Overflow Cavalry Runs 

A cavalry Run can be done when there is an overflow map, but not quite enough people to fully run it. The main map will run the event as normal, while the overflow stalls the escort while it waits for numbers from LFG and the main map to start the event. Squads from the main map are then merged in once the main map’s event completes, and rushed to the wurm sites to assist in completing the in progress overflow map’s run.

A full overflow run can be done when there are enough people to do roles along with enough zerg members to make a viable additional map./

In either case, these runs require a lot of quick thinking to make everything happen in time, and close coordination between maps to swap people between roles in order to make all maps viable.

Definitions

  • Main map – the primary, organized map for the run
  • Overflow map – an additional map instance
  • Overflow run – an additional map instance with a fully organized concurrent run of TT
  • cavalry run – an run on an additional map instance relying on people to taxi over from main map in order to have numbers. Usually arranged by stalling an overflow map’s escorts long enough for the main map “cavalry” to arrive. 
  • Feral map – triple trouble on a map without formal organization – may try to do the run, but rarely succeeds unless it becomes a cavalry run.
  • Taxi / Taxi’ing – being in a squad that has a squad member/commander on another map instance and right clicking on that commander and select “JOIN IN BLOODTIDE COAST” to move to the alternate instance
  • Anchor – the squad member used to taxi to the alternate instance and ensure everyone arrives on the right map
  • Instance Organizer – the player responsible for making sure everyone on the map is aware of what is going on.  Each instance will have an organizer, normally this is the setup/defense tag for single map.  If this setup/defense player moves to the overflow, they will assign the main map organizer before leaving.  This will be who will relay messages between the 2 map instances and also callout when to split (preferrably soon as the overflow team moves)

Scouting the Overflow

If we already have someone reporting from the off map, they can tell us what numbers look like there. Otherwise, we need to get someone who can potentially do setup into the overflow map. If the map hits soft cap especially early, or starts getting queued early, we should send someone over at least to scout it out. This person should have a tag, not already have a role (other than condi), and helps if they have experience doing setup.

If the main map doesn’t fill up, or the numbers on the overflow aren’t viable even for a cavalry run, the scout can spam map chat to direct people to the taxi in LFG.

Example spam (use /say and /map chat):
If you want to do Triple Trouble, look in LFG (Central Tyria -> World Bosses), find Triple Trouble LFGs, join with one of the comms, then RIGHT CLICK on the comm and select JOIN IN BLOODTIDE COAST.

Making the call to do a cavalry run

A cavalry run should be done when there are good chances of filling a 2nd (or further) map to at least safe minimums (10-20-30), but not quite enough time and/or people to do a fully organized overflow map without taking people from main map. A large number of people on the overflow standing around at Firthside Vigil after main map has queued is a strong indication of a viable overflow map.



Make sure a potential organizer who can do setup gets into the overflow map early if you think you have a potential overflow or cavalry run situation.

If you have a queue by before :XX, or the  number of queued players is high enough to reach minimums before :YY,  and you have a high number of “extras” on main map, it’s likely a good candidate for a cavalry run or even a normal overflow run, but you will need to act fast. You need to have everyone briefed and understanding their role before escorts begin to have a successful cavalry run or overflow run.

If you have 15 people and a queue on the main map, this is sufficient to start off the overflow for a cavalry map.  Have the players drop from the queue if they are in the taxi queue.  This will retain them on the map that the cavalry is being setup on.  You will want to divvy up the squads initially to have 5-6 on each squad, inclusive of the commander.  This will be if the event does trigger after stalling as long as possible, you can have a “defense squad” of clearing the adds and vets.  If a blocker is present in the squad, they can hold at the 5 person minimum to keep the blocker safe, while the squads without a blocker will want to have additional numbers.  If a commblock is present, they will take the lower squad count initially acting as a blocker until the cavalry arrives.

SAFE NUMBERS to target for:

Crimson: 15

Cobalt: 25

Amber: 30

*If a squad is missing a blocker, plan to add 10 more to that squad.  Try to balance out as much as you can.

Setup on the Overflow map


Once you make the call to do a cavalry run, you need to inform the person doing main map setup IMMEDIATELY so that they can begin to prepare in parallel. Guild chat or discord can be used to coordinate – it may be easier to be in voice to keep the groups appraised of progress.


Call for assistance ASAP in guild chat, guild discord and Katoa to find additional roles for the overflow, and trade people with the main map to secure potential commblockers if you have time. Once you’ve called for help, begin to do an expedited setup with the expectation that people from the main map will try to take over missing roles once main map complete.

As the person setting up overflow, you will need to brief the overflow map’s commanders before splitting and prepare them to stall escorts. Divvy up escort duties ASAP and try to prepare for what you will do if escorts complete. In the event you lack blockers, the priority to block is amber > cobalt > crimson, as crimson is the most likely to be able to succeed on its mechanic in a hellwurm state, and amber is the least likely to succeed without blocking..

