Guild Wars 2: Dungeons, Centaurs, and Pimp Hats

The Durmand Priory headquarters in Guild Wars 2While most of my gaming time is currently taken up by exploring Pandaria, I’m still finding time to play a few hours of Guild Wars 2 here or there. In some ways, the luster is wearing off, and I’m seeing more flaws, but in others, I love it more than ever.

Altitis:

In addition to leveling my Norn thief, I’ve started an alt, a human warrior. This is probably the first game in history where I’ve enjoyed playing a warrior archetype. It’s just not something that’s ever appealed to me.

I suspect my change of heart is due to how versatile GW2 classes are. I’m using a longbow and dual axes, and it feels a bit more like playing a ranger than a warrior. Also, it’s one of the few classes in the game with any kind of resource mechanic, which I prefer to being entirely cooldown-based.

My human warrior alt in Guild Wars 2I still prefer my thief. For one thing, the warrior seems rather over-powered. Both characters can solo veterans, and both can solo multiple enemies at once, but my thief has to work at it. She has to juggle weapon swaps, dodge frequently, and use every trick in the book. My warrior can just stand there and get beat on while I do my best DPS tunnel vision.

He’s fun for dynamic events, though. His AoE damage is so high I sometimes can’t see what I’m fighting behind all the numbers.

Dungeons:

I’ve also had my first taste of dungeons in Guild Wars 2. Upon hitting the requisite level, I dutifully marched down to the Charr lands to find a group for the story mode of the game’s first dungeon, Ascalonian Catacombs. Spamming map chat gave me nasty memories of WoW pre-dungeon finder, but I found a group without too much trouble.

The experience was, in a word, brutal. In WoW terms, imagine doing heroic Deadmines in 346 gear without a tank or a healer. In layman’s terms… You know the opening scene from Saving Private Ryan? It was sort of like that.

Oddly enough, the bosses didn’t give us much trouble — aside from the Lovers encounter — but the trash felt like we were just trying to clog some great machine with our corpses.

The best thing I can say about the experience is that we did, eventually, finish. Mainly by corpse-zerging and constantly resurrecting each other. And the group managed to avoid turning on each other like most other MMO PUGs I’ve seen.

I eventually overcame my demoralization from that and attempted the second dungeon, Caudecus’s Manor. That was even worse. Not only were we massacred at every turn, the group broke up in frustration after the first boss.

I think I’m going to give up on dungeons in this game. It’s just not worth the aggravation.

I respect ArenaNet for trying to break the trinity, and it works wonderfully for dynamic events (and presumably PvP, which I still haven’t tried), but clearly, the dungeons need work. They removed the trinity, but it seems they didn’t remove the need for it. The dungeons felt almost exactly like a Warcraft dungeon after the tank has died.

Granted, neither of my groups were well-organized, but we were dying so fast that I don’t see how better cooperation could have helped. There wasn’t time to work together. Are we just supposed to all go ranged and kite everything?

The good news is that this isn’t World of Warcraft. Dungeons are not a crucial part of progression. All I’m missing out on are some specific armor skins and little bit of story, the latter of which I don’t much care about anyway.

Other quibbles:

A hidden cavern in Guild Wars 2I have found a few other annoyances with the game, though nothing major. Despite it being one of the most — if not the most — social-friendly games in history, it feels oddly lonely at times, even with many other players around. Expect an article on this by yours truly at WhatMMO soon.

I’m also finding getting transmutation stones — which are used to customize gear appearances — more frustrating than anticipated. They’re not a guaranteed reward for zone completion, so there can be dry spells where I don’t have any unless I use the gem store.

I could just buy some for gold, but the cost of gems is going up, and it would leave me little to spend on anything else. It’s hard to make money in this game.

Between that and those Black Lion Chests, it’s not so hard to ignore the cash shop as I’d hoped.

