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Old Mar 17, 2012, 04:21 PM // 16:21   #1
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Default Anti-Sulphur Mask for NF

Hey, I think once you've completed NF (hence shown you can use the Jundu Wurms), you ought to be able to travel through the sulphur without dying.

It doesn't have to be a mask, that was just the best way of writing what I meant. Could do something like infused armor, or a costume hat which crafters in DoA craft or something.

TLDR: I'm sick of Jundu Wurms, they suck, I'd do better with my hero team, let me use it.
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Old Mar 17, 2012, 05:05 PM // 17:05   #2
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Yes please, let me do desolation without ever having to be inside a worthless wurm. The wurm riding is what I hate the most about all of NF and all of the game. Everything where I have to run a pre-set skill bar is what totally kills my game experience.
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Old Mar 17, 2012, 05:43 PM // 17:43   #3
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The worms that do infinity damage, aoe knockdowns and auto res other worms?

Those are the worms that "suck?"
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Old Mar 17, 2012, 05:48 PM // 17:48   #4
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I grew tired of being in wurms after the first time I used them. They are boring and are the part of Nightfall I hate with the same bars you're stuck with. Playing in them just feels like auto-attacking and running to auto-attack another group.
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Old Mar 17, 2012, 06:04 PM // 18:04   #5
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/not signed. I'm not a fan of the Wurms, either. BUT - there is one feature that they have that gives them the survivablity that a wurmless player does not (normally) have: 3,000 HP.
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Old Mar 17, 2012, 06:07 PM // 18:07   #6
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Quote:
Originally Posted by Auron of Neon View Post
The worms that do infinity damage, aoe knockdowns and auto res other worms?

Those are the worms that "suck?"
Yep, those ones. The ones which have 3000 hp yet take damage like nothing else, have pretty terrible skills, the KD can be rupted and the other has a long cooldown. I did The Alkali Plain today, died 0 times while out of the wurms, wiped 3 times while in the wurms. They're just bad. Plus heroes don't manage them well.

"Infinity damage"??? lol, their damage output is terrible.
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Old Mar 17, 2012, 06:13 PM // 18:13   #7
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/signed
Wurms may have 3k hp, but they have no healing during combat. You can handle the same groups of foes out of sulphur, so you would handle with them on suplhur too.

I'd prefer the mask to be an item given during GWB in Elona instead of giving it after completing NF.

Last edited by Sagittario; Mar 17, 2012 at 06:16 PM // 18:16..
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Old Mar 17, 2012, 06:51 PM // 18:51   #8
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Not sure. I hate the wurms with passion for they're terribly boring (pemade bar and no party diversification ftl) even if I find them very strong, with the elite.

But at the same time I don't know if it would make sense lorewise. I mean, no living men ever crossed the desolation, that's why you have to do that deal with palawa...then you all of sudden come out with a solution for it?
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Old Mar 17, 2012, 06:52 PM // 18:52   #9
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Quote:
Originally Posted by Sagittario View Post
/signed
Wurms may have 3k hp, but they have no healing during combat. You can handle the same groups of foes out of sulphur, so you would handle with them on suplhur too.

I'd prefer the mask to be an item given during GWB in Elona instead of giving it after completing NF.
Screw that, I'd rather Palawa Joko give you the ability to pass the sulpher as a reward for being stupid enough to free him. The wurms are the main reason only one of my characters has ever been past the Desolation. It's just not worth having to deal with the wurms. They are not fun. At all. Not even the first time when they were somewhat of a novelty (not much of one since I had experienced the Siege Devourers of EotN, which I also dislike, and the holiday event & quest skillbar replacements, which I also loathe).
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Old Mar 17, 2012, 06:57 PM // 18:57   #10
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Originally Posted by ogre_jd View Post
Screw that, I'd rather Palawa Joko give you the ability to pass the sulpher as a reward for being stupid enough to free him.
The reward from the deal with palawa is given already: teaching you how to tame and ride wurms and so the only mean to cross the sulhpur
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Old Mar 17, 2012, 08:03 PM // 20:03   #11
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I was doing some chest running the other day in the desolation and used a bunch of running skills (with me and heroes) like Incoming + Fallback + Charge + Dark Escape etc.

