Wurms tactic
However, having less people can also mean the fight taking longer because of the mechanics.
For example, the amber head (which is considered the hardest one). The head is normally invicible until enough people are eaten by it, spat out with the harpoon, then used against it. You need at least 20 harpoons hitting the wurm’s head for it to drop invincibility so you can damage it for a little while, and at the same time adds keep popping out which need to be dealt with (if you’re knocked down, you lose the harpoon).
Let’s say a server that gets 90 people there, if they split among the wurm heads means 30 people fighting each one… in the amber head that means that if 20 people go get the harpoon (the bare minimun), then 10 people stay to handle the adds, which can overwhelm them, and if only 20 people go, and one gets knocked down and loses the harpoon, means the burn phase will take longer… plus those 20 people get a debuff that prevents them to go back into the wurm the next time, another burn phase that will take longer. Having the full zerg there means that 40+ people could go in, while 40+ remain to deal with the adds, and the next time the other 40+ go in and so on, killing it MUCH faster than the 1/3rd of the time that would be considered in a linear fashion.
Same goes for the other heads, the more people you have, the faster you can go trough the mechanics, with much more room for error, killing it much faster.
Of course, if your server can fill the whole map with people that do know what to do (or at least follows instructions), and can send 50+ people to each wurm, then it might be worth to send a zerg to each head.
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.
I can agree, if there is not enough ppl it CAN be a fail.
I can’t calculate how many times it can fail until it’s ok within 15 min. But I’m guessing that 15 min at each wurm is a lot of time, and some few fails don’t necessarily affect the end result, of getting them down within 15 min. But I now guessing that the scaling of the wurms HP is based on the ppl around. So the same dps a full zerg does, may be the same with 1/3.
I think it’s durable with one big zerg with no doubt, but I also think there may be more time and more control if they are split up at start and focus on taking down each at the same time. Would be interesting to see how it will goes with splitting up the team, I haven’t heard anyone trying, and if some has, I would like to know the outcome.