Simple Teq-downing instructions

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Myth Shaia.4856

Myth Shaia.4856

So, having spent many hours and many failures learning how things work in this fantastic new event – which has created a great amount of publicity and outrage and appreciation – and finally downing Teq twice, here is the simple truth:

1) organization and coordination are your most important tools in this fight – get onto the community TS or one that you can all use
2) get a good main zerg leader that everyone is happy to follow and ‘obey’
3) get ppl on turrets that know what to do
4) get ppl on turret defense that know what to do
5) make two 5-10 man finger killing teams that will roam the area around Teq
6) if you die, WP back alrdy and don’t pull any adds into the north turrets on your way back!!

In our attempts on FA, we found that one main zerg group was the best way to go and kept it within range of all 6 turrets for cleansing. The main zerg organized it’s warrior banners/ranger spirits/elemental heals and guardian cleansing and elemental conjured weapons according to the zerg leaders instructions. Wave dodges were called out.

Turret defense was organized into 2x 5 man parties for each north and south turret grouping. There is no reason to have fewer than 10 players there to defend and 2 of those repairing the turrets back up. Adds that spawned were engaged as close to their spawn point as possible and if champs were spawned, they were simply kited away by whoever had aggro on them whilst the rest of the group killed off the other adds and handled the finger spawns and then came back to the champ. Sylvari at turret defense are very useful for Take Root which allows them to place their own little turrets which are great to take focus of the enemy spawns, any skill which will distract the enemies attention away from the important turrets is very important.

The battery defense part is pretty straight forward enough, however if you’re at the northern battery, don’t forget to stomp the grub holes! Very important and makes a big difference. At the start of this phase, the Finger-hunting groups need to first clear all those fingers they can from the area near Teq and then respond to any batteries or the laser bleeding hp too fast.

The mega-laser location, destroy the BIG UPRIGHT STANDING KRAIT HYPNOSS as a priority and then be about the other adds. Bear in mind, the big krait dude can respawn during one battery/laser defense phase.

Very important – when you are all ready to fire the mega-laser, don’t leave your battery or the laser if it’s already low on health and there are still a decent amount of adds up….be aware of what is going on and protect until you know it is safe to leave! This has happened in enough groups where players lose focus and then BAM! battery dead and fail.

Now the very important part – and probably why/where many attempts fail – the turret defense groups should not go down to dps Teq once that cannon is fired. They have one priority and that’s the defense of turrets – the caveat here being if you’re a mesmer, rush down there, pop all your phantasms on Teq and a Timewarp on the zerg if one isn’t up yet and return immediately to turret defense because those turrets do a serious amount of damage on Teq when he is vulnerable and 6 turrets up and shooting is going to be a lot more dps than 10 players on him – not to mention that enemy adds will spawn soon enough and if there is no defense, there is no cleansing, there is no wall-stack removals, and then there are no turrets!! And then you fail! This also applies to the last phase depending on how the enemies are spawning, if it is safe send half the turret defenders into Teq as well.

Very important observation here, the north & south turrets can come under a lot of pressure depending on timers so the finger hunters need to be aware of this should go and help if required but always fall back to their main role once control has been reestablished.

If you can follow this approach, you should taste success – not referring to loot of course because well RNG and all that nonsense

- bear in mind, this is not the only way to go about things, however it is a sure fire way to succeed -

…from elsewhere…
“I am not a complete idiot, there are some components missing still!” …

Simple Teq-downing instructions

in Tequatl Rising

Posted by: SHM.7628

SHM.7628

That was an awesome post.

I’ll add that turret users should use skill 2 as much as possible. Target the head. The skill must be targeted to work. That will remove his buffs and make his HP drop dramaticly when stacked.

Less AFKers would be nice too but can’t really do much about that.

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Myth Shaia.4856

Myth Shaia.4856

Yeah, I assume that when people who know what they are doing on the turrets are put there, that they will do what they know they need to do.

Also, completed Teq again doing this same strategy with some fine tuning at the battery stage with mesmers peeling off 10 seconds sooner than the rest of the players there and laying down portals to get the main zerg back on Teq a lot faster and in place for the dps race.

…from elsewhere…
“I am not a complete idiot, there are some components missing still!” …

Simple Teq-downing instructions

in Tequatl Rising

Posted by: kyrmana.5679

kyrmana.5679

Also you get 60s free time in the beginning till mobs spawn

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Myth Shaia.4856

Myth Shaia.4856

The trouble is kyrmana, as simple as it sounds, some turret defense people get carried away at Teq or forget how to jump or can’t manage the jumps or they simply cannot count to 60 and suddenly there’s more pressure on defense that was not necessary.

Can suggest that it can be a fine tuning exercise as well, but this is a simple Teq-downing instruction.

Teq down 5 times using this methodology but getting bored of it now, so I think I will just help guildies or server guilds if they need now

…from elsewhere…
“I am not a complete idiot, there are some components missing still!” …

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Dagraan.2854

Dagraan.2854

can you tell us how to do it with less than 30 people? because not everybody guests to blackgate.

