Guild wars 2 New WvW Card

For ArenaNet’s online RPG Guild Wars 2 WvW a new card has been announced called “edge of the fog.” The special feature of this new WvW card is that it requires no queues.
The proposed new map “edge of the fog” to make the WvW game in ArenaNet’s Guild Wars 2 MMORPG accessible. In contrast to the known WvW cards you can watch the edge of the fog fall any time in WvW battles without previously persevere in a queue. If the new area is full, it will give the new card WvW an overflow server. So you can watch any time bashing in the new card in WvW until a place in the regular ticket is free.
Your services in the edge of the fog will not count towards the points WvW your world in Guild Wars 2nd According to the developers from ArenaNet well populated server otherwise would have an unfair advantage over less densely populated worlds. But it should give special rewards that you can achieve your only in the edge of the fog. Which they should be specific, the developers of ArenaNet have not been betrayed. It should be including, among other bonuses that give you an advantage in the regular WvW.
The edge of the nebula is, by design, include many different aspects of Guild Wars 2nd The entire region consists of flying islands that float above the eternal battle fields. Each island will have a unique flair. There will be, for example, a city of ruins in the jungle or a temple between snow-capped mountains. Also, the game mechanics to conquer strategically valuable areas should be partially differ significantly from WvW standard.
The new WvW Card “edge of the fog” in Guild Wars 2 will be released until the spring of 2014. Who wants to see the new area previously, has the opportunity to log in with his guild to beta test. To enter your selection, you need only the application form fill, which will link your specified under the. The only requirement is that a player can give useful feedback to the developers in your guild in English. The original announcement for the new Guild Wars 2 card “edge of the fog” can be found on the official website of ArenaNet.

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GUILD WARS 2 DEC 10 CLASS PATCH PREVIEW

Arenanet have released a list of the upcoming GW2 class changes for the upcoming Dec 10 patch on the official forums. Details are posted below.
General
These are the proposed balance changes for the Dec. 10th build. These changes are not final and are subject to change. We are posting them early so the community can discuss them with us. We wanted to be more transparent with the community about these changes to help expose problems that riskier changes might create.
Elementalist:
This patch’s goal for the elementalist was to increase the power of the Earth, Air and Fire lines, while taking away some of the need to go into the Arcane line. This was done by bringing up the base cooldown of attunements so that elementalists aren’t forced to go as deep into Arcane in order to get the old attunement cooldown %’s. In doing so, we decided put some of the most powerful Adept tier traits in Water magic and Arcane to the Master tier to avoid power creep that would have occurred by letting players gain powerful effects in Master and Grandmaster tier of Fire, Air, and Earth and still get the extremely powerful traits in Water and Arcane by only splashing in 10 points.
Fire II – Burning Fire – This trait has a new effect. Use Cleansing Fire automatically when you have a number of conditions on you. 3 conditions. 40 second cooldown. Moved to Master tier.
Fire VIII – Conjurer – Moved to Adept tier.
Fire III – Ember’s Might. The effect of this trait has been changed to Burns you apply last longer. 25%.
Burning Rage 25 – Increased damage dealt to burning foes from 5% to 10%.
Air V – Soothing Winds. Increased conversion from 5% to 7%.
Air XI – Tempest Defense. Decreased the cooldown from 60s to 25s.
Earth 5 – Stone Flesh – Increased toughness while attuned to Earth Magic to 1.5/level (120 at level 80).
Earth VII – Strength of Stone. This trait is now Gain condition damage based on your Toughness. 10%.
Earth XI – Diamond Skin. This trait has been redesigned. Conditions cannot be applied to you when your health is above the threshold. 90%.
Water I – Aquamancer’s Alacrity. Moved to Master tier.
Water V – Cleansing Wave. Moved to Master tier.
Water VIII – Arcane Abatement. Moved to Adept tier.
Water X – Soothing Wave. Moved to Adept tier.
Arcane III – Arcane Retribution. Moved to Master tier. Decreased cooldown from 90 seconds to 45 seconds.
Arcane IV – Final Shielding. Decreased cooldown from 90s to 75s.
Arcane V – Elemental Attunement. Moved to Master tier.
Arcane VI – Renewing Stamina. Moved to Master tier.
Arcane VII – Vigorous Scepter. Moved to Adept tier.
Arcane VIII – Blasting Staff. Moved to Adept tier.
Arcane IX – Windborne Dagger. Moved to Adept tier.
The following changes were done to reduce the necessity of putting points into the Arcane trait line.
The base cooldown of the attunement that you just left is now reduced from 16 seconds to 13 seconds. Attunement cooldown rate now increases by 1% per point in Arcane down from 2%. The end result is that now Attunements go from 13s to 10s instead of the old range of 16s to 10s.
Base global attunement cooldown is now 1.625 seconds. Global attunement cooldown rate now decreases by 1% per point in Arcane down from 2%. The end result is that now global attunement cooldown goes from 1.625 to 1.25 instead of the old range of 2.0 to 1.25.
Engineer:
We wanted to maintain the engineer’s core roles while still increasing build diversity. We also wanted to take out some of the random effects for some of the class’s traits. The biggest change here is allowing Modified Ammunition to work with any skills so that an engineer, regardless of build, can look at putting 30 points into firearms. By increasing the swiftness duration on Speedy Kits, we hope to allow Swiftness to be maintained more reasonably without having to constantly be swapping between Kits. This change will also bring down the total up time for Vigor due to its interaction with Invigorating Speed. We don’t like classes having permanent Vigor, and this is one of the areas we needed to tone down the up time of the engineer’s Vigor.
Explosives V – Incendiary Powder. Moved to Master tier.
Explosives VI – Exploit Weakness. Increased the health threshold from 25% to 50%
Explosives IX – Accelerant packed turrets. Moved to Adept tier.
Firearms XI – Modified Ammunition. This trait now works regardless of equipped weapon.
Inventions V – Energized Armor. Increased conversion from 5% to 7%.
Inventions X – Autotool Installation. Increased healing percent from 1% to 5%. * Decreased interval from 10s to 3s.
Inventions XI – Elixir Infused bombs. Increased healing scaling by 50%.
Alchemy V – Blood Injection. Increased conversion from 5% to 7%.
Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds.
Tools VI – Speedy Kits. Increased Swiftness duration to 10s. This effect can now only trigger once every 10 seconds.
Tools XI – Armor Mods. Changed this to now trigger on struck instead of on critical hit incoming. Reduced the cooldown from 25 seconds to 15 seconds.
Guardian:
Tanky and supportive guardians are in a strong position in many gametypes. We do feel that damage guardians are not as powerful as they could be. While we don’t want guardians to be as strong offensively as some of the other classes (given their powerful defensive abilities) we opened up more offensive guardian builds.
Zeal V – Shattered Aegis. Damage instead of Burning.
Zeal VII – Zealous Blade. This trait now scales with Healing power (2%.)
Zeal XII – Kindled Zeal. Increased conversion from 10% to 13%.
Radiance V – Searing Flames. Reduced cooldown from 20s to 10s.
Radiance X – Powerful blades. Increased damage from 5% to 10%.
Valor V – Retributive Armor. Increased conversion rate from 5% to 7%.
Honor VI – Pure of Heart. Increased scaling with Healing power from 25% to 40%.
Virtues VIII – Supreme Justice. Number of attacks going from 4 to 3.
Symbol of Swiftness: This skill now applies 4 seconds of swiftness per pulse, rather than 8 seconds if you have no swiftness and 1 second if you have swiftness.
Mesmer:
The bulk of the mesmer changes are focused on two things. 1) Bringing up some of the mesmer support traits and condition removal traits. 2) Reduce dependency on certain trait lines. The changes to Mender’s Purity and Shattered conditions as well as the move of Dazzling Glamours are meant to accomplish the first of these two. The changes to Shattered Strength and Illusionist’s celerity are what we feel accomplish the second one. Before this change mesmers needed to place 25 points into Illusions for many of their builds. Now they can place only 15 points in there to get the Illusion cooldown which will give them back 10 more trait points to open up some new builds. Finally, we felt that the Mantra traits were fairly difficult to collect. Moving Mantra mastery to adept tier takes some trait pressure off of the Dueling line, allowing mantra mesmers to gain a good trait with only 10 points.
Domination XII – Confounding Suggestions. Changed to increase daze duration by 25%.
Dueling VI – Protected Mantras. Moved to Master Tier. Increase Toughness from 400 to 600.
Dueling VII – Mantra Mastery. Moved to Adept Tier.
Chaos 25 – Chaotic Transference. Increased conversion from 5% to 10%.
Chaos I – Chaotic Revival. Reduced cooldown from 35s to 10s.
Chaos VII – Mirror of Anguish. Reduced cooldown from 90s to 60s.
Inspiration IV – Mender’s Purity. Now removes 2 conditions.
Inspiration XI – Shattered Conditions. Increased radius from 240 to 600.
Illusions VI – Illusionary Invigoration. Recharge reduced from 90s to 60s. Moved to Master Tier.
Illusions VIII – Dazzling Galmours. Moved to Adept Tier.
Illusions 15 – Shattered Strength – Moved to Grandmaster tier.
Illusions 25 – Illusionist’s Celerity – Moved to Master tier.
Necromancer:
For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw DPS conditions that necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the Necromancers to be focused on sustaining themselves through death shroud, siphoning health, and slowing down their opponent’s ability to act.
Mark of Blood. Removed 1 bleed in PvP only.
Signet of Spite: Removed one bleed.
Spite 15 – Death into Life. Increased conversion from 5% to 7%
Spite X – Chill of Death. Increased trigger threshold from 25% to 50%.
Curses IV – Weakening Shroud. Increase recharge from 15 to 25.
Curses VIII – Banshee’s Wail. Increase cooldown reduction from 15% to 20%.
Death 5 – Reanimator. Decreased cooldown from 30s to 15s.
Death VIII – Reaper’s Protection. Decreased the cooldown from 90s to 60s.
Death 25 – Deadly Strength. Increased conversion from 5% to 10%.
Blood Magic 25 – Blood to Power. Decreased health threshold from 90% to 75%. Increase Power from 90 to 120.
Soul Reaping II. Vital Persistence. Increased reduction of life force drain from 25% to 50%.
Ranger:
For the ranger, we’ve adjusted the placement of some traits so that rangers should have more build combinations. For example, by swapping Nature’s Vengeance and Spirits Unbound so that rangers can have spirits follow you in tier 2, players can now opt out of the higher damage output from spirits and still have options elsewhere. We also brought up some Marksmanship and a Skirmishing trait to make power specs more appealing. We feel like rangers also currently have too much endurance regeneration through traits. Due to this, we’ve made adjustments to Wilderness Survival traits, and we’ve also brought down the passive of Sun Spirit and the active effect for Storm Spirit.
Long Range Shot. Increased the damage at 500 range by 20%.
Long Range Shot. Increased the damage at 500-1000 range by 15%.
Marksmanship V – Predator’s Instinct. Increased the threshold from 25% to 50%. Increased the Cripple Duration from 2s to 10s. Increased the cooldown from 15s to 30s.
Marksmanship VI – Beastmaster’s Bond. Decreased the cooldown from 90s to 60s.
Skirmishing XII – Moment of Clarity. Stun Duration increased from 50% to 100%.
Wilderness 5 Natural Vigor. Reduced the increased endurance regeneration from 50% to 25%.
Wilderness VIII – Oakheart Salve. Decreased the recharge of this trait from 20s->15s
Wilderness XII – Bark Skin Increased the damage reduction from 30% to 50%.
Nature Magic I – Circle of Life. Cleared up the text of this trait to clearly identify that it happens when downed, not defeated.
Nature Magic V – Strength of Spirit. Increased conversion from 5% to 7%
Nature Magic IX – Two Handed Training. Added the following functionality to this trait. Greatsword and Spear attacks have a chance to grant Fury on hit. 50% chance. 3s Fury. 10s cooldown.
Nature Magic X – Enlargement. This trait now uses Signet of the Wild to trigger. This reduces the cooldown to 60 seconds and allow it to interact with the Signet of the Beastmaster and Signet Mastery traits.
Nature Magic VII – Nature’s Vengeance. Moved to Grandmaster Tier.
Nature Magic XI – Spirits Unbound. Moved to Master Tier.
Beastmastery VI – Mighty Swap. The might from this trait is now applied to you and your pet.
Sun Spirit. Reduced the passive burning from 3s to 2s.
Storm Spirit. Reduced the damage from the Call Lightning skill by 33%.
Thief:
One of the issues we are working on for thieves this patch is the dependence on the traits which boost initiative. We did this by shaving a significant amount of initiative gain from these traits while simultaneously boosting the generic rate of initiative gain by 33%. We have also somewhat reduced the effectiveness of high evasion thieves by reducing vigor up time and adding some cast time to the Shadow Return skill on the sword. This prevents these thieves from evading too much and too easily dealing with being disabled (stun, daze, fear, knockdown, etc.). Also we are trying to improve the survivability of thieves in the Acrobatics line through easier access to the Hard to Catch trait and increased effectiveness of the Assassin’s Reward trait. This will reward thieves who are actively engaged in the fight rather than those who are just dodging over and over again. The change to Infusion of Shadow is meant to stop players from gaining initiative by applying stealth while already in stealth. This should keep thieves from being able to recharge all of their power while idling in a very long stealth. We felt that using a lot of different abilities to maintain stealth is ok, but re-using the same ability over and over for almost permanent stealth was just bad for the game, especially when gaining large amounts of initiative.
Increased the base rate of initiative gain from .75/second to 1/second.
Shadow Return on Sword. Renamed to Infiltrator’s return. Added a 1/4s cast time.
Pistol Whip. Reduced the after cast on the first half of this skill by .25 seconds.
Deadly Arts VI – Sundering Strikes. Increased the trigger chance from 50%. Remove ICD. Decrease Vulnerability duration to 6s.
Critical Strikes VI – Practiced Tolerance. Increased conversion from 5% to 7%.
Critical Strikes 15 – Opportunist. Increased trigger chance to 50%. Increase cooldown from 1s to 5s.
Critical Strikes VIII – Signet Use. Reduced initiative gain from 2 to 1.
Critical Strike X – Critical Haste. Increase trigger chance to 25%.
Shadow Arts V – Infusion of Shadow – This trait functionality has been changed to “Gain initiative when you enter stealth.” 2 init.
Acrobatics III – Vigorous Recovery. Reduced Vigor duration to 4s from 8s.
Acrobatics IV – Assassin’s Retreat. Increased swiftness duration to 20s.
Acrobatics IX – Quick Recovery. Reduced initiative gain from 2 to 1.
Acrobatics X – Assassins Reward. Increased healing scaling by 35%. Moved to Grandmaster Tier.
Acrobatics XI – Hard to catch. Moved to Master Tier.
Trickery 5 – Kleptomaniac. Reduce initiative gain from 3 to 2.
Trickery IV – Flanking Strikes. Move to Master tier.
Trickery VII – Bountiful Theft. Reduced vigor duration to from 15s to 8s.
Trickery VIII – Trickster. Move to Adept tier.
Warrior:
The overall goal here is to reduce the damage for the very high control warriors. This means reducing some dependency on going 30 points into discipline for Burst Mastery, making warriors spend 20 points in Arms to get the benefit of Unsuspecting Foe. We also reduced the damage on the hammer’s burst skill to separate the control from the damage. We don’t mind warriors doing massive damage, or doing great area of effect control, but we’re trying to prevent them from easily doing both. We also increased the readability of Skull Crack, which will allow opposing players to more easily react to it. Combustive Shot on longbow also saw some rework. It will scale better with adrenaline levels, and still provide strong burning per adrenaline level, but the raw damage was toned down slightly.
Strength 5 – Reckless Dodge. Increased Damage by 25%
Strength III – Great Fortitude. Increased conversion rate from 5% to 7%.
Arms IV – Unsuspecting Foe. Moved to Master Tier.
Arms VII – Crack Shot. Moved to Adept Tier.
Arms XII – Last Chance. Increased the threshold form 25% to 50%. Reduced the cooldown from 45 seconds to 40seconds.
Defense 25 – Armored Attack. Increased conversion rate from 5% to 10%.
Defense XII – Spiked Armor. Reduced the recharge from 15s to 10s.
Tactics 5 – Determined Revival. Now correctly displays the amount of toughness.
Tactics 25 – Reviver’s Might. Now applies 3 stacks of Might instead of 1.
Discipline II – Thrill of the Kill. Increased Adrenaline gain from 1 to 10.
Discipline XI – Burst Mastery. Reduced damage increase from 10% to 7%. Removed erroneous adrenaline gain fact.
Earthshaker. Reduced damage by 20%.
Staggering Blow. Reduced damage by 23%.
Skull Crack. Increased the cast time from 1/4s to 1/2s. Updated the animation and effects of this skill to be more clear.
Combustive Shot – Increased pulse duration to 3s. Increased burn duration per pulse to 3s. Normalized damage per pulse. Updated pulses per tier to 2, 3,and 4 respectively for tier 1, tier 2, and tier 3.
Thank you for your patience!

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GUILD WARS 2 TOWER OF NIGHTMARES PATCH RECIPES

To acquire these recipes, you must have completed the Toxic Spore Sampler achievement by giving Marjory 50 Pristine Toxic Spore samples. This will open up Marjory as a merchant in Kessex Hills.

gw2-tower-of-nightmares-recipes

Super Sigil of Torment

gw2-superior-sigil-of-torment 30% chance on crit to cause 8s of AoE torment (7s cooldown)
  • Each recipe costs 250 Pristine Toxic Spore Samples + 1 gold and require either 400 Weaponsmith, Artificer, or Huntsman
  • Ingredients: Huntsman/Weaponsmith/Artificer (ingredients are all identical)
    • 1 Orichalcum Ingot
    • 100 Pristine Toxic Spore Samples
    • 2 Globes of Ectoplasm
    • 60 Lumps of Primordium

Superior Rune of Antitoxin 

gw2-superior-rune-of-antitoxin (1): +28 Condition Damage 

(2): -4% condition duration applied to you.

(3): +55 Condition Damage

(4): -8% condition duration applied to you.

(5): +100 Condition Damage

(6): -12% condition duration applied to you. Gain 5 stacks of might for 10 seconds on incoming poison or torment (20s cooldown).

  • Each recipe costs 250 Pristine Toxic Spore Samples + 1 gold and require either 400 Tailor, Leatherwork, or Armorsmith
  • Ingredients
Armorsmith Leatherwork Tailor
  • 1 Orichalcum Ingot
  • 1 Glob of Ectoplasm
  • 40 Lump of Primordium
  • 50 Pristine Toxic Spore Sample
  • 1 Cured Hardened Leather Square
  • 1 Glob of Ectoplasm
  • 40 Lump of Primordium
  • 50 Pristine Toxic Spore Sample
  • 1 Bolt of Gossamer
  • 1 Glob of Ectoplasm
  • 40 Lump of Primordium
  • 50 Pristine Toxic Spore Sample

Toxic Sharpening Stone

gw2-toxic-sharpening-stone

    • Recipe costs 250 Pristine Toxic Spore Samples + 1 gold and requires 450 Weaponsmith
    • Ingredients (makes 5)
      • 3 Piles of Crystalline Dust
      • 10 Pristine Toxic Spore Samples
      • 100 Piles of Bloodstone Dust

 

