Overview: Triple Trouble Wurm
The Triple Trouble Wurm is a World Boss that spawns in Bloodtide Coast as part of the Triple Trouble Meta Event. This event involves the setting up and killing of an Ancient, three-headed Great Jungle Wurm. Each Wurm Head (Crimson, Cobalt, and Amber) resides in its own section of Bloodtide Coast, and the primary goal of this event is to defeat all three heads within a minute of eachother. Therefore, this event requires a high amount of coordination. This guide will explain the strategy that Attuned frequently uses to defeat each of the Great Jungle Wurm Heads. However, please be advised that this is definitely not the only way to successfully complete this event!
When you are running events with Attuned, please take note of the following:
1. It is very important that you are able to connect to our Teamspeak server at ts.gw2attuned.org (no password). Talking is not required, but it is important that you are able to listen. If you do not have Teamspeak please go to teamspeak.com and download the client. This is required as our Commanders will be giving instructions specific to each Wurm head and following those instructions are crucial to the success of the event.
2. Be sure that you are bringing the best damage build that you can bring, Exotic LvL80 Armor, Weapons, Trinkets or higher are preferable. Please also consider using one the builds (or something similar) that we offer within our builds section.
3. It is highly encouraged to obtain consumables such as Fire Elemental Powders, Ogre Pet Whistles and Deployable Mortar Kits for use if the commander calls for it. Check out our Consumables Guide for more info.
4. Use Superior Sigil of Bloodlust for Power builds or Superior Sigil of Corruption for Condition builds. Having at least one of these Sigils on one of your equipped weapons is highly beneficial to the overall damage our teams can do.
5. We will always provide feasts of Orrian Truffle Steaks(Power) and Rare Veggie Pizzas(Condition), a Hero Banner/Road Markers(Crimson), as well as Sharpening Stone Stations for each group.
Organizing / Set Up
Before the event officially starts, set up begins at [Firthside Vigil Waypoint] at the center of Bloodtide Coast. While we are setting up, we ask that you please wait on the hill by the waypoint until your profession is called. You will notice four different tags: The Red Tag goes to the Crimson Wurm, the Blue Tag goes to the Cobalt Wurm, the Yellow Tag goes to the Amber Wurm, and the Purple Tag is used for organizing and setting up each individual Wurm's squads. If you have a specific Wurm request, please do not hesitate to ask the Officer with the Purple Tag and they will do their best to accomodate your needs.
Partially Digested Husks:
These are spat out from the boss approximately every 60s. They have a large amount of Toughness and a relatively low healthpool (around 80-100k). Power-based builds should never attack these husks. Instead, each Wurm is assigned a "Condition Team" that is specifically built for Condition Damage that can easily keep the Husks under control. Engineer's and Necromancer's are preferred, but most classes running Condition Builds/Gear will work just fine!
If any Husks happen to wander near the Wurm during a burn phase, Necromancers can make use of Epidemic to should use Epidemic on the boss to spread all of its Conditions to the nearby Husks.
Every 45s, the Wurm will spit out Nine Grub eggs. These are shot in three separate 'spits'. If the eggs are not destroyed after 20 seconds, these eggs will hatch into Grubs. It is possible to use a projectile reflect or block to prevent the egg from having a chance to hatch in the first place. One to two players being dedicated to prevent these eggs from getting out is highly recommended. While it is possible for one player to do the blocking, backups are helpful because the animation for spawning Grub Eggs is the same as the Husks spawning.
Grubs hatch from the eggs after 20s. They have 4-5 times more health than the eggs themselves. If the egg-blocker is doing their job properly, there should be hardly any eggs; however, if some do get through, they should be focused down immediately.
The deadliest attack the Grubs have is a projectile that lands and leaves behind three high-damage fields of poison. This can be prevented by projectile blockers and reflects, and it is advised to rotate these if Grubs are present and the squad is stacked up. Usually during the burn phase when you don't want to waste time attacking anything other than the Wurm.
Throughout the encounter, these adds will continuously spawn until the Wurm is either defeated or the Event finishes. They are the primary focus of the raid during any downtime. Amber always has downtime whenever they are afflicted with the [Upset Stomach] debuff. Crimson usually has a 'DPS Team' that primarily focuses on killing other monsters while the rest of the squad fills the extractors with Phytotoxins.
It is possible for players to use cleaving attacks to strike the Wurm twice with one skill. The Commanders will always be stacked on these spots and instruct their squad to stack on them. At the start of every burn phase, it is important to drop Fire Fields and have any Blast Finisher's prepared for a quick burst of long-lasting Might.
*GUARDIANS: Avoid using Symbols at the start of a burn phase! Symbols are classified as Light Fields and will ruin any attempt the squad makes at properly Might Stacking!
The Amber Great Jungle Wurm arguably requires the most amount of coordination due to how easy it is to miss a burn phase.
