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Gearing for Scourge ?

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Posted by: Lahmia.2193

Lahmia.2193

Assuming Alacrity reduces shade recharge, this should be good.

It does. Tried and tested during demo.

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Main Hand Dagger Condi

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Posted by: Lahmia.2193

Lahmia.2193

Necrotic Slash – x2 bleeds, 1 second duration
Necrotic Stab – x1 bleed, 3 second duration
Necrotic Bite – x1 bleed, 3 second duration

At 100% bleed duration, you could maintain ~8 stacks of bleeding. Enough to make it more viable but not too much as to diminish Sceptre.

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Elite Specialization: Scavenger

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Posted by: Lahmia.2193

Lahmia.2193

I didnt say anything about the playstile, but its only my oppinion that its not as epic as sword deserves x3

What does Sword deserve

I’d guess condi melee as its our missing current weapon, though I don’t fancy waiting another 2 years for it.

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Regrets on Legendary Crafting

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Lahmia.2193

Predator and Kudzu, mainly because rifles and longbows aren’t great in game. Though Predator may come into its own when Deadeye is released.

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New elites are just lackluster

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Posted by: Lahmia.2193

Lahmia.2193

I’ll be honest I wasn’t that hyped about most of the elite specs in HoT. Reaper was the only one that I really wanted to play. With PoF Scourge, Deadeye and Soulbeast all get my motor running, so I’d say Anet has improved in that sense. Also on a side note Mounts look so much cooler than gliding or the other HoT masteries.

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Iron Marches dust farm

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Posted by: Lahmia.2193

Lahmia.2193

Anet should have nerfed Turrets and Minions into the ground, the first time people tried to afk farm.

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Improve Focus please!

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Posted by: Lahmia.2193

Lahmia.2193

Additionally I’d say replace the regen with a more offensive boon on Reaper’s Touch (fury, might or quickness).

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Dear Arena Net

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Posted by: Lahmia.2193

Lahmia.2193

Knowing the balance team, if they were ever to make blind work on bosses, they’d of course look into individual professions and skills that would allow permanent blind access by just one individual. As for thief being superior about it, that’s fine. I was mentioning a (very unlikely to happen) possibility of giving necro more viability in the PvE scene, but thief could use that benefit as well.

Mentioned it before, but perhaps having all conditions work the way they should when a boss’s defiance bar is orange and recharging might be interesting.

Balance team don’t do crap unless that thing is causing problems in pvp.

Well consider ghost thief was only nerfed when someone used it to solo the Slothasor raid boss, despite it being around in WvW for a few years.

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Main Hand Dagger Condi

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Posted by: Lahmia.2193

Lahmia.2193

i would rather have staff completely reworked than see just bleeding added to dagger

I want this too. Staff has so many great skins that I only ever get to see it when I go PvP for my seasonal Plat/Leggy badge. Which isn’t much since I usually only do the minimum req games. It would be nice if it had some use in PvE too since that seems to have become my main game mode in recent months.

But tbh, no offense to Anet, but I just don’t see them putting in the work to rework an an entire weapon set when they can simply change a single auto attack chain.

Anything to stop Scepter/Torch + Scepter/Dagger in raids from happening, man. I can’t go back to having basically no rotation like the old build after Condi GS. Like 800 LI gained on Necro almost exclusively and I’ll seriously drop Necro to play Engi in raids if it happens.

its not even just about the autoattack, the entire weapon is the least creative of all they’ve made. 4 the same looking skills and a generic autoattack projectile. i want spells and not 4 aoe traps.

I’d love to have trident and staff swapped

Frozen Abyss on land with deathly chill <3

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Scourge's Power, Devs need to see that

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Posted by: Lahmia.2193

Lahmia.2193

If you’re outside 900 range, Necros have one weapon for life force. That’s it. And it’s slow at building it, too if it can’t manage piercing. They can’t gain appreciable life force without something to hit or without people dying frequently.

A couple plebs dying early should be the end of it. Long range pressure will do wonders to break apart an all-Scourge zerg because they can’t do any appreciable damage back and the barriers they’re throwing up to protect themselves cost them life force.

Funny how the answer to fighting Necros of any stripe is “attrition them to death.”

But that requires minimal effort and co-ordination. OP doesn’t want to have to do that. Nerf Scourge instead.

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Gearing for Scourge ?

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Lahmia.2193

Vita might not be as important because reaper is already high health. Are we really going to see barrier stacking beyond 8k?

Thinking Apothecary and Seraph stats might actually be a better choice for a condition scourge.

