So you can actually do more than two a day. There are only 2 daily quests per person, but people work around this by creating groups and the sharing the quest with the group. There are two daily quests there that requires you to kill a world boss (+ some stuff around the area of the boss) and the rewards sometimes contains parts of the Malacath crafting style, and like in Hew's Bane you can't really do these bosses alone. Turns out those were all shorts for world bosses. Even more so because the zone chat there is incredibly confusing unless someone explains it to you. Orsinium needed a lot more time before I became invested in it. I loved it, and I actually missed it when I finally moved on to Orsinium. I don't know enough people to fill a group and it's too much trouble to find 12 random people :Pīut apart from a few hiccups in the beginning this DLC was amazing. The only thing I haven't done in this DLC is the Maw of Lorkhaj, a new Trial, which is a 12-person group dungeon basically. The personal quests of the characters were also really amazing and I kept coming back to do tip board quests so that I could lvl up my Thieves Guild rep and help my new friends some more. The main quest proved to be both gut-wrenching and heart-warming and I really enjoyed it. Maybe they have a requisition quest, or maybe they're just farming the crafting style or the XP. All you need to do is shout in the zone chat and people will show up. No need to worry, though, as there are plenty of people around in the DLC zones (it actually gets crowded, which rarely happens outside the starting zones in the base game - now I know where all veteran leveled players went). But the bosses almost always drop a part from the Outlaw crafting style. The requisition areas are usually around the world bosses, and these ones don't kid around like the ones in the base game - you can't defeat these ones on your own (unless you have an extremely OP build and can one-shot boss enemies of your own lvl). The daily requisition quests are worth going for, especially if you're a crafter. The tip board quests get a little repetitive seeing as there are only five of them that circle round. I had a lot of fun running around trying to complete Kari's Hit List, and the daily heist quests are pure adrenaline. Walks-Softly quickly became my favourite out of all of them. I loved the characters and the story quests. And while the early quests were a bit troublesome for me without the correct skills, I soon caught on. After a small prisonbreak mission I finally arrived at Hew's Bane, the peninsula of Hammerfell. I hadn't invested any skill points into the skills that would help me with sneaking, and so I was spotted several times before I actually managed to get inside the place where the item was. To me the beginning of this DLC was hell. When you sneak you see blue circles around the guards carrying lanterns, if you enter one of those circles you immediately lose your ability to sneak. Someone should make a law against guards carrying lanterns. There are simply too many guards in this game. You should be sneaking all the time as long as your stamina allows. I went along with her and was immediately introduced to the rules of the DLC. ![]() Quen gave me a proposition to steal a valuable item (trying to be vague here) from a nobleman. So off I went to meet Quen on the Woodhearth docks. I started with Thieves Guild, the only reason for that was because I needed Rubedite ore/ingots to create my new max level armour and a guildie told me the best place to farm that was in Hew's Bane - the Thieves Guild DLC zone.
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