Why Are We Even Arguing About The Holy Trinity?

I really didn’t want to jump on this bandwagon again, but I mostly felt the need to defend the often maligned GW2 combat system, often perceived as “zerg all the things, press 1” or “everyone is dps, stack and cleave.” This argument is often used by holy trinity proponents as an example of non-holy trinity failure and mostly demonstrates their lack of understanding of said system.

Folks, the above is a result of keeping difficulty levels easy and simple, because casuals don’t like it to be more complex than that, and pissing off the casual playerbase is a good way to have loads of unhappy customers.

Hell, -I- personally like to have many parts of my game simple, relaxing, easy fun where I can turn off my brain after a hard day’s work and go farm stuff by myself, or get rewards for hitting a loot pinata with a bunch of other people. Champion trains, Edge of the Mists player vs door trains, Silverwaste chest farms are popular for that very reason!

The GW2 combat system has always been foundationally capable of a lot more, and if people haven’t figured that out by now, they’re voluntarily playing at easier difficulty levels, or they just haven’t bothered to learn.

This will be a multi-part post. The first is a more general rant against the holy trinity (and I can get very acerbic in places, so don’t say I didn’t warn you if you do happen to be pro-holy trinity) and I’ll get to more specific GW2 “how raids work sans holy trinity” posts over the next few days/weekend.

Now on to the fun rant:

Seriously, why are we even talking about this any longer, in this day and age?

The holy trinity is dead. It never really existed to begin with, beyond a brief blip of fame with the super-simplified World of Warcraft.

Everquest players will tell you that crowd control was a vaunted and valuable function and role where certain classes were desired and sought after.

An old MUD player like myself will point out that many different MUDs experimented with a variety of combat roles/systems beyond the pure tank/dps/heals trinity. 

Some used standing in the frontline position as a way to ‘tank’ or dictate who got hit preferentially. The MUD I played mainly used who entered the room first and engaged with fighting the mob as the set tank, with one class able to ‘rescue’ in order to swap tanking positions.

Heals might be self-heals, besides being cast by another player. The MUD I played used a sort of Diablo-esque precursor system. Heal spells were pre-brewed into potions by the cleric class. The cleric couldn’t cast heal spells as fast as you could quaff said potions. So the cleric stayed at home and crafted, and you brought a more damage-focused character to kill things, armed with some 200-500 heal potions, depending on how much you could carry.

ARPGs today still use a variation of that, you can always self-heal with potions, even if they make room for specialist classes to also heal you up, while playing in a group.

See, there have always been a couple of functions that exist in most typical combat systems.

Damage, of course, is one. You can’t “kill” things without doing damage. 

Variations include melee or ranged damage (aka coupling damage with positioning); or instant direct damage vs damage over time (DoTs, aka coupling damage over time. GW1 added the concept of degeneration, basically a really -fast- damage over time status effect or condition or debuff); or how many things you hit at one time (single target or area of effect, often with many fun shapes beyond circles now, courtesy of Wildstar and GW2.)

Survivability or damage mitigation is another. Basically how high your health pool is, how much armor you have, if you can dodge or evade or otherwise negate hits in some fashion, etc. 

City of Heroes broke this down nicely for us into two major types – resistance, where you took only a percentage of damage dealt each time, or defence, where you had a percentage chance to completely not get hit at all. The first led to more predictably sturdy characters whose health bar whittled down slowly, the latter to characters that felt invulnerable, until they failed a roll invisibly and then got an almighty punch to the face that slapped down a large portion of health, surprising everybody.

Controling of mob aggro is yet another function, ie. who the mob chooses to hit. Your typical MMO does this with a threat generation system which takes into account damage dealt, healing output, and then tends to ruin it all by giving certain classes skills that merely add huge globs of threat to this invisible counter (well, invisible until someone runs an add-on.)

It’s a convention that doesn’t necessarily have to be this way though. The Guild Wars series is the best example of spinning this concept on its head. 

The first game used a PvP-like priority system, the mobs liked to pick on casters and healers and light armor wearers and lowest health players. Makes more sense than picking on the heavily armored tank calling its mother names, no?

In PvE, there was the added concept of proximity aggro, as marked by the danger zone circle on one’s minimap. I’ll frankly confess that prior to playing City of Heroes and absorbing more of these aggro concepts subconsciously, I’d get into serious serious trouble playing Guild Wars 1, unable to conceive of backing away and pulling mobs, and thus causing my aggro circle to overlap multiple groups of patroling mobs, which led to chaos and carnage among my party. 

Post-CoH, when I went back to playing GW1, everything felt surprisingly easier, because I was methodically pulling and clearing single groups at a time without even realising I was doing so.

GW2’s aggro system has always existed, but has been frankly, invisible to many many players and not general knowledge until raids came about and made it a necessity. From the start, the wiki spelled it out. Toughness, proximity, damage dealt are the biggest factors, and each mob is capable of varying behaviors based on these factors, even at different phases of their hp. 

Many mobs respect highest toughness as the primary factor, unless they’ve been set to prioritize lowest toughness instead (very rarely occurs, eg. might be what’s happening during Lupicus phase 2 when he chooses a shadowstep target.)

When toughness is equal, aka everyone is in berserker gear or 0 toughness gear, with no other traits that give toughness, they default to proximity and damage dealt. We blend the two because it’s hard to tell what takes precedence, melee damage tends to do a considerable amount of damage, backing off to drop aggro lowers both proximity and damage dealt over time, so yeah…

…except when the mob is again set to consider something different as a target, such as Mai Trin’s favorite attack that often fucks up the most scaredy cat ranged attacker of the group (aka the furthest away from her.)

Then there’s player positioning and mob positioning. Typically, the first is the onus of every player to be where they’re supposed to, in or out of harm’s way, able to hurt or aid as appropriate. The second is often the purview of the tank and off-tanks, to move mobs where they need to be.

Again, it doesn’t have to be so. Most crowd control roles would do well to understand appropriate mob positioning, be it through pulls, knockbacks, roots/immobilizes, or just via body-blocking (in games that support that) or line of sight pulls or kiting. GW2 ups the ante by asking that most/all players learn this in harder group content.

Plenty of games these days have brought control back to the forefront as a fourth comer to shatter the trinity. City of Heroes, Wildstar, GW2 have all experimented with variations on this count.

CoH used controllers as a tank substitute, negating the alpha strike from a pack of mobs and holding them in place to be beat on. No more waiting for that one special self-important egomaniac “tank” before the group can proceed to play.

