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Defeat Tequatl the Sunless

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Defeat Tequatl the Sunless

Location
Splintered Coast
(Sparkfly Fen)
Event type
Red Boss.png
Group event
Part of
Danger at Fabled Djannor
Level
65
Event maps
Tequatl the Sunless location.jpg

Defeat Tequatl the Sunless is a level 65 group event that occurs on the Splintered Coast in Sparkfly Fen. The event begins with Tequatl the Sunless flying out of the water, eventually landing in front of the player and beginning combat. Though considered one of the smaller dragons, Tequatl is not alone and the fight occurs with dangerous minions summoned to attack the players as well. Players themselves have access to numerous Hylek Turrets and are backed by the formidable Vigil Megalaser.

Contents

[edit] Objectives

  • Tequatl the Sunless
  • Event bar.jpg
    Event boss (map icon).png
  • Time limit: x/15:00
  • Hylek turrets remaining::[sic] x/6

[edit] Walkthrough

[edit] Mechanics

  • The event has a 15:00 minute time limit.
  • Tequatl has new combat mechanics
    • Gains 1 stack of the Hardened Scales effect every second, up to 20 stacks. Upon reaching 20 stacks, summons Bone Walls and makes Tequatl invulnerable until the walls are destroyed. People controlling the Hylek Turrets should use the skill #2 as often as possible to remove stacks of Hardened Scales.
    • Stomps the ground, sending out a Shockwave that knocks players back and can hit multiple times. Players can jump over or dodge roll through the wave, similar to the fight with King Toad.
    • Periodically summons multiple Tequatl's Fingers that create large, long duration AoE fields that pulse every second. If not destroyed, they'll put a considerable amount of pressure on players over time.
    • Spews multiple Poison Pool AoE fields that pulse every second, inflicting damage and crippling for 10 seconds. Turrets should be used to remove those poison fields while their skill #2 is on cooldown.
    • Creates Tangling Vines that pull players underwater while dealing continuous damage if they get too close.
  • The event changes phases every 25% of Tequatl's maximum health. The meta event transitions to the Defend the Megalaser and the batteries in the east, west, and north event each phase.
    • Players must defend the megalaser and batteries for 2:00 minutes.
    • During this event, the main event's 15:00 minute time limit is paused.
    • If any of the four areas fall, this event fails.
    • If this event succeeds, Tequatl is shot by the laser and becomes stunned, taking 5 times more damage for a short duration.
    • The batteries and cannon will be attacked by large waves of high level Risen, including champions.
    • If this event fails, the main event also fail. When this happens, Tequatl creates a giant tidal wave to wipe out players. Death from the wave can be avoided by standing on a launch pad or by being far enough away from the ocean when it occurs.
    • Launch pads reminiscent of Lightning Pull can be used by players to quickly move between the Vigil Megalaser and the three batteries. The diamond on each launch pad shows the direction you will be launched.

[edit] Preparation

Tequatl assaulting team:

  • Get a commander to lead the assault on Tequatl. His tag will be the point for all players attacking Tequatl to rally at and stack on and the target for all turrets to fire skills 3, 4 and 5 at.
  • All players assaulting Tequatl need a ranged weapon.
  • Players in the assault with AoE condition removal skills should equip them.
  • Players in the assault that have skills that grant Might to allies should equip them.
  • Players in the assault that have skills that grant Stability to allies should equip them.
  • Elementalists in the assault should equip Conjure Frost Bow and Conjure Fiery Greatsword
    • Skill 1 of the frost bow heals.
    • Skill 2 of the frost bow causes vulnerability.
    • Skill 4 of the frost bow does extremely high damage against Tequatl, as all of the Ice Storm shards hit, presumably because the dragon is classified as a structure, against which the same skill is highly effective.
    • The Fiery Greatsword has high damage.
  • Some warriors in the assault should equip banners, particuraly the elite banner.

Turrets teams:

  • Create three parties to defend each set of turrets.
  • One member from each party mans a turret and the other four members defend and repair that turret and heal that gunner.
  • Risen mobs will scale to the amount of people hanging around the turrets. Turret defense teams (including the turret gunners) should be around 10-15 people otherwise champion and elite mobs will spawn much more often.

