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Κυριακή 19 Αυγούστου 2012

Playing With The Elements: Elementalist 101

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Playing With The Elements: Elementalist 101
Hello again, Elementalists and Elementalist candidates! I am Tentral of the clan Omicron-Persei 8, and over the last couple months I’ve been writing the Elementalist column here at GWI. The Elementalist is a profession that does a little bit of everything well, almost to the point of performing as well as everyone else. What makes us better than almost everyone else is the idea that we can take any one of those things that we do well and become exceptional at it with very little sacrifice.
With launch just under a week away, I wanted to give an overview of the Elementalist profession, anElementalist 101 of sorts. I’ll look at aspects of the class, including what roles Elementalists excel at in a group, what each of our weapons aim to accomplish and what certain trait lines do to augment our skills. This will be an old hat for you veteran Elementalists, but for someone who has yet to consider the Elementalist as a profession they’d like to play, the information could be game-changing!
An Elementalist’s Role is a Winner’s Role
Because Elementalists perform so well in any given role, it’s only fair that they should be bad at something, right? Well, besides the lack of a weapon slot (which is made up for with the addition of attunements as weapons) the Elementalist’s only flaw is that we are about as resilient as a paper machete doll modeled after my grandmother. While our Earth attunement gives us some survivability, we are definitely glass <insert role here>. That said, we do perform our other roles amazingly well. Honestly, I think the motto of the Elementalist should be “Jack of all trades, master of elements.”
We can take on 3 main roles as an Elementalist. These include a Support role, Area of Effect Damage, and Single-Target Damage dealer. As a Support Elementalist, we’ll spend most of our time in the Earth and Water attunements in an effort to distract foes, heal allies and apply various conditions to our enemies. This type of build is where the idea of a “Mage Tank” comes from for our purposes, and to a certain extent it’s true. We’re still much squishier than other professions, but we have short bursts of ludicrous survivability and toughness which is often enough to turn the tide in a battle. A support Elementalist cares about keeping his allies alive over killing his enemies, and anyone who plays one is a necessary commodity to a group entering a dungeon or sPvP zone.
When rolling a damage-dealer style of play, you’ll have to choose between Single-Target and Area of Effect builds. If you try to do both, you’re going to fail at both. The choice is forced on you too, because you do more damage to a single target than you do to groups and you’ll need to define those roles once you enter the harder content like dungeons. Both single-target and AoE Elementalists will spend most of their time in Fire and Air attunement for various damaging abilities, as well as a few escape mechanics for when situations get hairy.
Weapons for Every Occasion
Like Engineers, Elementalists do not have the ability to swap weapons. Also like Engineers, Elementalists possess a unique class-specific mechanic that makes up for it. Our mechanic is theattunement system. While most professions get 5 skills for any particular weapon set they equip, we get a whopping 20. There are 5 skills each for Fire, Water, Earth, and Air attunements respectively, and there are 3 main weapon sets, though you can mix up the off-hands a bit:
  • The Staff is an all-purpose weapon that has a knack for delivering fiery justice down upon groups of enemies. There’s a little bit of everything in here: some support, some defense, some condition-affliction and some damage. It’s mostly a tool for area of effect damage, though. The staff is an excellent weapon to start with while you learn the ropes, and an exceptional weapon to stick to after that.
  • Scepter/Focus is a combination of abilities that let’s you operate at a medium range while dealing either single-target or AoE damage. There are also a lot of defensive abilities, and notably there is at least one on every attunement. This is a fantastic set of weapons that takes the versatility of the Elementalist and pushes it even further than the staff does. If you need to do a little bit of everything, Scepter/Focus is the way to go.
  • While the Staff is long-range and the Scepter/Focus is medium range, Dual Daggers are a short-range, “In-your-face” weapon set which doubles as my absolute favorite set on the Elementalist. This works best as when built as a single-target Elementalist, but the effects are usually conal and hit enemies behind your target. Dual Daggers are all about the combos. The Fire attunement has you applying a burning effect on enemies, then detonating it for ludicrous damage. The Water attunement applies many stacks of Vulnerability, making all of your other abilities do more damage. It’s a great set!
The Traits of the Trade
With Elementalists, the traits are a little predictable in the naming-department, but their effects are awe-inspiring at times. Our trait lines include:
  • Fire Magic – Raw power and sustained damage are the bills of the day as far as passive stat gains go. The theme continues in the actual picked traits because most of them revolve around setting the target aflame as often as possible and maximizing the effects of burning.
  • Air Magic – With these traits, you’ll gain passive bonuses to burst damage through critical hits. Air Magic reinforces this bursty efficiency by making all of your Glyph skills better and faster. With Air Magic, our motto is: “Surprise! You’re dead!”
  • Earth Magic – Take our fragile form and toughen it up a bit. The chosen traits down this line focus on applying conditions to enemies while making the Elementalist a lot more survivable.
  • Water Magic – In addition to some survivability in keeping yourself alive, the Water Magic trait line encourages stretching this love out to your team as well. In addition to playing a more supporting role defensively, Water Magic also enhances your ability to apply harmful conditions to enemies
  • Arcana – This line of traits offers additional benefits to your overall play as an Elementalist. In addition to the general improvements offered here, spending a full 30 points in this tree reduces your Attunement’s recharge rate from 15 seconds down to about 6 seconds. Overall, the Arcana tree is about taking the fact that we’re good at everything and reinforcing that once more!
In Closing:
I hate to bore all you veterans with this basic information, but with launch so close I feel it necessary to introduce as many people as possible to the wonderful world of being an Elementalist. I hope that I inspired at least one person to roll an Elementalist, even as a secondary or tertiary character. All that I ask is that you play one up to level 10. Try out the staff and try out dual daggers. Being an Elementalist is much more than being “versatile.” You also need to be smart and quick to switch stances. Give it a shot! Until next time, I bid you all farewell!

