Guild Wars 2 Beta Weekend Event April 27-29 – Human Elementalist Gameplay Videos

Posted on May 2, 2012. Filed under: Guild Wars 2 | Tags: , , , , , |

Below you can find a list of links to the Youtube playlists of the videos I’ve recorded of my play during the recently held Guild Wars 2 Beta Weekend Event.

I’ve skipped the tutorial because everyone has played it and probably watched it a hundred times. I did not have enough time to do the last personal story, so that’s missing too.
Female Human Noble Dagger/Dagger Elementalist Personal Story Gameplay Videos(11 parts)

I have used Air attunement spells a little, Water attunement a bit more than that, but Fire attunement the most because it’s so flashy! I rolled Elementalist thinking it’s the least interesting professions to play(I’m keeping the interesting ones for the release!) but it turned out to be so much fun, I am not surprised it was the most popular profession during the first BWE.
Human Female Dagger/Dagger Fire/Water/Air Elementalist Gameplay Videos(10)

2H Greatsword was a lot of fun to play but I mostly stuck to the Rifle and switched to sword/mace on occasions. I just liked Rifle a lot, there’s no gameplay reason behind the choice.
Charr Female Rifle + Sword/Mace Warrior Gameplay Videos(18)

More to come soon…

  • Human personal story up to the last mission available in the demo.
  • DONE!

  • Lower level Elementalist gameplay, couple of videos using Air attunement.
  • DONE!

  • Warrior gameplay. (Rifle+Sword/Mace; low level as well as ~15-20 level dynamic events.)
  • DONE!

  • Warrior WvW gameplay.
  • Coming soon.


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Recently on Guild Wars 2 Universe...

Guild Wars 2 Dynamic Events Another Name For Traditional Quests?

Posted on April 5, 2012. Filed under: Guild Wars 2 | Tags: |

Guild Wars community is considered to be pretty hardcore(opinions vary ;) ) – we read and re-read every single post made by ArenaNet on their blog and on the Guild Wars 2 website to discuss and then dissect it to bits until we have a pretty good grasp of all the mentioned concepts. But a lot of people are new to Guild Wars 2 and have a hard time understanding some of the concepts being (re)introduced in Guild Wars 2. An often asked question for example is: how can there be no quests in an MMORPG? Are dynamic events another name used in place of quests for marketing purposes? Are they similar to dynamic rifts? After resisting the temptation for a while I have finally decided to try to explain a few of the differences between Guild Wars 2 dynamic events system and the traditional MMORPG quests. The explanation should help in clearing up the confusion about how similar/different they are from the public quest system of Warhammer Online or the dynamic rifts of the Rift MMORPG.

Elementalist Churning Earth Guild Wars 2

1. No queue for quest spawns

It is common for me to wait my turn to access a quest object or wait for a quest mini-boss to spawn so that I can tag it and finish my quest. The more people who are on the same quest, the more time I and people behind me are going to have to wait. This goes against the kind of the game we are playing – massively multi-player. Instead of rewarding us for finding ourselves in a big group of players playing in the same area it punishes us and forces us to fight for the resource against our fellow players. We start wishing we were alone so that we can have the mini-boss all to ourselves. We hate the player who has spammable AoE skill because she can tag mobs so easily.
In the dynamic event system on the other hand, you just have to be present in the area to participate. It doesn’t matter who else is there, but wait…it does matter, because now it is better if there are other players around us as the event scales up with number of players who are participating, making it much more fun and everybody who participates gets rewarded equally in the end(no mob tagging or kills steals).
Guild Wars 2 dynamic event system doesn’t make me wait in a queue for my turn, lets me want to play with other players, rewards me irrespective of who else is playing with me, and gives me more challenging and fun content to do.

2. Rewards are automatic

As soon as a dynamic event you have participated in has finished, you will be rewarded for it with gold and karma(in-game currencies). You do not have to trace your way back to the NPC who had given you the quest to pick up your reward. You just keep playing, keep doing the events that you are interested in, and you get rewarded automatically when the events succeed without interrupting your play with a boring trip back to an NPC quest hub. Imagine how many pointless trips you save over a period of 100 hours of gameplay! All that time you can spend having fun instead.

