GW2 Great Jungle Worm Boss guide

A guide to the GW2 Great Jungle Worm boss in Bloodtide Coast introduced with the Origins of Madness update.

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Basics


When and Where

Great Jungle Worm is located in Bloodtide Coast and occurs every two hours on the hour. Players wishing to participate in this fight will need to head to Firthside Vigil Waypoint. The actual event doesn’t start until around 5-10 minutes past the hour and there is a lengthy escort that takes another 10 minutes so the actual boss fight doesn’t occur until 20 minutes past the hour.

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Three Wurms and Three Teams

The Great Jungle Wurm is made up of three wurm that require players into split into 3 teams. Each team should have a commander that can direct players. Each team should have ~40-50 players ideally as the map can only hold 150 players max.

  • Amber – Considered to be the most difficult due to the coordination required
  • Crimson – Less coordination than the other two
  • Cobalt – Small jumping puzzle involved

Once all three wurms are killed within 1 minute of each other, they respawn as decapitated heads. To successfully complete the event, you must kill all three decapitated heads within 2 minutes of each other.

Strategy

Different maps/guilds have different strategy on doing the three wurm bosses but the only successful strategy so far seems to be the first one where the entire maps split into 3 teams of 40-50 players each.

  • Some will split the entire map into 3 groups, each doing their own thing. Each group size is around 40-50 players
  • Some will split the group during escort and then merge as one big zerg to take down one wurm at a time to around 5-10%. Once all the wurms are at 5-10%, the zerg split into 3 again to finish off the wurms.
  • A third variant employed by some guilds is to have the Amber and Crimson groups merge into a single zerg after the escort while Cobalt group deal with their own. The merged zerg takes down Amber first to 5-10% and then move to Crimson. Once all three Wurms are at 5-10%, then coordinate the burn to decapitate the heads.

Timer

You have exactly 14 minutes to decapitate (kill) all 3 wurms but if you decapitate of the wurms early, the timer immediately goes down to 1 minute. This means you need to coordinate and stop DPS once the wurm get to a low % and only decapitate the wurms once every one of them is low enough. If you cannot decapitate all 3 wurms, make an attempt to decapitate at least one wurm as that will least give you some rewards for your effort.

  • This goes both ways, if you have <1 minute remaining on the timer and havn’t decapitated of the wurms, decapitating one will bump the timer back to 1 minute.

Once all three wurms are decapitated, you have a new 2 minutes timer to kill all three wurm heads.

Nutrients

The nutrient block one of the wurm boss’s spit attacks and grant you one stack of Might for 60s which can be handy in some circumstances (i.e. in the Crimson Wurm boss fight where getting hit can drop your phytotoxin).

Regardless, you should only interact with the nutrient once as doing it more than once will give you the parasites debuffs which stuns you randomly (exception is during the escort where the nutrient buff can stack up to 4 stacks).

Targeting

Targeting the wurms is fairly difficult. You should try to target it early into the fight and do a call target (ctrl + t) so you don’t waste time during DPS burn phase to try and target it (press t will immediately re-target it again). During the burn phase, it helps to stack right on the wurm and melee. This will not only make targeting easier but also helps to cleave nearby adds.

The Escort


The escorts themselves are fairly easy but achievement hunters need to be aware as there are some achievements that are specific to the escort phase

It is advised that raids go ahead of the escort NPC and try to attack the eggs early. They have very low health when outside the radius of the escort event, making them very easy to kill.

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Amber Escort

  • Near the end of the escort is a Plague Carrier Abomination that you need to kill and stack on top of when he is dead to gain a Wurm attractant for the achievement Wurm Bait

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Crimson Escort

  • Near the end of the Crimson Escort is a phytotoxin cloud that you need to run into for the Phytotoxin Enthusiast achievement.

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Cobalt Escort

  • Once you take a length swim to an island, you will find a shipwrecked sailor with bottles of rum near him. Interact with the rum to get the Wurm Kleptomaniac achievement.

