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Πέμπτη 23 Αυγούστου 2012

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By DjThunder:OFFICIAL GUILD WARS 2 WIKI

By DjThunder:OFFICIAL GUILD WARS 2 WIKI

http://wiki.guildwars2.com/wiki/Main_Page

PROFESSIONS THIEF-Lock & Key: Thief 101

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Lock & Key: Thief 101
Salutations. I am the Thief, and I am quick and quiet. Like a shadow in the night, I stalk my target, and like an arrow, I speed around the battlefield. Be it with bow, blade or bullet, I dispatch my target efficiently, silently and with just a splash of style. 
To those who have not met us yet, you might think of us as outlaws, brigands, or assassins. We are all this and more.  We are swashbucklers, highwaymen, scouts and saboteurs. 
That’s enough of an introduction for now. It is time you actually got to know us properly.  Here, I present to you our tactics, our weapons and our traits, in the hopes that it might better prepare those new to the profession for the event that stands but two days away. Perhaps I’ll even teach the other professionals a thing or two while I’m at it.
The Thief, despite any preconceived notions otherwise, does not need to be solely confined to the role of damaging a single opponent. We can fill many different roles, all of them useful and steeped in tactics.  However, the way we dispatch our foes and act on the battlefield is slightly different from the other professions of Guild Wars 2.
Thieves rely on a mechanic known as Initiative. Unlike every other class, our core attacks (the 1-5 weapon skills) don’t actually have a cooldown. Instead, they cost a specific number of initiative points to use. In the beginning, you’ll have 12 Initiative points, though this total can be increased once you get a little higher in level. Initiative also regenerates slowly over time, and there are a number of skills at your disposal which can give you some initiative when you need it the most.
What this means is that we can string together a series of skills in quick succession without having to wait for a cooldown. This can take a couple of different forms, from spamming the Pistol skill Unloadto giving an enemy a specific series of conditions on the go. If you’d like to learn more about Initiative, you might find this article useful.  
In combat, we function as the single target expert. It is our goal to incapacitate, kill or otherwise neutralize the threats that could kill us or our allies. We can do this in a number of ways, the most obvious being to kill the enemy. 
Thief combat relies on two principles – condition damage and mobility. Many of our attacks can cause Bleeding, and with Venoms at our disposal, we’re able to cause a lot of damage by heaping a small selection of conditions on to our target. However, we are quite fragile, so continuously moving and dodging is of paramount importance.  We are helped in our need for mobility by one of our profession’s mechanics – the Shadow step, which will get you into combat quickly and, some times, back out. Steal, our Profession’s signature mechanic, can be used as a Shadow step, though it can be used quite effectively on its own. In either case, just remember to keep using Steal! It will pay off.
We can also incapacitate our enemies through the use of Stealth. Individually, Stealth can be useful in repositioning or confusing our opponents. While in a group, Stealth can be even more effective as a means of support. Cloaking a number of those people fighting with you in stealth can be an incredibly useful move in combat, and might even save some of their lives.
Stealthy or not, we won’t be much good in a fight without weapons. The Thief has a fairly small selection of weapons to choose from, but once again we function just a bit differently from everyone else.  Our third skill on the weapon bar is determined by the combination of weapons we are using at that time. This is known as our Dual Skill, and can be one of the most powerful abilities in your arsenal if used correctly.
The Weapons of the Thief
Dagger: The Dagger may be our most offensive weapon.   Your basic attacks hit multiple times and inflict weakness, and you can leap to your foe, closing the distance between the two of you very quickly.  Conveniently, the off-hand dagger also gives you a ranged option in the form of Dancing Dagger, and Cloak and Dagger is one of the best ways to acquire stealth.
Sword: The Sword embodies the idea of movement. Infiltrator’s Strike is a phenomenal means of jumping into combat and then jumping out of combat, thus largely avoiding most of the damage in a fight.  In addition, when using a Dagger in the off hand, you have access to Flanking Strike, which is quite superb in avoiding frontal attacks. With a Pistol in your off-hand, instead you’ll be able to Pistol Whip your enemy, which provides you a wonderfully satisfying Daze.
Pistol:  An excellent balance between survivability and damage. Your auto-attack will bleed the opponent, and your second attack inflicts Vulnerability. With an available Daze and area Blind, the pistols can also be quite an excellent support weapon. You’ll also have access my favorite weapons skill, Unload.
Shortbow: The only weapon that doesn’t have access to dual-skills, since it is two-handed. The shortbow gives us a couple of AoE skills – Cluster Bomb and Poison Gas.  This is very nice, considering our overall lack of AoEs.  The Shortbow gives you access to the skill Infiltrator’s Arrow, which is a Shadowstep and one of our class’s best tools for moving around the battlefield. It is, among the Thief community, largely considered mandatory for WvW combat.
Our Traits are another tool for us to use.  Like all professions, we have five different Trait lines to dip our figures into like a coin purse. There are many viable ways to build your traits, though I would strongly suggest investing some points into the Acrobatics Trait line.
Overview of Thief Trait Lines
Deadly Arts: Increases your damage and condition duration.  Many of the traits focus on venom use and conditions in general.  This line has a number of traits that increase the effectiveness of the Steal mechanic, transforming it into a formidable damage-dealing machine if traited properly.
Critical Strikes: Unsurprisingly, this increases your critical hit chance and multiplier. It mainly focuses on increasing your chance of scoring a critical hit, and supplying you with more boons during combat.  It also has a few traits affecting Initiative.
Shadow Arts: This increases armor and healing, and focuses on make Stealth more powerful. This is mainly done through increasing the duration and adding a number of additional effects to stealth, such as healing and boons.
Acrobatics: Increases your maximum health and the duration of the boons you acquire. Most of the traits affect your dodging, either through giving you more opportunities to dodge or reducing the effect of mobility hindering conditions. I consider Feline Grace an essential Trait.
Thievery: Increases your condition damage and reduces the recharge on Steal. Many of the traits turn Steal into a powerful means of shutting down the enemy or supporting your allies. There are also a number of skills to help with initiative management, including the very important Preparedness.

