TTS Triple Trouble Guide
By Jayne Summerfield (Trindine)
Images by Jayne Summerfield and Addy Winchester
Triple Trouble is a world boss event featuring the Evolved Jungle Wurm, a three-headed wurm found in Bloodtide Coast. Defeating it requires large numbers of people and coordination across the map.
The event starts at the campsite at Firthside Vigil Waypoint, then splits into 3 parts for the 3 heads of the wurm. There are 3 escort events leading to the event areas that must all be completed to lure out the wurm. When each escort is finished, a probe is placed at the site where the wurm will spawn. The main event begins after all 3 probes have been placed.
For the first phase of the fight, all 3 wurm squads have 14 minutes to decapitate their head. The wurms are invulnerable at first, so a mechanic needs to be completed in order to damage the head for a short period of time (~30 seconds for each burn). To successfully complete phase 1, all 3 heads must be lowered to critical HP (crit), then decapitated (usually shortened to decapped) close to the same time. Once the first head is decapped, a new timer is set for 1 minute, in which the other heads must also decap or the event fails. Completion of phase 1 will award a floating chest at the conclusion of the event, which is gold if all 3 heads are decapped, silver for 2 heads, and bronze for 1 head.
In the second phase, the 3 squads have 2 minutes to kill the severed heads, which are vulnerable from the start but have a new set of attacks. After all heads are killed, portals will appear at the sites to return players to Firthside Vigil for the ground chest, obtainable once per day.
Each wurm requires:
- A commander for each wurm. Usually each one will use the commander tag of the colour matching their wurm.
- A zerg of about 30 people (Amber and Cobalt do well with slightly more, while Crimson can work with less.)
- A reflect team (minimum 1 person), to prevent eggs from being spit out and spawning larvae. Optionally, reflectors can also be blockers and stop both eggs and husks from coming out.
- A condi team (1-5 people depending on expected husks), to effectively control and kill any husks that are spit out. Depending on the setup this can be either a separate team, or integrated with the zerg until husks appear.
These numbers mean that at least 100 people and significant organization are required for an average run. This works best if players are gathered early, well before the event actually spawns. A relatively empty map is chosen in the half hour before the spawn time so that it can be filled with people interested in the event.
The usual gathering spot is at Firthside Vigil Waypoint, near the campfire where the escorts begin. Numbers can be counted by a player with a commander tag using the /supplyinfo command, but the radius is relatively small. Players will need to be stacked directly under the tag for accurate counts.
Once enough players are gathered, special teams (reflect, blockers, and/or condi) are set up separately from the zerg. Zerg members will split into 3 squads with their commanders, away from the initial stack in the direction of their respective wurms. At TTS runs, /supplyinfo is used on the zerg stacks to properly balance teams. Be sure to stay stacked on commanders until splits are complete.
Usually, a team of 5 people from each zerg is set aside within the squad to do their wurm's escort. This is to prevent the events from upscaling, but larger groups can still complete it. For an efficient escort, players can run ahead of the NPC to clear enemies sooner. Eggs are the first priority, followed by larvae, then other wurms.
If necessary, the Cobalt escort can be delayed to provide more time for preparations. All players doing Cobalt escort should kite rather than kill the Husk near the end, until instructions are given to kill. For all escorts, the NPC Crusader needs to be kept alive, or the event will fail if he is left dead for a total of 4 minutes.
- Location: Whisperwill Bogs (southeast corner)
- Waypoint: Whisperwill Waypoint (also Bogside Camp Waypoint before the wurm spawns)
- Recommended zerg size: 30-35
- Area level: 55
The Amber Wurm starts off with 20 stacks of Slick Skin, which must be removed using harpoons obtained by getting eaten by the wurm. To get eaten, the zerg first kills a Plague Carrier Abomination (usually shortened to Abom) that spawns in the swamp, marked by a yellow icon. (The first Abom to appear is completely invulnerable and serves only as a demonstration at the beginning.) When the Abomination is killed, it will explode into a circle that players can walk into to gain Wurm Attractant, with a yellow icon to match.
Players with the Wurm Attractant buff will see a red arrow marking the spot to stack on to be eaten, which looks like a small green cloud of fog. When 20 or more players with Wurm Attractant are standing on the stack spot, the wurm will burrow underground to eat them. The zerg is vulnerable to being attacked and having their buff removed, so reflects and stability are used to prevent damage or being knocked off.
