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Guild Wars 2 Launch Date announced: August 28th, 2012

How exactly is telling 39 other people first pull starts at 8:00pm server time, when in reality, starts at 8:48pm server time, challenging? A mass e-mail or guild note is not a challenge. If people do not come when called, that is not your fault nor can you do anything to make them come at a specific time other than dangle that piece of "maybe" loot in front of them?

It's not a challenge getting 40 players to work together since there are only 4 archetypes the entire raid gets lumped in:

Tank
Melee DPS
Ranged DPS
Heals

You're not telling 40 individual people what they need to do - you're telling melee where to stand, ranged where to stand, healers where to stand and Tank is obvious. You're still grouping everyone into basically 4 players.

What is the difference between 60 players divided into 4 groups taking down a huge boss or 5 players taking down a huge boss? What makes the 60 people so special? Because they showed up within an hour of the raid start? Because they followed the rest of the avatars for their chosen archetype?

The thing is that if you lose 3 melee DPS, 4 ranged, 1 healer and 1 tank - it really won't make a dent in the overall outcome of a 60 man because someone will pick up the slack a bit.

It's much harder to organize a group of 5 to take down a dungeon than 60. Simply because damn near half of that 60 won't be pulling their own weight and don't matter. In a 5 man - everyone has to pull their own weight.

Fake Edit:
Again, sorry if I sound combative, it's just my style of typing I think. I also think it serves to show just how much I loathe raiding after all these years ha! Nothing against you or anyone that likes it - I just think the design is fundamentally flawed.

I don't want you or anyone to think i'm coming at anyone :D

Edit:
Also, please let me know if I come across the wrong way or sound like a prick since that is not my intention.

You're wrong and I can tell that you've never raided in a game like EverQuest. I'm not going to claim that the mechanics of boss encounters in that game were complicated or difficult--they really weren't for the most part, but tackling the various raid encounters with a large group of people was logistically quite the challenge.

In many encounters, you needed all 60 people to pull their weight and do things at the right time for the raid to not fail. Obviously, some people were more important than others. If the core tank group and healer group fucked up, then it was wipe time.

Boiling down the classes to four different archetypes didn't work in EQ, either. You needed specific classes for specific skills/spells. Some classes were more useful than others in a raid (depended on the encounter, too), but just about everyone had their own unique role at some point in the raid.

Then there was the competition and pressure aspect that comes up in non-instanced gameplay. The need to mobilize quickly and efficiently else another guild gets to the mob first. Having another guild breathing down your neck while you quickly prepare, clear to, and engage the boss. Making sure everyone has the right buffs at the right time. Making sure the heal cycle is set up properly. Making sure everyone knows when to engage, where to position the boss, what to do when something goes wrong, how to manage adds, etc. etc. There were tons of elements in any given raid and with more people it became that much more logistically difficult.
 
Some potential builds I'll go with thief

Condition/Poison build. It worked well in BWE1, but it has to be switched around now due to the trait changes... not sure how we'll it'll do. Pretty much it relies on hitting death blossom 3 times in a row, then watching your opponent die to dots. Steal used to get into range on your opponent, and a couple defensive abilities thrown in from the traits to help if you get into trouble.

http://www.gw2db.com/skills/calc/th...|0|20|2199|2387|0|0|0|0|0|20|1811|2419|0|0|0|


Another one which I haven't tried at all:

This one revolves all around stealth and landing backstab. Multiple ways to get into stealth 1. cloak and dagger. 2. Heal skill. 3. Stealing. 4. Shadow trap.

Scorpian wire/steal used to get in on enemy. Also you can lay down shadow trap then scorpian wire someone into it. Main damage will come from cloak and dagger -> backstab. That only costs 4 initiative, and since you gain initiative in stealth you shouldn't run out for awhile.

http://www.gw2db.com/skills/calc/th...1728|30|2199|1600|746|10|727|0|0|0|0|0|0|0|0|
 
How did this turn into a raid discussion? Last I checked(years ago) this game will never involve such battle mechanics within PvE. My hats off to Anet for choosing this path. When you're involved in a group of say 20, the cost of error from one person is insignificant. We've not been introduced a play style that will hold you accountable even if one person falls. That's not to say you're entirely screwed but in a much worse off position then before.

