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SPECIAL THANKS TO THE CREATURES OF INTERNAL TORMENT [CRIT] GUILD FOR ALLOWING US TO SPAWN IN TEQ AT THIS TIME VIA A GUILD WORLD EVENT! If you would like to join [CRIT], send me a mail & I will get you an invite! [CRIT] is a growing guild that hosts events 4 night a week. We do Strikes, Fractals, Metas, Guild Missions, Custom JP Competitions, & more! *
Stack on Tequatl’s left paw and damage it for the first 25%. Then, do these steps three times:
Defend the batteries and the Megalaser.
Megalaser: Focus on the champions and pull mobs together.
North: Stomp the Wurm nodes so you don’t get more risen Grubs.
East: Pull and push away the bloated creepers so they don’t explode on the batteries.
West: Focus Tequatl’s fingers or reflects on their attacks.
Stack on Tequatl’s right paw and damage for 25%.
[WHEN FIGHTING TEQ:] Make sure some people are using the Hylek Turrets, the first skill is used to remove stacks of protection from Tequatl, otherwise, once it reaches 20 stacks Tequatl will become invulnerable and a bone wall will need to be destroyed for Tequatl to be vulnerable again. The third skill is used to remove the orange damaging areas of effect that spawn on players.
Use the 2nd skill off cooldown.
Use the 3rd skill to clean the poison areas as soon as they appear.
* If a backup is needed, the Sun Tzu Council [STC] Guild also allows us to do this using their resources - thanks to [STC] as well! <3
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The Legendary Ley-Line Anomaly can spawn anywhere on the map, so map chat will call out the closest Waypoint to its spawn at 8:20 p.m.
Once it has spawned, head to the WP and chase the Anomaly. Break its defiance bar to stop it from running.
Kill all Elite and Champion Coalescences around the Anomaly. Then damage the boss.
The Anomaly should die in a single damaging phase. Use condition damage to damage its remaining health or break its defiance bar again to repeat the process.
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The Fire Elemental has the following attacks:
Meteors will periodically drop from the sky, knocking down players in a fire field that deals 3 large damage spikes in addition to inflicting Burning. If more than one globule lands on a player, they will certainly be downed and possibly killed from the damage. There is a very narrow window of opportunity between when the targeting circle appears on the ground and when the flame globule lands, so it is possible (though extremely difficult) to dodge out of the way if one is so targeted.
Flame waves will periodically radiate out from the Fire Elemental. These deal a large amount of damage. They are fairly slow moving and can be easily avoided if spotted early. They can be lethal to players already downed or who are engaged in battle with Embers, however.
Embers will repeatedly spawn at regular intervals. Although they deal nowhere near as much damage as the Fire Elemental itself, they can easily overwhelm players if their numbers are allowed to grow unchecked.
Defensively:
Keep moving and don't stop on the bridge. Staying in one spot allows one or more meteors to hit you. For the same reason, avoid clustering in groups with other players. Use Stability or skills to break stuns if a meteor knocks you down.
Revive downed players as soon as possible, since their immobile state means that they are vulnerable to the numerous AoE attacks from both Embers and the Fire Elemental. Do not attempt to revive defeated players unless they are safely out of the range of the Fire Elemental, as the length of time taken to revive a defeated player means you will certainly be struck by a flame wave or meteor and possibly get downed yourself.
Embers are very dangerous because they can quickly overwhelm players with numbers and they constantly summon Lava Fonts. Take the time to kill any that attack you or other players.
The eastern edge of the chamber is out of range from the attacks of the Fire Elemental. Invulnerability and other escape skills are useful for getting to a safe spot to heal up and wait for skill cooldowns.
Offensively:
The Fire Elemental is immobile, which leaves it vulnerable to DoT spells like Lava Font, or set-and-forget skills like Phantasmal Duelist and turrets. If you have these sorts of skills, drop them on/near the Elemental while continuing to run around. Avoid using stationary channeled skills on the Fire Elemental as this just leaves you vulnerable to a sudden flame attack.
Characters with ranged attacks should focus on the Fire Elemental while continuing to run back and forth in front of it. Melee characters should help kill the embers. Heavy armored classes with over 2000HP can have success melee'ing the Fire Elemental when there are no embers around.
The Fire Elemental is immune to critical hits and will not trigger any on-crit traits or sigils.
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The Shatterer will land north of Lowland Burns Waypoint — [&BE4DAAA=] — after the two pre-events have been completed and the NPCs make their way back to the base situated at the waypoint. Lowland Burns Waypoint will remain uncontested while the Shatterer is spawned, unlike most other waypoints next to world boss spawns.
During the whole fight, players have access to the turrets, mortars, and launchpads.
The turret gives you two abilities: Sight beyond Sight and Bombard, a single target bomb attack that knocks back; and Shrapnel Shell, a AoE bleed and cripple bomb attack. The impact damage of the two attacks is identical; the main difference is that the first skill inflicts instant breakbar damage while the second inflicts greater actual damage thanks to the bleeding.
The mortar gives you two abilities: Mortar Volley and Med Kit Volley.
The launchpad launches players into the air. Players that have Glider Basics will be able to glide mid-jump and gain access to three skills,:Drop Bombs, Throw Bandages, Drop Med Kits, and Bandage Self.
If the Shatterer targets a player with Shatterer Lightning Field.png Shatterer Lightning Field while gliding, he will hit that player with an attack that will knock them out of the sky, potentially kill them. The Shatterer also has a slamming attack which sends out a wave of crystals which do high damage, and a roar which sends burning AoE and summons large numbers of spawns, including champions.
The Shatterer's Defiance bar
Periodically, the Shatterer's breakbar will change from segmented grey to teal, and if it is not broken before the window time expires he will become untargetable and use his Shard Storm attack.