Toxic Maintenance Oil

gw2-toxic-maintenance-oil 

  • Recipe costs 250 Pristine Toxic Spore Samples + 1 gold and requires 450 Huntsman
  • Ingredients (makes 5)
    • 3 Piles of Crystalline Dust
    • 10 Pristine Toxic Spore Samples
    • 100 Piles of Bloodstone Dust

Toxic Focusing Crystal

gw2-toxic-focusing-crystal

  • Recipe costs 250 Pristine Toxic Spore Samples + 1 gold and requires 450 Artifice
  • Ingredients (makes 5)
    • 3 Piles of Crystalline Dust
    • 10 Pristine Toxic Spore Samples
    • 100 Piles of Bloodstone Dust

Marjory’s Experimental Chili

gw2-marjory's-experimental-chili

Healing Tome: Antitoxin Spray

  • Marjory sells this for 250 Pristine Toxic Spore Samples  and 5 gold but it is more expensive to buy it from her. You can also get this skill by spending 25 skill points in your hero window where you acquire the other healing skills.

gw2-tower-of-nightmares-antitoxin-spray

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Guild Wars 2 Fast Leveling Guide

For those who want to dominate the game early, we are going to talk about how to level up efficiently and quickly in Guild Wars 2. Like all other MMORPG Games, leveling up is essential if you want to get far ahead of your competitors. Leveling higher gives you a chance to fight stronger enemies and acquire better items. The faster that you can level your character, the better your items and equipments will be!

You can read one of the best Guild Wars 2 Game Guide now before we start rolling!

The Fastest Way To Level Up In Guild Wars 2

In most MMORPGs, the initial excitement in questing and exploring the world map can easily get you sidetracked from leveling. By doing pointless quests which only give little experience and engaging in activities that waste your time, your leveling speed is drastically affected. Aside from this, most MMORPGs follow an exponential leveling rate. That means that the next level will be harder to reach, making it difficult to level on a consistent basis.

To create a new approach in playing the game, Guildwars eliminates grinding to encourage players to explore the game. Even with the level cap placed , the next level is not that exponentially difficult to reach. Aside from this, the things that you perform in Guild Wars 2 also affects your experience points. That means that even simple and seemingly useless quests can help make your leveling faster

In Guild Wars 2, kill stealing is not a problem anymore. Even if you kill-steal from another player, both of you will get the maximum experience points possible. This encourages players to play with one another. Separate loots are also dropped for every player who attacked the monster so stealing the loots from other players is not a problem any longer.

(Be sure to also check my other Guild Wars 2 Skill Points Strategy Guide and Guild Wars 2 Combo Guide for more information about the game!)

More Chances To Level Up Faster In Guild Wars 2

In most MMO’s, Crafting is just a side profession that doesn’t add up to your character’s leveling experience. But ArenaNet and Guild Wars 2 rewards you by giving you some experience whenever you engage in crafting gears. By adding this facet in the game, players will now have more leverage to actually craft items. This is another way to remove the boredom of level grinding and another positive way to level up fast in Guild Wars 2.

With all of these new introductions into the game, you now have a lot of options to consider if you want to level up faster in Guild Wars 2. You can now allow other players to help you defeat enemies since both of you will gain the same experience anyway, making your leveling faster. If you think fighting with enemies is too tiring, you can also try your luck out in WoW and PvP battles. And when all of the fighting is said and done, you can also craft items since they also add up to your own leveling experience.

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Guild Wars 2 Team Structure

What Are Squads?

Squads are our solution to some of the communication difficulty we experienced early on in WvW. Good communication is an inextricable part of excelling on the battlefield, and our existing channels weren’t quite meeting our needs. Team chat was too large because everyone in the entire map could talk in it, resulting in too much noise. On the other hand, parties—which are capped at five members—were too small. In order to bridge that gap, we designed the squad system, which allows communication on a larger scale than parties, but in a much more focused manner than team chat.

 

A squad is a one-to-many command structure, with one commander at the top, and his followers underneath him. Each squad receives its own chat channel, which all members can see, but which only accepts chat from the commander. Normal members can only see what the commander says and cannot speak back.

 

Additionally, commanders gain access to a small set of squad map markers, which they may place on the map just like their normal party waypoint. All squad members will see these markers on their maps and compass. They represent orders such as “attack,” “defend,” “rally,” and “bring supply.”

 

We made squad communication flow in one direction because we wanted to keep it as simple as possible. We discussed complex hierarchical command structures, but decided they would be too difficult to learn and use. Joining a squad is simple and fast, and allows players to jump into the action right away with clear goals. Players in a squad shouldn’t feel alone or lost in the massive and hostile WvW landscape.

 

Squad Management

Joining a squad is just as easy as sending a whisper or a party invite. Simply select a teammate and right-click their portrait. If they’re in a squad, you’ll see an option to join their squad. Click that and you’re in! The commander doesn’t have to approve your request—you can join and leave freely. It doesn’t matter whether you click on a commander or a squad member. You’ll join the same squad as the person you clicked on, so you don’t have to worry about chasing down a commander in order to join a squad. In the party menu on the quick-launch bar, there’s a small squad panel.  From there, you can leave the squad you’re in if you want to join a different one, or if you’re just done for the day.

 

This same panel can be used if you desire to become a commander yourself. When not in a squad, you’ll have the option to create one. Creating a squad will make you a commander. You’ll receive a special map marker that other players can see, and you’ll have an icon over your head that lets teammates around you know that you’re a commander. The icon is not visible to members of other squads, but it is visible to your squad’s members, other commanders on your team, and players not in a squad so that they can easily identify you. Once you’re a commander, you’ll have the ability to speak into your squad channel and place order markers on the map for your members. It’s definitely nice to strut around with your special commander icon, but being in charge is also a big responsibility. The right to become a commander must be earned.

 

In each team’s portal keep in their home map, and in the major cities, there is a Master Strategist merchant. For a substantial sum of gold, you can buy a manual that grants you the right to become a commander when used. This is a permanent right, so the manual only needs to be bought once for each character. The hefty gold cost is in place because we want to discourage people who aren’t really interested in being leaders on the battlefield from becoming commanders. The high cost also makes it likely that any commander you see knows the game well. We decided that gold would be a more fitting restriction for this than character level, because experienced players who start new characters will still have the gold required to buy the manual.

 

Not Just for WvW

All of these communication features make WvW operations easier, but they will also be helpful for big PvE events as well. That’s exactly why the squad system is currently usable in both WvW and PvE maps. It works the same way no matter where you are, so whether you’re attacking a keep or teaching a big dragon bully a lesson, you can squad up to help get the job done. As with all our features, we’ll continue to polish and adjust squads as necessary to make sure they provide what is needed and fulfill their purpose well. In the meantime, I’ll be looking forward to seeing all of you commanders out there bravely lead your squads into battle.

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GW2 Some pictures of the Tower of Nightmares

More screenshots? Yes please! With the Guild Wars 2 Halloween festivities reaching it’s high with Mad King Says approaching; we’ve got the Tower of Nightmares patch rolling in as well! TheTower of Nightmares you ask? Well if you’re out of the loop you might want to pay a visit to Kessex Hills in the near future. In the meantime, you can check out these screenshots!

As you can see in the picture above, a mysterious veil has been constructed in Kessex Hills. Hidden behind its magic protection, the treacherous krait have been working on some new menace. Marjory Delaqua (right) and Kasmeer Meade (left) have set up a camp to survey the veil and attempt to find a way to pierce it.

mmorpg guild wars 2 mmorpg     Guild Wars 2 | Tower Of Nightmares Screenshots: Part 2

mmorpg guild wars 2 mmorpg     Guild Wars 2 | Tower Of Nightmares Screenshots: Part 2

Kessex Hills has been poisoned, and the krait are to blame!

mmorpg guild wars 2 mmorpg     Guild Wars 2 | Tower Of Nightmares Screenshots: Part 2

The Tower of Nightmares is a terror the likes of which have never been seen in Tyria. Monstrous and massive, it has tainted all of Kessex Hills.

mmorpg guild wars 2 mmorpg     Guild Wars 2 | Tower Of Nightmares Screenshots: Part 2

What—or who—could have caused the quarrelsome krait and dark Nightmare Courtiers to work together? Whatever their cause, this new menace must be stopped.

One of the images that really caught my eye was the one that made part of Kessex Hill look like a barren wasteland. By the way krait, not cool. The reason it caught my eye is that the damage done looks similar to that of The Dragonbrand left by the Elder Dragon Kralkatorrik. On that note, I hope that this content is foreshadowing something really big.

Those weapons in the last picture look fairly decent, especially those weapons the corrupted krait is holding. I assume that we can get some of those weapons somehow. My Sylvari can always look more awesome with more plant themed like weapons.

Like what you see so far? Do you have high or low expectations for this patch? As always, let us know in the comments below!

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Guild Wars 2 From The New Update On The 29th

Posted ImageLIVING WORLD

Tower of Nightmares

What happens when the evil agendas of the krait and the Nightmare Court align? The answer can be found around Viathan Lake in Kessex Hills, where a dreadful tower has risen to spew poison into the sky. It’s causing hallucinations and illness in all who breathe in the spores. The malevolent forces behind it have Tyria’s subjugation in mind.
Story

  • Track down Marjory Delaqua and Lady Kasmeer Meade in Kessex Hills, and help them investigate the sinister nature of the massive “Tower of Nightmares” in the waters of Viathan Lake.
  • When entering Kessex Hills, players with an actual level higher than 25 will automatically be redirected to a story instance.
  • Players level 25 and under may still opt to play the story instance by speaking to Marjory in Kessex Hills.
    • This solo story instance will introduce players to the new threat of the “Toxic Alliance” between the krait and a faction of the Nightmare Court. Players will encounter the Toxic Alliance’s unique and deadly skills firsthand as they battle their way to Marjory and Kasmeer.
    • Players may leave this instance without penalty, and they may retry it at any time by speaking to Marjory in Kessex Hills until the instance has been completed.
    • Once the instance has been completed, it can be replayed by another character.

Open World

  • Kessex Hills
    • Kessex Hills has become even more of a war zone than usual! The Tower of Nightmares has completely changed the area around Viathan Lake, spewing toxic pollen and gases into the air, turning the sky a dark and sickly hue. The Toxic Alliance, flooding from the monolithic tower, is working to cement a foothold in the region. Seraph forces are trying to stem the tide, but the tower itself appears impenetrable and is surrounded by a wall of suffocating toxic gas that prevents entry.
    • The Toxic Alliance appears to be here to stay. They’ve been taking territory from both allies and enemies alike, from Mudbay Digs to Greyhoof Meadows and all points in between. As players battle through a variety of new dynamic events, they will wage war on this new threat on multiple fronts around the base of the Tower of Nightmares.
    • The Tower of Nightmares is also creating smaller offshoots of itself at several locations around the map. Players must aid the Vigil, the Order of Whispers, and the Durmand Priory as they attempt to destroy these toxic offshoots with siege weapons.
    • Marjory Delaqua, an expert in poisons, is working hard to formulate an antitoxin from a camp at Thunder Ridge so that the heroes of Tyria can enter the tower and take the fight to the Toxic Alliance on their own turf. Players can help Marjory’s research efforts by bringing her Pristine Toxic Spore Samples, which can be found by completing related events and destroying Toxic Alliance enemies.
  • The Toxic Offshoots aren’t just limited to Kessex Hills. The wind has carried these vile blooms into the neighboring zones of Caledon Forest, Metrica Province, Brisban Wildlands, Queensdale, and Gendarran Fields. They have even been spotted in the Eternal Battlegrounds!
  • The Durmand Priory has been investigating the involvement of the krait, a normally xenophobic and hostile force. They are convinced that the krait have been gifted with something very important to their culture: shards of one of their great obelisks. Krait obelisks factor heavily into the krait religion, so Priory Arcanist Dolja will task players to find and transcribe the energy signatures of 24 of these obelisk shards across Tyria.
  • The Toxic Alliance is the toughest force yet, and their arrival brings with it the debut of the elite species type. With its difficulty level situated between a veteran and a champion, elite enemies are designed to challenge small groups of players outside of group instances.
  • Blood and Madness content and achievements will still be available to play until November 11, including decorations, activities, Haunted Door events, and story instances. Also, a single Halloween-themed daily achievement will be available.
    • Mad King Thorn will visit Lion’s Arch between 9 a.m. PDT on October 30 through 9 a.m. PDT on November 1. During that period, the Mad King will tell jokes as he wanders the Mystic Plaza and play Mad King Says in the Grand Piazza. This is the only time players can gain the A Royal Tradition achievement, which awards successful players with the Mask of the Night Skin.

Rewards

  • Finishing the Tower of Nightmares meta-achievement will reward the player with a personal Krait Obelisk Shard, a place of power for their home instance. It can be used to obtain a skill point and to charge Quartz Crystals once per day.
  • Finishing the Toxic Krait Historian achievement will reward players with a Scroll of Knowledge, which allows them to obtain five skill points.
  • Marjory Delaqua will accept extra Pristine Toxic Spore Samples as trade for various new crafting recipes and a new heal skill at the Thunder Ridge Camp in Kessex Hills.
    • Antitoxin Spray: This new heal skill is usable by all professions in PvE and WvW. Players can use the antitoxin to heal themselves and nearby allies while also removing toxic pollen, poison, torment, and confusion.

Achievements

  • Tower of Nightmares, the meta-achievement, will task players with bringing down Toxic Offshoots, gathering spore samples to complete Marjory’s research, seeking out krait obelisk shards, and destroying Toxic Alliance forces and their champions.
    • During this release, completing Tower of Nightmares daily achievements will contribute to the meta-achievement. These are earned by participating in specific Tower of Nightmares content each day.

BALANCE, BUG-FIXING, POLISH
General

  • PvP Glory and Rank rewards have been revised. Personal score no longer grants rank. Instead, there are now flat bonuses for playing and winning games. Games lasting less than 7 minutes will have proportionally downscaled rewards.
  • The Special Event UI has been updated to help direct players through Living World releases.

Items

  • The crafting recipe for Bolts of Silk now requires 3 Silk Scraps.
  • The crafting recipe for Cured Thick Leather Squares now requires 3 Thick Leather Sections.
  • The icon for the Scroll of Knowledge has been updated.
  • The icon for the Experience Scroll has been updated.

Profession Skills
Posted Image Elementalist

  • Conjure Fiery Greatsword—Firestorm: Fixed the radius skill fact and included a duration skill fact.
  • Mist Form: Added a skill fact for the movement-speed increase.
  • Undercurrent: Added a radius skill fact.
  • Tempest Defense: This trait now lists the appropriate damage increase to stunned and knocked-down opponents.

Posted Image Engineer

  • Scatter Mines: Added radius and damage skill facts.
  • Reinforced Shield: This trait now indicates an increase to toughness, rather than adrenaline.
  • Low-Health Response System: Added a trait fact for the health threshold.
  • Napalm Specialist: This trait now displays its duration increase when used with skills that apply burning.
  • Elite Supplies: This trait now appropriately reduces the recharge time of mortar abilities.
  • Infused Precision: This trait now lists the chance to activate on critical hits.

Posted Image Guardian

  • Smite: Added a skill fact for the number of impacts, and removed the number of attacks from the damage skill fact.
  • Protector’s Strike: Replaced the range skill fact with a radius.

Posted Image Mesmer

  • Veil: Fixed the duration skill fact to properly indicate its duration, with and without Temporal Enchanter traited.

Posted Image Ranger

  • Malicious Training: Updated multiple pet abilities to reflect when this trait is equipped.
  • Juvenile Brown Bear:
    • Shake It Off: Fixed an issue that caused the condition-removal effects to behave erratically.
  • Sword—Slash: Removed the skill fact that displayed bleeding condition removal.

Posted Image Thief

  • Shadow Refuge: Added a pulses skill fact.

Posted Image Warrior

  • Hundred Blades: Fixed the skill fact to properly update when traited with Slashing Power.

World vs. World

  • Fixed an issue with a couple of dolyak caravans that caused them to path to the wrong objective in some cases.

BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions

  • Three new sets of armor skins are now available in the Gem Store: Phalanx armor skins for heavy-armor wearers, Viper’s armor skins for medium-armor wearers, and Trickster’s armor skins for light-armor wearers. Each armor-skin pack is available in the Style category of the Gem Store for 800 gems.
  • A new permanent finisher is available for WvW and PvP combat. The fearsome new Toxic Offshoot Finisher is available in the Upgrades category of the Gem Store for 600 gems.
  • Dreamthistle weapon skins are now available from Black Lion Weapons Specialists and cost only 1 Black Lion Claim Ticket from now until November 25. Players can get Black Lion Claim Tickets and Black Lion Claim Ticket Scraps from Black Lion Chests, which can be unlocked with Black Lion Chest Keys available in the Consumable category of the Gem Store.

UPDATES
ITEMS

  • Some sylvari cultural armors have been upgraded to glow as was originally intended and has been highly requested. To give the most flexibility in the armor design, the dye masks have also been altered so that players will have more control over the results of the armor glow. This currently affects Medium Tier 2 (legs will be re-addressed for glow and dye alignment) and Tier 3, Light Tier 1 (female only), and Light Tier 3. The other weights and tiers will be assessed for a similar pass to give glow or upgrade glow results when possible.
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Guild Wars 2,The Sylvari

File:Sylvari 08 concept art (Sylvari Night).jpg

Growth Path Of New Players to Guild Wars 2 Sylvari are not born. They awaken beneath the Pale Tree with knowledge gleaned in their pre-life Dream. These noble beings travel, seeking adventure and pursuing quests. They struggle to balance curiosity with duty, eagerness with chivalry, and warfare with honor. Magic and mystery entwine to shape the future of this race that has so recently appeared.
The sylvari are omnivorous humanoid plants. Some sylvari closely resemble humans but with a fey cast to their features such as tilted eyes and pointed ear tips; most display plantlike features such as hard wood for bone structure, have foliage and petals for hair, and bark acting as flesh. Golden sap moves through their veins instead of blood and pollen falls off of them as they move. They are much more slender than the average human and about a head shorter. While sylvari can seemingly absorb sunlight and become rejuvenated, they still must eat and drink to survive. Sylvari do infact have thermoreceptors as referenced by a Sylvari explorer in the Grove. She states that she dislikes Hoelbrak as it is too cold.

Sylvari emerge fully formed from blue fruit pods which grow on the branches of the Pale Tree. Their “gender” is selected by the Pale Tree prior to emergence and is distinguished by the same general features as human genders. It is unknown whether the sylvari die of old age as sylvari have only died through violence, poison or disease so far and no sylvari has shown signs of aging. When a sylvari is harmed, instead of scarring tissue they heal via tendrils and expanding bark, but heal at the same general rate as humans.All sylvari have luminescent cells in their skin, causing them to glow in the dark.

Prior to emergence they share a bond through the Pale Tree which they call the Dream of Dreams. In this dream a growing sylvari is exposed to the consciousness of the Pale Tree and the vast pool of knowledge and memories of what every other sylvari has thought and learned of the world. When they emerge a portion of this knowledge remains with them, including basic wisdom and understanding from the Pale Tree and a small fraction of what other sylvari have seen and experienced, though this rarely includes specific memories. After emergence the bond with the Pale Tree is weaker but it links all sylvari and, to an extent, other plants. On rare occasion twins can emerge from the same pod and they exhibit a greater empathy toward one another.

File:Caithe series concept art.jpg

Sylvari are usually honest, direct and focused, taking most things at face value. With the dream ensuring there is so much in common with the other sylvari, experience is cherished for creating uniqueness between them. They are eager to learn, experience and understand.