The city of Lion's Arch in Guild Wars 2Still, it’s far from the nickel-and-dime or “pay to win” horror people paint free-to-play as. I still haven’t spent a cent beyond the game’s purchase price, and I still find this much less onerous than a monthly subscription. GW2 is at least as good a game as WoW, but it costs me a fraction of the money to play. It’s hard to argue the value of that.

This means war:

As time goes on, I’ve come to the conclusion dynamic events are the real soul of Guild Wars 2 — which is pretty much what ArenaNet intended. The game is enjoyable when there aren’t any events, but it’s not memorable. The real fun comes when the events are coming at you hard and fast.

A good example of this came the other day. While leveling my thief in the Harathi Hinterlands (Sound familiar, Wow fans?), I stumbled into a lengthy group event chain involving a war between the Seraph, the human military, and the local centaur clans.

Battling the centaurs during a dynamic event chain in Guild Wars 2At the time I joined in, the Seraph had captured two centaur camps, and the centaurs were counter-attacking. The players of the zone had to spread out to assist packs of NPC Seraph in defending both camps from wave after wave of centaur attackers.

Eventually, we broke the centaur assault, and now it was the Seraph’s turn to retaliate. I and at least two dozen other players, plus a large number of NPCs, marched on the zone’s main centaur camp and proceeded to massacre it wholesale. I would have felt bad for the centaurs if they weren’t fictional and evil.

Then the centaur again counter-attacked, pouring down from the hills to retake their camp. This part was more challenging, but like Leonidas at Thermopylae, we stood our ground as the bodies piled up.

Battling a centaur boss during a Guild Wars 2 dynamic event chainThe chain culminated with the centaur sorcerer-king coming down to deal with us personally. What followed was an extremely lengthy multi-stage boss fight in which we defeated various minions summoned by the king and then finally the centaur himself.

The whole thing took at least an hour and was easily the most fun I’ve had in Guild Wars 2 to date — not a small feat. For that matter, it was probably one of the most fun times I’ve had in any game in quite a long time. I’m smiling as I write this just thinking about it.

This is really what GW2 is capable of at its best. A truly epic gaming experience that hurls you into the world and its conflicts.

My thief and several other characters strut our stuff after defeating a lengthy group event chain in Guild Wars 2Finally:

I wish to state for the record that I am love with my thief’s pimp hat.

My Norn thief showing off her stylish pimp hat in Guild Wars 2Seriously, is this hat not the epitome of style? Don’t try to deny your envy. I know you feel it.

Into the Mists: Kun-Lai Summit

Having left behind the lush pastures of the Valley of the Four Winds and the haunted jungles of Krasarang, I’ve moved on to the north of Pandaria and the mountainous zone of Kun-Lai Summit. I mostly played this zone on my rogue, but I also did a few chains on my warlock.

The snows around Mount Neverest in Kun-Lai SummitInsert obligatory spoiler warning.

The snows of Kun-Lai:

Kun-Lai Summit is the first zone since Wrath of the Lich King with a significant quantity of snow. There was never any significant chance I wouldn’t like it.

The visuals aren’t the only thing I liked about Kun-Lai, but they’re certainly a big plus. It’s a beautiful zone, but it’s not pretty, if you catch my meaning. I much prefer zones with this kind of harsh beauty to more welcoming areas. Teldrassil is beautiful, but that’s its problem. It’s so nice that it’s impossible to feel any sense of danger or adventure while questing there.

Binan Village in Kun-Lai SummitKun-Lai is incredibly beautiful, but its a stark beauty. It has an edge to it, a feel of mystery and menace that makes you want to charge toward the horizon and face whatever it can throw at you.

The landscapes are unusually varied, too. Kun-Lai includes everything from snowy peaks to harsh steppes to tropical coastlines.

These visuals are complimented with some truly impressive music that combines the harmonious Asian influences heard elsewhere in Pandaria with an ominousness that underscore the zone’s wild feeling.

When it comes to the quests, I find Kun-Lai reminds me of Krasarang. There aren’t really any mind-blowing or extremely memorable moments — barring one, which I’ll get to — but everything is solid and well-done. There are no glaring examples of bad design or story-telling. And unlike Krasarang, Kun-Lai’s stories don’t feel rushed or unfinished.