In summary, the Thief is a swift and deadly professional, perfect for those looking for anything from a gunslinger to a skirmisher.   We might not be the toughest combatant, nor the most magically inclined, but I’ll be damned if you can find a better professional with a pair of daggers or a brace of pistols. That is, if you can find us at all.

What To Do In The First Few Minutes

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The New Krewe: What To Do In The First Few Minutes
So, you’ve made a character, created some sort of backstory on which to expand, and defeated an epic monster, all in the first 15 or so minutes since logging in. Then, after the comfort of the tutorial, you are turned loose into the wide, wild, world of Tyria.  Sure, there are a few helpful scouts there to point you in the right direction, but they are holding out on you. They are not going to tell you the important tips that you need to know to really succeed in Guild Wars 2.
Luckily, you’ve got us! Here are the 5 most important things you can do in your first few minutes of gameplay:
1.  Kill a Few Mobs in the Tutorial: Before you are thrust into the wide world, make sure to take some time to kill a few things in the tutorial zone. This serves a few functions. First, it’ll allow you to get used to the controls in a confined environment.  It will also give you a chance to unlock a few weapon skills for your starting weapon, which is incredibly important.  Finally, it will give you some copper. For the next few steps, you’ll need around 100 copper.  You’ll get 40 later, but make sure you have a little pool of money to rely on.
2. Buy your Gathering Tools:  In every starting area, there is a vendor nearby willing to sell you a few essentials. Take the chance to sell any junk items you may have picked up early on and then go ahead and buy your Gathering Tools. You’ll need a Rough Harvesting Sickle, a Rough Logging Axe, and a Rough Mining Pick.  Each tool costs 24 copper, so that will net you 72 copper.  These tools will allow you to gather ore, herbs and lumber, which will be useful in crafting, or at least could get you a good return in the Trading Post.
3. Buy a Salvage Kit:  At the same vendor, you should see a Crude Salvage Kit available for 32 copper. Buy one of these.  This item will allow you to breakdown items into crafting materials, which can either be kept for crafting, or sold to others. My general philosophy is to salvage anything that I personally can’t use, and deposit the materials in my bank. This keeps your bag space open for other items you might acquire during your adventures. Speaking of bag space…
4. Equip your Leather Bag:  A simple step, but an important one. At the end of your tutorial, you’ll receive a Leather Bag, as well as your choice of a second weapon. You need to actually go into your inventory and equip this. It took me a very long time to realize this on my first Guild Wars 2 character, so the more people I can save from the pain I went through, the better.
5. Buy/Find a few Weapons: By this point, you may be low on copper. If you are not, you might want to consider buying a weapon or two. Uncovering all the Weapon Skills for all of your weapons is a very smart and very attainable goal for your first bit of play. Most of the basic weapons can be bought from the Weaponsmith in the starting area ( Normally located close to the Merchant selling Gathering Tools and Salvage Kits) and will cost you between 40 and 64 copper, so you may have to do a heart or two before actually buying these. Who knows, you might even find a few of the weapons you can use during your journey.
And this is only the beginning….

Who Want a Job??????



Join the Guild Wars 2 Development Team!

We are actively looking for motivated people to join our team – if you’re looking to work with a talented group of game developers, we’d love to hear from you. Here are a few reasons why working at ArenaNet could be your dream job:
  • Complete creative autonomy; we make games we want to play.
  • Sustained, long-term financial backing; no “funding milestones”.
  • No suits; we are a company of passionate gamers and you can see it the moment you walk into the studio.
  • No “B” titles; we are ambitious and our games reflect it.
  • Laid-back, open air studio culture; no offices, no cubes, no halls.
  • A collaborative design environment; work shoulder to shoulder with the development leads from Guild WarsStarCraftDiablo and Battle.net.
  • People who work here are actually happy; if you know someone who works here, ask!
  • Strong engineering discipline; our code base is exceptionally clean, well structured, and stable.
  • No egos, no prima donnas, no rock stars; just people you respect and enjoy working with.
  • True work-life balance; we don’t just say it, we live it every day.
  • A firm goal to dominate the online gaming industry, and the expertise and resources to do it.

Current Job Openings

Warm Up Your Engines!!!!!




Guild Wars 2 Headstart
Begins on August 25

1 days 19h 40m 20s
Pre-Purchase to Play 3 Days Early and Receive Exclusive In-Game Item

The Final Countdown—Guild Wars 2 Launch Times

The Final Countdown—Guild Wars 2 Launch Times

August 28th, 2012—the day Guild Wars 2 launches—is fast approaching. Everyone here at ArenaNet is anxiously counting the days right along with every Guild Wars 2 fan. As you may have seen, we host a countdown timer on the front page of our official website.
The information below will give you specific details about times and dates based on whether you pre-purchased, pre-ordered, or are picking up a copy of the game on release day. For those players who have not pre-purchased or pre-ordered the game, Guild Wars 2 will officially launch at 0:00 AM Pacific time (GMT -7:00) on August 28th.
  • Pre-Purchase with 3-Day Headstart: Everyone who pre-purchased Guild Wars 2 will enjoy three full days of Headstart Access. The three-day Headstart Access will officially begin at 0:00 AM Pacific time (GMT -7:00) on August 25th. However, please note that in order to ensure we’re fully prepared for that fateful hour we may bring servers online up to 3 hours prior. If you’re a player committed to getting in first to grab that character name of your dreams you’ll want to be keeping an eye on things during that time period.
  • Pre-Order with 1-Day Headstart: Those who pre-ordered Guild Wars 2 will be able to participate in one day of Headstart Access. The one-day Headstart Access will begin at 0:00 AM Pacific time (GMT -7:00) on August 27th.  NOTE - Pre-Order code registration is now enabled.

Download the Client today: If you’ve registered your pre-purchase or pre-order and created your Guild Wars 2 account you can go to account management today and download the client. Be sure to update the client periodically to minimize your download at launch. We look forward to seeing you in-game very soon!

Guide to Crafting: Huntsman 1-75

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GW2 Guide to Crafting: Huntsman 1-75
The huntsman crafting discipline provides players with a means of crafting ranged weapons. Longbows, shortbows, harpoons and more can be made with this discipline, and these will be useful for most of the professions in the game (Elementalists cannot use any of the created items). As with any crafting discipline, you are going to need a good amount of materials either through farming or through purchasing on the Trading Post.

