Brimstone Sands new expedition, will we need to bring multiple ward sets for boss fights?

I’ve mentioned before I’ve already obtained every full ward/bane sets for each creature class for many months now, Corruption, Lost, Ancient and Angry Earth and conduct M10’s on the regular and have zero issues using them for any expedition. It’s just the topic at hand that’s the concern, not just for me, but for other players wondering the same thing, IF we’re going to need to carry extra sets into the Brimstone Sands expedition. Consensus from the community, players would rather NOT carry around 2-3 extra ward/bane gear sets into a expedition for different creature boss types and switch out gear accordingly. I haven’t put together a full Beast Ward gear set, although I have the Bane weps covered. Not sure when we will have a full Beast expedition, but, if the rumors are true (or may not be bc no one knows for sure), the Sandworm “arena boss” is Beast, so, that’s something to look forward to for players to put together a Beast Ward set if the Sandworm is actually going to be a arena boss instead of a visual creature just sifting around in the desert sand as we venture in Brimstone Sands.

I’m actually sitting here wondering what the developers are thinking about this type of situation where players are going to face three different creature types with the possibility of different boss types in the same expedition. Do they expect players to carry 3 or 4 sets of Ward gear? How is this not being though about, and if it has or is, why is no one mentioning anything?

13 days and ZERO communication.

They are absolutely fogging up the end game. Its extremely counter productive to wear ward gear and it makes you feel like you are taking 2 steps backwards. Why put awesome set pieces in mutated dungeons if we are supposed to be wearing ward gear all the time…

Does not make sense to me. I highly doubt its going to make much sense to a lot of the new people coming back.

They need to get rid of Ward as a requirement to enjoy endgame content. I cant imagine Im the only one who sees it as an extremely cumbersome system.

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While I do not have the PTR installed for Brimstones Sands (personal preference to experience Brimstones Sands when it goes live) and while viewing / watching streamers play the new expedition, it’s painstaking to see how many creature including sub-boss and boss types including multiple different elemental damage from one boss encounter. It makes the expedition that much more frustrating because no one set of current ward or slotted gems are going to satisfy the damage mitigation from the creature classes and elemental damage within the expedition.

I sincerely hope the people and teams at New World can see this as a futuristic problem. I and many of us implore you to test out this expedition yourself and come to the realization that there needs to be a physical/elemental mitigating ward to cover expeditions only. Again, players carrying 3 to 4 different ward sets will make the new expedition that more tedious, frustrating and irritating at the same time since there’s no “one and done” Ward for a multi-creature and elemental expedition.

@Shadow_Fox @Luxendra @Centeotl @o-o @Gamerman

Not sure how many to tag here for a response, but, this is a subject that should not being taken lightly. Thank you.

bump++

we golded m10’s in the first week of mutations release with our pvp gear. you dont NEED ward gear just git gud. if you wanna make multiple sets for 1 expedition to be extra safe then go for it. hopefully we get gear loadouts soon

You don’t NEED it but people will REQUIRE it as proof you “got gud”.Really good system there.

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I don’t get the complaints. PVE ward gear is the easiest thing to get, every dungeon drops multiple sets, many can be upgraded to legendary with a 3rd perk. You can farm it in open world. You can buy it for cheap on the market.

It’s also content, it gives you something fun to do. I enjoyed farming, buying, and upgrading my ward sets. Isn’t that what an mmo is all about anyway? Collecting gear and min maxing?

As for sorting, I just leave it all in the same locker, nothing but 625 ward gear. Whenever the dungeons rotate, I pull out the set or 2 ill need for that week and keep it on me.

Edit: I do agree needing more than 1 set for 1 dungeon is too much, but most of these comments are just complaining about ward sets in general.

I recently returned and was looking a that very thing. Awesome armors and cant use them for the higher levels because you need ward gear. like what is the point!!

oh but see you do understand with that edit.It’s a convoluted system.For no real reason other then to stretch content out.People were doing gold m10s the day mutators launched.An arbitrary GS number makes muts hard.

If its not necessary to complete the dungeons in a harder difficulty whats the point? you say min/maxing but gold m10s is the max to that game system and its been done WITHOUT ward sets.

I did gold m10s in voidbent when muts launched,now everyones requiring ward gear to get into groups? nah.

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You run a dungeon a few times, and you’ll have all the ward pieces you need. And once you start doing m10 dungeons you’ll have endless shards. I don’t personally mind it, but I do play the game a lot.

They were crying out to raise the mutated ones to another level, because now they are complaining:/, or they want everything easy!.

If my previous posts within this topic were read carefully, I’ve already explained I have every ward set for each dungeons and conduct gold M10’s on a regular basis. I have ZERO issues with equipping ward sets. Obtaining ward/bane sets is not the issue here as per the topic. The issue is brining multiple ward/bane sets for the 3 or 4 different boss creatures within the new expedition. And best believe there will be group finder leaders out there requiring ward/bane sets for Corruption, Ancient and Beast that we’ve seen that’s in the expedition. Is it needed? Some will say yes, others no. However, if you’ve seen the complexity of the new expedition with all the different creature types for bosses including different elementals, you will realize that more than one ward and elemental mitigation not including whichever the mutation would be to mitigate damage/resistance.