Art Of War: Warrior 101

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Art Of War: Warrior 101
Hey, I’m the Warrior, and I’m the symbol of courage that stays in the heart of the battle, face to face with my enemies. I love being in melee – this strengthens me, and I bet you they will run like cowards when they hear my battle cry. I have prepared for this, my weapon arsenal is ready and I know every one of those weapons as if they were part of my own body. I don’t ask any questions from anyone, my physical training and my battlefield knowledge will overwhelm their weak bodies and show them that their gods can’t protect them from my steel… or my fist.
If your heart beats with the same rage as mine, then I welcome you with this pint of beer to start your own Warrior.
In Guild Wars 2 the Warrior has access to many different roles and is the most versatile professionin the game. First, the warrior is a profession that excels in mobility with plenty of movement skills through weapons skills, utilities and swiftness. This will give you an edge over slower professions (Necromancer and Guardian especially).
It is a naturally solid profession, combining at the same time heavy armor and the highest base health pool in the game to let you stay in melee range and absorb a lot of damage without necessarily having to use defensive cooldowns to stay alive. The warrior has access to the biggest amount ofcrowd control in the game, which gives you more survivability and more damage output to you and your allies, but this could also act as a requirement sometimes and you might feel weakened when your opponent has stability.
Yet, the Warrior is also a really strong supportive profession to play, having access to three main support tools: Shouts, Banners and the Warhorn. All of those are really strong whether in PvE or in PvP, and they are good to heal your allies, remove conditions and to give them different kind of boons (both defensive and offensive boons).
In addition to this, the Warrior is able to deal high amounts of damage, which most of the time relies onburst sequences rather than just a sustainable source of damage. You will have the feeling to use your skills in a specific order, fitting to the current situation you are facing. Considering the different kind of tools you have, the Warrior is a good duelist, strong on his own and does not necessarily need any kind of help to do well in a fight.
But he also definitely benefits from his allies and makes them benefit from his own tools as well. You will be able to pretty much fit every possible role as a warrior, as long as you understand how to find the right tools with your weapons, utilities and traits.
To build your warrior, you will have to choose between those roles and balance your character between some of them. The more tools you try to fit into your build, the more each one of them will become weak.
A good reason to play Warrior is his access to so many different weapons (two weapon sets at a time). This gives him versatility and fun, especially because the warrior has an easy access to a reduced weapon-swap cooldown. This will give him a five second weapon swap, compared to the usual ten seconds other professions have access to. Also, unlike other professions, when the warrior equips a weapon, he gets one more skill: the adrenaline burst skill. There are seven different adrenaline abilities on ground (two underwater). Those skills are under two requirements: the amount of adrenaline you have generated and its own cooldown.
You have two-handed weapons like the hammer, which gives lot of crowd control tools and a good damaging output with area-of-effect skills. The greatsword is a weapon that gives you a high amount of mobility and survivability (keep in mind the Whirlwind acts like a Dodge), but also some of the greatest burst damage in the game with the infamous Hundred Blades. The longbow grants you the only combo field the Warrior has access to (a fire field), a decent amount of condition damaging abilities, big area-of-effect skills at a very long range and a weapon that helps a lot when you start PvE. The rifle is a good bursting, single target weapon applying conditions, with a good amount of crowd control and the possibility to have piercing shots with the right trait.
You have one handed weapons like the axe, which grants you a high amount of damage – whether burst or sustainable damage – and is very melee oriented while being weak against ranged professions. The sword is a high-mobility weapon with a good, sustainable damage output, bringing the bleed condition and strong movement impairing effects. The mace gives you a lot of survivability and a lot of crowd control, but does not necessarily deal a lot of damage.
Then, you have offhand weapons like the shield, which gives you survivability, crowd control and is able to reflect projectiles when traited properly. And you also have the Warhorn, which is a strong support weapon granting boons to you and your allies, and conditions to your enemies.
Between those, you have a total of 19 different weapon combinations.
Traits
The Warrior has five trait lines:
Strength is obviously a good offensive tree with a passive power gain. This trait line will greatly improve your axe and greatsword damage. It increases the amount of endurance you have and deals damage every time you dodge roll. It is also the tree that improves physical utilities.
Arms is the trait line that brings many ways to build critical chance in your build. It also helps you deal condition damage and has many ways to take advantage of it. It helps generate adrenaline and greatly improves your sword, rifle, harpoon, greatsword, mace and hammer usage.
The Defense tree definitely improves your survivability with a passive toughness and healing gain. It improves your mace, shield and hammer usage. It also improves stances, and it offers another way to bring stability to yourself while also including the amazing projectile reflection trait.
The Tactics tree is the dedicated support tree that improves your warhorn, your shouts and your banners. It passively gives health and boon duration. Moreover, this trait line gives bonuses to your bow, granting it a better range and more damage.
Lastly, the Discipline tree brings more critical damage, improves your adrenaline abilities by reducing their adrenaline cost or by reducing the cooldowns. This tree also has one of the best traits the warrior has access to with a five second reduction on weapon swap. This trait line gives all signets a lower cooldown.
You are not one of those weak scholars or a cowardly adventurer. Instead, you are a berserker, templar, barbarian, gladiator, conqueror or whatever name you like to give to this kind of profession. Bring the fury and the rage and surge it on the hordes of Zhaitan. Make your enemies taste their own blood and pray they were never born in a world where the battlefield is your territory. You are a Warrior.