While it is possible to start crafting earlier if you plan on using some of the items you make, they all 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.
You will need:
Levels 1-25
Refine all the various materials:
Once you hit crafting level 25, you will no longer gain experience from refinements.
Levels 25-50
At this level, you will begin making items. A few levels will be gained from crafting the individual parts, but the majority will be gained through the use of the discovery system.
Craft 36 Green Wood Dowels
Craft the following components:
On the discovery pane, you will now began combining the components to discover the new recipes. Inventory quickly becomes an issue, so either sell the items or use a salvage kit to break them down and recover some of the materials.
Levels 50-75
If you are within a few levels of 50, you can continue on with this section. The same rules apply as in the previous level range: craft your components, and then discover the recipes. Master level items can be crafted starting at level 50, and while they do require more materials, they will grant a significant amount of crafting experience.
Craft the following components:
Like before, use each of the components in the discovery pane and discover each of the recipes.
At this point, either craft more of each item to reach 75 or make green master items to reach that level. You will most likely need 6 to 8 master items to reach level 75, so make the necessary components and use discovery. You will now have access to the next level of crafting materials (Iron Ore, Soft Wood, etc)
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 the huntsman crafting discipline.

Beginner’s Guide: Character Creation


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Beginner’s Guide: Character Creation
Introduction
In this section of our Beginner’s Guide, we will cover everything that happens in character creation.  There is often a tendency for people to just rush through and make random decisions here, because in other MMOs doing so doesn’t really have that much of an impact on the game.  Guild Wars 2 wants your decisions to matter, however, and the story told by these choices clearly reflects this design philosophy.

Races
In the original Guild Wars, you could only play as a Human, really at the height of their power in Tyria. While many other races existed and you interacted with them, their backstories weren’t well fleshed out.  In Guild Wars 2, we have a wide variety of races to choose from with rich and well developed backgrounds and personal stories for each of them.
Human

Destiny’s Edge has every race represented by its members.
The humans are mostly what you’d expect – they are human looking.  However, don’t be taken in by the typical MMO trope of the human race being boring.  They are anything but.  The Human race has a lot of back-story from the original Guild Wars game.
Humans are relative newcomers to the world of Tyria.  They were brought here, from somewhere we don’t know about, by the Six Gods of Tyria, who themselves only pre-date humans by a small margin of time.  Once on Tyria, they spread rapidly and as they spread, they pushed out the current residents of the land: the Charr.  This conflict was a major setting in the original game.
In modern day, the humans find themselves weakened, fighting multiple enemies and no longer in the favor of the Six Gods.  Though fallen from their previous heights, they are enduring and faithful.  You will find the story of the humans immediately engaging and exciting.
You can read more about the Human Lore in the original Guild Wars Wiki as well as the Guild Wars 2 Wiki, and check out the New Krewe article Meet the Humans.
Charr
The Charr originally lived in the area known as Ascalon before the arrival of the Humans to Tyria. A highly militaristic people, they divided themselves into four legions, though infighting between those legions quickly began to take its toll.  While the actions of human King Adelbern created a zero-sum game for the Charr, essentially meaning they could never truly take the area of Ascalon City, they have re-conquered the rest of the territory, save for the one Human stronghold of Ebonhawke.
The Four Legions of the Charr are:
  • The Blood Legion: The ground-pounder and the infantry, the Blood Legion is made up of those Charr that fight on the front lines.
  • The Ash Legion: Infiltrators and assassins, the Ash Legion specializes in covert tactics.
  • The Iron Legion: The engineers and builder of the Charr warmachines, this legion is the creator and ‘ruler’ of the Black Citadel.
  • The Flame Legion:The Flame Legion has been since cast aside by the other three legions. They continue to have the greatest number and best quality shamans of all the Charr legions. They worship Gaheron Baelfire as a new god.
You can read more about the Charr at the Guild Wars Wiki and the Guild Wars 2 Wiki, as well as a more in-depth article from the New Krewe, Meet the Charr.
Norn
The Norn look a bit like large humans with an alcohol problem.  They would most likely argue it was only a problem if they ran out.  They are a race of Nordic-like hunters who have strong connections with the Animal Spirits of the Wild. The Norn existed in the original Guild Wars but were not a playable race.  Currently, they are in exile from their homelands due to the Elder Dragon, Jourmag, awakening in the Northern Shiverpeaks.
 They still live for the glory of hunting, but now they are determined to find a champion capable of killing Jourmag and reclaiming their home. And did I mention they can turn into half-man half-animal creatures with special abilities? Yeah, they are that cool.
Jeff Grubb, one of the lead Lore Writers for Guild Wars 2, claims he loves the Norn race.  To read more about this amazing race of extra tall humans check out the New Krewe article Meet the Norn.
Asura
While the Asura may appear as though they are the obligate miniature race for comedic effect, I can assure you they are not.  Asurans are amazing engineers and architects.  During the original Guild Wars, they were forced to the surface from their natural underground habitat.  They not only adapted to this life but thrived.  Their presence and their technology spread throughout all Tyria.  They live to research and experiment – this can even been seen in their racial skills, which include the ability to summon Golems to fight alongside them.
You can find a more exhaustive history of the Asura in the Guild Wars Wiki and the current Guild Wars 2 Wiki articles. You can also go to our New Krewe article on the Asura here.
Sylvari
It’s the attack of the Pod People!  Oddly, this is a close description.  The Sylvari are a new race to Tyria that look a lot like humans but are made from plants.  When I say new, I don’t mean they didn’t exist in previous lore. I mean the entire race is only 25 years old.  They are born from a massive sentient tree called The Pale Tree.  The Sylvari, before they are born, exist in a dream realm called the Dream of Dreams, which shows them a number of visions that will have an impact on their life.  The dream has been invaded by a shadow, which the Sylvari interpret as the awakening of the dragons. They view it as their duty to kill and gather other races to kill them as well.
The Dream Realm gives each new Sylvari a kind of basic education, allowing them to speak and obtain a working knowledge of the world.  Once out in the world, each Sylvari’s experience is sent back to the Pale Tree to influence the Dream of Dreams and teach the next generation about the world.
When the first few Sylvari were released into the world, the first sentient race they happened upon were the Asura, who promptly captured and experimented on them. Once the Asura realized they were sentient, they profusely apologized and released them, but this has left a mark on the Sylvari as a whole when dealing with the Asura.
In general, the Sylvari are somewhat naive about the world when they are first “born”.  The way they view their world is starkly different from their human counterparts.  For instance, it tends to baffle them that humans find the job of a grave digger as undesirable, to them it’s like planting a seed they know will never bloom.
More information about the Sylvari can be found on The Guild Wars 2 wiki and an in depth interview with Ree Soesbee on the GWI Podcast. We also have a New Krewe post covering them, which can be located here.

