Claw of Boremag

Claw of Boremag

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Posted by: Mizu.4508

Mizu.4508

Title says it all. I wish they would change the fight with Claw of Jormag. Of all the world bosses that gw2 has to offer, Claw of Jormag is one of the most boring boss fight there is simply because it isn’t very well thought out. Yes I know most world bosses can be cheesed but claw is just an awful world boss mixed in with abilities to test your patience.

From being tossed for ages, feared every 10 seconds and having that corrupt shield is awful enough but then comes the second part of the fight and this is where I would like them to change it at least. You can’t even get near him without freezing to death from his aoe. You have to wait for these robots to poke his feet with explosives until he gets stunned, then you can burn him. Otherwise your running back to the stack spot every time he fears you, just so you can throw your "1"s at him until his icy breath AoE disappears after having his toes tickled enough.

I’m curious to know what other people think.

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Posted by: Randulf.7614

Randulf.7614

Fears, knockbacks are easily counterable using the gun you pick up and stun breaks from your own skill bar. And that’s an intentional design.

The biggest change I think is needed is a tightening up of phase 2 so that saving the golems and what they actually do becomes more meaningful and less about stacking to one side.

Overall the fight is fine and works, it just needs some tweaking. I;d rather any overhauls were reserved for a new Claw fight in a later zone.

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Posted by: Endless Soul.5178

Endless Soul.5178

I’ve always liked the fight, especially when he crashes.

Then again, I’m not one of those that “stands in the stack area and press 1”, I actually run around and fight other things, melt the ice pillars, watch the ledges, etc.

Plus, the fight music is really good.

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Posted by: ThomasC.1056

ThomasC.1056

The music is good indeed. Then, maybe the fight is a bit outdated.

To me, the first part is still fair : fear isn’t much of a problem, there’re different kind of attacks that require some attention. Maybe too much CC. Anyway, my regret is the mechanism leads to everyone packing in the “effective” spot, then run autoattack till burn phase. Maybe something should be thought about that.

Then a big big big turn down to me : usually, after 2nd burn phase, he crashed. Yet, when the burn phase is very effective, Claw can be downed to like 30-40% HP. And then he crashes and…. heals ?

Second part of the part is the most boring to me, mostly because just stack and autoattack, which is not how it supposed to work, so it takes ages. The golem thing is a good idea, but maybe it takes too long too. The ledges are a scaling pain.

So, Claw of Jormag is not so bad, but clearly needs some cleaning, dusting and polishing, to become a better challenge.

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I’m in favor of ANet revamping this fight because I think it’s stale content and I’d have more fun with something new. However, it’s already a “fair” fight that can be done more efficiently if folks cared to. I’m not sure it would be on the top of my priority list for the Tequatl/Shatterer treatment.

It’s a boring fight, but as Randulf and Endless Soul have mentioned, there are ways to speed it up and make it more interesting. There are lots of ways to avoid being fear-locked, to bring down the wall more quickly, and with only a little cooperation at the start, end Phase 1 with only one ‘burn’. Similarly, in the “wingless” phase, there are ways to speed up DPS and get the golems to stun the Claw sooner.

Mostly, people don’t bother because the Claw dies eventually regardless and there’s time to head for the next world boss.

Of course, given that Jormag is active according to Taimi, it seems likely that we’ll see changes to the Shiverpeaks at some point in LS3.

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Posted by: Asami.3572

Asami.3572

I wish if you got him down past 50% he didn’t heal up when he went into phase 2. Every time I see that happen I have a “FeelsBadMan” moment.

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Posted by: Vyrulisse.1246

Vyrulisse.1246

A lot of world bosses need an update but who knows if they’ll ever actually do it… probably some excuse or another why they won’t.

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Posted by: Hyper Cutter.9376

Hyper Cutter.9376

The biggest problem is that there’s no way to know if the golems are actually doing anything (at the very least, give the claw a stacked buff that the golems remove or something). There’s also the nonstop CC and the trash mobs that are scaled to hell and back making them all but impossible to clear out (and they respawn almost immediately anyway).

