The biggest challenge posed by the supply one is the amount of ground you need to cover to stay on top of things. It has the least concrete design in terms of "beating it"- that is, holding out against the timer=victory, whereas every other challenge but one is only as long as it takes to finish all the objectives. The fact that there are so many spawn points makes it inordinately tougher the fewer people you have and easier the more people you have, but that's the way it's gotta be, by design. It would be a bigger problem if there weren't easier/less demanding challenges as well (now if only the RNG gods would stop rolling that for us 4 out of every 5 attempts).
Up next is recapturing our perfect 20-barrel victory. We've only done it once, but with our adjustments to strategy (and a bigger force) I am positive we can do it.
Quaggan one is actually great. Easy to fail if uncoordinated, but easy to complete even with a skeleton crew if you have good communication.
The two Branded ones (3 champs, or 5 crystals) require situational awareness. A party that isn't paying attention can definitely screw them up. However, if everyone participating understands the basics and listens, they're tough to fail. That's not to say they aren't tough- all three champ mobs are really nasty, and the crystals one makes that part of the Brand into a warzone, plus there's more to stay on top of over a wider area. I like them a lot too.
Karka crab challenge is fair, but the easiest one to suddenly and inexplicably fail. The crab holder has to have impeccable situational awareness and save the two dodge rolls for absolutely necessary moments. It's probably doable with a coordinated "you toss to me, I toss back to you" pairing too, which we haven't tried.
Skritt tunnel one is easy mode. They give you sooo much room before the spawns make it to the sentries.
Colin was talking to me about some interesting ways to leverage existing content as future guild challenges. I wonder if/when any of that will come to pass, could be quite cool.
Up next is recapturing our perfect 20-barrel victory. We've only done it once, but with our adjustments to strategy (and a bigger force) I am positive we can do it.
Quaggan one is actually great. Easy to fail if uncoordinated, but easy to complete even with a skeleton crew if you have good communication.
The two Branded ones (3 champs, or 5 crystals) require situational awareness. A party that isn't paying attention can definitely screw them up. However, if everyone participating understands the basics and listens, they're tough to fail. That's not to say they aren't tough- all three champ mobs are really nasty, and the crystals one makes that part of the Brand into a warzone, plus there's more to stay on top of over a wider area. I like them a lot too.
Karka crab challenge is fair, but the easiest one to suddenly and inexplicably fail. The crab holder has to have impeccable situational awareness and save the two dodge rolls for absolutely necessary moments. It's probably doable with a coordinated "you toss to me, I toss back to you" pairing too, which we haven't tried.
Skritt tunnel one is easy mode. They give you sooo much room before the spawns make it to the sentries.
Colin was talking to me about some interesting ways to leverage existing content as future guild challenges. I wonder if/when any of that will come to pass, could be quite cool.