If you reach numbers for a fully viable overflow map, and can fill all roles in both maps, you can transition this to a normal overflow run, and forgo the stalling tactics.

Off map setup should ask comms to tag up and LFG as soon as they are briefed and main map is queued. Also ask anyone in queue to leave the queue.  Even if there are not enough Triple Trouble comms on the overflow map, ask someone who has a comm tag to tag up and set up LFG.  The LFG should include that it is an OVERFLOW map.  Tell them that an experienced TT comm will take over and they’ll just need to pass the tag once that arrival happens.  If comfortable feel free to invite them into Guild Discord voice chat.  If you are not comfortable or that guild has policies in place on invites to the guild discord, invite them to Katoa TT discord:  [https://tinyurl.com/KatoaTTdiscord].  If you are able to get them to join in voice chat, it will be easier to walk them through the rest.

Role setup priority

1) Cobalt Commander (this person should be familiar with the stall technique for the husk, we want cobalt to be last to arrive)

2) Amber Commander

3) Crimson Commander

4) Blocker #1 AMBER

5) Blocker #2 COBALT 

6) Blocker #3 CRIMSON

* Commblockers can replace the need for a blocker at the specific wurm they are commanding.  Though we want to provide Amber with the blocker first no matter what to give them a dedicated commander to be swallowed with the zerg.

Stalling 101

We are trying to stall the escort event progress as much as possible while we wait for reinforcements. This means little or no DPS on the adds, and doing the bare minimum to keep each crusader alive. If a crusader goes down, we need to revive within the 4 minute time limit, but other than that, we want to make as little progress as possible, and make sure the crusader aggros as many mobs as possible without going down and staying down.  If a healer is available in your squad, feel free to use healing skills to keep crusader alive once he reaches a low health, but avoid giving offensive buffs.

When we reach the husks on escort, one person will begin to kite the husk away from the crusader, so that the crusader follows. The goal is to keep the husk alive and following you for as long as possible.  Have other players mount up to remove clones, mechs, pets, and minions as they can overwhelm and kill the husk. Do your best to use /say chat if they are not in squad, otherwise use the squad broadcast messages to get attention of the player with the companions.

We are also aiming to create squads that are as viable as currently possible for each wurm, so that when/if the escort completes, we can stabilize the event and at least keep adds under control, if not make some progress toward crit. Priority should be given to making sure wurms are blocked and vets are controlled, especially if numbers are still low.

The goal here is to burn as much time as possible for the main map to progress, so that the main map can help fill out our numbers.

What if the cavalry doesn’t arrive?

If the main map is significantly delayed in completion, and there’s not enough time left to wait, it may be necessary to consolidate into a viable 1-wurm or 2-wurm run to reach safe minimums after the event has begun. This decision should be made at a point where there’s still time for everyone to rotate to the wurms being killed and complete the mechanic, probably sometime between the 10m and 7m marks, since you may be doing the mechanics in less than ideal circumstances.

Setup on the Main Map

Once the call is made for a cavalry run the person doing setup on the main map, (usually the commander in charge of the defense squad) is responsible for coordinating the main map’s part of the cavalry run.

You have 5 main jobs:

  1. Trade people between maps to improve the chances of a successful run on BOTH maps, prioritizing sending potential commblockers to overflow (but only if you can find replacements within main map).
  2. Brief commanders on what to expect and make sure they’re clear on what they have to do.
  3. Brief defenders on what to expect and make sure they’re clear on what they have to do.
  4. Try to clear enough space on the map for anyone you need to trade in so that potential commblockers can then be freed to go over to overflow.
  5. Keeping the overflow informed on main map sync time, and coordinating if people need to change roles as they switch maps. 



This commander will inform squad commanders and get each commander to CONFIRM that there will be a cavalry run. They should also DM each commander to ensure they know what to do after the main event – everybody needs to be prepared to jump over and MERGE GROUPS after the main wurms are down.
Main map setup should ensure that main map comms and blockers know to prepare to jump over, and know that they will MERGE after the main wurms are downed. 

Role trades – providing roles for overflow

This needs to happen first since you are fighting against both the clock and the queue.

We need to get at least temporary coverage of critical roles in the overflow map. The most effective way to do that is by putting commblockers into the overflow map, although obviously, if we have blockers or an overabundance of condi we can spare, that could work too.

This may mean last second role changes as we try to find potential commblockers and/or spare blockers.  We want to do whatever swapping we can in order to get bare minimum staffing into the overflow map without compromising the main map. As you do this, keep in mind the state of the main map’s queue and make sure you don’t lock people you need out of main map. You may need to struggle with map kicks and private taxis to get replacement defense into main map BEFORE potential commblockers jump over to the overflow.

– Make sure primary roles are covered on main map.  These should be single/limited roles (single wurm commander –> multi wurm commanders / just blockers).  Commblockers should be planned to move to overflow.  Make sure the main map role changes are CONFIRMED before moving the overflow members over.  * In place of blockers, condi/powerDPS defense builds can move to overflow.  They both can help with the burnDPS phase of the wurm and handle defense during the zerg mechanic phase.

