It's a new, primarily jungle-themed region. These issues will probably be lessened as one piece game grow more familiar with the area, and once I've unlocked all the traversal methods it requires more on that later. Gnarled trees wind up and around. Four maps might sound slim for an expansion, but they're big, multi-layered affairs.
But the other areas feel more instantly and intuitively navigable. It's not prohibitively expensive, I just didn't know I needed to have it. A patch later, I'd filled it all out. I'm currently stalled in my personal story because I didn't have the prerequisite mastery. One minute I was facing a long, arduous journey. I'm glad, too, because it's great. I play a Thief, whose specialisation is Daredevil. The further into a track you get, the more expensive the masteries become. I can still utilise stealth, but the focus is now on endurance—so much so that I've gained a third consecutive dodge roll. These issues aside, I like the system. The first unlock on the gliding track requires 508,000 XP—about twice what it takes to level from 79 to 80. To unlock all of Heart of Thorns' masteries, you'll need to earn 49,530,000 XP, or about ten times the amount required to fully level an alt. I can also customise my dodge to apply a series of crippling conditions, or grant a selection of handy buffs. In layman's terms, that's a shitload of events. I've been playing a glass cannon DPS build since the game launched, and so increased evasion is relevant to my interests.
It's all extremely gratifying. Also, I get to thwack things with a staff. But there are a few things that lessen what could otherwise be a serious grind. Hopefully it won't result in difficult group content relying on a designated healer to get them through. Take the Druid, the new specialisation for the Ranger. Pirate King needed a new form of progression, and, without new tiers of gear, this fits the bill nicely.
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