured weapons that are place need to be picked up and used. Warriors save Battle Standard for when a group of players get downed. You will have 2 minutes to get all of the Wurm heads to 0% health.

Triple Trouble Wurm Guide

in The Origins of Madness

Posted by: Ayrilana.1396

Ayrilana.1396

Would posting Wooden Potato’s video about the swirling winds be helpful? It may help with placement as I’ve seen people attempting it by standing out in front of the wurm.

Triple Trouble Wurm Guide

in The Origins of Madness

Posted by: Shlack.4096

Shlack.4096

If Anet reads this, since people are complaining about the end-loot being meager for all the effort put in killing the wurm, can we accumulate the gold gain every day that passes where the wurm is not killed on the server? the same way a lottery major prize adds up if no one wins it.

Triple Trouble Wurm Guide

in The Origins of Madness

Posted by: guardian.6489

guardian.6489

Ya but Shlack what about overflows?

In general I think the loot for the wurm and the rest of the game needs another look. Running “easy” and “fast” dungeons is much more profitable then say running 30+ fractals and just hopping on the world boss train is much more profitable then doing Tequatl and especially the Wurm.

Also I’d like to point out TTS’s reflect strategy is quite different then this. Usually we use Guardians with wall of reflection as well as swirling winds and have parties of 5 on each wurm. It’s sort of a hang over from the 2 power team structure we used to have and I’ll admit the 2 ele structure is more efficient but I personally like a full party rather then relying on 2 people who know the tells perfectly because it lets you train up complete newbies to the reflect team during a regular run.

Retired Leader of TTS

(edited by guardian.6489)

Triple Trouble Wurm Guide

in The Origins of Madness

Posted by: Ethan Mccloud.3218

Ethan Mccloud.3218

went to the worm 4 times today ……..Complete ghost town. nice guide though to bad ill never get to try it.

Gwen
Tarnish Coast Defender
Proud Member OF “TSF” The Shining Force.