Mrs Wiggles is in retirement but Snort will make a return in Guild Wars 2. This Blog is meant to be a onestop shop for Guildies and Allies to keep up to date with the latest news about the Guardian Class, Guilds, the Asura and mass PVP.
Saturday, March 31, 2012
PvP - The Battle of Kyhlo
Three capture points start off as neutral. When captured by one of the two teams, the team that holds the point will gain a point every two seconds. Your team also gain five points for each kill and there may be additional points to earn on each map. The winner is the first to 500 points, the team with the most points after fifteen minutes or whoever drives the other team to ragequit first.
Friday, March 30, 2012
Guardian Exploration
Chains of Light: Immobilize 3s instead of 4s. Cleansing Flame: Recharge is "50% slower" instead of 40s. Should be 30s then. Hammer of Wisdom: Lasts 15s, KDs for 3s. Signet of Judgment: Retaliation lasts 5 seconds. Sanctuary: 120r instead of 180r. Lasts 10s. Now also adds regeneration. No longer an elite.
More World V World info
These are some of my highlights from the following arrticle on WvW.
The World Vs World map is separated by small districts of land, such as “Dreaming Bay”, or “Veloka Slope”. Typically, one capture point is assigned to a single chunk of land. For example, there will only be one Guard Tower in the vicinity of “Veloka Slope”, and while your character is present in the area, that location will be displayed near the compass map to allow for fast and easy location awareness for you and your team.The bonuses available from WvW are:
• Artisan - Increased chance of crafting critical success. • Energetic - Faster endurance gain. • Scavenger - bonus gold per kill. • Robust - Maximum health increase. • Gatherer - Chance for additional gathering node uses. • Defender - Increased defense against monsters. • Wisdom - Bonus experience per kill. • Medic - Healing effectiveness increases.
Each capture point gives a team a certain amount of points that is tallied at various intervals. These point totals will then determine the winner as well as provide the previously mentioned world bonuses. • Supply Camp = 5 points • Tower = 10 points • Keep = 25 points • Castle = 50 points
Supply has a fair amount of uses within World Vs World. It can be used to repair walls, build siege equipment, as well as upgrade your defenses. The source of this supply is the supply camps scattered throughout the world map. It is then carried off to towers and keeps to prevent their stock of supply from running low
Think of squads as a branch of the existing five player party system. However, unlike parties, squads are less concentrated and allow for more broad control over a large amount of people through the use of waypoints and similar means of large scale communication. This seems like the perfect addition to something as huge as World Vs World, and could be an extremely potent tool when put in the hands of a great leader.
Thursday, March 29, 2012
Wednesday, March 28, 2012
Guardian - new traits from beta
The latest beta had some changes to the Guardians traits. Here are most of them.
ZEAL - Minor
Zealot's Speed
Create a Symbol of Swiftness when health dips below 25% health (30 second cooldown).
Symbolic Exposure
Your Symbols apply Vurnerability to your enemies.
Symbolic Power
Your Symbols do extra damage.
ZEAL - Major
Eternal Spirit
Your spirit weapon is not destroyed when commanded.
Fiery Wrath
You deal 10% more damage against burning foes.
Wrathful Spirits
Spirit weapons do 10% more damage.
Scepter Power
Your damage with scepters is increased by 5%.
Binding Jeopardy
Immobilizing a Foe also applies Vulnerability to them.
Protector's Impact
Create a Symbol of Protection when you take falling damage.
Greatsword Power
Your damage with greatswords is increased by 5%.
Focused Mastery
Your Focus skills recharge 20% faster.
Revenge of the Fallen
Increased damage while downed.
Spirit Weapon Mastery
Your Spirit Weapon recharge is reduced by 20%
Shattered Aegis
When an Aegis you apply is removed it burns nearby enemies.
Zealous Blade
Your Greatsword attacks heal you.
RADIANCE - Minor
Justice is Blind
Activating Justice blinds nearby foes.
Renewed Justice
Your Justice Virtue is renewed when you kill an enemy.
Radiant Power
You do more damage to conditioned foes.
RADIANCE - Major
A Fire Inside
Your spirit weapons cause burning.
Right Handed Strength
15% increased crit chance with 1-handed weapons. (sword, mace, scepter)
Signet Mastery
20% faster signet cooldown.
Powerful Blades
Your sword and spear damage is increased by 5%.
Shimmering Defense
You blind your foes when you're [sic] health reaches 25%. (60 seconds cooldown)
Healer's Retribution
Gain 3 seconds of Retaliation when using a heal skill.
Blind Exposure
Applying Blind also applies Vulnerability.
Radiant Fire
Your torch skills recharge 15% faster.
Searing Flames
When you apply Burning to an enemy you have a 25% chance to remove a boon.
Inner Fire
When you are set on fire you gain Fury.
Inscribed Removal
Using a signet removes a condition from yourself.
Perfect Insciptions
Your Signets passive effects are improved.
VALOR - Minor
Valorous Defense
You gain Aegis when your health reaches 50%.
Courageous Return
Your Courage Virtue is recharged when you Rally.
Might of the Protector
You gain might when you block attacks.
VALOR - Major
Purity
You lose a condition every 10 seconds.
Defender's Flame
You have a 20% chance to Burn an attackers when Blocking.
Focused Mind
Meditations are instant.
Honorable Shield
20% Reduced cooldown on shield skills.
Retributive Armor
10% of toughness is given as a bonus to precision.
Defender's Shield
Gain extra armor while wielding a shield (+90 Toughness).
Meditation Mastery
Your meditations recharge 20% faster.
Mace of Justice
Your mace attacks do 5% more damage.
Strength in Numbers
Nearby allies gain +30 Toughness.
Altruistic Healing
You are healed whenever you apply a boon to allies.
Monk's Focus
Your are healed whenever you use a meditation.
Strength of the Fallen
You lose health slower while downed.
HONOR - Minor
Vigorous Precision
Gain 1 second of Vigor when you critically hit an enemy.
Selfless Daring
The end of your dodge roll heals nearby allies.
Eluusive Power
You do more damage at low endurance.
HONOR - Major
Resolute Healer
You generate a Shield of Absorbtion when you start reviving an ally.
Pure Of Voice
Shouts remove conditions.
Vengeful Warding
Wards deal damage when enemies try to pass through them.
Protective Spirit
Aegis gives Protection if it expires without activating.
Pure of Heart
Aegis heals on removal.
Protective Reviver
You and your ally gain aegis when you revive them.
Writ of the Merciful
All symbols give regeneration.
Two-Handed Mastery
Your two handed weapon skills recharge 25% faster.
Battle Presence
Nearby allies gain your passive Virtue of Resolve.
Superior Aria
Shouts recharge 20% faster.
Writ of Exaltation
Symbols are larger.
Writ of Persistence
Your symbols last longer.
VIRTUES - Minor
Inspired Virtue
Your virtues now also apply the following boons: Justice - Might / Resolve - Regeneration / Courage - Resolve
Virtue of Retribution
You now gain Retaliation when you activate a Virtue.
Power of the Virtuous
Seal extra damage for each boon you have.
VIRTUES - Major
Resolute
Your passive Resolve is stronger.
Extended Consecrations
Your Consecrations last longer.
Master of Consecrations
Your Consecrations recharge 20% faster.
Consecrated Ground
Your Consecrations are Ground Targeted.
Couragious
Your passive Aegis triggers every 30 seconds.
Justice's Wrath
Activating Justice Burn duration is increased.
Improved Spirit Weapon Duration
Your spirit weapons last twice as long.
Elite Focus
Elite skills last longer.
Judgemental
Smite causes burning every 4 attacks instead of 5.
Vengeful
Retaliation lasts 50% longer.
Purity of Resolve
Activating your Virtue of Resolve removes three conditions.
Fearless
Courage grants 3 seconds of stability.
Guardian - Elite Skills
Guild Wars 2 has replaced Sanctuary with a new Elite - Renewed Focus: Focus making you invulnerable and recharging all your virtues on a 135s recharge.
Sanctuary is now a utility skill that creates the bubbles/throws people out of it/heals people inside of it with 120s recharge. It lasts around 10 seconds and will push/knockback anyone trying to enter. You can use your skills inside it, I believe, unlike its first iteration.
Sanctuary is now a utility skill that creates the bubbles/throws people out of it/heals people inside of it with 120s recharge. It lasts around 10 seconds and will push/knockback anyone trying to enter. You can use your skills inside it, I believe, unlike its first iteration.
Why play Guild Wars 2
I found this excellent review.
Some highlights here.
Some highlights here.
My love affair with Guild Wars 2 started as early as the character creation screen. Long burned out on playing variants of mages, warriors, and rogues in MMORPGs, I gravitated to the Engineer, a support class of sorts that combines steampunk-inspired gadgetry and firearms with alchemical prowess. While the class' damage isn't where I'd prefer, I never tired of bombarding my magic or sword-wielding opponents with loads of buckshot or blasts from my rocket turret. I even liked the weapon setup -- combat abilities in Guild Wars 2 change according to which weapon you're using, which means that many classes constantly switch them out for greater effectiveness. Engineers are a little more steadfast. Using a rifle, for instance, allows me to cast a net that immobilizes my enemy; using a shield and a pistol allows me to let loose a devastating knockback. Combat still relies on lock-ons and tab targeting for the most part, but the ability to dodge attacks (by double-tapping the directional keys a la Age of Conan) and chase enemies while firing my pistol somehow made the combat more exciting than TERA's, which usually requires you to stand still to let loose a spell.
One place where players do get chatty is the world-vs-world battlegrounds, where entire servers battle each other for control of key points on a gigantic battlefield in the nebulous Mists. Even better, you can jump into these almost right after you've created your character. Participation was a little lackluster (likely due to the relatively small amount of players in the beta), but the excitement coming across from a full-scale battle in the wastes always leaves a good impression. This is more than mere player slaughter; world-vs-world PvP allows for full-blown sieges in which players build catapults and trebuchets to knock down the walls and gates of keeps, while players in those keeps can bombard their assailants with mortars and cannons. In feels much more like real medieval warfare than what we get in most fantasy-themed MMOs, and the rush of breaking down a gate and slaughtering a keep's inhabitants is one I'm looking forward to experiencing again at launch.
So far, however, 18 levels in, Guild Wars 2 looks like a contender that lives up to the hype. It's polished, too -- I only discovered one major bug during my entire weekend jaunt (in which none of the slaves I freed seem to care that I was freeing them), and my framerates only sagged among the player mobs at the Shadow Behemoth. I can't think of a single setting that I didn't find worthy of a screenshot, and I like the ways in which Guild Wars 2 styles itself as a game you can get something out of whether you spend 30 minutes or six hours in it. Does that means it's the prophesied WoW killer? Not necessarily, but its mechanics take the evolution of the genre in many logical directions, and that already puts Guild Wars 2 ahead of many of its competitors. Oh, and did I mention that Guild Wars 2 has no subscription fee? Wow.
Tuesday, March 27, 2012
Monday, March 26, 2012
Engineer - Skills
All skills at level 80 PvP Character
From the CBT 3/23/12-3/25/12
LEGEND
Skill Name
Skill Requirement (Toolbelt)
Description
Statistics of skills
Because kits change your weapon skills, they will look like this
Kit Name
Kit Description
Kit Skill 1
Kit Skill 1 description
Skill 1 stats
Traits work differently, you have 3 Minors where you have no choice but to get them, and then you have 3 choice slots with a lot of different options.
Trait Tree
Rank
Trait Name
Trait Description
Passive traits are stats you gain for placing trait points into the various trees.
Mine Kit’s skills change based on if the mine is deployed or not. All 5 skills throw out a land mine, but once it is out, it turns into detonate, allowing you to detonate your mines.
Pistol
Main Hand
Explosive Shot
Fires a shot that explodes on impact, bleeding nearby foes.
Damage: 131
Area of Effect: 5 Feet
Bleed (25s) -152 damage over time
Combo Finisher: Physical Projectile (20% chance)
Range: 900
Poison Dart Volley
Fire a volley of darts that poison foes.
