Date: May 17, 2013  |  Written by Killerx  |  Posted Under: Article, Guides  |  DISQUS With Us: 2 comments

cond ranger title

Killerx here to help guide you on the role of PvP conditioning as a Ranger. A little warning in advance: This is a heavy conditions build. You will do amazing bleed damage but there is little room to no room for anything else in the build besides these condition abilities and pets. In this guide I will explain how to build and play as a Ranger with this setup. As a condition Ranger, you apply conditions by using ranged weapons like Shortbow (1200) and Axe/Dagger (900). Anything else except these weapons and setup will not get you the heavy condition damage you want.

A condition Ranger depends on the Shortbow as a primary weapon. They only use their secondary weapons when in a 1 vs. 1 situation or when they are able to come closer to the battle area for high burst damage. This is generally only when mobility is not an issue.

Date: May 14, 2013  |  Written by Laura Hardgrave  |  Posted Under: Buzz  |  DISQUS With Us: No comments yet

GW2J Dev Tracker

As a preamble of sorts to today’s new Secret of Southsun content update, the ArenaNet team posted a few interesting information tidbits on the forums yesterday regarding the update and the changes we’ll see. First off, there will be parts of this Southsun update that will be permanent and others that will be temporary. The story part, in particular, will stick around for only one month. The story will also be more condensed and not so spread apart like Flame and Frost‘s story content often was. Today’s update will also bring other lasting changes to the island.

Originally posted by Robert Hrouda (Source)


The Southsun Shore stuff will not be like the previous Flame and Frost stuff in regards to how time-spanning it was. We’re a separate team than that one, and we have been working on this content while you all were playing F&F content.

Our story will last a month and then be over with, and as a result is more condensed. We’ve been listening to the feedback on F&F, and tried our hardest to adjust where possible. So our temporary content will last just the month, but we are making some permanent changes to the island that will persist after the living story bit is over.

In another thread, Anthony Ordon also told players that the system to travel to Southsun Cove will change a bit with the update. We still won’t be able to skip on over to the island via the open world (boo!), but we will be able to finally use the standard practice for traveling across Tyria– an asura gate.

Originally posted by AnthonyOrdon (Source)


There will indeed be a new asura gate linking Lion’s Arch to the new resort on Southsun Cove.

I agree that it seems possible to travel to Southsun from other areas when you’re looking at the map, but we’ve never had support for travel to other zones by swimming across the sea. In the context of the game world, I believe there are some pretty nasty things out in the deep water that would make it difficult to swim that far.

Date: May 13, 2013  |  Written by Laura Hardgrave  |  Posted Under: Buzz  |  DISQUS With Us: 1 comment

southsun story title

Scott McGough and Angel McCoy, two of the Narrative Designers working on Guild Wars 2, published an interesting developer blog last Friday detailing some of the lore and living world-centered reasons as to why exactly we’re taking a sharp turn of sorts back toward the not-so-paradise-like Southsun. May’s update, as it appears, is one that’s a bit of a transition phase in between major living world events. Here’s the scoop:

“May represents a transition—the Flame & Frost arc is now complete, and our plan calls for content to build on what came before while also kicking things off in a new direction. With that in mind, Team Spring Break first focused on the essentials: characters, story, and gameplay.

We needed to get players from the Shiverpeaks and Diessa Plateau down to Lion’s Arch and its environs so they could be a part of the story’s next phase. Savvy lorehounds will no doubt remember that the Consortium offered its help to those displaced by the Flame Legion/dredge alliance, but the Consortium isn’t exactly a charity organization—they want something in return for their assistance. Following the refugees’ progress and challenges on the Consortium’s Southsun Cove settlements proved to be the stepping stone we needed to bridge Flame & Frost with what comes next.”

Interesting little tidbit there. Make sure to check out the full developer blog for more info.

Date: May 9, 2013  |  Written by Killerx  |  Posted Under: Article, Guides  |  DISQUS With Us: 1 comment

guardian bunker title

Hello! Killerx here to help guide you on the role of PvP Bunkering as a Guardian. The purpose of being a Bunker is to stay on a cap point and keep and defend it. You stay alive by using your abilities and avoiding enemy player attacks while holding your ground at your cap point. Make no mistake– you may die quite a bit– but that’s okay as long as you’re certain your team members are there to help win the day and and hold your team’s cap point. 

Teamwork is essential to being a successful Bunker. Your team must have your back when necessary while you are defending. If your team is slacking off and they are not responding to your gurgling cries of help, try to stay alive as long as possible. Do not give your cap point away for free. Let the enemy work for it! Don’t ever forget that.

Date: May 8, 2013  |  Written by Laura Hardgrave  |  Posted Under: News  |  DISQUS With Us: 1 comment

secret of southsun

Another Guild Wars 2 content update is right around with the corner with yesterday’s announcement of The Secret of Southsun, a new advancement in the post-Molten Alliance story that takes place in Southsun Cove. Players will be tasked to pair with the Lionguard in order to uncover the secret behind the strange animal attacks on the island. In addition, the update will be adding in a new crab-tossing mini-game and the introduction of supply-removing traps in WvW:

Introducing Traps in World vs. World

Traps are fiendish items that can be purchased from the new Traps and Tricks Outfitters on each WvW map. We’re starting with anti-stealth fields and traps that remove supply from enemy players, but in the months ahead we’ll introduce even more ways to spread mayhem in the Mists!

The Secret of Southsun launches on May 14th. For more details, a wallpaper, and some nifty screenshots, check out all the info on the official announcement.