Professions
Necromancer

The Necromancer has its roots in the original Guild Wars.  You have access to minions created from the flesh of the dead, but they are not a simple pet class.  Necromancers fight using heavy condition damage, spells that are imbued with the undead realm, and finally they have access to a unique resource: Life Force.  Life Force allows you to access Death Shroud, which transforms you into a specter of Death with unique abilities such as draining the life from those around you.
Warrior

The Warrior is the classic master of arms.  They are able to use a mind-boggling 19 possible weapon sets, including several ranged weapons.  The Warrior is a lethal opponent but is also capable of defending their allies as well as enhancing their abilities through the use of banners.  The Warrior’s special mechanic is Adrenaline, which builds up through attacks to release a burst ability that is unique to each weapon.
Guardian

The Guardian is a Soldier profession, similar to the Warrior, but with a focus on magic instead of pure martial skill. The core mechanic of the Guardian are the three Virtues – Resolve, Courage and Justice. Each of these provide powerful passive buffs to the Guardian, which can be sacrificed in order to share those same buffs with his allies. While considered a support class by many, the Guardian is still a capable offensive threat. While it has the lowest health of almost any profession, it compensates this with mitigation abilities like Aegis, which automatically negate an incoming attack and responds with several means of health regeneration, condition removal and healing.
Elementalist
Elementalists are able to use their weapons as mediums to wield each element: fire, water, air (lightning), or earth.  You have access to only one element at a time by attuning yourself to it.  Once in an attunement, you gain access to a skill set unique to that element.  You can switch to different attunements in the middle of combat, giving you the widest range of potential abilities in the game.  With these attunements, you are able to be a jack of all trades, filling in to support your allies, control enemies, and do damage.
Thief