Cooldown 10s
Damage: 123
Poison (35s) – 150 Health, -33% Reduced Healing
Number of Darts: 5
Range: 900
Static Shot
Discharge a lightning shot that blinds your target and confuses each subsequent foe it hits.
Cooldown 15s
Blindness (5s) Next outgoing attack misses
Confusion (6s) Confused
Maximum Targets: 4
Range: 900
Off Hand
Glue Shot
Coat the target area with a glue puddle that immobilizes foes.
Cooldown 15s
Immobilize (3s): Unable to move
Glue puddle duration: 6s
Glue puddle radius: 20 Feet
Range: 600
Blow Torch
Unleash flames from your pistol to burn foes.
Cooldown 18s
Damage: 93
Within 15 feet: -3,771 Health
Within 30 feet: -2,496 Health
Within 45 feet: -1,248 Health
Range: 600
Rifle
Hip Shot
Deliver a quick rifle shot from the hip.
Damage: 322
Combo Finisher: Physical Projectile (20% chance)
Range: 1,000
Net Shot
Immobilize foes with a net shot.
Cooldown 10s
Immobilize (3s) unable to move
Range: 1,000
Blunderbuss
Fire a cloud of shrapnel that causes more bleeding hte closer you are to foes.
Cooldown 10s
Damage: 450
Within 8 feet bleeding: (x4) -3648 damage over time
Within 16 feet bleeding: (x3) -2736damage over time
Within 24 feet bleeding: (x2) -1824 damage over time
Within 32 feet bleeding: (x1) -912 damage over time
Range: 400
Overcharged Shot
Fire a blast so strong it launches your foe as you fall backward.
Cooldown 20s
Damage: 430
Enemy launch distance 450
Self knockback distance 300
Range: 450
Jump Shot
Blast the ground, damaging nearby foes and leaping to your target.
Cooldown 20s
Leap Damage: 644
Landing damage: 644
Blast Radius: 10 Feet
Combo Finisher: Leap
Range: 800
Shield
Magnetic Field
Create a magnetic field that reflects projectiles and can be released to push back foes.
Cooldown 35s
Damage: 84
Knockback: 300
Static Shield
Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, stunning your attacker.
Cooldown 40s
Stun 3s
Spear Gun
Homing Torpedo
Fire a shot that homes in on your foes.
Damage: 374
Range: 1,000
Scatter Mines
Shoot out a spread of remote-detonated mines.
Cooldown 5s
Damage: 1683
Range: 1,000
Retreating Grapple
Retreat while firing a grappling line at your foe, then pull them toward you.
Cooldown 18s
Damage: 236
Retreat Distance: 545 Feet
Pull Distance: 600 Feet
Range: 1,000
Timed Charge
Fire a timed charge at your target, damaging nearby foes when it detonates.
Cooldown 18s
Damage: 748
Explosion Damage: 561
Range: 1,000
Net Wall
Launch a deployable net wall to immobilize foes caught within.
Cooldown 25s
Immobilize (3s): Unable to move
Healing
Elixir H
Elixir. Drink Elixir H, healing yourself and randomly gaining Protection, Regeneration, or
Swiftness.
Cooldown 30s
Healing: 931
Regen (10s): +940 Health regen
Protection (5s): 33% damage reduction
Swiftness (10s) +33% Movement speed
Med Kit
Device Kit. Equip a kit that replaces your weapon with healing skills.
Drop Bandage
Drop a pack of bandaged that provide a little healing.
Cooldown 15s
Healing 517
Range: 50
Drop Bandage
Drop a pack of bandaged that provide a little healing.
Cooldown 15s
Healing 517
Range: 50
Drop Bandage
Drop a pack of bandaged that provide a little healing.
Cooldown 15s
Healing 517
Range: 50
Drop Antidote
Drop a vial of antidote that removes conditions.
Range: 1
Cooldown 15s
Drop Stim Brew
Drop a bottle of stimulating liquor, granting Fury and Swiftness.
Cooldown 20s
Fury (10s): +20% Critical
Swiftness (10s): +33% Movement Speed
Range: 1
Healing Turret
Turret. Deploy a turret that heals you briefly, then continues to apply regeneration to you and nearby allies.
Cooldown 20s
Regen (8s) +752
Healing Radius: 480feet
Healing: 597
Range: 100
Utility
Rifle Turret
Turret. Build a rifle turret that shoots at foes.
Cooldown 20s
Damage: 187
Max Range: 100 Feet
Rate of Fire: 2s
Flame Turret
Turret. Deploy a turret that burns foes.
Cooldown 40s
Net Turret
Turret. Build a net turret that immobilizes nearby foes.
Cooldown 30s
Immobilize (3s): Unable to move
Thumper Turret
Turret. Build a high-health thumper turret that damages nearby foes.
Cooldown 50s
Damage: 235
Attack range: 20 Feet
Rate of fire: 3s
Rocket Turret
Turret. Build a turret that fires rockets.
Cooldown 60s
Damage: 467
Burning (3s): -1248 Health
Combo Finisher (Blast)
Elixir B
Elixir. Drink Elixir B, gaining Fury, Might, and Swiftness.
Cooldown 20s
Might (30s): +5-35 Power
Fury (10s): +20% Critical
Swiftness (10s): +33% Movement Speed
Elixir U
Elixir. Drink Elixir U, gaining a random utility buff from another profession.
Cooldown 60s
Haste (5s): Regenerate endurance 100% faster
Frenzy (5s): Improved critical damage
Quickening Zephyr(5s): Move 50% faster
Elixir S
Elixir. Transformation. Drink Elixir S, shrinking yourself, recovering from stun, and evading attacks.
Cooldown 60s
Duration 4s
Breaks Stun
Elixir C
Elixir. Drink Elixir C, converting all conditions into random boons.
Cooldown 60s
Duration 5s
Elixir R
Elixir. Drink Elixir R, recovering from stun and losing all conditions.
Cooldown 45s
Break Stun
Grenade Kit
Device Kit. Equip a kit that replaces your weapon kit with grenade skills.
Grenade
Throw a grenade that explodes.
Damage: 199
Explosion Radius: 10 Feet
Shrapnel Grenade
Throw a grenade that explodes in a hail of shrapnel, causing bleeding.
Cooldown 5s
Damage: 219
Bleeding (10s): -760 damage over time
Explosion Radius: 12Feet
Range: 900
Flash Grenade
Throw a grenade that explodes in a blinding flash.
Cooldown 10s
Damage: 1
Blindness (5s): Next outgoing attack misses
Explosion Radius: 12 Feet
Range: 900
Freeze Grenade
Throw a grenade that chills enemies with a frigid blast.
Cooldown 15s
Damage: 199
Chilled (3s): -66% speed/recharge
Explosion Radius: 20 Feet
Range: 900
Poison Grenade
Throw a grenade that explodes in a Poisonous Cloud.
Cooldown 15s
Poison (5s): -375 health, -33% reduced healing
Poison Cloud Duration: 5s
Poison Cloud Radius: 12 feet
Combo Field: Poison
Mine Kit
Device Kit. Equip a kit that replaces your weapon with land-mine skills.
Throw Mine/Detonate
Throw out a remote-controlled land mine that damages nearby foes.
Damage: 374
Explosion Radius: _Feet
Combo Finisher: Blast
Throw Mine/Detonate
Detonate your mine, damaging nearby foes.
Damage: 407
Explosion Radius: _Feet
Bomb Kit
Device Kit. Equip a kit that replaces your weapon with bomb skills.
Bomb
Set a timed charge that damages nearby foes.
Damage: 374
Explosion Radius: 120 Feet
Fire Bomb
Set a timed charge that burns nearby foes.
Cooldown 10s
Damage: 75
Burning (1s): -416 health
Explosion Radius: 120Feet
Combo Field: Fire
Concussion Bomb
Set a timed charge that dazes nearby foes.
Cooldown 18s
Damage: 187
Explosion Radius: 120Feet
Daze: 2s
Smoke Bomb
Set a timed charge that creates a cloud of smoke, blinding nearby foes.
Cooldown 25s
Blindness (5s): Next outgoing attack misses
Area of Effect: 240Feet
Combo Field: Smoke
Glue Bomb
Set a timed charge that creates a puddle of glue, immobilizing nearby foes.
Cooldown 25s
Immobilize (1s): Unable to move
Explosion Radius: 240 Feet
Flamethrower
Weapon Kit. Arm yourself with a flamethrower that replaces your weapon skills.
Flame Jet
Spray Fire in a cone pattern while on the move.
Damage: 4576
Hits per second: 5
Range: 425
Flame Blast
Fire a napalm ball that rolls through foes and explodes.
Cooldown 6s
Damage: 187
Blast Radius: 20Feet
Blast Damage: 561
Range: 600
Air Blast
Push back foes and projectiles with a blast of hot air.
Cooldown 15s
Knockback Distance: 400
Range: 300
Napalm
Burn and blind your foes with a wall of napalm in front of you.
Cooldown 30s
Burning (1s): -1248 health
Blindness (5s): Next outgoing attack misses
Combo Field: Fire
Range: 600
Backdraft
Pull foes to you in a fiery backdraft.
Cooldown 40s
Damage: 391
Burning (5s) -2080 health
Distance that enemies are moved: 65Feet
Range: 600
Elixir Gun
Weapon Kit. Arm yourself with an Elixir Gun that replaces your weapon skills.
Tranquilizer Dart
Elixir. Fire a dart that randomly makes foes Vulnerable or Weak.
Damage: 123
Weakness (3s): -50% endurance regen, -50% Fumble
Vulnerability (3s): -50 defense
Combo Finisher: Physical Projectile
Range: 900
Elixir F
Elixir. Fire a bouncing glob of Elixir F that cripples foes and grants Swiftness to you and your allies.
Cooldown 5s
Damage: 280
Cripple (5s): -50% speed
Swiftness (5s): +33% movement speed.
Range: 900
Fumigate
Elixir. Spray a cone of elixir fumes, poisoning enemies and removing conditions from
allies.
Cooldown 10s
Poison (1s): -675 health, -33% reduced healing
Range: 450
Acid Bomb
Elixir. Leap backwards, spraying an acidic elixir on the ground that damages nearby foes.
Cooldown 15s
Damage: 78
Duration: 10s
Super Elixir
Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing.
Cooldown 20s
Impact Healing: 251
Pulse Heal: 107
Duration: 10s
Range: 900
Tool Kit
Weapon Kit. Equip a kit that gives you a variety of tools to use.
Smack
Chain. Smack your foe.
Damage: 249
Range: 130
Box of Nails
Scatter nails that bleed and cripple foes.
Cooldown 10s
Bleeding (2s): -152 damage over time
Cripple (2s): -50% speed
Magnet
Pull your target to you.
Cooldown 25s
Range: 600
Gear Shield
Block incoming attacks.
Cooldown 25s
Pry Bar
Launch your foes with a smack of your pry bar.
Cooldown 45s
Distance (450s): _Feet
Blowout: 450
Range: 130
Utility Goggles
Gadget. Break out of stun, gaining Fury and immunity to blindness.
Cooldown 40s
Fury (10s): +20% Critical
Immunity (10s): Blind
Duration: 10s
Break Stun
Rocket Boots
Gadget. Fly backwards, damaging foes with your Rocket exhaust.
Cooldown 45s
Damage: 374
Movement distance: 165Feet
Break Stun
Combo Finisher: Blast
Personal Battering Ram
Gadget. Launch a target foe with a concealed ram’s head.
Cooldown 45s
Distance (450s) feet
Blow out: 450
Combo Finisher: Physical Projectile
Range: 180
Slick Shoes
Gadget. Spray oil behind you, knocking down foes. If underwater, blind foes that enter the oil field.
Cooldown 45s
Knockdown: 3s
Oil slick duration: 1s
Blindness (5s): Next outgoing attack misses.
Elite
Supply Crate
Request a massive supply drop, complete with turrets and bandages.
Cooldown 180s
Damage: 374
Stun: 2s
Area of Effect (1s): Circle 240
Combo Finisher: Blast
Range: 1,200
Note: Drops 8 Healing packs, a flame turret, a net turret and a healing turret.
Elixir X
Elixir. Transformation. Drink Elixir X, becoming a rampaging brute, withering plague, or whirling tornado. Underwater, become either a withering plague or a whirlpool.
Cooldown 150s
Plague (20s): Assumed the form of a moving plague.
Tornado(20s): Transformed into a tornado
Rampage(20s): Assumed the form of a massive juggernaut.
Mortar
Turret. Build a stationary mortar that you or your allies can fire.
Cooldown 120s
Toolbelt
Toss Elixir H
Elixir H
Elixir. Toss Elixir H, randomly granting Protection, Regeneration, or Swiftness to allies in the area.
Cooldown 30s
Protection (5s): 33% damage reduction
Vigor (10s): +100% endurance Regen
Regen (10s) +940 Health Regen
Bandage Self
Med Kit
Bandage your wounds, healing yourself.
Cooldown 20s
Healing: 597
Healing Mist
Elixir Gun
Elixir. Vent a healing mist, granting regeneration to yourself and allies.
Cooldown 40s
Regen (10s): 940 health regen.
Throw Wrench
Tool Kit
Boomerang your wrench in a line, striking foes each way.
Cooldown 20s
Damage: 374
Combo Finisher: Physical Projectile
Grenade Barrage
Grenade Kit
Throw several grenades at once
Cooldown 20s
Damage: 199
Explosion Radius: 10 Feet
Number of Grenades: 6
Big Ol’ Bomb
Bomb Kit
Set a timed charge with a big blast that launches nearby foes.
Cooldown 30s
Damage: 841
Explosion Radius: 120 Feet
Blowout: 400
Combo Finisher: Blast
Detonate All
Mine Kit
Detonate all your mines
Damage Per Mine: 407
Explosion Radius: 15 Feet
Combo Finisher: Blast
Launch Personal Battering Ram
Personal Battering Ram
Shoot out a ram’s head in front of you, Pushing back any struck foes.
CD 45s
Damage 187
Knockback 300
Combo Finisher: Physical Projectile
Range: 900
Analyze
Utility Goggles
CD 40s
Analyze a foe, applying Vulnerability.
Vulnerability (10s): -50 defense
Range: 1,200
Rocket Kick
Rocket Boots
Use your rocket boots to do an explosive kick that Burns enemies.
CD 20s
Damage: 280
Burning (3s): -1,248 health
Range 210
Super Speed
Slick Shoes
Run at double speed.
CD 45s
Duration: 3 seconds
Incendiary Ammo
Flamethrower
Burn foes with your next three attacks.
Burning (3s): -1,248 health
Incendiary Ammo Duration: 60 seconds
Toss Elixir C
Elixir C
Elixir. Toss Elixir C, converting one condition to a random boon for all allies in the area.
CD 30s
Duration: 5s
Range: 900
Toss Elixir R
Elixir R
Elixir. Toss Elixir R, removing conditions and reviving allies in the area.
CD 85s
Heal Downed Allies (6s): %
Duration: 6 seconds
Range: 1,200
Toss Elixir B
Elixir B
Elixir. Toss Elixir B randomly granting Fury, Might, or Swiftness to allies in the area.
CD 20s
Might (30s): +5-35 Power
Fury (10s): +20% Critical
Swiftness (1s): +33% Movement speed
Range: 900
Toss Elixir Ua
Elixir U
Elixir. Toss Elixir U, creating a random spell at the target location
CD 60s
Duration: 3 seconds
Range: 900
Toss Elixir S
Elixir S
Elixir. Toss Elixir S, either growing allies in the area and granting Stability, or granting them Stealth
CD 60s
Stability (6s): Ignore control effects (Stun, Knockback, Launch, Knockdown, Sink, Float, Fear, Daze).
Stealth: ???
Range: 900
Detonate X Turret
Detonate your thumper turret
Cooldown is equal to the turret’s cooldown
From the CBT 3/23/12-3/25/12
LEGEND
Skill Name
Skill Requirement (Toolbelt)
Description
Statistics of skills
Because kits change your weapon skills, they will look like this
Kit Name
Kit Description
Kit Skill 1
Kit Skill 1 description
Skill 1 stats
Traits work differently, you have 3 Minors where you have no choice but to get them, and then you have 3 choice slots with a lot of different options.
Trait Tree
Rank
Trait Name
Trait Description
Passive traits are stats you gain for placing trait points into the various trees.
Mine Kit’s skills change based on if the mine is deployed or not. All 5 skills throw out a land mine, but once it is out, it turns into detonate, allowing you to detonate your mines.
Pistol
Main Hand
Explosive Shot
Fires a shot that explodes on impact, bleeding nearby foes.
Damage: 131
Area of Effect: 5 Feet
Bleed (25s) -152 damage over time
Combo Finisher: Physical Projectile (20% chance)
Range: 900
Poison Dart Volley
Fire a volley of darts that poison foes.
Cooldown 10s
Damage: 123
Poison (35s) – 150 Health, -33% Reduced Healing
Number of Darts: 5
Range: 900
Static Shot
Discharge a lightning shot that blinds your target and confuses each subsequent foe it hits.
Cooldown 15s
Blindness (5s) Next outgoing attack misses
Confusion (6s) Confused
Maximum Targets: 4
Range: 900
Off Hand
Glue Shot
Coat the target area with a glue puddle that immobilizes foes.
Cooldown 15s
Immobilize (3s): Unable to move
Glue puddle duration: 6s
Glue puddle radius: 20 Feet
Range: 600
Blow Torch
Unleash flames from your pistol to burn foes.
Cooldown 18s
Damage: 93
Within 15 feet: -3,771 Health
Within 30 feet: -2,496 Health
Within 45 feet: -1,248 Health
Range: 600
Rifle
Hip Shot
Deliver a quick rifle shot from the hip.
Damage: 322
Combo Finisher: Physical Projectile (20% chance)
Range: 1,000
Net Shot
Immobilize foes with a net shot.
Cooldown 10s
Immobilize (3s) unable to move
Range: 1,000
Blunderbuss
Fire a cloud of shrapnel that causes more bleeding hte closer you are to foes.
Cooldown 10s
Damage: 450
Within 8 feet bleeding: (x4) -3648 damage over time
Within 16 feet bleeding: (x3) -2736damage over time
Within 24 feet bleeding: (x2) -1824 damage over time
Within 32 feet bleeding: (x1) -912 damage over time
Range: 400
Overcharged Shot
Fire a blast so strong it launches your foe as you fall backward.
Cooldown 20s
Damage: 430
Enemy launch distance 450
Self knockback distance 300
Range: 450
Jump Shot
Blast the ground, damaging nearby foes and leaping to your target.
Cooldown 20s
Leap Damage: 644
Landing damage: 644
Blast Radius: 10 Feet
Combo Finisher: Leap
Range: 800
Shield
Magnetic Field
Create a magnetic field that reflects projectiles and can be released to push back foes.
Cooldown 35s
Damage: 84
Knockback: 300
Static Shield
Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, stunning your attacker.
Cooldown 40s
Stun 3s
Spear Gun
Homing Torpedo
Fire a shot that homes in on your foes.
Damage: 374
Range: 1,000
Scatter Mines
Shoot out a spread of remote-detonated mines.
Cooldown 5s
Damage: 1683
Range: 1,000
Retreating Grapple
Retreat while firing a grappling line at your foe, then pull them toward you.
Cooldown 18s
Damage: 236
Retreat Distance: 545 Feet
Pull Distance: 600 Feet
Range: 1,000
Timed Charge
Fire a timed charge at your target, damaging nearby foes when it detonates.
Cooldown 18s
Damage: 748
Explosion Damage: 561
Range: 1,000
Net Wall
Launch a deployable net wall to immobilize foes caught within.
Cooldown 25s
Immobilize (3s): Unable to move
Healing
Elixir H
Elixir. Drink Elixir H, healing yourself and randomly gaining Protection, Regeneration, or
Swiftness.
Cooldown 30s
Healing: 931
Regen (10s): +940 Health regen
Protection (5s): 33% damage reduction
Swiftness (10s) +33% Movement speed
Med Kit
Device Kit. Equip a kit that replaces your weapon with healing skills.
Drop Bandage
Drop a pack of bandaged that provide a little healing.
Cooldown 15s
Healing 517
Range: 50
Drop Bandage
Drop a pack of bandaged that provide a little healing.
Cooldown 15s
Healing 517
Range: 50
Drop Bandage
Drop a pack of bandaged that provide a little healing.
Cooldown 15s
Healing 517
Range: 50
Drop Antidote
Drop a vial of antidote that removes conditions.
Range: 1
Cooldown 15s
Drop Stim Brew
Drop a bottle of stimulating liquor, granting Fury and Swiftness.
Cooldown 20s
Fury (10s): +20% Critical
Swiftness (10s): +33% Movement Speed
Range: 1
Healing Turret
Turret. Deploy a turret that heals you briefly, then continues to apply regeneration to you and nearby allies.
Cooldown 20s
Regen (8s) +752
Healing Radius: 480feet
Healing: 597
Range: 100
Utility
Rifle Turret
Turret. Build a rifle turret that shoots at foes.
Cooldown 20s
Damage: 187
Max Range: 100 Feet
Rate of Fire: 2s
Flame Turret
Turret. Deploy a turret that burns foes.
Cooldown 40s
Net Turret
Turret. Build a net turret that immobilizes nearby foes.
Cooldown 30s
Immobilize (3s): Unable to move
Thumper Turret
Turret. Build a high-health thumper turret that damages nearby foes.
Cooldown 50s
Damage: 235
Attack range: 20 Feet
Rate of fire: 3s
Rocket Turret
Turret. Build a turret that fires rockets.
Cooldown 60s
Damage: 467
Burning (3s): -1248 Health
Combo Finisher (Blast)
Elixir B
Elixir. Drink Elixir B, gaining Fury, Might, and Swiftness.
Cooldown 20s
Might (30s): +5-35 Power
Fury (10s): +20% Critical
Swiftness (10s): +33% Movement Speed
Elixir U
Elixir. Drink Elixir U, gaining a random utility buff from another profession.
Cooldown 60s
Haste (5s): Regenerate endurance 100% faster
Frenzy (5s): Improved critical damage
Quickening Zephyr(5s): Move 50% faster
Elixir S
Elixir. Transformation. Drink Elixir S, shrinking yourself, recovering from stun, and evading attacks.
Cooldown 60s
Duration 4s
Breaks Stun
Elixir C
Elixir. Drink Elixir C, converting all conditions into random boons.
Cooldown 60s
Duration 5s
Elixir R
Elixir. Drink Elixir R, recovering from stun and losing all conditions.
Cooldown 45s
Break Stun
Grenade Kit
Device Kit. Equip a kit that replaces your weapon kit with grenade skills.
Grenade
Throw a grenade that explodes.
Damage: 199
Explosion Radius: 10 Feet
Shrapnel Grenade
Throw a grenade that explodes in a hail of shrapnel, causing bleeding.
Cooldown 5s
Damage: 219
Bleeding (10s): -760 damage over time
Explosion Radius: 12Feet
Range: 900
Flash Grenade
Throw a grenade that explodes in a blinding flash.
Cooldown 10s
Damage: 1
Blindness (5s): Next outgoing attack misses
Explosion Radius: 12 Feet
Range: 900
Freeze Grenade
Throw a grenade that chills enemies with a frigid blast.
Cooldown 15s
Damage: 199
Chilled (3s): -66% speed/recharge
Explosion Radius: 20 Feet
Range: 900
Poison Grenade
Throw a grenade that explodes in a Poisonous Cloud.
Cooldown 15s
Poison (5s): -375 health, -33% reduced healing
Poison Cloud Duration: 5s
Poison Cloud Radius: 12 feet
Combo Field: Poison
Mine Kit
Device Kit. Equip a kit that replaces your weapon with land-mine skills.
