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Τετάρτη 22 Αυγούστου 2012

The Vanguard: Launching A Guardian

seven_profession_guardian

The Vanguard: Launching A Guardian 101
Hello, my shield brothers and sisters, I am Centurion. Some of you already know me as your Guardian columnist, but for anyone new to the game and this site, I’ll be reintroducing myself and the profession this week. While this may be the first edition of The Vanguard you’ve ever read, we do have an archive of past columns that cover the Guardian in great detail.
The Guardian is a Soldier class, meaning we get to wear the heaviest armor in the game. We excel at providing support and healing to ourselves and our allies, and we have an incredible amount of durability with various means of health regeneration and damage mitigation at our disposal. We’re so good at this, in fact, that ArenaNet has given us the smallest base health pool in the game just to compensate for it. 
OVERVIEW
The game mechanic unique to the Guardian are our three Virtues.
  • The Virtue of Courage blocks the next incoming attack with a boon called Aegis. Not only can Guardians gain this Aegis every 40 seconds as a passive ability, we can also share it with our nearby allies and block the next attack aimed at them. 
  • The Virtue of Justice applies the Burning condition to enemies on every 5th attack. This ability can also be shared with allies, burning their enemies on their next attack.
  • The Virtue of Resolve provides the Guardian with passive health Regeneration. Upon activation, this virtue will heal the Guardian and his allies.
Aside from our Virtues, Guardians are renowned for our impressive arsenal of support abilities. If you’re a tactical player who wants more out of your experience than just seeing big damage numbers, and if you want a profession that’s easy to solo with, yet is almost indispensable in groups, then the Guardian may be the best profession for you.
The Guardian offers several means of removing conditions from ourselves and our allies. With the right trait, we can even boost the Toughness of our allies, making them more damage resistant just by being in our presence. We also have several means of providing them with Protection, which reduces all damage taken by a third. Most impressive of all, we have several ways to weave in these support mechanics seamlessly with our damage-dealing abilities. This is especially true for our symbols, magical inscriptions we place on the ground to damage our enemies and provide Regeneration,Retaliation and Swiftness to ourselves and our allies.
While we’re known for support, we can be deadly on offense. We may lack the raw offensive burst of some professions, but fighting a living enemy isn’t as easy as swinging at a target dummy. Guardians can survive where others would fall, and we can prolong almost any engagement into a war of attrition. When a Guardian holds an objective, the enemy seeks reinforcements. 
With our mobility, condition removal and general hardiness, Guardians are exceptional battlefield commanders. If you want to impose your will in combat and control when and how a fight happens, the Guardian allows you to do that. Being effective at almost any range helps as well. He who controls the fight wins the fight, and the Guardian excels at doing just that.
WEAPONRY
The Guardian is supported by the ability to employ a devastating number of weapon options, all of which are outlined below.
Two-Handed:
  • Hammer — This provides powerful close-range AoE attacks and abilities. It’s simple and brutal, delivering bone-crushing punishment while providing a respectable amount of battlefield control. 
  • Greatsword — This imbues allies with retaliation and controls foes with leaping attacks and blinds. An offensive weapon, its mix of power, movement and debilitation make it a vicious and effective choice, especially against multiple foes.
  • Staff — This controls enemies with wards and AoE damage and supports allies with defensive spells. A fantastic support weapon, the staff is also an effective mid-range weapon against multiple foes. 
Main Hand:
  • Mace — This is a support weapon with attacks that heal and protect the Guardian and her allies. The mace is, without question, our best one-handed support option. It’s fantastic for soloing as well, as you can’t go wrong with the periodic healing it provides.
  • Scepter — This is an offensive spellcasting weapon to bind and smite a single enemy. The scepter is our lone long-range combat weapon. It mixes single-target damage, AoE damage and a bit of control, and it’s effective up to a maximum range of 1,200 units.
  • Sword — A melee weapon with a good balance of offense and defense, the sword offers us means of closing gaps, blinding enemies and blocking ranged attacks.
Off-Hand:
  • Focus — This provides supportive spells for both offense and defense. The focus is probably our most defensive off-hand, offering means of blocking attacks and blinding enemies.
  • Shield — A protective off-hand shield for local area of effect shielding, the shield features an area knockback as well as means of offering protection to allies.
  • Torch — This scorches enemies while cleansing allies of conditions. The torch is the most offensive of our three off-hand options, and features burning attacks.
Underwater:
  • Spear — Used for rapid, close-range damage, the spear is an exceptionally well-balanced weapon.
  • Trident — This weapon provides magical, long-range support and healing. It’s the perfect complement to our spear.
 For an in-depth look at the weapons we use, including each of their abilities, please refer to my articles on both our two-handed and one-handed weapons.
 TRAITS
 The complete list of Guardian traits is extensive, and you should familiarize yourself with each of them. More importantly, you should understand the trait lines each one belongs to and the attributes they enhance.

