Who we are
My brother and I are both looking for a PVE guild to join who’s going to be focused on raiding when it comes out. We were both Mythic raiders in WoW and have years of experience raiding in WoW. Our guild recently went on a raiding hiatus until the next expansion because of recruitment issues. Timing was pretty good though because I heard GW2 announced raids around the same time. We are both high performance players and push ourselves to always find ways to play better.
What we are looking for
We’re looking for a guild who’s very serious about raid progression. I’m not talking about “world first play for 12 hours a day until content is dead” serious but more of the type that raids for a few hours a few times a week but during that time they are focused purely on progression. A guild where everyone generally shows up on time and we start pulling on time and we essentially don’t stop till the end of raid time. People who don’t have a problem adapting their builds and play style to make sure we are successful.
We kind of want to avoid mega guilds (with hundreds of active players) as they feel like getting lost in a crowd but aren’t entirely opposed to it as long as the community feels right.
If you think you have a place for us message me here or in game and we’ll chat.
Druids are being tweaked, though they might still be the reigning champs for healing/support. I’m a little worried about this but I’m hoping they will be buffing other professions healing potential to at least be competitive.
Otherwise there’s no real reason to panic about class balance yet. We’ve only seen one boss and only two groups beat it which is an incredibly small sample size. If the first wing comes out and patterns start to develop I’m sure we’ll see some balance changes coming.
There are some inevitable balance issues because PVE has never been under such a scope for balance so it’s taken a second seat to PVP balance but it’s way too early to tell.
Just from the videos I watched the Break bars seemed very under tuned. I don’t think devs intended them to be broken with only a couple of CC’s. Feels like they should take concerted effort by a portion of the team to break.
good raid bosses force you to deal as much dps as possible (and use as little defense as you can) but also make it nearly impossible for you to survive. the only solution to this is becoming a better player.
So true. Not sure why people think enrages turn people into turrets that just hit the optimal buttons for their DPS. Mechanics should make this nearly impossible people who can pull off an optimal rotation while dealing with complex boss mechanics are quite skilled. Yes, PVE does involve skill, individual skill and group skill all factor into how well you can execute on a boss. Just because the boss is scripted doesn’t mean any joe can walk in read a guide and execute at a high level.
No, thanks. It will create a Cele-nightmare in every PvP matches.
Obviously there’d have to be a PVP split… This game cannot continue to be balanced around PVP when there will be actual end game PVE content.
For those of you complaning about the enrage timer, that is needed to keep the challenge of the raid. If you remove the enrage time you remove the dps requirement and you trivialize the content. If some of you can show a away of getting ride of the timer and somehow keep the challenge, because if you remove the timer after the game is released and after two wipes, people will just go to the easy mode and be all tank/healers… and then will complain that is very easy and as no challenge. Also as i said before triple trouble wurm without a timer is pretty easy
I think enrages are completely necessary.
I think timers are a very cheap way of doing it.
There are much more interesting ways that other games have found to do it. Take Blackhand from WOW for example: https://youtu.be/jHJ_hqJewM0?t=7m45s
In phase 3 every time he does his Shattering Smash there’s a large AOE that starts pulsing from the area that covers about 1/4th of the map. You have to kill him before you run out of room. While you are doing that you are dealing with other mechanics that force you to move and position bombs, eventually people start dying and you generally end up with only a handful of people alive when you kill him. This is an example of a great enrage mechanic.
For those that think that enrages will promote a zerker meta you are correct, but only to the extent that Anet allows it. IF there isn’t sufficient threat to zerker/dps builds then people will obviously run only that but if there are mechanics require external healing then you absolutely won’t be able to run without some sort of dedicated healing.
Not having an enrage timer/mechanic promotes an even WORSE meta, which is just stack as much defense as possible and kill bosses in the slowest most uninteresting way possible.
I came to this solution as well after thinking about how weak healing power really is. It would require a pretty large break between PVP and PVE, which isn’t necessarily a bad thing. I personally would love it, but am skeptical that Anet would ever do it because of broad a stroke it is.
What are the veteran players supposed to do???
Currently veteran players have had way too much time to gather everything they would ever want or need. When HoT hits that should change, there should be a lot more “end game” content to do with Masteries and increasing Fractals. This should be less of an issue.