Guild Wars 2 Complete Beginner Crafting Guide

Guild Wars 2 - Crafting Video Guide

You find yourself that you dont know anythinig about crafting?Even if you read the crafting post?
Here is an video guide according to


Launching Day - Headstart for Pre-purchase Owners


Guild Wars 2 Headstart Begins on August 25

 5 days UNTIL THE HEADSTART BEGINS !!

Pre-Purchase to Play 3 Days Early and Receive Exclusive In-Game Item

Launching 8.28.12

Pre-Purchase to Receive 3-Day Headstart
and an Exclusive In-Game Item.

The Regions of Guild Wars 2

                        A World of Choice
                 The Regions of Guild Wars 2

Here at ArenaNet, we’ve always held that you should be able to play with your friends, whether they’re next door or a continent away. Today we’d like to outline a number of policies and technologies we’re implementing to support this belief.

Purchasing & Playing

There will be 3 major regional designations for the release of Guild Wars 2:
  • Europe: Defined as Western Europe and Eastern Europe. Players in these regions connect to the European datacenter.
  • North America: Defined as Canada, Mexico, and the United States. Players in these regions connect to the North American datacenter.
  • Other: All countries not already listed above will connect to the North American datacenter.
A more in-depth list of countries and their designations can be found in our knowledge base.
When you purchase the game from our Pre-Purchase website, you’ll automatically receive the correct regional version of the game based on where you live.
When you purchase the game from a retailer or authorized partner, you’ll receive a serial code that you must enter at our registration page to create your account. When you create your account, our servers will perform a one-time check to make sure the serial code matches the region where you’re connecting from. We do this to support our local retail partners, and we use this information to connect you to your optimal data center, customer support team, and to ensure the correct language support. Customers in North America must register the North American version of the game, customers in Europe must register the European version of the game, and customers in other areas may register either version.
After you successfully register your Guild Wars 2 account, it becomes a global account.  You can roam to any part of the world and still access the game.

Choose your World

The very first time you start the game, you’ll be asked to select your home world.
By default, we display the worlds that are hosted in your regional data center, but you will be able to select a home world from either region at this time. So, for example, if you are a European player who prefers to play on the North American worlds, you’re free to do so.
At launch, players will be able to transfer between worlds freely. However, once server populations have largely settled and stabilized, world transfers will be restricted to once a week and cost a variable amount of gems based on the population of the world being transferred to.
In time, we’ll also introduce free “guesting,” which will allow players to visit other worlds as guests as long as they have friends on those worlds. This feature will be free, but guest players will not be able to enter World vs. World, and the Power of the Mists bonuses from their home world will continue to apply to their characters.