The zone does have its lackluster moments, mostly surrounding the Grummles, but even those aren’t actually bad. I expected to hate the Grummles, as I dislike most any race designed as a cartoonish representation of one character trait as opposed to real people. See: Goblins, Gnomes, Hozen, and every Star Trek alien pre or post-Enterprise.

However, I found myself developing a certain fondness for the little guys. I think one key reason for this is that, unlike some similar races, they fit well into the universe. Goblins and Hozen are too obviously the invention of modern culture. They stick out like a sore thumb.

The graveyard in Zouchin Province in Kun-Lai SummitGrummles fit, though. They remind me of all the eccentric gremlins and fairies you see in old myths and folklore. It makes sense to me that there’s a race of tiny, superstitious oddballs living in the mountains of Pandaria.

Kun-Lai continues to hammer home the devastating consequences of the arrival of the Horde and the Alliance with its quest chains surrounding the Sha and Yaungol. Meanwhile, the NPCs from the Jade Forest make a return and steadfastly ignore the way their actions have made the Pandaren suffer. Simply put: We are horrible, horrible people.

I have to say, I’m loving this whole arc. I like any story where expectations are reversed, where the heroes have to confront the possibility that they may not be as heroic as they thought. This more mature type of morality is reminiscent of the good old days of Warcraft III, and its return makes me very happy.

The Sha of Anger world boss in Kun-Lai SummitBut I’m also wary. The story isn’t over yet, and it won’t work if there isn’t some great change or revelation at its conclusion. If Mists of Pandaria concludes with the Horde and the Alliance still at each other’s throats as they always have been — and realistically, I don’t see how it couldn’t — this will all have been for naught.

Getting back to Kun-Lai specifically, I also enjoyed the arc revealing the alliance between the Zandalari and the Mogu. I’m not really a big Mogu fan — they’re too basic, too crude — but linking them to the Zandalari is a great way to make the events on Pandaria feel connected to the rest of Azeroth.

It brings the Warcraft universe together rather nicely, and the revelation that the Zandalari lost their home shows that Blizzard is not going to just ignore the consequences of the Cataclysm. This kind of continuity is necessary for a truly great story, and it’s something World of Warcraft has tended to lack until recently.

The Shado-pan Monastary in Kun-Lai SummitI mean, how many WoW players who never played Warcraft III realized that WoW takes place immediately after what amounts to the apocalypse? How many realize the Alliance and the Horde were at peace before WoW?

That’s an old rant, though.

While the Sha and Mogu plots were fun and hold greater significance when taken in the context of the whole of WoW’s story, they ultimately weren’t exceptional quest chains. They’re not the “home run” moments we saw in the Jade Forest.

But there is one quest in Kun-Lai that stands out for me: Anduin’s debate with Xuen in which he tries to convince the Celestial that there’s more to the Horde and the Alliance than the violence they’ve shown on Pandaria.

The Serpent's Spine in Kun-Lai SummitI loved this quest. It was very fun gameplay to battle all the Sha mini-bosses, but it was even more enjoyable from a story perspective.

Now, maybe this is just down to me being an Anduin fanboy, but I thought it was quite interesting to hear him trying to argue for the innate goodness within us, while Taran Zhu takes the opposite viewpoint off to one side. Interestingly, I found myself agreeing with both representatives in a lot of ways.

Though small, I also liked the role played by Sunwalker Dezco. It was good to see signs of dissent within the Horde. It’s long overdue, as the implication for the last two expansions has been that the Horde is entirely okay with Garrosh Hellscream’s honourless tactics and genocidal goals.

A snowstorm around Mount Neverest in Kun-Lai SummitOverall, Kun-Lai isn’t my favourite WoW zone by any stretch of the imagination, but it might be my favourite Mists of Pandaria zone so far.

More zones like this, please.