I'm going to reiterate what Jack has mentioned, raiding takes absolutely no skill what-so-ever.... You're told what to do and when to do it. Hell, there's even a program to give you a heads up if you forget! Don't stand in the fire, stand over here, do damage, ready yourselves for some changes in battle at 75, 50, and 25% which are scripted anyways.

Look, all i'm saying is that eventually it all comes down to a science.
 
Oh boy here goes...

I honestly don't see how you can say that about raids and think that GW2 dungeons will bring anything different to the table sans a different threat dynamic. They will still do X where you need to do Y before G happens, you just won't need a "tank" or a "healer" for specifics.

I never said GW2 would - I questioned it.

By removing the trinity you DO KNOW the makeup of an entire group - support/CC and/or DPS. I honestly don't know how they will create more than just a whack-a-mole design but that is to be seen. It will still require the coordination of a team much like it would if you had a tank/healer/DPS setup. I don't understand what these mobs will do if they don't have X ability that hurts Y that you need to move out of the way of. I mean ... you can only have a mob do so many dynamic things before it's just impossible to beat at all.

My point was predictability and scripting. You know what is coming and when. So far for GW2 dungeons, what little I have seen there is no predictability. The difference is your raid leader telling you in 10 seconds to jump in the water when Super-Boss-X starts his spout vs you only getting a split-second to react to a "tell" that can happen at any given time.

React now, now... not be told to react 10 seconds from now from something you know is coming like clockwork. That's a big difference, IMO.

I just don't understand what you think will be brought to the table by these mobs just because you're bringing 5 of the same type of characters. I mean, besides support, CC, and DPS what else can classes do? Doesn't that actually simplify what tactics you can use because other games have support, DPS, CC, tank, and healer? Honestly asking.

Because it places pressure on the player - not the makeup of the group and based on predetermined "i can set my watch to this" scripting.

You really simplify tactics there as you could raid stack certain classes (something that WILL be done in GW2 once people find the path of least resistance for dungeons) and things were dynamic in many fights ... of course a boss can have so many things it can do, what would you expect? These aren't other players here, there HAS to be some sort of AI involved based on what the players are bringing.

People will min/max for best performance but if you are not FORCED into min/maxing to achieve victory, then the holy trinity is diminished. If you did not have a "cookie cutter" build then you simply weren't of any help. Some encounters required a specific build to progress, not just make easy, but forced players to choosing a build they normally would not play. Then it is no longer the player's ability to perform at full tilt, rather, their chosen spec and checklist of abilities they need to perform in priority.

If GW2 allows you to pick a random build, get skilled with it and run through a dungeon successfully, then it has done its job of placing skill over build/group dynamics.

Yes, I do tend to simplify these mechanics because that's exactly the way they function at the core. The myriad of dressings wrapped around it does not change what it is, in my eyes.

I'm not sure if you were just in the best guild but there was definitely challenge and to say there was no "skill" involved is just wrong. Skill is based on repeating something until you are very good at it. Basketball players have skill because they've taken the same shot over and over and over and over. The same goes with any game. Unless you were carried you had to have some sort of skill and knowledge of an encounter and in the case with WoW that bar did lower as time went on.

Basketball is very different from pressing a button on queue. Skill is not knowing your rotation or priority for abilities - it's being able to adapt.

If you vary from your priority or rotation, you are usually punished. Skill is involved when a player can actively adapt to the current situation at the drop of a dime and not be hindered in performance. That same amount of flexibility is NOT allowed in current MMOs, the ability set is rigid. You stick to your priority or you lose DPS, healing, etc. I can't play "my way" because "my way" will lower my throughput. If I try to adapt I will break priority and become of less use to the raid.

PVP was almost just as predictable in any MMO I've seen. You will use the same skillset based on what another player does and most likely (if you are good) you know what skillset they are going to use. I can't even count how many 5v5 WoW matches went down almost always the same way. Stun off healer, kill main healer ... or when it was stacked DPS stop the cleave from happening then repeat kill healer and/or weakest class that could be cleaved down.

Now, what I do agree with you on is how they went about it. The gear grind sucked in most MMO's I've played, it was fun and such for a while but a % off a boss without anyway to really 'grind' towards an item you wanted really sucked. Honestly, the worst part about raiding WAS the gear grind. The encounters were almost always enjoyable if you had the proper gear and good people to play with no matter how many times you did it (much like MANY games people replay).

