GW2: Catching Up with Tangled Paths



Spoilers Ahead – Though Most Folks Have Probably Already Finished This

After yesterday’s post about GW2, Syn and I decided to pick up where we left off on the Living World storyline last year. This was the early November release of Tangled Paths, which I was already forewarned was short and a fairly frustrating ride. Both proved to be true, and it seemed like a rather paltry addition to the storyline.


Actually, the story only did two things. It established that Caithe can be a creepy stalker and unreliable thief… though I’m not falling for the “she’s a Sylvari, which means we can’t trust her” thing. I’m sure there’s something more there, but they want to plant the seed (pun not intended) of mistrust there.

Then they quickly offed Mr. Master of Peace, who turned out to be just a plot link to introduce the idea that one of Glint’s eggs still exists. Now that the egg has become the most important thing, he’s not really needed anymore, so may as well do away with him to tie up the Zephyrite section of the story. More important things are coming than the misplacement of an entire group of peaceful peoples and the death of their leader and Aspect master. Ah well.

I was actually disappointed when I saw Destiny’s Edge trying to gather back together at the beginning of the scenario… and my character says “Nope! I can’t join you! I got to go off with my pals for this dragon egg!” Man. I’ve been hoping to see Destiny’s Edge back together all this time, and now that they are moving that direction, my character is dissing them for Destiny’s Edge Version 2.0. Bleh.


No. Go away. No one likes you!

Can I say that I really have come to hate all the Mordrem-type creatures? Give me Risen anyday. At least ALL of them didn’t either yank you around, speed-dive into you, lock you to the ground, bleed you out with these little vines you can hardly see or avoid, and spit pools of poison all over the place.

I guess the idea is to create more challenging and tactical gameplay. But does every little trash mob have to be an annoying fight? Forget trying to melee most of this stuff. Yes, I’m casual and rusty at playing my warrior, but these mechanics don’t make for fun fights for me.

Don’t even start on the whole labyrinth thing… we almost thought it was bugged at the end until we looked up a map to realize we weren’t approaching the center of the maze from the right direction. A maze filled with Mordrem? To annoyingly prolong a tiny sliver of story content? Really guys?

Boss Fight Frustrations

Then come the bosses, which up the frustration level by 200%. We faced two of them during this story, and spent more time trying to raise ourselves from a downed position than actually fighting the boss. If it wasn’t for the NPCs fighting with you (who seem mysteriously immortal lately), we wouldn’t have gotten through these battles.

Yes, there’s a pattern to learn to down the bosses. No, I’m not against learning patterns and finding tactics to down fights. But this has proven, time and again, to be the most annoying thing of the new LW story has introduced this season. An annoying boss fight, often more than one, shoved in your face and gating the story progression.

Syn stated last night that it feels like GW2 is trying to do a poor imitation of FFXIV boss and primal battles. The reason it works for FFXIV is that the battle speed is slower, giving you more time to react to things. GW2’s action battle makes things a hectic mess of red circles, annoying vines yanking you all over the place, and aoe vines bleeding you that you can’t seem to dodge out of. No matter the build, players can only dodge so many times in GW2… and everything seems like it requires break-neck responses to prevent being trampled and torn apart.


The only up side to this is that I’m continuing to gather pieces of the neat carapace armor as the story progresses. Also, the one Black Lion key I earned from finishing the story netted me a Tome of Knowledge for my mesmer.

I still plan on playing the rest of the LW story, especially since comments and feedback says that it gets better. I am interested in the concept of the Glint egg and possibly having a good dragon on our side. But this installment was undoubtedly my least favorite episode of the story so far.


  1. There seems to be a bias toward ranged weapons in quite a bit of the Mordrem content. For the last fight of Tangled Paths I basically circle-strafed using Traveler’s Runes (25% increased speed for 6/6) and spammed my greatsword skills. I find that this works for many of the other foes as well – you’ll need to become familiar with specifics of each type of creature’s attacks if you want to be able to melee them without dying horribly. Generally speaking, stuns are good for your non-weapon abilities, especially against wolves and teragriffs. If you’re interested, you can Google “Silverwastes survival guide” and scroll down to the part where it talks about creature abilities.

    In and of itself, the plot of Tangled Paths is not particularly compelling; it’s better seen as one part of a larger lore tapestry (unlike Point of No Return which *is* good on its own) which is an unfortunate byproduct of not keeping up with the lore. You’d have to play through previous episodes or read the GW2 wiki to understand the greater significance and context of Caithe’s actions and motivations. Otherwise it can certainly come off as rather pedestrian.

    I completely agree about the labyrinth being annoying, especially the wolf that reanimates after you slay it and repeatedly forces combat on you.

    1. I’m also starting to wonder if I should take a look at my warrior’s build. I think I got him new armor and runes after the change in stats earlier last year, but it’s been a while since I revisited what I actually did. Builds seem to change so fast, and I haven’t kept up with anything in over half a year.

