Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.
For those of you familiar with GW1, vanquishing meant killing every single enemy in an explorable zone. Many builds and strategies were designed for speed clearing particular zones, usually for gaining faction.
I feel like this might be an interesting addition to GW2 – applied to dungeons. If you went ahead and killed every veteran/champion in an entire dungeon (which, in a high level dungeon like Arah, is a LOT of work), you should get some interesting rewards for your efforts. The rewards should be unique enough to encourage people to try the challenge.
Sounds like a good idea (should be in suggestions).
They should give the same reward they gave from GW1 for vanquishing.
OK, so something like:
You gain guild influence equal to 50 times the number of foes killed.
You gain silver equal to 5 times the number of foes defeated in the area.
You gain experience equal to (not sure how high this should be) times the number of foes killed.
There could perhaps be a bonus for killing champions.
You, Sir, are my hero. A thousand times yes. Finally an answer to speed runs. lol
this actually sounds awesome ^^
All for it. Would be a great option. I’d be much more attracted to a “LFxM vanquish run” than a “LFxM speed run.”
Yes! I’d love to see this feature. No more skipping mobs but instead laying the entire dungeon to waste, what isn’t to love? Upvoting OP’s post for great justice!
I’ll buy into that!
Of course, this would be a very extreme reason why someone might opt for a Vanquisher run than a Speed run, but if the rewards are lucrative, then I’ll be up for it! For some people, they just want to get it over with and speed-run it, but speed-clear it? I’d rather do that instead. I remember Vanquishing zones in GW1 and really enjoyed it.
I suppose another thing to consider would be the effects on the economy if the rewards become too lucrative. I could complain about the price of Ectos, Lodestones, and T6 materials but does ANet think those prices seem fine? Honestly, if I can farm something, I’ll do that instead of buy it out so the price of them doesn’t affect me as much.
Though, I wouldn’t mind Influence. This would be a neat idea for smaller guilds to do in an attempt to build up the influence required to build or expedite the unlocks required for their Guild Missions.
+1. But you would have to find a may to make it more of an option to the ZERG$$$ crowd. Maybe if you based the amount of rewards you receive on the amount of the dungeon completed it would become more appealing. Bosses excluded of course, while having every section you clear grant a bonus of some kind to the rest of the dungeon plus some form of monetary reward.
Meh this is how dungeons should have been in the first place. Not all this “lets run past those mobs” “lets glitch past these mobs” “lets kill these mobs and wait for them to spawn again and do it all over again!”
Seriosuly, respawning mobs in dungeons really sucks.
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