triple trouble, need opion about strat

triple trouble, need opion about strat

in The Origins of Madness

Posted by: Wakko.2078

Wakko.2078

Hello,
The wurms one at a time are sure easy, but the trouble is to bring the 3 of them down at once so here’s a strat that could in theory help synchronising their downfall. ( I’ll only talk about P1 since i don’t have any experience about P2 feel free to add your point of view about it.)

For Cobalt and Crimson, is all about bringing keg/ phytotoxins into the right spot. The most common strat i saw is to make all the zerg get the keg/phytotoxins and bring to the right spot, having a condi party killing the husk, and cleaning from time to time.
So what about changing it a bit a getting the zerg killing the mobs (eggs/larva/wurm) let the condi party get ride of the husk and add a small party that would only focus on keg/phytotoxins.

This will allow an easier coordination since only few people will be involve for getting the wurm weak. Synchronising would be set like this:
-For crimson, set 2 of the phytotoxins spot charge and keep the last for a signal.
-For cobalt keep take the keg to the right spot and keep one for the signal, this should work as i have notice that keg disappear cause it’s eaten by wurms ( still wish to have a confirmation about it).

About the amber one, it would be making 2 zerg to alternate being eaten and cleaning, course their’s still a condi party for cleaning the husk who won’t bother about trying being eaten. The point of making 2 zerg is to avoid the condi that forbid you to be eaten.

This also mean that amber would be the one to set the signal for crimson and cobalt to make the final burst.

Feel free to add anything that you think that would be useful, or any opinion you got about this strat. Course this all is only theorycall and will need some improvement About the number for each party.

Thanks for reading.

triple trouble, need opion about strat

in The Origins of Madness

Posted by: guardian.6489

guardian.6489

The problem with having only a small party focusing on the objective is that it doesn’t get filled up fast enough. Having a few people fall into the water at cobalt or only a couple people grabbing heart clouds will usually make it so burn phases come too slow.

I’ll let you in on a secret though (and before people say it, there was an Anet dev on the team when we tried this so it’s hardly a secret to them), the eggs can be reflected when they’re in projectile form when he spits them out. Most advanced communities use a reflecting party of elementalist and Guardians to block all the eggs from spawning the the first place and a single power team to clean up the vertern wurms.

Retired Leader of TTS

triple trouble, need opion about strat

in The Origins of Madness

Posted by: Nokaru.7831

Nokaru.7831

On Crimson, it takes 25-30 Phytotoxins to fill up one extractor. For 5 people, they’d need to run 6-7 laps around the arena. That takes way too long to actually bring Crimson down in a reasonable amount of time.

With just a handful of players doing reflects/projectile destroying skills, the battlefield will only be full of Husks and Juvenial Wurms. There’s no reason to devote a large force to mob clearing when ideally there shouldn’t be that many.

triple trouble, need opion about strat

in The Origins of Madness

Posted by: Destiny.5316

Destiny.5316

Here is the method that we at [Att] have been using.
50/50/50 split
5 ele’s at amber, 2 at crimson, 2 at cobalt. 2 ele’s will be on egg prevention and the extra at amber are for when we stack.
2-3 mesmers at cobalt to place a portal to the kegs at the end of each burn phase.
5-8 condi’s at each wurm for husk control.

At cobalt we usually do 2 burn phases then clear mobs with condi’s clearing husks the entire time ignoring the keg running. This continues to 5% and then we have everyone clearing mobs.

For crimson we do much the same strat as cobalt, a few burns then clear until 5%.

At amber we stack up, find the abom, kill it, get the buff, stack on the arrow, have our 3 non egg ele’s use swirling winds in rotation. Get inside, get the harpoon, break the valve, spit out, take down stacks, burn. Then we clear mobs on our commander until the debuff is down to 10 seconds, find the abom, repeat. This goes till 5% as well.

If all finish early we clear mobs until approx 1:40 remaining, find the abom at amber and stack and initiate the burn.

If one wurm still needs more time then amber will go in and buy some time.

During the entire fight 2 of the ele’s at each wurm will be using swirling winds to reflect the eggs.

After each wurm is decapped we stack on our respective commanders tag and stack might and swirling winds. And then phase 2 begins.

triple trouble, need opion about strat

in The Origins of Madness

Posted by: Wakko.2078

Wakko.2078

Thanks for all this advice.
About the reflection part only the eggs can be reflect ? meaning the bubble with husk will pass trough reflection wall or anti projectile skill ?

Yeah i didn’t count on the people who could fall in the water and drop the keg.
I feel like the triple wurms can only be doable with a full coordination of the whole map unlike tequatl who mostly apply on small party that make a certain job and a big zerg that can focus on hitting tequatl.
Too bad i was willing to find a way to get it down more like tequatl.

triple trouble, need opion about strat

in The Origins of Madness

Posted by: Divus.3175

Divus.3175

At current situation we need to have about 30 – 40 people, who know, what they’re doing, and the rest of people who know how to play. We’re still trying to dumb strategy a bit, but it’s not as easy as it was with Teq.

People who really need to know are commanders and (on Deso) Keg Running leader, next elementalists and condi party. Rest only have to listen to commanders and phase 1 can be done in about 10 minutes.

Phase 2 needs more experience from “zerg” players, but there’s no real strategy there. Just stack on commander, dps and don’t die. Commander will know where to stand.

[KING] Desolation – Pikan Parom (engineer), Grace Parom (ele)

triple trouble, need opion about strat

in The Origins of Madness

Posted by: Pexx.6327

Pexx.6327

We are trying to dumb down the strategy in Attuned as well. The main problem I see is that, unlike Teq, it’s three individual groups that have sub-groups. Because the very nature of the fight relies on timers, it’s harder to communicate between the sub-groups. This also doesn’t account for the fact that each of the three wurm commanders need to be in direct communication with each other to determine when is the appropriate time to initiate the last burn, and in what order (depending on when circumstances change so fast in such a short time). This is what makes VOIP so important for the event.

I realize that the commanders can just sit back and bark orders. As one of the commanders, I dislike leading just by voice and prefer leading by doing (I find it also helps with my situation awareness).

Also, the margin of error for several stages means that the players participating need to be on-top-of-the-ball or risk something going wrong. It’s easy for pugs to join in, but being wildcards, that can throw an entire plan into disarray. In some cases, a difference of five or ten people not doing what is needed can lead to the entire event failing. (Or, in the case of phase two, a single person dying/not dodging/using auto-attacks only can actually mean failure to kill the head.)

Plus, without tight organization and people listening on TeamSpeak, they can’t hear my lovely voice and wonderous singing.

Red Rum Mai // Ozma Amzo

(edited by Pexx.6327)

triple trouble, need opion about strat

in The Origins of Madness

Posted by: Ayrilana.1396

Ayrilana.1396

Plus, without tight organization and people listening on TeamSpeak, they can’t hear my lovely voice and wonderous singing.

“Long time ago me and my brother Kyle here,
we was hitchhikin’ down a long and lonesome road.
All of a sudden, there shined a shiny demon… in the middle… of the road”

triple trouble, need opion about strat

in The Origins of Madness

Posted by: Boribot.2568

Boribot.2568

Plus, without tight organization and people listening on TeamSpeak, they can’t hear my lovely voice and wonderous singing.

On Amber during the Saturday kill, we were singing “I’ll make a man out of you” and even had a call to transform into quaggans when all of the mobs were temporarily dead. These things were integral to our strategy, and required people to be on TS to hear the calls.

-Twilight Borealis-
~Blackgate since Beta~