I don't agree with the schedules most raiding guilds adhered to or the way they made it a 'second job' ... but the mechanics were there (for WoW at least) that made those encounters really enjoyable and until you had the encounter down it was up in the air. If you read wiki's and had people telling you what to do that's a different story but the first time in 40 man Naxx was absolutely hell (the fun type of hell), where you had to learn stuff.

The grind is gone in GW2 it seems, there won't be a gear grind so anybody can go anywhere once they are 80, but I honestly don't know what you expect out of the mobs as there is a limit to what mobs can do before it's just unfair for a group.

Don't get me wrong, raiding definitely had its downside, but it was extremely enjoyable if with the right people and you weren't just being carried to get a certain piece of gear (which even then could be fun).

I am hoping GW2 will "get it right" when it comes to dungeons. I do think there will be min/maxing for group setups to be most efficient but I do not think it will come down to "but we really need a Druid healer for this and not a Paladin". That is the upside. Even WoW is trying to quell the class divide by homogenizing almost everything across the class types.

Time will tell if GW2 hits it or swings at dead air. It's a monumental task, I believe but it can be done.

Because those groups are dynamic in themselves. You're not telling "Melee" to just get out ... I mean, on some fights sure. Take the 4 Horseman in 40man Naxx, that was almost 8 sub groups that had to switch and be relatively self sufficient while paying attention to the entire raid and health. That fight was insane! Same with C'thun in 40 man, it was all about your small group and taking things out as they appeared.

But it's all scripted. You know exactly when it will happen and how to prepare for it every time because it's clockwork.

When you have a 40 man raid like in Naxx with entry level gear ... ONE person can wipe that raid if they die, everybody had to know what to do, when to do it, and where. You say people not pulling their weight but you're speaking of farm status at that point if you take a 25 man down to 19 and still beat the encounter. This, is another thing I kind of disagreed with the "treadmill".

One person can wipe the raid for sure if tank/healer. Agree to farm status. I have tunnel vision after doing so many... even "new" encounters didn't feel new since I knew i'd be repeating it over and over and over again. Like so many stated... it became a job :(

I know where you stand! I'm that way too, but I can't deny that for a couple years, raiding was awesome. What it became after playing for too many hours to count was what I hated. The treadmills, the hours, the people not showing up (usually wasn't a problem in the top guilds as you had backups).

And don't worry, you're not being combative, I'm practically in the same boat with my outlook on 'raids' in the other games. It just doesn't fit my lifestyle or playstyle anymore. But, I can't deny that the first months of most raids were an absolute blast trying to figure things out. Hell, I remember the second boss in BWL 40 man sitting in their with my officers for an hour or so just talking strategy and where we should stand and such ... that's good times.

But yeah, don't worry about the conversation man, it's just a discussion!
Oh i loved them, too. For the longest time. I'm just jaded after years of doing it.

I'm glad we can have a discussion without either of us being like "you're a stoopy poopy head!" I again apologize in advance to anyone else for my typing style. Raids have left a bitter taste in my mouth.

That said I respect everyone's point of view - I don't know why I just felt compelled to rant about raiding. I'm sure i'm over-generalizing many key areas of it but that's where my mind is about it, now.
 
How did this turn into a raid discussion? Last I checked(years ago) this game will never involve such battle mechanics within PvE. My hats off to Anet for choosing this path. When you're involved in a group of say 20, the cost of error from one person is insignificant. We've not been introduced a play style that will hold you accountable even if one person falls. That's not to say you're entirely screwed but in a much worse off position then before.

I'm going to reiterate what Jack has mentioned, raiding takes absolutely no skill what-so-ever.... You're told what to do and when to do it. Hell, there's even a program to give you a heads up if you forget! Don't stand in the fire, stand over here, do damage, ready yourselves for some changes in battle at 75, 50, and 25% which are scripted anyways.

Look, all i'm saying is that eventually it all comes down to a science.

I went on a rant. I won't do it anymore.
 
Uh.....

Was Retro banned?

Haven't seen a post from him since page 130. I'm concerned for his life!

1. 50ppp fail. That's only like 6 50ppp pages though, I posted last night at 9PM.
2. Been busy with other stuff like our Gafguild.com forums
3. Also been in Mumble a lot.
4. I changed my avatar back, maybe that threw you?

You cannot ban the Batman!