Then of course there is always the celestial/might stacking option.

Vitality increases your life force pool (but not the cost of shade skills) thus allowing you more energy to spam F skills.

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un nerf epi pls

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Posted by: Lahmia.2193

Lahmia.2193

The only thing they need to fix is the projectile targeting. So often they will attempt to hit non-existent targets like supply depots or the platform you are standing on in shattered ob.

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Main Hand Dagger Condi

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Posted by: Lahmia.2193

Lahmia.2193

tbh while I believe putting a condi on dagger would be great, chill is not the one.

Putting chill on dagger only really synergizes with Reaper, it does nothing for scourge and little for core necro.

The dagger AA should apply bleeding on the 2nd and 3rd auto chain, and dagger #3 should have a lower cast time to make it more reliable to land.

I’d still opt for torment, just because its pretty much the main scourge condition (and burning would be a bit much).

I can’t really picture a weapon that does Immobilize having Torment.

I would rather have a mix of Bleeding and Poison on Mainhand Dagger.

The arguing in this thread has really done nothing, and seems to mainly be from one person now. I don’t know if Obtena is trolling again or what. They have had a long presence of doing things like this in threads in the past. I just ignore them now.

This thread is just a game suggestion that makes sense. Arguing back and forth attacking other people’s ideas does nothing. At least I see more agreement in the thread.

The reason I want a mix of Bleeding and Poison is because I don’t want Mainhand Dagger to be the most powerful Condition weapon. I’d be fine with just Poison.

The only problem I could see from suggesting this, is making camping Mainhand Dagger more powerful than Scepter. I don’t want it to be stronger. I just want it to do a bit more damage, so the loss of switching to it for Life Force isn’t as big of a loss. I think Mainhand Dagger is also the best weapon to add a Condition to for us.

Even if they never do this, I’d want Life Force on Scepter auto at least. I’m just hoping they add a Condition to Mainhand Dagger because the playstyle when testing was so fun. It was the most fun I’ve had in a while on Necromancer. I loved switching from Scepter/Dagger to Dagger/Torch. It was actually using a weapon instead of just abusing it for Combo Fields like with the Greatsword.

I just hope Devs read threads like these.

It’s in anet’s interests to be honest, since they aren’t a fan of camping a single weapon set.

That doesn’t make sense … increasing the versatility of dagger with conditions PROMOTES camping a single weapon set. So no, I don’t see it being in Anet’s interest.

Well if sceptre is still the superior condi dealer, you’ll be switching from dagger mh after your life force is high enough then back to dagger mh again when it is low. Sceptre/dagger, dagger/torch seems like the way to go for a meta build.

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Need a fun & effective Necro Levelling Build

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Posted by: Lahmia.2193

Lahmia.2193

If you have a dagger in either mainhand or offhand, you can also trait Quickening Thirst (blood magic t1) for a nice passive movement speed buff. Nice little addition for running about in open world.

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Power scourge

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Posted by: Lahmia.2193

Lahmia.2193

I mean you can run Scourge how you like, nay sayers be kitten ed. But Scourge itself isn’t really designed with power in mind. I guess you could go a variation on the current power corrupt necro build if you really wanted.

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Main Hand Dagger Condi

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Posted by: Lahmia.2193

Lahmia.2193

Isn’t life siphon bonus only work if the necro is bleeding, not its target?!

Damage is increased if foe is bleeding, healing is increased if you are bleeding.

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Main Hand Dagger Condi

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Posted by: Lahmia.2193

Lahmia.2193

tbh while I believe putting a condi on dagger would be great, chill is not the one.

Putting chill on dagger only really synergizes with Reaper, it does nothing for scourge and little for core necro.

The dagger AA should apply bleeding on the 2nd and 3rd auto chain, and dagger #3 should have a lower cast time to make it more reliable to land.

I’d still opt for torment, just because its pretty much the main scourge condition (and burning would be a bit much).

It’s scourge’s main condi, but dagger isn’t the scourge weapon. Dagger is a core weapon and should be equally useable by all specs.

Bleeding is equally valuable to core, reaper, and scourge. Moreover bleeding has better internal synergy with the dagger toolkit because of how dagger #2 works. It also makes sense thematically because you’re stabbing someone with a knife (or biting in the case of the #3 auto) which would be a bleeding wound.

Torment however does not have any synergy with any other dagger skill, and moreover has no synergy with anything on reaper or core. It also doesn’t make much sense for the weapon thematically either.