Wildstar used the Interupt Armor concept as a mitigating defence against CoH’s binary controls. (When on, they were all powerful. When off, they did absolutely nothing, much to frustration of the classes that relied on it and had to fight mobs made invulnerable to controls. Control magnitude and purple triangles on mobs turning up or down to indicate periods of vulnerability were a half-baked way to address this, but never to much satisfaction, it was too random most of the time, the very antithesis of control.)

So Wildstar brought in Interrupt Armor stacks. Each control strips off one status effect buff that protected the mob from CC. The next CC takes effect. Now there was group contribution and the possibility of group coordinating a CC spike. I don’t play Wildstar, so I have no idea which part of the trinity took on the CC role as well, but if we’re lucky, maybe -all- of them.

GW2 decided that even this was too binary and random. Given the fast pace of the game, it would be quite frustrating to strip off stacks and then have a short control take effect over a long one, just because that short one happened to land when all the invulnerability was off.

So they went for a controlled pre-set effect to take place, when a “break bar” was sufficiently depleted by coordinated CC. Different controls could also be given more weight using this system, rather than all controls being equivalent with a more binary on/off system.

Bhagpuss argues that this then becomes just another health bar to take down.

In a way, yes, there is a resemblance, but I don’t think that resemblance is unhealthy. It’ an easier concept for most people to grasp, the idea of a second health bar that can only be damaged by a different set of skills. There is added complexity in having to balance both – take more skills to do damage to real health, or take more skills to damage the other bar, in order to prevent a wipe or to help add more overall combined group damage when said mob is controlled successfully.

There is one major difference though, that has this second “health bar” echo something out of GW1. It can and often regenerates very quickly. As quickly as GW1 health bars do, under the effect of heals and regeneration. The coordinated spike of burst damage is again brought into play, a very PvPish concept, as opposed to the more PvE-like whittling down of a very large health reservoir.

Interrupts, as a concept, are really about the optimal timing of controls, often within a short interval, while the other party is in the middle of a skill cast.

Enough about control variations, what about support?

There’s reactive support, heals being the prime example. Something happens, the player does something else in response to mitigate this.

Healing, like damage, also sports all of its variations. Funny AoE shapes, instant or DoTs, affects others, affects self, the works. (Self-healing, though, should be pointed out as a critical decision point that affects how reliant on others an individual player has to be. More on that later.)

There’s proactive support, the player does something before the bad stuff happens. (Or at least while it’s happening, which would overlap in the proactive to reactive spectrum.) This is the realm of offensive (damage boosting) and defensive buffs (shielding/protection), of damage reflecting / retaliation, and so on.

Support can be always-on, or short-lived. The first are usually of the fire and forget buff variety, mostly pre-cast and made long as a convenience so that the poor buffers don’t get RSI. The second is more challenging, and either requires good skill rotation to maintain permanence if possible, or appropriate timing for best effect (such as the guardian aegis in GW2, which can completely block and negate one big hit for the group.)

The last trick is that of summoning or pets or minions. The player gets to create mobs from nothing, that can then take on some or all of the above functions, from damage, sturdiness, taking mob aggro, controls, support or heals.

Truth is, across the huge spectrum of games these days, from MOBAs and FPSes, ARPGs to yes, MMOs, you’ll see this variation of functions and combat concepts, which range from 4-7 in number, very rarely the pure holy trinity.

The uniqueness comes when the different games start assigning different classes roles and functions that pick and choose from these 4-6 general concepts.

One class could have the sturdiness of a typical tank, but lack means of aggro control, and be more focused on damage, a superhero style bruiser/brute archetype.

MOBAs, especially, have gone down one extreme, where each special character played has its own unique schtick to keep in mind, along with a vague general role function. This makes game mastery an exercise in specific game knowledge, after one memorizes/learns 48, 72, 112, 123, characters…

(I presume that Marvel Heroes follows a similar-ish route, though probably with less depth than most MOBAs.)

Pro-holy trinity-ians have long lost this battle.

No, really, we should leave this poor dead horse where it is, and take up arms around the real crux of the matter.

It’s not about tank/heals/dps, it’s about how group-reliant they want other players to be. 

Dare I say it, it’s about how dependent on others they want for everyone in their game to be, about how self-important they can feel having a special unique snowflake of a role that is irreplaceable (at least until another identical class shows up. /duh.)

Sorry, folks, I can’t keep the scorn out of my writing for such a mindset.

It’s an argument in similar vein to, “I want other people to play with me, so please force them to, by offering them no choice whatsoever,” regardless of how introverted or disinterested the other person is with regards to playing in a group, or how their schedules look like.

It also makes no sense whatsoever.

As mentioned, even in a game with utterly pure unique roles, that healer is still replaceable by another healer, that tank for another tank.

There is no harm in allowing two (or more) classes to cover the same roles, to overlap in role function. If we don’t have X class, ok, someone can bring Y class (that they do have) and that part of the fight can be covered. 

Added flexibility reduces stand around and wait to play time.

There can still be group interdependence and synergy in a holy-trinityless game. 

City of Heroes generally needed an alpha strike taker in their groups (tank, controller types, plus the villainous brutes, dominators, masterminds, or even buffer/debuffers with enough cojones to self-survive through it), plus enough buff/debuffs made everyone a god of war. Plenty of room for damage-dealers, mob-positioners, supporters, the works. 

The whole was generally larger than the sum of its parts (at least, until Incarnate powers and loot came along.)

There’s even room for special roles for that special snowflake feeling. They just take on more game-specific, build-specific names. GW1 had the imbagon, aka the imbalanced crazy buffer paragon that armored everyone into invincibility, among plenty of other ‘required’ components of a specialized group.

GW2 will always require might-stackers, most often covered by the PS warrior, but now with added flexibility by having a revenant in Herald elite spec also able to perform a similar function. The chronomancer is a must-have in many raid parties for quickness and alacrity generation (guardian quickness is not yet part of the meta but there seem to be some suggestions that the wind might be blowing a little in that direction…)

There’s plenty of encounter-specific roles as well, and a shit load of group interdependence in raids that I can only address in another post.

The only real defence for the holy trinity, that I -might- acquiesce to, is this: Simplicity.

The “it’s too hard for me to understand anything more complex” “casuals want to just drop in and have mindless fun, and feel comforted and familiar with a system they’ve already learned” argument. 

Maybe even the “I want to get carried as a no-responsibility dps because I’m not good at / have no time to learn anything more about this game” argument.

Because, as I said earlier, I have nothing against mindless fun. I like it a lot. I like being lazy and relaxing most of the time, taking the easiest route and the path of least resistance. 