The Thief focuses on mobility, high single target damage, stealth, condition damage and hit-and-run tactics. Unlike other versions of Assassins or Rogues, the Thief does not have access to long-duration stealths, though the Profession does have access to a number of ways to apply stealth to themselves and others nearby.  The class’s signature ability is Steal, which allows you to Shadowstep (essentially teleport) to an enemy and steal a random, useful item from them. They also have access to an ability known as Shadowstep, which allows them to teleport around the battlefield quickly.
Ranger

At first glance, the Ranger looks like the obligate pet class.  However, they are a strong and diverse class that doesn’t rely solely on their pets and long range attacks to do their damage.  Dual wield axe Rangers are some of the most feared players in sPvP.  The Ranger utilizes a number of traps to slow, cripple, or put a number of other conditions on enemies, and they have access to spirit beasts that create powerful passive buffs to your allies as well as a secondary set of spells each beast has.
Mesmer

The Mesmer is a scholar profession dating back the original Guild Wars.  They specialize in deceiving the minds of their enemies.  They create powerful illusions of themselves that deal devastating damage or clones that are exact copies of themselves to confuse the enemy. Mesmers also can create Mantras, which basically ques up a long-cast spell and prepares it for use before a battle.  Once charged, Mantras can even be used in the middle of casting another spell.
Engineer
Master of machines, elixirs and explosives, the Engineer is one of the more unique professions.  The Engineer, wearing medium armor, has one of most limited number of weapons with access to only pistols, shields, and rifles.  However, Engineers have access to a series of powerful toolkits that open up more Engineer-only weapons, such as a flamethrower.  Engineers are amazing at group support and control, and they are especially adept at holding on to control points in sPvP.

Personal Story Choices
The final sections of character creation are a series of questions that deal with your past, ways you handle situations and an assortment of information from which God you worship to which spirit beast do you feel a calling from.
 You may be tempted to quickly skip over this or make random choices here, as it appears like meaningless roleplaying flavor text, but I can assure you that’s not the case.  These are the elements that make up your Personal Story in the world of Tyria.  Each choice has an impact on the path your Personal Story takes, so resist the urge to randomly click on a choice.  Spend the time to read the descriptions and make a choice that fits you or your character the best.  I assure you, you will be well rewarded for your diligence in this leg of character creation.
If you ever want to replay a race, you can choose different options and take a completely different path in the game, and that’s only for each race. With five races, the possibilities within the Personal Story are seemingly limitless.

The next guide section will cover your characters entrance into the world of Tyria.  We will cover all of your “firsts” in Guild Wars 2 on your journey throughout the world.