The Guardian is an exemplary profession that blends support, control and damage into a stalwart vanguard for the front lines. I encourage you to try one for yourself and see if it fits your play style. With our durability, self-healing and condition removals, the Guardian is a forgiving profession that you can pick up and play easily, making it ideal for new MMO players. If you have experience as either a tank or healer in other MMOs, then you may feel right at home with the Guardian as well. Veteran players will appreciate the Guardian’s ability to adapt to nearly any situation and role. Our ability to enhance a group, making it greater than the sum of its parts, is what places Guardians in high demand for both PvE and PvP. 
I look forward to fighting alongside each of you when the game launches, and I encourage Guardians everywhere to share their exploits on our forums.
Until then…
Remain vigilant.

Guild Wars 2 DjThunder feat DevilDragon Smooth Criminal


 By DjThunder - Guild Wars 2 | 21-8-2012 Stress Test Dance Competition.

We proudly presented our dancing skills in Guild Wars 2!!!!


Τρίτη 21 Αυγούστου 2012

|Death Becomes You:Rolling Necro

Posted By DjThunder

    By DjThunder|Death Becomes You:Rolling Necro

Launch is just a few days away! If you’re still in a quandary over which profession to pick, BOTH of our Necromancer columnists, Vims and Sryii (with his comments in italics), will do their darndest to swing you over to their side.
Necromancers are a misunderstood lot.
Sryii: Apparently people are taken off guard by the whole “collecting dead parts to make hideous monsters” thing going on with necros.
Yeah, we’re dark and scary that way. But we are really your best friends. Need to stall your foes? Control a point? Soften up foes? Just add a Necromancer – or two – to your group. We are no shock troopers, but we’re masters of attrition warfare. We don’t do loud and flashy (see Elementalists for circus tricks) – we juggle debilitating conditions and blur the line between life and death with understated menace.
The key “gimmick”  that sets us apart from other professions is Death Shroud. It’s our own F1 modal ability powered by Life Force. In shroud form, we get four nifty abilities and the Life Force bar becomes a shield for our actual health orb. Besides giving Necros incredible durability, Death Shroud can also be customised through traits to trigger effects like vulnerability on foes standing too close to our awesomeness, or evento  heal your teammates!
Sryii: I know what you are all thinking, why would we want to save others when we can just bring them back as Flesh Golems?  I’m still figuring this out myself, but I’m told it’s the social convention to keep your team alive.
In Guild War 2’s new trinity of Control, Support and Damage, we rank right up there with Guardiansand Engineers in the Support department for the above reasons.
Sryii: But we’re far cooler.  I mean, seriously, those guys are like the hall monitors and AV club of Tyria.
We may seem lacking in Control skills that throw people around, but I’d argue that our profession is Control personified, at least from a group perspective. Necromancers can effectively control enemy movement by doggedly holding a capture point or impeding advancing forces. With our Marks andWells, we literally “sweeten” the ground we walk on for essential tasks like point defense.
Sryii: Don’t have any control skill that throws people about?! I believe you have forgotten about thegiant specter of FREAKING DEATH we can turn into that can put a massive vulnerability on multiple enemies while sicking a horde of tiny terrors on them, not to mention launching foes backwards with a frosty blast of air!
Necros are really great at dps, reasonably good at support, but in general need a little love in terms of control.  We can certainly take quite a beating with Spectral Armor and Death Shroud, but we need more ability to control mobs – like our Spectral Grasp.  Now this is an amazing ability, in my opinion far better than a knockback. Suck on that, Guardians.
Tools of the trade
Necromancers have four main-hand and three off-hand weapons, which works out to 10 different weapon load-outs. It’s nowhere near the 19 sets available to the Warrior, for example, but don’t forget that we’ve got Death Shroud to play with.
The standout sets from our 10 are axe/warhorn, scepter/dagger and the two-handed staff. Theaxe/warhorn combo is our short to mid-range solution, and works well with builds that focus on dishing out direct damage.
The mid-range scepter/dagger set is obviously tailored for condition builds. Besides piling conditions on foes, we can transfer, spread and eat them for breakfast. For many players, this is the profession-defining set.
The staff is our death-from-above weapon. It gives us long-range Marks, great for layering on high-traffic areas from elevated positions, like a keep in WvW, while we laugh diabolically at the stumbling invaders and munch on a win-burger.
Sryii: Vims has the best description of our weapons in his articles, but they are long.  For those of us with ADD, here is my rundown on weapons.  
Staff: It’s like the best of all of our spells with a really long cast time and the requirement that the enemy stands on the targeted area..  WHY?!  So mean, ArenaNet!
