Wurm Build Skills By Class
Elementalist Skills:Conjure Fiery Greatsword: Great damage output throughout the whole fight if used correctly. this skills you want to use are skill number 3,4 and 5. Tip for skill 4 Fiery rush, untarget the wurm and rush through it, (also don’t forget to get rid of autotargeting in your options).
Conjured Ice Bow: Also a huge damage boost for the person using it, skills to use here are number 4 and 5 on the wurm.
Arcane Shield: It provides some good defence and is a stun breaker, or alternatively
Arcane Wave: Provides an additional blast finisher
WeaponsStaff: probably the most useful weapon to take if you are
not a diboofer, it provides the most utility and probably the most damage when using fire element.
Dagger/Focus - Scepter/Focus: Diboof Eles, NEED to have a focus as an offhand weapon for “Swirling winds”, the other weapon is up too you, although dagger may be slightly better because with air attunement the auto attack will cleave providing double damage on DPS phase.
Scepter/Dagger for fire fields and blast finisher
EngineerSkills:Bomb Kit: provides fire fields for blasting and CC for husks.
Elixir B: Good for might stacking, fury and retaliation for phase 2.
Healing turrets: good sustain for the zerg and acts as a Water Field.
Weapons:Pistol/Shield: Whenever you are not using your Bomb Kit, this setup will provide the best amount of CC, and utility for the zerg.
Guardian:Skills:Wall of Reflection : The 'Must have' skill for Amber (also useful on cobalt for stacking keg-runners); good reflect skill with a fairly short cooldown. However note that it is a Light Field, so make sure not to place around stack not in it.
Retreat: Also a very important skill, it provides aegis and swiftness, the aegis is especially good to provide a single block on Husks attacks to ignore the knock-up.
Hallowed Ground: Long cooldown but provides good duration area stability and more importantly it is a Fire Field. If you take it (except in emergencies) you should save it for use it during burn phase.
Stand Your Ground: Nice group stunbreak and stability (but limited to 5 people) with a shorter cooldown than 'Hallowed Ground'. However it is NOT a Fire Field! If you take it, use when stacking on the red arrow instead of the burn phase to prevent the Husks knockback.
Elite: Either Tome of Wrath (especially useful in phase 2) or Renewed Focus (if you're unfamiliar with the event)
Weapons:Guardians: Be aware of light fields, there is nothing more annoying than blasting retaliation in phase 1 of this fight. So the things to remember are : NO MACE, NO HAMMER at all (every third auto is a lightfield), No skill 4 on GS, No skill 3 on Staff.
Greatsword: Good cleaving damage, highly recommend. DO NOT USE Skill 4 on the phase 1 burn stack because it is a light field and we don’t want to blast retaliation (in phase 1).
Sword / Focus: Good alternative to Greatsword, it provides good damage and defence. Specced correctly the blinds add vulnerability and focus 5 skill is a blast finisher for might stacking.
Staff: Only one use: Skill 4 “Empower”, 12 might stacks is great but it is a shorter duration than might stacked by combo blasting fire fields. DO NOT USE Skill 3 on the phase 1 burn stack because it is (another) light field and we don’t want to blast retaliation (in phase 1).
MesmerSkills:Time Warp: …if you need this explained go back to Wurm 101. Just be careful that you don't place it until after the fire fields have been combo - blasted for might.
Null field: provides area condition removal and an important skill on Amber as when you get puked out of the wurm you get a weakness debuff, so some mesmers should place null fields in front of the zerg. Less useful on the other wurms, but can be combined with focus in phase 2 for confusion stacking.
Veil: useful on Cobalt Wurm for losing aggro whilst keg running
Feedback: Useful reflect skill especially during dps phase if grubs are shooting at us. But not the most important skill generally.
Signet of inspiration: There is not much a mesmer can take - it gives random boons which are always welcome. Especially useful as it will transfer your boons to your party members, which improves might stacking
Weapons:Sword / Focus: Main hand because of the cleave it is also very nice damage and can avoid some damage with skill 2 if needed. Focus provides nice damage and utility.
Scepter/Torch: A secondary set, - provides great confusion stacking for phase 2.