3. No linear quest flow

With the quest system, you have a specific quest chain that you need to follow. When you go to a quest hub for the first time, 1-3 NPCs may have one(or more) quest each for you. When you are done with these quests, each of the NPCs may give the next quest on their quest chain. You have to follow this order, there is often no way to do them out of the order or skip a few quests from the middle of the quest chains. Many times, you need to finish one or more quest chains to be able to accept quests at the next hub. It is common for players to take help of wikis, guides and add-ons to help them keep track of what quests they need to complete to get to the next hub.
With the dynamic event system, there is no rigid order that you need to follow. You see an event in front of you? Go participate in it, there will be absolutely no pre-requisites for it. Or don’t participate, and move on, find some other event that might be more to your liking. Any thing in the entire zone is completely open to you, you can do them in any order and skip any of them that you don’t like. Freedom! You can also skip zones as long as you can handle the level of the monsters you are fighting.

4. No wall of text

I will be honest – I have never hated the wall of text used in the traditional quest system, in fact I love it provided that it is well written. I like reading books and I like knowing the lore behind the virtual world that I am adventuring in. What better medium than text to give a life to such a world? Many people believe that it’s time for our video games to tell the story through voice acting and visual cinematic and I understand where they are coming from. Guild Wars 2 tells the story through in-game cinematic, voice-overs, and dynamic events: The new Tyria is a rich world and the stories are befittingly told through this new compelling medium. One can see how this could be much more engaging than walking up to an NPC, right-clicking, and staring at the screen looking for the “kill X of Y” version of the current quest. That said, if written well, I do like reading about the people, creatures, artefacts etc. of the world in-depth and at my own pace. Hopefully Guild Wars 2 will have a lot of books that we can collect like we can in Skyrim or has CODEX entries added as in Mass Effect/SW:TOR/etc.

Guild Wars 2 Dynamic Events - Centaur Invasion

5. Multiple-stage events are less predictable

I like quest chains because they take the story forward better than a bunch of unrelated quests all asking for a similar menial task to be carried out. But you can pick unrelated bunch of quests at one time at an outpost, go out in the wild and complete all of them in one go, then return the quests and reap the rewards. With quest chains on the other hand you need to pick one up, go out, complete it, come back and return it, pick the second one and repeat the whole process. How about having best of both worlds? Multiple-stage event chains not only try to tell you a story related to a specific area but they keep you in the action for the whole time. You feel immersed in the proceedings and are on the edge wondering what’s going to happen next. All the players will also be at the same stage of the event chain which heightens the feeling of participating as a group in a meaningful conflict. Quest chains always progress in the same way – pick up the quest, finish it, pick up the next one and so on. Event chains are unpredictable to a certain extent – first event of the chain might be successfully completed by the participating players, which will lead to one of two possible events and if the participants fail at this event, once again you might be lead into one of two different possible events. Event chains in the starting areas are simple i.e. small in their scope but there are also event chains that sweep across an entire zone when your character progresses into higher level areas. Read about Meta Events on ArenaNet’s weblog to see how these event chains are much, MUCH larger in scope to anything we’ve seen in Warhammer Online or Rift – it’s like comparing the blazing sun to the flickr of the candle.
More interestingly, while some changes that happen to the world in response to our success or failure at such events are temporary(things reset after say half an hour), many are permanent(things don’t reset until players take steps to fix them). These changes that we see in the world differ based on which step of the event chain players have failed at. I could login and enter a zone, see the whole area swamped with the slimy undead and wonder out aloud “I logout for couple of hours and…”, shake my and head and get to work ;)

6. Scaling

The quests have to be designed to be completed by one player at a time, so it is hard to design an encounter with five or ten different things happening at the same time. Even the mini “bosses” required for some quests have to be solo-able. It is possible to make solo encounters extremely challenging but MMORPGs rarely do that, whereas the scope of the encounter has to be limited for solo play. The beauty of dynamic events is that they can simply scale up and present bigger and interesting challenges (like a lot more bandits attacking the caravan from all different sides or a whole town getting set on fire) when there are more players around the area. At the same time it can scale down in difficulty and scope when there are only 1-2 players around. The model adapts extremely well for player groups of all sizes compared to the encounters with a rigid design meant mainly for solo play.