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Posted by: IndigoSundown.5419

IndigoSundown.5419

I don’t despise the fight, but I don’t really care for it either. My preference is to play with the weapons/skills the character developed while leveling, so I’m not fond of bundles. Since the bundle includes the main counter for the annoying yo-yo mechanics, I tend to avoid this boss. If others like that sort of thing, that’s their preference.

When I’ve done the fight, I tend to defend the cannons in Phase I and the golems in Phase II. While that gets me credit, it does not feel like I’m fighting a dragon.

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Posted by: Ben K.6238

Ben K.6238

You can’t even get near him without freezing to death from his aoe.

Actually you can.

Sitting under him out-healing the freeze, while everyone else wonders what that idiot is doing, is a great way to counter the boredom (and proof the fight needs adjustments).

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Posted by: Orpheal.8263

Orpheal.8263

A redesign of that boss is long overdue.. Same as long as overdue as it was that Anet redesigned first Tequatl and then long time after that finally also as well the Shatterer.

Now its time that Claw of Jormag gets finayl the redesign that this boss battle deserve, same with its own unique set of rewards and achievements like Tequatl and the Shatterer have received them.

All world bosses should receive that treatment.
Each World Boss should provide its very own unique set of rewards and achievements.

And alot of world bosses that the game has aren’t worth it to be called World Bosses and just should degraded down to “Legendary Bosses”.

the Fire Elemental for example is for me no enemy that deserves it to be a World Boss, for me thats just only an enemy worth calling a Legendary Boss.

The Mega Destroyer on theo ther hand again is something, that deserves a complete redesign similar to the treatment that the dragon champions got.
its a boss that should have own achievements and rewards and a redesigned combat format, because thats an enemy of a size and format, that deserves it to be called a World Boss for me.

But personally I guess Anet is waiting with the redesign of Claw of Jormag for either the next expansion/ the moment, we go defeat Jormag, so that the Claw of Jormag becomes stronger the moment we defeat Jormag the same way, how Tequatl became stronger after Zhaitan’s defeat.

But as much as i would like to see a Claw of Jormag redesign to be done as fast as possible, as same as much would I like it also to see that Anet implements a new dragon champion boss battle in the map Fireheart Rise, so that this map finally gets a bit more attention by receiving a Fire Dragon Champion of Primordus with a living story episode completely overworking this map with eruptions and earthquakes and competely new deytroyer minions rising up together with that new dragon champion.

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Posted by: Ayrilana.1396

Ayrilana.1396

Claw can killed in about six minutes if people actually did the mechanics. Unfortunately players take the path that requires the very least effort which results in the fight getting dragged on and on.

(edited by Ayrilana.1396)

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Posted by: OriOri.8724

OriOri.8724

Claw can killed in about six minutes if people actually did the mechanics. Unfortunately players take the path that requires the very least effort which results in the fight getting dragged on and on.

Its still a boring fight, no matter how fast you can finish it. And you spend entirely too much time fighting a wall

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Posted by: Ayrilana.1396

Ayrilana.1396

Claw can killed in about six minutes if people actually did the mechanics. Unfortunately players take the path that requires the very least effort which results in the fight getting dragged on and on.

Its still a boring fight, no matter how fast you can finish it. And you spend entirely too much time fighting a wall

You spend maybe a minute fighting a wall in the first phase. That’s hardly unreasonable.

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Posted by: OriOri.8724

OriOri.8724

Some numbers.

1 minute out of a 6 minute fight is 16.67% of the fight where you fight a wall, and that is if the group is coordinated.

In the video you linked though, what is probably one of the fastest clears of this fight, the wall appears at 1:53 and they kill it at 3:17, so even in this coordinated run, it takes them 1:24 to kill the wall. That’s more than 25% of the fight where you are just fighting a wall.

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Posted by: Ayrilana.1396

Ayrilana.1396

Some numbers.

