I’ve decided to write a short but detailed guide on the fight with Tequatl. Some worlds, uncluding my own, still haven’t been able to kill him and I figured that every piece of information is welcome.
I’m not all-knowing so if you notice anything I missed or if you think I’m wrong, please feel free to correct me or to add to this guide.
Organization is key in this fight. Any VoIP software helps a lot, but it’s not required if everyone knows what to do. Unless you are in an organized group, a lot of people will not be on VoIP so it never hurts to give some general guidelines before or during the fight. A lot of organization could also be done without VoIP if people atleast a few people know the fight, which is why I wrote this guide. Hopefully it will help the less organized events.
There should be atleast 5 groups with different tasks in this fight and sometimes it can help to add a 6th group. Only when Tequatl is stunned after the battery phase should everyone (except for turret users) rush to his claws and go melee (if available) DPS :
- DPS ZERG A :
A zerg that piles up near the left claw. It helps to stack on commander tags. If done right, you shouldn’t be moving all that much but it can still help to make a personal waypoint on the spot so you can move back there fast between phases. It matters where you pile up because the turrets need to be able to hit you to cleanse the poison clouds, so make sure you figure out the right spot before the fight! The elementalists in your zerg should be spawning ‘Ice Bow’ during the ranged fight and ‘Fiery Great Sword’ during the melee phase, make sure to pick them up! When you pick up an ‘Ice Bow’, just go through the skills and drop it. If you pick up a ‘Fiery Great Sword’, remember to untarget Tequatl and use your fourth skill, this does massive damage if aimed correctly (thanks to Haros for proper usage of summoned weapons).
- DPS ZERG B :
Same as above, but near the right claw. Again it helps to use a commander tag for this or a personal waypoint.
- DEFENSE EAST :
A group of 5 to 10 people.These turrets will get the brunt of the attack. Most mobs will come from the east and it’s beneficial to stop them before they get to close. This will help keep your eastern turrets safe. The bones sticking out of the ground there can function as a funnel for AoE dps. There will be a lot of mobs spawning right to the north of these turrets. Ignore them. At some point some mobs will come from the west side, so always have someone keep an eye out. Killing fingers that spawn between turrets is an absolute priority!
- DEFENSE WEST :
A group of 8 to 15 people. These turrets will get less attention from mobs. The general strategy is the same as for the eastern turrets. Killing nearby fingers is very important
- TURRET USERS :
There are 6 turrets, so 6 people to operate them. I have little experience here, so it’s best to consult other sources aswell (see sticky) and please correct me if I’m wrong below. The jist of it is that you cleanse the zerg with your third skill and buff them with the fourth and fifth skill. It’s also really important that you do your second skill on Tequatl when it’s off cooldown. If you don’t, a bone wall will appear which makes Tequatl invulnerable. This will slow down your kill by a fair margin. Your first skill has the lowest priority, but is still very useful. It will do a lot of damage if aimed at the head of Tequatl. Setting yourself a target on his head is pretty much required for this task.
- FINGER KILLERS :
Not really needed. Most zergs can take care of the fingers themselves. It can help to assign a few people to do this, this will avoid overkill damage and people won’t need to switch targets.
These groups are mainly important during the stages when Tequatl is fighting back. As soon as the battery phase starts, everyone should rush to defend them. After a successful defense of the batteries, he will be stunned and all groups (except for the turret users) should rush to his claws to DPS him. As soon as he is no longer stunned, everyone should return to their original groups and tasks. But more on the fight itself later.
(edited by Ivonbeton.6814)