Why Movement Matters

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Why Movement Matters
One of the most noticeable things about Guild Wars 2’s combat is your ability to move out of the way of incoming attacks. I know, I know, its not radical, but stick with me. You can move out of the way of dangerous attacks in Guild Wars 2 through two different actions. First, normal movement can actually get you out of the way of things, but more regularly you will use an evasive dodge roll.
But why dodge?
As a new player, this is the single most important concept to wrap your head around. In other MMO’s movement is only really important for the ‘Big Attacks’. Giant area effect of Fire? Probably want to get out of that. Maze of Toxic Venom? I wouldn’t suggest touching those green walls.  Other than those instances though, there wasn’t much of a reason to move around. However, Guild Wars 2 takes things a step further. For the most part, attacks hurt, and I mean every attack, a lot.  There are certainly still attacks that enemies will telegraph rather obviously, and for the most part these will put you into a downed state almost immediately. While this doesn’t mean you’re out of the game, it certainly makes you less effective.
A very wise forum member once summed up the entire idea of mobility and dodging in one perfect sentence; “Being able to instantly close distance…and immediately follow that by instantly opening distance [is] an unbeatable tactic”. As I see it, movement really is the key to success.  Damage output, good skill use, and gear are all important, but movement still seems far more important than it ever has been. It deserves your attention.
Most of the abilities in Guild Wars 2 that you’ll have at your disposal can actually be used while moving. This means, you should be moving! Different professions are going to accomplish this in slightly different ways. Thieves for instance tend to roll in and out of combat, dealing a spike of damage, then moving away before they can be hit. Warriors would be more likely to stand their ground, but should still be ready to move out of the way of big attacks.
Dodging is the most obvious way to avoid attacks. By either pressing the dodge button, or double tapping a movement key, if you have that option enabled, you’ll perform an acrobatic and quite impressive looking dodge. Dodging uses 50 points from your endurance pool, which is located just above your Health meter. Initially, you have enough endurance to perform two dodge rolls before running out. Don’t worry though, endurance regenerates pretty quickly over time, and many classes have a means of increasing their regeneration or otherwise gaining more endurance. While you are performing a dodge roll, you are essentially immune to damage, which is represented by the quality of Evasion. It is an invaluable tool for staying alive, getting out of the so called ‘fire’, and moving around the battlefield.
There are two conditions which prevent dodging: Chilled and Immobilize. Having a way to remove these conditions can be an important part of keeping yourself mobile. They are relatively easy to notice, but you should take particular note of enemies who are able to bring these to bear against you.
Now there is another side to movement in Guild Wars 2. Most classes have at their disposal, melee and ranged abilities. These different attacks vary widely in range. Thus, we might consider every battle in Guild Wars 2 to have different fields of combat. The closer your field of combat is to the enemy, generally the greater damage output, as well as a greater chance of being hit by powerful enemy attacks. The further away you are, the less damage you are likely to do (except if we are talking about siege weapons of course…). Yet, consider this: an enemy, be they NPC or enemy PvPer, can only attack in one way. The attack they use may be an area of effect, and sweeping strike with a greatsword, or a single rifle shot, but if you can move out of that arch or circle of attack, you are all the better.
So move! Strafe, dodge, walk, zigzag even. It doesn’t matter, just move. I can’t tell you how many times I’ve avoided an attack simply by walking as I fired into an enemy. Using Weapon Skills and Utility Skills to move around the battle, dipping in and out of the range of combat is an invaluable skill to learn. It may take you a little while, but stick at it. Soon, it’ll be the greatest tool you have at your disposal.

The New Krewe: Barbarians At The Gate

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The New Krewe: Barbarians At The Gate
World versus World is an incredible amount of fun, and is absolutely the most robust, balanced and well-executed world PvP system I’ve experienced in a MMO. It can be a little daunting the first time you step into the Eternal Battlegrounds, with all of those keeps, towers and supply camps just waiting to be pillaged, it’s hard to know where to start. The goal of this article is to help you get your bearings with some basic defensive tips. Consider these the rules of engagement.
BE PREPARED. ALWAYS CARRY SUPPLY.
As I said in my article about going on the offensive in WvW, the first thing you need to do in WvW is grab supply from the nearest depot. Every fortified objective, from Stonemist Castle all the way down to your basic supply camp, will have a little stack of crates and barrels marking their supply stores. You can carry a maximum of 10 supply at a time, and you should have 10 on you whenever you are in WvW.
Supply is the fuel of combat in WvW. Without it, you are extremely limited in your effectiveness. Your general goal should be to protect your supply chain at all times while denying the enemy theirs. Even the mightiest gate can’t hold forever if it’s unable to be repaired. Likewise, your keep assaults will be long and frustrating and mostly end in failure if you don’t bring supply and the siege equipment necessary to make short work of enemy fortifications.
FIGHT SMARTER, NOT HARDER. BRING SIEGE EQUIPMENT.
So far, this has been the same exact advice I gave for going on the offensive, but it applies to defense just the same. After launch, we’ll see a much different WvW than we did in beta. It’s only a matter of time. You can have the greatest offensive strategies in the world, but if you can’t keep what you take, then it’s all for nothing. In order to mount an effective defense, you can’t simply rely on the standard defenses. You need upgrades.
Some of these upgrades can be found within the towers and keeps themselves. Cannons, Mortars and Boiling Oil are all weapons you can add without needing blueprints. (Mortar wiki link is unavailable at the time of publishing.) These are available from the same vendor you’ll find inside your fortification, along with other personnel and structural upgrades. Personnel upgrades can be just as vital to your defense, adding more guards and guard patrols to your position, but for the purpose of this article, we’re going to focus on structural upgrades, and defensive siege equipment.
Siege Equipment Range Supply Cost (in silver)
Ballista 3,000 30 10
Arrow Cart 2,500 30 6
Boiling Oil 600 50 5
Catapult 4,000 50 12
Trebuchet 10,000 100 24
Siege Golem 225 100 100
Cannons 3750 250 10
Mortars 10,000 500 15