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Quick Mouse.7635

Quick Mouse.7635

One important point I think should be mentioned is of DPS.
People in the dps zerg should be either in soldier gear (power, vitality, toughness) or carrion gear (power, vitality, condition damage) if they apply a decent amount of conditions. You need to be survivable in the dps zerg and high power is really the only way to dps him.
Keep as much might and quickness as possible on the zerg. Guardians with staff, warriors with for great justice, buffs from turrets. Rangers should have frost spirit and warrios should have banner of strength.
Ideally Teq should have 25 stacks of confusion on him at all times. retaliation also does a tonne of damage to him. Keep ethereal fields down so projectile finishers can keep confusion up.

MELEE HIM! Unless you have specced into ranged attacks that pierce and can properly position yourself to pierce all three hitboxes, melee damage is invariably higher than ranged. Watch his animations so you dont die to waves (commanders should be calling out waves as was mentioned above).

Tactical Fury [TF] – Late NA/early OCX driver (SoS)
Spirit of Faith [HOPE] – RIP

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Ayrilana.1396

Ayrilana.1396

I’ve never seen adds spawn around turrets during his stun phase and there’s usually been plenty of time to run back before they start spawning.

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Zaxares.5419

Zaxares.5419

The recommendation to have a Finger killing squad or two is new, and I think it’s actually a good idea. It’s something that Zerker characters can do easily (since their mobile nature means they’ll usually be out of range of the shockwaves), and culling the Fingers should help a lot in alleviating pressure on the turrets to constantly spam #3 to remove poison fields on the main zerg.

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Myth Shaia.4856

Myth Shaia.4856

can you tell us how to do it with less than 30 people? because not everybody guests to blackgate.

Well now that I can’t tell you, unless you want to be a dev with magic power. If you’ve got less than 30 pps, may be start trying to find more guilds to organise with. On FA we’re a number of guilds doing it and we’re not guesting to BG to do it, in fact we’d rather not do it with them, the driving force was to succeed as a server first.

The recommendation to have a Finger killing squad or two is new, and I think it’s actually a good idea. It’s something that Zerker characters can do easily (since their mobile nature means they’ll usually be out of range of the shockwaves), and culling the Fingers should help a lot in alleviating pressure on the turrets to constantly spam #3 to remove poison fields on the main zerg.

The idea is that if there is nothing to cleanse, then the turrets can do more direct damage to Teq throughout the entire fight, it all adds up in the end.

…from elsewhere…
“I am not a complete idiot, there are some components missing still!” …

(edited by Myth Shaia.4856)

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Myth Shaia.4856

Myth Shaia.4856

I’ve never seen adds spawn around turrets during his stun phase and there’s usually been plenty of time to run back before they start spawning.

Adds don’t spawn during his vulnerable time, they spawn soon into it and depending how quickly you can get to Teq and back – whether you’re hit by the wave or not, bad timing, etc – you will end up with a bit of a situation. So rather safe than sorry.

Another point, be sure to kill or interrupt the Krait Hypnoss that spawns in the adds, he likes to summon extra help.

…from elsewhere…
“I am not a complete idiot, there are some components missing still!” …

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Julie Yann.5379

Julie Yann.5379

We’ve down him a couple times now and we dedicate the north turrets to spamming 1 and 2 on teq (if the southern most one can reach the zerg with 3 all the better) South turrets spam 345 (2 and 1 when everything else is on CD). For his stunned phase, zerg uses Ogre Whistles and elemental powders just before he gets stunned, turret spam 1 on teq and 4 on zerg, mesmers put as many timewarps as they can and watch his health melt away. Those sylvari seed pod turrets are great for turret defense, everyone assigned to that task should be using them.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Hecatonchir.9326

Hecatonchir.9326

One important point I think should be mentioned is of DPS…
…or carrion gear (power, vitality, condition damage) if they apply a decent amount of conditions.

Absolutely disagree. Because of the condition cap, and how quickly world bosses get to 25 of every condition with 100+ people wailing on him, condition builds are best on turret defense duty. Unfortunately older conditions that do more damage (because they came from a condition build) will be replaced with newer ones that do less (because they came from any other build). The game prioritizes time left on conditions, not how much damage those conditions will deal.

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Quick Mouse.7635

Quick Mouse.7635

One important point I think should be mentioned is of DPS…
…or carrion gear (power, vitality, condition damage) if they apply a decent amount of conditions.

Absolutely disagree. [snip]

Gonna have to disagree with your disagreement.
Sure there is a condition cap, but more condition damage is still more damage. Techically everyone wearing carrion gear would give the highest possible dps, since power is the same and conditions are stronger, albeit slightly.