Throw Mine/Detonate
Throw out a remote-controlled land mine that damages nearby foes.
Damage: 374
Explosion Radius: _Feet
Combo Finisher: Blast
Throw Mine/Detonate
Detonate your mine, damaging nearby foes.
Damage: 407
Explosion Radius: _Feet
Bomb Kit
Device Kit. Equip a kit that replaces your weapon with bomb skills.
Bomb
Set a timed charge that damages nearby foes.
Damage: 374
Explosion Radius: 120 Feet
Fire Bomb
Set a timed charge that burns nearby foes.
Cooldown 10s
Damage: 75
Burning (1s): -416 health
Explosion Radius: 120Feet
Combo Field: Fire
Concussion Bomb
Set a timed charge that dazes nearby foes.
Cooldown 18s
Damage: 187
Explosion Radius: 120Feet
Daze: 2s
Smoke Bomb
Set a timed charge that creates a cloud of smoke, blinding nearby foes.
Cooldown 25s
Blindness (5s): Next outgoing attack misses
Area of Effect: 240Feet
Combo Field: Smoke
Glue Bomb
Set a timed charge that creates a puddle of glue, immobilizing nearby foes.
Cooldown 25s
Immobilize (1s): Unable to move
Explosion Radius: 240 Feet
Flamethrower
Weapon Kit. Arm yourself with a flamethrower that replaces your weapon skills.
Flame Jet
Spray Fire in a cone pattern while on the move.
Damage: 4576
Hits per second: 5
Range: 425
Flame Blast
Fire a napalm ball that rolls through foes and explodes.
Cooldown 6s
Damage: 187
Blast Radius: 20Feet
Blast Damage: 561
Range: 600
Air Blast
Push back foes and projectiles with a blast of hot air.
Cooldown 15s
Knockback Distance: 400
Range: 300
Napalm
Burn and blind your foes with a wall of napalm in front of you.
Cooldown 30s
Burning (1s): -1248 health
Blindness (5s): Next outgoing attack misses
Combo Field: Fire
Range: 600
Backdraft
Pull foes to you in a fiery backdraft.
Cooldown 40s
Damage: 391
Burning (5s) -2080 health
Distance that enemies are moved: 65Feet
Range: 600
Elixir Gun
Weapon Kit. Arm yourself with an Elixir Gun that replaces your weapon skills.
Tranquilizer Dart
Elixir. Fire a dart that randomly makes foes Vulnerable or Weak.
Damage: 123
Weakness (3s): -50% endurance regen, -50% Fumble
Vulnerability (3s): -50 defense
Combo Finisher: Physical Projectile
Range: 900
Elixir F
Elixir. Fire a bouncing glob of Elixir F that cripples foes and grants Swiftness to you and your allies.
Cooldown 5s
Damage: 280
Cripple (5s): -50% speed
Swiftness (5s): +33% movement speed.
Range: 900
Fumigate
Elixir. Spray a cone of elixir fumes, poisoning enemies and removing conditions from
allies.
Cooldown 10s
Poison (1s): -675 health, -33% reduced healing
Range: 450
Acid Bomb
Elixir. Leap backwards, spraying an acidic elixir on the ground that damages nearby foes.
Cooldown 15s
Damage: 78
Duration: 10s
Super Elixir
Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing.
Cooldown 20s
Impact Healing: 251
Pulse Heal: 107
Duration: 10s
Range: 900
Tool Kit
Weapon Kit. Equip a kit that gives you a variety of tools to use.
Smack
Chain. Smack your foe.
Damage: 249
Range: 130
Box of Nails
Scatter nails that bleed and cripple foes.
Cooldown 10s
Bleeding (2s): -152 damage over time
Cripple (2s): -50% speed
Magnet
Pull your target to you.
Cooldown 25s
Range: 600
Gear Shield
Block incoming attacks.
Cooldown 25s
Pry Bar
Launch your foes with a smack of your pry bar.
Cooldown 45s
Distance (450s): _Feet
Blowout: 450
Range: 130
Utility Goggles
Gadget. Break out of stun, gaining Fury and immunity to blindness.
Cooldown 40s
Fury (10s): +20% Critical
Immunity (10s): Blind
Duration: 10s
Break Stun
Rocket Boots
Gadget. Fly backwards, damaging foes with your Rocket exhaust.
Cooldown 45s
Damage: 374
Movement distance: 165Feet
Break Stun
Combo Finisher: Blast
Personal Battering Ram
Gadget. Launch a target foe with a concealed ram’s head.
Cooldown 45s
Distance (450s) feet
Blow out: 450
Combo Finisher: Physical Projectile
Range: 180
Slick Shoes
Gadget. Spray oil behind you, knocking down foes. If underwater, blind foes that enter the oil field.
Cooldown 45s
Knockdown: 3s
Oil slick duration: 1s
Blindness (5s): Next outgoing attack misses.
Elite
Supply Crate
Request a massive supply drop, complete with turrets and bandages.
Cooldown 180s
Damage: 374
Stun: 2s
Area of Effect (1s): Circle 240
Combo Finisher: Blast
Range: 1,200
Note: Drops 8 Healing packs, a flame turret, a net turret and a healing turret.
Elixir X
Elixir. Transformation. Drink Elixir X, becoming a rampaging brute, withering plague, or whirling tornado. Underwater, become either a withering plague or a whirlpool.
Cooldown 150s
Plague (20s): Assumed the form of a moving plague.
Tornado(20s): Transformed into a tornado
Rampage(20s): Assumed the form of a massive juggernaut.
Mortar
Turret. Build a stationary mortar that you or your allies can fire.
Cooldown 120s
Toolbelt
Toss Elixir H
Elixir H
Elixir. Toss Elixir H, randomly granting Protection, Regeneration, or Swiftness to allies in the area.
Cooldown 30s
Protection (5s): 33% damage reduction
Vigor (10s): +100% endurance Regen
Regen (10s) +940 Health Regen
Bandage Self
Med Kit
Bandage your wounds, healing yourself.
Cooldown 20s
Healing: 597
Healing Mist
Elixir Gun
Elixir. Vent a healing mist, granting regeneration to yourself and allies.
Cooldown 40s
Regen (10s): 940 health regen.
Throw Wrench
Tool Kit
Boomerang your wrench in a line, striking foes each way.
Cooldown 20s
Damage: 374
Combo Finisher: Physical Projectile
Grenade Barrage
Grenade Kit
Throw several grenades at once
Cooldown 20s
Damage: 199
Explosion Radius: 10 Feet
Number of Grenades: 6
Big Ol’ Bomb
Bomb Kit
Set a timed charge with a big blast that launches nearby foes.
Cooldown 30s
Damage: 841
Explosion Radius: 120 Feet
Blowout: 400
Combo Finisher: Blast
Detonate All
Mine Kit
Detonate all your mines
Damage Per Mine: 407
Explosion Radius: 15 Feet
Combo Finisher: Blast
Launch Personal Battering Ram
Personal Battering Ram
Shoot out a ram’s head in front of you, Pushing back any struck foes.
CD 45s
Damage 187
Knockback 300
Combo Finisher: Physical Projectile
Range: 900
Analyze
Utility Goggles
CD 40s
Analyze a foe, applying Vulnerability.
Vulnerability (10s): -50 defense
Range: 1,200
Rocket Kick
Rocket Boots
Use your rocket boots to do an explosive kick that Burns enemies.
CD 20s
Damage: 280
Burning (3s): -1,248 health
Range 210
Super Speed
Slick Shoes
Run at double speed.
CD 45s
Duration: 3 seconds
Incendiary Ammo
Flamethrower
Burn foes with your next three attacks.
Burning (3s): -1,248 health
Incendiary Ammo Duration: 60 seconds
Toss Elixir C
Elixir C
Elixir. Toss Elixir C, converting one condition to a random boon for all allies in the area.
CD 30s
Duration: 5s
Range: 900
Toss Elixir R
Elixir R
Elixir. Toss Elixir R, removing conditions and reviving allies in the area.
CD 85s
Heal Downed Allies (6s): %
Duration: 6 seconds
Range: 1,200
Toss Elixir B
Elixir B
Elixir. Toss Elixir B randomly granting Fury, Might, or Swiftness to allies in the area.
CD 20s
Might (30s): +5-35 Power
Fury (10s): +20% Critical
Swiftness (1s): +33% Movement speed
Range: 900
Toss Elixir Ua
Elixir U
Elixir. Toss Elixir U, creating a random spell at the target location
CD 60s
Duration: 3 seconds
Range: 900
Toss Elixir S
Elixir S
Elixir. Toss Elixir S, either growing allies in the area and granting Stability, or granting them Stealth
CD 60s
Stability (6s): Ignore control effects (Stun, Knockback, Launch, Knockdown, Sink, Float, Fear, Daze).
Stealth: ???
Range: 900
Detonate X Turret
Detonate your thumper turret
Cooldown is equal to the turret’s cooldown
Dodging
Have a read of Beliasta's article.
Dodging uses endurance, that’s the bar above your 6-0 skills. It slowly refills and is affected by the boon Vigor (which increases its rate of regeneration) and the condition Weakness (which slows it). Any enemy attack that knocks you around or takes away your ability to control your movement will stop the ability to dodge. At full capacity you can do about 3 rolls by either double tapping a directiohttp://www.blogger.com/img/blank.gifnal key or using the dodge button. The dodge button will roll you in the direction you’re headed in (if you’re not moving it’ll roll you backwards, so watch out for ledges).
Saturday, March 24, 2012
Thursday, March 22, 2012
Skill cap
Which classes are easiest? From the 20 minute.
Profession difficulty should look like this (from easiest to hardest): Elementalist - > Warrior > Ranger > Necromancer > Guardian > Thief 2011 > Engineer - > Mesmer - .
Profession difficulty should look like this (from easiest to hardest): Elementalist - > Warrior > Ranger > Necromancer > Guardian > Thief 2011 > Engineer - > Mesmer - .
Asura - Armour
The Mesmer
A friend is looking for a profession in Guild Wars 2.
I have been directing him towards the Mesmer.
I have been directing him towards the Mesmer.
Wednesday, March 21, 2012
Microtransactions
The arena net Blog has released some information on Microtransactions.http://www.blogger.com/img/blank.gif
The information of note seems to be:
This begs the question what a time saving convenience, enhanced xp boost perhaps? In Lord of the Rings Online’s Cash Shop Turbine sells advantages to players. Is this the way GW2 will go?
MMO veterans will note the similarities of our system to EVE Online’s PLEX system.
The information of note seems to be:
We think players should have the opportunity to spend money on items that provide visual distinction and offer more ways to express themselves.
They should also be able to spend money on account services and on time-saving convenience items.
This begs the question what a time saving convenience, enhanced xp boost perhaps? In Lord of the Rings Online’s Cash Shop Turbine sells advantages to players. Is this the way GW2 will go?
gems are the currency that’s bought and used to purchase microtransactions.
If you want something, whether it’s an in-game item or a microtransaction, you ultimately have two ways to get it: you can play to earn gold or you can use money to buy gems. We think that’s important, because it lets more players participate on a level playing field, whether they use their free time or their disposable income to do it.
MMO veterans will note the similarities of our system to EVE Online’s PLEX system.
Tuesday, March 20, 2012
A new Toy
I have been playing around with this skill tool for Guild Wars 2
Have fun with it. I came up with this for defence and this for offence.
These traits came to mind.
A durability build might look like
A dps build might look like this
A healing build.
A guildy also suggested this. Its a signature generator.
There are, theoretically, 32 completely different combinations for how you can place your trait points(in incements of 5), and that is just talking about distributions, not even the specific lines you’re speccing into.
Have fun with it. I came up with this for defence and this for offence.
These traits came to mind.
A durability build might look like
this.
A dps build might look like this
A healing build.
A guildy also suggested this. Its a signature generator.
There are, theoretically, 32 completely different combinations for how you can place your trait points(in incements of 5), and that is just talking about distributions, not even the specific lines you’re speccing into.
Guardian - Spirit Weapons
Interesting snippets.
There is no Taunt.
Each Profession generate agro in a similar fashion.
Agro mainly on proximity.
Which profession mechanics best mesh with their theme?
Question of the Week - Which profession mechanics best mesh with their theme?
Also this post is very interesting, I particularly found this information useful.
Some effects stack via duration and some stack via effectiveness. Removing a condition will remove it entirely, stacks and all. There are various other effects that are generally profession specific like Frenzy and Frosty Armour that I won’t cover since they are less prevalent than the more common ones.
Damage
Damage in Guild Wars 2 is not exclusively dealt by hitting people in the face with a hammer. There are conditions that damage that weapons rely on. There are also conditions that make hitting people in the face with a hammer deal more damage!
Bleeding – stacks in intensity meaning the more something is bleeding the more damage per second that they take.
Burning – stacks in duration meaning the more something is burning, the more seconds it takes damage.
Confusion – stacks in intensity. This condition damages the victim every time they use a skill. In PvE the AI will not stop attacking making this a damage condition. In PvP it can operate as a slightly defensive condition.
Poison – stacks in duration. This inflicts damage per second and reduces the effectiveness of outgoing heals so the victim will find it difficult to heal himself/herself.
Vulnerability – stacks in intensity. This reduces the target’s armour.
Also this post is very interesting, I particularly found this information useful.
Some effects stack via duration and some stack via effectiveness. Removing a condition will remove it entirely, stacks and all. There are various other effects that are generally profession specific like Frenzy and Frosty Armour that I won’t cover since they are less prevalent than the more common ones.
Damage
Damage in Guild Wars 2 is not exclusively dealt by hitting people in the face with a hammer. There are conditions that damage that weapons rely on. There are also conditions that make hitting people in the face with a hammer deal more damage!
Bleeding – stacks in intensity meaning the more something is bleeding the more damage per second that they take.
Burning – stacks in duration meaning the more something is burning, the more seconds it takes damage.
Confusion – stacks in intensity. This condition damages the victim every time they use a skill. In PvE the AI will not stop attacking making this a damage condition. In PvP it can operate as a slightly defensive condition.
Poison – stacks in duration. This inflicts damage per second and reduces the effectiveness of outgoing heals so the victim will find it difficult to heal himself/herself.
Vulnerability – stacks in intensity. This reduces the target’s armour.
Friday, March 16, 2012
Interview with Arena net on Guild Wars 2
These are some highlights for me. The bits in Italics are me reading between the lines.
They mention that they are balancing the damage of attacks. So balance is important, theu emphasis it early.
Heal reduction, a poison that reduces heals. It is possible to debuff a heal.
11 common debuffs and 8 common buffs. This is done to make balance easy.
Traits: you can specialise all the way down a line or spread very widely. They recognise people might be a bit lost at first. They believe either approach is viable now, he mentions that this is what they are seeing but they havent a very strong idea of all possible combos.
Attributes: The major and minor skills define the profession build but the versalitilty is the main motivation.Min/Maxing could be very complex and rewarding.
Warrior Shouts can be traited to give an AoE Heal and there is a warrior Banner that increases it’s heal. The warrior can reduce shout cooldown and trait shouts to give adrenaline. A support warrior is viable.
There is some rock papper scissors. He suggest versus a guardian to fire an arrow so there aeges goes doen to block it so that your next big hit lands. Counter: burn your aegis whenthe enemy is spotted for its buff, it then begins its cooldown.
Engineer: an awful lot of play style choices.
Balancing: leaning towards esports. They have balanced one on ones and 5 v 5. They play the characters against each other.
Armour: you can build towards your strenghts. Every piece has a rune slot, you can build the 6 pieces to get a set piece bonus by having a full set of the same rune.
They had issues with rangers pet AI.
The mail system can be used any where, it is in fact a ranged trading system.
and some pvp.
Wednesday, March 14, 2012
A guildy was interested in the Engineer profession. I wanted to gather as much information as I could for him. Credit again to Beliasta.
Engineer
Profession Mechanic
Engineers have a tool belt where the F1-F4 skills are determined by the 6-9 (healing+utility) skills, which in effect gives the engineer 14 skills. The engineer is therefore the only profession that can customize their profession mechanic skill-set.
E.g. Having a turret in the 7 skill will give the you the option on the tool belt (F2) to detonate it. Having a flamethrower in the 8 skill will turn the F3 skill into Incendiary ammo and so on.
Turret tool belt skills are useless unless the turret is active, while the rest can be used regardless of their parent skill’s on/off status.
Weapons
Engineers can only choose from technological ranged weapons(inc. speargun) and the shield. They only have access to one weapon set at a time and cannot switch. This of course means that like the Elementalist, the Engineer also has access to a lot of alternate skills. More on that later.
Rifle: Mostly a long ranged weapon though it can punish close ranged attackers if necessary.
Pistol(main hand): Fire special ammo that inflicts various conditions. Close to mid range
Pistol(off hand): Fires an AoE immobilizing agent and can also SET PEOPLE ON FIRE.
Shield(off hand): Creates a forcefield that damages and knocks back enemies as well as reflects projectiles. That was one skill. The other electrifies the shield and stuns attackers. It might do more but I haz no infoz.
Healing
You start with:
Elixir H(30s cooldown): Heals you and gives you either protection, regen or swiftness. F1 throws it at allies for a similar effect.
Med Kit(0s cooldown, 1 skill points): This is a kit that replaces your weapons and gives you 3 drop bandages(heals), 1 drop-condition-removal and 1 drop-fury-swiftness-boon. Running over these drops gives you or allies its effect. F1 heals you (20s cooldown).
Healing Turret(10s cooldown, 4 skill points): Deploy a turret that heals you and then gives regen AoE. Use the skill again for more healing and reviving allies (30s cooldown).
Utility Skills Engineers have access to turrets, kits, elixirs, as well as a few gadgets. GO GO GADGET ROCKET BOOTS. Only profession to not use signets.
Elixirs generally give boons and condition removal to the engineer. Tool belt skills are to throw them at allies for similar but alternate effects.
Turrets are immobile uncontrollable pets that generally do one thing. Use them again to overcharge them and make them do another thing or the same thing but better! Their tool belt skills destroy the turret damaging nearby enemies. The engineer can also pick them up by interacting with them, which is an alternative to blowing them up (you might want to pick them up for example in a coal mine).
Kits are of both Weapon and Device nature. They give very different but still somewhat related skills to the tool belt. Using them replaces your weapon skills. Use the skill again to deactivate them and return to your default weapons.
Kits
Elixir Gun: Fires a large amount of AoEs that give conditions to enemies and boons/condition removal to allies. Tool belt heals you and allies.
Flamethrower: It’s a flamethrower. It shoots fire. Lots of fiery AoE’s as well as pushes and pulls. Tool belt gives you burning bullets for weapons.
Tool Kit: Gives you a wrench. Closest thing to a melee weapon. Tool belt throws wrench and despite the laws of aerodynamics, it returns as well, striking foes along the way.
Mine Kit: Throws mines that you can detonate. Tool belt destroys all mines. This is so that in future, they don’t remain lying around for civilians to detonate.
Bomb Kit: Place a variety of bombs at your location that explode after a few seconds. They are of damage, burning, dazing, blinding, immobilizing variety. Tool belt puts a giant bomb that damages and knocks back.
Grenade Kit: Gives you a variety of ground targeted AoEs that do damage, bleeding, blinds, chills and poisons. Tool belt allows you to throw several grenades at once.
Elite skills
Supply Crate(180s cooldown, 15 skill points): Summon a supply crate from uhhhh…Anyway it does damage/stuns and creates 8 bandages, a healing turret, net turret and flame turret. They can’t be detonated but will likely benefit from turret traits.
Elixir X (150s cooldown, 20 skill points): Randomly gives you the elite forms of Plague, Rampage or Tornado. What the hell is in those elixirs…
Mortar (120s cooldown, 25 skill points): Creates an enviromental weapon that is also a mortar :o. Gives you 5 ground targeted AoEs that damage, bleeds/cripples, heals allies, chills foes, knock back enemies.
Traits
Engineer traits perform as expected and their names tell you a lot about their usage.
Explosives: raises power and condition duration: traits benefit explosions.
Firearms: raises precision and crit damage: traits benefit rifles/pistols/speargun.
Inventions: raises toughness and healing: traits benefit turrets and shield.
Alchemy: raises vitality and boon duration: traits benefits elixirs and healing.
Tools: raises conditon damage and reduces tool belt recharges: traits benefit kits.
Engineer
Profession Mechanic
Engineers have a tool belt where the F1-F4 skills are determined by the 6-9 (healing+utility) skills, which in effect gives the engineer 14 skills. The engineer is therefore the only profession that can customize their profession mechanic skill-set.
E.g. Having a turret in the 7 skill will give the you the option on the tool belt (F2) to detonate it. Having a flamethrower in the 8 skill will turn the F3 skill into Incendiary ammo and so on.
Turret tool belt skills are useless unless the turret is active, while the rest can be used regardless of their parent skill’s on/off status.
Weapons
Engineers can only choose from technological ranged weapons(inc. speargun) and the shield. They only have access to one weapon set at a time and cannot switch. This of course means that like the Elementalist, the Engineer also has access to a lot of alternate skills. More on that later.
Rifle: Mostly a long ranged weapon though it can punish close ranged attackers if necessary.
Pistol(main hand): Fire special ammo that inflicts various conditions. Close to mid range
Pistol(off hand): Fires an AoE immobilizing agent and can also SET PEOPLE ON FIRE.
Shield(off hand): Creates a forcefield that damages and knocks back enemies as well as reflects projectiles. That was one skill. The other electrifies the shield and stuns attackers. It might do more but I haz no infoz.
Healing
You start with:
Elixir H(30s cooldown): Heals you and gives you either protection, regen or swiftness. F1 throws it at allies for a similar effect.
Med Kit(0s cooldown, 1 skill points): This is a kit that replaces your weapons and gives you 3 drop bandages(heals), 1 drop-condition-removal and 1 drop-fury-swiftness-boon. Running over these drops gives you or allies its effect. F1 heals you (20s cooldown).
Healing Turret(10s cooldown, 4 skill points): Deploy a turret that heals you and then gives regen AoE. Use the skill again for more healing and reviving allies (30s cooldown).
Utility Skills Engineers have access to turrets, kits, elixirs, as well as a few gadgets. GO GO GADGET ROCKET BOOTS. Only profession to not use signets.
Elixirs generally give boons and condition removal to the engineer. Tool belt skills are to throw them at allies for similar but alternate effects.
Turrets are immobile uncontrollable pets that generally do one thing. Use them again to overcharge them and make them do another thing or the same thing but better! Their tool belt skills destroy the turret damaging nearby enemies. The engineer can also pick them up by interacting with them, which is an alternative to blowing them up (you might want to pick them up for example in a coal mine).
Kits are of both Weapon and Device nature. They give very different but still somewhat related skills to the tool belt. Using them replaces your weapon skills. Use the skill again to deactivate them and return to your default weapons.
Kits
Elixir Gun: Fires a large amount of AoEs that give conditions to enemies and boons/condition removal to allies. Tool belt heals you and allies.
Flamethrower: It’s a flamethrower. It shoots fire. Lots of fiery AoE’s as well as pushes and pulls. Tool belt gives you burning bullets for weapons.
Tool Kit: Gives you a wrench. Closest thing to a melee weapon. Tool belt throws wrench and despite the laws of aerodynamics, it returns as well, striking foes along the way.
Mine Kit: Throws mines that you can detonate. Tool belt destroys all mines. This is so that in future, they don’t remain lying around for civilians to detonate.
Bomb Kit: Place a variety of bombs at your location that explode after a few seconds. They are of damage, burning, dazing, blinding, immobilizing variety. Tool belt puts a giant bomb that damages and knocks back.