5. You cannot ban the Batman, apparently.

@Weltall and Retro, jealous of my Wall of Text up there? =P

Very impressed, I'm not sure I've ever said so much without saying so little.
JUWnj.gif


Raid Malarkey... yes, Malarkey, nobody uses that term enough so I'm bringing it back into vogue.

We've had this debate before and it always ends up the same: If you want to raid, there are plenty of other games that have that exact sort of thing. Go play them, most of them have even gone free to play now.

Guild Wars 2 is different.
We like that that it is different.
We like that it doesn't have raiding.
We like that it doesn't focus on rushing to max level for the 'real game' to begin,

Guild Wars 2 is just not for you.

At this point, it's a dead horse.

Nerd Rage Videos

Polygonal Internet Dragons... serious business.

Anyone behaving like that in Mumble or Guild Chat is done.
No three strikes, no time-out, no discussion. Out. Done. On the spot.

That's the most pathetic, ugliest thing I've ever witnessed happening, and I've seen some pretty pathetic, ugly things in my time.
 
Wow, trying to get Master's Reward on The Eternal Grove is frustrating as all hell. Beginning to think this point isn't worth it and I should just go buy something instead to account for it :P
 
Wow, trying to get Master's Reward on The Eternal Grove is frustrating as all hell. Beginning to think this point isn't worth it and I should just go buy something instead to account for it :P

It is a pain in the ass. Helps if you are a Ritualist spamming spirits or have a couple of heroes setup as a spirit spammer, and minion master.
 
Yay for stress tomorrow, I'm going to test out a few builds with necro and also check to see if they've changed the traits at all. I mainly want to check to see if this healing spec works the way I think it will work.
 
yes, another stress test!

perfect opportunity to check out the Mesmer/Ranger. Do you automatically get all Ranger pets when you enter the Heart of the Mist, or do you still need to catch them?
 
That pretty much means that all the pve content will be accessible to everyone day 1. I'm not sure this is a good thing if there are ZERO barriers of entry into difficult dungeons. How are you going to improve your character beyond level 80?
This has probably already been adequately responded too, but I found a good article on this after seeing the mention of the day/night weapons.

http://www.mmorpg.com/gamelist.cfm/game/473/feature/6574/The-Legendary-Endgame.html

"...you don’t stop earning XP at level cap. Once you hit level 80, you’ll continue to earn experience as if you were going to hit level 81, only once you fill out the bar it will reset back to the beginning, awarding you a new skill point along with it. This ensures that, along with the level scaling feature of Guild Wars 2, no matter what you do in the game, you’ll earn experience that’s valuable to you."

This I did not know and it's good info to hear. True you may have already bought the skills you want and plan to use for your build by the time you hit 80, but knowing I can explore areas I haven't yet completed or even been to once and still have a tangible benefit once I hit 80 is nice. Besides, by the time you get through with the various dungeons and their token rewards, the mini-games (30?!) to perfect, the aesthetic gear to work toward, PvP, WvW, and more then it will be time for an expansion.

You want raids? What about the dragons we know so little about? What about Orr and the continual work needed to even get to the zone dungeon?

"In order to progress through Orr, players will have to make it to and control the various temples and statues strewn throughout the zone. Controlling these areas will grant passage to the zone’s dungeon."

Man I put so many hours into the beta... I've just lost interest in the game, even though I've paid for it already. Maybe the release will re-energize me. Or maybe my interest in MMOs is gone after I realized GW2 is, at its core, more of the same :\
You're just experiencing the crash of emotions man, once you get back in game you will feel the excitement again. For me, I only got to experience BWE3 but the wait for launch seemed unbearable at first. Now that I've discovered the original Guild Wars, I could almost put off launch until I get through these campaigns. Even so, launch is close and once it's here all low points and doubts from this wait will likely be erased.

The game is full fuck with adventure so be adventurous with what you play.
The best line in this whole thread. :D
 
This has probably already been adequately responded too, but I found a good article on this after seeing the mention of the day/night weapons.

http://www.mmorpg.com/gamelist.cfm/game/473/feature/6574/The-Legendary-Endgame.html

"...you don’t stop earning XP at level cap. Once you hit level 80, you’ll continue to earn experience as if you were going to hit level 81, only once you fill out the bar it will reset back to the beginning, awarding you a new skill point along with it. This ensures that, along with the level scaling feature of Guild Wars 2, no matter what you do in the game, you’ll earn experience that’s valuable to you."

