Viable tactic alternative for the "Wurms"?

Viable tactic alternative for the "Wurms"?

in The Origins of Madness

Posted by: Taisia.2813

Taisia.2813

So here is the deal:

On Deso we are able to kill one of the wurms and “decapitate” it.. The “head” is immune though until all other heads are decapitated. I am not sure if once the head’s HP is full the individual boss resets (highly improbable)

So would this strategy work?

1. Do escorts as 3 zergs
2. Unite and Zerg bosses very quickly as 1 big zerg one by one, leaving them decapitated
3. Split up again to 3 groups to finish them off

Just opening it up for discussion

Viable tactic alternative for the "Wurms"?

in The Origins of Madness

Posted by: ViralVarda.2739

ViralVarda.2739

Does combining 3 zergs into 1 zerg increase the scaling? Is there even scaling?

Also, I always thought all 3 needed to be killed within a certain time of the other two. I have no idea if ANet ever said this was the case, it’s just my assumption.

Viable tactic alternative for the "Wurms"?

in The Origins of Madness

Posted by: munkiman.3068

munkiman.3068

You only have one minute to beat all of them once one goes down. I don’t think massive DPS or zerging is the problem, it’s if you fail to take off the stacks fast enough, than it becomes a problem. It only takes one missing bomb or one missing harpoon to mess up the flow of DPS. Plenty of people are reporting having less than 5% health before the timer runs out.

[TAO] Founder/Owner and Administrator for the NSP Server Website

Viable tactic alternative for the "Wurms"?

in The Origins of Madness

Posted by: eloqen.8297

eloqen.8297

It works better than 3 separate zergs, TTS has used a variant of this strategy 2x and been close to beating it.

The problem lies in people not doing as asked. We have Commander Amber call for Commander Crimson and Commander Cobalt to set up their final burns partway through setting up the Amber one because Amber takes longer to setup. If one person has ignored Commander Amber’s instructions to use the harpoon gun correctly, not all stacks are removed, Amber takes too long to set up for a burn again, and we fail the event.

It’s slightly too unforgiving. I have no doubt we’ll make it but we’ll actually need luck as well as skill and strategy to do it (at least until the hype dies down), and I don’t think that’s very fair on anybody who is trying hard for this kill.

Viable tactic alternative for the "Wurms"?

in The Origins of Madness

Posted by: Taisia.2813

Taisia.2813

The important question is:
Do the decapitated heads reset and become a full wurm again?

Viable tactic alternative for the "Wurms"?

in The Origins of Madness

Posted by: Reverence.6915

Reverence.6915

So here is the deal:

On Deso we are able to kill one of the wurms and “decapitate” it.. The “head” is immune though until all other heads are decapitated. I am not sure if once the head’s HP is full the individual boss resets (highly improbable)

So would this strategy work?

1. Do escorts as 3 zergs
2. Unite and Zerg bosses very quickly as 1 big zerg one by one, leaving them decapitated
3. Split up again to 3 groups to finish them off

Just opening it up for discussion

We’ve done this on BG to near success. Just didn’t have time with Amber, cause the mechanics for that fight is pretty unforgiving for first time encounters.

Expac sucks for WvW players. Asura master race
Beastgate | Faerie Law
Currently residing on SBI

Viable tactic alternative for the "Wurms"?

in The Origins of Madness

Posted by: Chokolata.1870

Chokolata.1870

Never gonna touch this event

Viable tactic alternative for the "Wurms"?

in The Origins of Madness

Posted by: Shiren.9532

Shiren.9532

I don’t think you can zerg each boss quickly enough. They are all a decent distance from the WP and you have to factor in the time it takes to drop combat, loading screens, run to the next event and make it vulnerable.

I was in a group that had the timer stall at 14 minutes and even when they got all three wurms down to 5-10% before triggering the 60 second timer, they ran out of time trying to WP after decapitating the first wurm. I think you might have to have three groups ready to kill the wurm at the same time the timer is beginning. The travel time (and boss vulnerability mechanic) is just not long enough.

I suspect the best strategy will either involve one giant zerg weakening each wurm but not decapitating it and then splitting into three groups before the 60 second timer is activated. Either that or three independent teams the entire time. I don’t think kill one then run to the other two has enough time.

Viable tactic alternative for the "Wurms"?

in The Origins of Madness

Posted by: Fafnir.5124

Fafnir.5124

doesn’t work all wurms need to die withing 1min of eachother

Viable tactic alternative for the "Wurms"?

in The Origins of Madness

Posted by: locoman.1974

locoman.1974

Maybe an alternative (just thinking out loud, I’ve only done wurm twice, none even close to complete) would be to form one big zerg, get each head to like 3% hp, then divide the zerg to finish them at the same time.

It’s a pile of Elonian protection magic, mixed with a little monk training,
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.

Viable tactic alternative for the "Wurms"?

in The Origins of Madness

Posted by: Fafnir.5124

Fafnir.5124

Issue is wurm will spawn tones of mobs during and absent zerg so might be very difficult to get last burn in. all 3 have to be done at same time and all 3 have different mechanic and different amount of time to set up. Sounds like a good plan though