Yesterday was a rollercoaster of emotion in playing the Origins of Madness update in Guild Wars 2. There was good; there was bad. There were shouts of joy and tears of rage. And, it all happened on the hour. Every hour.
The basis of the update are a Tequatl-difficulty wurm battle, a less difficult Marionette battle, a story instance, and a secret lair instance. The two battles happen on rotating hours (Wurm = odd server hour, Marionette = even server hour), and the two instances are player invoked. I’ll run down the line.
Triple Threat
The wurm battle, Triple Threat, is… good. It’s bad for a pick-up player filled Living World, but I feel that it is a fine accompaniment to Tequatl and dedicated guild/commanders heading forward on these challenges. The map needs to split up into three equal parts, escort one snappy Asuran triplet to the wurm site, and take down their wurm. The wurms are invulnerable until a burn phase, and each has a different mechanic to opening it. Crimson is easiest, Cobalt is just a tad harder, and Amber is going to be the hellgate. Continue reading [GW2] Welcome Back Wurm Juice