There’s also another issue with removing the time gating: If they are to be pumping out raids at a steady pace (They mentioned 6 wings a year which is about 18 raid bosses). These raids will never become irrelevant content because they don’t plan on having another tier of gear. So in only a year you have veteran players feeling like they need to clear 18 raid bosses every day. That’s just ridiculous, that’s probably 4-5 hours of raiding every day, IF you have everything on farm status. That’s not sustainable…
While it feels underwhelming now, it won’t be if they get even close to their predictions.
Another thing that i don’t like is that some classes are far superior in their roles compared to any others. For example healing on druid, conditions on engineer, boons on revenants, ranged DPS on certain classes. Please have a good eye on this in the future, balance is most likely be done around pvp but this might cause problems.
This is a big concern I have as well. Profession balance has previously been strongly leaning towards PVP. With challenging content balance becomes magnified and is already becoming a bigger issue than it’s been before. Previously it didn’t really matter in PVE because you could clear essentially everything with any profession. I can certainly see certain professions being excluded or raids being stacked with 6 of the highest damage profession and 3-4 supporting professions.
Healing balance is another issue. Currently healing power coefficients are balanced off of PVP but this makes healing power to be rather lackluster in PVE. You lose way too much damage for the marginal amount of healing you gain by going full HP. Some classes have a lot more options for healing than others (Thief vs Druid) which is another issue.
Daily reset is a terrible idea. The reason why they can put actual rewards on these guys is because their lockout timer is so long. They’d have to drastically cut back on the rewards if you could kill these every day.
Plus it cheapens the experience. There’s nothing that will burn people out on raids faster if they feel like they have to do raids every day to optimize their rewards.
This is my feedback based on a entirely PUG group that I joined on a whim this morning. We got the Vale Guardian to split phase at least twice. No voice chat involved. I played a Necromancer who went condition damage for the boss.
Overall impression (TL;DR):
This was a fantastic first impression. Similar to the first time I did Tequatl but on a much more intimate scale. Having to think about my spec and utilities was refreshing even though I think it could be pushed much further. Enjoyed the experience and I’m looking forward to more.
I’m concerned that this boss is under tuned in certain areas which make it hard see the meta evolving much. I’m also concerned that the ease of access to healing by most classes makes it nearly impossible to truly change the meta with simple mechanics.
Third concern is the lack of analyzation tools that we are given. With enrage timers on the first boss we need more tools to evaluate ourselves and others.
Mechanics:
These seemed tight and varied enough to be interesting. Aggro was more obvious than encounters which makes it easy enough to position the boss. It’s unclear if the aggro mechanic actually directs more damage to the person who’s being target or if it’s just for positioning.
Lighting soaking was the biggest issue and required the most coordination. If there was one far away it was nearly impossible for someone without a blink to get to it. This mechanic seemed fine as missing one was basically or took way too long to recover from. It’s very forgiving but RNG can make it really hard every once in a while.
One thing I will echo is the particle overload. Sometimes it’s hard to tell if you are standing in a Seeker AOE or not simply because of the amount of combo fields and/or particle effects that are being thrown out. Being able to turn off friendly effects or at least reduce them could be a huge improvement to the QoL of raids.
I love how break bars are being used and I want to see a lot more of this. I never actually got a chance to experience it but from what I’ve seen in the kill videos they are being put to good use.
Tuning:
I feel like this boss is under tuned particularly in damage output. The enrage timer feel right. But the damage from the boss never felt particularly threatening except when we missed the lightning soaking mechanic. That was basically the only time I got downed or even close to it. I was using my healing well to heal other people who were standing in bad. We had no dedicated healer that I know of. Regeneration and collateral AOE healing completely negated the need for one. This disheartens me a bit because I was looking forward to breaking the zerker meta by more than just making some people go condition damage.
The only way I see this happening is if there is more hard healing checks. Burst or constant pulsing healing that full damage builds simply cannot survive through without some sort of assistance. I also have reservations about how much access full damage builds have to healing without investment into healing power but I’ll save that for another thread.
Enrage/Timer:
I hate hard enrages. It feels cheap. I understand the need for some sort of enrage but I much prefer soft enrages where people will start dying at a certain point but how they play determines how long they survive (From my experience phase 3 of Blackhand from WoW is a great example of this). Fights where the damage steady increases or just increases drastically in the last phase and your first kill only a couple of people are still alive. These type of enrages incorporate every aspect of the group skill, damage and survivability. The style of enrage on this boss promotes one thing, pure damage. Now if the boss’s pulsing damage aura had increased as the fight goes on and by the time you get to the 8 minute mark it was pulsing for half your health a tick you’d instantly have a much more interesting fight without having to have a timer.
