BRB, Gonna Hurl

It's not quite that bad, but close...

I seem to have inadvertently found another good reason for why some people would solo in an MMO.

Throat got raspy a day or two ago and woke up today with it feeling like it had been sandpapered over and welded shut. While trying to figure out what would go down without too much agony (settled on soup, still hurt,) the body confused chills began while the objective thermometer reading announced cheerfully that I had ramped up to official fever temperatures.

I hope it’s just a cold or flu. Dengue fever has been going around these parts lately. The good news is that the fever is not in that range, nor am I feeling joint/muscle pains or have a rash (yet, *damps down paranoia*)

But I haven’t felt this woozy or nauseated in a long time.

Killing 40 Ascalonian mobs for the daily has become an extreme endurance challenge. I don’t know if it’s just general nausea getting to me, sitting upright and focusing on reading words on a screen, or if my FOV motion sickness sensitivity has increased from the illness, but I can’t last 10 minutes in game without feeling not-good-at-all and having to close the client before I throw up all over the keyboard.

This, as you might expect, has put a severe crimp in any last minute plans to group up or crank out a few more molten facility runs before it goes away permanently.

Somehow, I doubt it is appropriate to tell a group “AFK indefinitely, gonna try not to hurl and then crawl into bed to recover.”

Nor is WvW appealing – the thought of putting on a headset makes my skull ache.

So it’s been solo farming and solo map exploration in small pieces. Very small pieces. The computer has been going on for 15 minute chunks, and then getting switched right off again to attempt another four hours of sleep. It’s just that one needs to do -something- in between all the nap times or be even more bored out of one’s skull than one already is.

Hopefully the fever breaks soon. Hate the head clouded fog that comes with raised temperatures. I’ve a post or two more in the works, but y’all are just gonna have to wait for a bit.

GW2: Molten Weapons Facility “Solo”

Reason #1 for soloing - Enough time to take screenshots

By some definitions of it anyway.

I’m a perfectionist. A real solo to me means flawless victory, no deaths, one straight run, utilizing skills and wits and reflexes to defeat one’s enemy.

This is not it.

Nor is this for the faint of heart. There were many deaths. Quite a bit of repairing that ended up totaling about 20 odd silver. One brief popping out of the instance to go find a trading post for more food buffs, praying the stuff wouldn’t reset.

Inclusive, this is not. I suspect that you’d have to tweak your build, use food buffs, and have a good understanding of what your profession can do.

Nor do I know if all professions can achieve this. But I suspect they can, because I’ve seen a video of a warrior that has done it, and I was 75% of the time being ranged on a guardian, so I’m going to guess that other ranged classes probably have a significant damage advantage over me.

The basic idea I got from watching the video is that one just needs to do sufficient damage fast enough to take out at least one mob in the spawn, before dying, if you must. By being sheer pigheadedly stubborn and whittling them down one at a time, repairing up from the friendly repair guy inside the Molten Weapons Facility, you will eventually get through the whole place and “solo” it.

Of course, there’s plenty of room for a lot more clever finesse than the above tactic, but that seemed to be the baseline.

Question is: Could my guardian do enough damage?

I figured I’d just have to test it out. Hammer is kind of a slow control weapon though, if safer from the protection symbol it throws up.

I considered greatsword, as that seems to be a favored weapon for guardians who like to do damage. My personal issue with greatswords is that I just don’t seem very good or familiar with it, and that I tend to take way too much damage from using it – walk into a whole bunch of mobs, pull and spin, and somehow half my hp disappears even as I’m doing a ton of damage to them. Still, it was going to be an option, and I did have one.

I needed a better ranged weapon. Staff is right out. Confession time: I’ve been using yellow scepter/focus rares before this idea struck me – I just keep ‘em around for the once in a blue moon times I wander into a dungeon and need to switch out to range. Since I don’t run dungeons on a regular basis, I got no tokens. Fortunately, WvW is now another alternative, so I pulled out some badges of honor from the bank and bought berserker scepter/focus exotics. I chucked on a superior sigil of accuracy for 5% extra crit chance and a superior sigil of blood for a chance to lifesteal on crit (mostly because I’m broke, and I was building up to the idea below.)

I don’t own a berserker set of armor, else I might have tested it to see just how much damage is possible. Working with what I had, that’s Knight’s armor (exotics go without saying) and Berserker trinkets of mixed exotic/ascended quality. That gives decent toughness, power, precision and crit chance/crit damage.

