Emmeline Ivardottir — Duelist (Sword & Focus Mesmer) — Sunrise / The Anomaly
Tequatl: Tactics (New Video of Success in OP)
Emmeline Ivardottir — Duelist (Sword & Focus Mesmer) — Sunrise / The Anomaly
All these qq posts about how it’s impossible are gonna look pretty hilarious in a week when it gets cleared every reset.
We beat him, it takes coordination and good commanders. How we did it was, we broke up into 5 man organized teams for each turret and the rest follow 2 commanders on 2 different pathways, one left, one right and split the turrets to defend either left or right zerg. This is very doable and I’m hearing the whiners already. They clearly need to learn strategy, which is fantastic. Love this new revamp!!!!
- Pics or it didnt happen (period)
https://forum-en.gw2archive.eu/forum/game/suggestions/Whips-New-weapon-idea/first
We beat him, it takes coordination and good commanders. How we did it was, we broke up into 5 man organized teams for each turret and the rest follow 2 commanders on 2 different pathways, one left, one right and split the turrets to defend either left or right zerg. This is very doable and I’m hearing the whiners already. They clearly need to learn strategy, which is fantastic. Love this new revamp!!!!
glad someone at least heard me out in map chat, even though the claim is definantly bogus :P
I’m hoping that Mesmers are popping Time Warp for the melee gang, that 10 seconds of quickness makes a huge difference too.
EDIT: Guardians can help too! Use your Tome of Wrath and pop 3 and 4 to heal your allies, apply might and quickness.
(edited by Madora.9340)
Armor sets That are needed Are For Organized Groups Are:
PVT:POWER is probably the best for whatever teams are dpsing him directly. So, believe it or not, PVT is probably best for the zergs going in to fight him head on.
BERSERKER/VALK/ASSASSINS: If you’re defending the turrets I’d bring much more, assassins/valk/zerk. KILL ANY THING ATTACKING TURRET USERS as fast as possible considering how we can’t crit Tequatl fighting him head on in this is suicidal.
SHAMANS/GIVERS/SENTINELS: If you’re rezing or are on a turret helping the melee attacks and removing scale buffs. Givers helps boost the length of buffs and the tougness will make you more resistant to dps Vitality gear also give you some protection against condition draining your health.
Updated the OP. thanks to everyone who is contributing
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”
Some things I’ve learned:
1) If you are instinctively turning your graphics to the lowest possible, make an exception for reflections, which should be set to “Terrain and Sky” rather than “None”. This greatly reduces the shininess of the water, which can make it easier to see and avoid Teq’s AoEs.
2) Turn off “Show All Player Names”. Otherwise, you’ll just see a sea of names and titles.
3) Turn down the music, effects, and environmental volumes so that it will be easier to hear the NPC’s giving warnings about Teq’s next attacks.
4) Similarly, make sure you have enabled NPC messages in your chat window.
5) Personally, I turn off map chat because it generally consists of people shouting irrelevant things and will quickly fill up the chat box, but if you have organized commanders, they may be worth listening to.
I’ve seen Blackgate get him under 2%. If anyone is on blackgate, PLEASE MAKE A VIDEO of the event.
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”
From what I’ve been seeing, you need 4 commander tags: 1 Left Turret, 1 Left Ranged DPS, 1 Right Turret, 1 Right Ranged DPS.
The Turret commanders lead players that are protecting the turret users. Their job is to direct the destruction of fingers, kill mobs, and ensure the safety of the turrets.
The DPS commanders are markers. they stand IN FRONT of the turrets while the turret users spam 4 and 5 on them and the mob surrounding them.
Players on turrets are VERY important. They need to understand that they are pressing #2 for scales, # 4 for buffing the DPS commander markers, and #3 to remove poison. Throw in #5 on DPS commander markers to make add heals.
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”
Congratulations to Blackgate on being World Firsts to kill Tequatl!
