Flannum and Johanson just did a Twitch tv on endgame.
A quick summary:
Orr (final zone) is made up almost entirely of Dynamic Events with little to no Heart quests. Players will have to progress through the siege of Orr. They compared it to storming the beaches of Normandy. There are three initial mainpaths to moving further towards the inner circle of the island. One of these paths will include submarines and boats, another will be based on ground troops and building bridges. The third is a combination of both. Once you make it past this first stage, you get near to the corrupted temples of the Gods. There were 5-6 Gods in the first game and it sounds like they each have a temple on the island. Zhaitain (main villian) has corrupted the temples and the players must recapture each of the temples to remove the corruption. Meanwhile, scattered throughout this area are small statues of the Gods. If the God statue you are near belongs to a corrupted temple then you will be afflicted by corrupted states and effects. Like a corrupted Melandru statue may periodically wrap players legs in vines, while a corrupted Dwayna statue may disable your heal skill. Beyond this area, is another path that leads to the final dungeon. This path is full of the small statues, so clearing out the temples is important. All of this is based on the DE system.
They described Dynamic Events as mostly falling into three categories. The most basic DE is a one-off Event that spawns and exists until completed and then goes back onto its cycle timer. An example of this is the great boar hunt in Queensdale. The second categories is the pendulem/push DE that has fail/succeed conditions and goes back and forth along a fail/succeed path. An example of this is the Centaur attacks on towns in Queensdale. Centaurs start off from their Centaur camp, will take outposts and waypoints along the way, and push towards the town of Beetletun. Players can push them back from one spot and then back towards the next, and the battle will ebb and flow in a two way manner. The third category of events they described as webbed events, and we haven't seen much of these yet, but these are very common on Orr. These events are like the fail/succeed events, but upon one stage completing, other smaller events are created that go in their own direction. This creates the "web" flow of events where you have a main line fail/succeed, but you also have other events being created by your failure and success that branch out in another direction.
They then discussed Legendary Weapons, Mystic Forge crafting and downleveling. The Mystic Forge seems to be a big part of endgame item creation. Some transmutations and item creation will use up skill points, and this is designed to make gaining XP at level 80 useful, since you can still gain XP towards new skill points. The skill points can then be used in the Forge to transmute crafting materials or create prestige gear. They also said that due to downleveling, content they add in any section of the game is playable at 80. They remarked on adding a new low level dungeon and how it is still playable for max level characters and still provides XP and dungeon-specific armor designs.
Now, Legendary Weapons are weapons that will require gathering a lot of materials from through out the world and game. These materials cannot all be bought or traded, so you will have to earn some of them yourselves. Like the rest of the gear philosophy of the game, Legendary Weapons are not any stronger than max 80 weapons, they just look cooler. They described a few of the legendary weapons they have in game so far:
-Rainbow Bow -- This shortbow has the head of a unicorn at its tip and the arrows it fires leave behind a rainbow trail.
-The "Ironman" Hammer -- This hammer has a ball of liquid metal in it. The liquid metal starts to flow over the character's body and leaves a liquid metal trail. They described it as something out of Terminator in its visual effect, making you look liquid metallic.
-The Day Sword and the Night Sword and the DayNight Greatsword -- This is a set of two greatswords that can be combined into one Greatsword. The day sword will always show an image of the day's sky along its blade. Like a moving image of the day's sky. The night sword is the same thing, but the blade shows the night's sky at all times. The combined Greatsword shows the day or night depending on what time it is.
It also sounds like a good portion of the dungeons are for level 80.
Someone transcribed what they said of Orr:
Orr is very focused on these large meta events and fighting your way into orr and then taking it, the first zone in orr has 3 assault paths players have to do, the northern path is the sea and air path where you're firing golems to the beaches and subs that sail in, the center path is pretty much just the navy with subs and boats progessing, then the southern path which is another meta chain where troops are progressing along bridges and pontoons, and eveyrthing that had been built during the meta chains to get forces into Orr. once you get them into Orr it unlocks more new event chains where you're trying to take control of the corrupted god temples that were corrupted by Zhaitan, then there's little god statues scattered all over Orr and if the Orrians hold control of the god temples the little god statues will cause all klnds of effects to happen if you're near them like roots will come out of the ground and grab you or you might not be able to use some of your healing abilities, it all depends on what statue you're near. now the players want to actually take hold of the corrupted temples because it makes the progression through Orr easier, now also it allows for you to get to the final dungeon of the game (story wise) and it's a huge event chain getting to that point in southern Orr and a big part of the game is goign to be everyone working together to hold these things and fighting up to the final battlefront and holing it so that the dungeon can be done