The vague idea I had was to up my damage via crit and crit damage, while using lifesteal on crit food – which seemed like it would do a bit more extra damage to whatever I was hitting, plus give me back some health. (Extra sources of healing always sound nice to guardians.) To give myself the best chance of success, it was going to be the expensive Omnomberry Pies at 66% chance to lifesteal on crit.

I’m running 0/0/30/20/20 – nothing shocking on the guardian. I switched out Glacial Heart for Retributive Armor at first, since I wasn’t using a hammer, but switched back midway when I decided to go hammer again. And jumped between Master of Consecrations (when using a consecration) and Unscathed Contender (for lack of any other ideas on how to up damage). Other traits were Purity, Altruistic Healing (yay, cookie cutter), Superior Aria, Two-Handed Mastery, and Absolute Resolution.

With that, it was dungeon time.

1) Molten Alliance Ambush

Jumped in with greatsword, and shortly after went, Ow ow ow, because I apparently suck at using one properly. And because the Molten Brawler popped up. I think I did take out one guy. Then I ran away.

You’ll find that tactic comes up a lot. Cowardice is the better part of valour and all that – running far away to break aggro and/or maybe pull one guy away from everything else to take down.

Then I went ranged to plink them down one by one, while letting the NPCs get in the way and die over and over.

ambush

It sounds nicer than it is. There were one or two deaths in here while experimenting with the best tactic to deal with them.

2) Drill Tunnel

dredgetunnel

Greatsword took out the mobs just fine here. Though the picture above shows the problem I ran into, if you can’t kill stuff fast enough. I think it’s a mechanism to make sure you can’t skip these mobs and run past.They flood out and rush you themselves.

sigh1

I really hate embers. Especially embers in the tunnel. While still getting beat on by devourers. I dunno, maybe I just don’t know how to use a greatsword properly.

entrance

Anyway, when you lose aggro (or die), this is what happens to all the loose mobs in the tunnel. They all collect at the entrance looking threatening and intimidating. My berserk approach fortunately controlled the population some, and there was a period of pulling with scepter, backing off and trying to get only one mob over, kiting it around while hitting it with scepter, and closing in to melee whenever it looked safe. You can get the NPCs to help somewhat too, revive them if they’re within reach.

3) The Random Hall of Champions

I was terrified that it was going to be the Champion Ember. I honestly don’t know if I can take that one down, even now.

It was the Ooze.

Cue another learning and death period of experimentation, trying to pull them into the tunnel and failing, getting pulled instead and squished by a big blob of ooze. It was pretty ugly for a while.

The thing I really enjoy about a solo challenge though, is that it forces you to improve and think things through and you have the leisure time to do it. (As contrasted with a group when everyone just dives in and flails away.)

I eventually hit on attacking at range in the hall, and suddenly observed what the ooze attacks look like at long range. They have two, one simple boomerang and a triangular shotgun-like boomerang. If these hit you, you get pulled in. It’s pretty easy to avoid at really long range. (Maybe ranged classes are busy laughing at me for not figuring this out earlier. You know melee people, they don’t see shit but the big weapon they’re thwapping the mob’s head in with.)

And they turned out to be also -projectile- attacks. (Ding! Bright happy guardian lightbulb goes off!)

oozes

Enter wall of reflection, and spirit shield for the shield of absorption to make my fail dodging life easier. (And lemme tell you, the reflected four-prong triangular attack does -sick- damage onto the oozes.) Alternating between those and concentrating on survival during the downtime = successfully sceptering down the oozes one by one.

4) Weapons Test

Went back to hammer from greatsword here for Banish. I love Protector golf.

Wall of reflection (to block shamans while killing core in peace), Stand Your Ground and Hallowed Ground for stability laziness. Went without a hitch.

testsolo

5) Supercooled Rooms

sigh2

Not hitchless. Involved a lot of experimenting, a lot of pulling back away from the debuff, trying to figure out the best timing of wall of reflection, hold the line and stand your ground for best survival chances, alternating between melee and ranged, screaming at brawler/gunner simultaneous tag teams, being forced by self-preservation to really observe the brawler’s animations and learn how the fuck to jump/dodge its shockwave and ditto with the gunner’s attacks.