After several seconds, players who still have Wurm Attractant will be dropped into the stomach. This area deals ticking damage, so healing skills are helpful to keep the group alive. The most important feature of the stomach is the skeleton (Unfortunate Adventurer), which can be interacted with to obtain a harpoon. The harpoon replaces weapon skills with a skill to fire. This skill is used to attack the Pyloric Valve on the wall of the stomach. Once the valve is destroyed, players need to stop attacking, but keep hold of their harpoons.
All players in the stomach will be spit out, at a distance that harpoons are out of range of the wurm. A message on the screen will inform players that they each have one harpoon shot left. Players need to approach the Amber wurm, target it, and fire their final shots at it. The shots do not pierce, so it is important to have line of sight, and going down or weapon swapping will cause the loss of the harpoon. Each harpoon shot that hits the wurm will remove one stack of Slick Skin. When a total of 20 shots have hit the wurm, it is immediately vulnerable, and will finish its current animation, if any, before falling over. Timing your shots with the start of an animation will allow the burn time to be extended.
Whether or not a burn phase is successful, every player that has passed through the stomach will have a debuff called Upset Stomach, seen as a yellow icon on the player's bar with other status effects. With this debuff on, it is not possible to pick up any new Wurm Attractant, which effectively creates a time gate on Amber's mechanics. The zerg should use this time to clear out Veteran Jungle Wurms, or other enemies that may cause trouble.
- Location: Challdar Gorges (south of centre)
- Waypoint: Firthside Vigil Waypoint
- Recommended zerg size: 20-30 (prioritize other wurms first)
- Area level: 52
To complete Crimson's mechanic, coloured phytotoxins (usually just called colours) must be picked up by running through clouds and taken to the extractors found around the area. A player can hold up to one of each of the three different colours and each extractor takes a specific colour. The usual path for running is a counterclockwise circle, so that players do not have to climb up the cliff from blue to yellow. Swiftness and movement skills are helpful in doing the mechanic faster, but teleport skills should be avoided as they cause colours to be lost. For players with Heart of Thorns, gliding will also make colour running easier, but be careful when gliding over the wurm because you can be hit by spins.
At the start of the fight, there is a chance to obtain all 3 colours at once by stacking near the bush in the middle of the area, by the edge of the water.
Once the three extractors have been filled, a message will appear on screen to inform players, then the wurm will do up to 3 additional animations (spits or spins) before becoming vulnerable and falling over.
Crimson does not have designated vet clearing times due to the nature of its mechanic, but if wurms are causing problems for the reflect team, a part of the zerg can break off to handle them. When the wurm is down to crit, the wurm is set up for the decap by filling two of the three extractors and leaving the last one empty (usually either Red or Blue is chosen for this – this can vary by commander). This allows for a coordinated fill so that Crimson can decap quickly when ready.
- Location: East of Jelako Cliffrise (southwest corner)
- Waypoint: Jelako Waypoint
- Recommended zerg size: 30-35
- Area level: 55
At Cobalt, a stack of 20 powder kegs needs to be placed in front of the wurm (not on its base as the achievement says) on a crater of scorched ground. Kegs are found at one of three possible spawn locations, which changes every 2 minutes (even minutes on the timer eg. 12:00, 10:00, 8:00, etc.). To begin the fight, the zerg stacks on a designated point, usually one of the keg spawns, as there is a 1 in 3 chance of getting that spawn and being able to run immediately. Usually, hard spawn is chosen as the start point, because it is both hardest to reach, and positioned between the other two spawns.
Picking up a keg replaces all weapon skills with one skill that places the keg. The drop location is marked by a floating red arrow while carrying a keg. Once standing under the arrow, the 1 skill should be used to place the keg at the player's feet. This skill has a short cast time, so avoid trying to place kegs during the wurm's spin attacks.
Players can jump and glide while holding a keg, and use any movement skills that are not weapon skills. After a keg has been taken from the spawn, there is a 30 second timer before a new keg can be obtained from the same spawn, so it is important to follow the commander's calls, run as a group, and avoid losing kegs as much as possible.
Carried kegs will be lost when:
- Falling in water (deep enough to swim in).