Choose your Language

Lastly, we’re making it easy to switch between any of our supported languages (English, French, German, and Spanish).
When you install Guild Wars 2, the client matches the language your operating system is set to. If you wish to play in a different language after installation, you can change languages in the Guild Wars 2 launcher and the corresponding audio language files will be downloaded and installed. Changing the language of the in-game text is also available to you at any time by going to the in-game options menu.
We have more information about regions and language options in our knowledge base.

Guide To Crafting: Cooking 1-75

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PPB Guide To Crafting: Cooking 1-75
Of all the crafting disciplines, Cooking is perhaps the most unique and most difficult to level. There are a great many things that you will be able to make with cooking that will provide you with unique bonuses in the form of additional statistics, such as a percentage chance to block, additional damage against certain types of creatures, an increase in magic find (which determines the amount of rare and above items that you receive as drops) and more.
These additional benefits mean that Cooking is also one of the most difficult and expensive disciplines to level, as some items can only be found on certain karma merchants found throughout the world.
Though we don’t go into it here, the Cooking discipline can also make dyes. More on that can be foundhere, and it will prove to be a fantastic incentive to picking up this discipline on release.
While it is possible to start crafting earlier I recommend that you begin at level 10. If you begin at that point it will give you a significant amount of time to store up materials making it quicker to level up the discipline.
***All values given are approximations as you may get lucky with critical successes. These values can also be increased through the use of crafting boost items found in the gem store.***
What you’ll need:
Levels 0-25
Unlike other crafting disciplines, the items you will make will not always be useable to make other items. For example, making an apple pie does just that – make an apple pie. There will be some ingredients that can be combined to form more complex recipes, but the majority will be single use items.
Craft:
Levels 25-50
In this level range, there are some simple recipes such as Handfuls of Bjorn’s Rabbit Food that can easily be found on renown vendors in the starting zones. Bjorn’s Rabbit Food is also very reasonable at only 1 Carrot and 1 Celery Stalk to make. As you level, keep an eye out of these recipes and grab any of the ones that you think will be useful in this range. 
Craft:
Discover the following combinations:
Craft:
  • 3-5 more Cups of Potato Fries or Slice of Buttered Toast
  • 3-5 Balls of Cookie Dough (Bag of Flour + Stick of Butter + Egg + Bag of Sugar)

Levels 50-75
Discover:

Make:

If you have not yet reached 75, continue making any of the recipes that still grant experience gain or attempt to discover more recipes with the ingredients you have on hand.
Level Experience
You will gain a good amount of experience towards your character level each time your crafting level increases. Expect to gain around 2-3 levels worth of character level upon reaching level 75 in this crafting discipline.