1 minute out of a 6 minute fight is 16.67% of the fight where you fight a wall, and that is if the group is coordinated.

In the video you linked though, what is probably one of the fastest clears of this fight, the wall appears at 1:53 and they kill it at 3:17, so even in this coordinated run, it takes them 1:24 to kill the wall. That’s more than 25% of the fight where you are just fighting a wall.

Oh noes, 25%. How exactly is attacking a wall a bad thing anyways as opposed to other bosses which are just damage sponges?

(edited by Ayrilana.1396)

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Posted by: Rauderi.8706

Rauderi.8706

Some numbers.

1 minute out of a 6 minute fight is 16.67% of the fight where you fight a wall, and that is if the group is coordinated.

In the video you linked though, what is probably one of the fastest clears of this fight, the wall appears at 1:53 and they kill it at 3:17, so even in this coordinated run, it takes them 1:24 to kill the wall. That’s more than 25% of the fight where you are just fighting a wall.

Oh noes, 25%. How exactly is attacking a wall a bad thing anyways as opposed to other bosses which are just damage sponges?

So because the wall is the HP sponge that somehow makes it better?
Pfft.

BOREmag relies too heavily on gimmicks and not enough on player participation. Rocket-launcher 111111 and waiting for golems? Probably seemed like a good idea 4 years ago, but it’s really disengaging, and the scaling is utterly terrible, so Boremag is even more HP spongey. The golem shtick actually puts the players away from the boss, meaning that those fighting as the mechanics intended have to rush a long way to the boss to get within striking range. Meanwhile those who can reach enough range with their 11111 skills end up doing more damage; they’re closer and they do damage while waiting for those ambling golems.

It’s not a good fight at all.

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Posted by: charrboiledeggs.8164

charrboiledeggs.8164

Title says it all. I wish they would change the fight with Claw of Jormag. Of all the world bosses that gw2 has to offer, Claw of Jormag is one of the most boring boss fight there is simply because it isn’t very well thought out. Yes I know most world bosses can be cheesed but claw is just an awful world boss mixed in with abilities to test your patience.

From being tossed for ages, feared every 10 seconds and having that corrupt shield is awful enough but then comes the second part of the fight and this is where I would like them to change it at least. You can’t even get near him without freezing to death from his aoe. You have to wait for these robots to poke his feet with explosives until he gets stunned, then you can burn him. Otherwise your running back to the stack spot every time he fears you, just so you can throw your "1"s at him until his icy breath AoE disappears after having his toes tickled enough.

I’m curious to know what other people think.

I don’t see why you find this boring. All of PvE is boring.

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Protest & Rally against this no skill meta anet has created.

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Posted by: Ayrilana.1396

Ayrilana.1396

Some numbers.

1 minute out of a 6 minute fight is 16.67% of the fight where you fight a wall, and that is if the group is coordinated.

In the video you linked though, what is probably one of the fastest clears of this fight, the wall appears at 1:53 and they kill it at 3:17, so even in this coordinated run, it takes them 1:24 to kill the wall. That’s more than 25% of the fight where you are just fighting a wall.

Oh noes, 25%. How exactly is attacking a wall a bad thing anyways as opposed to other bosses which are just damage sponges?

So because the wall is the HP sponge that somehow makes it better?
Pfft.

BOREmag relies too heavily on gimmicks and not enough on player participation. Rocket-launcher 111111 and waiting for golems? Probably seemed like a good idea 4 years ago, but it’s really disengaging, and the scaling is utterly terrible, so Boremag is even more HP spongey. The golem shtick actually puts the players away from the boss, meaning that those fighting as the mechanics intended have to rush a long way to the boss to get within striking range. Meanwhile those who can reach enough range with their 11111 skills end up doing more damage; they’re closer and they do damage while waiting for those ambling golems.

It’s not a good fight at all.

The second phase takes so long because players AFK attack at the one spot rather than help the golems. The first phase takes so long because players AFK attack the wall with rockets from the one spot instead of using bombs or other attacks that deal more damage than the rockets. The reason it’s long and boring is entirely on the players.

