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The Warclaw
Another mount has been released for Guild Wars 2 (GW2).
What is it and how does it compare to other mounts? We're all
curious but we've seen enough to give a first impression.
https://wiki.guildwars2.com/wiki/Warclaw
One of the great lesser-known qualities about GW2 is the wiki. Such a great resource and spares me the task of writing the details of how to get it.
So how long does it take to get the Warclaw?
Our founder obtained the mount within thirty (30) minutes of the patch being released. So needless to say, this is not a grind. Although we should be fair. She had eighty (80) WvW reward potions so the reward track part was done quickly. She also was able to get into a zerg so the capture-a-tower achievement was easy to do.
As a reminder, Feline Airlines has a 10% bonus to WvW reward track potion available at the Guild Tavern.
How is it different than the other mounts?
For movement purposes - it feels like a jackal
For dismount attacks - it feels like a springer attack - although it looks more like a belly-squash than an actual attack.
The sniff ability. A one
minute recharge doesn't bode well for constant usage - and doesn't
detect stealth. Its 5,000 range is about half a trebuchet which
is about visual distance. We're reminded of the military adage -
if the enemy is in range, so are you. So if you can see the
enemy, they can see you. Placing it on the minimap is just a nice
thing - but does not feel essential.
The gate pulling ability is nice. Once players get their
warclaws, this will reduce the question of "should we drop another ram
or catapult".
The "kill downed players" ability is really fun to do when zergs fight.
When the zerg clash whittles into a skirmishes of downed players, the
belly-squash speeds things up a lot. (This has been nerfed so no
more finishing 20 players at a time.)
How will this change WvW?
It already has. Queues shortly after released approached 200. But once players have the mount, the most annoying thing about WvW will be diminished - running long distances to get back into the fight. This should bring some disaffected players back into WvW.
We expect the meta to change somewhat. Pre-mount, speed was absolutely essential in WvW. Speed is needed to keep up. Speed is required to run away.
Speed is necessary to avoid unnecessary WvW decay. So each build
needed to address this or have a permanent disability. Now that
we have Warclaw, we expect other builds to show up. We might see
more hand-to-hand builds becoming more viable in WvW - thinking
specifically of the reaper - instead of everything being a ranged
affair.
Zerg fighting might be more tactical.
Before, the zergs would run into each other. Now, some may stay
back, waiting for a few downed bodies and then a 2nd or 3rd wave of
players will jump in and squash downed players.
Any other observations?
There is an unintended undocumented feature
- otherwise known as a bug. If one does not open the collection
item which drops from guards, they will keep dropping this loot.
Not very often but enough to notice. Since each one yields five
(5) skirmish tickets, it's not insignificant. We expect this to
be addressed immediately if it hasn't already.
2020 Update
If you do any WvW, definitely get this mount. How much you put
into this mount depends on you. We recommend going to rank 4 at a
minimum.
- 1 - Unlocks Mount
- 15 - Warclaw moves faster in owned territories
- 20 - Extra Stimina Bar
- 25 - Finishes downed enemies
- 30 - "Sniff" for enemies
- 35 - Warclaw can attack gates
- 40 - Throw a spear at a mounted player - dismounting you both.
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