Analytics and Tools:
I know this is a sensitive area for the community but with challenging content brings the need to analyze performance. Every group has high performers and low performers. At the very least group leaders need the tools to tell who those people are and how they can improve. While damage meters in the typical sense might not be the best way to go about this for GW2 we need something. It’s frustrating enough to wipe on bosses, it’s even more frustrating for everyone to do mechanics right and not be able to hit an enrage timer and have no way to know why it’s happening.
I realize people are afraid of the stereotype elitist who indiscriminately kicks people from their groups based on damage meters. The reality is this will happen with or without damage meters, and without it’ll be less informed probably based around a profession tier list instead of actual performance.
Bottom line is we need some way to distinguish who’s pulling their weight in this type of content. It’s simply unavoidable if you want this type of content to have longevity.
EDIT: Added Analytics & Tools section.
(edited by Pandabro.8743)
Why are people so confused by the fact that these first three mobs are NOT actually the boss? It seems like something is not right in how these trash mobs are being presented.
People need to hold onto their “too easy” judgements until the boss is actually dead. I think feedback about how mechanics are working is still valuable but just rushing in here saying “OMG CONTENT TOO EASY” isn’t all that valuable to arenanet.
Oh my…
Unavoidable damage in necessary to diversify builds. You either need someone to soak unavoidable damage or you need to heal through it. If all damage is avoidable you might as well give everyone 1 HP and remove Toughness, Vitality and Healing Power from the game. Every MMO who’s had decent raid content has unavoidable damage.
Just going to try what I already know. There’s no point in adapting YET. Once I see what the encounter is throwing at me I’ll adjust my build.
However Healing Power as a stat remains pretty poor (max HP increases Mantra by 300(ish) per cast – pretty woeful – its only real benefit I see is from Regen and Well Heal).
I see this to be a pretty big problem. Healing power coefficients on a lot of skills are just awful. Anet MIGHT kill the “zerker meta” with new content that requires healing, but the healers will probably all be running around in Zerker gear because the difference between Zerker and full healing gear is marginal.
Hopefully they address this with some balance changes tomorrow.
I’ve also seen a lot of teams who do dedicate a whole team to defending. I’ve been on teams that got full-wiped in the Lord’s room 4-5 times, but we still won the match. We were IN the Lord’s room! It takes less than 10 seconds after you respawn to run back to the enemy Lord’s room, so there’s absolutely no reason not to simply yolo in over and over until you’ve finally worn the Lord’s health down to zero.
I’ve seen this quite a bit too. It feels like the lord and his minions in the room should really regenerate/revive if they haven’t been damaged for about 20-30 seconds. Successful defenses don’t really feel successful when you can’t make any meaningful action because you know the entire team is respawning and charging right back into the room to suicide themselves on the last 30% of the Lord’s life pool.
Something that could help this is increasing the respawn timer as time goes on. In Conquest the short respawn timer works because if you die and someone caps a point you are actively moving further from your goal. If you die in Stronghold you still probably made considerably progress towards your goal. Imagine if popular MOBAs had the same static death timer, games could literally go on forever because you could never mount a successful offensive push from a defensive position. This could also replace the current “hard cap” on the time which feels terrible. If you get to your 10th minute and your team wipes the other team and they have a minute or longer respawn timer you could easily push into their base and kill their lord before they even respawn.
1. Guards should be insanely hard for players to kill without archers. The fact that Guards take about 15-20 seconds to kill by any PVP build is really hurting this mode. It means there’s almost no choice in what you spawn for 90% of the game. This is the key that’s making the mode just a big offensive rush to kill lord instead of the mix of offense and defense it should be. Perhaps Guards have a buff that can be removed by Archers which makes them take a lot less damage. Buffing Guard damage in general would be great they literally seem to be less scary than even a single archer attacking you.
2. Starting out with supply feels odd. I understand that you want people not to just rush middle and fight for supply but perhaps just have 2 doorbreakers and 2 archers spawn automatically for each team? Currently it’s not intuitive that you actually start with supply, literally took me 3-4 games to realize I had supply at the start of games.