Preparing comms for cavalry Run


In map chat: COMMS: Prepare for cavalry run after TT. All comms please confirm.

DMs to comms: We are going to cavalry run to overflow map after this. Please brief your squads during sync and remind them to loot before taxiing over.  After the 

event, please merge your squad into the overflow squads in LFG. Any questions?

Make sure all comms confirm in map, and then DM to make sure the process is understood, and any questions are answered – a successful cavalry run depends on a quick merge into the overflow map, and enough people coming over with the merge to quickly establish safe minimums. If comms haven’t confirmed, you need to make sure to get their attention before the end of the event.

Preparing defense for cavalry Run

 
Main map setup will also brief the defense via dedicated squad or via DMs, let them know there that they need to stick around if possible.  Make sure they know the overflow map will probably not have a defense squad or time to form one, so plan to do integrated defense on the overflow.

In defense squad: We will cavalry run to overflow map after this. Drop squad and join the overflow squads in LFG for integrated defense after you’ve looted statue. Rush to your wurm and be prepared to do the same role there.

DM to blockers (if integrated defense): Comms will merge squads after our wurms die. Stay in squad, and taxi as soon as you’ve looted statue. Rush to your wurm and be prepared to do the same role there.

Main Map Comm Instructions

In a cavalry run, the main map squads are going to complete the event, and merge squads into the overflow’s LFG adverts to give the overflow enough numbers to complete a 2nd TT event.


You should brief your squad about what to expect during the wait for sync.

“Please Stay in Squad after TT! We will be doing a 2nd run on the overflow map immediately after”

Main map comms should advise their group to loot statue before switching to overflow.

“We’re doing this again! I will merge groups with the overflow in a second. Make sure you take portal and loot the statue before switching to the overflow map”


Once you’ve finished the wurm and briefed the zerg, merge with the same group on the overflow map as your tag – if you were doing amber, merge into amber in LFG. Continue instructing the zerglings in squad chat to direct them to meet up with the overflow comms.


Main Map Defense Instructions

Main map defense should get their loot, drop defense squad, and immediately join the overflow map via LFG, prepared to do the same roles if necessary. 

Move yourselves to squad 2 immediately in the overflows, and sort out who’s doing what. If all roles are covered, check via map chat to see if any squads are missing roles.


Defenders should RUSH to the wurms as soon as possible and assume they are taking over the same roles they had from main map, trying to take over from anyone who may be commblocking and coordinating inmap to fill holes and shift condi around according to need – one or more wurms might have become hellwurms.

Overflow Map Comm Instructions

The name of the game is to keep the crusaders alive while stalling the escort as long as possible. LFGs should be up and remain up. If the crusaders go down, they need to be revived before the event fails, however, we don’t want to help them apart from that. Try to kite the husks around if you have someone available who can do so – the crusader will follow them.

If you don’t have a blocker, and are able to commblock, you should prepare to do so. If you are not able to commblock, you should let the overflow setup commander know as soon as possible so they can try to find you a blocker in case the escort finishes.

Any Defense already on map should all be in squad 2 for integrated defense, and any blockers on the off map should be LT in that squad so that we can see where we already have dedicated blockers as the main map merges in.



If successfully stalled, the event may not yet be started, or may have just started when main map finishes.


SUMMARY/STEPS/CHECKLIST

– Establish that there is a queue and enough people are on the overflow map

– drop LFGs on main map

– have an organizer from main map move over

— inform players you are setting up the overflow for a cavalry run

— have people on overflow map leave the queue

— main map commanders will CONFIRM that they understand there is an overflow happening for a cavalry run.  Need to get confirmation that they understand it is happening; after sync time on main map make sure to do 1 more reminder in /map chat on main map that there will be a cavalry run AND commanders will inform their squads to stay in squad and of the extra wurm

– during setup; the instance organizer for the overflow will get a taxi setup to start pulling players and establish a new LFG for players to join.  Include “overflow” and IP in the new LFG.

– the instance organizer will establish the 3 commanders and if possible 3 blockers or sufficient condi/powerDPS to substitute as a blocker

– instance organizer will explain to stall the escort as much as possible, this will give more time once the main map completes.  If done right, can stall indefinitely.

– after main map completes, players quickly port back to base to get their trophy (if they dont it wont show up on the overflow map on completion; this is their only chance for the day)

– commanders if possible merge their squads, otherwise they’ll need to kick some players to merge (if numbers are too high) or they will have their players manually join the overflow squads

– players will JOIN overflow map by “taxi’ing” over.

– players that move over will rush to assist the overflow commander

— due to some players not wanting to do a second wurm, there may be some minor shuffling; commanders will communicate what they need if they are short after the transfer of instances

– main map commander and overflow commander will determine who will command the squad

— if the overflow commander was just a fill-in they will likely pass the tag over; if they are a veteran commander, they’ll probably take up running the event now with a fuller squad