Damage phase
(all heads)
(all heads)
Once the head-specific mechanic for making the wurm vulnerable has been completed, the damage phase, also called burnphase, starts.
Players will have ~30s to deal damage to the wurm.
During the burn time, the wurm lies on the ground without doing any attacks.
However, shooting harpoons on Amber while the wurm is still doing an attack will not interrupt the attack, the wurm will finish spins/spits first. You can use this time to already stack boons and deal damage. The 30s timer starts after the wurm has finished its attack (Extended burns). You should try to shoot harpoons when Amber starts doing a husk or egg spit. On Crimson you get have a similar effect - there the wurm can still start doing an attack even after the containers have been filled.
Due to the limited time of the damage phase and the time needed for the mechanic, everyone (except for blockers) should contribute to making the squad deal as much damage as possible. That includes personal damage per second (dps), but also buffing others. The first few seconds should be used to get up as many boons and buffs as possible.
If you have experience with raids and fractals, you can orientate on dps (+boon) builds that are used there (check snowcrows.com as reference). But keep in mind, these builds are not optimized for Triple Trouble.
You want to stand inside the wurm and use melee or aoe attacks, hitting at least two targets at the same time, to hit both of the wurm’s damage spots (cleaving, no piercing). This is done by melee weapons, which also usually deal more damage than ranged options. If you do not see two numbers (1 in the middle of the wurm, 1 towards its head) move a bit to be on the double damage spot.
If you have different gear options to choose from (stats, runes, sigils, etc), go for something offensive, ideally power-based damage. Your stats should have either a lot of power, precision, ferocity .. or condi damage (+ expertise). Vitality, toughness, healing power are not needed. With your traits and skills, go for damage and possibly offensive boons (might, fury, quickness, alacrity - note: quickness is overall more important for us than alacrity) as well. To use your build effectively, check your skills and traits to see what deals damage and what increases your damage.
Food and thesis (utility buff) will be provided by the commanders just before the escorts start. That means, you don't have to bring your own food, but don't forget to take the one that is placed - Cilantro Lime Sous-Vide Steak and Thesis on Learned Strength.
The first few seconds of the damage phase should be used to stack might and other boons. Read your skill descriptions carefully to find out if you have skills which can give boons, but also check for combo-fields and blast-finishers. Only place fire-fields for the start and use blast-finishers. This combination will grant might to you and your allies. Do not place any other fields while wanting to stack might (blasting those would not generate might and waste the finisher).
When you get to 20+ stacks of might or when your commander calls for it, you can place all other fields. If you cannot keep up quickness for the entire burn phase, use your quickness at this point as well. Same goes for your biggest damage skills