Tactical Fury [TF] – Late NA/early OCX driver (SoS)
Spirit of Faith [HOPE] – RIP

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Hecatonchir.9326

Hecatonchir.9326

The problem with that is the conditions only get one or two ticks in before they are replaced with newer, weaker conditions. I’ve commanded 2 successful teq kills, both times I had condition builds on turret defense because they will be more effective there than they will be in the stack, and it frees up others who do have power as a main stat to do what they do best, damage. And OP said they are in FA and were in a run where the mes’s ported back from the megalaser… that was one of mine. Again, I had condition damage builds on turret defense.

EDIT:

At least I’m fairly certain the porting from megalaser was one of mine, I believe that I was the first commander on FA to do it. Could be wrong.

(edited by Hecatonchir.9326)

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Myth Shaia.4856

Myth Shaia.4856

Bear in mind, these are simple instructions for a successful attempt, Heca if you’d like to elaborate on your commanding on the zerg, what would be nice and would be appreciate by some that are looking to understand timing on banner calls, guardian shield, elemental winds/heals/conjured weapons, etc.

…from elsewhere…
“I am not a complete idiot, there are some components missing still!” …

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Waar Kijk Je Naar.8713

Waar Kijk Je Naar.8713

Simpler instructions: Use WP when you die, don’t go afk.

The fight is easy, it’s the leechers and AFKers that make it hard.

IT’S A SWORD. THEY’RE NOT MEANT TO BE SAFE.

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Aerlen.5326

Aerlen.5326

Finger killing squad is a must – maybe 4 people need to stay behind and down as many fingers as they can. It lessens the poison on the field during stun. People also need to not leave their kittening turrets!

~Tarnished Coast Pride~

Forever known as “that slow guardian who can’t jump worth crap”.

Simple Teq-downing instructions

in Tequatl Rising

Posted by: ShunsuiKouKyoraku.9106

ShunsuiKouKyoraku.9106

And keep in mind, DON’T TUNNEL VISION. When your near the end of the fight after the last Mega Laser shot. Go back to your posts and defend as usual regardless of Teq’s Health. Too many great kills have failed Perfect Defense right at the end.

~De Oppresso Libre~
Shunsui Kou Kyoraku~Thief |Afro Claptrap~Warrior|Korra Jorradóttir~Elementalist
Zaraki Bladebreaker~Guardian|Mikasa Ackkermann~Mesmer

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Quick Mouse.7635

Quick Mouse.7635

The problem with that is the conditions only get one or two ticks in before they are replaced with newer, weaker conditions.
[snip]

That’s the thing. With everyone running carrion gear all conditions regardless of source will be doing about the same amount of damage. Notice I never said condition builds.
Everyone should be running power builds; we completely agree on this. That doesn’t mean Teq won’t be at or near the condition cap at all times.
Ice bow #4 inflicts bleeding. Confusion does decent damage to him.
Compare two teams, both running power builds. One has soldier’s gear, one has carrion gear. Since both teams have the same power and builds, the team with more condition damage will have more damage overall, even if it’s only by a small amount. That’s what I’m saying

Tactical Fury [TF] – Late NA/early OCX driver (SoS)
Spirit of Faith [HOPE] – RIP

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Hecatonchir.9326

Hecatonchir.9326

Ok, you’re recommending Carrion over Soldier’s then. I misunderstood.

EDIT:

And as long as people avoid waves, and cleanses are good I see no reason for that not to be the standard gear.

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Adastra.9821

Adastra.9821

Soldier’s is power major stat while carrion is condi damage major stat.

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Quick Mouse.7635

Quick Mouse.7635

Soldier’s is power major stat while carrion is condi damage major stat.

Oh poop, you’re right. LOL

- Hides in a corner -

Tactical Fury [TF] – Late NA/early OCX driver (SoS)
Spirit of Faith [HOPE] – RIP

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Ivonbeton.6814

Ivonbeton.6814

I’ve posted a guide which has a lot of similar suggestions in it. Check out my signature

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Julie Yann.5379

Julie Yann.5379

Finger killing squad is a must – maybe 4 people need to stay behind and down as many fingers as they can. It lessens the poison on the field during stun. People also need to not leave their kittening turrets!

When I man a turret I usually turn around and buff the mega-laser defenders in the defense phase.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

Simple Teq-downing instructions

in Tequatl Rising

Posted by: Ivonbeton.6814

Ivonbeton.6814

Finger killing squad is a must – maybe 4 people need to stay behind and down as many fingers as they can. It lessens the poison on the field during stun. People also need to not leave their kittening turrets!

I honestly don’t think it is. If some people in the zerg just pay attention and attack the closest ones, you should be fine. If you do decide to go with Finger squads, I’d advice to make atleast two parties. Otherwise too much time is spent running from one side to the other.

I would also advise against leaving your turret unless you are sure no random moron is going to hijack it. Six people defending won’t make a difference and doing turret damage on the head during stun is pretty decent. But a few randoms on a turret can make everything really hard.

It really helps though. Makes it less annoying to be in the DPS group.

Check out my guide in my signature and add your opinion to it if you like.

(edited by Ivonbeton.6814)