I never said that the wall was better. I’m just saying there isn’t a difference. A damage sponge is still a damage sponge.

(edited by Ayrilana.1396)

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Posted by: OriOri.8724

OriOri.8724

Title says it all. I wish they would change the fight with Claw of Jormag. Of all the world bosses that gw2 has to offer, Claw of Jormag is one of the most boring boss fight there is simply because it isn’t very well thought out. Yes I know most world bosses can be cheesed but claw is just an awful world boss mixed in with abilities to test your patience.

From being tossed for ages, feared every 10 seconds and having that corrupt shield is awful enough but then comes the second part of the fight and this is where I would like them to change it at least. You can’t even get near him without freezing to death from his aoe. You have to wait for these robots to poke his feet with explosives until he gets stunned, then you can burn him. Otherwise your running back to the stack spot every time he fears you, just so you can throw your "1"s at him until his icy breath AoE disappears after having his toes tickled enough.

I’m curious to know what other people think.

I don’t see why you find this boring. All of PvE is boring.

“Don’t know how you find this PvE fight is boring → everything in PvE is boring”

Flawless logic right there man, absolutely flawless.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

Some numbers.

1 minute out of a 6 minute fight is 16.67% of the fight where you fight a wall, and that is if the group is coordinated.

In the video you linked though, what is probably one of the fastest clears of this fight, the wall appears at 1:53 and they kill it at 3:17, so even in this coordinated run, it takes them 1:24 to kill the wall. That’s more than 25% of the fight where you are just fighting a wall.

Oh noes, 25%. How exactly is attacking a wall a bad thing anyways as opposed to other bosses which are just damage sponges?

So because the wall is the HP sponge that somehow makes it better?
Pfft.

BOREmag relies too heavily on gimmicks and not enough on player participation. Rocket-launcher 111111 and waiting for golems? Probably seemed like a good idea 4 years ago, but it’s really disengaging, and the scaling is utterly terrible, so Boremag is even more HP spongey. The golem shtick actually puts the players away from the boss, meaning that those fighting as the mechanics intended have to rush a long way to the boss to get within striking range. Meanwhile those who can reach enough range with their 11111 skills end up doing more damage; they’re closer and they do damage while waiting for those ambling golems.

It’s not a good fight at all.

The second phase takes so long because players AFK attack at the one spot rather than help the golems. The first phase takes so long because players AFK attack the wall with rockets from the one spot instead of using bombs or other attacks that deal more damage than the rockets. The reason it’s long and boring is entirely on the players.

I never said that the wall was better. I’m just saying there isn’t a difference. A damage sponge is still a damage sponge.

Yes, a HP Bar is a HP bar, and virtually every boss encounter even created requires those bars to be depleted. So, the issue ought to be redefined as to whether the mechanics that differentiate the various encounters produce an interesting event, and whether they sustain interest over many reps. That’s why Shatt/Teq were remade — because players were by-and-large ignoring the mechanics and following the path of least resistance.

So, are the mechanics of the Jormaag fight interesting? If the path of least resistance is, “Equip a bundle, bunch up, use skill 1, and use another skill to counter CC.” and if fighting with your own bar means accepting that the near-constant CC is going to be more than your stun breaks/stab can handle, there is a problem.

Think about why various teams are needed to guard the batteries at revised Teq. People do that because the event fails if those mechanics are ignored. Players choose to ignore the Jormaag mechanics (defend batteries, defend golems) because it’s easier and there are no consequences to doing so. That’s where the J event fails.

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Posted by: Ayrilana.1396

Ayrilana.1396

Some numbers.

1 minute out of a 6 minute fight is 16.67% of the fight where you fight a wall, and that is if the group is coordinated.

In the video you linked though, what is probably one of the fastest clears of this fight, the wall appears at 1:53 and they kill it at 3:17, so even in this coordinated run, it takes them 1:24 to kill the wall. That’s more than 25% of the fight where you are just fighting a wall.

