1. #1
    Scarab Lord Karizee's Avatar
    Join Date
    Oct 2011
    Location
    The Eternal Alchemy
    Posts
    4,150

    A Legendary Journey

    A Legendary Journey

    by Linsey Murdock on March 26, 2015


    Beginning the long process of crafting a legendary weapon can be a daunting task, particularly acquiring the associated precursor weapon and gathering all of the materials needed to upgrade it to a legendary weapon. With Guild Wars 2: Heart of Thorns™, the new Map Bonuses system will give you a directed method for acquiring crafting materials. Getting a precursor will become an epic journey to discover the essence of your chosen legendary weapon, ending with a fully formed precursor ready to be crafted into its final legendary form. Let’s take a closer look at these two new systems.


    Crafting Your Precursor

    In Heart of Thorns, you’ll have access to a special Mastery track for unlocking precursor crafting. Mastery tracks are a new progression system being introduced in the expansion that will allow you to put experience earned toward training specific abilities once you hit level 80. You can read all about them in this blog.

    This particular Mastery track is all about legendary crafting, and the first three tiers are dedicated to guiding you through the three tiers required to craft the first set of precursors that were introduced with the original release of Guild Wars 2. Completing the first tier allows you to unlock the start of a journey to acquire any of these original-release precursors by visiting the Mastery vendor and choosing which precursor you want to work on first.





    Each legendary weapon has two main themes that will be represented in the precursor journey. The first tier of a precursor journey starts with a collection built around one of these themes. Let’s use the Moot as an example. A moot is a norn celebration of prowess, so that’s the basis of our themes for the legendary mace named for it. The first collection is all about the hunt, so you’ll be proving your abilities by fighting fierce creatures around Tyria and acquiring a trophy to show for it. By completing this collection, you’ll unlock a recipe to craft the first iteration of your precursor—a nontradable exotic weapon with a distressed version of the existing precursor skin. It could use a little polish and refinement, which will be the focus of the second tier collection.

    The second collection in your journey involves doing your research, talking to the experts, and honing your craft. You’ll need to barter for knowledge, seek out great minds and convince them to teach you their tricks, and prove your ability at the crafting workbench. All this work allows you to refine your base precursor into its next iteration. Completing this collection unlocks a recipe to do just that, resulting in another nontradable exotic weapon with the existing precursor skin.

    The final collections in these precursor journeys return to the themes of their respective legendary weapon. For the Moot, this is where the celebrating starts. Since the Moot’s theme is all about partying, you’ll participate in a range of activities that include dancing with world leaders, setting off fireworks for the Spirits of the Wild, and sampling delicacies and libations from around Tyria. This final collection unlocks the recipe to craft the polished final iteration of the precursor. For all of our existing precursors, this is a tradable exotic weapon, but they will all be updated to use new skins that look much like the legendary weapons they’ll one day become. We like to think of these new precursor skins as the legendary weapon before it is embodied by its soul. Unlocking one of these new skins in your wardrobe will also unlock the two previous tiers of skins. So, should you get lucky and find a precursor out in the world, you won’t miss out on the skins.





    This crafting system is an account-based activity, which means you’ll only be able to craft each precursor this way once. However, all of the currently existing precursor acquisition methods will remain intact in addition to this new acquisition method. That means that if you want a particular precursor more than once, you’ll have to fall back to the original methods of acquisition.

    Once you have your completed precursor, you are free to begin the process of turning it into a legendary weapon. It’s a long process of gathering the required materials to craft gifts that will eventually be given to Zommoros—the djinn at the heart of the Mystic Forge—who in return gifts you with your powerful legendary weapon.


    Map Bonuses

    While the update to precursor acquisition makes for a huge change in the way we craft legendary weapons, our new Map Bonuses system will also make acquiring the materials you need a more directed activity. With Heart of Thorns, most explorable maps will have an associated set of bonus rewards that rotate on a regular basis. Starter maps will not be included in order to preserve the new-player experience. By completing events, jumping puzzles, and mini-dungeons in a map, you’ll be periodically awarded with one of its associated bonuses in addition to the normal rewards. For most maps, the bonus reward will be crafting materials. For instance, playing in Cursed Shore could reward you with ancient bones, charged cores, charged lodestones, or giant eyes during one rotation, and powerful venom sacs, glacial cores, glacial lodestones, or globs of ectoplasm during another rotation.