Sylvari morality and ethics are based on those of the Pale Tree. These were formed by following the lives of Ronan and Ventari, during the early growth of the Pale Tree and later written on Ventari’s Tablet situated at the base of the tree. After emergence a sylvari is guided by older sylvari to understand what they have dreamed and ensure they have a clear understanding of the tablet, their history and the world.

Despite the kick start of knowledge from the dream they still seem naive as there are some matters which seem beyond their comprehension. Emotions and tact, in particular, are difficult for them to grasp, so often a sylvari will state out loud something which would normally be politely avoided by other races. Death too is not fully understood but viewed as something to be embraced and, as with many things in a sylvari’s life, is viewed with a great degree of curiosity. These views serve to form an acceptance of and fascination with death that other races may find disturbing.

As they are all born from the Pale Tree they could be considered all of the same family; however, their family bond is not as strong as most families, with many sylvari considering others more like distant relatives with few exceptions, such as twins born from the same pod or those who shared dreams, though the latter may also result in lovers. Romance is practiced among the sylvari, disregarding gender between those involved. To a sylvari, love is spiritual and eternal, and it has nothing at all to do with the physical form or physical contact.

Sylvari craft their armor and weapons from organic material, such as roots, leaves or leather, and sometimes grow their armor out of their own bodies in the form of leafy padding, spines or bark.

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Growth Path Of New Players To Guild Wars 2

Welcome to Guild Wars 2! Whether you’re new to the MMO genre or a veteran of other games, GW2 isn’t quite the same as anything you’ve tried before. To that end, there are plenty of things all new players need to know to start off right. While the in-game tutorial will teach you the most basic mechanics of the game, there is still much that need more explanation. What we will cover is the basics of starting the game and its different modes, as well as a few helpful tips that will allow new players to start off in the best possible position.

Servers

The first thing any player must do upon logging into Guild Wars 2 is to select which Server to play on. Also called Worlds or Shards, Servers determine your team in WvW and the people you most often see in the world. If you have friends who also play, you will probably want to ask them which Server they are on so you can join them easily. But if you find yourself on a different Server from your friends, don’t fret! In GW2 you can still talk to, party, and play with friends from other Servers, you just won’t be able to go into WvW with them.

Once you’ve decided on a Server, time to create your character.

Races

First, you must decide what race to play as. There are five races to choose from in Guild Wars 2. Each race has their own appearance, story lines, and racial abilities. However, unlike other MMO’s all races can be all professions and racial abilities are fairly weak and not usable in PvP. There are no opposing factions to worry about, and all players are friendly when outside of PvP and WvW, no need to choose a race based on that. So don’t worry about trying to squeeze out a slight advantage or choosing the right faction, just play what you like!

 Human – Diverse and robust, the Humans of Tyria have endured much through the ages. Now unified under the nation of Kryta, Humans are led by their Queen and pray to their six gods for favors.

 Norn – Great northern warriors, the Norn look much like stout, oversized Humans but are a faction onto their own. They have a hunting-centric culture and the ability to shapeshift into various were-animals.

 Charr- An imposing race with feline features, the Charr are fierce combatants. Their culture is extremely militaristic, relying on strict discipline and ingenuity to secure their place in Tyria.

 Asura - An entire race of mad scientist midgets, the diminutive Asura have towering egos and a rodent-like appearance. Obsessed with advancing all forms of science and magic, they never miss a chance to remind everyone of their superiority.

 Sylvari - Plants imitating Humans, the Sylvari have an elvish nature and leaves, bark, and stems for flesh. Their earnest and curious nature is owed to their recent introduction to the world of Tyria, and they believe it is their duty to protect it from the Elder Dragons.

Professions

Next, you must choose your character’s profession. Each of the eight professions or classes in Guild Wars 2 possess their own, unique methods of attack, as well as the ability to heal themselves and provide aid to allies. Unlike other MMO’s there are no dedicated tanks or healers here, so don’t worry about what role will get you in groups and instead choose based on which profession will fit your play style best.

 Warrior - A versatile weapon master, the Warrior wields blades, guns and blunt instruments with unmatched proficiency, using them to tear through battle in a fury and build their adrenaline levels to unleash terrifying blows. Exemplifies the Knight or Berserker archetype.

 Guardian - With heavy armor and fanatical conviction, the Guardian uses massive Hammers and Greatswords to smash enemies, unbreakable Shields to defend themselves, and holy magic and virtues to help allies or trap foes. Exemplifies the Paladin or Magic Knight archetype.

 Thief - Specializing in stealth and poisons, Thieves rely on traps and tricks to escape from bad situations, aid allies, or get in position to steal from and assassinate their opponents with devastating attacks using Daggers, Swords, or even Pistols. Exemplifies the Assassin or Rogue archetype .

 Engineer - Possessing the most ingenious machines and potions throughout Tyria, Engineers use their cunning to modify their Pistols and Rifles with new tricks, wield a number of gadgets and explosives, and empower themselves with potent Alchemical concoctions. Exemplifies the Mechanic or Alchemist archetype.

 Ranger - With the ability to command nature’s most fearsome beasts, the Ranger also uses Long Bows to attack from afar, Greatswords to face a charging enemy and nature magic to fortify themselves, their pets, and allies. Exemplifies the Hunter or Archer archetype.

 Elementalist - Able to harness the immeasurable powers of the elements, Elementalists use Staves and Daggers enchanted with Fire to devastate their enemies, Air to zip around the battlefield, Earth to protect themselves and Water to restore their allies. Exemplifies the Mage or Wizard archetype.

 Mesmer - Bending the fabric of reality itself, Mesmers manipulate minds and bodies with Staves, Swords and Greatswords to help or harm others, open portals for allies and create illusionary clones to distract enemies before shattering them for powerful effects. Exemplifies the Illusion Mage or Magician archetype.

 Necromancer - Controlling the forces of life and death, Necromancers channel their power through Staves, Daggers, or Foci to summon horrific creatures of rotting flesh, curse their enemies, or even drain life away before using it to fuel their most fearsome spells. Exemplifies the Death Mage or Lich archetype.

Starting Tips

Once your character is created, you’re ready to go off into the world. Now, I can’t detail an entire game tutorial for you here, and any attempt would just pale in comparison to the tutorials the game gives you as you enter the world. So instead I’ll emphasize pay attention to the tutorial and tips, and give some extra tips everyone should know but isn’t always covered in-game.