Oh noes, 25%. How exactly is attacking a wall a bad thing anyways as opposed to other bosses which are just damage sponges?

So because the wall is the HP sponge that somehow makes it better?
Pfft.

BOREmag relies too heavily on gimmicks and not enough on player participation. Rocket-launcher 111111 and waiting for golems? Probably seemed like a good idea 4 years ago, but it’s really disengaging, and the scaling is utterly terrible, so Boremag is even more HP spongey. The golem shtick actually puts the players away from the boss, meaning that those fighting as the mechanics intended have to rush a long way to the boss to get within striking range. Meanwhile those who can reach enough range with their 11111 skills end up doing more damage; they’re closer and they do damage while waiting for those ambling golems.

It’s not a good fight at all.

The second phase takes so long because players AFK attack at the one spot rather than help the golems. The first phase takes so long because players AFK attack the wall with rockets from the one spot instead of using bombs or other attacks that deal more damage than the rockets. The reason it’s long and boring is entirely on the players.

I never said that the wall was better. I’m just saying there isn’t a difference. A damage sponge is still a damage sponge.

Yes, a HP Bar is a HP bar, and virtually every boss encounter even created requires those bars to be depleted. So, the issue ought to be redefined as to whether the mechanics that differentiate the various encounters produce an interesting event, and whether they sustain interest over many reps. That’s why Shatt/Teq were remade — because players were by-and-large ignoring the mechanics and following the path of least resistance.

So, are the mechanics of the Jormaag fight interesting? If the path of least resistance is, “Equip a bundle, bunch up, use skill 1, and use another skill to counter CC.” and if fighting with your own bar means accepting that the near-constant CC is going to be more than your stun breaks/stab can handle, there is a problem.

Think about why various teams are needed to guard the batteries at revised Teq. People do that because the event fails if those mechanics are ignored. Players choose to ignore the Jormaag mechanics (defend batteries, defend golems) because it’s easier and there are no consequences to doing so. That’s where the J event fails.

None of the mechanics for the world bosses are all that involved as those for Teq/TT. Mechanics are not bad because players choose to be lazy otherwise you can apply that to practically everything in the game. Having fail mechanics are nice but not a necessity for an encounter to be considered good or not.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

Some numbers.

1 minute out of a 6 minute fight is 16.67% of the fight where you fight a wall, and that is if the group is coordinated.

In the video you linked though, what is probably one of the fastest clears of this fight, the wall appears at 1:53 and they kill it at 3:17, so even in this coordinated run, it takes them 1:24 to kill the wall. That’s more than 25% of the fight where you are just fighting a wall.

Oh noes, 25%. How exactly is attacking a wall a bad thing anyways as opposed to other bosses which are just damage sponges?

So because the wall is the HP sponge that somehow makes it better?
Pfft.

BOREmag relies too heavily on gimmicks and not enough on player participation. Rocket-launcher 111111 and waiting for golems? Probably seemed like a good idea 4 years ago, but it’s really disengaging, and the scaling is utterly terrible, so Boremag is even more HP spongey. The golem shtick actually puts the players away from the boss, meaning that those fighting as the mechanics intended have to rush a long way to the boss to get within striking range. Meanwhile those who can reach enough range with their 11111 skills end up doing more damage; they’re closer and they do damage while waiting for those ambling golems.

It’s not a good fight at all.

The second phase takes so long because players AFK attack at the one spot rather than help the golems. The first phase takes so long because players AFK attack the wall with rockets from the one spot instead of using bombs or other attacks that deal more damage than the rockets. The reason it’s long and boring is entirely on the players.

I never said that the wall was better. I’m just saying there isn’t a difference. A damage sponge is still a damage sponge.

Yes, a HP Bar is a HP bar, and virtually every boss encounter even created requires those bars to be depleted. So, the issue ought to be redefined as to whether the mechanics that differentiate the various encounters produce an interesting event, and whether they sustain interest over many reps. That’s why Shatt/Teq were remade — because players were by-and-large ignoring the mechanics and following the path of least resistance.