That’s the whole point of this topic, to find a solution to cover a ward specifically for expeditions only. Going in there with Onyx and Opals for phys/ele resistance in non-ward gear is not going to solve creature type “ward” resistance when they hit you like a truck not to mention, whenever the mutation comes out, that won’t be resisted either. I really hope some of you are comprehending the complexity of this situation. There needs to be a solution because it will remain a problem in the future.

Ward is a problem these days and it hurts more than it helps PVE overall because it’s too difficult to manage.
It could be a protection to give a buff each time attacked by a monster type instead of simply decreasing the damage. This would make the ward relevant, but not necessarily mandatory in every slot. This would allow using multiple wards in dungeons with multiple types of mobs.
This would greatly decrease the number of equipment needed to make a more complex dungeon.
For example:
Corrupted Ward - Increases damage absorption from Corrupted 25%.

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Heal dont need ward gear, iam also main heal and run every dungeon as m10 from tempest light heal gear. Heal have a specific position, cause we try to avoid any damage. Sometimes a melee dd cant avoid or tank, so i think ward gear is very usefull for a tank or dd, that can save u from some little failings

I also dont like the idear to have several sets of ward gear and i also dont like the idear to swap euip diring dungeon.

I prefer the idear to have one BIS gear and max this out.

Yes please lets get rid of all the specific wards and make 1 for all.

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I’m sorry 3-4 ward sets? Lol for what? And where did beast set come from?

What you telling me you need ward set to kill the s 2-4 silver bar cats in the dungeon?

And the first boss is ancient not beast in case you didn’t know

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We don’t need ward sets.

They should remove ward gear.

They should remove lots of the gear and make it more simple.

There’s hundreds of gears just too many.

They need to condense it

Sure but mutations have been tuned up 2 or 3 times under the radar. They’re harder now then when they first came out.

I remember specifically in may my premade was on m8. We we’re farming m8 to get enough shards for us all to get to m10. Then one day after a patch in may we couldn’t do them anymore. That was with none of us using ward at the time.

The part they are forgettig is for a very long time and after mutators were launched the resilient perk was bugged. It was mitigating all damage not just critical.

Thus for the early days resilient did function as a generic ward in mutators.

The tune up folks remember was when resilient started working correctly and stopped providing utility in pve.

This right here, could be a simple ward mitigation when you enter the expedition per creature family, i.e. Ancient and Corruption as we’ve seen in the Ennead expedition and would the need to remove Ward perk from gear and allow players to use better gear where Ward perk is not needed adding a extra layer of protection from a more desired 3rd perk.

What would be interesting is what would the existing perk on current gear with ward be changed to? It may sound as simple as just add a blanket ward affix percentage to the expedition for resistance, but It won’t solve the existing ward perk that can already be looted and crafted on gear.

Furthermore, the gems and mutations. Right now, we’re experiencing lightning and fire elemental damage throughout the Ennead expedition where ideally, Fire and Lightning resistance potions would be preferred since you would use other gems slotted for the mutation in its self. So, you have a lot factors playing into this expedition alone aside from the other existing expeditions where we mainly deal with one main elemental mainly where in Ennead, there’s multiple, so, the question is, what is going to be the optimal gear to mitigate all these phys/ele damage? Honestly, right now, no one knows for sure, players are going in there with non-ward gear but slot Opal and Onyx gems for phys/ele mitigation, with their decently outfitted PvE gear, but when the mutation comes out, players are going to sacrifice those gems for elemental gems to mitigate the Mutation debuffs and what other elemental that comes with the mutation, so, in reality, from the whole expedition, you’re going to deal with Fire, Lightning and let’s say Void for the mutation.

So, let’s break that down also:

Recommended Consumables:
Fire resistance potion
Lightning resistance potion
Corruption Ward potions
Ancient Ward potions
Corruption Weapon Coatings
Ancient Weapon Coatings
Attribute food
Honing Stones

Normal Ennead Gem Gear Slots:
Onyx and Opal OR Diamonds

Ennead Mutation Gear:
Amethyst (for Void mutation)
Corruption Ward (full gear)
Ancient Ward (full gear)
Include all consumables

This is a laundry list most players are going to hate to bring to one expedition. Currently, at 625GS/Expertise and regularly conduct M10’s, I mainly use Weapon Coatings, bring Ward potions and attribute food. The Ruby gems slotted in Corruption Ward gear mitigate the Fire (this weeks Tempest Heart mutation) pretty decent to where I don’t need to use Fire resistance potions. Very manageable with a competent group and a good healer.

I’m not saying I’m not going to try the new expedition, but going in there fully prepared is what the mind set should be for all players weather it’s your first time or 20th time. And since it’s mostly Corrupted and Ancients, Spear and War Hammers are ideal but I know for sure most players will want to bring in their Great Sword which is ok even though it don’t have much CC unlike Spear and WH, it will be fun to use still to get used to the GS mechanics.

I’m pretty excited about the new expedition, just not overly excited about brining a plethora of consumables for normal and 2 ward sets when Ennead gets mutated, it’s just going to be a nightmare.