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Κυριακή 16 Σεπτεμβρίου 2012

The Recipe for Crafting Your Legendary [Including Screenshots]



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With great thanks to the Guild Wars 2 community, we now have the formula for crafting legendary weapons. Below is the Master Recipe for legendary weapons and all the sub-components required to craft them: Base Exotic Weapon
They can be obtained by throwing 4 rare/exotic weapons above level 76 (research ongoing) of the type you want to obtain into the Mystic Forge (4x Greatsword for Dusk or Dawn) and getting lucky. Or you might be able to obtain them as loot from events or enemies while being out in the world. Base Gift
You need a specific Superior Sigil depending on what you want to craft, but they are most likely themed. Also the Mystic Forge won't accept any other sigils than the one that works with the specific components you threw into it (as far as we know).

Base Gift Recipe: Crafting Gift A + Crafting Gift B + 100x Icy Runestones + Superior Sigil of X

Base Gift Sub-Gifts Base Gift Sub-Components
You can also make Lodestones in the Mystic Forge if you have the core equivalent (one tier below lodestones): 2x Core Type + 1x Crystal + 1x Bottle of Elonian Wine + 1x Pile of Crystalline Dust
  • Dungeon Gifts: obtained at the vendors in LA that also sell dungeon armor. Each costs 500 Tokens from their respective dungeons.
  • Icy Runestones are obtained after defeating the Claw of Jormag in Frostgorge Sound for 1 gold each.
Sigils Gift of Mastery and Gift of Fortune Sub-Components Image Gallery
Unfortunately we were not able to get screenshots of all the legendaries, but here are the ones we did manage to find:

Maw of the Deep
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Ministrel
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The Dreamer
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Kudzu
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Moot
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Quip
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The Predator
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Meteorlogicus
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Bitfrost
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Bolt
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Screenshot doesn't do it justice - there are blue lighting bolts that constantly flicker around the blade.
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Frenzy
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Dragons Maw/Rodgort
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Kraitkin
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The top wriggles around.
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Howler
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Sunrise
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Flameseeker Prophecies
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Παρασκευή 14 Σεπτεμβρίου 2012

Thief: Playing The Role



No doubt many of you are starting to feel at home in Tyria. You’ve seen many of the sights there are to see, though many still remain. You’ve slain Invaders and Defenders alike. Perhaps you’ve even participated in a Tournament.  Be it PvE, PvP, or WvW, it has all been covered in one form or another.
Yet there is one group that has been neglected, if only slightly so. Roleplaying is in the heart of Guild Wars 2 (I mean, it IS in the title; mmoRPg).  While I’m not a member of the GW2 Roleplaying community, nor have I ever done that much RPing in games, I’ve got a deep respect and appreciation for it. So this week, I’d like to talk about something a little different.  I’d like to talk about developing a character and more importantly, your own story in Guild Wars 2.


What is The Thief?
If you’ve ever taken an upper level English course, or perhaps a course or two on Classical Mythology, you’ve probably been introduced to the idea of archetypes. Archetypes represent the core ideal of a figure, their perfect form from which all others are copied. The idea was pioneered by the famous Carl Jung, and has been a staple of literary and mythic analysis ever since.
                So what is the archetype of The Thief? Caroline Myss, known as a guru in the Archetype community, offers us an explanation of the Thief Archetype:
“ The Thief is thought of as a nocturnal, hooded figure who slips silently into places and takes what he wants. In the hierarchy of thievery, the most respected is the Jewel Thief, associated with glamour, class, and sophistication. The Good Thief steals on behalf of others, as in the case of Robin Hood, and appears to be relieved of all wrongdoing because of his benevolent motive to be of service to others, but often that is just a rationalization. The Bank Thief maintains a degree of respect because the target is corporate and impersonal and the implication is that the thief has an intelligent and strategic mind. The Street Thief and Pickpocket, on the other hand, rank lowest because they rob ordinary individuals and their methods yield small gain.” [http://spiritlibrary.com/caroline-myss/a-gallery-of-archetypes]
While the Thief Archetype covers many of the different flavors of Thief that exist in Guild Wars 2, it does sadly fall a little bit short of covering the entire lot. While you could easily make a Bank Thief, or a Good Thief in game (in fact, I think ArenaNet probably wants you to lean toward the Good Thief Archetype), you could just as easily make an Assassin, a Ninja, a Pirate or a Gunslinger. Part of the draw, at least for me, of this class is its flexibility, not only in play style but in story. A Thief can come from just about anywhere in life. However, we do intrinsically feel that some Thieves are more noble than others.