This I did not know and it's good info to hear. True you may have already bought the skills you want and plan to use for your build by the time you hit 80, but knowing I can explore areas I haven't yet completed or even been to once and still have a tangible benefit once I hit 80 is nice. Besides, by the time you get through with the various dungeons and their token rewards, the mini-games (30?!) to perfect, the aesthetic gear to work toward, PvP, WvW, and more then it will be time for an expansion.

You want raids? What about the dragons we know so little about? What about Orr and the continual work needed to even get to the zone dungeon?

"In order to progress through Orr, players will have to make it to and control the various temples and statues strewn throughout the zone. Controlling these areas will grant passage to the zone’s dungeon."

That's pretty much the greatest news I've read! Being able to feel like you're still leveling after level cap is awesome.

What exactly is "Orr"? Is that a high level zone?


Polygonal Internet Dragons... serious business.

Anyone behaving like that in Mumble or Guild Chat is done.
No three strikes, no time-out, no discussion. Out. Done. On the spot.

That's the most pathetic, ugliest thing I've ever witnessed happening, and I've seen some pretty pathetic, ugly things in my time.

FIFTY DKP MINUS! I remember when that shit was going around, good times in vent for sure.
 
That's pretty much the greatest news I've read! Being able to feel like you're still leveling after level cap is awesome.

What exactly is "Orr"? Is that a high level zone?

endgame zone, former city of gods, home of the Dragon of the Undead (at least that's what I've learned from reading the GW1 lore)

06.jpg


I just realized that, by defeating the dragon and the undead, the passage to Cantha will open again - I think I know what the next expansion will be
 
That's pretty much the greatest news I've read! Being able to feel like you're still leveling after level cap is awesome.

What exactly is "Orr"? Is that a high level zone?

It's actually three high level zones on one big island. The city of Arah on the island actually spans all three zones and the dungeon on the island is ~75% the size of Queensdale.
 
http://www.youtube.com/watch?v=jywRQnLuU2U&feature=plcp

I did find it kind of odd that with the focus on underwater combat/movement and a cooking profession that we didnt have fishing.

Hopefully they do something more exciting than creating fishing nodes. though considering that that would probably be pretty easy for them to do and the fact that they dont have fishing in yet, they are probably working on something a bit more exciting

Hopefully they keep the different grades of poles and being allowed to permanently equip a pole since having that stuff not clog up your inventory is pretty nice
 
http://www.youtube.com/watch?v=jywRQnLuU2U&feature=plcp

I did find it kind of odd that with the focus on underwater combat/movement and a cooking profession that we didnt have fishing.

Hopefully they do something more exciting than creating fishing nodes. though considering that that would probably be pretty easy for them to do and the fact that they dont have fishing in yet, they are probably working on something a bit more exciting

Hopefully they keep the different grades of poles and being allowed to permanently equip a pole since having that stuff not clog up your inventory is pretty nice

They said they already intend on adding Fishing, just didn't get it done for launch. As you can imagine, equipping a fishing pole is probably going to give us 5 skills that will tie into making fishing an actual minigame and not just a click click click fest.
 
endgame zone, former city of gods, home of the Dragon of the Undead (at least that's what I learned from reading the GW1 lore)

I just realized that by defeating the Dragon and the Undead, the passage to Cantha will open again - I think I know where what the next expansion will be

It's actually three high level zones on one big island. The city of Arah on the island actually spans all three zones and the dungeon on the island is ~75% the size of Queensdale.

Wow. Amazing.

I am so glad that these dungeons can be approached by any class as long as they are competent. One thing I absolutely hated about general MMO's is the dependence on other classes.
 
They said they already intend on adding Fishing, just didn't get it done for launch. As you can imagine, equipping a fishing pole is probably going to give us 5 skills that will tie into making fishing an actual minigame and not just a click click click fest.

Yea, thats what I am hoping. Something like cast, reel in, wiggle, throw dynamite. you know, proper fishing techniques

I think it would be another cool aspect of exploration. You get to some real out of the way place where there is some little stream or pond or just a hard to reach portion of a river, you stick your pole in and if you are good, have a chance of getting a rare fish.
 
Yea, thats what I am hoping. Something like cast, reel in, wiggle, throw dynamite. you know, proper fishing techniques

I think it would be another cool aspect of exploration. You get to some real out of the way place where there is some little stream or pond or just a hard to reach portion of a river, you stick your pole in and if you are good, have a chance of getting a rare fish.