    Maps like the Silverwastes or Dry Top that have a dedicated currency will work a little differently. For these maps, bandit crests and geodes have been something of a test for this concept, where you’re rewarded with these currencies through a bouncy chest for playing on the map. The Map Bonuses system is a more streamlined experience, and with Heart of Thorns, these maps will be updated to always award currencies through the Map Bonuses system. Moving forward, any map with a similar currency will also work within the Map Bonuses system.

    The goals of this system are to provide ways for players to target the materials they need, let players know exactly where to obtain those materials, and help all explorable maps always feel like relevant and rewarding places to play.


    New Legendary Weapons

    I know you’re all dying for more information on new legendary weapons, but we’d like to delve into them more with a dedicated blog post in the future. For now, I’ll say that we’ve been working hard on new legendary weapons, the first handful of which will be introduced in Heart of Thorns, with more to come in subsequent updates. The methods by which you’ll craft these legendary weapons are similar to the existing system, but we’ve refined it into more of a journey, similar to precursor crafting. We also want to better preserve the prestige associated with crafting a legendary weapon, so the new legendary weapons, and their precursors, will not be tradable. Keep an eye out—we can’t wait to start showing them off when they’re ready!


    https://www.guildwars2.com/en/news/a-legendary-journey/
    Who knows more of gods than I? Horse gods and fire gods, gods made of gold with gemstone eyes, gods carved of cedar wood, gods chiseled into mountains, gods of empty air... I know them all.
    ~Euron "Crow's Eye" Greyjoy

  2. #2
    This is probably the main thing I'm looking forward to from the expansion...or at least top 3. It looks like it'll be a lot of directed work, but at least it'll be in your control rather than RNG (until you want a second of the same legendary).

    Quote Originally Posted by Ryngo Blackratchet View Post
    Yeah, Rhandric is right, as usual.

  3. #3
    This system sounds great. Also love that all of the new precursors and legendaries are non-tradable.

  4. #4
    Time to make some fucking mooonnneeeeyyy. Unless the crafting is extremely easy then the price will plummet
    Pokemon FC: 4425-2708-3610

    I received a day one ORAS demo code. I am a chosen one.

  5. #5
    Scarab Lord Karizee's Avatar
    Join Date
    Oct 2011
    Location
    The Eternal Alchemy
    Posts
    4,150
    the new legendary weapons, and their precursors, will not be tradable
    Any gold to be made will be now with TP speculation on the rise and fall of crafting mats.


    The map bounties are a nice unexpected bonus. I wonder if we will see themed maps like Fireheart Rise becoming an area known for those going for Incinerator or Mount Maelstrom for Bolt.
    Who knows more of gods than I? Horse gods and fire gods, gods made of gold with gemstone eyes, gods carved of cedar wood, gods chiseled into mountains, gods of empty air... I know them all.
    ~Euron "Crow's Eye" Greyjoy

  6. #6
    I like the idea of legendary weapons a lot in Guild Wars 2. However, I find the stat system to be rather lacking. I would enjoy if the stats were more influential or at some point more meaningful to how you build.

    Something between Path of Exile and Diablo 3 crafting would work great for the heavy action focus of Guild Wars 2. I think something as detailed as Vagrant Saga is asking too much but it would likewise fit great with the rumble-tumble gameplay of GW2.

  7. #7
    Herald of the Titans barackopala's Avatar
    Join Date
    Mar 2012
    Location
    Chile, Viña del Mar
    Posts
    2,740
    A weapon that's able to have its stat changed whilst always keeping the best stats in the game and having vfx? sheets gud
    Cod has a new campaign, new weapons, new multiplayer levels every year. Zelda has been recycling the same weapons, villains, and dungeons since the 80's. Zelda recycles enough to make cod blush. The same weapons, villains, dungeons, and princess in every single Zelda for the most part. It's almost as cheesy as bowser vs Mario round 35

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •