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Author Topic: Re evaluating sub teams, tactics, foods etc  (Read 4358 times)

gemgenie

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Re evaluating sub teams, tactics, foods etc
« on: July 04, 2015, 05:38:18 pm »
Ok already spoken to other Comms, Condi momma and Malf/Fussy about this but seeing as we have had quite a few changes happen to the event with regards to condi caps, ground targeting effects, HP of the worm, critabilty etc I think it could be good to strip back and reevaluate all our tactics and sub groups that we use for doing Triple Trouble.


Aim of this thread is to provide a place to collate all the ideas and new info so it doesn't get lost and forgotten.

Dont be shy - post away and think outside of the box.

gemgenie

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Re: Re evaluating sub teams, tactics, foods etc
« Reply #1 on: July 04, 2015, 06:03:07 pm »
Personal thoughts

Food
- can we use something better once we have run through what we have left in the bank? (both regular and condi food - obviously cost permitting)

Condi
- Can we have and attempt at running with teams of 4 and see how that handles?? Do we need certain team builds (eg so many warriors, so many necro etc). Interested to see if removing the cap makes smaller teams viable or not. (i know Ella is already looking into this :) and has already got some interesting info)
- Could we break condi rule number one for 1 run?? and have the full zerg killing husks on spawn (now that the stacks are not over written) - idea behind this being the condis can then join in the keg running, phytotoxin gathering, abom killing and more importantly be there for the full burn phase! - May be a total fuck up and not work at all or could have some interesting results burn wise. This may also only be suitable for certain worms?? (Amber maybe while zerg waiting on upset stomach to wear off??)
- Have we looked at viability of condis killing worms again?? when no husks about obviously (to give us less need for arena cleans and therefore gaining time for burns/number of burn phases possible)
- Build info - has this changed moved?? armour skills etc can we gain anythign for Veratas/sinister?

Eggblockers (one role ive not done myself so appologies if im missing something obvious here)
- Are guardians actually still viable with the increased issues with wall of reflection placement?? we seem to be getting a lot more egg spits getting through since the update and i know Malf was telling me we still have some kind of animation lag issue but are there any other ways to reduce this? Basically what can we do to make our lives easier by not taking so many chances.
- Soloing, have we got 3 people who are very good at soloing? would it be viable (though possibly a little risky - but thats a separate decision) to have a team of 2 so the solo stays there and the second runs with the zerg but breaks off back to the eggblocking if theres an issue.

General
- Zerg size - we know the event scales up at 20, 30 and 40 people so do look at the number of people and deliberatly unbalance the 3 heads? ie rather than run all 3 at max difficulty we run 2 at medium (preferably with all ts people) and shift the remainder all onto one head to run at max difficulty with high dps due to number of people. I wouldnt suggest going min difficulty due to the numbers needed for kegs and harpoons but if we cap 2 worms at 38-39 people to max out medium difficulty without tipping into top level difficulty. This could be hard to maintain with late randoms joining the nearest head but may be worth a try
 - Warrior balance re: banners - obviously disciple is now viable but if all warriors bring both that and strength they dont stack and i guess we top out on blasts for might - inadvertently we may be missing out on some warriors using frenzy etc to gain us extra damage - would it be worth looking at a new team purely for banner warriors?? that way we know in advance how many we have for P2 and we can let other warriors know to bring one blast and then something for quickness etc.



OK im sure theres a lot more we can look at but off the top of my head theres a few to discuss - obviously the chances are they wont all work but they may trigger someone else to think of something that does.

gemgenie

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Re: Re evaluating sub teams, tactics, foods etc
« Reply #2 on: July 04, 2015, 06:03:40 pm »
Oh and we need reconfirmation of power and condi caps for each worm

Kaelik_Wau

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Re: Re evaluating sub teams, tactics, foods etc
« Reply #3 on: July 04, 2015, 09:04:44 pm »
About Eggblockers
I personally find the Elementalist easier to learn and diboof with compared to the Guardian.
The animation lag (similar to skill lag) is either an issue with Anet's server or a game issue (nothing we can really do).
I think Eggblockers should stay together. Now a plan could be to have both Eggblockers soloing so they are essentially always backing each other up. The only issue I have with this is that it promotes bad habits and doesn't help new Eggblockers.


Onto my own opinion. I'd like to start by quickly mentioning Teq. Since we are taking more time fighting Teq we have lost a lot of time we used to have organising the Wurm. Many guilds kill Teq quicker by using the 1 stack (melee) setup. I know it's been mentioned that it's hard for squishier classes to survive, but it is the best strategy out there for fighting Teq and if we perfected this we could gain back the time we used to have for Wurm. Having said that the next update should make all of Teq's hitboxes critable (so this might not be an issue for long).


Now about the Wurm, I believe the overall issue is that we don't deal enough damage, so the question is, how do we deal more/max damage?
  • Everyone should run the Meta build for their class (Weapons, Armor, Traits and Skills) - Obviously there's no way we can enforce this, especially not with random players.
  • Everyone should know how/when to blast fire fields - Commanders currently explain fire fields during the dry runs. The issue though is that not everyone is on TS and even if they were, we can't guarantee that they are listening or understanding everything. And even if they did know how/when to blast fire fields, we can't ensure that they do it during the event.
  • Warriors should bring banners (Stength and Discipline) - Similarly, we can't ensure every Warrior brings banners or uses them at the right time/correctly (outer edges of fire fields/outside the stack).
  • Elementalists should bring conjure weapons - Same as above, we can't ensure every Elementalist brings conjure weapons, uses them at the right time, or if people are using them correctly (people could be spamming all the skills on the weapons).
  • Mesmers should bring Time Warp - Same as above, we can't ensure every Mesmer brings Time Warp or uses them at the right time (after blasting fire fields).
The point I'm trying to make is that damage output is somewhat out of our control. The best we can do is make sure all our members are dealing the most damage they can and hope that, combined with the random players joining us, we do enough to cross the threshold between success and failure.
Warrior: Kaelik Wau - Ele: Elementalist Sakki - Thief: Elis Solvfelt - Mesmer: Sybeil - Guard: Levare Corda - Rev: Revenant Sekk - Necro: Leis Norah - Engi: Engineer Lexxa

PilotA

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Re: Re evaluating sub teams, tactics, foods etc
« Reply #4 on: July 05, 2015, 03:38:12 am »
Might-stacking seems to be a big issue at the wurm. Maybe try and co-ordinate in small groups who slots what skills and even takes which classes, to ensure we have plenty of fields and blasts without reliance on randoms knowing what to do? I don't know how feasible this is. Potentially offer anyone who doesn't understand how combos work a brief explanation via whisper (from some of us whilst the comms are busy with dry runs)? These feel like terrible suggestions  :P [edit - occurs to me whisper would be super inefficient, so maybe just talk to a small group with say chat... hmm]

As for time warps, at the Open Community run today - err, yesterday - they had mesmers putting an 'x' in say chat and allocating numbers in the same way we do warriors for battle standards, and then calling numbers to space out the skill during burns. Again, not sure how feasible, or worthwhile, an idea that is. Not all their tactics seem helpful anyway. I do think wurm will be fine if the DPS can be more consistent anyway :) and Teq, fingers crossed, will be more manageable with the upcoming change.

Food
- can we use something better once we have run through what we have left in the bank? (both regular and condi food - obviously cost permitting)

Always happy to contribute ingredients if there's something better out there but cost is an issue.
« Last Edit: July 05, 2015, 12:06:16 pm by PilotA »


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Rediarel

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Re: Re evaluating sub teams, tactics, foods etc
« Reply #5 on: July 05, 2015, 07:15:48 am »
i'll regroup all comments in one go.
gemgie:
condi:
point 2: no i disagree, not because of husk getting in burn phase, but for crimson it's a bad idea. Cobalt has no real time gating, amber has time gating, but crimson has speed gating. I need zerg to run colors not stop cleaning husk, when color are already slow to charge.
reflect:
http://forums.ttsgamers.com/topic/127-triple-trouble-reflect-team/ read this it has a point over ground targeting issues - it's stitll viable.

kaelik:
-regarding the one stack i tried several times in the past but discipline from pugs is lacking and it's not EU way to do it (it's normal in NA and works perfectly you need better management from the zerg and a lot of reflects). but if you can get it done would be really better as you double hit there.

- well it's all things which supposedly are already in the explained strategy and commander instructions during events, at least on crimson. additionally i use battle standard during the first part, so battle standard for me are pretty important. Then i start using consumables after one or two burns. I also ask guardians to bring feel my wrath and people to generically stack quickness and fury as well as might.... Obviously that time warp placed when not asked always screws it for everyone...

Pilota:
one time warp at a time seems a bad idea from my wvw experience (ever heard commander saying step out of time warp while it's put on golem or rams...?). That skill has a cap of 5 ppl so spacing it out won't make it much useful.


gemgenie

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Re: Re evaluating sub teams, tactics, foods etc
« Reply #6 on: July 06, 2015, 01:14:01 am »
Had time to have an experimental play with the husks today at Cobolt - zerg attacking husk = melted in a few seconds. I had about 30 on the keg running zerg and decent listening today.

Possibly a tactic worth bearing in mind though - not always going to be useful but if the situation arises thats one very very quick arena clean. My worms seem to be melting faster too. Fully clean arena if course means less chance of loosing kegs/phytotoxin buffs etc from being hit by worm spits and less agro from husks - and frees the condis up to give dps help in the burns if possible.

Astrovirus/Jari The Great

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Re: Re evaluating sub teams, tactics, foods etc
« Reply #7 on: July 06, 2015, 01:24:39 pm »
Let me also shed some of my ideas on this subject, as well as comment on some of the things already posted here.

Looking back at the runs I have been involved in since the HP buff post-june 23 patch, it does seem that the biggest problem we have to deal with is the amount of damage we can put into the wurms during phase one. However, this is not something that is bothering our runs, but also the the runs of RNG/DV/OC that I have recently started joining. I have a feeling that despite the bosses are able to be "Critted", this extra damage does not live up to the doubling of the bosses HP. We had a discussion on the OC run last night and estimated that when everything is performed at max efficiency, you would end up with about a 40% damage increase from critting, HOWEVER this would be if everybody is maxxing out their critical damage, which is something we are most likely not achieving.

I also have a hunch that also the scaling of the event is messing things up, as it seems that the higher the numbers we have, the harder it is to do decent damage. I find confirmation for this in the last couple of OC runs, where we had fails on the regular spawns, with high numbers from LFGs and then killed it much more easily during the respawns with about 25-30 people for each of the heads. Not sure how big the random players effect this, although TS numbers were generally OK during the regular spawn, so don't know if it's just people on TS that still don't understand what to do.

So what to do to improve on our overall damage during phase 1 (phase 2 doesn't seem that big a problem anymore as the condi stacking seems to kill the heads BIG time)?

Might stacking is more important than ever, as this will bring big improvement in damage put into the wurms. Giving additional attention to might stacking during the dry runs should further improve that, but this means that also experience players that can show how to do this in the right way should come during the dry runs to show this. On the other hand, I have seen runs fail where might stacking was really good with full stacks of might on each burn, so this is not the only issue. We need to make sure that mesmers hold on to their signets of inspiration and time warps until called upon by the Commander.

Consumables, we usally want to hold on to these for phase 2, but giving the observations that in phase 2 the heads seem to die rather quickly compared to before the patch, we may want to start using them for phase 1 when we don't have enough damage after a burn or 2. OK commanders usually tell each other to use consumables when one of the wurms is lagging in dps, but it may be an interesting idea to use them anyhow on the 3 or 4 burn phase. Maybe not all at once, but start with fire ele powder and if still needed a dps boost on the next burn, use Ogre pets whisstle then. This strategy partly saved my Cobalt run on Sunday a week ago, and without consumable, we still melted the wurm head in Phase 2.

With regard to condi teams, I agree that they should remain with their dedicated task of dealing with the Champ Husks, but I think it is good to experiment with looking into condi-ing with lower numbers. We could start by having 1 or 2 of the condies running in the main Zerg and joining the condi team if the are having a hard time. This is also where I see the biggest role for the main Zerg in dealing with Husks, as in my opinion, they should only assist when the condi team is struggling (also from nearby veteran wurms), as most likely the main Zerg will then also be struggling due to the Husks getting into their way. (Don't know if this applies in the same strength to all 3 heads, but is does so on Amber.) This shouldn't take to much of time as the mobs seem to melt easily when the Zerg rushes in.

Egg blocking seems to have become more difficult by the skill/trait changes on guardians, so I would suggest that each Wurm has at least one ele on the egg blocking squad and that we don't run teams of guardians only. Moreover, as timing of the reflect skills is also hampered by the animation lag Kaelik has already mentioned before. For the time being, I think we should also advise player that want to learn Egg blocking to take an ele as the prefered character.

Bringing the Meta build is a nice starting point from a dps output point of view, but this will require that people also know how to play it, and stay alive. I have recently switched to Meta for my main warrior, but find that I like to run it a bit tempered when doing PvE stuff like Teq and Wurm compared to dungeons and fractals. So I think people should bring a build that they feel comfortable with, as participating players are more usefull then people that need to waypoint all the time because they can't stay on their feet. We can however stimulate people to try out meta builds, so they can take what the like to improve their damage.

With regard to the Mesmer time warps, I agree with Red, that for phase 1 you want as many time warps put down when to Commanders calls for them. However, and this is why OC is creating Mesmer rotations, time warps have another interesting feature for phase 2, and this is that they actually slow down the Wurm animations and movement. So the idea is to have one time warp on the wurm head when we start dps, and have the other mesmers wait to put their time warps down, so you can have a time warp active for as long as possilble. This should help people in seeing the charge more easier, but more importantly also make catching up easier when the wurm charges away, so we can keep up the damage. This does imply that we should at least have several mesmers on each of the stacks.

Giving the fact that Teq takes up more of our precious Wurm preparation time, I think we could start to prepare while we wait for Teq to spawn, although I realise that people tend to go AFK while waiting, or only show up after Teq (including myself  :-[). But we could start by counting the warriors/mesmer that will come to TT Wurm, so we can devide them before hand to the different heads.

With regard to the scaling of the events, I like Gems idea to try and have 2 heads with between 25-30 players on the stack and then having the final wurm go max difficulty. Maybe Amber is the prefered head for this, and giving the time gating for Amber I came up with the following idea; Why not have 2 Commanders running 2 seperate groups to max out the number of potentional burn phases. Why would I go through all this difficulty, well as the Amber burn cycle is the longest on of all 3 heads, you easily run into problems when dps is lacking during the burn phase. However, it is difficult to resolve this issue, due to the fact that you only can get so many burns on Amber, so when you want to go for the next ABOM, you loose 30-35 seconds because of the upset stomach debuff. At that time (or maybe even a little bit sooner), the second group could kill the ABOM and start their burn cycle while the first group goes about killing veteran wurms (and maybe husks?). This way, both groups would cycle making the wurm vunerable in turn, while both participating during the actual burn phase. OK, the main issues with this are off course the increased organising this takes, and also the increased need for people to be on TS and also to hold on to their harpoon until needed because of the lower number of available harpoons. I would be tempted to give a try, maybe not immediately on a regular run, but maybe on a seperate test like we did on the condi only Cobalt head the other week, as this would require less people, and we only need to test it for phase 1.

Another thing in general would be to also discuss our findings with for instance the commanders from OC/RNG/DV and see how they are dealing with these issues. We could also team up together to test some ideas, like the double team-ed Amber wurm to get the needed numbers and TS participation to be able to coordinate these kind of things, although I do like to state that this is just a thought of mine.
« Last Edit: July 06, 2015, 01:34:33 pm by Astrovirus/Jari The Great »
Warrior(s): Sirrah Andromedae (Jari The Great, RETIRED)│Thief: Gienah Ghurab Corvi│Revenant: Lady Cassiopeia Cih│Necro: Miss Ophiuchus│Ranger: Meissa Heka Orionis│Guards: Gallina Deneb Cygni; Antares Flame│Engi: Theta Iota Antliae│Mesmers: Sheliak Vega Lyrae; Almeisan Geminorum│Ele: Ankaa Phoenicis

Nova Lelie

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Re: Re evaluating sub teams, tactics, foods etc
« Reply #8 on: July 06, 2015, 08:09:13 pm »
Woow nice job on all the thoughts (took my a while to read it all)..

So quick response..

- Food.. always good to experiment.. I'd like to hear some alternatives
- Condi teams of 4.. could be possible to experiment with.. would like some feedback from the condi's
- Killing Husks depends on the situation but good option for Amber and Cobalt.. not possible on Crimson because your basicly running colours and burning until you get to critical
- Walkthrough build info As commanders we have removed the talk about no crit armour in 1st phase.. But something to add to this.. Mesmers disable on Inspiration trait line "Medics Feedback" its a ethereal field.. Guardians trait line Honor "Protective Revival" also does a field
- Diboof Soloing could be useful but as Kaelik points out.. you must be disciplined to help each other out quickly .. and if you are training this is ofc not possible
- Zerg sizes I would preferably see the bigger zerg on amber.. just because it takes longer to get another burn.
- Classed groups We've tried it.. could use some improvements in making groups.. also i'm not sure this is the way to go.. The more different tasks you assign to people .. the more you will be depending on them to be there.. and as we know.. ppl have very varied times and events they participate in
- Power and Condi caps would really appreciate any info on that
- Getting Ranged Teq at Melee I have tried this.. it wasn't a succes .. despite the explanations before hand.. any tips are welcome
- All go Meta Would mayb max our dps.. but .. i'm not about choosing ppls builds for them.. just the skills.. also.. if its not your play style.. you will die a lot
- Switch Mesmers out for burns Mesmers do TW on 5 ppl.. this would work depending on the amount of Mesmers you have on the stack.
- Know your skills Fire fields blasting, banners, conjured weapons, Time Warps and Signet of Inspiration are very important
- Double Amber command we've talked about that a lot in the past.. i'm up to just for science it..
- Running with other guilds it might be convenient for some events to run with OC for example.. a lot of us know them well.. dont see it becoming a weekly thing on an extra day .. we tried that in the past on thursdays.. and recently with NL on mondays.. on both occasions I think it did not add to the runs we normally do

It was a lot.. so tried to keep my answers short :D
« Last Edit: July 06, 2015, 08:20:15 pm by Nova Lelie »
“Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid.”

Rediarel

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Re: Re evaluating sub teams, tactics, foods etc
« Reply #9 on: July 07, 2015, 07:42:14 am »
- crit doesn't account for the increased hp and random people won't help it. that's why the full psdh stacking on amber and cobalt has to stop as i pointed out yesterday. on crimson it's *impossible* to melt anything be husk or wurm they'll always take a good 10s to 20s if not more with the zerg... of which a good amount doesn't follow commands as usual. You can see a quite widespread lack of discipline as well, already during the escort, with half of the zerg stacking on the landslide instead of killing the wurm.

- ts number usually are from 1/3 to 2/4 less on crimson which isn't a good thing.

-imho condi can add in during burn fine even more if they have no husk around to kill, or just use fields from away if they have them available. condi are really nice to add even more toward the end of the burn phase as they outlast the end of it, so i usually ask to put condi at that point.

-not sure ele is the only preferable. ranger have a really long easy blocking skill which lasts for several seconds.

- Well being able to dodge is not a question of bringing a proper meta build or not, just the fact full soldier will keep you alive while berseker's will kill you is not a proper excuse to not dodge. and the downed from spits which are called in ts by the reflect team is pretty embarassing.

-I don't like a slowed down wurm in second phase makes animations more difficult to handle and if stack is done correctly there isn't the problem of t he wurm running away, aside you've to chase it anyway even if slowed down. As also nova mentioned time warp has a limit of 5 people. Now if you've more than the mesmer to cap the zerg size it might make sense but i've never seen more mesmer and time warp to cap that so delaying it might not be a good idea. It's much better to throw all time warp on the time of max dps (so just after reaching max might/quickness/fury stacking, might also actually wait for the feel my wrath to be put at the same time of time warps). Another problem is that it adds more stuff to say during burn phase and i feel that i've already not enough time to even say everything i've to say before time warps go.

- I'm more for having a look at TTS, personally.

-zerg size maybe but not all psdh there or it's fail, also quite difficult to make it, people by default appear on crimson post org, and i cannot afford to send people in ts away at that point.

- classed groups needs discipline, that's missing  it should take 1minute to have stacks not 10 minutes and no one moves from wurms. I'd like to point out tts does a full wurm org in 5 minutes of which 4 are commanders counting people and not pledging them to listen. Usually if that happens they call it off. Shall we start to do it?

- Unfortunately no one took the time to get the info on caps yet.
« Last Edit: July 07, 2015, 07:45:41 am by leraider »

Astrovirus/Jari The Great

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Re: Re evaluating sub teams, tactics, foods etc
« Reply #10 on: July 07, 2015, 11:42:44 am »
- crit doesn't account for the increased hp and random people won't help it. that's why the full psdh stacking on amber and cobalt has to stop as i pointed out yesterday.

- ts number usually are from 1/3 to 2/4 less on crimson which isn't a good thing.

That's what I also mean, that being able to crit will by far not make up for the increased HP of the Wurm.

However, not sure what you mean with the full PSDH stacking on Amber and Cobalt. Yesterday I had 40+ people on Amber with 28 on TS, so I also had my share of randoms running with Amber, or not being on TS, and I think Nova had similar numbers. I agree that we should try to balance a bit earlier, but what more can we do then politely ask people to move from Amber/Cobalt to Crimson? Do we want to threaten by canceling the run if Crimson has too low numbers?

- Well being able to dodge is not a question of bringing a proper meta build or not, just the fact full soldier will keep you alive while berseker's will kill you is not a proper excuse to not dodge. and the downed from spits which are called in ts by the reflect team is pretty embarassing.

Agreed, but I think people should not be forced to be on the meta, if the aren't able to deal with being more prone to getting downed. It's usually not the people on TS that get downed by the spit, but rather the ones not hearing the calls from both reflect team and commanders. And with the animation lag that we are having lately, calls sometimes tend to be on the late side as well.

I still think it's good to stimulate people in trying to put more/as much of the meta build in their build to increase the damage, but they should still feel comfortable in what the play/bring, and therefore I have also adapted it slightly for Teq and Wurm to be a little more though than when running dungeons/fractals.

-I don't like a slowed down wurm in second phase makes animations more difficult to handle and if stack is done correctly there isn't the problem of t he wurm running away, aside you've to chase it anyway even if slowed down. As also nova mentioned time warp has a limit of 5 people. Now if you've more than the mesmer to cap the zerg size it might make sense but i've never seen more mesmer and time warp to cap that so delaying it might not be a good idea. It's much better to throw all time warp on the time of max dps (so just after reaching max might/quickness/fury stacking, might also actually wait for the feel my wrath to be put at the same time of time warps). Another problem is that it adds more stuff to say during burn phase and i feel that i've already not enough time to even say everything i've to say before time warps go.

To be hounest, I don't think we need all the dps output anymore during phase 2, like before the patch, as the conditions do so much extra damage to the Wurm head. I experimented with the mesmer time warps on phase 2 yesterday and really like what I was seeing, although I (and Storm also, I recon) both had to get used to the slow attack animations of the wurm and how to react on it. But I think the overal effect of the slow wurm was really good, as we were able to start dps as soon as it came to the surface (time warp applied at that time) and before its first charge, we already had the wurm nearly dead. I had not even called for the consumables yet, so it was purely dps and condi damage on the head. For me it was probably the easiest kill I have seen, since commanding on Wurm. Also bare in mind that we are able to spot the animations of the wurm, but giving the fact that we still heavily need to rely on randoms as well, that for them a slow wurm may be much easier to deal with then for a trained/experienced group. I also didn't need any of the Battle Standards when the wurm charged, as people had plenty of time to get our of its way.

TO BE CLEAR, this does not apply to phase one, where you want as many of the Zerg to have the time warp effect, so I ask for everything to be thrown at the Wurm. Although, if I'm confident about decap on the last burn, I'll ask to hold back the time warps, making sure there off cooldown for phase 2.

- I'm more for having a look at TTS, personally.

-zerg size maybe but not all psdh there or it's fail, also quite difficult to make it, people by default appear on crimson post org, and i cannot afford to send people in ts away at that point.

- classed groups needs discipline, that's missing  it should take 1minute to have stacks not 10 minutes and no one moves from wurms. I'd like to point out tts does a full wurm org in 5 minutes of which 4 are commanders counting people and not pledging them to listen. Usually if that happens they call it off. Shall we start to do it?