3. Treb is really awkward. It’s easy to contest as you are killing guards so it makes the person who’s manning the treb have a really hard time actually using it to defend. On Kyhlo it’s easy to bomb points but on this map it’s hard to see where fighting is actually happening and where you need to be firing if there’s not something directly at your gate. I feel like the Treb is just a really bad defensive tool in this map, it’s highly effective when uncontested but it’s just so easy to shut down with little cost to the opposing team.
You cannot make healers desirable without being obligatory.
Of course you can.
Example:
With Healers:
- Most players on the party can spec for pure damage, because the party has a Healer to keep them alive.
Without Healers:
- Players need to slightly hybridize their selection of skills and/or gear so they survive the damage, reducing overall DPS output.
Ideally, the total DPS output of both examples could even be identical.
The problem is that currently it IS the second option. The thing is you can get enough healing/support out of your 95% DPS builds to do all the content. Guardians bring a ton of Block, Ele’s do quite a bit of healing by just popping into water shortly, and many classes bring enough blind for everyone.
In order to make it so people actually desire healers they need to be required in some way. Without them being required you’ll have a slight variation on what is currently happening, people will tweak their spec to be 90% DPS and 10% support or whatever ratio suits the content. It’ll still be seen as a ‘Zerker meta’.
4 Weeks left, still missing a lot of info!
in Guild Wars 2: Heart of Thorns
Posted by: Pandabro.8743
My biggest concern is that launch is 4 weeks away and other than Raids (which I have no interest in), they’ve not yet given a single reason to actually buy this expansion at these price points since everything else in it is stuff that they have been giving us for free for the last 3 years.
When have they given out new profession for free?
When have they added weapons to professions that redefine them?
When have they added a feature as big as guild halls for free?
That’s all without even considering the fact that the new map will probably be so much more content than the new maps that’ve been introduced in the LW.
It’s fine if that stuff doesn’t entice you but it’s not fair to say we’ve been given it all for free before…
Uhh… I basically quit because S1 had such boring and uninteresting updates. S2 is what brought me back to the game.
For those of you having TP freeze/crash:
What browser is your default browser?
I don’t know if this is causing it but I keep having a java error pop up when I’m using Chrome, which I had set for default. I also had the TP crash happening frequently. I switched my default browser to Firefox and I haven’t had it crash once.
Just wondering if that’ll help other people too. If the TP is accessing a browser to pull up the data it might be that it’s using your default browser to do it and accessing java which is having problems right now with the latest update.
This is exactly what I hoped GW2 could be when I bought the game.
I recently started playing again (About a week ago) from about a year break. I did some of the halloween stuff but it was pretty standard fare. I had my eye on the new spoiler videos and stuff of this update and was impressed but knowing how hype has gone in the past I wasn’t getting my hopes up too much.
I was pleasantly proven wrong.
This patch is amazing. The new zone feels like it’s ALIVE, it’s like they’ve finally accomplished what they wanted to when they said they wanted to create a “living world”. Everything you do here has an effect, from picking up rubble, repairing barriers to killing massive champions. Enemies force you to spread out instead of just pushing everything to a wall and zerging it down.
The living story itself is, right next to the Molten Facility and Aetherblade Retreat, some of the best instanced content. Not only are the aesthetics beautifully crafted but the story actually makes me care a little about the lore (Which hasn’t been the case yet) and the enemies have interesting mechanics which don’t just require me to stand there attacking them.
I’m really looking forward to the rest of the LS updates now. Don’t let me down.
I haven’t played in months (Since the beginning of the year) and I’m interested in trying out the “feature pack” once it hits. I’m just wondering if the Mac client has improved at all in performance or if I should just go ahead and reinstall the game on Bootcamp? Last I recall my client was crashing a lot and having spinning mouse issues and I finally got fed up with it and just installed Bootcamp.
Should I give the Mac client another shot?
Like I said, try Flame Temple Tombs or Forsaken Fortune. They’re challenging, but nearly as punishing as AC.
I had no idea these existed. If they are a good “intro” to dungeons why aren’t they being used as such? There is no way I would have stumbled across before I hit 30 and am told that there is a dungeon awaiting me. Seems a little backwards to me.
I would be really nice to have a dungeon that is considerably easier than AC story. First time I stepped into AC story it was a huge system shock. Mobs seem to have stupidly high hp and they hit so hard. It’s such a huge difference from plowing through events and world mobs. After experiencing that dungeon I basically waited till 80 to do any more dungeons.
