Hi all,
I see on ingame chat “meet at X in Z mins for chest run.”
My question is: What is a chest run and what level do you need to be to do it?
Hi all,
I see on ingame chat “meet at X in Z mins for chest run.”
My question is: What is a chest run and what level do you need to be to do it?
Better start doing them asap.
What are they?
Elite chest runs in Reek, Scorched Mines, and Myrkgard are the most popular.
Recommended lvl: 60.
They are zergs that run through elite zones to loot chests to increase watermark. That is this game’s idea of “content.”
I’m guessing one has to be lvl 60 to benefit?
Yes, it is what you do at 60 along with spamming outpost rush.
No reason anymore getting reset to 500gs
Ok Thanks guys.
The “work tour” or elite chest run is meant to level up your HWM (high water mark) it’s a hidden system that starts at level 60. Each item slot including weapons starts at gear score 500. You can get it up by killing high level mobs for a chance at a bag drop or loot chest. Players group up to run the high level zones in zerg fashion to gather these elite chest. These elite chest are on a 24h daily cool down. So you can do a “world tour elite chest run” once a day. They will also kill bosses “named mobs” along the way for a chance at a bag loot drop. But if you don’t do enough damage you won’t see a drop. Usually you don’t.
Many of you have been asking about the nuances of the High Watermark System, and I’m here to help! If you don’t know what the High Watermark System (HWM) does, it’s a system that kicks in when your character reaches level 60 and ultimately governs the power of gear drops you receive as you venture into the more dangerous areas of the world and fight powerful enemies.
When an enemy or container drops a piece of gear for you, it rolls on its Gear Score (GS). During your leveling experience, this GS naturally progresses with your level, so as long as you’re fighting enemies at or above your level, you’re getting drops that are in a power range that is good for your level.
When you reach the level cap, this mechanic changes a bit. At 60, you gain an upper GS limit (HWM) on drops that gradually increases as more powerful drops appear for you. This upper limit is per-item-type. For armor, it’s based on the slot type (e.g. head armor, chest armor, ring, etc.) and for weapons it is based on weapon type (e.g. sword, hammer, musket, etc.)
Only item drops affect your HWM. The moment the item drops, your relevant HWM is increased – you don’t even need to pick the item up. Crafting an item or buying one from the Trading Post will not give you an increase, but it can be a great way to give yourself an edge in search of more powerful gear in the more dangerous areas of the game.
Not all enemies and containers (including Event Reward Containers from Outpost Rush, War, Invasions, etc.) are created equal in the case of the HWM system. While you always have a small chance to see a HWM increase when defeating a level 60+ creature or searching a container in a level 60+ landmark, each level beyond 60 has a soft upper limit on the likelihood of an HWM increase. Similarly, Event Reward Containers will respect your current HWM and also have a small chance of increasing it. What this means is that while you’ll reliably see HWM increases up to GS 530 when defeating Level 61 enemies, your chances of seeing something beyond GS 530 from a Level 61 enemy is significantly lower than it is from a Level 62 enemy. Level 64+ enemies are capable of reliably dropping gear up to GS 600.
The system isn’t fully random, either. Each time you defeat a level 60+ enemy and don’t receive a gear item that increases its HWM type, you’re slightly more likely to see an increase the next time. Additionally, some enemies, such as those found in Elite Landmarks and Expeditions, have a higher base chance of dropping items that increase your HWM. Level 60+ named enemies are even more likely to drop HWM-increasing items, and Expedition Bosses will always drop an item that increases your HWM.
Some of you may feel that competing for drops from powerful enemies in the open world is suboptimal in crowded areas, and you’re right. When lots of disparate groups are all attacking the same enemy, there is a smaller chance that those groups will see drops.
If you want to maximize your chances of getting HWM increases in a more controlled environment, Expeditions are a great way to do it. Garden of Genesis and Lazarus Instrumentality are full of elite monsters to fight, and the bosses guarantee that you’ll see an increase every time they drop a gear item for you.
We know that Tuning Orbs for those Expeditions are particularly time-consuming to craft right now, so we’re in the process of adjusting Expedition Tuning Orb crafting requirements. We expect to release an update to the crafting requirements for Tuning Orbs sometime in November after we have vetted the changes, so keep an eye on the update notes! We also heard your feedback on the High Watermark System and are tracking and fixing some issues with the final stages of HWM (591+ items) and creatures dropping HWM-increasing items the way we intend.
Come back! Misinformation everywhere… farm that watermark now it’s converts to expertise.
Exactly what Goyle said. You may not be able to get to 600 by the time this is implemented, but if you’re willing to stick around it wouldn’t hurt to start now!
As a new level 60 this helped tremendously. I hope that an explanation like this can be given for the incoming system.
Thank you.
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