Defend Megalaser and batteries:

  • Work out how you plan to defend the Megalaser and its three batteries.
  • Have the three parties from the west turrets go defend the west Battery and the three parties from the east turrets go defend the east one.

Notes

  • The most important parts of this whole event are keeping the turrets up and firing (and using the correct skills at the right targets) and everyone assaulting Tequatl stacking on the commander and reviving dead and downed players in the stack.
  • Revive players that are in the Downed state but players that are fully Defeated should port to the quaggen village waypoint (Brooloonu Waypoint). This is a timed event and reviving someone from the Defeated state takes much too long even with multiple players helping. Timing on the event is too tight to have multiple players constantly removed from the combat to revive Defeated players and risking their own lives in the attempt.

[edit] Defeating Tequatl

Tequatl assaulting team (Tequatl with 100% health):

  • The commander positions himself just within ranged weapon distance from where Tequatl's right leg is.
  • Players assaulting Tequatl stack up at the commander's location.
  • Players attack his right leg (the left leg as you look at him) with ranged weapons.
  • Players with AoE condition removal should use them to remove the poison and cripple from everyone in the stack.
  • Players with skills that grant Might to allies should use them to keep everyone at max stacks of might.
  • Players with skills that grant Stability to allies should use them to stop everyone getting knocked down by Tequatl and the waves.
  • Elementalists need to constantly summon frost bows for players to use to stack vulnerability on Tequatl.
  • All players in the stack need to revive all Downed players in the stack.
  • All Defeated/dead players need to revive themselves at the waypoint immediately.
    • The nearest waypoint (Splintered Coast Waypoint) is always contested during the event. Use the Brooloonu Waypoint and the Launch Pads to return to the battle. The Caer Brier Waypoint can also be used, but some events in that area may make the run back more time consuming.
    • Assault team players should attempt to make their way back without running near the turrets, as the more players there are, the tougher the mobs will spawn (such as Champion mobs).

Turret Teams:

  • The Turret gunners need to use skill 2 on Tequatl as soon as it recharges to stop his Hardened Scales buff from reaching 20 stacks. If this happens, he will summon a bone wall.
  • The Turret gunners need to use skill 3 at the commanders location to remove poison created by Tequatl's fingers and Poison Pools.
  • Turrets also need to use skill 3 to remove poison created on neighboring turrets when possible to prevent gunners from dying.
  • The Turret gunners need to use skills 4 and 5 at the commanders location to buff him and all the assaulting players stacked at his location.
  • The defending players need to defend and repair the turrets and heal the gunner.

When Tequatl reaches 75%/50%/25% health:

  • Tequatl breaks off from combat. The assault team needs to make their way to the batteries or megalaser without running through the turrets. There is a gap between the north and south turrets.
  • At the megalaser, there are launch pads to launch players to the west/north/east batteries. If there are too many players attempting to use it, it may be better to make your way to the batteries on foot.
  • At 75% is when Tequatl will start using vortexes to pull players underwater. If this should occur, swim back to the surface by aiming towards the light. Use your heal if necessary and use dodge underwater to swim faster briefly.

Defend Megalaser and batteries:

  • Have the three parties from the west turrets go defend the west Battery and the three parties from the east turrets go defend the east one.
  • Split the Tequatl assault team up to defend the north battery and the Megalaser and to help the Turret teams with the east and west batteries.
  • Elementalists from the assault team should start heading back at around 20 seconds to spawn ice bows and fire swords early.
  • If a battery or the megalaser is above 25% health with 15 seconds left on the event, all players can start to head back to where Tequatl was.

Tequatl assaulting team (Tequatl stunned after megalaser shoots him):

  • When Tequatl returns after defending the megalaser, he will be shot by it and will become stunned for about 30 seconds and takes increased damage.
  • The commander positions himself at Tequatl's right leg and attacks it with a melee weapon.
  • Players assaulting Tequatl stack up at the commander's location and assault Tequatl as before but with melee weapons.
  • Players who have access to Fire Elemental Powder should use this before Tequatl becomes hittable.
  • Elementalists summon frost bows as before but they can also summon Fiery Greatswords for extra damage. Don't target Tequatl and use Skill 4 to run through Tequatl and the Skill 3 to return to your location.
  • When Tequatl comes out of stun, the assault reverts back to how it was for Tequatl with 100% health (ranged assault method).

