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Πέμπτη 23 Αυγούστου 2012

Beginner’s Guide: Your Character’s Beginning

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Beginner’s Guide: Your Character’s Beginning
Starting Zone
As with almost all MMOs, and even regular games, there is a starting area that serves like tutorial zone.  Not much can happen, and it typically feels like the much dreaded line at the Department of Motor Vehicles to get to the fun of driving.  Guild Wars 2 definitely shatters this stereotype, as the starting zones are very fun and really give you a good feel for the world you are in.
In this guide, we go over the starting zone, how it works, and why it’s so important in Guild Wars 2.

Your First “Quest”

Starburst guy looks lonely, you should go and talk to him!
When I say “quest,” keep in mind that I’m using it in the loosest sense of the word. When you first zone into the world, you will see someone with a green starburst over their heads. You walk to them and they will either give you very brief description inside of a cutscene on what to do, or they’ll just tell you what to do. It may be to get people to a safe location from the centaur attack or to kill a beast and take a trophy to demonstrate your worth.
This is the very first leg of your Personal Story that will continue all the way through the leveling process, on to the end of the game.
You may also notice the area on the mini-map has striped lines around it. This indicates that you are currently in an instance separated from the normal world of Tyria, even though the map may be in an area you can access normally. If you happen to be leveling with a friend, do not be off put if you are not in the same special instance, you will rejoin each other once you finish this initial leg.

The starburst is where you need to go. The red is where you don’t.
Your First Skill and Weapon
Your character will start off with a basic set of armor and a weapon with one spell you have access to. The starting weapon will vary from class to class, but it will typically be a one-handed weapon. The skill you have access to can be auto-cast whenever you start attacking an enemy. Find an enemy in the area and target them by left clicking on them. Press your 1 key (don’t click the icon) and you will begin attacking the enemy.

Two Skill Unlocking
You will notice with each kill that you will begin to have part of the next spell for that weapon highlighted. As you continue using this weapon, or any weapon with unlocked skills for that matter, you will gain access to new skills. If you hover your mouse cursor over it, you will see how much of this skill you have unlocked. You unlock it only by killing creatures while you have this weapon actively equipped.
You may also notice that you have a rather handy little skill hanging out to the right of your health orb (positioned next to your weapon skills). This is a healing skill. Every profession gets a healing skill to start with, and they can later invest in others using skill points. There is no dedicated healing profession, so everyone must look after their own health and ultimately take responsibility for failing to do so. At the beginning, you will rarely use this healing skill, but within five levels you will be relying on it quite a bit.
Your First Cutscene

Less chit-chat, more killing.
After you finish the very first leg of your Personal Story, you will find another person with the green starburst above their heads. Once you talk to them, a cutscene will start with your character talking to them and receiving the next leg of your Personal Story. These cutscenes are not mandatory and can be skipped, but I highly discourage that since the voice acting is very high quality and the story told through these scenes greatly enhances the gameplay.
Your First Boss Fight

Nothing says boss like Giant Skeletal Hands!
Eventually, you will come across a large boss that must be defeated to move forward. This Boss fight is an open world boss that anyone can participate in as long as they are in the same special instance of the world as you are. You will probably have access to a few abilities now, and you will be well equipped to handle the boss. However, it isn’t like the typical boss you may be familiar with in other MMOs, where the boss will focus on one player and mercilessly pound on them until they die. Instead, you will have the aid of at least one powerful NPC, potentially some soldier NPCs, and other players. The boss will randomly attack points on the ground and/or swipe at a large area rather than focus on one player.
The boss and any minions he summons will hit hard, and you must actively avoid attacks either by moving out of the way or using the dodge ability (which by default is triggered by double-tapping any movement key. You can rebind this in the Options menu). If you are hit, you can heal using the heal skill you received when you first started playing. If you happen to lose all of your health, instead of dying you will go into a downed state where you will have access to four abilities that includes an attack and a bandaging ability, but you will be unable to move from this location. You will continually lose health in this state unless another player comes and revives you or an enemy you have been attacking nearby dies, after which you will rally with about a third of your health. Your best bet if you find yourself in this situation is to target a nearby minion or enemy with low health and repeatedly attack them with the [1] skill until they die and you rally.
The boss will have multiple points that you can target and attack. Keep attacking the boss until all targetable boss parts are completely dead. You will then get a nice cutscene, and your very first boss encounter will be over.
In the next part of the guide, we will cover the all important game mechanics and some esoteric knowledge that allows players to become nearly immortal – DODGING!

