A guide to the newly revamped Tequatl the Sunless fight introduced with the Tequatl Rising patch.
Navigation
[*]Sigils – Superior Sigil of Undead Slaying – 10% more damage to undead.
[*]Food – I tend to prefer food with vitality for this fight. Good choices are
[*]Turn off player names in the options, lower your graphic settings (but set reflections to Terrain and Sky to help see the shockwaves)
Basics
There are two positioning strategy being used. You will need to check with your commanders to see which one is employed by your server. In general, you have this configuration
Method 2 – Ranged stacking
Hylek Turrets
The role played by the Hylek turrets is very crucial in this fight. There should be two teams of 10 players each guarding the two sets of turrets in addition to the six players on top of the turrets. The turrets need to be protected at all times from the risen mobs and Tequatl’s fingers. If the turrets gets damaged, they can be repaired by the Box of Repair Hammers nearby.
Usage
#1
Stake Thrower
Fire a stake at target. Does ~1k damage normally but 9k damage when Tequatl gets shot down.
#2
Scale Penetration
Does no damage, but artillery pierces Tequatl’s hardened scales. 5000 range. 12s recharge
#3
Poison Cleanse
Cleanse the poison created by Tequatl’s fingers – 3500 range
#4
Hylek Elixir
Give 8 second pulse of Might, Fury, and Quickness. 3500 range, 15s recharge.
#5
Hylek Salve
Give Protection, Regen, and Vigor for 5s. 3500 range. 15s recharge.
Class specific skills
The post GW2 Tequatl the Sunless strategy guide appeared first on Dulfy.
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Navigation
- Video guide (coming soon)
- What you will need
- Basics
- General Tips
- Positioning
- Hylek Turrets
- Class Specific Skills
- Achievements (separate page)
- Armor with Power, Vitality, Toughness. You cannot do crit damage to Tequatl so precision/crit damage are useless. You don’t want to be squishy and die constantly so you will need to replace your typical berserker armor with something a bit more survivable.
- If you have lots of badges, you can buy a set from the WvW vendors for a few coins + Badges of Honor (a full set costs 950 badges and less than 6 gold).
- Alternatively, dungeon vendors (AC/HOTW/SE) also sell a set with these main stats.
- Orr temples also have them but the pieces are scattered around so you will need to visit a couple of temple vendors. See this page.
- There isn’t a craftable/TP purchasable set with the PVT stat combo but you can try the Cleric set which replaces Vitality with Healing Power.
[*]Sigils – Superior Sigil of Undead Slaying – 10% more damage to undead.
[*]Food – I tend to prefer food with vitality for this fight. Good choices are
- Orrian Steak Frittes:- +100 power/+70 Vitality
- Orrian Truffle and Meat Stew: Gain might on dodge/+40 endurance refill rate
- Mango Pie: +70 Vitality/Gain 85 health every second
- Fire Elemental Powder which summons a fire elemental pet that can help with DPS.
- Ogre pet whistle which summons a random pet
- Deployable Mortar Kit which deploys a mortar that automatically attacks your target.
[*]Turn off player names in the options, lower your graphic settings (but set reflections to Terrain and Sky to help see the shockwaves)
Basics
- At 75%, 50%, and 25%, Tequatl goes up in the air and defend the Megalaser & 3 batteries event starts. During this event, tons of undead will rush to the 3 batteries and the megalaser to try and destroy them. Your job is to tag them before they reach their target and then use knockbacks/immobilize/slows on them. Priority is on the Plague Carrier Abomination as they do a ton of damage to their target if they explode on top of them. When there are around 15-20 seconds left on the event timer (the exact time depends on the remaining health on the batteries), you will want to run back to Tequatl so you can be there when he lands.
- If you let any of the batteries or the megalaser die, a massive tidal wave will wash over the beach, killing everyone.
- Once the event successfully completes, Tequatl will be shot down by the Megalaser and stunned. This is your chance to do increased damage to him for a short interval. Use all your DPS cooldowns, timewraps, quickness etc here.
- Tequatl will periodically do shockwaves in the water that you will need to either jump over or dodge into it (dodge is the most reliable as the shockwaves later on are a lot higher and cannot be jumped over). Failure to dodge or jump past them will deal about ~3k damage to you.
- In addition, Tequatl will summon Tequatl’s Fingers which throw down a projectile that places a poison circle in the ground. This circle will deal about 1.5 –3k damage per tick but can be removed by #3 skill from the Hylek turrets. Additionally, well placed Walls of Reflection/reflects can block the projectiles from the fingers.
- Players near Tequatl’s feet will need to watch for Dragon’s Step which can deal where from 2k to 9k damage. Those in the back near Tequatl’s tail will need to watch for his Tail Swipe and Bloated Creepers which will try to explode on top of you.
- Tequatl gains a buff called Hardened Scales every few seconds. Once this buff reaches to 20 stacks, a bone wall will be formed which blocks player access to Tequatl until it is broken down. This hurt your DPS so use the #2 skill from the Hylek turrets to prevent this buff from reaching to 20 stacks. Hardened Scales does not reduce incoming damage and only affects the fight once it reaches 20 stacks.