A Hierarchy of Thieves
The most obvious question you need to ask yourself when creating your character is what KIND of Thief he or she will be. Did you come to thievery out of necessity, or is it all for the Thrill of the Crime? What kind of thievery are you interested in? Is it gems or lives you hope to steal?
While this is all well and good for the fanfiction writers and story lovers among us, I imagine there are a few people out there wondering what this has to do with gameplay. Normally, nothing.  Most MMOs give very little time toward the development of your story based on your choices. There is a set path that you must follow, and while GW2 does follow a path, it is a path with options, starting with the very first question you’re asked: Which race will you play?
Each Race can play a Thief, but that doesn’t mean that they would ever be the same.  Sure, you have black sheep and oddballs in every community, but this is still something to consider.  More importantly, however, once you decide on a race, you have to make your first personal story choice.
Granted, it has no real effect on the game, and it is entirely cosmetic, but if you have a eye for stories, your choice of your Thiefly value can be fairly important. Are you a Bruiser, an Assassin, or a Street-stalker?
Going Forward
Now, most of you are probably into the higher levels by this point. I myself am nearing 80. So how do these choices affect your character as he grows and gains experience and has experiences in the world of Tyria? Well, they don’t have to, but if you give them a chance, they can do amazing things.
I for instance went with Subterfuge as my Thiefly virtue. I favor Subtlety in most situations and had an inkling that I wanted to play a ‘support’ thief.  I’ve stuck to this idea throughout my personal story, and become quite adept at providing support to my friends, be the NPC’s or other players. While my choice didn’t actually do anything for my playing  in the game, I did relish the sense of progression and growth.
More than anything, though, I’m going to advocate flexibility. There is nothing that will kill any idea of character development or roleplaying than someone refusing to adapt to a situation, or not bending something in their story to fit the logic of the scenario. As you progress through your story, be ready to expand on things in your character’s backstory, or change little things that you do in-game.
For example, I have a tradition in MMO’s of always having a stack of some sort of alcohol on my main character. It doesn’t make a ton of sense, and maybe I’m just playing out some strange desire to be a heavy-drinking adventurer, but I stick to it. For the first 50 levels or so of my gameplay, this was a stack of Hylek Absinthe. It worked well with my internet pseudonym, and I knew that I was going to pursue the Hylek as an ally. However, as I progressed through the personal story of the Order of Whispers, specifically past level 50, I sold off my absinthe and bought some Hard Cider.  (If you’ve gotten to this point in the story, you should know what I mean. If not, go play it and meet an amazing character named Tybalt.)
I adapted to the story, taking the input of the game, and changing the little things about my character to reflect the journey of Mrell, my Asura Thief. Maybe it is a weapon, a trinket or a piece of armor, but these kinds of decisions are the kind that’ll make your character memorable not only to you, but to others.
While I imagine many of you were hoping for an analysis of mechanics or other such things, I hope that this resonated with a few members of the community. It is something I’ve wanted to talk about for a while, and something that I think really gives games like Guild Wars 2 an extra level of depth. This game is certainly one of the types that gives you more as you put more into it. Until next week…

Breaks 2 Million Sales




A new press release from ArenaNet announced that Guild Wars 2 has sold over 2 million units. This is a very impressive figure given that there were 1 million pre-sales before release! Also it should be noted that Anet had to close down direct sales because of the demand and the additional strain it placed on the servers.
Here is the full release:
Guild Wars 2 Sales Break Two Million Units
Critically-acclaimed online RPG quickly surpasses milestone after re-opening sales
Seattle, WA – September 13, 2012 – NCsoft, the world’s premier publisher and developer of massively multiplayer online games (MMOs) and ArenaNet, developer of the renowned Guild Wars franchise, has announced that the chart-topping MMO Guild Wars 2 has sold more than two million units. Despite temporarily halting first-party sales and replenishing retail stores to maintain an optimal player experience, Guild Wars 2 surpassed the two million sales milestone shortly after turning sales back on.
Guild Wars 2, which launched just over two weeks ago, has captured the imagination of the gaming community around the world. With peak concurrency regularly exceeding 400,000 players and first week sales that placed it at the top of the All Formats charts across ten European territories, it’s clear that demand for the game hasn’t slowed.
“Reactions from around the world justified the time and care we put into developing Guild Wars 2 and making it into the game it is today,” said Mike O’Brien, president and co-founder of ArenaNet. “And this is only the beginning. We’re continually fine-tuning the game to deliver the polished experience that our players expect, and we’re already working on new adventures and experiences to introduce into this truly dynamic online world.”
For more information and to purchase Guild Wars 2, visithttp://www.guildwars2.com.
About NCsoft
NCsoft, headquartered in Seoul, Korea, is the world’s premier publisher and developer of massively multiplayer online games, including the critically acclaimed Aion, Lineage, Guild Wars, Wildstar, and City of Heroes franchises. NCsoft West is a division of NCsoft that holds operating responsibilities for North America, Europe, South America, and Australia/New Zealand. More information can be found at http://www.ncsoft.com.
About Guild Wars 2
Guild Wars 2 is a visually stunning MMO that offers players the epic grandeur of a massive role playing environment combined with innovative combat mechanics, dynamic events, and customised personal storytelling. Building on the success of Guild Wars, NCsoft and game developer ArenaNet created an MMO that lets gamers play the way they want, while at the same time retaining the no-subscription-fee business model that made the original Guild Wars so popular. For more information about Guild Wars 2, visit http://www.GuildWars2.com.

Τετάρτη 12 Σεπτεμβρίου 2012

A consistently surprising, meticulously constructed fantasy world.