I also don’t like turning away those that aren’t good at the game. If there’s a way for stronger players to support or carry weaker players to success, then all the merrier. That’s a true social game, helping others, being helped in return, because we’re all good at some things and not good at all at other things. (But let’s face it, neither mindless fun, an easy to grasp system or being able to cover for others -requires- the holy trinity.)

Catering to the lowest common denominator is the road to popularity and $$$, contrary to what most of the self-proclaimed “hardcore” will say. An easy to grasp, approachable game that doesn’t frustrate or turn away the bulk of its players at first contact will have a larger population to support it. It so happens that WoW has trained this said bulk of players to be familiar with only one combat system playstyle, so well, if you’re copycatting,  or cloning WoW, holy trinity is probably your best bet.

The instant a defender of the holy trinity brings up the complexity of tanking or healing or getting skill rotations just right as a dps though, I start to scoff. “Then why not broaden your horizons further and learn more of the other specialist functions and of other games that let you play a hybrid class that can be equally good at two things at once? Isn’t that more hardcore, special snowflake heroic, complex and laudable? Why content yourself with doing one thing well, when you can do two, three, four things well?”

Bottom line, it goes back to “I don’t like or want to learn or play any other roles or combinations thereof. I just like this one and am not flexible or adaptable.”

So let’s just say it how it is. Holy trinity defenders are sticks-in-the-mud that want to feel special and want to force other people to roll around in the mud with them.

And there’s nothing wrong with that. A preference is a preference.

It’s just not going to be a game that suits -me.-

And you won’t catch me playing a game designed in such a way for long.

Blaugust Day 7: Playing Multiple Roles

It’s funny, but I feel like I have so many game-related things to do – games to play, games to grind in, games I haven’t played for a long time but would like to revisit, game videos to watch, beta games to beta – that I keep resenting the feeling of obligation to get a daily post out.

If there’s anything I’ve learned from a week of doing this, it’s that I much prefer a 2-3 day posting schedule so that I have some in-between time to reflect a bit more, chew on things and ponder, before I can build up enough excitement/motivation/intriguing revelation that I want to share in a blog post.

So I’m grabbing another writing prompt from Izlain today to get this post out:

Do you find it difficult to play a role outside of your typical class choices? This can be in an MMO, MOBA, single player RPG or any other game that uses class as a distinction for gameplay.

The short answer is, it depends.

I have a distinct class/role preference that I normally gravitate to first, in any game, especially when I’m just trying it out for the first time and want to play something within my comfort zone.

Specifically melee damage, sturdy/tanky, with preferably a side helping of support and/or control.


A Brief Word on Role Definitions

The holy trinity of Tank/DPS/Heals is too ‘binary’ for me, in the sense that I dislike the co-dependency of the ‘pure’ holy trinity roles. I would definitely lean more towards the tank + DPS side of the spectrum, but just saying that loses the usefulness of drilling down into specifics.

I’m fonder of using the more modern damage/support/control/(utility) role definitions, or a more City of Heroes style definition of tank(aggro control)/tank(absorb alpha strike)/damage(ranged or melee)/defending(support+heals)/control/debuffs to break things down into broader functions.

On Wading into Combat and Being Supportive


I gravitated to tanks quite early on, but if you asked me what I really enjoyed about tanking, it’s the following:

  • Being big and sturdy and leading the charge into combat
  • The sense of being able to control the battle from within the thick of things, to position enemies where you want them, to drag them to a corner or wherever (aggro control being a part of this)
  • Being able to thump things with a big badass weapon
  • Inspiring and supporting teammates from within the fray
  • Being able to take an immense amount of punishment and remain standing, outlasting the opponent and ending victorious

What I hated (and still do) about tanks:

  • The sense of being codependent on a healer to keep you upright, just being a big but squishy health bar reservoir to be kept topped off or blam, everybody dies
  • The feeling of obligation to know a dungeon well, in order to bring your little lost sheep (aka the rest of your party, who seem exceedingly content to be handheld through the experience instead of being equal partners) through safely, and to set a ‘good’ pace, for unfamiliar people whom you have no idea whether they like or hate your speed or lack thereof, and may be silently judging you

So generally, you’ll find me playing non-holy trinity games where everything comes with a side helping of damage so that you’re not helplessly waiting around for another person to ‘complete’ you, and looking for tough, high hp melee fighters that can apply control and/or offer defensive or offensive support.

On Spreading Out and Being Flexible

I enjoy variety and novelty and learning new things, and am a chronic altholic, so it is quite natural and easy for me to diversify roles. I just pick something that has most of the things I like, plus one or two switchups in role/function.

Ok, let’s do melee dps, but be squishy and stealthy instead!


Or let’s do ranged damage, but be relatively sturdy and have a lot of support/control/buffing functions up our sleeve!


Or let’s be tanky, but in a ranged fashion, summoning lots of minions to do your tanking/damage for you and control/supporting from the back!


Strangely enough in FPSes, I enjoy the sniper role a great deal, but rarely get to play it in a successful manner due to my ping and general lack of superb twitch aim.

So I have no real qualms about roles that involve sitting at the back and throwing vast amounts of damage and sniping or nuking things either.


One hit kills, be it from melee or range? Yes, please.


I enjoy the tactical and strategic aspect of waiting for the perfect moment and the payoff of the “BLAM, let the bodies hit the floor.”

Never knew what hit them...
Never knew what hit them…

Any roles that involve a great deal of fire-throwing? Absolutely, I have a little closet pyromaniac in me.

(I figured this out when I was playing fire tanks in City of Heroes where you get to burst into flame, /fire powers where you get to thump things with FIRE, fire blasters which throw great balls of fire and sheets of flame around, and fire/fire dominators which control things with the power of flame and smoke, summoning itty bitty demon imps made out of fire, and yes, deal damage by blowing things up with fire.)


The Role I Just Can’t Bring Myself to Play

There’s just one, the antithesis of my playstyle preferences, that I just cannot tolerate for long.

And that’s the -ranged- squishy pure support healer that is reliant on adopting groups and other players as their pets to tank and do damage.


Ranged is slightly discomfiting, but I can deal.

Squishy makes me feel useless if I keep dying.

What? I do damage like I’m waving a tissue paper around? Why am I even bothering to fight things then?

Whack-a-mole on health bars is not my idea of fun “combat,” since it’s more staring at the UI and less actively affecting the world…


… and are you serious, I have to rely on other people being competent and not braindead in order to make any headway? I can’t solo? Can I have some NPC bots to heal instead please? I think they’re likely to target faster and do more damage…

Yeah, well, even DOTA 2 ranged supports can output a very decent amount of damage with certain skills, which would make the rest of the somewhat thankless tasks slightly more worth it.

It’s just the ‘pure’ thing that I can’t stand.