7. No sharing of quests

Do you know what happens when you first get into the Scarlet Monastery dungeon in World of Warcraft? You get spammed with requests to share every single quest that you have for the dungeon. One or two players who have bothered to quest around the zone and visited the relevant NPCs to collect the quest are now supposed to share it with those who didn’t bother. But wait…more than half of those have pre-requisite quests, so they can’t be shared. Couple of them are class specific. One player missed them because she was AFK when the sharing happened. One player has already done the quest, so no sharing, no reward. Confusion much? (This was fixed to an extent by adding all the NPCs who have quests for a dungeon inside of a dungeon and most pre-requisites removed.) The problem still exists in the open world: you can’t just group up with a friend and hope to quest with them as a group. You will spend a frustrating amount of time trying to get your stages in each quest chain synced up with each other. Is this a multi-player game?
If you and your friend are in the area where the event is happening, you are already sharing the “quest”. Whether it is a friend(who may or may not be in your party) or a stranger, as long as you are in the area, you are sharing the event. No hitting buttons to share, no pre-requisites to finish, no waiting till a player runs back to an NPC to get the quest. You get together and you play. That’s multi-player!

Guild Wars 2 Dynamic Event - Centaur Invasion

8. 10 spiders dead, 40 still remain, but the quest is “done”?

The objective of most quests is to carry out a task like killing 10 of a certain type of mob or collecting 10 of a type of object. So you go to the quest area, you clear out the spider infestation by killing 10 of them but there are like 40 more around you. You don’t care though; your quest is done and you are already on your way back to the NPC to collect your reward. This is OK for an open world based multi-player game. What’s not OK is for there to be 10 spiders only(to make “clear spider infestation” sound meaningful) because if you kill them all for your quest, that leaves no spiders to be killed by other players who need them for their quest. Is there no middle ground? Few of the possible solutions are instancing, phasing and dynamic events.

With instancing, each player enters their own copy of the area, kills 10 of 10 existing spiders, gets out of the instance and collects the reward. Quest text makes sense now but the game ceases to be a massively multi-player open world as one or more players are being grouped up and thrown into separate instances, insulating them from the rest of the world/players. With phasing the world around you can change after you finish your quest and you can see other players around you, you don’t get bottled up into your own instance. But you and the players who have not done that quest yet see the same part of the world differently. This creates a lot of confusion and prevents friends from grouping up with each other and playing together if they have finished different sets of quests. (For reference, Guild Wars is heavily instanced, SW:TOR/Guild Wars 2 use instancing for personal stories and WoW makes use of a little bit of phasing.)

With Guild Wars 2 dynamic events, if there are 50 players around you, you see them all(unlike in instancing). All of you see the world in exactly the same way around you(unlike in phasing). And when the event is over, the world changes to reflect what you have just done, giving meaning to such tasks as “clear out ALL the bandits in the area.” Not only are all the bandits truly gone, the area may change in other ways to reflect the fact, like the arrival of creatures who were earlier afraid of the bandits. Another example: growing of moss because the fish that kept it clean are now dead. Needless to say that for open world MMOs, GW2 DE > Phasing > Instancing > World Doesn’t Change.

9. Exploration/Discovery vs. Check-list

Traditional quest system encourages you to focus on a check-list of tasks that you need to do. You login to the game in order to tick things off of the check-list. “I need to finish 4 quests in this hub, then go do those 3 quests, I don’t even know where these 2 quests are, maybe I will skip them because I also need to finish these other 5 quests.” Todo list is what it is. You can take a break and explore the wilderness a bit or hang around in the ruins of the temple but the fact keeps bearing heavy on your mind that there 14 quests “pending” and you are “wasting” your time by exploring. Playing any part of the game without quests is strongly discouraged by giving gear/XP rewards far better than doing any other activity. Even doing a dungeon without its associated quests is less than 50% as rewarding. And then they put a limit on how many quests you can have in your log! There are add-ons that tell you the quest hub(s) you are missing which you need to get into the next zone!
Guild Wars 2 encourages you to focus on exploration and discovery. You may never know what new adventure you might stumble upon when you login after work today! Explore the land, explore underwater, explore with a friend, explore alone. See where the fate takes you today, see what you will discover. There is no penalty for bumping into a cool event without visiting a specific NPC first. If you are really good at exploration, you might discover a new event hidden in the deepest corners of the world where nobody has gone before! Yep, bump into a live event, not an NPC with an exclamation point over their head :D

10. Repeatable events

This is so straight-forward to understand. You can’t do a quest again if you have done it once already. Not if you feel like it, not if you want to do it with your friend(and want rewarded for it). There are a few repeatable daily/weekly quests but the majority of the quests are not repeatable. Dynamic Events on the other hand can be done as many or as few times as you wish, with friends or alone.

What do you think? Do you prefer the dynamic event system of Guild Wars 2 or the quest system of other MMORPGs or a mix of the two? What are your reasons? Let me know!