What you’ll start to see is a quick cost/benefit analysis or “bang for your buck.” You may not need blueprints for Oil, Cannons and Mortars, but their costs in both supply and coin are higher than their traditional counterparts. Oil may not have a true alternative, but a Mortar takes FIVE TIMES more supply than a Trebuchet! In light of this, what I prefer to do is take the cheaper/faster way out and use Cannons for medium range defense and build a Trebuchet inside my defensive perimeter for long range defense. This is easy to do for towers and keeps that have an elevated position available. The tower at Veloka Slope, for example, has a grass area by the Keep Lord that extends up and alongside the keep walls leading to a vista. By building a Trebuchet here, you can cover long range defense of Veloka Slope, Anvil Rock Hill and Anvil Rock Overlook all with the same piece of equipment, and at a fraction of the cost of a single mortar!
“BY OGDEN’S HAMMER! WHAT SAVINGS!”
Any siege equipment your Cannons can’t reach, your Trebuchet can. Anything that comes inside your Trebuchet’s range comes in range of your Cannons. The best thing about this if you’ve been protecting your supply chain and carrying supply yourself, you can build these sorts of defenses fairly quickly and operate them with a minimum number of people.
A FEW CAN STAND AGAINST MANY
Most defenses are really just buying you time for reinforcements to arrive. If a force is large enough and organized enough to cut off your supply chain by capturing your adjacent camps, then your dwindling amount of supply is a ticking clock. That doesn’t mean you’re helpless. If you’ve fortified your holdings and added siege equipment prior to the assault, you can use your supply reserves to repair walls, gates and equipment without having to spend time and resources building anything. Going by my previous example, if you already have a Cannon/Mortar or Cannon/Trebuchet in place, then even just a few defenders can rain down fire upon attackers and have a decent shot at breaking anything less than a determined and organized horde.
Long-range artillery strikes aside, there are other things that you can do defensively in a small group.
Back-capping supply camps is essential. Since almost no one on an attacking force wants to be left on guard duty at a captured supply camp, the only thing you’ll need to concern yourself with most of the time is NPCs. If you can manage to get a group of 3 players together, and have them each grab supply and a Ballista or Arrow Cart blueprint, then you can not only take back your supply camp, you can hold it against superior numbers. You may not be able to escort your caravan to your keep or tower, but this can serve to divide forces and weaken the main assault. The more people they send at you, the less they have attacking your fortification.
If your enemies invest in building extremely expensive siege equipment like Trebuchets, a small strike force of even 2-3 players can rapidly flank their position and build a Ballista within range of the Trebuchet. Ballista do significant damage to other siege equipment, and if you’re lucky (and sneaky), you may be able to get a few shots off before you’re even noticed.
If the worst happens and your walls crumble and gate splinters, you can still fight to the bitter end. Another of my favorite tactics involves building Arrow Carts behind the Keep Lord. In the event of a breach, you can wait till the guards and the Keep Lord are engaged and then rain arrows upon the assailants. I’ve happily solo-wiped an attacking force of upwards of 15 players using this method. Trust me, few things in this game are as satisfying as running up and finishing off a handful of downed players, and then charging out and destroying their siege equipment before they return.
Ballista are fantastic for piercing enemy forces. A single shot can maim or kill multiple opponents if you can get them to line up. If you have a Guardian who can drop a Line of Warding in front of a breach as enemies try to pour in, a well-timed Ballista shot is the perfect greeting. If you can build an Arrow Cart on an elevated position  to cover both the breach and the Ballista’s location, like a Queen guarding a Bishop in chess, it can be brutally effective. The more planning you’ve done ahead of time, the fewer people are needed to pull this kind thing off.
Defense may not be as popular as offense when it comes to WvW combat, but it can be just as much fun. If you manage to crush a larger attacking force, you’re in for an epic victory that’s almost unparalleled in other MMOs.
The tactics I’ve listed here are extremely basic, and I fully expect that some of you out there may have your own ideas on how to mount an effective defense. If so, please leave comments below or stop by our official forums! We’d love to hear from you!
Until then…
Remain vigilant.