Wurm-Specific Roles: Stack Reflects - When stacking ontop of the Arrow in order to be eaten by the Wurm, 2-3 Elementalists should coordinate and cast [Swirling Winds] to protect the squad from being downed and losing players. If 20+ People do not get eaten, then Amber will miss it's burn phase and need to wait for [Upset Stomach] to wear off!
Plague Carrier Abominations:
During the encounter, a large Plague Carrier Abomination will roam around the arena. You can easily find him due to the yellow icon floating above his head. When the squad is ready to be eaten by Amber, they will stack and kill the Abomination, which will explode and leave an AoE zone that buffs players with [Wurm Attractant]. This buff allows players to be eaten by the Wurm. After the squad has [Wurm Attractant], then they will run towards the Red Arrow infront of the Wurm and prepare to get eaten. At least 20 People with the [Wurm Attractant] buff are required before the Wurm will burrow underground and eat the squad.
Once you are inside Amber's stomach, you need to find a Harpoon from the poor adventurer who came before you. Equip the Harpoon Gun and target the Wurm's Pyloric Valve and attack it using the one skill on the Harpoon Gun. The entire squad takes damage every second they are inside the Wurm's stomach. Water Fields are reccomended here as the Harpoon Gun's ability is considered a Projectile Finisher, granting the player Regeneration.
Once the Pyloric Valve is defeated, the Wurm will spit the squad out. After being spat out, your Harpoon gun will only have one shot left before being eroded by the Wurm's stomach acids. Make sure that you have the Wurm targeted and that you are in range before using your last shot. If 20 people do not correctly use their Harpoon Gun here, then Amber will miss their burn phase!
Otherwise, once all 20 stacks of the Wurm's [Slick Skin] buff are removed, Amber will enter its Burn Phase!
The Crimson Great Jungle Wurm is considered to be the easiest Wurm due to how easy it is to coordinate it's Wurm-Specific Mechanic.
Wurm-Specific Roles: DPS Team - Composed of 5 Players using Berserker Armor, people on the DPS Team do not run Phytotoxins. Instead, they run around the arena and kill Juvenile Wurms / Eggs so that they do not overwhelm the squad.
There are 3 Phytotoxin Extractors around the Crimson Wurm that need to be filled by their respective Phytotoxin Cloud colors during the encounter. Once the Extractor is filled, its icon will change representing it's filled capacity.
Phytotoxin Clouds spawn randomly around the Crimson Wurm's arena. There are 3 Different Clouds: Blue, Red, and Yellow. Players will need to run through these clouds and deposit them into their respective Extractors. Once all three Extractors are filled, Crimson Wurm will enter its Burn Phase!
*You are able to carry multiple Phytotoxin buffs, so it is important to gather every Phytotoxin you find!
*Each Phytotoxin lasts for roughly 60s, there will be plenty of time to deposit it in its respective Extractor.
The Cobalt Great Jungle Wurm is considered to be the middle-ground in terms of how much coordination it requires. It doesn't require as much precision as Amber's, but it isn't as simple as Crimson's.
Wurm-Specific Roles: Portal Mesmer - Composed of 1-2 Mesmers that run [Portal Entre] in order to assist the squad in getting to the Keg Locations.
Powder Kegs/Keg Locations:
There are three ~possible~ Keg Locations that can appear throughout the encounter. Each is marked by a blue torch and a *Red Keg will appear on the Minimap denoting which Keg Location is currently active. The squad needs to pick up and place 20 Kegs on top of the Red Arrow infront of the Wurm by using the #1 Skill on the Keg. Once 20 Kegs have been placed down, Cobalt will enter its Burn Phase!
*Keg's will despawn after two minutes, this includes Kegs that have already been placed down!
*Every 2 Minutes the Keg Location will change. The 3 Keg Locations are called: "Easy Spot"(North/Beach), "Hard Spot"(Ocean/JP), and "Far/Hard Spot"(South).
*Using any form of teleportation skil will make your character drop its Keg. Use these skills to get to the Keg Location quicker, not back to the Wurm!
'Teleportation' Skils: Blink, Lightning Flash, All Shadowsteps, Portal Entre/Exeunt, and other skills that function similarly to those.
Decapitated Wurm Heads (Phase 2)
After each Wurm has been defeated within 1 minute of eachother, their heads will split from their bodies and they will regenerate back to 100% Health. This begins the final phase of the fight where each squad must defeat their Wurm Head within 2 minutes!
Each Wurm Head uses Four Skills:
*Spit: Small AoE that deals High Damage but can easily be avoided by dodging.
*Flop: Large Knockback AoE that can be seen with the Wurm jumping into the air.
*Flail: Stationary AoE skill, deals minor damage.
*Charge: The Deadliest skill that the Wurm has. Without double-dodging, even a Nomad's Warrior will be downed. The Wurm will rear itself back and begin to charge forward at a random target. Since the Wurm targets a player with this skill, each squad has a designated spot to try and 'lure' their Wurm Head to. While the Wurm is charging, it leaves behind a corrosive field that deals moderate damage and applies cripple.