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[Video] The Eight Professions of Guild Wars 2 – Youtube Series | Alex Rediculous

Posted on December 19, 2011. Filed under: Guild Wars 2 | Tags: , , |

AlexRidiculous is back and how! He has promised to post one Guild Wars 2 profession video everyday till Christmas and starts off with the Warrior profession on his Youtube channel(note the ‘e’ not ‘i’ in the channel name). If you have never heard of him before, his videos have the best quality of all Guild Wars 2 fan videos(imo) and you ought to subscribe to his channel immediately.

Guild Wars 2 Professions: The Warrior

The Warrior | Guild Wars 2 Professions
Runtime
3:26
View count
71,154

Guild Wars 2 Professions: The Guardian

The Guardian | Guild Wars 2 Professions
Runtime
2:02
View count
52,484

Guild Wars 2 Professions: The Thief

The Thief | Guild Wars 2 Professions
Runtime
2:44
View count
57,858

Guild Wars 2 Professions: The Ranger

The Ranger | Guild Wars 2 Professions
Runtime
2:38
View count
53,916

Guild Wars 2 Professions: The Engineer

The Engineer | Guild Wars 2 Professions
Runtime
2:11
View count
45,983

Guild Wars 2 Professions: The Necromancer

The Necromancer | Guild Wars 2 Professions
Runtime
2:24
View count
48,718

Guild Wars 2 Professions: The Necromancer

The Elementalist | Guild Wars 2 Professions
Runtime
2:54
View count
55,550


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Guild Wars 2 Fan Trailers – Epic Written All Over Them

Posted on December 18, 2011. Filed under: Guild Wars 2 | Tags: , , |

Recent fan trailer made by Matt from Hunter’s Insight has such great combination of Guild Wars 2 footage perfectly mixed with the background music, watching it once is only going to whet anyone’s appetite for even more views. Check it out!

Guild Wars 2 - "And So It Begins" Trailer (HD)
Runtime
3:27
View count
3,661

This high quality fan trailer reminded me of some of the other very creatively made Guild Wars 2 fan trailers I have seen before. Below are some of my favourites.

Guild Wars 2 Trailer of Awesomesauce
Runtime
1:44
View count
4,233

Guild Wars 2 - Fan Trailer "It's Yours"
Runtime
1:49
View count
5,462

Guild Wars 2 Fan Made Trailer - Sons of War
Runtime
1:55
View count
1,765

Guild Wars 2 Fan Made Trailer Flameheart
Runtime
1:48
View count
479

You got any favourites?


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GuildCast Episode 1 – Guild Wars 2 TV Show With Rubi and Shawn | GameBreakerTV

Posted on December 18, 2011. Filed under: Guild Wars 2 | Tags: , , |

Source: Primiere Episode of Guild Wars 2 Show – Guild Cast with Ruby and Shawn of Massively(Host Gary Gannon)


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Guild Wars 2 Mesmser Reveal: ArenaNet Interview | Now Gamer

Posted on December 17, 2011. Filed under: Guild Wars 2 | Tags: , |

Q. How challenging was it to integrate the Mesmer profession into the existing profession set? What specific challenges did you have when making sure mesmers are balanced, yet fun to play?

A. Combat in Guild Wars 2 is very visual, so we had to find a way to make the conditions and mind games that are so signature to the Mesmer become a part of the battlefield.

It was very challenging to integrate the mesmer into the game, which is why it’s the last profession to be revealed. The Mesmer in the original Guild Wars dealt a lot in energy denial and hexing, so the two most challenging things to deal with were our lack of fast regenerating energy and hexes.

We solved the hex problem by giving Mesmers access to a wide variety of conditions as well as by having some of their illusions replicate the effect of some of the old Mesmer hexes.

For example, the phantasm ‘backfire’ attacks its target whenever that target uses a skill which closely emulates what the old Guild Wars mesmer hex named ‘backfire’ used to do.

As for energy denial, we decided that all of the other forms of disruption and control the Mesmer had were sufficient and that we didn’t really need it. I think the Guild Wars 2 Memser still fulfils all of the roles of the classic Guild Wars Mesmer, but does it in a different way.

Source: Guild Wars 2 Memser Reveal: ArenaNet Interview


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Guild Wars 2 Profession ‘Mesmer’ Skill Video Breakdown | Hunter’s Insight

Posted on December 17, 2011. Filed under: Guild Wars 2 | Tags: , |


5th Video

Finally we have one of the most talked about skills. A teleportation field. It opens on the players location and requires the player to move to a second location before being available. Once that is done a player can move freely from one portal to another and back.