Full Video on Twitch: http://www.twitch.tv/flickky/c/2951634
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”
From what I’ve been seeing, you need 4 commander tags: 1 Left Turret, 1 Left Ranged DPS, 1 Right Turret, 1 Right Ranged DPS.
The Turret commanders lead players that are protecting the turret users. Their job is to direct the destruction of fingers, kill mobs, and ensure the safety of the turrets.
The DPS commanders are markers. they stand IN FRONT of the turrets while the turret users spam 4 and 5 on them and the mob surrounding them.
Players on turrets are VERY important. They need to understand that they are pressing #2 for scales, # 4 for buffing the DPS commander markers, and #3 to remove poison. Throw in #5 on DPS commander markers to make add heals.
That sounds like a very solid strategy.
From what I’ve been seeing, you need 4 commander tags: 1 Left Turret, 1 Left Ranged DPS, 1 Right Turret, 1 Right Ranged DPS.
The Turret commanders lead players that are protecting the turret users. Their job is to direct the destruction of fingers, kill mobs, and ensure the safety of the turrets.
The DPS commanders are markers. they stand IN FRONT of the turrets while the turret users spam 4 and 5 on them and the mob surrounding them.
Players on turrets are VERY important. They need to understand that they are pressing #2 for scales, # 4 for buffing the DPS commander markers, and #3 to remove poison. Throw in #5 on DPS commander markers to make add heals.
That sounds like a very solid strategy.
Actually, what blackgate did was have only ONE commander for DPS, that way ALL the turrets focused on a very small area, giving permanent swiftness and easy access.
It was beautiful
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”
From what I’ve been seeing, you need 4 commander tags: 1 Left Turret, 1 Left Ranged DPS, 1 Right Turret, 1 Right Ranged DPS.
The Turret commanders lead players that are protecting the turret users. Their job is to direct the destruction of fingers, kill mobs, and ensure the safety of the turrets.
The DPS commanders are markers. they stand IN FRONT of the turrets while the turret users spam 4 and 5 on them and the mob surrounding them.
Players on turrets are VERY important. They need to understand that they are pressing #2 for scales, # 4 for buffing the DPS commander markers, and #3 to remove poison. Throw in #5 on DPS commander markers to make add heals.
That sounds like a very solid strategy.
Actually, what blackgate did was have only ONE commander for DPS, that way ALL the turrets focused on a very small area, giving permanent swiftness and easy access.
It was beautiful
So, in other words, the grand strategy to defeat the dragon is … to… stack. Who’d have guessed it.
From what I’ve been seeing, you need 4 commander tags: 1 Left Turret, 1 Left Ranged DPS, 1 Right Turret, 1 Right Ranged DPS.
The Turret commanders lead players that are protecting the turret users. Their job is to direct the destruction of fingers, kill mobs, and ensure the safety of the turrets.
The DPS commanders are markers. they stand IN FRONT of the turrets while the turret users spam 4 and 5 on them and the mob surrounding them.
Players on turrets are VERY important. They need to understand that they are pressing #2 for scales, # 4 for buffing the DPS commander markers, and #3 to remove poison. Throw in #5 on DPS commander markers to make add heals.
That sounds like a very solid strategy.
Actually, what blackgate did was have only ONE commander for DPS, that way ALL the turrets focused on a very small area, giving permanent swiftness and easy access.
It was beautiful
So, in other words, the grand strategy to defeat the dragon is … to… stack. Who’d have guessed it.
Stack whilst avoiding waves, AoE, and Fear.
Also, you need to have another 2 teams protecting turrets and 6 people focusing on ensuring his wall never spawns.
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”
From what I’ve been seeing, you need 4 commander tags: 1 Left Turret, 1 Left Ranged DPS, 1 Right Turret, 1 Right Ranged DPS.
The Turret commanders lead players that are protecting the turret users. Their job is to direct the destruction of fingers, kill mobs, and ensure the safety of the turrets.