What is the Mesmer?Big Swords & Butterflies: Mesmer 101

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Big Swords & Butterflies: Mesmer 101
It’s almost here…the moment we’ve all been waiting for! Five years – 43,800 hours – have passed, and in one week we’ll get to play Guild Wars 2 whenever we want. I’ll wait while you get a tissue.
Back? Good, so now that we’ll be able to login and experience the game to your hearts content, what profession are you going to play? What are your crafting disciplines going to be? sPvP or PvE or WvW? While there are a lot of decisions to be made, I’d like to help you understand the ins and outs of the Mesmer so that you have all the information you need.
What is the Mesmer?
The official description of this unique class states:
Mesmers are magical duelists who wield deception as a weapon. Using powerful illusions, clones, and phantasmal magic to confuse and distract their foes, mesmers make sure every fight is balanced in their favor and their opponents can’t believe their eyes.
The Mesmer is a returning profession from the original Guild Wars game and retains a good amount of the same skill requirements. Unlike a Warrior, who can charge into battle without a care in the world, the Mesmer doesn’t have much in the way of armor, so finding other means of protecting oneself is key. Clones provide a unique way of distracting an enemy so that your foes don’t know which is the real you; Phantasms provide tough hitting, unique skills that take advantage of some of the strengths that other professions have.
The Mesmer, all-around, takes control of the field and dictates how the battle should go. If you want the flash of the elements or the bang of a gun, then you may want to check out some of the other professions, but if you want the enemy confused and crying at your feet, then you’ll want to roll a Mesmer.
Each profession in the game has a unique mechanic that is all their own, and for the Mesmers, we get Shatters. These skills provide us with a variety of different effects such as additional damage, conditions and boons, and more. When you roll a Mesmer, keep an eye out for chances to make use of the skills, as they can really help you up your performance. 
The Weapons
Like all of the professions in the game, there is a set of weapons that are available to the Mesmer, and each of these weapons plays a different role. Having the right tool for the right situation is important, so here is a brief overview of what each of the Mesmer weapons can do for you:
Scepter: the main theme around the scepter is to generate a massive amount of clones and provide a means of applying confusion. There is also a defensive ability that will either block the opponent or blind them.
Sword: with a sword in the main hand, you are going to be getting up close and personal. Remember though that the Mesmer only wears light armor, so it can be dangerous! Keeping your foe close and avoiding damage is what you can expect with the sword, plus the ability to swap places with a clone.
Staff: most of the skills that you’ll find on the various weapons don’t have much to offer in the realm of area-of-effect (AoE) damage. The staff, however, does a slightly better job of making sure that you can defend yourself and deal with multiple foes at the same time. Many builds choose to use this weapon, since it is so versatile as their range alternative.
Greatsword: the greatsword is a very different take on a melee weapon in the hands of a more ranged-type character. Instead of getting in close to do damage, the Mesmer will fire off laser beams at their target from afar, and if they get in trouble, push the enemy back with a wave of magical energy.
Focus: when using this off-hand, there seems to be a balance around group utility and group protection. Providing Swiftness to other players is very important in areas like WvW and sPvP, so having one that you can swap to is a good idea.
Torch: misdirection is a powerful tool, and the torch does a wonderful job of providing just that. Through the use of blinds, burns and phantasms that confuse, the torch is a nice tool to have around when the going gets tough. Just be careful not to burn yourself in the process.
Pistol: this weapon provides a good amount of utility and is most often, but not always, paired with a sword. The two go together very well, as the pistol provides a means of snaring your foe so that you can use the sword to its full advantage. The phantasm with this weapon is also extremely useful and gives a large helping of DPS to boot. Pew pew!
Traits
The trait lines for the Mesmer all focus around a particular theme, which you’ll want to consider when reaching level 11 and acquiring your first skill point. Here is a general overview of the various lines:
Domination: This trait line focuses on making the enemy vulnerable, thus causing more damage to them, and shutting them down through interrupts. Each point in this trait line will also add 10 Power(making your attacks hit for more) and 1% increased Condition Duration.
Dueling: Increasing health and armor is a viable means of avoiding damage, but the Dueling line focuses on enhancing dodging and blocking skills. Each point adds 10 Precision and 1% Critical Damage.
Chaos While mesmers only wear the lightest of armor, the Chaos line focuses on improving toughness, making that armor even better. This line also provides improvements to conditions and retaliation. Each point adds 10 Toughness and 1% Boon Duration.
Inspiration: The main purpose of this line is to improve health and healing, as well as to improve phantasms. Each point in this trait line adds 10 Vitality and 10 Healing Power
Illusions: The final trait line puts the onus on improving shatters and illusions. One point will give you 10 Condition Damage and 1% Shredding Recharge Rate.
Roles (sPvP, PvE, WvW)
Like many of the professions, the Mesmer is able to fulfill a variety of roles in the various gameplay formats found throughout Guild Wars 2. Of course, much of this will be determined by how you have set your traits and utility skills, but in general, the Mesmer will mostly be used in control or support roles.
Does your party need more, or better, boons? There’s a spec for that. Do you need to control what your opponent can do? There’s a spec for that as well. While the Mesmer may not be able to put out the same type of damage numbers as other professions, they make up for that with their ability to assist their teammates and control what is happening on the field of battle. This applies to all areas of the game – PvE, WvW and sPvP.
Bring a greatsword and force opponents off capture points in sPvP, or grab a focus and grant swiftness to everyone that runs across it. Time Warp is a great skill in WvW and PvE when you need to resurrect a player, as it does so in half the time! Of course, Portals are also very useful in every area of the game – jumping puzzles, dungeons and navigating the map in sPvP. The possibilities are limited only by your creativity!
Crafting
There are a total of 8 crafting disciplines and of those, six are useful to the Mesmer in some way. Weaponsmithing provides greatswords, swords and spears; Huntsman has the ability to make pistols and torches. Artificer has the highest amount of usable weapons, being able to make foci, scepters, staves and tridents.
If making weapons isn’t your cup of tea, you can also create useful items with the Tailor discipline and be able to wear anything that is created. This can also be a useful discipline because of the bags and other enhancements that can be made as well. A Jeweler is able to make rings and amulets that can be worn by any profession, and Cooking is useful as well for the various enhancements that that discipline provides.

Personally I think that the Mesmer profession is in a good spot right now. We don’t do as much damage as a Warrior or an Elementalist, but when it comes to supporting our fellow players, there is no one who does it better! Plus we have the greatest elite skill in the entire game -Moa Morph.