I hate port spells locked behind progression altho I guess it IS a challenge (which we all love to undertake, of course)---as long as the requirements are reasonable.
Saw something interesting in the entry zone which smacks of poor design. First, the whole zone is linear, meaning a chain of islands connected by bridges so basically any "train to zone" has the potential to wipe every group at every camp. Even more poorly designed, if you jump off any island, you fall a bit and then pop at the zone-in. However you don't clear aggro. This is like an evac without the aggro clear! I haven't tested it myself yet but I'm told the aggro'd mobs have been seen to both train to zone as well as warp to the zone. Pity any groups in the train's path and pity any innocents zoning in at that moment. Shades of Karnor's Castle!
I will never understand why they'd make the entry zone linear like this. It's bad programming. You know you're going to get blockhead players biting off more than they can chew and if all they have to do to escape a death is run a few feet and jump off the edge, the zone-in is going to get to be a dangerous place real quick.
Edited, Dec 12th 2018 12:28pm by Sippin
Sippin 110 DRU *** (formerly) Max AA *** Firionia Vie
Master Artisan (300) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
My crew: 110 WAR ENC CLE MAG WIZ 100 SHD BER RNG PAL SHM Master Alchemist *** 85 ROG Master Tinkerer & Poison-Maker