I wouldn’t mind damage/healing at long range, though it’s a role I’m not likely to play often or favor first. At least you get to do -something- in between healing, and watch/affect the flow of battle from afar with good timing.

In a similar fashion, a sturdy tank that hits like a wet noodle and only focuses on aggro generation and control and is heavily dependent on a third party keeping them upright with a constant stream of heals is also equally boring to me.

I could probably play it, in the sense that the role functions are familiar and fairly second-nature. But I’d definitely begrudge it after some time.

Fortunately, there are a lot more games out there that have broken away from the holy trinity and realized that players can deal with multiple roles, applying the appropriate skill at the appropriate time, making combat both more interesting and complex, and also allowing for -anyone- to be the hero and come in and save the day with good gameplay (be it throwing a heal or revive, tossing a crowd control or doing damage at the time when that function is most called for.)

This post was brought to you by the letters B for Belghast and Blaugust, I for Izlain and “I keep forgetting to add this last line until I edit the post” and the number 7.

GW2: I Think… Downscaling is Borked

I’m just a little bit upset.

I am mildly disturbed to the point of not being able to go to bed at 11.50pm on a Friday night and decided to stay up until 1.30am doing a quick experiment, collecting more data and then writing this blog post.

It started out well enough at around 9pm when I settled down to fill in the blanks on my spreadsheet to observe how downscaling on a level 80 had changed from then to now.

That, then, was merely an exercise in being a little obsessive for the explorer fun of it, because really, what else have I got to do besides run around the new Lion’s Arch, shooting karka hatchlings, and then going back to my usual routines?


I finished filling in the blanks from my screenshots and data and settled in to take a look at how my level 80 warrior had changed from before.

Now, this had been a banner warrior going deep into Tactics to pick up quick breathing at the expense of the more meta precision traitline, so it was not a surprise to see that I had gained a little Power, lost a bunch of Vitality, and gained quite a ton more Precision as a result of losing stats on traitlines and gaining stats on zerker gear.

Nothing shocking. Nothing upsetting. All kinda expected, and it’ll be interesting to see how my other more meta-faithful warrior alt changed too.

However, since this was the warrior I was using to collect downscaling stats on, I looked at that next.

After chasing up various mathematical alleys, I decided that trying to figure out any exact downscaling formulae was going to be tough, especially when I forgot to check or record down any -base stats- at those levels.

So it was pretty much just going to be very crude direct number comparison instead.

I gained a bit damage-wise with the new 80, since I no longer had to give up any stats on traitlines for the utilities I wanted. My crit chance went up by 10%, and crit damage by 8% or so.

This somewhat affected downscaling at lvl 70, as toughness and precision at the new 70 was still more or less better than my old not-so-dps-optimal 70. However, Power took a hit even here, dropping below the previous state.

By lvl 60, the Power stat does reveal that it’s been a little chopped off at the knees, 1391 as compared to the 1546 of before. The other stats are ehh… around the same-ish to slightly worse.

By lvl 50, everything’s taken a hit in effectiveness as compared with pre-patch, and it doesn’t get -any- better as you go lower and lower.

Power’s dropped precipitously and alarmingly, and let us not even speak of critical chance. It is near non-existent.

Now, one may argue that this makes sense. We want to bring the downscaled lvl 80 to lowbie equivalency, right? And lowbies don’t get multiple fancy stats on their gear, like precision and ferocity. Nevermind that builds that rely on high critical chance get a little shafted, it’s for a good cause, you know?

So I decided to check the stats on my lowbies to see if the level 80 had been made equivalent.

And what I saw really freaked me out.

I had a bunch of spare lowbies masquerading as storages, a thief, an engineer, a guardian, the works. Most of them are exactly level 20, thanks to the Experience Scroll veterans get, so I settled on that level to compare.

Many of them had 360-420ish Power, as compared with the new downscaled 80’s 225 Power.


Ok, I know I am guilty of twinking out my lowbies hard. I put on even level 20 gear on them. I stack on minor runes of +10 power for 60 total power, give them a sigil of bloodlust (which got nerfed, thanks), I make shiny +Power jewellery for them. So maybe it’s just my twinking making shit unbalanced, right?

(It’s at this point where I realize I can’t go to sleep until I resolve this niggling issue…)

… so lying in bed, I come up with the fairest test I can think of. (That I can perform, given the resource limits that I have.)

Maybe the classes differ, so I am going to take the spare character slot I have, create a new warrior, use up one of my many Experience Scrolls to zap it to level 20, and I am going to buy gear like a noob off the TP, and then check not only just Power stats, but do a quick dps experiment.


This is a near nekkid new level 20. Still in the tutorial gear with nearly no Power on any of it, one hero’s band (+2 Power), and one iron ring (~11 Power iirc) that was a level up reward. She has 178 Power as compared with the downscaled level 80 at 225 Power, 8% crit chance as compared with 21.33% crit chance, 151% crit damage versus 174.7% crit damage. Okaaay.


I go to the TP. I am simulating a newbie, more or less, so here’s what I do. I buy my level 20 armor, all six slots. I pick the one with Power, obviously. I buy weapons the same way.

I -don’t- buy any trinkets or jewellery whatsoever, because they are too expensive anyway, so I have lost a bunch of potential Power stats there already.

I -don’t- put any minor runes or sigils on my gear, because I am a newbie, remember? I don’t understand any of this stuff. I just wear the default thing. It is the same stuff that can drop (which is why it is 2-3 silver as compared with the cutthroat crafted version.)


Do note that my ‘normal’ newbie has 266 Power. The downscaled level 80 has 225 Power.

Ok, she has a crit chance of 8% and crit damage of 151%. He has a crit chance of 21.33% and 174.7% crit damage.

Does that actually make a difference?

In lieu of calculating damage done (because I haven’t looked at those formulas yet), I do a test.

I go to the Wendon waypoint at Brisban Wildlands. The level 80 downscales to 20 in that area. My level 20 is an exact level 20. There are level 19 Jungle Boar there.

I get the exact same utilities, Balanced Stance, For Great Justice, Banner of Strength, minus an elite, because it so happens that I get enough Hero Points by leveling to 20 to unlock those. I have no traitlines on the lowbie, because those unlock at lvl 21. Do the extra traitlines on my level 80 give him an edge, necessitating his stats dropping to under a lowbie’s?


I kill a bunch of boar with the level 20.

Yes, the words are very small, so let me summarize:

  • Cyclone Axe (~80 damage)
  • Chop (~165-170 damage, critting for 210-250)
  • Double Chop (~149-163 damage, critting for 229-259)
  • Triple Chop (~145-149 damage on the first two strikes, 324-334 on the last strike, critting for 469-540 damage on the last strike.)
  • Boar hits me for 70-77 damage each direct attack, more or less, and healing signet pulses away for 32 healing.