- Taking a teleport (personal skill or portal).
- Being hit by enemy attacks (sometimes).
- Weapon swapping or picking up another bundle.
- Getting downed.
- Holding on to the keg for 30 seconds.
The three spawns are:
Easy spawn: Located on the north end of the beach, this is the easiest spawn to run due to the lack of water obstacles. Mobs and falling husks may still be a danger to keg runners.
Medium/Pole spawn: These kegs spawn on a platform at the end of a fallen mast that extends over the water. Jumping off the pole is not required to pick up the kegs. Keg runners should be careful as it is easy to fall off either side of the pole, or slide off the rock separating it from the beach.
Hard spawn: Located out toward the ocean across a line of floating crates and wood, this spawn is considered the hardest as players will have to do a short jumping puzzle over the water. While running, players should take time to ensure successful jumping, and try to avoid interfering with other players (eg. turn off large backpacks, don't apply group swiftness while people are jumping).
When 20 kegs have been placed, a message will appear on the screen, and the wurm will finish its current animation, then do an animation in which it blows up the kegs and becomes vulnerable. After each burn, a judgment call needs to be made by the commander as to whether another set of kegs should be run. This can depend on the current keg spawn, the time left before it changes, the amount of mobs on the beach, and any despawn timers.
Despawn timers in detail:
Phase 1 – Common Mechanics
For each burn, the wurm will only be vulnerable for about 30 seconds, so it is important to do as much damage as possible. Players should aim to be on the wurm's base as soon as the mechanic is completed, as this spot can be cleaved for double hits and boons can be spread more quickly. If going in early, some spins may have to be dodged. Once in position, fire fields and blast finishers should be used. This combo gives 3 stacks of area might (5 targets), up to a maximum of 25 stacks on each person. Other fields (light, ethereal, smoke, water, etc.) will interfere with might stacking if placed too early. After allowing a few seconds for fire fields to go down, all fields will be called so that everyone can use their full set of high damage skills. The wurm remains vulnerable even while standing up, so a typical burn continues until attacks hit zeroes.
For a good chance of success, the zerg should aim for about 20% of the wurm's HP per burn. Turning on Show Target Health Percent in General Options makes the exact numbers visible. If the group is falling behind in damage for any reason, the commander can call for consumables (Fire Elemental Powder, Ogre Pet Whistle, Deployable Mortar Kit, Mortar Seed Turret) during a burn or ask the other commanders to send players over if they are doing well.
If it is uncertain as to whether or not a decap is possible from the wurm's current HP level, a small burn is done. Usually, the zerg will do auto attacks only, with might stacking being less of a focus. Once at crit, everyone stops attacking and gets off the wurm, allowing some time for exisiting conditions to wear off.
Veteran Jungle Wurms will spawn periodically during the fight, and can cause some trouble to players with their spits and attacks. If not doing the burn mechanics, the zerg may find some time to clear these wurms as a group. While Amber has a long stretch of time that can be dedicated to clearing, Cobalt will have to be more selective when clearing between keg runs, and Crimson may find it unnecessary to kill at all unless the special teams need help. Luring in and cleaving down the wurms down during a burn phase is also highly effective.
Throughout phase 1, the reflect team will be positioned near or inside the wurm, using their skills to protect the zerg from egg and larva spawns. If veteran wurms begin to gather around the wurm, they should be prioritized so that the reflectors and/or blockers are not being attacked. A reflect caller may be present in order to call animations and the times to reflect. Make sure they can be heard. If eggs get out, the commander may either decide to kill them immediately, or continue with mechanics and kill the larvae as part of a burn phase.
- Spins are indicated by the wurm curling around, then an orange circle appearing. They will do heavy damage, but are easily avoidable by dodging as soon as the circle appears.
- Spits from small spins are seen as multiple smaller orange circles, and green blobs flying out from the wurm. They often stack up and will easily down a player, so avoid those areas until the spit has landed.
- Egg and husk spits are safe if standing on the wurm, but flying eggs will do a small amount of damage and flying husks are likely to down a player.
For more information on the reflect team and wurm animations, see the Reflect guide.