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Great Jungle Wurm – General Info


Partially Digested Husks:

These are spat out from the boss approximately every 100s. They have extremely high Toughness, but relatively low health, which is around 80-100k. Power-based builds should not attack these Husks ever. One group built for Condition damage can keep the Husks under control. While Necromancers are optimal since they have Epidemic, substituting a few other Condition classes like Engineers or Thieves can work.

It’s worth noting that no-one except the Condition team should attack the Husks due to how the Condition cap works. For example: If a creature is at 25 stacks of Bleeding, any new applications of Bleed will remove the oldest stacks from the creature. Thus, it is possible for an inferior Bleed stack to push off a superior one. It is for this reason that Power-based players should ignore the Husks; not only are they doing virtually no damage to it, but they are actually lowering the potentially damage of an actual Condition build.

If the Husks make it close to the Great Jungle Wurm during a burn phase, Necromancers should use Epidemic on the boss to spread all of its Conditions to the nearby Husks.

Grub Eggs:

Nine Grub eggs are spat out from the boss approximately every 45s, shot in three separate volleys. After 20 seconds, they 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 group dedicated to prevent these eggs is highly recommended. (Desolation calls this their "Diboof" team) While it is possible for one skilled player to do the job, backups are necessary because the animation for spawning Grub Eggs is the same as the Husks spawning.

Evidence strongly suggests that the animation for this spell merely appears to be spat from the boss’ mouth, but the projectiles actually originate from the bottom of its model. This makes it possible to block all of the eggs with a single spell if cast at the right position. This can be done successfully with Swirling Winds (Elementalist), Feedback (Mesmer) and Wall of Reflection (Guardian).

Swirling Winds is easy to execute; just cast it inside the boss model. Feedback is used the same way, but it must be aimed manually; you have to de-select the boss and have auto-targeting off. Wall of Reflection must be positioned such that it is inside the boss’ model, favoring the side of the boss that it is facing.

With 3-5 players rotating Projectile Blocking skills on every animation, it is very easy to keep the battlefield clear of Grubs.

Grubs:

These adds hatch from the Grub Eggs after 20s. They have 4-5 times more health than the eggs themselves. If an egg-prevention group is doing their job properly, there should be hardly any eggs; however, if some do get through, they should be killed immediately.

The deadliest attack the Grubs have is a projectile that lands and leaves behind three highly-damaging 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 raid is stacked up.

Juvenile Wurms:

These adds continue to spawn throughout the fight. They should be the primary focus of the raid during any downtime. Amber always has downtime whenever they are afflicted with the Upset Stomach debuff.

Burn Phase:

It is possible for cleaving attacks to strike the Jungle Wurm twice with one swing. The Commanders should learn these spots on their respective Wurms and instruct their raid to stack on them. It is important that Guardians restrain themselves from using Symbols, as their Light Fields will ruin Might Stacking with Fire Fields.

Amber Great Jungle Wurm


This is considered to the most difficult head due to the amount of coordination involved. Make sure you have PVT gear if you are going inside the wurm head’s stomach. Stability and heals are also needed here.

Gear/Food/Consumables

Before you come to the fight, make sure you have the following

  • Gear: Power, Vitality Toughness (PVT) gear for the Wurm phase as you cannot deal critical damage to them and need maximum survival. Berserker (Power, Precision, Critical Damage) gear for the Wurm head phase as you can crit on these Wurm heads and need to do maximum DPS.
  • Food: Orrian Steak Frittes (100 Power, 70 Vitality) is good for the Wurms phase. Truffle Steak (100 Power, 70 Precision) is good for the Wurm heads phase. These will frequently be dropped by commanders in the feast format but players focusing on condition damage will need to get their own appropriate condition damage boosting food.
  • Nourishment: Toxic Sharpening Stones are really good here. if you cannot afford them then regular Sharpening stones are good as well.
  • Consumables: The two must haves are Fire Elemental Powders and Ogre Pet Whistle. Since they have a 30 minutes cooldown, you want to save them for the heads phase.