My only suggestions from very painful learning are to pull slowly, back around corners to LOS if yer gonna melee, and if you see the tag team, go ranged, backpedal like hell and take down the brawler first, gunner’s projectiles are easier to dodge at really long range.

I’m sure some of the deaths were from me being stubborn and wanting to figure out if I could kite/move in melee more efficiently. May have improved a bit, may have not. Ranging them down is, I believe, the much safer option.

effigy

Here’s the nice thing about soloing. You can take your time to /sleep and take pretty screenshots. (Everything was pulled and cleaned up except the effigy.)

6) The Prisoners

prisonersequence

You think it’s lengthy when you’re in a group? Trust me, it’s much worse solo.

The NPCs will help you over-aggro everything. Maybe it was a bad decision to be in knight’s armor, because that promptly dragged attention to me. Lots of running away and leaving the bookahs to die. Some dying. Lots of pulling. Lots of experimentation with utility skills – and eventually ended up with wall of reflection and spirit shield again to soak some of the projectile pain. Very lengthy training process forcing me to get better dealing with brawlers and gunners. Lots of using corners and running around scenery and trying to figure out when it was safe to go in with melee to speed things up. Lots of reeling back going ‘ow ow ow fuck ow’ and trying to heal it up.

protectorfail

Then to add insult to injury, the prisoners will bum rush the protectors and swarm it to the point where you can’t launch it properly out of the fire shield. Or you’re staring at them in the distance, knowing you can’t go down there in melee because that’s going to aggro a shitton of other stuff, so you just have to autoattack with scepter and wait endless moments for the shield to fall.

On the bright side, as you accumulate more and more prisoners, they form a very nice meatshield vanguard of minions – who will even rez each other. I figure this will make proper ranged professions with good damage very happy.

7) Berserker and Firestorm

soclose

This challenged the shit out of me.

My original plan was to take down berserker first, leaving the much simpler firestorm (so I thought) for later.

So I kited berserker around, and when firestorm enraged, shit became fucking real. Those fire circles hurt if you accidentally stumble into them, and when you’re trying to dodge/jump berserker’s shockwaves at the same time, accidents happen.

I worked on getting the enrage stacks off as I just had no confidence I could keep dodging the super-intense versions of both of them for an extended period of time. Berserker kept getting in the way of my slow ass scepter orbs. Run around some more, dodge all the things, heal like mad and throw on swiftness whenever.

I came real close to berserker going down twice, near 15% of its health left, then I landed in an enraged firestorm’s multiple circles of fire the first time, and got knocked off the platform by berserker the second time.

I leave out the other multiple attempts where I didn’t quite get that close. It wasn’t at all frickin’ easy to kite when you’re the only one and berserker keeps shadowstepping to you.

My last omnomberry pie wore off and I had to step out to go get more.

Eventually, getting tired, fingers cramping, I decided to change plans and targets and see if firestorm was easier to take down. What was really killing me was the enraged firestorm circles, which hurt like hell, and make the whole place a major hazardous minefield to avoid (while still trying to jump/dodge away from berserker’s shockwaves.)

firestorm

He stays more stationary too, so smite was easier to land on him, though berserker kept getting in the way as usual.

Turns out the enraged berserker gets some manner of interrupts and chain knockdown/backs. Luckily, Save Yourselves is a stun break, so it was easy to save that for the times he caught me, use it, and dodge the hell out of the way. (And at least if I dodged into a fire circle now, it wasn’t OW OW FUCK OW SHIT type of painful.)

Got the firestorm down on the first try.

Enraged berserker turned out to be quite easy and methodical to handle. And no, I didn’t crawl between his legs. What would be the point of soloing MWF if I did that?

By now, I was super familiar with how to read the berserker’s animations. When he jumps up, ground shockwave coming. Dodge forwards, or jump forwards. When he claps his hands, air shockwave, do nothing.

I just kited him around on the outer edge of the platform, handling the lesser shockwaves as appropriate. When his flame circle came up, just double dodge and ran the fuck away in the exact opposite direction to the other edge.

He helpfully walks out of his fire circle toward you, while getting hit by your ranged attacks, then shadowsteps the rest of the distance to you. Bang down smite, and begin kiting again.

I even dodged a flame circle or two because I felt like living dangerously.

enragedberserk

Pop went the berserker. And popped open the chest, I did.

popgoesthechest

No jetpack, of course. But at least it wasn’t a food recipe. I think I would have cried if that happened.