Scepter:  It’s like the plague and the cure, all in one.  No really, it is.
Axe: This is the Rambo of our weapon set.  The only thing that could make it better is . ..wait for it . . . TWO axes!
Dagger:  This weapon says you’re the kind of guy who brings a knife to a gunfight.  As in, you like making things especially difficult for yourself for no apparent reason.
Warhorn: Imagine that it is like a magical air horn that incapacitates people when you blow it in their faces and has the added benefit of calling down a plague of insects to do your bidding
Focus:  Uhm. . . it’s a little like a gun but without any bullets.  Boy that is a horrible comparison.  It’s like a PAINTBALL gun.  It doesn’t kill the enemy but degrades them by making them pink and limp along when you shoot them in the inner thigh like a huge jerk… you people know who you are.
Build your own Necro
Our trait lines may seem overwhelming to the uninitiated, but it all becomes clearer when we think of them in terms of how you want to wage war.
Sryii: Just pick any of them that increase damage. MORE DEATH, PLEASE!
Right. Going for in-your-face damage and big crits, while maintaining some tankiness with Death Shroud? You’ll want to look at Spite (for base damage and the lovely Axe Training), Soul Reaping(for critical damage and funky Death Shroud abilities) and Curses (for critical chance).
Focusing on conditions? Your answers lie in Curses (for condition damage) and Spite (to make conditions last longer).
Want to put some distance between yourself and the unwashed masses, and let your minions do your dirty deeds? The Death Magic line offers buffs for both long-range staff abilities and critters.
The Blood Magic line is the dagger-wielders’ bag of tricks for added durability and life-stealing shenanigans.
Sryii: By shenanigans, you really mean the necro lying in a pool of his or her own blood in almost every situation.  
Haha, yeah. Let’s just say that life-stealing isn’t very reliable at the moment.
Notable traits in the Blood Magic line include Mark of Evasion and Quickening Thirst. But as we’ve noted earlier, the main-hand dagger is somewhat lackluster at the moment.
Shine like a death star
Sryii: In sPvP, we are the bringers of death and stalling.  Okay, that last part was way less impressive sounding, “Fear me for I shall STALL you! WOooOOoo. . .  why aren’t you running?”
We can seriously prevent a point from being captured for a very long time.  In sPvP, we have a lot of options, but a major component is our Death Shroud.  It serves like a secondary health shield, gives us a quick fear to interrupt, a powerful health stealing ability and a pretty powerful main attack in the form of Life Blast.  
In WvW, Necromancers are amazing at laying down marks to prevent enemies from standing in certain areas as well as generating powerful combos at long range.  We can also travel very long distances by ourselves with our very long swiftness boon from Spectral Walk and a wide array of chilling conditions, making us excellent scouts or resource mules (that sounds wrong…)
While we can take good care of ourselves if operating alone, I don’t see Necromancers as solo hunter-killers in PvP, as we lack the tools to take down opponents quickly.
We’re better off working with others in marauding bands and strike teams. Having said that, necromancers do work well as an occupying force. Need to make sure a hard-fought point doesn’t fall back to enemy hands? Drop a necro on it.
Sryii: “No, not a dead one, you fool!”
Yes, preferably a live necro. And our abilities translate similarly to PvE! We solo well because we’re so hardy, and we’re an offensive support asset to any group we join.
Keeping our day job
I don’t know about crafting. We’re all like heroes out to save the world and smash face, and here we are collecting cloth scraps to make our own PJs. I mean, did Batman sew his own cape? I bet Tony Stark only designed his suit, and conveniently left production to his industrial/military complex.
Ok, Spiderman did make his own suit, but look what he came up with:
Let the pros make your costume. Professionals like Andrew Garfield.
Obviously, Andrew Garfield was the more accomplished tailor. But I digress. I’d imagine Necromancers would do well getting into Tailoring and Artificing. Jeweler and Chef may also be viable options, depending on the needs of your guild.
Sryii: Yes! Tailoring, the profession for gentlemen and scholars!  Not only will you make a load of equipment that you can readily use, but you will also be making bags, which helps in furthering room for your crafting materials as well as for making money on the Trading Post.  
The other crafting discipline you can have active at the same time is a bit difficult to nail down.  Artificer will give you access to crafting warhorns, foci, staffs, and scepters, all of which you use, but also neat little potions like this little guy for when you absolutely, positively, unquestionably HAVE to kill that centaur.
Other great options include cooking, but it is a bit of a money sink in the beginning.  However, it does give you buff food and, seriously, who wants to be the bringer of death on an empty stomach?
Annnd … that wraps up our guide. We hope you do the right thing: roll a Necromancer!
DevilDragons Breaking News
By DjThunder-Guild Wars 2 - Gem Store Armor Skins