The DPS commanders are markers. they stand IN FRONT of the turrets while the turret users spam 4 and 5 on them and the mob surrounding them.
Players on turrets are VERY important. They need to understand that they are pressing #2 for scales, # 4 for buffing the DPS commander markers, and #3 to remove poison. Throw in #5 on DPS commander markers to make add heals.
That sounds like a very solid strategy.
Actually, what blackgate did was have only ONE commander for DPS, that way ALL the turrets focused on a very small area, giving permanent swiftness and easy access.
It was beautiful
So, in other words, the grand strategy to defeat the dragon is … to… stack. Who’d have guessed it.
If you can’t beat em, join ’em
Are the turret AoE skills not limited to 5 players receiving the boon?
Are the turret AoE skills not limited to 5 players receiving the boon?
It’s much more than 5, but it does not buff an entire zerg.
Actually, what blackgate did was have only ONE commander for DPS, that way ALL the turrets focused on a very small area, giving permanent swiftness and easy access.
It was beautiful
Wasn’t this patch supposed to remove the stacking in one spot while dpsing? Well it seems every server will do this from now on.
can and do speak to unicorns.” (Arrow The
Unicorn)
Actually, what blackgate did was have only ONE commander for DPS, that way ALL the turrets focused on a very small area, giving permanent swiftness and easy access.
It was beautiful
Wasn’t this patch supposed to remove the stacking in one spot while dpsing? Well it seems every server will do this from now on.
Yes, you are stacking. This allows buffs to be placed on more people.
No, you aren’t idolly pressing 1 while standing in a “safe spot”. You are dodging waves, avoiding AoE, stun breaking fear, running back when killed, and rezzing those who are downed.
And that’s if you are not defending turrets.
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”
Stacking with buffs from the turrets would seem to be the way to go. The waves are easy to dodge and as a whole player’s who have done at least a few dungeons should be able to do it.
The other things the BG video showed was that defeated players didn’t wait around to be ressed. Within moments they had WP’d back and rejoined the fray. In every attempt I’ve been in people not doing this has kitten the attempt sereverly
Actually, what blackgate did was have only ONE commander for DPS, that way ALL the turrets focused on a very small area, giving permanent swiftness and easy access.
It was beautiful
Wasn’t this patch supposed to remove the stacking in one spot while dpsing? Well it seems every server will do this from now on.
clearly someone didnt watch the video
yes there was stacking but there was also water fields, cleansing, rezzing walls of reflection etc going on
its about using all your skills to help the group not spam 1 and afk
plus the different phases of the fight are fun, really love the platform jumps
and i welcome all those guesting on Blackgate listen to the advise from the commanders and take what you learn back to your server and help them get it down
currently i think the #1 thing stopping servers getting teq down is people dying and not running back, the turrets are easy once you know what you are doing (glad they stay so people can learn them after the fight)
- Join the event
- Tag some mobs
- Fail the event because its impossible to succeed
- Gold badge and daily done.You wanted tactics. This isnt sarcasm. I’m serious.
QFT.
100% of the time, the players on the turrets are either noobs or trolls.
One question I have is what is a good number to have protecting each set of Turrets?
| 80 (Mesmer) Brook Envision | 80 (Thief) Kuro Rin |
One question I have is what is a good number to have protecting each set of Turrets?
Ideally, you want a full 5 man party on each turret. 1 guy on the turret, with the other 4 protecting him. You might even wanna designate one guy to be the backup turret and another to be the rezzer if the current turret guy gets downed.
People protecting should focus on the FINGERS and then the mobs. Zerker gear actually works here.
And people on turrets should also watch the ground around them. Cleansing poison around yourself on the turret can do a lot for everyone. Every second that someone is not on the turret is a waste.
Desolation just downed him, i believe we are 1st EU server.