  • The very first thing you should do in Guild Wars 2, and any PC game, is press Esc, go to Options, and carefully peruse every option and key binding available to you in the game. Adjust the settings to your liking, this will help you to learn the game and help it customize to your play style.
  • One option that most players recommend disabling is “Double Tap to Evade” under the Combat/Movement header. While some players enjoy it, its generally considered to be a nuisance in combat and jumping puzzles and is better to give Dodge its own unique button.
  • Never be afraid to explore. Its a big beautiful world out there, and there’s no rigid quest hubs to tie you down, so go see it!
  • Starting at level 2, you can always teleport instantly, for free, to Lion’s Arch, the central city in GW2. Click the PvP icon  in the top left area of your screen and in the PvP window that appears click “Go to the Heart of the Mists.” This will take you directly to the Mists, the PvP hub of GW2. From here, you can click the same button again to go back to where you were, or continue past a short tutorial to go to the main hub where a teleportation gate to Lion’s Arch awaits. Lion’s Arch also possesses gates that will take you to any of the other cities in the game. Be sure to abuse this.
  • You can easily clear bag space at any time. To do so, open you Inventory window, click on the gear icon in the top right, and select Deposit All Collectables. This will send all your crafting materials to your bank, which can be accessed from any crafting table or NPCs in every city.
  • You can sell on the Trading Post anytime, anywhere. Also called the auction house, the Trading Post lets you buy and sell from other players from anywhere. The default shortcut key is ‘O’. Note that you will have to visit a Trading Post NPC to pick up any items or money you earn there.
  • Buy gathering equipment as quickly as possible. Harvesting Sickles, Logging Axes, and Mining Picks are available from most NPC merchants and will allow you to gather valuable crafting materials and earn Experience from the world around you. Be sure to find a merchant and start gathering as soon as you can.
  • Don’t be afraid of other players. Years of other MMO’s have taught people to avoid one another in the world, not helping others out of fear of ‘kill stealing’ or getting attacked by hostile players. In GW2 there is no world PvP or ‘kill stealing’, every player attacking an enemy will get full Experience and their own loot drops. Also anyone can Revive a dead player by approaching them (default ‘F’), and it gives you Experience, so never avoid helping someone out!
  • Don’t squander money. Again, many other MMO’s give you exponentially more gold as you level up. Not true in GW2. While you will make more money as you level, it is not the crazy, exponential amount most new players expect.You can afford to spend money on what you’ll need, but its always a good idea to save up as much as you can, even one gold coin can be quite valuable at max level.
  • Learn to dodge. Observe your enemy’s movements carefully, and learn when and how to dodge their attacks. The quicker you get the hang of this the better off you’ll be. It may not feel very necessary at first, but later in the game it is your only hope of staying alive.
  • Learn Combos. These are skills that combine a ground effect (the “field”) with another skill (the “finisher”) to add special and powerful effects to skills. They’ll become essential to understand in the late game, and if you learn about them early, you can perform a lot of neat tricks. Be sure to check your skill tooltips to see which ones combo!
  • Every time you use a Trait book (needed at levels 11, 40, and 60), all your character’s Traits are reset. You can use this to adjust your build or try out new ones. Traits can be reset at an NPC for a fee outside of this, still.
  • Want to plan your build before committing to it? Try a skill calculator.
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GW2:In Order to Honor,Guild versus Guild!

Hello All!Guild Wars 2 has been throwing out content quicker than most casual players can complete it. For all the goodness that this brings (much of the content is unquestionably good) I do feel ArenaNet’s priorities are a little strange with much of this content forgettable, temporary and inconsequential distractions from ‘meaty’ content players are seeking.

I would go out on a limb and state that a large proportion of the player-base would happily see an update once a month if it meant that the content was permanent, to a high standard and offered true long term potential. What I keep coming back to though, when I think about the content that Guild Wars 2 is missing, tends to be the same thing by me and many others. I must also add that much of this editorial was sparked by Distilled Will’s opinions on the state of Guild Wars 2 as an E Sport.

Guild versus Guild and Spectating
This might sound as though I am banging a drum that has been beaten to death, but I do genuinely scratch my head at one of the finest additions to the entire genre to totally ignored by those who created it. My cynical side tells me that there is more at work behind the scenes on why they can’t do it, as to why they can. Whether it’s a naming rights, technical limitations on the engine or the fact that NCSoft just won’t let them do it, but to disregard an entire game type that would not only give Guild Wars 2 a huge audience but please absolutely everyone in the game, it’s hard to understand the logic.

There was something truly amazing about Guild Wars 1′s Guild versus Guild matches. They were fierce, competitive and became make or break moments for many guilds. Forget about some minor nerves you might experience during a game of conquest in Guild Wars 2. Thing nerves you had at the prospect of missing an interrupt on the opposing guilds healer or the rush when one of their players down was explosive. It really was such pivotal game-play. That isn’t to say that taking down a particularly challenging bunker guardian isn’t satisfying, but it makes little impact in a capture point map when coordinated teams compensate by moving points quickly.

What’s frustrating in all of this (despite my feelings that Guild Wars 1 offered a much more tactical and challenging PvP game) is that the adaptation necessary for the current structured PvP formulae, to work as Guild versus Guild, wouldn’t be particularly huge. ArenaNet have clearly demonstrated their prowess when it comes to the design of some structured PvP maps, so why not pull resources away from the Living World teams and instead invest that man power into a truly long term project? There would be a requirement to implement an infrastructure that supports GvG, such as the ability to teleport to your instanced Guild Hall, rankings for guilds (successful or unsuccessful) alongside a new layout on dedicated maps, but is that really outside the realms of possibility? Considering the Living World teams have thrown out dozens of new maps and instanced content, I genuinely believe the diversion of resource would be worthwhile.

Perhaps if GvG was to be implemented the dozens upon dozens of people who fight outside the windmill in World versus World, hogging queue space and creating their own sloppy system, wouldn’t have to. Yes ArenaNet have said they’re attempting to rectify this by giving them their own “space” but isn’t that a plaster on a gaping wound? The player base is pining for structured GvG with rankings, Guild Halls and true public competition. Sadly for us none of the justifications from ArenaNet sound logical or justified.

This leads me onto my final point and leading on from Distilled Will, which he summarises so well. We need a fully functioning spectator system to support both structured PvP and Guild versus Guild. Guild Wars 1 demonstrated that these two game types could co exist and more so on the basis that we also had Heroes Ascent. So the requirement to be able to record matches, replay them and allow innumerable people to spectate will really aid in Guild Wars 2 reaching its potential.

As much as a supporter as I am of the Living World (the Bizzare of the Four Winds will take some beating) I sadly want something tangible and permanent that my guild and I can all participate in, all of the time, that is much more intimate than World versus World and much more competitive than structured PvP. Guild versus Guild is the answer to that problem.

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