I swap over to the level 80 and do the same thing.

  • Cyclone Axe (~64-69 damage, critting for 98-119)
  • Chop (~112-145 damage, critting for 171-245)
  • Double Chop (~104-129 damage, critting for 168-257)
  • Triple Chop (~104-129 on the first two strikes, 235-286 on the last strike, critting for 188-233 on the first two strikes, and didn’t manage to crit on the last strike during my test)
  • Boar hits me for 82-89 damage each direct attack, and healing signet still pulses away for 32 healing.

The boar’s bleeds was a constant 32 in both cases (makes sense, since armor doesn’t affect conditions), and the level 80 had a trait that had a chance of applying a bleed on a critical (which did 28-40 damage.)

I dunno… but it SURE SEEMS TO ME like the level 20 is doing more damage than my downscaled level 80. I kill the same boars in less hits on the lowbie than it takes the level 80 to finish off his.

It’s an untwinked lowbie, even!

Guess what happens if I put on the minor runes (each giving +10 Power for a total of 60 power) and the minor sigil of bloodlust (which I didn’t even bother to max out.) I did not even put on any trinkets, so this can go even higher.


Cyclone Axe 97, Chop 170-214, Double Chop 198-214, Triple Chop 192-226 & 412-485 (not a crit.)

I think someone has really gotten carried away with the downscaling if my level 80 is not even equivalent to a level 20 in a level 20 area!

I will leave others to debate if this is a good thing – maybe level 80s should face a sort of ‘hard mode’ as compared with new lowbies? (Never mind that optimizers would probably just try to make lowbie alts if those are the most optimal?)

Maybe this will make the self-styled “elitist” (but not truly elitist) level 80s in dungeons welcome lowbie noobs more when they are statistically better than downscaled 80s, nevermind that they lack knowledge of the mechanics and experienced 80s tend to know what is going on?

Me, I still can’t get over the knee-jerk emotional outrage of being unequivalent in this manner just quite yet. It is just TOO WEIRD. It doesn’t make any logical sense. (Laying it all out in the blog post -is- helping though. I can probably go to sleep after this.)

I do hope and suspect there will be adjustments to the scaling as time goes on, and hopefully in a better direction, but eesh, that’s a very steep downscale curve to get used to, as compared to before, and I have no more words for this beyond “….”

GW2: Dry Top Analysis – The View From T4

Night time in Dry Top (taken within a peaceful instance, of course.)

Phew. It’s been a week of self-imposed OCD effort, but I think I can finally relax and play at a less obsessive pace now.

You see, for the first three days, the thing that caught my attention primarily was the story. The instances, which I happily played solo, and then replayed again for the ‘hardmode’ achievements.

(Used more in the context of GW1’s hardmode, as an extra optional challenge using the same assets, rather than them truly being hard – though the jumping puzzle ones in the second instance, Fallen Hopes, did have me ripping my hair out for an hour.

The bloody thing was aptly named. My hopes were dashed against the rocks repeatedly… like my body.

I was worried for a bit that the 2h achievement buff would run out, and ended up resorting to Dulfy and finding out that one could ‘cheat’ and stack time on the air crystals – which made it a little more doable than trying to trial-and-error jump step by step without crystal or guide help.)

Then I turned my attention to exploring Dry Top, its events, the Favor of the Zephyrites mechanic and its rewards.

My first response at seeing how much everything cost in geodes was stress, frustration and a sense of mounting helplessness.

Just HOW was I supposed to get 110 or 130 geodes for just -one- account bound cooking recipe, when the events I was doing seemed to give only 2-3 geodes per completion?

And that price assumes I can somehow find my way to a map instance where the merchants are Tier 4 at some point or another before interest dies out and the place loses the critical mass needed to ever push the map to T4.

Otherwise, the solo option is to slowly and steadily grind out geodes over hours and hours of Dry Top farming and then pay an additional gold penalty through the nose (I don’t run dungeons very frequently, I’m about 10-15 gold poorer daily than those that do) just to get ONE recipe.

Oh, don’t get me wrong, I’m happy that a solo alternative exists. It’s -doable- even if we’re talking about a long term effort on the scale of earning 25-35 laurels for a single piece of Ascended jewellery.

I just didn’t want to do it that way.

Too slow, not immediately gratifying enough, and I freely admit to a completionist impulse that will try to ‘complete’ anything that I think is vaguely within my reach.

And I liked the options being offered.

I have a bevy of alts all at 400 or 500 crafting just so that I have the option to craft whatever I want without being forced to rely on other people or the trading post. I like collecting cooking recipes. I like the option of being able to look up GW2 food in the wiki, scanning to see what stats would suit me in a particular situation and cooking it up on the spot if needed.

I’m not like most players, who settle on one build, one or two consumables and thus find it more convenient to just buy the relevant stuff from the TP without bothering about crafting ever. If I run into a situation like the Queen’s Gauntlet, I want my dodge food and I’ll cook it, rather than pay the temporarily inflated prices from the sudden demand. If I suddenly need lifesteal food, or increased damage while moving food, or whatever weird demands the Living Story throws at us, I’ll cook the small portions I need.

Toughness, Healing, Vitality gear is a bit more interesting. When I see those stats, I immediately think of ‘bunker’ and possibly aggro holding, though I’ve yet to personally test whether it’s possible to hold aggro with it given the lack of damage a pure THV user would face. I think ‘very tanky.’

At the moment, I surely wouldn’t replace my zerker gear for it, because no situations I encounter call for such stats yet.

But personally, and this is just a personal opinion based on a hunch rather than anything founded in evidence or data, I think many players are blinded by the current zerker meta and do not see the potential of the healing power stat. Which admittedly scales badly on a number of skills, but less badly on others – which can be quite significant when all taken together, a rolling selfless daring guardian with high healing power can do a very surprising amount of healing, fer instance, plus additional oomph if he pops his book.

At any time, Arenanet can shift the meta if they want to, by adjusting a few numbers here and there, maybe improving the scaling of healing power even further, or whatever.

It’s not useful -now.- But later?

Anet is known to read the pulse of their community very well, even if they don’t immediately respond and the changes in-game are very gradual, like a big oil tanker trying to turn. People complained about zergs, and now we have slowly and steadily attempts at zerg-breaking and spreading out players while trying to encourage them to self-organize into smaller non-zerg groups, with varying degrees of success. I don’t believe they enjoy the present ‘damage uber alles’ unity over their damage/control/support trinity that was originally posited, though I doubt they’ll react so fast and heavily handedly to force things back into a super boring holy trinity of tank + dps + maybe heals either.

But I would not be surprised to find optional achievements coming down the road that relies on someone having the option to become very tanky and healery, for example, (no one can complain if the stuff is permanent and can be replayed at any time when they have the right stats for it) though I certainly hope that a more convenient build saving and gear wardrobe solution comes in first – I’m running out of invisible bag slots trying to maintain 3-4 sets of stats for each character.

Because of this belief, I want Nomad stats. Just like I collected Zealot stats. It’s a long term investment, and I might be wrong, but I’ll go for it anyway, to have the option one day if need arises. I’ve always liked being tanky anyway.

I probably won’t and can’t bother with Ventari’s, because Ascended is so much more expensive, and seems to have a certain demanded niche for WvW commanders and select WvW builds, whom are all willing to pay a lot higher premiums than I can, but we’ll see.

Role-wise, I prefer PPH a lot more anyway, do damage AND heal/support, over TPP, do damage AND tank, or THV, tank AND heal/support.

There’s also always the option of mix-and-matching, but so far, I haven’t bothered to think that deeply and theorycraft to that level yet. Zerking works in the open world and in dungeons so far, we will stick close to the meta… until the meta changes. As all metas eventually do. (Which many forget.)

Long story short: I want to buy everything that the Zephyrite merchants offer.

That’s an INSANE amount of geodes!

Thing is, now that I know that’s my goal, I’m willing to see what other viable options I have to get there.

If it means grouping and playing in an organized fashion for more rewards, I can do that, since it’s not the -only- thing I’m being forced to do in order to get any geodes at all, it’s me being drawn by greed and convenience to put up temporarily with little annoyances I might not like otherwise.

The big question was: How am I going to find said organized group?

I tried my ol’ stopgap, lurking in the TTS teamspeak, but was somewhat disappointed to see a lot more interest for repeated Teq and Wurm runs (now that the timers have become more flexible) than a 24/7 organized Dry Top.

That’s all very well, TTS was meant to take on big world bosses after all, not be a collective place to do every single organized group activity possible, so it’s the leaders’ prerogatives to lead and schedule what they want. I can join them as and when I have an interest in running those world bosses.

With that, I found myself back at the level of an ordinary non-networked solo player, feeling somewhat helpless and at a loss to affect the world around them.

The good news, such that it is, is that I’ve been noticing something interesting going on with the megaserver selection in the Dry Top map.

I don’t know if it’s due to just an increased player interest leading to more players visiting, thus letting the megaserver sort players like how it’s -supposed- to work, but I kept encountering A LOT more familiar Tarnished Coast guild names. Hell, I kept seeing a few of my -own- guild members running around, something that almost never happens otherwise. (Perhaps because I’m nearly always in that map, and when they visit, they get shunted into the same map that I’m camping out in.)

So since there actually seemed to be a bit more of a server community in existence, I tried a bit of communication, if not leadership. I kept posting non-obvious information to the map, from the Reddit Dry Top T4 timers thread, to alert the map to the existence of events going on at specific times and hoping that people would respond somewhat. (I don’t blue dorito, sorry, I just can’t deal with that level of cat-herding aggravation.)

Which worked up to a very limited point. People seemed to stir themselves slightly as they saw the Favor level climbing tiers, and that effort managed to push the map to a more or less respectable 3, though it certainly was never as organized as a ‘proper’ T4 map and thus T4 was always out of reach from the get go.

That seemed to depress people after one attempt and people more or less stopped trying.

See, the bad news about the megaserver and Dry Top in particular is that people come to the map for different purposes. Many are just casually chasing their story missions, a few more are after very specific achievements or buried chest hunting, leaving insufficient people interested and committed enough to pushing the Favor mechanic up to a high tier.

Nor is what you’re supposed to do very obvious. Where are people supposed to go? When? What’s in it for them if they get to T4? Are these recipes all there is?

Plus a conflict of interests. Maybe I’m not interested in any of those recipes on offer at the vendor, and just want a fancy spectacles or scarf instead, and would rather spend my sandstorm time hunting for buried chests?

So the first obstacle, if you’re interested in a T4 Dry Top, is to get yourself onto a map where 80-90% of the people have the same objective in mind. Achieving a T4 Dry Top.

We’re down to exclusion by effort again. A lot of non-obsessive casuals will not even think or bother or realize that such a possibility exists, nor will they have means or times to get there.

Pre-megaserver, I suspect certain server communities were successful because people who were interested -knew- that there were certain crowded servers that they could specifically guest to, if they were interested in completing something. With a few simple button clicks, there they were, in the correct map (or at least trying to bang their heads against and taxi in, if it was full) full of people committed to achieving the same thing. Over time, as people exited and others entered, one would keep stacking the map with people committed to achieving that one goal.

Post-megaserver, we -still- have to do the same thing, but with more effort. Left all alone, bereft of no network interested in doing a T4 Dry Top, it’s very easy to just throw your hands in the air and give it up as unobtainable. Subtract one more player who might have been interested once.

Me, I was a little more desperate. I tried guesting. Maybe Blackgate would have more power-leveler-y achiever minded people. Yep, the Dry Top tier here was one higher than in my home map, but still not T4. Maybe Sea of Sorrows, since I was playing at Oceanic times? Nope, no go.

I would have loved to try to hop over to Jade Quarry or Yak’s Bend or -somewhere- else beyond that, but I was out of guest passes for the day. Dammit.

So it was down to camping the LFG tool.

Which is a really sad case of refreshing over and over, hoping to see a kind person offer a taxi to a T4 Dry Top, or conversely posting that you’re looking for one and hoping someone will pull you in.

The good news is that since this seems to be the -only- means of getting a T4 Dry Top for a lot of people, a small amount do seem to be willing to reciprocate and set up a taxi chain, especially when the map starts running dry as people leave and they’re desperate to get more new blood in to refresh the map.

From there, you start building a network all over again, if only a light ‘spy network’ of friending names you keep seeing turn up at the same times – so that you can see when they’re in Dry Top and roughly estimate if there’s a T4 Dry Top going.

Is this painful? Yeah. More than a little. It’s a lot easier to just log into a Teamspeak and see a bunch of names in a channel labeled with the appropriate activity and then ask for a taxi into the map. It might be a lot more ideal if the map ips and instances were more transparent, and people could just queue once to join maps with others that shared a particular organized group interest/objective, rather than break your mouse button trying to taxi into a map.

Of course, the only drawback to simplifying stuff like this is that by making it so complicated, only the truly obsessive and dedicated are willing to jump through all the hoops and self-select themselves into the same map. That generally leads to a slightly more intelligent level of play than the average map and a better than average chance of success. I don’t know if we’d end up inflicting failure on ourselves by letting more not-very-committed players easily join up, hoping to ‘leech’ as some might term it, by giving below-average amounts of effort.

Dunno. I guess it’s up to Anet to figure out and players to adapt.

Though I do hope we never adapt to the point of outright exclusivity based on gear or stats or class, or easily kicking people who don’t meet whatever particular requirements some other random player had in mind.

I’ll settle for the sneakier exclusivity based on effort. Want in? Make the effort to find the way in. That at least suggests the player has a decent amount of resourcefulness and smarts, and is committed to completing the same goal at the same time.

So… what happens when you do get in?

A cycle of events is performed at each quarter hour.

First up at :00, 15 and :30, tendril, race and moa.

The tendril event is the sneaky less-obvious event, which does scale up and become harder if more people congregate to it, so the design imposes some player self-interest in keeping in quiet and unannounced. Usually, I get there to see either I’m alone or upwards to 7-8 other players, which is still more or less manageable if everyone’s on the same page.

That is, to kill all the smaller roots before the big main veteran root.

This yields the bonus. If the main root is killed before that, it will bury itself and replace an existing smaller root. Surprise surprise, you get to kill it all over again, and this time, no more bonus.

The “bonus” by the by, is an interesting mechanic. It’s the ol’ partial reward thing again, reinforcing full rewards if you play the way Arenanet hopes you’ll figure out how to play, and giving you a consolation prize if you don’t – except put in a much more palatable form of “you get a bonus” if you manage this.

The concept being tested here is the ability to target select, dodge red circles, as well as listen/communicate to others.

Almost always, there will be one or two people who will try to go for the mob with the big orange swords over its head. Almost always, I have to quickly type out ‘kill the small ones first for the bonus’ and amazingly, almost always, they actually respond by target switching and killing the adds. (Amazing, I know. Such is the quality of players who have chosen to come to a T4 map. It’s not that they’re dumb, they just weren’t informed or aware of the mechanics yet.)

The trick, of course, is that the big root will throw a whole bunch of heavy damage poison projectiles at you if you stay at range (which you often are, when killing the small ones.) So now you have to stay mobile while killing – which imposes a bit more of a dps pause for melee users unless they can kite well in movement, and balances the playing field for ranged users outputting more sustained damage.

And you can also demonstrate knowledge and mastery of projectile absorption by using skills to soak the projectiles – though projectile reflects are more iffy as the veteran root can easily kill itself with two good reflected bursts of its own attacks.

The most obvious event in Dry Top.
The most obvious event in Dry Top, and correspondingly most crowded and played.

The race to get zephyrite crystals before the Inquest do is the more obvious event, sitting right next to a waypoint and a more well-traveled area next to “town.”

This is interesting because it places a decent amount of stress on crowd control.

Yes, if you zerg the event and try to burst down all the Inquest before they get anywhere, that is also a form of crowd control. But if a champion or elite Inquest happens to pick up a crystal, grabbing a boulder or using a skill for a knockdown to force them to drop the crystal is a lot easier than trying to work through all their hp before they run off.

And a brief immobilize can also sometimes help to hold one for long enough to be bursted down.

Being able to throw crystals also leads to the possibility of setting up a pass-the-parcel chain for them, but that never happens in practice. It’s already pretty good if people realize that they can aim their crystal properly and throw it right into the basket. (Hint: set up fast cast ground targeting and hold down skill 2 while moving your mouse and position it properly ON the basket.)

Concept test: Being able to use ground targeting to aim at a precise spot. You can see all the people choosing to run to the basket and press F failing this.

Finally, everyone trundles over to the moa.

The strategy has evolved so that everyone can get at least two event completions in these five minutes, though a really fast and savvy player can tag all three. (If enough smart people are at the race though, they’ll finish before the tendril people can get there.)

The moa, as some have praised enthusiastically, is a very very obvious concept test of hard cc.

See that orange bar on the UI? That's when you interrupt.
See that orange bar on the UI? That’s when you interrupt.

If there isn’t at least a few players in your group that have the ability to do a stun, daze, knockdown, knockback or pull consistently, and are able to pay enough attention to the UI to see the bar that announces when the moa is going to run off and respond in time…

…well, the moa is going to do a roadrunner on you – you can imagine it going “BEEP BEEP” in a taunting fashion as it runs off and heals to full health.

The zerg solution, of course, is to bring as many players to it as possible, in the hopes that at least a -few- players will have the right class and skills up to perform this.

This one frustrates me a little more, mostly because I’m a bit more helpless when I run as my sword/focus scepter/torch zerk guardian. I generally have to rely on someone else to perform the mechanic well. I suppose I -could- switch to greatsword and see if the pull works, but I’m just not really built for interrupts. I do, however, quickly swap out “Stand Your Ground” for “Signet of Power” which has a knockdown and can be fired off in an emergency. It’s a long cooldown and can’t consistently fire every phase it runs, but there has been twice or thrice now that my slow interrupt is the only one that is fired and saved the event that way.

An offhand pistol thief with skill 4 works wonders though, along with other more cc heavy classes that actually know how to use their cc.

At :05, :20 and :35, it’s Serene, Froggy, South Mine and Queen.

Everybody nearly always skips Serene, for obvious reasons. Slow ass escort, up in a really inaccessible place with bad jumping puzzle memories. It’s soloable or small groupable, if a lone person finds themselves up there and feels like helping, but probably not.

From the moa, it’s easiest to branch off to Nochtli, the froggy in question.

Some self-sacrificing individuals do head over to the south mine, apparently, to free the zephyrites and so on. Maybe. I don’t know. I generally don’t follow that route.


Zerging down Nochtli makes the event very easy.

Concept-wise though, Nochtli is a fun test for solo or a small group.

It has a lot of quick direction changing cone atttacks that will knockback, so circling around to the back of your opponent is tested.

It has a period of invulnerability plus small orange circles to not stand in.

That period often telegraphs the next phase which most people have trouble with – the big orange circle where Nochtli jumps up into the air and comes down, knocking everybody off.

In theory, the intended way to do this is to time jumps carefully. That’s what the big red orange arrow pointing up is supposed to indicate. I freely confess I totally DID NOT get that message until I saw someone else attempting to time jumps.

Anyway, timing jumps is a latency bugaboo. I suppose it’s something for fun I might try when Dry Top empties out more and see if I can get the timing down, but I simply DO NOT trust jumping.

There are, of course, other options. The guardian option is to enjoy stability. Lots of it. Stand your ground and Hallowed ground, timed just as the red circle phase starts, will get you through the first two such incidents with no problems. The third is a little trickier if nothing’s recharged yet, though stand your ground might have, and there’s always coordinating with another guardian (which was how I got the achievement first time around, three of us happened to be there, and two of us were guardians.)

Blinding powder on thieves is also supremely effective, I hear, as it just pulses blind constantly and will cause all its jumps to miss -everybody- rather than only saving a select five using stability.

As a zerg, everybody just fires off all this stuff at once to stack blinds and stablity and combined damage plus a time warp bonus turns the hylek into froggy mincemeat.

Not that we’re arguing, we need the bonus favor for the zone mechanic.

From Nochtli, folks head to the colocal queen nearby.

Yeah, I play zerg events with crappy graphics. So happy the Living Story Season 2 isn't -all- zerg only.
Yeah, I play zerg events with crappy graphics. So happy the Living Story Season 2 isn’t -all- zerg only.

If someone grabs the old colocal tooth quickly, before too many players get within range, this apparently affects the hp scaling somewhat and makes it easier to burn down. Or so someone said once. Given how freaky wurm scaling was, I wouldn’t be surprised if there are some bugs like this happening under the hood still.

Regardless of how much health the colocal queen happens to have on any one go, it’s a zerg it down till dies affair, with generally a bunch of people going down with every pounce and charge/rush. Unless, and this is just a suspicion, there’s someone tanky in melee that happens to pull aggro and manages to hold it in place and survive the pouncing.

There have been a few times where the colocal queen sat in place for a ton of people to burn down without harm, and while it isn’t obvious, I suspect there was a Soldier or Knight or Cleric armored guardian or warrior soaking up damage sitting in place right along next to it. Just a hunch though.

I do know if I happen to draw aggro – and for some unknown reason, I can draw a phenomenal amount of aggro when scepter/torching on my zerk guardian (is the dps THAT high?), I end up in a mad dodging scramble up and down ledges, testing my dodging sideways ability to its absolute limits, losing a chunk of health every time I screw up, and eventually dropping after I screw up and/or run out of endurance. Sometimes people rez me, sometimes I just waypoint and come back. Such is zerker life.

(The day they make a fight less close to a convenient waypoint though… that’s going to be more of a pain. I forsee a lot of whining and complaining before any adaptation stats-wise.)

Once the colocal queen is down, many folks will rush off to the south mine to see if they can get a tag in on that event if it’s still going. Often it tends to fail if no one else has been working on it in the meantime.

At :10 and :25, it’s the north mine and basket events.

Me, I’m usually on my way from colocal queen to the basket, because it’s best to be in place before the time hits, as one technician grabbing supplies from a basket and running off into a portal means the end of the bonus.

This is a very strange event, because of the scaling. If more people show up, this event gets a lot harder. It’s in everyone’s interest that as few people show up as possible, which usually means only the most savvy show up and leaves everyone else dead ignorant that this event even exists.

Soloed or duo’ed, this is quite easy. Technicians are just normal mobs, there is only one basket to concentrate on, burn down the technicans, burn down other nearby mobs, and the Inquest morale bar will drop very quickly and finish up, with the bonus.

As five or more show up, two more baskets will float down on parachutes, one near to the original basket and one on the top rock shelf. (There is a ramp up that the technicians will run up.)

I've taken to camping here because almost no one else does. I've seen one person up here before when I was down there once. And once, another person joined me. Countable on one hand.
I’ve taken to camping here because almost no one else does. I’ve seen one person up here before when I was down there once. And once, another person joined me. Countable on one hand.

From observation, it is super-easy for players to miss a technician grabbing a crystal from one of these other baskets and losing the bonus that way.

I’ve personally taken to camping up on the rock shelf and singlehandedly stopping technicians from reaching the top basket, and sniping down below at the original basket to help – which sometimes works, but I can’t do -anything- about the last basket, and sometimes still have to watch helplessly as a technician out of my range scampers off with players below missing it.

Looking down to snipe the original basket spawn. Turn around every now and then to make sure a technician isn't on the way up.
Looking down to snipe the original basket spawn. Turn around every now and then to make sure a technician isn’t on the way up.

Concept-wise: This is a cc and target prioritization test.

I use a scepter. I can immobilize a technician before they even reach a basket and it’ll die or be very close to dying by the time it gets there. If someone has a knockback or pull, they can yank the technician off the basket. Prioritizing technicians and killing them off yields a bonus. Killing the closest red Inquest thing may work on the bar, but lose the bonus as the sneaky little technician gits run off into their portals.

The north mine is a very interesting event.

Folks tend to zerg it, mostly because the alternative nightmare is a zerg at the baskets, and that doesn’t sound very fun at all.

Also, as a zerg, there is more damage that can be focused on killing the appearing ambushing Inquest quickly, plus the off chance that an elementalist capable of using water fields actually exists within the horde.

You see, and it took me a while to realize this, the Zephyrites you need to escort out are crippled. Anything with a condition on it, will not regenerate by itself when out of combat. Effectively, these guys will not heal up unless -players- heal them up.

Since healing power and healing skills are so derided, almost no one in the zerg is capable of healing, except a WvW elementalist that can use water fields and people who blast in them. Or the odd guardian who actually realizes this and switches to things like the book heal – though we’re still talking fairly pathetic heal numbers while in zerk gear.

This usually results in a lot of players running around like headless chickens, trying to kill Inquest faster than they can damage the Zephyrites, accidentally leading Inquest into doing area of attacks while a Zephyrite is cowering nearby, running by soaking up 5-player limit heals meant for the Zephyrites, and a lot of dead Zephyrite bodies, failed bonuses and failed events.

Unless, of course, the zerg is big enough to do a lot of lethal damage to any Inquest mobs that show their faces and happens to contain a few maniacal water field healers. MORE PEOPLE TO NORTH MINE PLZ.

Concept tested: Protection and careful NPC escort, healing actually being useful. Cheerfully being failed at least 50% of the time.

Despite that though, it’s possible to hit T4 as long as the whole cycle is repeated and there are more successes with bonuses than the odd failure here and there, and will almost always hit T3.

This post is getting way too long, so I’ll leave off discussing the special stuff that comes out during the sandstorm. Mostly they’re reward events, zerg and burn with a few simple mechanics, meant for collecting 8 or 10 geodes per event for reaching T3 or T4.

I did think it was rather interesting to see the pre-sandstorm events sneakily test various control and support concepts that are not very stressed in ordinary everyday PvE.

I think this is only the beginning, and the tip of an as-yet unexplored iceberg.