Last one I was in on DB, I organized the north turret defense with only about 7 people plus 3 turreteers and we were never in trouble. I think the southern turrets get a little more pressure from mobs than the northern. So I’d say North only needs like 5-7 (well organized) people on defense, South might need 10-12. No need for a full party on each turret, that’s overkill.
So a total of 12 people defending the turrets and 3 using them for each set so a total of 30 people just for that operation.
What’s the current max population a server can house before throwing people into overflow?
| 80 (Mesmer) Brook Envision | 80 (Thief) Kuro Rin |
First, very useful thread, thanks
So, I use a condition Necro: Some advice to contribute to the fight?
I watched the Blackgate video and I’m about to watch the Deso one: I’ve seen that for the people in the DPS Zerg condition cleansing is important, so I figured that using well of power would help. Tough I see a couple of problems whit that: first, being condi specced, I can’t really contribute meaningfully to the damage, and second I’m afraid that the darkness combo field will get in the way of more important field(like water). The rezz signet is not very good, also: long casting time, ress only 3 people and "A downed, poisoned player with less than 30% health will not be revived(from the wiki) :/
So, should I focus on protecting the turrets? I can do nice AoE damage, and well of darkness/spectral wall/CC would be useful to figth mobs and keeping them away from turrets and batteries. I do barely damage to the fingers, tough
So am I missing something? How can I help my server to beat Taco?
Rafflesia Sothoth, Silvary Necromancer
- Turret point of view:
I’m a Deso player and was on the turrets for over 10 Tequatl attempts today. I do not know if this is the best way to use the turrets. But it’s a start.
Start with:
Get everyone on the turrets on TS. Atleast one of them needs to be able to communicate in TS. Group up with your other turreteers, this might leave one alone. So either you make two groups (East+West turret group) or just make sure he knows what to do and he is on TS.
How to ensure a turret spot?
Best way atm is join the main instance right after an attempt. Most of the time there’s room then. Make sure everyone on the turrets is atleast chatting and on TS (to listen).
How to make your life easier?
- Go to options. Disable nameplating. Join the DPS commander’s squad.
This will result in a clear overview and you’ll see the commander’s Tag in front of you.
The job of the DPS commander is being a reference point of stacking. So only drop your 3 to 5 skills on the tag.
Note: If the commander disconnects: Leave the squad of that commander and ask for another commander to tag up to lead the DPS group. Join that squad then. Otherwise you’ll won’t see any reference point to drop your skills.
- Disable auto-targetting. You’ll lose your target to much otherwise.
- Target the head of Tequatl. We weren’t sure if the DPS varies if you tag either the leg or the head. To avoid any risk, just target the Tequatl’s head.
Your job?
- Phase 1 (and every time he’s not stunned by the laser)
Use skill 2 on cooldown. This reduces the scales. If all 6 turreteers do this, the scale wall will never get up. To be sure you hit Tequatl with skill 2, always press T and then press 2. This is why it’s important to target Tequatl in the beginning of every phase.
So press T (make sure you have him targetted) + 2.
Use skill 3, 4 and 5 on the DPS commander tag. Only use it on that tag. If they mess up stacking, it’s their fault. That’s why it’s important to join that commander’s squad. This way it’s pretty easy to spot where to land the skills.
If you got poison on yourself, use 3 on yourself or call it our to your fellow turreteers. You’ll notice that you have poison, when you start getting huge hits and there’s a red circle around you. Sometimes there’s a red circle around you, but you take small hits these aren’t cleansable.
Use 1 which is the 2.5k dmg spell when you have everything else on cooldown.
- Phase 2 (Whenever he is stunned by the laser)
Use 4 first on the DPS commander. This will give ’em quickness. Then spam 1. The 1 attack will do 10K dmg then. Keep using 4 on cooldown (about 3 times).
Some more notes!
Do not leave your turret at any time. Never. It might get taken by someone who’s not coordinating.