Yeah you’re right there, fair point well made. What do you think the amounts should be, if they were to add?

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is rune of krait still go condi necro rune?

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Posted by: Lahmia.2193

Lahmia.2193

Yes, the 6th attribute is ridiculously weak even if its cool down was 1 second. It is weaker that a 1 sec blind because barriers decay so rapidly and mitigate a fixed amount of damage.

That rune is garbage regardless of the ICD. Like so many other runes, it is likely meant for other professions that want a hint of Scourge.

How many other Necro-themed runes are actually best for Necromancer?

Reaper runes for current wvw condi meta. But I get where you’re coming from.

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is rune of krait still go condi necro rune?

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Posted by: Lahmia.2193

Lahmia.2193

imo they should make the devourer minion apply bleeding with the projectiles.

and fix the rigor mortis already because its extremely buggy, often times it just makes the minion confused and not do anything

Or the bone minions. They seem to be the ginger step children of the minions.

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is rune of krait still go condi necro rune?

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Posted by: Lahmia.2193

Lahmia.2193

It’s a shame they don’t just make one of the punishment skills a straight up dps utility.

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What happens to Path of Corruption?

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Posted by: Lahmia.2193

Lahmia.2193

In short, path of corruption is so much more powerful with Scourge than it was with Reaper or base Necro. Same with Dhuumfire.

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Main Hand Dagger Condi

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Posted by: Lahmia.2193

Lahmia.2193

tbh while I believe putting a condi on dagger would be great, chill is not the one.

Putting chill on dagger only really synergizes with Reaper, it does nothing for scourge and little for core necro.

The dagger AA should apply bleeding on the 2nd and 3rd auto chain, and dagger #3 should have a lower cast time to make it more reliable to land.

I’d still opt for torment, just because its pretty much the main scourge condition (and burning would be a bit much).

I can’t really picture a weapon that does Immobilize having Torment.

I would rather have a mix of Bleeding and Poison on Mainhand Dagger.

The arguing in this thread has really done nothing, and seems to mainly be from one person now. I don’t know if Obtena is trolling again or what. They have had a long presence of doing things like this in threads in the past. I just ignore them now.

This thread is just a game suggestion that makes sense. Arguing back and forth attacking other people’s ideas does nothing. At least I see more agreement in the thread.

The reason I want a mix of Bleeding and Poison is because I don’t want Mainhand Dagger to be the most powerful Condition weapon. I’d be fine with just Poison.

The only problem I could see from suggesting this, is making camping Mainhand Dagger more powerful than Scepter. I don’t want it to be stronger. I just want it to do a bit more damage, so the loss of switching to it for Life Force isn’t as big of a loss. I think Mainhand Dagger is also the best weapon to add a Condition to for us.

Even if they never do this, I’d want Life Force on Scepter auto at least. I’m just hoping they add a Condition to Mainhand Dagger because the playstyle when testing was so fun. It was the most fun I’ve had in a while on Necromancer. I loved switching from Scepter/Dagger to Dagger/Torch. It was actually using a weapon instead of just abusing it for Combo Fields like with the Greatsword.

I just hope Devs read threads like these.

It’s in anet’s interests to be honest, since they aren’t a fan of camping a single weapon set.

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Main Hand Dagger Condi

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Posted by: Lahmia.2193

Lahmia.2193

tbh while I believe putting a condi on dagger would be great, chill is not the one.

Putting chill on dagger only really synergizes with Reaper, it does nothing for scourge and little for core necro.

The dagger AA should apply bleeding on the 2nd and 3rd auto chain, and dagger #3 should have a lower cast time to make it more reliable to land.

I’d still opt for torment, just because its pretty much the main scourge condition (and burning would be a bit much).

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Condi is weak, don't you agree from this?

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Posted by: Lahmia.2193

Lahmia.2193

The funniest thing is Epi is trash now except when fighting on lords.

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Pips and particip. promote unhealthy gameplay

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Posted by: Lahmia.2193

Lahmia.2193

*some people do it. A small minority. Don’t exaggerate the truth to suit your narrative.

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[Suggestion]Old Ascended Material Eaters

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Posted by: Lahmia.2193

Lahmia.2193

The Princess Star of Mawdrey!

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Please only allow one aura effect

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Posted by: Lahmia.2193

Lahmia.2193

Obvious solution. If you think it’s ugly
1) don’t look at it
2) don’t do it.

/problemsolved

Or allow us to toggle the visual effects from ourselves and other players like they did with unique sound effects.