I don’t think I need to cover the epilogue. It was just fetch and carry.

platforming

Though I did try out the other path that I would normally never use in a group. (For fear of missing a jump and falling horribly into lava and looking more of a fool than I am.)

The whole thing took 5 hours from start to finish. I -was- taking my time, resting and AFK in places, taking screenshots and being experimental with tactics though. Someone more focused on speed, with more damage and better with their combat reflexes would probably get done faster.

I highly doubt that it would match a group’s pace of an hour and under, so it’s no threat to farming.

In fact, it kind of reminds me fondly of those solo adventures in GW1 trekking slowly around the Underworld and the Fissure of Woe or banging one’s head in the Domains of Anguish, just without any controllable heroes. It’ll never match a group, but it’s a hard challenge for a soloist.

It’s a pity that it’s only sticking around for a limited time. Because it makes me count my hours and want to farm it endlessly in a group instead, whereas if it were here for longer, there’s more leeway to take one’s time on it.

So for the antisocials who refuse to group, if you are hardcore enough, you might indeed sorta kinda get through the Molten Weapons Facility by yourself. Given sufficient time and the ability to not freak out at multiple deaths and a scary repair bill.

The important thing is persistence, observation of mobs, learning from what went wrong, and knowing your skills/builds/profession pretty well.

I leave you with this hilarity from the FIRST time I tried to solo it, two days ago, and decided it was impossible.

Off to a bad start

Off to a bad start

Yes, I talk to myself and to NPCs.

Yes, I talk to myself and to NPCs.

This is why you must kill fast in the tunnel.

This is why you must kill fast in the tunnel. (You can also run past them, but it’ll get ugly if you encounter problems in the champion’s hall. And the dead NPCs may be in inconvenient locations.)
championoozepwn

Pwned by champion ooze and wussed out

I was wrong. It can be done.

Not easily.

Not inclusively.

Not in a timely fashion.

But it’s not impossible.

GW2: Super Adventure Box Success

The perils of being short...

I think the biggest compliment that I can give the Super Adventure Box is that I’m late in blogging about it.

Every available hour of mine was spent IN the box, playing like a madman, rather than have any leisure time to sit back and think/reflect/write about it.

How do I love thee? Let me count the ways:

1) Group AND Solo Friendly

I don’t actually run many dungeons in GW2. Having to hook up with 4 other players and perform up to a certain standard makes me a nervous wreck, because I take quite a long time to learn and master stuff. I am thus very overjoyed to find any sort of adventure instance that can be soloed as well as grouped, and am pleased to say all the new event instances are turning out this way.

The time I’m most open to grouping is when the place is new to all. My first taste of the Super Adventure Box was taken this way, with four other friendly guildies hooked up by voice chat, and I must say, this was one of the better ways to experience the SAB when one is new.

Five excited people running in all directions at once, hopping on anything that looked jumpable. A friend at your side to help distract mobs or circle around them for additional hits. Rabid bunny killing stirred up a bunado, with resultant chaos. The better jumpers able to lead the less sure ones along the path, and help them by dropping mushrooms. Additional eyes to discover secrets, and five person coordination to get sufficient keys and hit a chest at the same time.

However, the problems of a group soon become evident as well. Different playstyles threaten to clash. We had one member who was a very good jumper and looked very interested in finding out every last secret of an area – this made him very late to any checkpoint. I consider myself a not-terribly good jumper, but also highly interested in finding out every last secret, so I alternated between falling behind and getting a little lost, joining two or three other guys at the checkpoint and milling around restlessly, and then cheerfully running out of there at the first call of the other explorer saying that he found something. Two other members seemed to be good or average jumpers, but also basic Achievement-focused, so the moment they saw a bright shiny checkpoint, they wanted to be there, rather than killing every last mob in the area. And the last was a not-terribly-great jumper either, so he too shared some of the embarrassment of being the last one to a location – for which I was fairly thankful, else it would have been me all the time.

The difference in priority could be seen at the area with two checkpoints. Three members were happy to chill out at the lower checkpoint, while the two secret hunters were eager to see what the upper checkpoint was like. This resulted in us taking some 40-60 minutes a zone, and eventually stretched the schedule limit of a number of party members, who ended up tiring of the endless jumps (and the increasing difficulty making more folks fall) near the third zone, where one or two of us were attempting the series of bouncing mushrooms that eventually would lead to the elite skill Moto’s Breath, though we didn’t know it at the time. The party broke up one checkpoint shy of King Toad.