Call out the scale amount when it gets above 15 just to put some pressure on your mates and to prepare the dps zerg that a scale wall might be incoming.
When you it gets destroyed, take a repair hammer asap, repair and hop back on.
If you do all of this, then a failed attempt won’t be your fault. It’s either the DPS group’s fault for not stacking or the defence groups for not defending correctly.
Remember: Eastern turrets need more defence than western.
Enjoy!
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!
Here is a east turret point of view how to successfully do Tequatl. http://www.twitch.tv/qufi/b/463252332
And here are the last 14 min on youtube: http://www.youtube.com/watch?v=EzCNYbfHoRU
Just found this on another forum, not sure where its from but looks helpfuL?
https://docs.google.com/document/d/1SkU8qG8HHlG3JrViCYByHiatX3JjjWkrpKyap9Sn7t0/edit?pli=1
One question I have is what is a good number to have protecting each set of Turrets?
a full group (5 people) per each 3-cannon battery. Don’t try to use much more – it won’t end well (to quote the famous master tactician).
Remember, remember, 15th of November
I kind of enjoyed doing Tequatl even though I do believe that the organization of the zerg in order to kill it is kind of near impossible.
From the events I was in there was really no organization at all and we did not even get 10% of his health.
It was fun as far as a lot of people together but if my goal would be to kill it I would get really frustrated as I fear the boss as it is now most people will not be able to kill it. I like the challenge but I fear it may be one too difficult to accomplish for the organization required from the server.
I kind of enjoyed the buff on the other world bosses… Makes them more interesting!
“Heróis Lusitanos” Guild [LS]
One question I have is what is a good number to have protecting each set of Turrets?
Ideally, you want a full 5 man party on each turret. 1 guy on the turret, with the other 4 protecting him. You might even wanna designate one guy to be the backup turret and another to be the rezzer if the current turret guy gets downed.
People protecting should focus on the FINGERS and then the mobs. Zerker gear actually works here.
And people on turrets should also watch the ground around them. Cleansing poison around yourself on the turret can do a lot for everyone. Every second that someone is not on the turret is a waste.
As someone who has helped organize turret defense… Don’t stack parties on each turret. You need a small group protecting the inner turrets and a group (we typically have at least 10 I think, but it varies and I don’t count) running interference outside of the turrets (think far south east in the water for the southern turrets) and killing the risen that come from there. That is the main point of contact for the risen that spawn on the turrets, and if you intercept them they won’t reach the turrets. You don’t need individual turret guards. Have a few floaters to repair turret/res downed turret operator if necessary, and call back most of the defenders to take out fingers while leaving a few behind to distract the risen.
Oolune :: Engineer — Arrow Of Oolune :: Human Ranger -- Shadow Of Oolune :: Human Thief
Box The Turtle :: Human Warrior — Bolobuns Of Steel :: Human Guardian
Tip: If you want to be awesome during the Burn, bring Fire Elemental Powder. On everyone.
Killvideo Abaddon 19.09.2013 / 15:44
www.youtube.com/zdXKfYqV1-8
Tip: If you want to be awesome during the Burn, bring Fire Elemental Powder. On everyone.
That… seems to be a really good idea.
Remember, remember, 15th of November
After successfully defeating Tequatl, Blackgate takes on its toughest challenge yet!
We followed a similar technique in Yak’s Bend, if you want to update your main post, here is the link: http://www.youtube.com/watch?v=pJOtEGXACys
The Yakslappars [YaK]
Gandara
I’ll update the OP in a few minutes been studying XD
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”
Since I’ve been seeing some pretty bad defense of turrets as of late from the few who are supposed to be guarding, I feel I should post this equally bad picture so everybody knows where the mobs are coming from towards the turrets. Main reason for this is because I was seeing turret defenses where the north would go after the northern mobs but ignore the western ones, while the eastern defenses would ignore the eastern mobs and go exclusively for the southern ones.