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is rune of krait still go condi necro rune?

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Posted by: Lahmia.2193

Lahmia.2193

Does anyone know if i equip lets say 6 pieces that all 6 pieces will give duration bonus or the bonuses are a set bonus of having a full set with runes?

A set of 6 superior krait runes will grant: +175 condition damage, +45 bleed duration, use of elite causes 1 stack of bleed, torment, poison to nearby foes (45s cd) and a 25% chance to cause 1 stack of bleed to foes that hit you (15s cd).

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Scourge: Demonic Lore too good ?

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Posted by: Lahmia.2193

Lahmia.2193

Just played a little bit with Scourge, against golems, so I may still have a noob view of some mechanics and traits..

But when planning my traits, one question came to mind:
- Isn’t Demonic Lore too good to pass?

My initial goal was getting the greater shade to make shade management easier, but having so much potential for spreading AoE fire seems just too powerful. Has anyone else a better comparison of this trait against the other ones?

Its 2 × 3 sec burns on a 3 sec CD. So 2 perma burns, 4 with 100% duration (PvE only).

For a GM its not that amazing. Don’t get me wrong its nice but it does not look OP on the surface.

Don’t forget the +33% torment damage on top of the burns.

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Rune of the scourge ideas

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Posted by: Lahmia.2193

Lahmia.2193

Using rune of the pack as a basis:

1) +25 condition damage
2) +10% torment duration
3) +50 condition damage
4) 25% chance when struck to grant nearby allies barrier (30s cd)
5) +100 condition damage
6) +20% torment duration; +125 healing power

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GIFT OF BATTLE

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Posted by: Lahmia.2193

Lahmia.2193

If I have to do garbage like map completion of tangled depths and adventures for hours and hours and hours then you can spend a few hours in wvw hiding from enemy players. At least in wvw you can smash buttons and still get progress.

Indeed. I personally enjoy both WvW and map completion (at least HoT anyway) so it makes no difference to me. But it does seem like there are so many entitled purist pvers that demand to get gift of battle without any effort whilst purist wvwers have to still do map completion (either HoT or central tyria) which takes a hell of a lot longer to do than GoB, and is arguably more tedious.

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Rune of the scourge ideas

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Posted by: Lahmia.2193

Lahmia.2193

What do I think? Please never get into balancing. The power (or should I say condi) creep from this rune is hilarious.

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The most pressing matter in WvW

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Posted by: Lahmia.2193

Lahmia.2193

I want a ramp right here…

You take the long way round or learn to jump!

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Zerker stats needs a buff

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Posted by: Lahmia.2193

Lahmia.2193

Maybe you’re not supposed to run full glass in non roaming wvw builds. It reminds me of a saying an old NSP commander used to say: “A dead zerker does no damage.” Just as in Pve, it’s much more advisable to run the highest dps you can, in WvW you gotta tank up.

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Nothing but necromancers

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Posted by: Lahmia.2193

Lahmia.2193

Condi necro is incredibly easy to play but effective in a non-organised group.

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Disable Aurora effect

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Posted by: Lahmia.2193

Lahmia.2193

Disable the effect means it becomes an ascended trinket. The aura makes it legendary. The aura should change per class that wears it, as now its clearly a mesmer only trinket

Not quite. Although MOST people make the legendaries for the skin and “aura”, the legendary rarity also comes with a functional stat swap. This is why i personally like to go for legendaries. Cause it is character progression and very functional for some classes like mesmer. For armor and weapons this was easily solved by just re-skinning it. But as you’re probably aware we cant do that with trinkets. …Yes, i/we could have multiple trinkets with the needed stats. But it would be much nicer to have an option where we can toggle on and off the aura.

ontopic: this has been mentioned several times already. and we never really got an response from Anet for it. So don’t get your hopes up.

Not to mention the fact that Legendaries are also updated to gain new expac stats, which was my main reason for making it in the first place.

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Playing a toon of the opposite gender?

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Posted by: Lahmia.2193

Lahmia.2193

On the list of things I can’t play:
I can’t play a character with a joke name or one without a backstory. They gotta have meaning else I lose all interest in them.

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Disable Aurora effect

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Posted by: Lahmia.2193

Lahmia.2193

Disable the effect means it becomes an ascended trinket. The aura makes it legendary.
The aura should change per class that wears it, as now its clearly a mesmer only trinket

Plenty of people reskin legendary weapons or armour, because they want it for the stat change convenience. Only you can’t with a trinket. The aura really should be optional.

edit: update the item so it comes with an infusion that grants said aura would be another option.