After that, I was content to solo my way through the Super Adventure Box. It gave me a better sense of control. I could obsessively dig up every last inch of ground without feeling like I was holding up someone. It’s more of a personal challenge that way too, as you and solely you are responsible for timing your attacks and movement just right and reading and avoiding the attack patterns of the mobs. I think I spent some 7 hours in there exploring before looking up any guides – so it’s good that I didn’t force anyone else to do this with me.

I did a basic run through all the zones with infantile mode turned on, just so I could see the whole thing, kill King Toad and get the lay of the land.

Getting comfy with King Toad's patterns on rainbow easy mode.

Getting comfy with King Toad’s patterns on rainbow easy mode.

It netted a heart increase, which was nice.

Then I spent some 2-3+ hours covering each zone with a fine tooth comb, also on infantile mode, working my way through the secret room and every last bauble achievements. Zone 1 was completed with no guide reference, and I gave up after some three attempts at zone 2 – first I missed a whole lot of baubles that I didn’t know existed, then the last bauble at the shortcut worm’s end stumped and taunted me, then I missed -one- secret room on my most comprehensive hours-long zone sweep (cue immense immense rage.)

I went for the guides after that, and zone 2 was completed with a lot less rage and time. Zone 3′s jumps were pretty difficult for me so I went for the bauble checklist guide too. Along this time-consuming exploratory quest for all the achievements, I upgraded pretty much everything.

I’m happy to say that I’m now very comfortable with zone 1 and 2, getting comfortable with zone 3, and am working on learning the rapids. Yesterday I switched to normal mode to get the daily chests and it went like a breeze after all the time invested getting familiar with the areas.

2) Supports Different Playstyles

I find it very amusing sometimes just how different players can be. Me, I’m playing the zones mostly because they are there (and they are NEW) and I was driven primarily by desiring the Distinction in Applied Jumping title for my asura and secondarily, by learning the area and finding cool secrets. Skins? Yeah, some are nice, and I’m sure I’ll get 50 of the special baubles before the month is out, but I’m not in a rush.

What I really like to do is take my time and figure out how to get up to strange places others wouldn't bother with. (The first mushroom can help you bounce up here. Alas, haven't found any secret baubles here yet.)

What I really like to do is take my time and figure out how to get up to strange places others wouldn’t bother with. (The first mushroom can help you bounce up here. Alas, haven’t found any secret baubles here yet.)

Others are driven by the desire for the skins – so you see them speedrunning the zone, going straight for the end chests, deleting and making new characters to run through SAB, or figuring out the most efficient way to farm up baubles. Not that any of this is wrong. I think it’s great that the same content is keeping a whole bunch of different playstyles amused. (Just don’t make me group with you, please.)

Different others are happy to find that skins are available on the TP and have just bought what they wanted and discarded the SAB like a rotten tomato. Or some are just farming the Super Mysterious boxes out in the open world.

3) Completely Optional / Has Alternate Means to Same Goal

See above. For those who utterly cannot jump, for whatever reason, there are still ways to get the rewards if desired.

Also, the presence of several jumping paths that will get you there in the end. There are one or two high risk dodge-jump or die places. Or take a longer route to the same place.

Zone 2 posits an interesting dilemma for me – take shortcut worm to the end, or do the longer route and dig up secret baubles (of which I can get 40 + 50 so far, and I’m sure more will be discovered as time goes by.)

4) Adjustable Difficulty Levels

Let me just say this here. THANK YOU FOR INFANTILE MODE.

It may be a slap in the face to the developer who spent all his time devising the fiendish jumps, but this is how you make your content accessible for people. Give them a stepping stone to learn and get comfortable with just absorbing a few things at one time.

To be frank, I probably would have stuck with it on normal mode as the jumps seem pitched just about right-to-challenging for my current level of skill, but I would have raged a lot more while trying for the achievements. And probably written a rant here and there about it too.