- Unfortunately no one took the time to get the info on caps yet.

I would be nice to have TTS also participating in this discussion, with all their experience. But with their size/turn out and organisation, I think that our problems/issues will be something they will likely not have to deal with that much, whereas OC have exactly the same problems as we have. With the amount of randoms we still need, it will remain very difficult to get good/quick organisation like TTS and classed groups that are effective.

This is also why I think it may be worthwhile to see if double teamed Amber is actually feasible, and perhaps we can/should join forces with OC to do an experiment on that. Doing this with OC will more likely generate enough numbers on TS to pull this off, and if it doesn't work out, we can at least say we tried it and that it wasn't due to people not listening or being randoms.

Doing cap counts may prove difficult during the actual events, as traits/buffs have numbers flying up and down all over the place. We could go to the arena and try to max out our power/ condi, but I have tried this and not been able to reach the cap as of yet. However, also other communities haven't reported the new caps, so it seems it's difficult to get them, which is something I have also read on the TTS forums as well.
« Last Edit: July 07, 2015, 12:57:03 pm by Astrovirus/Jari The Great »
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Nova Lelie

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Re: Re evaluating sub teams, tactics, foods etc
« Reply #11 on: July 07, 2015, 01:34:44 pm »
I also talked to Akuma yesterday (since she was so nice to do Melee command for us) and we already shared some thoughts about Teq and Wurm. I think it is a good idea to continue this so that we can help each other.

I agree with Red.. at this point the TTS style of organisation does not seem to work for us.. And personally it does not have my preference .. Might be something that we as coordinators/commanders have to look at what we think is possible (all tips welcome ofc)

I must add that both Teq and Wurm were pretty good yesterday.. At least on Ranged and Cobalt I got 25 stacks of might all the time.. Also placement and timing of other skills also was pretty awesome.. So compliments for everyone on that.
« Last Edit: July 07, 2015, 01:37:52 pm by Nova Lelie »
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Rediarel

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Re: Re evaluating sub teams, tactics, foods etc
« Reply #12 on: July 07, 2015, 03:22:23 pm »
I mean that by default majority of psdh goes always to cobalt and amber this makes more dangerous what happens on crimson because it becomes more "random luck based on who joins". We have some usual but it's a way lower number.

I was at a full run on tts (karka+teq+wurm today) i'll share the video later. Their speed is similar to what we got yesterday, their strategy is even more basic than ours.
They don't do profession stacks anymore.
1min callers => reflectors join the callers
2min condi teams
5 min all go to 3 stack and rebalance.

159 in ts 130 on tag after jump
they detatched quite late btw. like 20s for first detatch.
for foods they still use the same and they dropped the use of second phase food.

Anyway today they are supposed to fix the crit spots we'll see after.
« Last Edit: July 07, 2015, 03:24:37 pm by leraider »

gemgenie

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Re: Re evaluating sub teams, tactics, foods etc
« Reply #13 on: July 07, 2015, 07:05:53 pm »
Not quite sure where you getting this the majority of PSDH go to cobolt and amber worm thing from.

Trust me i am usually having a good day if half my stack are PSDH gold names - the rest are usually green. And having run Crimson as condi and being able to stand back a bit and see whats going on i would say the balances are pretty equal - the numbers listening on the other hand....

Sabetha

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Re: Re evaluating sub teams, tactics, foods etc
« Reply #14 on: July 08, 2015, 09:17:22 am »
Okay, so some of us PSDH members went on the OC TT wurm run last night (Sakki and Jari were there, I recall) and the wurm is absolutely easier to do now. Amber and Cobalt were at 50% after two burn phases. Crimson was slightly lagging behind but the commanders seemed to think it was because Crimson zerg weren't stacking properly.

Decapped with a minute of normal time left. I think we've been underrating just how much damage crits are adding in -- I suspect the earlier DPS problem was due to not getting crits to proc properly.

I suspect our run later will be somewhat less stressful, given that we'll have more time to organize (Teq is melting faster too) and more room for mistakes. I'd say Amber or Cobalt can actually miss a burn phase now and still manage, unlike before this new patch.
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