![]() Seeking to fix that living-people-in-dead-land problem, the horror throws quite the repertoire of vicious attacks at the party, including an unavoidable wall of instadeath AOE that sweeps the platform in a straight line, flesh wurms that make the beginning of the encounter challenging for parties without an Epidemic-equipped Scourge, a boon-stripping, moving AOE, and giant Flesh Golems that are dealt with by the offtank and a load of CC pops. Two party members (hint: both should be fully capable of tanking) must accept a special action key ability to pull aggro from the horror and the pair needs to then balance a stacking debuff that increases damage taken that only rests after 30 seconds without tanking. The first encounter in the new raid wing is the Soulless Horror, a mysterious figure who seems livid that you dare live in the realm of the dead. It pains me that non-raiders might miss out on hints of this threat and remain oblivious to Dhuum’s attempted escape because of their choice not to partake in the content, which is a large part of the reason why I take so much time to cover story points no matter where they occur. It’s a dark plot that has as big an implication on the safety of Tyria as the main Living World story arcs, which I find impressive. Plenty of reveals happen throughout the encounters, which keeps up the story intrigue, and to my mind, the telegraphing and mechanics are cleaner than we saw in the earlier raid boss encounters (*cough cough* Vale Guardian *cough cough*). The player discovers an epic clash of powers for control over both the living and the dead, and nothing is at it first appears. Players venture into The Underworld after Grenth’s followers are being murdered for unknown reasons in Tyria. The new raid wing ties into many of the strong themes that have been explored in Path of Fire, making it a well-positioned piece of content for those who find context important. I’ll avoid totally spoilerific images and will hide big lore points behind tags. Note that there will be spoilers for those who haven’t tried the content themselves yet, so bear that in mind before reading on. I won’t spend long outlining very detailed tips and tactics at this stage since I haven’t been hands-on with everything myself yet, though I will furnish you with some tactics guides as I get more experience post-holidays if there’s demand for them. In this week’s Flameseeker Chronicles, I’ll discuss each of the new raid bosses briefly and will outline the premise of the encounter mechanics. I’m delighted to explain my take on the new endgame content and I’m hoping that some of you are joining me in trying it out! ![]() Play Guild Wars 2I promised you at the end of last week’s rundown of Guild Wars 2‘s fourth Living World season’s launch episode that I’d return this week with a first look at the new raid Hall of Chains and I never want to disappoint! While I haven’t stood toe to toe with each of the raid bosses yet, I’ve been glued to boss kill videos and have been gaining a feel for the fights I’m due to face. ![]()
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