Grenade Kit: Gives you a variety of ground targeted AoEs that do damage, bleeding, blinds, chills and poisons. Tool belt allows you to throw several grenades at once.
Elite skills
Supply Crate(180s cooldown, 15 skill points): Summon a supply crate from uhhhh…Anyway it does damage/stuns and creates 8 bandages, a healing turret, net turret and flame turret. They can’t be detonated but will likely benefit from turret traits.
Elixir X (150s cooldown, 20 skill points): Randomly gives you the elite forms of Plague, Rampage or Tornado. What the hell is in those elixirs…
Mortar (120s cooldown, 25 skill points): Creates an enviromental weapon that is also a mortar :o. Gives you 5 ground targeted AoEs that damage, bleeds/cripples, heals allies, chills foes, knock back enemies.
Traits
Engineer traits perform as expected and their names tell you a lot about their usage.
Explosives: raises power and condition duration: traits benefit explosions.
Firearms: raises precision and crit damage: traits benefit rifles/pistols/speargun.
Inventions: raises toughness and healing: traits benefit turrets and shield.
Alchemy: raises vitality and boon duration: traits benefits elixirs and healing.
Tools: raises conditon damage and reduces tool belt recharges: traits benefit kits.
Guild Wars 2 - Prepurchase
Starting April 10, players can secure their Guild Wars 2 Limited Collector’s Edition, Digital Edition, or Digital Deluxe copy by pre-purchasing the entire game at buy.guildwars2.com or at select retailers. Players who pre-purchase any edition will have guaranteed entry into all beta weekend events, three-day headstart access to the final game, and Hero’s Band in-game item.
What do I get with a Pre-Purchase of the game?
Customers who pre-purchase the game in full will enjoy guaranteed access to our Beta Weekend Events, three-day Headstart Access to the final game, and five digital items designed to enhance your gameplay experience.
What if I don’t want to pay in full in advance?
In addition to Pre-Purchase, a number of our retail partners are offering a Pre-Order program. Customers who pre-order will receive one-day Headstart Access to the final game.
When do Beta Weekend Events (BWEs) start, and how many will there be?
The first BWE is currently planned for late April, and we expect to have one every month or so. The schedule is subject to change and will be confirmed at a later date. Currently, we do not know how many of these events we will have.
Is Pre-Purchase the only way to get into Guild Wars 2 Beta Weekend Events?
Pre-Purchase is the only guaranteed way to get into all Beta Weekend Events. We will also be running promotions for access to individual Beta Weekend Events.
I already signed up for the Guild Wars 2 Beta. Do I need to Pre-Purchase?
If you want to get guaranteed access to all Beta Weekend Events, yes, you must Pre-Purchase. Simply signing up for the Beta does not guarantee access to the Beta Weekend Events.
Which products are available for Pre-Purchase?
Customers will be able to Pre-Purchase the Guild Wars 2 Digital Edition and the Guild Wars 2 Digital Deluxe Edition directly from NCsoft. In addition to the digital products, certain retailers will also be offering physical Pre-Purchase of the Guild Wars 2 Standard Edition and the Guild Wars 2 Collector's Edition.
How does physical Pre-Purchase work?
Physical Pre-Purchase for Guild Wars 2 is only available at select retailers. The details of how this will work will differ slightly depending on which edition customers purchase and where they purchase it.
Standard Edition (North America) — Customers will buy the Standard Edition Pre-Purchase box and receive a Pre-Purchase serial code. They will then go to https://register.guildwars2.com and follow the on-screen instructions to create a Guild Wars 2 account and apply the serial code, which will give them access to Beta Weekend Events and three-day Headstart access to the final game. When Guild Wars 2 launches, customers will need to return to the retailer with proof of purchase to receive the full Standard Edition box and retail serial code. They will need to apply this retail serial code to their Guild Wars 2 account within five days to continue playing without interruption.
Standard Edition (Europe) — Customers will buy the Standard Edition Pre-Purchase box and receive their serial code. This is the only serial code customers will receive and will grant access to the Beta Weekend Events, three-day Headstart Access, the Hero's Band digital item, and full access to the final live game. Customers will not need to return to retail to receive another serial code.
Collector's Edition (North America and Europe) — Customers will buy the Collector's Edition Pre-Purchase box and receive a Pre-Purchase serial code. They will then go to https://register.guildwars2.com and follow the on-screen instructions to create a Guild Wars account and apply the serial code, which will give them access to Beta Weekend Events and three-day Headstart Access to the final game. When Guild Wars 2 launches, customers will need to return to their retailer with proof of purchase to receive the full Collector's Edition box with physical items and retail serial code. They will need to apply this retail serial code to their Guild Wars 2 account within five days to continue playing without interruption.
Tuesday, March 13, 2012
Monday, March 12, 2012
Warrior - Thanks to Beliata
This is a repost of this.
Warrior
Profession Mechanics
Adrenaline returns to Guild Wars 2. The more a warrior attacks the more adrenaline he/she generates. Adrenaline fills 3 bars above the 1-5 skill and the more bars filled the stronger the Burst skill is. The warrior’s burst skill is triggered by F1 and is determined by the main hand or the two handed weapon being wielded, and is sort of a miniature elite skill. The downside to this is that the warrior’s profession mechanic is sort of useless while wielding an environmental weapon such as a conjured weapon or a siege weapon.
Weapons
The warrior can use any instrument of warfare. From sword and shield to rifles and longbows as well as the non magical aquatic weapons.
Longbow: Focuses on setting enemies on fire from long range with several burning skills and an immobilization.
Rifle: Lots of conditions (even the 1 skill bleeds) on a single enemy. One shot…probably not one kill…keep shooting…
Hammer: A powerful control weapon, everything it does focuses on tactically debilitating the enemy. WITH A GIANT HAMMER.
Greatsword: Not a lot of conditions on this one, this is the damage and getting close enough to damage weapon.
Mace (main hand): Slightly defensive weapon (for a spiked steel ball on a stick) with a block and a daze and a burst skill stun.
Mace (off hand): Two condition-giving attacks. Warriors are the only profession that can dual wield maces.
Sword (main hand): A lunge and a bleeding chain attack along with a crippler define the sword’s role as a damage and control type weapon.
Sword (off hand): You can throw your sword at an enemy to cause bleeding or use it to block…seems kind of two faced. What? The block also bleeds? Ahhh..that makes more sense.
Axe (main hand): Chop/Double Chop/Triple Chop. I’m not kidding…those are the names of the 1 skill chain. When you want to damage someone…the axe’ll do it…Burst skill name? Eviscerate…duhhhh.
Axe (off hand): It doesn’t get complicated here either…it’ll do damage and it’ll do damage while spinning like a tornado…like they teach in Warrior College.
Shield (off hand): Hits people in the face/Stops people hitting you in the face.
Warhorn(off hand): Channel the spirit of Boromir and sound the charge and call to arms. Not in that order though…that would be silly. Support/leader type weapon.
Healing
You start with:
Healing Surge (30 second cooldown): It’s a heal and builds adrenaline. Well…that’s useful 2 ways.
Mending (20 second cooldown, 1 skill point): It’s a heal and it removes a condition. Hmm….
Healing Signet (40 second cooldown, 4 skill points): Passively gives you regeneration (suck on that guardians!) and when activated heals you. This seems vaguely familiar…
Utility Skills
Warriors’ utility skills come in groups of 4. They have their signets like every other non engineer profession as well as a group of 4 combat moves that kick, stomp, charge and throws a bolas like Batman.
Stances define the warrior as a combatant and give him/her the relevant stance buff. These benefits don’t fit in too well into the normal boon/conditions definition of GW2 and are given their own icons as boons.
They also have Shouts…which are shouts really(they show speech bubbles above your character when you shout them :o)…they give your allies boons and enemies conditions. Interesting one is “I will avenge you!” where if you kill an enemy while under its effect your allies will rally. Nice touch.
They also have Banners…which along with shouts define the warrior as the leader type character as well. They fall from uhhhh…somewhere and provide boons to allies in an area. Allies can actually pick them up and use them as environmental weapons so an army marching to war can actually carry their banners while yelling something like “FOR MACRAGGE!” before planting them at the new battlefront. Yeahhh 8) (Not sure these guys work underwater. Soggy banners aren’t cool.)
Elite Skills:
Signet of Rage (2 minute cooldown, 20 skill points): Build up the rage by passively gaining adrenaline. Release the rage by activating to gain swiftness to chase, might for damage and fury for critical damage. Lasts 30 seconds.
Battle Standard (3 minute cooldown, 15 skill points): Summons a battle standard that boosts damage, gives stability, fury and might and revives down and defeated allies. Banner lasts 20 seconds, boons will last a few seconds after.
Rampage (3 minute cooldown, 25 skill points): Smash, kick, dash, throw boulder, stomp. Those are the skills you now have. They do exactly what you think. You also grow larger. WARRIOR SMASH!
Traits
The warrior’s trait system is defined by your play style with their names to guide you-:
Strength: raises power + condition duration: mostly damage output traits.
Arms: raises precision + condition damage: mostly condition augmenting traits.
Defense: raises toughness + heal effectiveness: uhhhh…defensive traits.
Tactics: raises vitality + boon duration: mostly boon augmenting traits.
Discipline: raises critical hit damage + burst skill damage: lot of weapon swapping and adrenaline traits here.
(One of the warrior’s downed skills, Vengeance, which restores the warrior to full fighting form before dropping to the ground defeated has an interesting trait in Discipline, which gives the warrior a chance to rally whenever he kills an enemy.)
Warrior
Profession Mechanics
Adrenaline returns to Guild Wars 2. The more a warrior attacks the more adrenaline he/she generates. Adrenaline fills 3 bars above the 1-5 skill and the more bars filled the stronger the Burst skill is. The warrior’s burst skill is triggered by F1 and is determined by the main hand or the two handed weapon being wielded, and is sort of a miniature elite skill. The downside to this is that the warrior’s profession mechanic is sort of useless while wielding an environmental weapon such as a conjured weapon or a siege weapon.
Weapons
The warrior can use any instrument of warfare. From sword and shield to rifles and longbows as well as the non magical aquatic weapons.
Longbow: Focuses on setting enemies on fire from long range with several burning skills and an immobilization.
Rifle: Lots of conditions (even the 1 skill bleeds) on a single enemy. One shot…probably not one kill…keep shooting…
Hammer: A powerful control weapon, everything it does focuses on tactically debilitating the enemy. WITH A GIANT HAMMER.
Greatsword: Not a lot of conditions on this one, this is the damage and getting close enough to damage weapon.
Mace (main hand): Slightly defensive weapon (for a spiked steel ball on a stick) with a block and a daze and a burst skill stun.
Mace (off hand): Two condition-giving attacks. Warriors are the only profession that can dual wield maces.
Sword (main hand): A lunge and a bleeding chain attack along with a crippler define the sword’s role as a damage and control type weapon.
Sword (off hand): You can throw your sword at an enemy to cause bleeding or use it to block…seems kind of two faced. What? The block also bleeds? Ahhh..that makes more sense.
Axe (main hand): Chop/Double Chop/Triple Chop. I’m not kidding…those are the names of the 1 skill chain. When you want to damage someone…the axe’ll do it…Burst skill name? Eviscerate…duhhhh.
Axe (off hand): It doesn’t get complicated here either…it’ll do damage and it’ll do damage while spinning like a tornado…like they teach in Warrior College.
Shield (off hand): Hits people in the face/Stops people hitting you in the face.
Warhorn(off hand): Channel the spirit of Boromir and sound the charge and call to arms. Not in that order though…that would be silly. Support/leader type weapon.
Healing
You start with:
Healing Surge (30 second cooldown): It’s a heal and builds adrenaline. Well…that’s useful 2 ways.
Mending (20 second cooldown, 1 skill point): It’s a heal and it removes a condition. Hmm….
Healing Signet (40 second cooldown, 4 skill points): Passively gives you regeneration (suck on that guardians!) and when activated heals you. This seems vaguely familiar…
Utility Skills
Warriors’ utility skills come in groups of 4. They have their signets like every other non engineer profession as well as a group of 4 combat moves that kick, stomp, charge and throws a bolas like Batman.