Why can't I wiggle ALL THE TIME?

/wiggle
 
Why can't I wiggle ALL THE TIME?

/wiggle

Because wiggling is too awesome to do all the time. Ive also decided I want profession or race specials for fishing

Elementalist - lightning strike kills all the fish in the lake
Mesmer - trick fish to flop on land
Necro - Poison lake, raise fish from the dead, and make fish swim to you
Warrior - Shoot fish with a gun
Ranger - tell your water pet to get all the fish for you
Engineer - Throw a huge bomb in the lake, killing all of the fish
Thief - Poison lake and then walk on the water gathering up fish with special ninjitsu action
Guardian - create a bubble trapping all of the fish

Warrior's special skill is kinda lame, but what are you going to do? A lame skill for a lame class
 
Because wiggling is too awesome to do all the time. Ive also decided I want profession or race specials for fishing

Elementalist - lightning strike kills all the fish in the lake
Mesmer - trick fish to flop on land
Necro - Poison lake, raise fish from the dead, and make fish swim to you
Warrior - Shoot fish with a gun
Ranger - tell your water pet to get all the fish for you
Engineer - Through a huge bomb in the lake, killing all of the fish
Thief - Poison lake and then walk on the water gathering up fish with special ninjitsu action
Guardian - create a bubble trapping all of the fish

Warrior's special skill is kinda lame, but what are you going to do? A lame skill for a lame class
Lame? Warrior is my main, bro :'(
 
One thing I really like is that it sounds like they're going to stick to their guns when it comes to power level. 80 is a big number and power growth is already not that significant a part of the game, so I'm guessing the level cap will stay there forever(just like level 20 in GW1). By doing that they bypass the classic WoW pitfall of old content getting thrown out over time - instead they just keep adding stuff and the set of things to do at level cap keeps growing indefinitely. If content starts getting neglected they could do weekly exp bonuses or something to get people back there.
 
Another update... that's 2 today.

Until you can come up with an awesome special fishing skill, they will be lame. Just the way it goes
:( Jack not fish. Jack SMASH!

sounds like someone took a pounding in pvp by a warrior a few times.
Actually this is one of the reason's I am a bit hesitant on maining him. Just due to the insane damage HB pops and how much everyone complains. I don't mind if it gets nerfed and hope it does for the sake of balancing things a bit - but I don't want to be labeled as a noob for picking an OP class.

I personally had more fun with Axe/Axe and Axe/Shield than I did a 2 hander... just me, of course.
 
Not to go back into the raid discussion...But it seems like mods such as deadly boss mods really ruined raids in a lot of ways. It almost became mandatory.

What is AN's official status on mods?
 
Warrior - Grabs the biggest fish, and uses it as a weapon to club all of the other fish, until they was dead.

http://www.youtube.com/watch?v=2fxVeAVl2I8&feature=youtu.be&t=33s

Not to go back into the raid discussion...But it seems like mods such as deadly boss mods really ruined raids in a lot of ways. It almost became mandatory.

What is AN's official status on mods?

No addons. Thank God. From the EULA:

You acknowledge that You may not, without signed written consent from a legally authorized representative of NCsoft, do any of the following:
(a) Misappropriate, violate or infringe any third-party IP right;
(b ) Use any NCsoft IP right except as permitted under this agreement or otherwise permitted in writing by NCsoft;
(c ) Use, or provide others with, any software related to the Game, including any automation software (a.k.a. "bot") or software designed to change or modify operation of the Game;
(d) Use, or provide others with, any "hack," "cheat," "exploit" or "mod";
 
Warrior - Grabs the biggest fish, and uses it as a weapon to club all of the other fish, until they was dead.

Warriors are back to being awesome provided that he does that in a animal pelt loincloth

No addons. Thank God. From the EULA:

Yea, that would totally break the dodging system/avoidance they set up if they allowed mods. It would really drop the skill involved for high end sPvP
 
endgame zone, former city of gods, home of the Dragon of the Undead (at least that's what I've learned from reading the GW1 lore)

06.jpg


I just realized that, by defeating the dragon and the undead, the passage to Cantha will open again - I think I know what the next expansion will be

I want Elona expansion, I want to pwn Palawa Joko...
 
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