I don't understand Tequatl

I don't understand Tequatl

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Posted by: Servanin.5021

Servanin.5021

I typically stick with the zerg attacking him because i don’t like co-ordinating the amount of people for turret defense, but I find myself struggling to stay alive. I jump/dodge the waves, I don’t stand in the red circles and i’m still rapidly dying.

On my necro I can hold on, my elementalist can’t get close. So I check my combat log and see i’m being pelted by Tequatl fingers for a good 2000+ a hit. I don’t even see them attacking.

What do I do to survive this?

I don't understand Tequatl

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Posted by: Tman.6349

Tman.6349

If you’re having trouble staying alive here:

-get full Soldier’s stat gear (Tequatl can’t be Critically Attacked anyway)
-change your trait distribution to 6/0/X/X/0 and take traits in Earth/Water for survival (again, no Crits, so 6 into Power (Fire) is the way to go here) *exception: 2 into Air for Bolt to the Heart for last two ‘Burn Phases’…..maybe
-equip more survival friendly weapons/utilities, ie. Cantrips, Staff, Frostbow
-use your access to Boons (Protection/Vigor/Regen) and your Dodges to avoid large damage ticks (like those Claws)

These things should make it a breeze in unison. Good luck. Have fun.

I don't understand Tequatl

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Posted by: Servanin.5021

Servanin.5021

That should have been obvious to me, but it didn’t occur to me to just drop the air line for him. That on it’s own should make living through World bosses so much easier.

Carrying around a second set of gear seems excessive.

I don't understand Tequatl

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Posted by: Tman.6349

Tman.6349

Not familiar with your skill level etc. Covering all the bases. Glad I could help.

I don't understand Tequatl

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Posted by: Yargesh.4965

Yargesh.4965

The damage to the west is clearer about where the fingers are doing damage as well, just need to check your back for risen. Use a staff for better range and kill the fingers when the pop up.

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Posted by: Xiahou Mao.9701

Xiahou Mao.9701

The Tequatl Fingers spawn all around Tequatl and lob projectiles around at players. When a projectile hits, it causes an AoE ground effect (the orange circles you should see underneath you) that deals sizable damage. The players on the turrets have a cleanse skill they can fire that will remove the AoE effect, which is why most players stack up on a commander, to give the turrets a clear target to continually fire at and remove the AoEs as they appear.

As an elementalist, there are other solutions available to you. Off-hand Focus on Air attunement gives you Swirling Winds, which will absorb all projectiles. While Swirling Winds is up, the projectiles the Fingers throw will be negated on impacting your Winds and thus never get to pulse their AoE. Of course, you can’t keep that on permanent uptime, but buying five seconds without projectiles hitting here and there can give the zerg a chance to heal up and prepare for the next volley. Factor in Feedback, Wall of Reflection, Smoke Screen and other similar projectile blocking/reflecting skills from other classes, and you can ward a lot of the attacks away entirely.

I don't understand Tequatl

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Posted by: metaldude.4132

metaldude.4132

Don’t worry..Tequila feels misunderstood all the time XD

Sharpen your justice. Dust off resolve. Brace your courage. The Guardian dragonhunter approaches.

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Posted by: Smokey.7652

Smokey.7652

You may find this useful http://ttsgamers.com/strategy/tequatl/

Char Warrior lvl 80 [NITE] [RO] NSP

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Posted by: Azrael.4960

Azrael.4960

Also, keep in mind Teq launches bombs from under his wings and those will knock you down too. In any competent run you should have turreteers lobbing shots into your commander anyway so keep calling for cleanses. Also, guardians and mesmers should be dropping feedback and reflects when the fingers appear.

Sometimes it’s easy to miss the mobs that spawn behind your zerg. In the west, they spawn in the shallows while in the east they spawn in the ships. If they spawn right as your zerg is feared away, you can get more veterans, elites and champions spawning.