Stances define the warrior as a combatant and give him/her the relevant stance buff. These benefits don’t fit in too well into the normal boon/conditions definition of GW2 and are given their own icons as boons.
They also have Shouts…which are shouts really(they show speech bubbles above your character when you shout them :o)…they give your allies boons and enemies conditions. Interesting one is “I will avenge you!” where if you kill an enemy while under its effect your allies will rally. Nice touch.
They also have Banners…which along with shouts define the warrior as the leader type character as well. They fall from uhhhh…somewhere and provide boons to allies in an area. Allies can actually pick them up and use them as environmental weapons so an army marching to war can actually carry their banners while yelling something like “FOR MACRAGGE!” before planting them at the new battlefront. Yeahhh 8) (Not sure these guys work underwater. Soggy banners aren’t cool.)
Elite Skills:
Signet of Rage (2 minute cooldown, 20 skill points): Build up the rage by passively gaining adrenaline. Release the rage by activating to gain swiftness to chase, might for damage and fury for critical damage. Lasts 30 seconds.
Battle Standard (3 minute cooldown, 15 skill points): Summons a battle standard that boosts damage, gives stability, fury and might and revives down and defeated allies. Banner lasts 20 seconds, boons will last a few seconds after.
Rampage (3 minute cooldown, 25 skill points): Smash, kick, dash, throw boulder, stomp. Those are the skills you now have. They do exactly what you think. You also grow larger. WARRIOR SMASH!
Traits
The warrior’s trait system is defined by your play style with their names to guide you-:
Strength: raises power + condition duration: mostly damage output traits.
Arms: raises precision + condition damage: mostly condition augmenting traits.
Defense: raises toughness + heal effectiveness: uhhhh…defensive traits.
Tactics: raises vitality + boon duration: mostly boon augmenting traits.
Discipline: raises critical hit damage + burst skill damage: lot of weapon swapping and adrenaline traits here.
(One of the warrior’s downed skills, Vengeance, which restores the warrior to full fighting form before dropping to the ground defeated has an interesting trait in Discipline, which gives the warrior a chance to rally whenever he kills an enemy.)
Guardian - thanks to Beliasta
This is a repost of this.
Guardian
Profession Mechanic
The Guardian uses 3 virtues that passively give him boons. He can then activate them using the F1,F2 and F3 skills to give the same boons to nearby allies(including the user). The activated virtue is then deactivated for a period of time.
F1: Virtue of Justice (20s cooldown) – Every 5th attack burns. It sets your weapon skills on fire in the UI when it’s ready. Activate it to cause nearby allies to set enemies on fire with their next attack.
F2: Virtue of Resolve (40s cooldown) – You have rejuvenation (a unique healing boon – suck on that warriors!). Activate it to remove conditions from nearby allies and give them regeneration(regular boon) for a short time.
F3: Virtue of Courage (60s cooldown) – Every 30 seconds you gain aegis, which blocks the next attack. Activate it to give aegis to nearby allies.
Nice and simple: a smiting skill, a healing skill and a protection skill. Oddly feels familiar.
Weapons
The guardian uses most melee weapons and magical weapons. Underwater they use the spear and trident.
Staff: A couple AoEs, a couple supports and the “YOU SHALL NOT PASS UNLESS YOU GO AROUND” skill. It’ll probably work well on a fragile stone bridge.
Greatsword: Lots of damage and a lot of control skills. A couple actual multi target ranged attacks.
Hammer: Hard hitting, short ranged AoEs with a circular warding skill. It keeps enemies out. It keeps victims in.
Mace (main hand): Lots of support skills here with heals and protection. It’s a spiky steel ball on a stick…
Sword (main hand): Has a teleport attack and a projectile counter for ranged attackers.
Scepter (main hand): Can immobile an enemy and then pummel them in an AoE and with a slow moving projectile.
Torch (off hand): FOR SIGMAR! I mean…It removes a condition as well SETS YOU ON FIRE AND THEN SETS OTHER PEOPLE ON FIRE. (Pretty sure you aren’t burning and taking any damage from that).
Focus (off hand): Shoots a ray that helps allies, blinds and damages enemies. Also creates an exploding shield.
Shield (off hand): Gives protection to you and allies as well as creating a bubble that knocks back enemies and projectiles.
Healing
You start with:
Shelter (45s cooldown): Block for 2 seconds while you heal. Can’t complain. Long recharge.
Signet of Resolve (30s cooldown, 1 skill point): Passively removes a condition periodically. Activate and it heals you. What a twist!
Healing Breeze (30s cooldown, 4 skill points): Gives you and allies a heal over time that stacks with regeneration.
Utility skills
Guardians have 4 signets (Including one that revives a nearby ally :o). They have 2 intervention (read: teleportation) spells – 1 for enemies, 1 for allies in need. They also have 3 shouts (4th one still in the lab?) – Hold the line! Stand your Ground! Retreat! (likely order of use).
Spirit Weapons are your floating energy Hammers, Swords, Bows and Shields (GL style). They are uncontrollable, can’t be attacked, have time limits and are awesome (one of these is an opinion). Use their skill again to command them to do their special move that will also dismiss them.
Guardians also have symbols which are ground targeted AoEs that leave a symbol on the ground that gives its effect to the relevant targets(friend or foe) standing on it.
Elite skills
Sanctuary (180s cooldown, 15 skill points): Creates a sphere that keeps enemies and projectiles out. Ground targeted AoEs might probably get through.
Tome of Wrath (180s cooldown, 20 skill points): Turns you in a turret of immobile death dealing. Of your 5 new skills, 3 attack the opponent and 2 buff allies to help attack opponents.
Tome of Courage (180s cooldown, 25 skill points): Once again turns you into a turret with a lot of support and defensive abilities(poker face).
All are very movement limiting, so make sure you want to be where you are before using these things. There are traits to boost their duration as well.
Traits
Zeal raises power and boon duration with traits that boost damage and help survival.
Radiance raises precision and condition duration. Lots of on-crit effect traits.
Valor raises toughness and critical multiplier oddly enough. Lots of armour traits here.
Honor raises vitality, healing and its traits boosts the power of aegides(plural of aegis), shouts and symbols.
Virtue raises condition damage and lowers the recharge on virtues. Naturally its traits augment the power of the guardian’s virtues.
Guardian
Profession Mechanic
The Guardian uses 3 virtues that passively give him boons. He can then activate them using the F1,F2 and F3 skills to give the same boons to nearby allies(including the user). The activated virtue is then deactivated for a period of time.
F1: Virtue of Justice (20s cooldown) – Every 5th attack burns. It sets your weapon skills on fire in the UI when it’s ready. Activate it to cause nearby allies to set enemies on fire with their next attack.
F2: Virtue of Resolve (40s cooldown) – You have rejuvenation (a unique healing boon – suck on that warriors!). Activate it to remove conditions from nearby allies and give them regeneration(regular boon) for a short time.
F3: Virtue of Courage (60s cooldown) – Every 30 seconds you gain aegis, which blocks the next attack. Activate it to give aegis to nearby allies.
Nice and simple: a smiting skill, a healing skill and a protection skill. Oddly feels familiar.
Weapons
The guardian uses most melee weapons and magical weapons. Underwater they use the spear and trident.
Staff: A couple AoEs, a couple supports and the “YOU SHALL NOT PASS UNLESS YOU GO AROUND” skill. It’ll probably work well on a fragile stone bridge.
Greatsword: Lots of damage and a lot of control skills. A couple actual multi target ranged attacks.
Hammer: Hard hitting, short ranged AoEs with a circular warding skill. It keeps enemies out. It keeps victims in.
Mace (main hand): Lots of support skills here with heals and protection. It’s a spiky steel ball on a stick…
Sword (main hand): Has a teleport attack and a projectile counter for ranged attackers.
Scepter (main hand): Can immobile an enemy and then pummel them in an AoE and with a slow moving projectile.
Torch (off hand): FOR SIGMAR! I mean…It removes a condition as well SETS YOU ON FIRE AND THEN SETS OTHER PEOPLE ON FIRE. (Pretty sure you aren’t burning and taking any damage from that).
Focus (off hand): Shoots a ray that helps allies, blinds and damages enemies. Also creates an exploding shield.
Shield (off hand): Gives protection to you and allies as well as creating a bubble that knocks back enemies and projectiles.
Healing
You start with:
Shelter (45s cooldown): Block for 2 seconds while you heal. Can’t complain. Long recharge.
Signet of Resolve (30s cooldown, 1 skill point): Passively removes a condition periodically. Activate and it heals you. What a twist!
Healing Breeze (30s cooldown, 4 skill points): Gives you and allies a heal over time that stacks with regeneration.
Utility skills
Guardians have 4 signets (Including one that revives a nearby ally :o). They have 2 intervention (read: teleportation) spells – 1 for enemies, 1 for allies in need. They also have 3 shouts (4th one still in the lab?) – Hold the line! Stand your Ground! Retreat! (likely order of use).
Spirit Weapons are your floating energy Hammers, Swords, Bows and Shields (GL style). They are uncontrollable, can’t be attacked, have time limits and are awesome (one of these is an opinion). Use their skill again to command them to do their special move that will also dismiss them.
Guardians also have symbols which are ground targeted AoEs that leave a symbol on the ground that gives its effect to the relevant targets(friend or foe) standing on it.
Elite skills
Sanctuary (180s cooldown, 15 skill points): Creates a sphere that keeps enemies and projectiles out. Ground targeted AoEs might probably get through.
Tome of Wrath (180s cooldown, 20 skill points): Turns you in a turret of immobile death dealing. Of your 5 new skills, 3 attack the opponent and 2 buff allies to help attack opponents.
Tome of Courage (180s cooldown, 25 skill points): Once again turns you into a turret with a lot of support and defensive abilities(poker face).
All are very movement limiting, so make sure you want to be where you are before using these things. There are traits to boost their duration as well.
Traits
Zeal raises power and boon duration with traits that boost damage and help survival.
Radiance raises precision and condition duration. Lots of on-crit effect traits.
Valor raises toughness and critical multiplier oddly enough. Lots of armour traits here.
Honor raises vitality, healing and its traits boosts the power of aegides(plural of aegis), shouts and symbols.
Virtue raises condition damage and lowers the recharge on virtues. Naturally its traits augment the power of the guardian’s virtues.
Friday, March 9, 2012
The Unnamed Keep.
It seems that any one guild in Guild Wars 2 can only control one location in the Mists at once.
This is a feature of Warhammer that I loved. It gives you a sense of ownership and greater immersion.
Holding your keep against the enemy Hordes is very satisfying.
Mt only concern is whether a cordinated group can withstand the assault of superior numbers or do numbers always win?
Any way it brings back memories of this our favorite keep in Warhammer.
This is a feature of Warhammer that I loved. It gives you a sense of ownership and greater immersion.
Holding your keep against the enemy Hordes is very satisfying.
Mt only concern is whether a cordinated group can withstand the assault of superior numbers or do numbers always win?
Any way it brings back memories of this our favorite keep in Warhammer.
Monday, March 5, 2012
The Warrior
Thursday, March 1, 2012
Guardian - further information
In an earlier post I linked a number of Guardian Videos. Here is a list of guardian attributes we can garner from them.
Health Pool:
Previously the Guardian was of the lower health bracket of the professions but now it looks to be in the medium range of health pool.
Before: ~16k
Now: ~20k
(Edit: Health Pools for most classes have changes, or so it seems. Not sure where this places the Guardian)
Symbols:
Most symbols (possibly all) have a significantly smaller range and different animations.