Τετάρτη 22 Αυγούστου 2012

A Beginner’s Summary: Currency In GW2



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With Guild Wars 2 looming in the distance, many have been wondering what sort of currency is found in the game and more importantly, what is it used for and how to get it.
This guide goes into brief detail about the eight currency options in Guild Wars 2: coin, gems, tokens, influence, karma, skill points, glory and supply.
In total, there are exactly eight forms of currency. For the most part, these all have different uses for the player, but a few can work as a substitute.
COIN
First off is coin. Coin works how you think it would in most other games and is broken down in three tiers: bronze, silver and gold. You acquire coin by completing events, looting corpses, opening chests, selling items to vendors, trading with players and completing maps.
Coin is also used for repairing items, buying goods from vendors/players, teleporting to a waypoint, resetting trait points, purchasing keep-upgrades in WvW and, finally, as one of two means for buying gems.
GEMS
Gems, on the other hand, are used exclusively for buying items, bonuses, and account services like server transfers from the game’s internal cash shop. Gems can be exchange into coin, and vice versa.
For every $1.25 in U.S. dollars, a player will get 100 gems. If you live in Europe, then every 1.0625 pounds will equal 100 gems. The Euro works similar to the U.S. ratio. Gems can be purchased only in specific quantities.
TOKENS
Next we have tokens, which players will receive while running through dungeons. These can be used to buy armor and weapons from dungeon vendors.
INFLUENCE
We then have a guild-centric currency called influence. Influence is gained by guild members doing events, PvP, inviting new members, doing solo content or buying influence from a guild promoter while representing their guild.
The influence gained is then used to improve the guild in four categories, each with their advantages.
KARMA
Karma, a non-tradable currency that players use to buy useful high end items, is another form of currency players actively gain while playing the game. Players receive karma by completing events, assisting players with personal stories or completing parts of your own, and completing renowned hearts.
Keep in mind that armor sets requiring karma can also require an event to have been completed locally for the armor to be available to a player.
SKILL POINTS
Skill points, which are unlocked by achieving skill challenges, leveling up after level five, and leveling past 80 with experience points, allow players to unlock abilities and skills that will complement a player’s play style.
Furthermore, skill points can be used to buy in-game items from some vendors, such as the Bloodstone Shard, an item that gives players access to build legendary items.

Lastly, the two remaining currencies deal with structured PvP and WvW.
GLORY
Glory is gained during structured PvP. Players earn at least five glory for each kill and three for every hit landed with a trebuchet. Glory is also unlocked for completing a number of different objectives in sPvP.
Players use glory to upgrade the look of their PvP gear or to unlock reward chests that contain PvP-centric rewards. Keep in mind, glory can’tbe traded with other players.
SUPPLY
Supply, harvested by NPCs in WvW, allows players to upgrade and maintain keeps, towers and build siege weapons for attack or defense.
Players get supplies from a supply depot their world controls, but in order to get these supplies, they have to ensure a network of supply caravans reach each outpost to continue a steady source of supplies. Players can carry 10 supply at a time to repair or build structures and equipment.

Guild Wars 2 certainly has many different forms of currency to keep in mind, and this peek into the inner workings should have shed light on the dark areas.
Let us know in the forums or comments below if you have any questions!

LMFAO Guild Wars 2!



With the dances going live tonight, some of you might have recognized the human dance. For those needing a reminder or a clue, we submit this video, brought to you by YouTuber KotRFFXIV.

New Content Added To Extended Stress Test


A stress test was scheduled today from 12 to 4 p.m. (pacific time) this afternoon, during which a wealth of additional content was waiting to be toyed with or added as the test was extended, in the end by a total of two hours.
The test ended tonight at 6 p.m. pacific time.
Now, on to the new stuff! First up, dance moves have been added. The dances are unique to each race but, they are not unique to the gender or profession. All members of the humans, for example, will perform the same moves whether a female thief or a male elementalist.

How many can you identify? 
For more stress test goodness, follow the break!

The Vanguard: Launching A Guardian

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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!