Date: May 7, 2013  |  Written by Laura Hardgrave  |  Posted Under: Buzz  |  DISQUS With Us: 1 comment

magic find

In a forum post yesterday, Colin Johanson shared some thoughts on what direction ArenaNet may take Magic Find in the future. Many players, as well as the developer team for the most part, agree that Magic Find in Guild Wars 2 is kind of a poorly-implemented stat in hindsight. The team wants to change Magic Find, but from the sounds of it, they are still working on an overall plan with no ETA in clear sight. Here’s what Colin had to say in one thread where players have been responding with some great ideas for altering Magic Find for the better:

Originally posted by ColinJohanson (Source)


Some fun ideas in here, we’re also actively discussing ways on how we’d best like to alleviate having to make players choose between having better stats, or using magic find. It’s not a choice that’s great for game play and there isn’t really anything that fun about it, even more so when group composition is taken into account. Ideally we’d also like to keep the ability to slowly build your magic find over time, but doing this at the cost of using better stats isn’t the right way to do that.

No ETA on any changes here, just want to point out we agree there is an issue here that goes against what we want Gw2 to be, and is something we want to address.

Date: May 3, 2013  |  Written by Laura Hardgrave  |  Posted Under: Buzz  |  DISQUS With Us: No comments yet

GW2J Dev Tracker

Along with this week’s Flame and Frost: Retribution update, Guild Wars 2 received the new Molten Facility dungeon and the epilogue Living World story content that are both pretty awesome and getting rave reviews so far. There is one downside, however. Neither will be around forever. Temporary content is something that– by and large– we don’t see a lot of in MMORPGs except when it comes to holiday events and special expansion releases, but ArenaNet is trying something a little different with Living World content and the changes it brings to Tyria.

Colin Johanson talked a bit about the temporariness factor of Living World yesterday on the official forums. He also mentioned the fact that yes, Living World story content will continue to be a focus in Guild Wars 2 and will cause the game beneath our feet to shift, but not everything will be temporary. Keep reading to see what he had to say.

Date: May 1, 2013  |  Written by Laura Hardgrave  |  Posted Under: Buzz  |  DISQUS With Us: No comments yet

flame and frost ret

With the arrival of a new major Living Story update as we saw yesterday, players often log in and feel a little lost as to where exactly to start. ArenaNet published a corresponding non-spoiler starting guide for Flame and Frost: Retribution along with the update’s official patch notes. There is also a schedule for the event that was added in:

  • The Molten Facility dungeon will be available until Sunday, May 12 at 12:00pm Pacific, when the entire Flame and Frost saga will progress to an epilogue. At this point, players will no longer be able to earn achievements associated with the previous chapters of Flame and Frost, nor will they be able to earn the achievement Rage against the War Machine.
  • The Flame and Frost epilogue will be active from Sunday, May 12 at 12:00pm Pacific until Thursday May 16 at 12:00am Pacific. The epilogue will mostly consist of conversations and story elements; there are no exclusive rewards to be given at this time.

Check out the full guide here.

Date: May 1, 2013  |  Written by Patch Notes  |  Posted Under: Patch Notes  |  DISQUS With Us: No comments yet

GW2J Patch Notes

Build 4/30/13 April Content Update Release Notes
LIVING STORY
Flame & Frost: Retribution

In secret foundries deep beneath the Shiverpeaks, the Molten Alliance forges deadly new weaponry that combines the fiery power of the Flame Legion with the iron might of the dredge. There, Alliance weaponsmiths test their creations on innocent captives, perfecting their cruel technology until it is ready to unleash on all of Tyria.
In the last chapter of the Flame and Frost series, you’ll strike at the heart of the Molten Alliance with your comrades, Rox the charr and the norn Braham. Take the battle into the enemy’s weapons facilities and defeat a final hybrid menace unlike any Tyria has ever seen!

Molten Weapons Facility

  • The Vigil has pinpointed the first of what may be several entrances to the weapons facilities where the Molten Alliance has been creating their fearsome technologies.
  • The Molten Weapons Facility is a level-80 single-path dungeon experience where players fight alongside Rox Whetstone and Braham Eirsson.
  • All players who enter are scaled up to level 80.
  • Entrances to the Molten Weapons Facility change over time as new locations are found.
  • Information on the map where the dungeon is located is in the Living World UI on the top right of the screen.
  • A wide variety of new and unique rewards are available by defeating the challenging encounters within.
  • This content is available from April 30 to May 12.

Date: Apr 30, 2013  |  Written by Laura Hardgrave  |  Posted Under: Buzz  |  DISQUS With Us: No comments yet

trading post

Last Friday, an interesting blog posted was published on Gamasutra that discussed the downfalls of Guild Wars 2′s economy. In particular, the pre-endgame economy of the game was looked at rather critically. Here’s an excerpt from the article:

Experience is flooded, and thus of minimal value in the marketplace. I would anticipate that experience boosts sell poorly here relative to other games since your level is not so critical in the game and leveling up is very easy. Since there is a maximum amount of experience the demand drops to zero as you approach the cap.

Craft xp is scarce, which is good, lending itself to monetization in the form of selling craft boosts. It also makes anything in the item economy that can give Craft xp more valuable.

Coin is scarce, which is good as it makes the primary currency economy tight. This is essential because the game hosts charge about $1.25 per 100 gems, and players can trade gems for coins with each other. The hosts take a cut of all such transactions, which is about 15%. This acts as a money sink on the economy. Since Experience is almost valueless, but coin is extremely valuable, wealth is the primary achievement metric in the game. Being able to purchase this metric makes the game somewhat “pay to win” as the primary game objects are for sale.

With the exception of craft materials, the pre-endgame item economy is broken.

Interesting observations. For the most part the reviewer’s arguments make a lot of sense, although I personally tend to place more value on a game’s endgame economy than the one that’s present while leveling up, especially in a game where it’s fairly easy to level in like Guild Wars 2. What are your thoughts? For the full article, check it out here.

Page 1 of 4912345...102030...Last »