The condi team is set up using builds for condition damage and CC, specifically designed to kill husks. Zerg members should generally avoid attacking husks unless asked, even if they are using condi builds. Husks will aggro onto players doing the zerg mechanic, but this can be minimized by controlling pets and illusions, and avoiding skills that use AI that is difficult to control, such as minions. If husks begin to interfere with the zerg, the commander may call for CC skills and attacks that apply conditions, which can be effective in stopping them.
For more information on the role of the condi team, see the Condi guide.
Wurm commanders need to be in communication about the status of their wurms (eg. whether crit or doing a baby burn, current keg spawn, colours filled when at crit, unexpected troubles). If one of the wurms is having difficulty with their mechanics or DPS, another wurm can temporarily or permanently send some people over when they are near or at crit. Do not switch wurms unless asked by your commander, and know whether you are needed to return in time for the decap.
A wurm is considered crit and ready when:
- It is at low enough HP that one more burn is enough to decap it (usually 5-10%, sometimes higher depending on the group).
- Amber: The Upset Stomach debuff is not active, and the area is clear enough as to not threaten a stacked zerg.
- Crimson: 2 out of the 3 extractors have been filled, and the zerg is holding the last one empty.
- Cobalt: There is enough time to run a set of kegs before the next spawn change. Take note of the timer at the burn to crit, and check that your expected keg run time will not go over a spawn change or despawn.
Normal decap coordination goes as follows:
- Amber stacks on and kills their Abomination. Crimson picks up the third colour in preparation to fill, and Cobalt stacks on the keg spawn.
- Amber updates the other wurms on their status as they move to stack and get eaten by the wurm. Once eaten, Amber checks that they have enough people inside.
- Once Amber numbers are confirmed, Crimson starts to fill the extractor and Cobalt runs their kegs. This will result in all 3 burns starting near the same time.
In the event that the end of the phase 1 timer is approaching, all wurms that are able should use their go times (Amber 1:40, Crimson ~1:20, Cobalt 1:30-1:00) to ensure that at least one decap happens before the timer runs out. Any wurm that cannot go right away will need to ask for an extend, which is done by decapping the first head as close to the last few seconds as possible, providing up to an extra minute for the other two.
Amber: Between the roots on the northeastern side.
Crimson: Against the western cliff
(but avoid going up the ledge).
Cobalt: On the southwestern cliff near the vista.
When all 3 wurms have successfully been decapitated, the timer will change to 2:00 to mark the beginning of phase 2. Special teams will move to join the zerg, and all players should position themselves between the burrowed wurm head and one of the walls in the area. The targeting circle can be used as a guide to ensure you are on the correct side. The wurm head will briefly disappear before coming out of the ground, then its HP will be set to 100% as the timer starts.
The wurm has 3 main attacking animations, which it will switch between randomly (the same animation will never be seen twice in a row).
- Small flop: The wurm head flops around in a harmless animation. A small orange AoE will appear which does a small amount of damage and poisons if it hits at all. Confusion is effective during this animation.
- Large flop: The wurm rocks from the severed end to the mouth, then launches itself into the air. When it hits the ground, players underneath it will be knocked back with moderate damage. This attack can be blocked, evaded, or tanked with stability. Stunbreaks are helpful in case you do take the hit.
- Charge: A random target is selected, and the wurm rears up in the direction of the target, before charging a long distance in that direction. Yellow or orange crippling AoEs will be left behind its path, and conditions on the wurm are cleansed. This attack knocks down and hits multiple times in quick succession, so anyone caught in this attack is very likely to be downed. The length of the charge is greatly reduced by positioning so that a wall or other environmental object obstructs its path. It may be useful to equip gap closers to catch up to the wurm after the charge.
This phase is the most likely to down large amounts of people due to the charge. Players can bring quick revive skills such as Battle Standard and Signet of Undeath as a precaution. The commander may want to set these up in advance before the fight.
The wurm has a very strong break bar in this phase, such that most CC skills will do negligible damage to it. However, the bar can be broken effectively with multiple mesmers using the elite skill Signet of Humility. If breaking the bar, try to time it so that the break occurs during a charge, as this will interrupt its animation. Be aware that a new animation often starts immediately after a break.
If the wurm head charges too far away, it will do an animation in which it burrows into the ground, then resurfaces back within its intended area. This will cause a major loss in the limited time to finish the phase, and all efforts should be made to avoid this.