I noticed that I could travel a significant portion of the desolation without dying as long as I kept running. I could even open a chest, pick an item and then die. I suspect that the death due to yellow sands takes some time to trigger but if you are in a state of "running heals", then you won't die.

Try it our and see if this works. My usual ping is 150-300ms so this might be a factor too.
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Old Mar 17, 2012, 08:13 PM // 20:13   #12
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Quote:
Originally Posted by mage767 View Post
I was doing some chest running the other day in the desolation and used a bunch of running skills (with me and heroes) like Incoming + Fallback + Charge + Dark Escape etc.

I noticed that I could travel a significant portion of the desolation without dying as long as I kept running. I could even open a chest, pick an item and then die. I suspect that the death due to yellow sands takes some time to trigger but if you are in a state of "running heals", then you won't die.

Try it our and see if this works. My usual ping is 150-300ms so this might be a factor too.
It's already more than possible to cross the ENTIRE desolation without wurms.
http://wiki.guildwars.com/wiki/Desolation_Run

That being said, wurms have the ability to resurrect ALL fellow wurm allies to FULL health DURING battle. It's much better if you do it yourself than hoping your heroes won't get rupted.

As much as I enjoy the idea of this,
/notsigned, because runners need to have challenges too- and that is one niche of the game I can respect despite how small it is.
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Old Mar 17, 2012, 08:43 PM // 20:43   #13
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I'd rather have the Junundu skills fixed so they become fun.
Look at siege devourers. They have neat armor, not too much health, and they are good for the party. They are fun.

Junundu in the other hand are DP-gathering machines. With sluggish skills that people just randomly spam.
The only way to heal oneself is retreat out of battle and wail. But during the time it takes to wail, an enemy may easily get within earshot.
They also have incredibly low armor that changes depending on profession base armor, and most enemies you'll face around there have elemental or physical damage.
With the lack of dedicated healing, they just lose health and die, to be resurrected all the time.


They need to have some things changed:
* Reduce HP to 1000.
* Fix armor at 70 instead having -20 armor.
* Give permanent 10 damage reduction.
And also the skills. Something like this.
* Strike: Change type to 'melee attack'. Reduce recharge to 1 second. Change functionality to 'steal 50HP and gain 1 adrenaline'.
* Smash: No change.
* Bite: Increase recharge to 10s. Reduced damage and health gain to 250. (No hp stealing this time, you'll get 250HP even if the enemy is low on HP.)
* Siege: Reduce energy cost to 5, activation to 1, increase recharge to 20, add 10 exhaustion, reduce damage to 250 Earth and make it hit foes nearby.
* Feast: Heals for 250 HP when consuming a corpse and change into another skill for 60 seconds. Functionality of the skill depends on profession:
** Warrior: Rock Skin. 4 adrenaline. +250 max HP, +30 physical armor and 20 damage reduction for 10 seconds.
** Ranger: Obsidian Skin. 5 energy, 25 recharge. +75% block and +30 elemental armor for 10 seconds. 15 damage to adjacent foes each time you block or take elemental damage.
** Monk: Junundu Prayer. 10 energy. 1/4s activation 20 recharge. Remove one hex from all Junudu allies. Transfer 1 condition from each Junundu ally to self. Heal self 50HP for each condition transferred.
** Necromancer: Junundu Summon. 15 energy, 3s activation. 15 recharge. Consumes a corpse summon a Junundu Young from the sands that stays with the party until they die. Only one Junundu Young can be controlled by a player at a time.
** Mesmer: Chocking Breath. Interrupts target. Knocks down for 1 second if a skill was interrupted. Knocks down target and adjacent allies for 4s if a spell was interrupted.
** Elementalist: Burning Breath. Increase cost to 10. reduce damage to 150. Make it hit also nearby foes.
** Assassin: Ebon Jaws. 10 energy. 3/4 activation. 15s recharge. For 10 seconds, next 10 attacks deals +100 earth damage and have 50% chance to double strike when wielding daggers.
** Ritualist: Wurm Bile: 5 energy, 1s activation. 15s recharge. Hold a blob of wurm bile for 10 seconds, and your junundu skills deal poison for 5 seconds. When you drop the wurm bile, all adjacent enemies take 150 damage and suffer poison for 10 seconds.
** Dervish: Blinding Breath. Reduce cost to 5. Reduce damage to 150.
** Paragon: Junundu Chant. 10energy, 1s activation, 20 recharge. Each junudu ally within earshot gains 1 adrenaline, 2 energy and 50HP the next 3 times they use a junundu skill.
* Wail.
** Resurrect junundu allies within earshot with 50% health and energy if any is dead.
** If no allies are dead, wail heals 200 other junudu allies, but not self, even if there's enemies around.
*** If there are no dead allies and no enemies are around, also heals self 125 for each Junundu ally within earshot.