Turret teams (Tequatl stunned after megalaser shoots him):

  • Turret gunners still need to continue cleaning poison where the assault team.
  • Skill 1 now deals roughly 10K damage to stunned Tequatl instead of 1K damage. This is an ideal time to attack when cleansing and buff skills are on cooldown.
  • Depending on instructions from commanders/leader, turret defense team are continuing to defend turrets or at Tequatl with the assault team. Either way, as soon as Tequatl starts to recover, they should immediately head back to defend.

Final push (Tequatl close to defeat)

  • Depending the time left, players may need to move into melee range to attack with melee weapons as they do more damage, but comes at the cost of taking more damage as well as having to guess when the shockwaves appear instead of seeing them. Using stability skills here is helpful.
  • Warriors - if there is less than 10 seconds to go and you are downed, then use Vengeance to keep yourself temporarily alive for the rest of the fight.

[edit] NPCs

[edit] Allies

[edit] Foes

Risen

[edit] Objects

Destructible
Interactive
Environmental weapon

[edit] Rewards

See also: Defend the Megalaser and the batteries in the east, west, and north
  • Foes that spawn during this event do not drop loot.
Reward tier Experience Karma Coin
Gold 8,050
Experience.png
310 Karma.png Silver coin 53 Copper coin
Silver 6,843
Experience.png
264 Karma.png Silver coin 30 Copper coin
Bronze 6,038
Experience.png
233 Karma.png Silver coin 15 Copper coin
The values in this table were calculated automatically from the event's level. Help us improve this template by reporting any incorrect numbers at this page.

[edit] Dialogue

On event start.
Slupsloop: "There's something in the water. Help!"
Diancecht: "Look, in the water!"
Utoctacel: "Brothers! Sisters! Ready yourselves! Tequatl is here!"
Diancecht: "Back to the turrets! Now!"
When Tequatl's Fingers spawn.
Warmaster Narru: "Watch the tendrils. Keep your distance or you'll get poisoned!"
Warmaster Narru: "Tendrils! Fall back and attack at range."
Before Tangling Vines is used
Quaztocel: "Watch for the tangling vines coming out of the ground!"
Before Shockwave is used
Warmaster Narru: "Stay clear of its feet!"
Warmaster Narru: "Shock wave coming! Get out of the way!"
Warmaster Narru: "It's going to stomp! Move!"
Warmaster Narru: "Avoid the shock wave!"
Before Undead Breath is used
Quaztocel: "Get back. It's about to breathe. Stay out of its way!"
Risen spawn
Cotatl: On the right. Undead. Cut them down!"
If all Hylek Turrets are destroyed
Warmaster Narru: "Retreat to high ground! We're overwhelmed. Repeat: we are overwhelmed."
Phase 2 begins
"Defend the batteries while they charge to power the Vigil Megalaser."
Event failure
"The Vigil Megalaser failed to charge. Watch out for Tequatl's tidal wave!"
Event success
Quaztocel: "The water is still. The land is ours."
Utoctacel: "Victory comes with a cost. So many dead."
Cotatl: "We shall sing their songs to our spawn who will be born here."
Quaztocel: "Yes. A fine home, for all hylek. Spread the word, all tribes are welcome here."

[edit] Notes

As of May 20, 2014, the Vigil Megalaser currently fires out of sync before Tequatl is shot, but it will still damage Tequatl.
  • As of September 19th, 2013, foes that spawn during this event will sometimes drop loot, despite patch notes stating otherwise.
  • Sometimes Risen Land Mines won't despawn when the event restarts.
  • If this event fails, the Splintered Coast will visually become darker and Risen Land Mines will clutter up the landscape until Tequatl returns.
  • This event does not have any prerequisite events, despite being part of a meta event, and starts on the following times unless manually activated by a guild: 04:30 PDT (11:30 GMT), 10:00 PDT (17:00 GMT), 20:00 PDT (03:00 GMT)
  • Players can prepare for the event ahead of time by learning how to use the Hylek Turrets and launch pads while waiting for it to begin.
  • As of October 15th, 2013, Conjure Frost Bow bow disappears after 60 seconds whether used or not.

[edit] Trivia

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