triple trouble, need opion about strat
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.
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.
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.
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.
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.
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.
(edited by Pexx.6327)
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”
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.
~Blackgate since Beta~