Necromancer Skills:Epidemic: Transferring conditions is always nice, but the thing you have to look for here is Fear, if you see any then Epidemic the mob and transfer fear to all adjacent mobs.
Signet of Spite: The passive is nice, but mostly for the conditions! A must have if you are a condi team necro, also highly recommended for a power necro.
Blood is power: Provide 10 stacks of might and 2 stacks of bleeding.
Lich form
WeaponsStaff
Scepter/Dagger
RangerSkills:Frost spirit: Very nice damage boost for the zerg, highly recommended (if you trait for it).
Entangle: Nice skill to keep the husksaway from the DPS stack, also puts some nice bleeding.
Signet of the Wild - Passive health regen but also active stability and increased damage
Signet of the Hunt - Passive speed boost (useful for Cobalt keg running). Activation increases damage on next attack for you and pet.
Elite: Spirit of Nature:Provides healing and condition clean and revive (so useful in P2).
Alternate Rampage As One: you and pet gain stability fury and swiftness and grant each other might when you attack
Weapons-Greatwsword: Main weapon, good cleaving damage.
-Warhorn: Same reason as warrior, its an easy blast gives a speedboost (especially useful on crimson), it also provides fury to allies.
PetsJungle Stalker for Phase 1 - for Might stacking
Reef Drake for Phase 2 - Confusion stacking and blast finisher
ThiefSkills:Personal preferance. The only thing to know is do not use stealth skills.
Haste: provides some quickness so its always extra dps.
Assassin’s signet: for extra power and damage.
Devourer venom: can also be nice for the immobilize on husks.
Weapons:Shortbow: Every thief should have one as a secondary weapons, for the skill 2 (Cluster Bomb) blast finisher, for stacking might in burn phase.
Dagger / Dagger: The main reason here is the cleave for double damage on DPS phase.
Warrior Skills: Battle standard : Gives 1 might/second, fury, swiftness and revives 5 downed people. This is the 'must have' skill. Probably one of the most important ones throughout the whole fight (especially Phase 2!)
Balanced stance: Very useful - providing stability and swiftness on 45s cooldown. Especially good in phase 2 to ignore the wurm knockbacks. Can replace with Dolyak signet (although longer cooldown and damage reduction isn’t that useful if you dodge correctly).
Banner of strength: Very nice boost for the zerg, this stays a good choice, just be careful with the banner placement (outside the stack please!)
Banner of Discipline: A decent dps boost for phase 2 only. Not all Warriors should use it since it is USELESS on phase 1.
Fear me! : Phase 1 skill for when everyone is stacking on the red arrow to keep the husks away. No use in phase 2. Recommand switching it for a Banner of strength.
For Great Justice : Good might stacking, fury and a very short cooldown.
Shake it off': Nice group condition cleanse and personnal stun breaker, but not all Warriors should take this (or damage output will suffer).
Weapons:Greatsword: Recommended. Probably the biggest damage dealer for a warrior.
Sword: Especially nice for gap closer on wurm during phase 2.
Axe: Better damage than sword but lacks mobility.
Warhorn: Recommand offhand weapon, as it provides an easy blast finisher with skill 5 (call to arms).
optional Longbow for fire field + blast finisher
Skill Chat CodesGuardians: [&ByMkAAA=], [&B8EjAAA=], [&B3wjAAA=], ([&B8IjAAA=] or [&BwMkAAA=])
Elementalists: [&BwkWAAA=], [&BwYWAAA=], [&B78VAAA=], [&B4wVAAA=]
Warriors: ([&B0k4AAA=] or [&B0M4AAA=]), [&B0w4AAA=], [&B0U4AAA=], [&B1M4AAA=]
Mesmers: [&B9snAAA=], [&B8snAAA=], [&Bz4oAAA=], [&B4koAAA=]
Thiefs: Shortbow for blasting fire fields
Engineers: [&B70WAAA=], [&B7QWAAA=], [&B+wWAAA=]
Necromancers: [&B24pAAA=], [&BzApAAA=], [&B34pAAA=], [&BzYpAAA=]
Rangers: [&B9EwAAA=], [&B/4wAAA=], [&BxkxAAA=]