However, I have a friend whom has just gotten into the game, and I -know- his keyboard dexterity and sense of platforming timing and avatar coordination is not at my level. (This may change as he gets more familiar with the game or does a lot of jumping, but as of now, yeah..) If he and I ever get around to playing the SAB together, I’m sure there will be a lot less stress and frustration if we attempted it on the easy mode. That’s the point of one, though. So that more people can still have a similar experience with the content and have fun – if lesser rewards. And I appreciate that one can earn upgrades on easy mode so that one is better equipped for normal mode.

As for myself, after three solid days of plugging away at it with the rainbow slide to catch me if I fell, I think I’m ready to graduate to normal mode, and by next week, I probably will be happy to take on the grumpy cloud and the hinted-at may-come-in-the-near-future hard mode.

5) Perfect Nostalgic Platforming Parody (Music, Graphics, et. al.)

Let’s not forget our praise of the aesthetics. The bright cheerful colors brought to mind Minecraft and Super Mario immediately, I was in hysterics watching the Princess getting kidnapped intro cutscene, the 8-bit music a perfect accompaniment to all the jumping. I especially -cannot- do the Rapids area without listening to the music, it fits so well.

The rapids raft sequence was fucking awesome. I was in a flow state of sheer ninja-ness by the end of it. I'm sure it'll have been even better with more people, but haven't found anyone with the same priorities yet.

The rapids raft sequence was fucking awesome. I was in a flow state of sheer pointy stick ninja-ness by the end of it. I’m sure it’ll have been even better with more people, but haven’t found anyone with the same priorities yet.

Even the fungus zone 3 gave me creepy Eversion vibes, which was cool.

6) Helps Me to Up My Game

I tweaked a keybind for the Super Adventure Box, can you believe it?

I was determined to learn how to dodge jump.

I’d taken dodge off V long ago, because that key is much more useful firing off a utility skill (along with X and C.)

I always double tap to evade. I’m used to it from other games, I find it fast and I can choose a direction to go in. I do jumping puzzles with it on, because I want to learn how to deal with it and not make those nervous shifting motions that always result in a dodge roll off a teeny branch into screaming falling oblivion.

But I can’t dodge jump with double tap.

After scrutinizing my keys, I decided to remove my least used “Target Ally” key on R (sorry folks, good thing you don’t often need targeted heals from me anyway) and replaced it with dodge.

After further trial and error and much cursing and swearing, I eventually got dodge jump to work about 50% of the time by striving to bang on R and space simultaneously, while going forward. It could be latency at work here, because I doubt I’ll ever get it to a point where it will work 90-100% of the time, it just doesn’t feel responsive or reliable enough. Either that or my Charr animations just don’t flip into the somersault that often because their running-on-all-fours animation conflicts with it or whatever – gonna try it on an Asura later and see if that’s better.

However, 50% of the time is functional enough to get to places I previously couldn’t.

Near the end of Zone 1: cleared the trees of all the monkeys. Dodge jump from tall tree to tall tree to get to the end. I was disappointed there was nothing to dig up at the end of this.

Near the end of Zone 1: cleared the trees of all the monkeys. Dodge jump from tall tree to tall tree to get to the end. I was sad there was nothing to dig up at the end of this. Maybe in hard mode, eh?

Which is 100% better than before.

It’s interesting to note that I’ve gotten most of the obsession out of my system after nabbing the Distinction in Applied Jumping title. I actually visited WvW yesterday, something I abandoned for two days running to go SAB-crazy. I’ll probably be content to do this at a more casual pace now.

As for all those calling for it to stay for good, I’ll beg to differ. I think the sporadic event nature of it helps to draw people into it. Keeping it always available will eventually lead to it being a ghost town as players get bored and accustomed to it. I think a month is a very fair time for it to stick around. GW1 festivals were only one or two weeks or so and harder to accomplish anything with if you weren’t a daily hardcore player.

I do like the Super Adventure Box though. I like it a lot. I’ll be awaiting the next expansions to it whenever they arrive. (Just please leave baby-steps mode in.)

I liked it so much that I spent $10 on 800 gems this month and bought the no-lockbox lottery no-Mystic Toilet Super Minis to show my support for it. (I like the glow, thanks. The spider’s idle animation is awesome, I think my Asura will keep it as a pet. The monkey running animation is a great match with my on-fours Charr. The less said about the very odd Bee Dog, the better. 2 out of 3 ain’t bad.)

I’m sure it pales in comparison to how much money players have been throwing at the black lion keys for fused weapon skins, but well, wallet votes are wallet votes.