TTS Triple Trouble Condi Guide
One piece of organization that is often used at Triple Trouble is the Condi Team, which targets the Champion Partially Digested Husks that the Wurm spits out in waves of 3 on a regular basis. Due to their high Toughness, Husks take negligible direct damage from attacks, but their low Vitality stat makes them susceptible to Condition (Condi) Damage from the application of Burning, Bleeding, Poison, Confusion, and Torment.
The goal of this guide is to help you learn how to contribute towards the Condi Team's efforts and to aid in understanding of condi damage and crowd control as it is applied to husks.
Setup and Training
For an average TTS run, the full Condi Team will consist of 9-15 players, who will go to Mournful Waypoint (or Firthside Vigil Waypoint on a slope near the passage to Crimson Wurm for OCE) in Bloodtide Coast to do a brief training session where tactics and builds will be discussed.
It is important for the Condi Trainer, who will be designated during setup, to ensure that the teams are organized and prepared to do their role. Each of the three teams will have a Condi Leader who is familiar with the husk spawns at that wurm and can split players up at the locations. Oftentimes, the Condi Trainer will be a group's leader.
The rest of the players will split up among the teams so that each group has a mix of experienced and new players in combination with classes. Each class brings its own set of condition types and other abilities, so equal distribution is key. The minimum number of any Condi Group should be 3 players, one for each husk, with a maximum of 5 per wurm (2 sets of 2 and one solo).
Once players have been set up with their teams, explanations, and builds, the Condi Trainer will place a Feast of Rare Veggie Pizza, that they can recieve for free from a TTS Commander. Condi Leads can then take their teams to the wurm areas to go over the husk spawns and assign positions. Be sure to find out the experience level of your team and spread out players accordingly.
Though each wurm has its own unique quirks, the priority for the Condi Team is to kill the Husks as quickly as possible to prevent them from knocking around the zerg, spreading the Parasites debuff (which stuns periodically), and taking damage from attacks that should be landing on the Wurm itself.
For each wave of husks, players will first target the one in their assigned position. As each husk dies, team members can move to the remaining husks to help out. If there are no husks out, the Condi Team can go in for the burn, although they should leave early to prepare for the next husk drop. In certain cases, Condi can assist with zerg mechanics or help lure wurms away from other players, but the priority will always be on the husks.
Downed party members can usually be revived by the zerg if nearby, or others on the Condi Team. Anyone who dies should run back and notify the party.
The Defiance Bar
Originally, the Condi Team's goal was to control a Husk with various Crowd Control (CC) skills such as Knockback and Pull in order to keep them far from the zerg. However, with the addition of Defiance Bars (also called break bars), any CC skill will instead do damage to the Husk's bar (coloured blue under its health bar). When the bar is depleted, it inflicts a 5 second stun on the Husk along with an equal period of increased damage.
- CC effects that directly remove a chunk of the bar: Pull, Knockback, Knockdown, Launch, Daze, Stun
- CC effects that cause damage over time to the bar): Chill, Cripple, Immobilize, Blind, Weakness, Slow, Fear, Taunt
What this means is that CC skills can no longer be used to move the husks away from people, and buffs to Condition Damage have made it easier and more reliable to kill before problems are caused. To control a husk, you can time the breaking of the bar so that it stops before it can attack the zerg or reflectors. Another option is to break the bar to regain aggro onto yourself. Call out your husk via targeting if you are having trouble maintaining control, so that it can be killed quickly with the help of the team.
At all wurms, husks spawn approximately every 90 seconds, and will always land in the same 3 locations in the same order. Any players that are standing on the spawn location when a husk is spit out will take high damage, usually enough to be downed instantly. For each wurm, images are provided of the drop points from both the minimap and two views of the site.
Specific husk assignments can vary to suit the Condi Lead's preferences, but generally new players should be paired up or assigned to a location where team members can quickly assist. At each wurm, there are two spawns which are slightly closer together, so new players can be positioned at one of those.
Spawn Locations: North (purple), Mid (red), and South (blue)
Mid and South are closer together, but North is the shortest distance from the zerg stack spot. Condi players should be careful to avoid damaging the Plague Carrier Abomination, especially if they are running minions.
Husks will aggro onto players carrying the Wurm Attractant buff and can remove the buff with their attacks. This can create a risky situation, especially when the husk spawn time coincides with the death of the Plague Carrier Abomination. The Condi Team can mitigate the danger by picking up Wurm Attractant themselves (if in a convenient location) or breaking the bar after the wurm has gone underground, guaranteeing that it will be stunned as the zerg gets eaten.
Spawn Locations: North/West (purple), Mid (red), and South/East (green)
North/West and Mid are closer to each other. Note that North/West is along the path of easy spawn, Mid is closest to hard spawn, and South/East is near pole spawn.
In addition to the Veteran Jungle Wurm spawns, Cobalt is populated by pirates that may attack members of the team. Husks will sometimes target players who are carrying kegs, although if they successfully cause a zerg member's keg to blow up, they also take significant damage.
Spawn Locations: North (purple), Mid (blue), and South (green)
Mid and South are nearest to each other, and Mid is also furthest away from any of the extractors.
At Crimson, the zerg is the most spread out and mobile, which can result in Husks easily switching aggro and being more difficult to control.
Depending on the timing, there is a chance of husk spits during the extra animations between colours being filled and the burn phase. The team may want to avoid moving in unless they are certain that husks are on cooldown.
Gear and Skills
This guide does not contain specific builds as they are liable to change with each patch. Instead, directions to resources on build information have been provided, including some helpful websites. Specific builds can be used as a starting point, but it is up to the player to choose and modify as needed, whether it is for the situation or for personal preference.
Rare Veggie Pizza (provided during training)
Best Utility Consumables:
Toxic Focusing Crystal (Necromancer, Elementalist, Engineer, Guardian, Mesmer, Ranger)
Toxic Sharpening Stone (Warrior, Revenant, Thief)
- Viper's (+Power, +Condi Damage | +Precision, +Expertise) – considered meta
- Sinister (+Condi Damage, +Power, +Precision) – considered meta
- Rampager's (+Precision, +Power, +Condi Damage) – good alternative without a full meta build
- Dire (+Condi Damage, +Toughness, +Vitality) – greater survivability
Go to metabattle.com or snowcrows.com and look for condi builds. Keep in mind that these were developed for specific game modes and may not be as effective when dealing with husks.
Kazukirii's condi builds, intended for Triple Trouble (likely out of date): Kazuu