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Scourge Synergy

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Posted by: Lahmia.2193

Lahmia.2193

I’m personally excited for synergies between corruptions and F2.

I tried this during the stress test. It was pretty nice. Not really OP, but having another way* to turn those condi into something beneficial was nice.

*Beside condi transfer.

Condi transfer can be a double edged knife though. I’ve lost count of the times I’ve tried to transfer condi, only for it to miss and I end up dying because of it. More actual removal is a nice addition.

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about new [Plaguelands]

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Posted by: Lahmia.2193

Lahmia.2193

I would like to see that skill be a well not corruption.

Nah, an actual well elite would be better. Some big dumb damage skill.

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Speed of Shadows give it back !!!

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Posted by: Lahmia.2193

Lahmia.2193

Now they just need to do something with Unyielding Blast.

Why they haven’t merged it with Dhuumfire already, I do not know.

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Disable Aurora effect

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Posted by: Lahmia.2193

Lahmia.2193

Pretty simple request. Please can we have an option to toggle the aurora glow/orb effect. Or better yet, an option to toggle cosmetic aura effects on both our character and other players, similar to the unique sound effect toggle that Anet added last patch.

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Corgi Mount Vote?

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Posted by: Lahmia.2193

Lahmia.2193

Nah mate, lets have anet give us the Wyvern mount we saw on the stream.

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What would you change or buff on greatsword?

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Posted by: Lahmia.2193

Lahmia.2193

I said this in an earlier thread, but I think the simplest fix to nightfall is have it tick the moment its placed on the ground, that would make it very quick and potentialy be devastating as you no longer would be able to walk out of it.

It does tick as soon as you place it, then every 2 seconds afterwards (so 4 pulses over 6 seconds). Or do you mean for it to pulse every 1 second instead?

Yes, you are entirely right. Not sure what I was thinking when I wrote it. Ticking every second would be a big improvement which would lead to area being denied faster and more effectively. I do think letting it last for more than 6 seconds at that rate would be too much, so slightly reduced total duration but more effect.

Personally I’d change it so it has a fixed 240 radius, it follows you around as a mobile combo field and pulses each second but with a reduced duration, so it does the same amount of pulses as it does now.

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about new [Plaguelands]

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Posted by: Lahmia.2193

Lahmia.2193

Plaguelands sucks.I tried it on pof demo and it has a 2 min cd, and thats waaaay too long to be useful.

80s if traited and you should be traiting really.

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about new [Plaguelands]

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Posted by: Lahmia.2193

Lahmia.2193

Well… I would have been happier with an aura that poison and weaken foes around me, granted that it add a sliver of stability instead of the nobrainer condition damage skill that we ended up with.

See if we had a few more nobrainer skills, we might actually be a top tier damage source.

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What would you change or buff on greatsword?

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Posted by: Lahmia.2193

Lahmia.2193

I said this in an earlier thread, but I think the simplest fix to nightfall is have it tick the moment its placed on the ground, that would make it very quick and potentialy be devastating as you no longer would be able to walk out of it.

It does tick as soon as you place it, then every 2 seconds afterwards (so 4 pulses over 6 seconds). Or do you mean for it to pulse every 1 second instead?

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about new [Plaguelands]

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Posted by: Lahmia.2193

Lahmia.2193

No fields pls. We’ve already enough competition from other combo fields messing up our single ice field.
Aura would be awesome but very overpowered.
Range would probably best the best option but I’m happy with the way it is.

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Scourge's Power, Devs need to see that

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Posted by: Lahmia.2193

Lahmia.2193

If Scourge ship as is that will be the end of class out side of necor. I am not sure why Anet is letting this one dev. make such broken classes.

Scourge may brake wvw to the point of not being playable unless you are a scourge.

A message from the Skills and Balance Team:
There have been a number of changes and bug fixes to some of the specializations since the first time you were able to play them during the WvW/PvP Preview Weekend. However, we still are vetting and testing many of the changes, and as a result the stress test today will have the same versions that were featured during the preview weekend. You’ll be able to see the updated elite specialization changes on September 22nd!
See you in Tyria!

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Season 3 Ending

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Posted by: Lahmia.2193

Lahmia.2193

One thing I’m glad with is that we end up having to save the dragons instead of fight them. I personally found them to be boring villains (Scarlet/Caudecus are much more interesting) so the idea of fighting one per expac was real off putting. Glad they changed it up, with a twist that we’ll be fighting the human god of war!

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