A is northern/western turrets, B is southern/eastern turrets. The blue are the turrets relative locations. The red spots are where the mobs come from, and the arrow is the general direction in which they travel.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
A note on the southern turrets: The main risen (including the most frequent champ spawns) come from the far southern spawn point. That is where you want MOST of your defenders while having a smaller group defending the NE spawn point.
Oolune :: Engineer — Arrow Of Oolune :: Human Ranger -- Shadow Of Oolune :: Human Thief
Box The Turtle :: Human Warrior — Bolobuns Of Steel :: Human Guardian
Have a way to deal with Turret Trolls, Afkers, and make condition builds and the ability to crit a world boss viable and then we can talk tactics until them teq for me and many of my friends and guild mates will be set on /ignore. Anet didnt think this through all the way. I love the direction they are Trying to head in (note i said TRYING) but this just feels like no after thought has gone into the other things in this game that are broke. People with condi builds are MORE useless now, people with crit build with effects the happen when they crit like remove conditions etc, are useless , from what im looking at seems i have to purchase new gear on 6 characters to participate in an event once a day that has a 98% chance of failing… no thank you anet fails again. Fix or it gets ignored i promise you that! (Escpecially once the newness wears off no one will do it for weapon skins with modes anet deems useless so they have no problem giving them as rewards.) I can craft Ascended weps, why would i want a poor chance at a teq skinned ascended wep with crap stats anet ignores like conditions. Just plain sillyness!
(edited by hchadw.1097)
I wrote up a guide to Tequatl with a video component as well. The video is pieced together from several attempts to show the Hylek turrets as well.
http://dulfy.net/2013/09/21/gw2-tequatl-the-sunless-strategy-guide/
Eles can spam water focus 5 for projectile reflection, instead of guardian triangle.
I would like to add that Mesmers make excellent turret defenders.
Useful skills to keep mobs away:
Ether Clone (Scepter) – Clones can help drawing aggro away from turrets, when cast away from them.
Temporal Curtain (Focus) – Very useful if the mobs have reached the turrets already. Cast it a few meters behind them and then use Into the Void to drag them away.
Phantasmal Warden (Focus) – Useful against Risen Krait as they attack mostly ranged. Cast them on mobs who have targeted turrets on a distance or near the turrets for damage and projectile refelection.
Illusionary Wave (Greatsword) – Another knockback attack. Pay attention to the direction you are facing using this one or you’ll be sending enemies right at the turret’s feet. Use this skill to push them away from the turrets.
Feedback (Utility) – Same as Warden, minus the damage and duration.
Illusion of Life (Utility) – This one is to be used in the unfortunate situation in which multiple defenders have been downed (often Champion Risen Grubs can be the cause of this). This skill work similarly to the Warriro downed skill Vengeance and it causes up to 5 allies to rally temporarily and then definitely if they manage to kill an enemy. This is easily achieved on normal mobs.
Mantra of Distraction (Utility) – You can use this Mantra to daze mobs attacking turrets. Thus buying you time to focus and kill them before the turret is destroyed.
taking PUGS this much coordiantion is rediculous.. GJ on the fail anet. It should not take that much coordiantion of pugs to kill a boss in this game. until i can join my friends and not be in overflow b/c i cannot join them im not doing this boss. Need to fix your game Anet please.
[TWIN] Anvil Rock
This reminds me of underworld speed clearing groups in guildwars1. They work together, go in and farm a difficult area, get filthy rich, they understand the mechanics, they see clearing UW as easy, because they all know what they are doing. The people who don’t understand the meta, who are unable to run the specific build needed to fill out the sc party, end up saying screwit, I’m not interested in playing with those elitists anyway. Half the people here are saying beating tequatl is easy, and that it will become a common occurrence while the rest are upset they can’t get into a zone that has any remote chance of success. I am sure the well put together groups will make tons of coin on this event, while the majority of guild wars 2 players will give up in frustration.