- There are six Hylek turrets placed a bit of distance away from Tequatl. They will need to be protected as they have skills that cleanse the raid, buff them, and remove the Hardened Scales buff from Tequatl.
- Pick up summon Fiery Greatsword/Icebow whenever you see them being dropped. They do more damage than your normal weapon. Elementalists should be dropping them whenever possible.
- For Fiery Greatsword, players who pick it up will need to untarget and use the #4 skill (Fiery Rush). This will leave a fire trail that does a lot of damage. Then use your #3 skill (Fiery Twirl) to get back. Use your auto attack until the 3/4 skills are off cooldown.
- Stay stacked as much as possible. This helps with buffs, cleanses, and revivals if you get downed.
- If you are dead (not downed), you should be running back from the nearest waypoint (Brooloonu Waypoint) rather than waiitng to be rezzed. On the run back, you can use the jump pads to get back to the fight faster.
- On the shockwaves, try dodge into them and then run back to the zerg to restack.
There are two positioning strategy being used. You will need to check with your commanders to see which one is employed by your server. In general, you have this configuration
- 6 players on Hylek turrets
- 20 players guarding the six turrets (split between the two sets of turrets). You can add more players if needed.
- Rest of the players in the frontline zerg.
- The entire frontline zerg is stacked tightly on Tequatl’s left foot within melee range. Wall of Reflections and other projectile reflects are placed around the zerg to block attacks from Tequatl’s fingers. 5/6 of the Hylek turrets can cleanse and buff the zerg.
- Pros: Allow players to be in melee range to deal maximum DPS and also easier to coordinate as the main frontline zerg is in only one location.
- Cons: Failure to properly stack can cause the zerg to die to poison circles from the fingers. You will also taking damage from Dragon’s Step, Bloated Creeper’s explosion, and need to dodge Shockwaves which can be a bit hard to see/react.
Method 2 – Ranged stacking
- The zerg is split into two and placed in front of the two sets of turrets. Only ranged DPS is used and the turrets buff the zerg nearest to them. Zerg targets Tequatl’s head if possible.
- Pros: You can avoid a lot of damage by staying ranged and you have more time to react to shockwaves.
- Cons: Ranged DPS only and can cause confusion due to split of the zerg.
Hylek Turrets
The role played by the Hylek turrets is very crucial in this fight. There should be two teams of 10 players each guarding the two sets of turrets in addition to the six players on top of the turrets. The turrets need to be protected at all times from the risen mobs and Tequatl’s fingers. If the turrets gets damaged, they can be repaired by the Box of Repair Hammers nearby.
Usage
- Use #3 skill as much as possible to cleanse the zerg of the poison pool from Tequatl’s finger.
- Have Tequatl marked (Ctrl + T) and use #2 skill whenever it is off cooldown to remove his Hardened Scales. If you lose your target on Tequatl, use T to get the target back.
- Use #4 and #5 skills whenever it is off cooldown on the frontline zerg attacking Tequatl
- If your turret gets covered by poison pools from Tequatl’s finger, you can cleanse your own pool by the #3 skill.
- Once Tequatl lands after being shot down by the Megalaser, use #4 and #5 skills on the zerg after they have started to engage Tequatl. Then use your #1 skill on Tequatl as this attacks now deals 9k damage when Tequatl is in that vulnerable phase.
#1
Stake Thrower
Fire a stake at target. Does ~1k damage normally but 9k damage when Tequatl gets shot down.
#2
Scale Penetration
Does no damage, but artillery pierces Tequatl’s hardened scales. 5000 range. 12s recharge
#3
Poison Cleanse
Cleanse the poison created by Tequatl’s fingers – 3500 range
#4
Hylek Elixir
Give 8 second pulse of Might, Fury, and Quickness. 3500 range, 15s recharge.
#5
Hylek Salve
Give Protection, Regen, and Vigor for 5s. 3500 range. 15s recharge.
Class specific skills
- Guardians: Hallowed Ground, Stand Your Ground are stability skills you should use when you see the shockwaves coming. They will prevent the knockback from the shockwaves. Put up Wall of Reflection whenever it is up to reflect projectiles from Tequatl’s Fingers.
- Mesmers: You can trait into Temporal Curtain (Focus #4 skill) to reflect projectiles. Put your Feedback on Tequatl’s Fingers and make sure your Timewrap is ready for use when Tequatl gets shot down.
- Elementalist: Summon Ice Bows for the zerg to use whenever they are off cooldown. Summon Fiery Greatswords for use when Tequatl lands after being shot down. Players who pick it up will need to untarget and use the #4 skill (Fiery Rush). This will leave a fire trail that does a lot of damage. Then use your #3 skill (Fiery Twirl) to get back. Use your auto attack until your 3/4 skills are backup.
- Elementalists should also leave the batteries/megalaser event at 20 seconds to give them time to summon the fiery greatswords ahead of the main zerg.
The post GW2 Tequatl the Sunless strategy guide appeared first on Dulfy.
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