The skill 2 on the turrents has a 10 second cooldown, so all six turrents can rotate through their other skills while keeping the hardened scale stack under 20.2: Two clusters of turrets, 1 on each side, mandates a DPS zerg on each side of Tequatl in my opinipn. Right now, everyone still attacks his right hand side, according to old Teq strategy, which puts too much pressure on the 3 turret operators on that side. He has to be attacked from both sides. The turrets can keep the invul off between 6 of them, while keeping the zergs alive. I haven't witnessed a bone wall go up yet, except on the BG overflow. Maybe 2 turrets focus on Teq, the other 4 focus on the zergs?
As is the case with a couple bosses in Orr, rezzing hurts the final goal more than helps. Downed, maybe rez, if possible. Dead? You have to wp back immediately. This, sadly, goes against what Anet was going for in the game I feel. It just feels right helping out a fellow SBI-er, but here it just can't happen. 10 or more people healing at any given time hurts everyone in the long run.
The skill 2 on the turrents has a 10 second cooldown, so all six turrents can rotate through their other skills while keeping the hardened scale stack under 20.
The turrents are doing a fine enough job right now, from what I've seen; at least from the stacks standpoint. It's the DPS groups as a whole who are hurting us- we don't stack to take advantage of turrent boons and many are still figuring out the attack patterns. Caveat being that the skill 1 on the turrents are actually underutilized on non-BG servers and that statement on reddit about the quickness buff also applying to turrents while they aim for Teq's head with skill 1 can be a huge DPS source for the server; if that's true and was key to BG's success then we need 6 really, really good turrent players no matter how good our DPS groups realistically become.
I would argue that it's almost futile to rez even the downed players due to all the poison AoE. Those can quickly down the revivers and now we're down 2 players instead of 1. Hopefully as players become more experienced in this fight we'll have more melee folks who are comfortable staying near his feet at all times and not go down, period. The only time I have to back away is when there are too many overlapping poison fields. The waves are easy enough to anticipate and jump over. My only gripe is that his foot hitbox is still wonky at times (e.g., when he pulls his foot backwards).
When I'm hitting his foot I've also noticed that I'm still on his side of the wall if a bone wall goes up. And I can still hit him. This has happened at least 4 times now.
Edit: What I hope to see in the BG recording is that there were two tight stacks at each foot blasting through fire and water fields as needed. The turrents would use skills 4 on themselves to quicken skill 1 to Teq's head and use skills 3 and 5 on the DPS players.
..It's "turret" right? I see so many "turrent" I'm doubting myself x_x
Bloodlust has only been around for one day, how could we possibly know its full impact yet?
Is it really that frustrating to long time wvw'ers?
It helps the team with most members.
Thats the opposite of what they should be doing....
Its worse than orbs.
They keep going on about how 'wvwvw is not meant to be an even match!' but then put in shit that helps.... the team with the most members..... Its like they literally dont know what theyre doing, or why they do it.
So... nothing's changed?
.... except as op realm of the round I get 150 extra stats to everything, + 3wvw points per 'finish'.
So... the winners get to win more?
Its the exact opposite of what they should be doing.
Theyre morans.
Just saw the twitch video of BG taking down Teq. Single DPS stack, all turrets dropping buffs into single area. What impressed me were the quick rezzes. There were massive downs and all got up within 8 seconds.
Looks like there were mainly two phases, alternating. The salty tears on reddit complaining that the "real fight and fun begins after 75%" didn't see that you still have to stack and use the same tactics throughout the entire fight once the lazer has been charged.
The most damaging Teq move against the stacked zerg was the right hand hover, dropping massive DPS AoEs. I'm not even sure if I saw poison conditions because when the move happens at 17:29 minutes into the video the only condition I saw on the player was crippled when everyone went down. Seems like when Teq rears up on his hind legs to hover his right hand, that's when the turrets should drop skill 5 defensive buffs onto the zerg stack.
I think it's a little early to define "the best strategy." The one success so far had the majority of people stack basically halfway between the designated spots for each group in ash's image. I think it remains to be seen if two tight groups each getting buffed by their respective turrets are more or less effective.So even with revamped Teq the best strategy in to have (most) people stack in one place?
(I do say this without having seen the video, though.)
Never change, GW2.
<3 you tooHave I said I want to make sweet love with the whole GAF guild? Thank you for bringing me back to the game.
Also, good job Blackgate, those guys made it look easier than it is
I'm psyched as well. I think an off time on the wekeend like you said would be good to try. Til we designate a time I'm just trying to learn and get certain aspects memorized.I really want us to try Taco as a guild on like a Saturday or Sunday early morning when there isn't as many people on to see if the fight is different when we can coordinate better.
If we can get 2 of our commanders leading zergs, one on left and one on right, infrint of turrets. Get 6 GAF on turrets and only 1 group of 5 defending 3 turrets (less scaling Hopefuly).
I can't wait to finally get a chance to beat him.
If we can get 2 of our commanders leading zergs, one on left and one on right, infrint of turrets. Get 6 GAF on turrets and only 1 group of 5 defending 3 turrets (less scaling Hopefuly).
Two tight groups require more coordination, more contribution from individual skill level, and thus less chance at earlier success, I would argue. The bigger the zerg, the easier the rezzes and the entire zerg can hide behind a single Wall of Reflection for the projectile move. BG had 10 of those and staggered them in bunches.I think it's a little early to define "the best strategy." The one success so far had the majority of people stack basically halfway between the designated spots for each group in ash's image. I think it remains to be seen if two tight groups each getting buffed by their respective turrets are more or less effective.
I don't get why they don't design an anti zerg event... Its not just that its zergy, its that its allllll in this tiny pocket of a map.... Spread it out, have a laser on a mountain on the other side of the map, one somewhere else, have several events take place that need to be tackled concurrently, not just this focal point of latency...
Hell, have the damn dragon eat groups of people and regain health if more then 10 people are grouped together...
Its just stupid design....
Since SBI does have a strong PvE bent relative to WvW, zerker-geared folks are more helpful with turret defense unless they're a damage-mitigation pro and know how to dodge, blink, reflect, block, and invuln their way out of trouble at Teq's feet. And that just comes with practice.Yeah. Probably smart to bring mass reses (warbanners) as well rather than rage signets, etc.
Man I need to try a couple fights in my support spec and get decent at facing him head on. I'm getting comfortable manning a turret or being a defender but I still have no clue what it's like in close range of him yet.
EU making a cross-server killing squad tonight. I have no issue with this approach and and wish them the best of luck. It should take preparation and coordination to win this and this is a good way for people who are committed to it to convene in the same fight.