      He’s certainly dying a lot more now – I used to play a shout warrior, but I read they aren’t as good as going full on offensive, so I made a change in that direction. I’m kinda regretting that now because even though I may not have been putting out as much damage, at least my survivability was far better.

      Suppose I need to do some research on that. It doesn’t change that melee is cruddy for fighting Mordrem, though.

      Gonna keep moving through the episodes, though. I’d like to get caught up before the big release!

      I’m actually pretty familiar with lore about Caithe, and have played all the LW scenarios up until this one. Though, having read The Edge of Destiny before GW2 launched, I always felt like Caithe was characterized kinda awkwardly in the game compared to the book. I could never quite get a feel for her here. I also haven’t really played through a sylvari character, so I might be missing some development there.

      I know she’s an intricate character, though, which is why I won’t dismiss her as just “another sylvari gone bad” like some of the companions want to suggest. I guess I’ll have to see what direction they develop her. Just thought this whole thing with her following you around, prying into things and then swiping the egg at the end was fairly odd.

      1. My apologies – when I read your previous post about not having playing some of the LS stories after having logged in to unlock them I somehow missed that the last one you had played was Echoes of the Past. I *am* aware of your extensive history with the game based on having read your blog for a while now (more extensive than mine, in any case).

        I suppose I don’t need to tell you about MetaBattle, then, for some ideas for your Warrior. (Not sure whether you’re the type of player that likes to come up with their own builds.)

        I like Caithe, too. She’s a somewhat mysterious character with nuance, which is why I rather enjoyed the final two episodes.

        1. Oh, no problem at all. I hope I didn’t sound like I was a know-it-all about GW lore, because I know I’m not! It’s very vast and complex, and there’s tons of folks out there who know a lot more than I do. I’m interested in how they’re choosing Destiny Edge characters to start to develop some – I’m very curious about what they’re doing with Rytlock, for example.

          I’ve just always felt that the in-game versions of the characters were a little different from the novel-versions. And since I was introduced by the novel first, it’s hard to fit the impressions on top of each other sometimes.

          I’m not much of a build-builder, to be honest. I don’t have the in-game cash to experiment with, so I try to find existing builds that fit my play style. I might tweak the build a little if something doesn’t make sense to me, though!

          I’ll put some research into newer builds maybe this weekend. Get something rolling for the next episode and see if that lowers my frustration level a bit. Thanks for your feedback! 🙂

      2. I’m not super familiar with the less meta warrior weapons, but if I was starting from scratch, I would honestly look at the sword/warhorn as the melee weapon for Mordrem – it’s very mobile, does bleeds in addition to damage (though you might have to gear in sinister for best effect), which is great on husks, and the warhorn will give swiftness and condi clear if you trait for it.

        Greatsword hundred blades will freeze ya in place, which may not be so wise with Mordrem in an average player’s hands.

        Presumably the accompanying ranged weapon would be a longbow, which I hear is generally considered a little more effective over the rifle (though I am super partial to how the rifle looks aesthetically in charr hands and use that as my range weapon of choice – maybe the upcoming feature patch will push it a little back more towards parity.)

    2. Mesmer is right, there is a pretty heavy ranged bias going on with the Mordrem. The other bias is flexibility switching between range/melee and dodging sideways.

      Frankly, as a guardian, I’ve sat around camping my scepter/torch on the majority of the Living Story fights, only switching into sword/focus for blocks, to dive in briefly on wolves or bash on a husk or mender. I made a completely non-meta “roam the open world solo” one-handed crit build for myself a long time ago that allowed me the flexibility to switch between 1-2k scepter attacks and 2-3k sword attacks, and plenty of swiftness and it has seen me through a lot of the Living Story content without problems.

      Never forget that the standard dungeon PvE meta relies on stacking and on a prearranged team expected to be around you to give you support. I frankly feel very naked and vulnerable on a typical dungeon warrior meta build, zero condition clears, zero stun breaks, pretty much blow all your damage first before you die strategy.

      It’s ok to be in zerker gear, most of the other stats take too long to kill anything effectively and prolong the length of time you’re gonna have to keep dodging, keep avoiding, keep healing, etc.

      But have condi clears, have stunbreakers, be able to switch between range and melee, when in doubt dodge sideways, and the Mordrem become a little less annoying in general.

  2. I’ll be honest, I just got bored with GW2. I’ve only been logging in to unlock the Living Story sections. Maybe someday I’ll actually feel like playing it, but… once I’d max-leveled Okhurous I started getting bored with the game, honestly.

  3. As for me I feel more inclined to play GW1 than GW2. Maybe it’s because I grew bored at endgame with how the dungeons were when I played. I liked the events though and used to log in only for them…. but then other games happened. Maybe one day I will come back… we’ll see.

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