It’d be nice to have a dungeon that is a bridge between the two experiences (Open world and dungeons). I know story dungeons were supposed to do this but I don’t think they were remotely close to successful. Even as a fresh 80 I had trouble completing a couple of them. Now that I understand the way dungeons work a bit more they are much easier but those first few were painful.
I really like condition damage. Attrition is a fun concept in most games but in GW2 it’s constantly being pushed under the rug.
I don’t know why devs have been so silent on this. A number of months ago they told us it was a technical limitation of the servers to remove the cap but didn’t give us any idea as to how they are trying to work around it.
They introduce new healing skills to promote “build diversity” but ignore the fact that their own game mechanics are breaking dozens of potential builds in PVE.
If the technical limitations are true then figure out another way to balance condition damage. Here are a couple of ways I can think of right now:
*Make conditions “bust” if they reach a cap, doing a percentage of the overall damage that would have been done if the stack had been allowed to continue.
*Make single stack conditions (Poison and Burning) have stronger control effects and no damage.
*Scale bleeding differently in PVE so it’s much harder to apply but does more damage per application.
There are probably dozens of creative ways to get around this that it feels like they aren’t willing to try.
If the technical limitations are simply not true Devote some manpower into fixing it! Currently PVE is NOT really play how you want. I don’t feel effective at all when I play a condition build and I feel like I’m being a hindrance on my team if I’m not building berserker. I want to be able to bring something unique to the table when I join a party, not just slightly more or less damage…
It’s a late 2012 MBP 13". There isn’t much technical requirements on the bootcamp help section but I’m fairly certain mine falls in the green for this.
What are you having issues with?
I am constantly getting an error when I try to write a bootable drive from Bootcamp assistant. http://forums.macrumors.com/showthread.php?t=1571714
I’ve scoured the numerous support threads that have a similar issue trying this and that but nothing seems to change.
So, what look do you want ?
http://i245.photobucket.com/albums/gg42/Intui/random/GW2GDCCharactersWallpaper1920x1200.jpg
Something that looks even remotely as good as some of those armors would be GREAT. For both Medium and Light. The lack of diversity in the current Medium/Light is appalling.
Well… it turns out getting Bootcamp up and running is almost as difficult and frustrating as dealing with all the problems with the current mac client…
I’m pretty close to just straight up asking for a refund.
Sigh… and to think that roughly a year ago this post would have had an entirely different meaning.
For PVE, give monsters the GW1 mobs intelligence. Teach them how to rainbow spike, how to scatter from hundred blades, how to drop protection on front liners.
And ofc, revamp defiant.
This happened in GW1?! If so why was this not implemented??? Seems like having mobs that actually react to the abilities you are using is a great way to break down the “Stack here and AOE down everything” mentality that is 90% of PVE.
It’s true, the last couple weeks have been almost unbearable to play.
Mouse spinning issue. Slow load times (Plus icons just not loading for a long time). TP not working at least 1/3rd of the time. Getting disconnected randomly despite a solid connection.
I’m not sure how many of these are solely Mac problems but considering the support the Mac version has received I’m inclined to believe they all are.
Going to give Bootcamp a shot.
Look at the tone of the OP. Then consider that he thinks the new necro healing is OP.
Obvious troll is obvious. Please don’t feed it.
… there’s nothing in that post that would suggest sarcasm. Only depends on how you read it and your own tone you put into it.
New skills to add some variety to things are great! Though I wish they’d work on some of the severely underpowered healing skills. For example, Necro basically only uses 1 healing skill because the other two are so pitiful it’s not even worth a consideration.
Arah armor costs 15k honor. I’m fairly certain you can probably get a whole dungeon set of Arah armor and then some in the amount of time it takes to grind 15k honor.
EDIT: For accuracy.
(edited by Pandabro.8743)
This is the problem:
PVE = Condition damage is crap. 2/3 conditions only have one stack so only one person can maintain them and it’s a crapshoot for who that person will be. Unless they change the stacking system (Which apparently they aren’t going to do because of server limitations?) they will always be crap.
PVP = Conditions are borderline overpowered.
I recently started using S/P. I love Pistol Whip.
I switched to P/P as my second set from SB but I think I’ll go back to SB since I have basically no AOE with that combo.
What heal should I be using?