Hm... yep. Something like that would make them fun. At least for me.

Last edited by MithranArkanere; Mar 17, 2012 at 08:52 PM // 20:52..
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Old Mar 17, 2012, 09:35 PM // 21:35   #14
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wow, this is a nice idea i never thought about o_O (i thought about lots of stuff, but some may not come anytime soon, and others are never comming

when completed NF and then you gotta do some funny quest (palawa joko acts kinda funny)

maybe use some junundu aura (not showing, or only showing when you walk on that sand)

my reason for /signed is NOT about making it easier or harder (depends on what you think it is), but for having a normal way to walk there

just dont let Anet make it after DoA or anything, cuz finding a good team is hard for normal stuff already, and always having to pay for stupid runs is NOT my idea of playing a game
nothing hard, just fun, like maybe fighting a group of 8 of those wurms in some mini-mission or exploreable area, then take quest reward and done
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Old Mar 17, 2012, 10:46 PM // 22:46   #15
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I wouldn't mind the option of using wurms after completing NF. I like to use them to level up heroes but they make me sleepy to play.
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Old Mar 17, 2012, 11:54 PM // 23:54   #16
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Why not just add some extra wurm skills that can be learned/capped to fit various play styles? The mobs are huge and run into each other often, so not having 3000 hp and aoe rez would make it really hard to fight them. The mobs you encounter outside of the sulfur are much smaller and usually more spread out. And you can run the desolation without a wurm, hell I do it for people all the time and I haven't even beaten the gate of desolation yet on the character I use. Being a lore-minded person, I'm going to have to say /notsigned
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Old Mar 18, 2012, 12:41 AM // 00:41   #17
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/signed (not that this means anything)

I hate the worms. Doing vanquishes in those areas is a pain. I can go through without dying and maybe 1 or 2 heroes in the non-worm areas but not so much in the worm areas, everyone in party dies a couple times and usually myself as well.

In nm it is cake in worms or out but in hm they blow chunks.
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Old Mar 18, 2012, 03:18 AM // 03:18   #18
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Well... now that I think of it I wouldn't actually mind losing the deadly sulfurous effect, if something like WiK or WoC was made in Nightfall.

But it would probably take a lot of time. Years after Shiro's final defeat, the Jade sea is still stone.
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Old Mar 18, 2012, 05:27 AM // 05:27   #19
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/not signed....not that I am a fan of pre-set skills sets (see april fools last year), but its part of the lore...no MORTAL can walk the sands...unless they make us gods (which they should for all the [email protected] we have done for tyria), I dont see a reason.
Also there is not much wurm only areas...so just find a different way to max your lb/ss.
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Old Mar 18, 2012, 05:37 AM // 05:37   #20
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There's actually a texmod that shows the safe areas of the desolation. However it would be cool to have a gas mask head piece.
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