Dontain is back with a new video revealing screenshots of the gem store skins. For those that have been eagerly waiting what these skins look like now is your chance to see before release.

A stress test today Tuesday, August 21 at 21:00 GMT+1



We will be conducting a stress test today Tuesday, August 21 from 12:00 Noon PACIFIC Time to 4:00 PM PACIFIC Time.(21:00 GMT+1 to 01:00 GMT+1)

We will be actively working on the game during the event, so you might experience connectivity problems or discover features that are not working as designed.

Any issues you experience are a result of the rigorous conditions of the stress test, and are in no way representative of the state of the game at launch.

By participating in this stress test, you’re helping us make Guild Wars 2 a better game. Thanks for your cooperation—we’ll see you in-game!

-

Please note:
* The stress test is open to anyone who has pre-purchased Guild Wars 2.
* Characters will not be wiped from the previous Stress Test.
* The Stress Test will include Spanish text localization. ~RB2

Guide To Crafting: Tailoring 1-75

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GW2 Guide To Crafting: Tailoring 1-75
 If you are playing a scholar profession, such as the Mesmer, Elementalist or Necromancer, then you’ll be wearing light armor. If you’d like to augment your items with other items that you make, then you’ll want to take the Tailoring discipline. Tailors can make light armor, some bags, and various other gear enhancements. This guide will help you get started as a tailor through the first 75 crafting levels and help you reach the second tier of crafting materials.
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.
What you’ll need:
Levels 0-25
Refine raw materials:
 If you are at least level 20 and don’t want to grind out the last 5 levels, you can start making Insignias, but you may have to make a few more items along the way.
Levels 25-50
Make the following Insignias:
Now craft the following components:
Head on over to the Discovery Pane and combine each of the combinations in order to discover the new recipes. Be careful to close the recipe window when it appears, so that you don’t accidentally make more of the newly discovered recipe.
Levels 50-75
Make the following components:
Just like before, combine the items to discover the new recipes, which should move you fairly close to level 75. If you need a few more points, try the following combinations or make Masterwork quality of any of the previous items:
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 tailoring crafting discipline.