Team Composition

The recommended composition for Amber is to aim for 45-50 players. There should be a few sub-groups:

  • Egg Blocking Team: Composed of 2-5 players who are rotating projectile blocking/reflecting skills on the Jungle Wurm to prevent eggs from spawning. These players do not get eaten, as they continue this job until phase 2. It’s important that Juvenial Wurms do not harass these players.
  • Husk Killing Team: Composted of ideally 5 Condition Necromancers, but a few Condition Engineers works fine. These players do not get eaten and continue this job until phase 2.
  • Stack Defense: Two or three Elementalists are recommended to use Swirling Winds when the raid stacks up. This is to protect them from projectiles from the Juvenile Jungle Wurms, the Husks and any Grubs. These players do get eaten.
  • The Raid: The remaining 30-40 players will follow the Commander, absorbing the Wurm Attractant buff and stack on the arrow to be eaten. While they have Upset Stomach, their job is to hunt down Juvenile Wurms. If the Egg Blocking team lets a few eggs through, they should be killed as a priority.

Plague Carrier Abominations 

You will need to kill Plague Carrier Abomination that are marked with a yellow icon. Get close when they are about to die and stack on its corpse immediately when it dies. It will leave behind an AoE puddle which will give you buff called Wurm Attractant. Once you have the buff, head immediately towards the location where the Amber Wurm Head was and you will see a red arrow here.

  • Ignore the first Plague Carrier Abomination that walks in. It is invulnerable and will get swallowed by the Wurm head instead.
  • While attacking the Abomination, prepare to dodge the coil/spit attack. Even when you receive your buff, do not leave players behind who are downed by this skill.

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Stacking on the Red Arrow

Everyone with the Wurm Attractant buff stack on the red arrow and apply stability/heals. You will need to wait for the Amber Wurm to reappear to digest you all inside its stomach. Watch out for partially digested husks that are roaming around as they will knock you around and prevent you from getting digested.

  • For Amber the Partially Digested Husks are very threatening because their attacks can knock off the Wurm Attractant buff. It is very important that they are Crippled and Chilled so they do not reach the raid while they are waiting to be eaten by Amber.
  • It helps to toss down Water Fields and use Swirling Winds from the Stack Defense group to protect the raid during this period of time. Use long-range crowd-control skills on the Husks if you see them getting close. You can use Blind on any nearby Juvenile Wurms.
  • You need a minimum of 20 players getting digested and pulled in. The more players you have, the more room you have to wiggle.

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Harpoon

Once you are inside the wurm’s stomach, you need to move around (press down your ctrl key) until you find a Harpoon from a skeleton on the ground (should be on the floor right behind you). Grab the Harpoon and target the the wurm’s Pyloric Valve so you can use the Harpoon to burst it down.

  • You take damage for each second you remain inside the wurm’s stomach
  • While inside, using Water Fields is recommended since shooting the rifle at the Pyloric Valve will apply Regeneration. Ranger Healing Spring is useful here. No one should use falling damage traits, as they proc from the descent to the stomach. Not only are they useless for this fight but Guardians and Mesmers can actually hurt their raid since the Light and Ethereal Fields left by their traits will interfere will the raid’s ability to heal.

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Getting spat out

Once you burst down the Pyloric Valve, you will get spat out. Your Harpoon now has only one charge and should be only used on the Amber Wurm. Stand still and wait for the large knockback from the Amber Wurm. Then target it (if you have him on call target, just press t) and throw your Harpoon at it. The wurm has 20 stacks of a buff called Slick skin that make it immune to damage and each harpoon thrown at him will make remove one stack of this buff.

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Burn Phase

Once the Amber Wurm’s immunity buff is removed, you will need stack in melee range and max DPS on the Amber Great Jungle Wurm– this means Time Warps, fire fields, Fiery Greatswords, etc.

It is possible for cleaving attacks to strike the Jungle Wurm twice with one swing. The Commanders should learn these spots on their respective Wurms and instruct their raid to stack on them. It is important that Guardians restrain themselves from using Symbols, as their Light Fields will ruin Might Stacking with Fire Fields.

Rinse & Repeat

You won’t be able to immediately re-enter the wurm’s stomach again as you get a debuff (Upset Stomach) on you that prevent you from getting in again for a short time interval. This means that the next Plague Carrier Abomination after the burn phase is likely not much use to you. However, if you have ~50 players at Amber Wurm, you might be able to do a rotation where half the players get the buff while the other half remains outside to kill the adds.

Adds

When you get the Upset Stomach debuff, focus your time on cleaning up as much adds as possible. Most of the raid should focus on killing Juvenile Wurms while this debuff is active. If the team is organized properly, there should be no Grubs due to the projectile blocking team and the Husks should be handled by the Condition team.

  • If eggs do spawn due to failure of the Egg blocking team, it is very important to kill them ASAP before they can spawn into grubs.
  • Grubs can be killed quickly if you use Feedback/reflects on them to reflect back their projectile attack.
  • Husks only take significant damage from condition damage so unless the condition team has trouble killing them, most of the raid should not be focusing them as you can override their conditions with your own inferior version.

Hold DPS

Remember that once one of the wurm bosses is killed, the timer immediately goes down to 1 minute. One minute isn’t a lot of time when all of them have special mechanics that makes them immune to damage. Therefore, you should stop DPS once your wurm get low enough (~5-10%) and wait for all wurm bosses to get there before entering the final burn phase.

Crimson Great Jungle Wurm


Crimson is considered by some to be the easiest coordination wise compared to the other two heads. However, proper managing of adds is key here as failing to do can cause the husks and wurms to overwhelm the group.

Gear/Food/Consumables

Before you come to the fight, make sure you have the following

  • Gear: Power, Vitality Toughness (PVT) gear for the Wurm phase as you cannot deal critical damage to them and need maximum survival. Berserker (Power, Precision, Critical Damage) gear for the Wurm head phase as you can crit on these Wurm heads and need to do maximum DPS.
  • Food: Orrian Steak Frittes (100 Power, 70 Vitality) is good for the Wurms phase. Truffle Steak (100 Power, 70 Precision) is good for the Wurm heads phase. These will frequently be dropped by commanders in the feast format but players focusing on condition damage will need to get their own appropriate condition damage boosting food.
  • Nourishment: Toxic Sharpening Stones are really good here. if you cannot afford them then regular Sharpening stones are good as well.
  • Consumables: The two must haves are Fire Elemental Powders and Ogre Pet Whistle. Since they have a 30 minutes cooldown, you want to save them for the heads phase.

Team Composition

The recommended composition for Amber is to aim for 45-50 players. There should be a few sub-groups:

  • Egg Blocking Team: Composed of 2-5 players who are rotating projectile blocking/reflecting skills on the Jungle Wurm to prevent eggs from spawning. These players do run colors, and they continue this job until phase 2. It’s important that Juvenal Wurms do not harass these players.
  • Husk Killing Team: Composted of ideally 5 Condition Necromancers, but a few Condition Engineers works fine. These players continue this job until phase 2.
  • The Raid: The remaining 30-40 players will be running Phytotoxins. It takes 30 per extractor to fill them up, which is why having extras is helpful. Yellow tends to be the most annoying to fill, and due to its inconvenient positioning, it should not be filled last.

Phytotoxin Stations

There are 3 Phytotoxin charing stations near the Crimson Wurm that needs to be filled by Phytotoxin clouds that spawn during the fight. Once a phytotoxin charging station is fully charged, its icon change to a full icon.

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These Phytotoxin clouds spawn randomly in the area around the wurm and are of 3 types: Blue, Red and Yellow. Run through these clouds to get a buff and then head to the color-matched Phytotoxin station to charge it up. Once all 3 Phytotoxin stations are charged up to full, Crimson Wurm becomes vulnerable to damage.

  • You can carry all 3 color buffs so just run into whatever phytotoxin cloud you see just incase a charging station is nearby.
  • Each color buff lasts for about a minute so you have plenty of time to get to the charging stations
  • If you get hit while carrying the buff, you will lose it so you can interact with a nutrient if you see one to get their buff that can absorb one attack from the wurms.

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Keep in mind that if you get hit while carrying this buff, you will lose this buff and need to grab it again from either the same cloud or another cloud.

Burn Phase

Once the Crimson Wurm’s immunity buff is removed, you will need stack in melee range and max DPS on the Crimson Great Jungle Wurm– this means Time Warps, fire fields, Fiery Greatswords, etc.