It is advised to gather as many players as possible around the glider pads about 15 seconds in advance to allow coordination prior to each jump. Jumps should be done about 5 seconds before breakbar appears. The most common times for jumps are 14:15, 12:15, 9:45, 7:45 (see below for more information).
Pulsating Crystals
Beginning at 50% health, the Shatterer will use a skill every few minutes where he becomes Invulnerable and summons 5 Pulsating Crystals placed throughout the battlefield that will regenerate his health at a rapid rate. All players in the fight will receive a notification just before they are summoned. Each crystal has a Defiance bar that must be broken before they will take any significant damage, at which point they can be quickly destroyed. Once all crystals are destroyed the Shatterer will become susceptible to damage again.
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Secure North and South Staging Areas, Defeat Ryland then Braham. Then, do steps 1-4 twice:
Destroy the Ley Siphons.
break the defiance bar of the Clashing Champions.
After breaking the Clashing Champion’s defiance bar, divide the squad into 2 groups and assign each to an Elder Dragon Champion.
Split into 2 groups to weaken the champions at the same time, within a 20-second window. The second time around, additionally break the boss’s defiance bar when possible.
Enter a circle by the prisms to fly towards a dragon. Use the Special Action skill to use the Prismatic Beam.
Break the defiance bar of the Clashing Champions one last time. Get to the prisms and use the Special Action skill to transfer power to Aurene.
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Achievement Get: Revenge of Drakkar
For this event we will need at least 1 portaler (preferably 2 for backup) each for the 2nd and 3rd champions. The use of a Mesmer, Thief or White Mantle Device Portal allows bypassing the debuff that prevents you from using Raven Gates, as such, during the phases at 40% and 20%, after the break bar is broken, you should put down a portal so that even players that have the debuff can fight the Icebrood Champion. Please volunteer to portal if you can! If you are a portaler, make sure to stay behind until it is your turn to port.
Follow Jhavi into Drakkar’s lair
Defeat Aberrant Enemies
Drakkar’s first 20% of health
Drakkar’s remaining 80% of health
If the escort is still up when the squad arrives, you can give Swiftness and Superspeed to Jhavi to speed up the event. Defeat enemies ahead of the NPC as much as possible.
Attack Drakkar until its health reaches 80%. Ensure players provide aegis and stability to avoid shockwaves. Defend Jhavi from enemies so she can destroy the Ice Wall. Once destroyed, players will move to Drakkar’s next phase.
For the following 3 phases, stack with the squad behind an obstacle to avoid the push attack. Provide aegis and stability if possible, and continue damaging the boss.
Drakkar becomes invulnerable every 20%, attempting to destroy Jhavi’s shield. Break the defiance bar when it appears using CC or EMPs from Portable Waystations. Enter the active Raven Gate to defeat an Icebrood Champion. After defeating the champion boss, use the Raven Gate to return to the boss.
Players that have defeated a champion will receive the Spiritual Binding effect. This effect prevents entrance to another Icebrood Champion.
Most players should go fight the boss except for players using portals to access the next Icebrood Champion.
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Achievement Get: Triple Trouble has (10) Achievements! You can't get them all on one single run, but you can check them out by clicking here. Getting all 10 earns you a Core Tyria Mastery Point.
We will be joining the Triple Trouble map run by Wurmicidal Maniacs [WHAM]. [WHAM] is a veteran guild dedicated specifically to running the Triple Trouble Event and does so twice a day, every day. We will be getting there about a half an hour early but STAY ON THE MAP so your spot is not taken. Food and banners will be provided by the Guild/Map as the event approaches (event starts at 12:00 a.m.).
Now, this is where the train gets a bit confusing. When the event starts, three squads will be formed: Amber, Crimson, and Cobalt (I will likely be commanding Crimson Wurm unless someone else from [WHAM] already claimed it). We will be splitting off from the main squad we had been in up to this point to join the appropriate squad for the Wurms. THIS IS VERY IMPORTANT, as being able to hear YOUR WURM COMMANDER's specific callouts is crucial to the success of Triple Trouble. All 3 Wurms have to die around the same time or the event fails, so there are various delay methods particular to each Wurm's fight to ensure this happens.
All 3 commanders will be coordinating with one another via mapchat, so kindly try to keep your conversations in that chat to a minimum.
Don't know which Wurm to do? Here's a brief explanation of all 3 of them:
Amber (Orange) - Get repeatedly swallowed by Amber Wurm to spear it to make it vulnerable. Amber-Specific Achievements: Wurm Bait, Wurm Barf.
Crimson (Red) - Use colored gas to make the Crimson Wurm vulnerable. Crimson-Specific Achievements: Phytotoxin Enthusiast, Wurm Phytotoxin Collector.
Cobalt (Blue/Teal) - Steal some rum from a pirate and use explosive kegs to injure the Cobalt Wurm. Cobalt-Specific Achievements: Wurm Kleptomaniac, Wurm Demolitionist.
IF THE EVENT FAILS, not to worry - this can happen. TT takes a LOT of coordination and it is easy to fail it at times. [WHAM] encourages people not to point fingers and place blame, but rather allow people to learn from their mistakes and have a good time. [WHAM] also has a special guild item to repop the event and we get a second chance! :D
WHEN THE EVENT SUCCEEDS - Be sure to grab your chest back at the starting Waypoint, and feel free to join Pink Tag to hear the [WHAM] recap of the event (I will be there if I was Commanding), to get an idea of how the event works, and to join [WHAM] if you are interested in learning how to help with this event - not only comms are needed, but defense too!
Note: This Train is not officially affiliated with or supported by [WHAM], I just happen to be a member of the Guild.