So, are the mechanics of the Jormaag fight interesting? If the path of least resistance is, “Equip a bundle, bunch up, use skill 1, and use another skill to counter CC.” and if fighting with your own bar means accepting that the near-constant CC is going to be more than your stun breaks/stab can handle, there is a problem.

Think about why various teams are needed to guard the batteries at revised Teq. People do that because the event fails if those mechanics are ignored. Players choose to ignore the Jormaag mechanics (defend batteries, defend golems) because it’s easier and there are no consequences to doing so. That’s where the J event fails.

None of the mechanics for the world bosses are all that involved as those for Teq/TT. Mechanics are not bad because players choose to be lazy otherwise you can apply that to practically everything in the game. Having fail mechanics are nice but not a necessity for an encounter to be considered good or not.

I don’t know about you, but I find the Jormaag mechanics to be uninteresting and/or annoying.

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Posted by: Ayrilana.1396

Ayrilana.1396

Some numbers.

1 minute out of a 6 minute fight is 16.67% of the fight where you fight a wall, and that is if the group is coordinated.

In the video you linked though, what is probably one of the fastest clears of this fight, the wall appears at 1:53 and they kill it at 3:17, so even in this coordinated run, it takes them 1:24 to kill the wall. That’s more than 25% of the fight where you are just fighting a wall.

Oh noes, 25%. How exactly is attacking a wall a bad thing anyways as opposed to other bosses which are just damage sponges?

So because the wall is the HP sponge that somehow makes it better?
Pfft.

BOREmag relies too heavily on gimmicks and not enough on player participation. Rocket-launcher 111111 and waiting for golems? Probably seemed like a good idea 4 years ago, but it’s really disengaging, and the scaling is utterly terrible, so Boremag is even more HP spongey. The golem shtick actually puts the players away from the boss, meaning that those fighting as the mechanics intended have to rush a long way to the boss to get within striking range. Meanwhile those who can reach enough range with their 11111 skills end up doing more damage; they’re closer and they do damage while waiting for those ambling golems.

It’s not a good fight at all.

The second phase takes so long because players AFK attack at the one spot rather than help the golems. The first phase takes so long because players AFK attack the wall with rockets from the one spot instead of using bombs or other attacks that deal more damage than the rockets. The reason it’s long and boring is entirely on the players.

I never said that the wall was better. I’m just saying there isn’t a difference. A damage sponge is still a damage sponge.

Yes, a HP Bar is a HP bar, and virtually every boss encounter even created requires those bars to be depleted. So, the issue ought to be redefined as to whether the mechanics that differentiate the various encounters produce an interesting event, and whether they sustain interest over many reps. That’s why Shatt/Teq were remade — because players were by-and-large ignoring the mechanics and following the path of least resistance.

So, are the mechanics of the Jormaag fight interesting? If the path of least resistance is, “Equip a bundle, bunch up, use skill 1, and use another skill to counter CC.” and if fighting with your own bar means accepting that the near-constant CC is going to be more than your stun breaks/stab can handle, there is a problem.

Think about why various teams are needed to guard the batteries at revised Teq. People do that because the event fails if those mechanics are ignored. Players choose to ignore the Jormaag mechanics (defend batteries, defend golems) because it’s easier and there are no consequences to doing so. That’s where the J event fails.

None of the mechanics for the world bosses are all that involved as those for Teq/TT. Mechanics are not bad because players choose to be lazy otherwise you can apply that to practically everything in the game. Having fail mechanics are nice but not a necessity for an encounter to be considered good or not.

I don’t know about you, but I find the Jormaag mechanics to be uninteresting and/or annoying.

I find them uninteresting, like those for Teq and TT, but that doesn’t mean that they are bad.

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Posted by: DarcShriek.5829

DarcShriek.5829

I’d rather see Drakkar introduced than Claw of Jormag updated. However, Claw of Jormag could use an update.