I’ve leveled a Mesmer, Guardian and Necro to 80 and now I’m trying to level a Thief. I’ve hit around level 30 and I find myself dying a LOT. I can barely solo a veteran and if any other mob gets involved I’m basically guaranteed to go down.
Is there some sort of secret to leveling a Thief that I’m missing? I’m mostly building glass cannon so I can speedily clear mobs, which has worked fine with my other characters. Should I go for more survivability? Are there certain traits I can grab early on that will increase my ability to survive?
It just seems to be 10x harder to level a thief than any other class I’ve tried so far.
I don’t think so. You have to remember that it’s not just a skillpoint you are getting it’s also a entire level in PVE content, make that too cheap and you basically say “Hey everyone the best way to level up is to just PVP” and all the PVE content becomes a graveyard.
It would be nice if they split the skill points out into a separate item that was a kitteneaper though.
No… Not only is it a band aid but it’s a very unfun bandaid.
It’s fun to see big numbers.
The better, more sustainable fix would be to buff supporting and bunkering so they are actually useful in PVE.
As someone who has a limited amount of time to play this game and a few 80’s that I like to switch between frequently the emphasis on ascended gear has me very disappointed.
Lets say, for example, that I am able to settle into one profession and just focus on getting ascended gear for that one toon. I know that Berserkers is all that is truly viable so I really only have to get one set.
Alright, that’s fine. I can slowly gather up the mats and level up my crafting abilities to eventually get that one set, in a couple of months.
A few months down the line some balance changes hit or new content hits that makes Berserkers less valuable and makes supporting and bunkering far more valuable.
Awesome! Now I can play something new!
… But wait none of the gear I worked months for works with these new builds…
So I have to go to a lower tier of gear to try these new builds (Which doesn’t feel good or make me happy) and/or spend a plethora of time and money crafting new ascended gear. This is not fun for me as a player, I’m forced to decide between a perpetual grind or being pigeon holed into one playstyle. That’s not a great choice. Now multiply that by multiple max level toons…
Isn’t the “not being forced into one playstyle” the reason this game chose to forsake the traditional trinity? So why the bait and switch?
Proposed solution: Give us the ability to swap item stats around. It can be fairly expensive (I’d say I’d pay up to 5g for a complete set change, maybe more if the armor is ascended).
The game’s artwork and theme is one of the main things that I think they did right. No other game has so closely replicated it’s concept art in my opinion. The world is beautiful and vivid.
The problem is that the gameplay and details detract from that experience.
I think it’s a decent fractal. I like the bosses, I could do without the laser room, which is hard to get your mind around (at first) and even harder to coordinate in a pug. The first boss has some nice anti-dps mechanics and the last boss is chaotic and got my adrenaline pumping (which is more than I can say for most bosses in GW2) because of the potential for instant death.
If they haven’t nerfed damage builds already they probably aren’t going to do anything crazy. I think their approach is to make new encounters less dependent on damage (Think about how Mai Trin works and how it devalues damage and the Subject 6 boss in the Reactor actually punishes you if you attack him too long). I’ve already found myself swapping out damage gear for PVT on some fights because it’s just not as important as staying alive.
I think they’ll continue releasing encounters that either halt DPS and force you to stay alive for some time or devalue DPS in some way. It’ll be a indirect nerf to damage but not as severe as an across the board stat change or balance change.
Really guys, this ain’t hard. My pug wiped around 5 times, 2 of them on the first cannon volley. Dodge circles, don’t touch the walls, and don’t res.
Don’t touch walls? I’m confused. Do they do something special?
If you end in a group with pugs, don’t run around. Avoid AoE’s by stepping just outside their circles, try to move as least as possible. It’s usually AoE’s aimed at other people that kill random puggers.
THIS. It’s usually not the person who dies fault that they go down, it’s usually the idiot that ran past them and their cannons overlapped and that player had no where to go.
The trick is to spread out and just do a little dance in your corner without getting near anyone else. If you overlap anyone there is a really good chance you are going to kill them.
Looking for a close active guild that I can join, I used to play with my brother and dad but they stopped playing a while ago. I’d like to start doing fractals and dungeons more often and want to form some relationships.
I’m also in PST so it’d be great if there are a fair amount of active members on after 6 PM PST as that’s when I usually get on.
Please feel free to message me in game!
She teleports to the player who is furthest away. As long as you have someone positioned further away from you while you are reviving someone you should never get hit.
The rewards… I have no idea.