Spirit Weapons:
Hammer of Wisdom- Summon an arcane hammer to defend you. 45 second CD
Sword of Justice- Summon an arcane sword to defend you. 30 second CD
Bow of Truth- Summon an arcane bow to remove conditions from you and your allies. 60 second CD
Shield of The Avenger- Summon an arcane shield to defend you. 60 second CD
Weapons Skill Changes:
Greatsword no longer has Symbol of Swiftness and now has
Symbol of Wrath- Pierce the ground with a mystic symbol that damages and burns foes while granting Retaliation to allies. 15 second CD
Staff no longer has Symbol of Protection and now has
Symbol of Swiftness- Sear a mystic symbol into target area, damaging foes and granting swiftness to allies. 15 second CD
Greatsword's Binding Blade has been changed to
Binding Blade- Throw blades at your foes causing damage over time. Bound foes can be pulled to you. The effect ends when a foe moves out of range. Two chain skill. 30 second CD
Mace's Protector's Strike has been changed to
Protector's Strike- Surround yourself and allies with a shield. Grant protection to yourself and nearby allies if counter attack does not hit. 15 second CD.
One-Handed Sword's Sword of Wrath is now a three chain skill.
One-Handed Sword's Flashing Blade now requires a targeted enemy instead of being ground target based.
Changed/New Utilities:
Signet of Judgement
Passive- Reduces incoming damage
Active- Grants retaliation to nearby allies
30 second CD
Signet of Wrath
Passive- Grants you increased condition damage
Active- Immobilizes your target
30 second CD
Signet of Mercy
Passive- Improves healing
Active- Revive a nearby ally
90 second CD
"Retreat"- Grant Aegis and Swiftness to up to five nearby allies. 60 second CD
"Stand Your Ground"- Grant Stability to yourself and allies. 60 second CD
Hallowed Ground- Consecrate target area, granting Stability to allies inside. 80 second CD
Retribution- Grant yourself Retaliation. 15 second CD
Judge's Intervention- Teleport to your target and burn nearby foes. 45 second CD
Merciful Intervention- Teleport to the nearby ally with the lowest health and create a healing area around them. 45 second CD
Renewed Focus- Recharge all Virtues instantly. 90 second CD. Replaces Meditation
Wall of Reflection- Protect the targeted area with a wall of mystic power that Reflects projectiles. 30 second CD. Replaces Wall of Deflection
New Elite:
Tome of Courage- Locks you in place, but grants you powerful support spells. 180 second CD
Health Pool:
Previously the Guardian was of the lower health bracket of the professions but now it looks to be in the medium range of health pool.
Before: ~16k
Now: ~20k
(Edit: Health Pools for most classes have changes, or so it seems. Not sure where this places the Guardian)
Symbols:
Most symbols (possibly all) have a significantly smaller range and different animations.
Spirit Weapons:
Hammer of Wisdom- Summon an arcane hammer to defend you. 45 second CD
Sword of Justice- Summon an arcane sword to defend you. 30 second CD
Bow of Truth- Summon an arcane bow to remove conditions from you and your allies. 60 second CD
Shield of The Avenger- Summon an arcane shield to defend you. 60 second CD
Weapons Skill Changes:
Greatsword no longer has Symbol of Swiftness and now has
Symbol of Wrath- Pierce the ground with a mystic symbol that damages and burns foes while granting Retaliation to allies. 15 second CD
Staff no longer has Symbol of Protection and now has
Symbol of Swiftness- Sear a mystic symbol into target area, damaging foes and granting swiftness to allies. 15 second CD
Greatsword's Binding Blade has been changed to
Binding Blade- Throw blades at your foes causing damage over time. Bound foes can be pulled to you. The effect ends when a foe moves out of range. Two chain skill. 30 second CD
Mace's Protector's Strike has been changed to
Protector's Strike- Surround yourself and allies with a shield. Grant protection to yourself and nearby allies if counter attack does not hit. 15 second CD.
One-Handed Sword's Sword of Wrath is now a three chain skill.
One-Handed Sword's Flashing Blade now requires a targeted enemy instead of being ground target based.
Changed/New Utilities:
Signet of Judgement
Passive- Reduces incoming damage
Active- Grants retaliation to nearby allies
30 second CD
Signet of Wrath
Passive- Grants you increased condition damage
Active- Immobilizes your target
30 second CD
Signet of Mercy
Passive- Improves healing
Active- Revive a nearby ally
90 second CD
"Retreat"- Grant Aegis and Swiftness to up to five nearby allies. 60 second CD
"Stand Your Ground"- Grant Stability to yourself and allies. 60 second CD
Hallowed Ground- Consecrate target area, granting Stability to allies inside. 80 second CD
Retribution- Grant yourself Retaliation. 15 second CD
Judge's Intervention- Teleport to your target and burn nearby foes. 45 second CD
Merciful Intervention- Teleport to the nearby ally with the lowest health and create a healing area around them. 45 second CD
Renewed Focus- Recharge all Virtues instantly. 90 second CD. Replaces Meditation
Wall of Reflection- Protect the targeted area with a wall of mystic power that Reflects projectiles. 30 second CD. Replaces Wall of Deflection
New Elite:
Tome of Courage- Locks you in place, but grants you powerful support spells. 180 second CD
Guilds and Guild Wars 2 recruitment.
Our guild The Unnamed are recruiting for Guild Wars 2.
Recruitment Status: OPEN (Open to all races/classes.)
Region: UK/EU (Anyone outside of these regions can still apply.)
Age Requirement: Applicants must be 18 or over.
Play-style: Semi-Hardcore
Other Games: Warhammer Online, Rift and SWTOR. (A group of us also play a vast amount of Steam games... and MINECRAFT!)
About Us
The Unnamed is a European Multi-MMO guild coming to Guild Wars 2. We are a laid back guild (or as we like think of it, a community) which is full of experienced gamers. We have been playing games together as a guild since the release of Warhammer Online, and are ready to conquer Guild Wars 2!
We weren't present as a guild in the original Guild Wars but there are a few individual members who played the game over the years, including most of our officers. We're certainly not new to the series or lore, and we plan to be big and well known amongst the PvP community and the game's community in general!
A good few of us in the guild are very excited for the game, and those few of us aren't currently playing an MMO, so we thought it'd make sense to play GW2 together. This is why we're opening up recruitment, so that we can build up the ranks from a few people to a good army, big enough to show that we mean business when the game is released!
A Brief History
The Unnamed, originally a UK based guild, has been going strong for 3 years, and was formed by a group of friends and previous members of a former guild for the release of Warhammer Online. When WAR came out, our expectations of the game had not been met, leaving disappointed core members to stop playing. Instead of to find other guilds to play with, we decided to branch out and become a Multi-MMO Guild.
Core members branched out to lead division's in other big MMO's such as Aion and FFXIV, leaving the Warhammer Online Division to grow and become one of best Destruction guilds on the Karak-Norn server. Members are even present in WoW, in a merged guild in Terenas under the name Parasite.
Our Mission Statement & Goals
Our main ambitions are to establish a solid community with a friendly atmosphere, the guild's main focus will be PvP where we aim to establish a respectable reputation amongst the server vs server community.
We tend towards semi-hardcore gameplay but all player types are welcome. We want to be big but we don’t want to be elitists - we generally have a laid back approach towards the game, but when the enemy are making a push, or a dragon needs to be killed right this minute, The Unnamed intend to be ready for the task; we expect our members to aim to achieve great things but be having fun at the same time.
Players will be encouraged to be active participants in the guild but will not be forced into things.
We want to establish ourselves as one of the top guilds in the PvP community. When our server sees our guild on the battlefield we want them to say "Brilliant, The Unnamed are here. Time to kick some arse." When rival servers see us, we want them to run for cover. We want them to say "Those Unnamed are b*stards, always getting in our way, but they're some bloody good blokes."
We want to be the guild who people look up to and have respect for. We are not those freaks who raid every night and only recruit members who put in 40 hours a week. We are those guys who get the job done when it needs doing, the guys who don't get involved in community drama. We don't blow our own horns, and we seem all the greater because of it.
Additional Information
As well as a sub-section for Guild Wars 2 on our forum where we post new game info, we also run a Mumble server for us to play games together on. People are on there most nights and it's a very friendly environment full of laughter and banter. The core members for the Guild Wars 2 section are on there most nights and will usually be found playing an FPS or RTS, and we're quite friendly fellas.
We also have a full set of rules on our website which I won't fully list here, but it includes the usual rules such as no tolerance to racism or sexism, no drama and we expect members to respect each other.
How to Apply
Go to http://theunnamed.enjin.com/ and make an account there, then go to our GW2 drop down menu where you will see an Apply button which will take you to our Application page. We will look at your app and decide within the day of you applying.
If your interested feel free to drop us an application.
We are also interested in forming alliances with other guilds to build a strong server community that can compete with the best.
Recruitment Status: OPEN (Open to all races/classes.)
Region: UK/EU (Anyone outside of these regions can still apply.)
Age Requirement: Applicants must be 18 or over.
Play-style: Semi-Hardcore
Other Games: Warhammer Online, Rift and SWTOR. (A group of us also play a vast amount of Steam games... and MINECRAFT!)
About Us
The Unnamed is a European Multi-MMO guild coming to Guild Wars 2. We are a laid back guild (or as we like think of it, a community) which is full of experienced gamers. We have been playing games together as a guild since the release of Warhammer Online, and are ready to conquer Guild Wars 2!
We weren't present as a guild in the original Guild Wars but there are a few individual members who played the game over the years, including most of our officers. We're certainly not new to the series or lore, and we plan to be big and well known amongst the PvP community and the game's community in general!
A good few of us in the guild are very excited for the game, and those few of us aren't currently playing an MMO, so we thought it'd make sense to play GW2 together. This is why we're opening up recruitment, so that we can build up the ranks from a few people to a good army, big enough to show that we mean business when the game is released!
A Brief History
The Unnamed, originally a UK based guild, has been going strong for 3 years, and was formed by a group of friends and previous members of a former guild for the release of Warhammer Online. When WAR came out, our expectations of the game had not been met, leaving disappointed core members to stop playing. Instead of to find other guilds to play with, we decided to branch out and become a Multi-MMO Guild.
Core members branched out to lead division's in other big MMO's such as Aion and FFXIV, leaving the Warhammer Online Division to grow and become one of best Destruction guilds on the Karak-Norn server. Members are even present in WoW, in a merged guild in Terenas under the name Parasite.
Our Mission Statement & Goals
Our main ambitions are to establish a solid community with a friendly atmosphere, the guild's main focus will be PvP where we aim to establish a respectable reputation amongst the server vs server community.
We tend towards semi-hardcore gameplay but all player types are welcome. We want to be big but we don’t want to be elitists - we generally have a laid back approach towards the game, but when the enemy are making a push, or a dragon needs to be killed right this minute, The Unnamed intend to be ready for the task; we expect our members to aim to achieve great things but be having fun at the same time.
Players will be encouraged to be active participants in the guild but will not be forced into things.
We want to establish ourselves as one of the top guilds in the PvP community. When our server sees our guild on the battlefield we want them to say "Brilliant, The Unnamed are here. Time to kick some arse." When rival servers see us, we want them to run for cover. We want them to say "Those Unnamed are b*stards, always getting in our way, but they're some bloody good blokes."
We want to be the guild who people look up to and have respect for. We are not those freaks who raid every night and only recruit members who put in 40 hours a week. We are those guys who get the job done when it needs doing, the guys who don't get involved in community drama. We don't blow our own horns, and we seem all the greater because of it.
Additional Information
As well as a sub-section for Guild Wars 2 on our forum where we post new game info, we also run a Mumble server for us to play games together on. People are on there most nights and it's a very friendly environment full of laughter and banter. The core members for the Guild Wars 2 section are on there most nights and will usually be found playing an FPS or RTS, and we're quite friendly fellas.
We also have a full set of rules on our website which I won't fully list here, but it includes the usual rules such as no tolerance to racism or sexism, no drama and we expect members to respect each other.
How to Apply
Go to http://theunnamed.enjin.com/ and make an account there, then go to our GW2 drop down menu where you will see an Apply button which will take you to our Application page. We will look at your app and decide within the day of you applying.
If your interested feel free to drop us an application.
We are also interested in forming alliances with other guilds to build a strong server community that can compete with the best.
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