You expect to see only fields of grazing deer and idle monsters but when you turn the corner, there’s chaos. Crowds crush together, jumping around and blasting spells and swinging huge weapons. You join in, and though all possibility for any real coordination is lost in the frenzy, a sense of community, of belonging, solidifies as everyone strives to destroy a shared target. In Guild Wars 2, ArenaNet builds these events into every single zone, teasing you to explore by instilling a sense that despite Tyria’s colossal size, another surprise isn’t far away.

There’s no global player versus player combat in main zones where you’ll level up to the 80 cap. Like Turbine’s The Lord of the Rings Online, Guild Wars 2 establishes a friendly, inviting atmosphere by setting everyone on the same path to vanquish a seemingly invincible evil, and effectively removes many of the genre’s tedious restrictions on cooperation. There are no long lines to wait in, no cliques of high level players lording their seniority over the rest, no wristbands required to see the most interesting stuff, everyone can easily take part in the cyclical, world-spanning party.
Anyone who’s played Warhammer Online: Age of Reckoning and Rift should be familiar with the idea of public questing, which ArenaNet utilizes to achieve spectacular effects in Guild Wars 2. More than serving as simply another bit of busywork, the events fill out the fiction of each zone, requiring those present to do things like aid Asuran scientists in a fight against colossal fiery destroyers in a volcano’s superheated stomach or defend a drowsy mountainside shack from rampaging steam-powered creatures. Events are often linked, so what begins as a simple kill quest could eventually turn into a full-on centaur invasion of an otherwise peaceful township, making each task more exciting because it could be lead to some sinister and undiscovered threat.
These events serve as Guild Wars 2’s primary form of quests. They activate in every zone regularly, and at low levels involve kill, escort or collection tasks. While the initial event goals may not be especially memorable, they effectively bind your cause to everyone else’s and set the tone for the rest of the experience. There are no hoops to jump through to participate in an event. You don’t have to group up and make sure everyone’s on the same step. There’s no waiting around for a group that’s already engaged the enemy to finish up so you can beat up the mob when it respawns. Instead, when something happens, you just show up and play.
Need help in Guild Wars 2? Check out IGN's wiki.
In higher level zones the events become more complex in nature, until, in the level 70 through 80 areas, you get zone-wide stories culminating in thrilling climactic encounters in ominous coral-lined battlegrounds. Even before reaching those, the outcomes of events beyond the starting zones gain significance as entire in-game structures can be destroyed and rebuilt, and waypoint travel through contested territory temporarily blocked. These events never seem to cease, making Tyria feel chaotic and vaguely plausible, a place where the forces of good and evil don’t simply wait around for your permission to act.
You get experience and virtual currency for partaking in these roving battle parties regardless of which stage you happened to walk in at. By stripping away restrictions to join and generously blanketing all involved with rewards, ArenaNet provides ample motivation to bunch up and share the storytelling experience as NPCs shout orders and crack jokes while monsters attack. It brings the whole world together so naturally that there’s rarely a lonely moment, and anytime the in-game interface lights up with notifications and you see a big cluster of players, it’s always a joyous event.
One drawback of this system is, though the social experience and spectacle of the bigger event chains can be exhilarating, the gameplay doesn’t really match up. After running an event multiple times and learning the story and its mechanics, the initial sense of wonder melts away, and most are left doing the same old dull skill rotations over and over. Often such a big crowd gathers at an event that it’s easy to get lost in in the fireworks of spell effects and slashing of giant weapons, making it difficult to tell what effect you’re really having in the overall battle. As social storytelling devices the events are brilliant, but in making the experience accessible to all, sophisticated gameplay is sacrificed.
Still need help in Guild Wars 2? You can also check out IGN's iOS app.
Aside from events, the world of Tyria is dotted with quest givers represented by hearts on the world map, and the tasks they offer are more standard MMO fare. There’s still no quest log associated with these NPCs; their demands can be met by simply standing near them and completing specific tasks like rousing lazy workers, mending fences, killing enemies and retrieving artifacts. Compared to the hyperactive pageantry of the event system, the gameplay of the heart tasks feels tedious, despite ArenaNet’s frequent implementation of alternate skill bars to add variety. They’re something to do instead of something worth doing, which even ArenaNet appears to recognize because heart tasks appear nowhere in the post-level 70 zones.
Still, event chains and heart tasks are often built to overlap, so not too much time must be spend taking care of Guild Wars 2’s chores. Better yet, nearly everything in Guild Wars 2 awards experience, from mining to jumping up the sides of mountains to reach vista points to leveling your crafting skills by discovering recipes for stuffed mushrooms and cheese pizza. If someone else in the world is already attacking an enemy, you can attack too and still claim loot and experience. If someone is already mining ore, that doesn’t prevent you from mining it as well. So not only are other players barred from attacking and killing you in the PvE world, they’re prevented from inconveniencing you, which casts off a significant amount of unnecessary tension usually associated with MMO play. You’re constantly showered in positive reinforcement, given items or experience or currency or all three for nearly everything, and yet it never seems excessive to the point where the rewards lose their significance.