It is possible for cleaving attacks to strike the Jungle Wurm twice with one swing. The Commanders should learn these spots on their respective Wurms and instruct their raid to stack on them. It is important that Guardians restrain themselves from using Symbols, as their Light Fields will ruin Might Stacking with Fire Fields.

Adds

  • If eggs do spawn due to failure of the Egg blocking team, it is very important to kill them ASAP before they can spawn into grubs.
  • Grubs can be killed quickly if you use Feedback/reflects on them to reflect back their projectile attack.
  • Husks only take significant damage from condition damage so unless the condition team has trouble killing them, most of the raid should not be focusing them as you can override their conditions with your own inferior version.

Hold DPS

Remember that once one of the wurm bosses is killed, the timer immediately goes down to 1 minute. One minute isn’t a lot of time when all of them have special mechanics that makes them immune to damage. Therefore, you should stop DPS once your wurm get low enough (~5-10%) and wait for all wurm bosses to get there before entering the final burn phase.

  • Crimson can prep this by having only 2/3 of the Phytotoxin collectors filled. This allow you to enter the final burn phase with very little prep time as only one of the Phytotoxin collectors need to be filled.
  • It’s recommended that Yellow should not be left till last, as it is very inconvenient to fill.

Cobalt Great Jungle Wurm


Cobalt Wurm head requires a bit of coordination and jumping skills. The raid can alternates between running Kegs and killing creatures. Some groups run two or three sets of Kegs before they kill their adds. This is repeated until the boss is <5% health.

Gear/Food/Consumables

Before you come to the fight, make sure you have the following

  • Gear: Power, Vitality Toughness (PVT) gear for the Wurm phase as you cannot deal critical damage to them and need maximum survival. Berserker (Power, Precision, Critical Damage) gear for the Wurm head phase as you can crit on these Wurm heads and need to do maximum DPS.
  • Food: Orrian Steak Frittes (100 Power, 70 Vitality) is good for the Wurms phase. Truffle Steak (100 Power, 70 Precision) is good for the Wurm heads phase. These will frequently be dropped by commanders in the feast format but players focusing on condition damage will need to get their own appropriate condition damage boosting food.
  • Nourishment: Toxic Sharpening Stones are really good here. if you cannot afford them then regular Sharpening stones are good as well.
  • Consumables: The two must haves are Fire Elemental Powders and Ogre Pet Whistle. Since they have a 30 minutes cooldown, you want to save them for the heads phase.

Team Composition

The recommended composition for Amber is to aim for 45-50 players. There should be a few sub-groups:

  • Egg Blocking Team: Composed of 2-5 players who are rotating projectile blocking/reflecting skills on the Jungle Wurm to prevent eggs from spawning. These players do run kegs, and they continue this job until phase 2. It’s important that Juvenal Wurms do not harass these players.
  • Husk Killing Team: Composted of ideally 5 Condition Necromancers, but a few Condition Engineers works fine. These players continue this job until phase 2.
  • The Raid: The remaining 30-40 players will be running the explosive kegs. While it only takes 20 kegs, many players can lose it or it can get eaten by a creature.

Powder Keg Locations

Powder Kegs spawn in one of the three locations near the Cobalt Wurm. 20 of these kegs need to be placed under the wurm under a short time interval before the the wurm becomes vulnerable to damage. The map below marks the 3 locations with red X but there is another picture showing you the picture of the Powder Kegs icon ingame.

  • While you cannot carry a Keg through a Portal, a raid can save time getting to the Keg spot by entering one to reach it.

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Location 1 ) – Easiest location. No water to jump over or fall into.

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Location 2) – This one is hard as you will need to jump over barrels and planks while carrying the Powder Kegs. If you fall into the water, you lose the Powder Keg and will need to wait a few seconds before you can pick up the barrel again.

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Location 3) – Not much jumping here but you need to cross a narrow beam. If you fall into the water, the keg disappears as well.

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Placing the Powder Kegs

Once you picked up the Powder Keg you need to run to where the Cobalt Wurm is. There will be a red arrow pointing out the exact location you need to place the keg. Once placed, each Powder Keg only last a short time interval before disappearing. If you manage to put down 20 Powder Kegs together before any of them disappears, the Cobalt Wurm will lose his buff and becomes vulnerable to damage for a short time.

  • To place the keg, press #1 to place it on the ground.
  • It helps to coordinate and have everyone wait at a spot with their kegs before rushing in to place the kegs. This will ensure that everyone is putting down their kegs at around the same time rather than having a stream of people which may not place enough kegs within the required time interval.

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Burn Phase

Once the Cobalt Wurm’s immunity buff is removed, you will need stack in melee range and max DPS on the Cobalt Great Jungle Wurm– this means Time Warps, fire fields, Fiery Greatswords, etc.

It is possible for cleaving attacks to strike the Jungle Wurm twice with one swing. The Commanders should learn these spots on their respective Wurms and instruct their raid to stack on them. It is important that Guardians restrain themselves from using Symbols, as their Light Fields will ruin Might Stacking with Fire Fields.

Adds

  • If eggs do spawn due to failure of the Egg blocking team, it is very important to kill them ASAP before they can spawn into grubs.
  • Grubs can be killed quickly if you use Feedback/reflects on them to reflect back their projectile attack.
  • Husks only take significant damage from Condition damage so unless the condition team has trouble killing them, most of the raid should not be focusing them as you can override their conditions with your own inferior version.

Hold DPS

Remember that once one of the wurm bosses is killed, the timer immediately goes down to 1 minute. One minute isn’t a lot of time when all of them have special mechanics that makes them immune to damage. Therefore, you should stop DPS once your Wurm get low enough (~5-10%) and wait for all Wurm bosses to get there before entering the final burn phase.

Decapitated Heads


One you have killed Amber, Crimson, and Cobalt Wurms within 1 minute of each other, their heads come off and they regen back to full health. Now you begin the final phase of the fight where you must kill the three wurm heads within 2 minutes.

The heads have four skills

  • Spit: High damage but it is easy to avoid due to its orange AoE Circle.
  • Flop: Large knock-back, and it is recommended to use Stability for this.
  • Flail: Moderate damage.
  • Chomp: The most important skill to learn for Phase 2. It is an extremely high damaging skill whereby the Wurm will rear itself up almost vertically and begin to Chomp forward. This skill is based on aggro and it is entirely possible to control its movements by positioning your raid favorably. While Chomping, the Wurm head will leave behind a field that applies Cripple.

Never run behind the Wurm heads as they leave behind a yellow slime that will damage and cripple you.

This is the phase you need to do absolute max DPS so stack might, swiftness, fury, food, elemental weapons, consumable pets, and basically drop everything you can to increase DPS. There is a small window between the decapitating the wurm bosses and having their wurm heads spawn so swap on your berseker sets if you can for max DPS.

The goal of this phase is to limit the Wurm head movements as much as possible using the knowledge that Chomp is aggro based. Many guilds attempt to "lure" it near a wall, as this will limit the amount it can move after each Chomp if it gets stuck against terrain. It is important that players learn the tell for the Chomp, as this skill does the most damage.

It should be noted that the Wurm heads will go Invulnerable if you lead them anywhere near the boundaries of the event area. This was to prevent players from exploiting a bug with their scaling.

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Acknowledgements


Information here is gathered from the various commanders and leaders of TTS guild and EG guild on SoR

  • Jispen Podwicks

    Also please note that mesmer blinking and portaling destroys bombs, wurm attractant, and possibly the phytotoxin (haven’t done that wurm yet). The same may be said for other distance-altering skills.

  • Jolly

    Desolation got the world first! Over an hour ago

  • Zachary R. Wade

    Do you have anything on the new Wurm Theme’d items? There was talk of a Rifle and some other stuff?

  • [TTS] Zarzag

    We have also found out that the Wurm heads each move differently.

  • Sin

    Would you teach us how to “put feedback manually” please? I’ve done some experiments, if I put feedback without targeting, it seems drop randomly distence on the line the toon face to. thanks.

  • [TTS] Zarzag

    We have to do SOMETHING to keep us busy during the 2 hour wait. You seem to have been the focal point for all the fun.

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