This skill is going to have a lot of ramifications depending on the details. Can team mates use it? How long is the duration? What is the maximum distance? Are there line of sight issues? But above all if teams can use it, I see no end to the fun of this skill.

The other skill is probably Illusionary Weaponry. The mesmer user their greatsword to fire off a laser blast not unlike the beam in the first video. Hard to say what the differences might be at this stage.

Great sound effects on both these skills.

Source: Guild Wars 2 Profession ‘Mesmer’ Skill Video Breakdown


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Guild Wars 2 Mesmer Has Evolved | GWOnline.net

Posted on December 17, 2011. Filed under: Guild Wars 2 | Tags: , |


250 seems to have changed the mesmer a lot.
Punishment!
Confusion is a condition that inflicts damage on each skill used. You can apply it using a scepter skill or the cry of frustration shatter. Backfire is a phantasm that hits target foe when using skills. The mesmer also has at least three skills that reflect projectiles to the attacker. The GW2 mesmer can thusly punish skill usage via hexes (phantasms, sorry), conditions, and reflection.

Denial of service
Imagined burden summons a phantasm that cripples foes. The mesmer also has an AoE skill that cripples foes and speed boosts allies. A greatsword skill knocks down foes in a cone ahead of you, ideal against those pesky melee fighters. The mesmer also has an array of skills to stun or daze or otherwise prevent foes from being useful (see above), with the bonus that these skills and conditions still have an effect if you cast it while a foe isn’t activating a skill. The shutdown mesmer is very much alive in GW2.

Source: Guild Wars 2 Mesmer Has Evolved | GWOnline.net


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Shattered Illusions – Mesmer | Under The Pale Tree

Posted on December 17, 2011. Filed under: ArenaNet, Guild Wars 2 | Tags: , |

The biggest thing is that Illusions are now literally illusions; in GW1, the Illusion Magic attribute line was primarily hexes (and also my favorite thing ever). Now, Illusions allow you to create Clones (weak illusions that look like the caster and share their name) and Phantasms (more powerful illusions that have their own names, carry special weapons, and look different). This? Is cool. The notes on the page also imply that you can create different types of Clones and Phantasms, based on the weapons you’re carrying.

Illusions can be Shattered – and here’s where we bring in some of the old Domination Magic classics. There are four different shatter skills which destroy your illusions as well as inflicting a secondary effect. For example, the ever-popular Cry of Frustration is back as a shatter skill; using it will shatter your illusions and inflict confusion on nearby enemies. Confusion is a new condition which causes an enemy to take damage each time they activate a skill, and it does stack, so the more you confuse an enemy (hah!), the more damage they’ll take. It’s essentially Backfire, except extended to all skills.

Source: Shattered Illusions – Mesmer | Under The Pale Tree


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[ArenaNet] Link Roundup: The Mesmer – GuildWars 2 8th Profession Revealed

Posted on December 17, 2011. Filed under: ArenaNet, Guild Wars 2 | Tags: , |

After months of anticipation, this week we unveiled our eighth and final (for now) Guild Wars 2 profession, the mystifying, mind-messing mesmer. In keeping with the deceptive nature of the mesmer — a profession that is all about illusion and misdirection — we briefly placed a banner for an utterly fake profession, the minstrel, on the GuildWars2.com home page. Clicking on this musically challenged minstrel revealed the mesmer, our magical duelist who uses deception as a weapon.

Let’s take a quick tour around the internet to see what media and fans have been saying about this formidable profession!

Game Informer talked with designers Jon Peters and Jonathan Sharp about the mesmer at length on the phone, and have posted a transcript of the interview right here. It’s an interesting glimpse into the process behind creating a complex profession like the mesmer.

“Playing a mesmer feels very different from playing any other profession in Guild Wars 2,” said Lead Designer Eric Flannum in his interview with Now Gamer. Flannum talked about his favorite mesmer skill, why the mesmer was the last profession to be revealed, and more in this interesting article.

Massively wrote up a nice overview of the mesmer game mechanics, hosted the cool mesmer skill videos. Have you ever wondered what a hulking norn male mesmer looks like? Massively has the answer!

Jon Peters has been busy lately!  He gave the New Zealand web site Gameplanet a brief rundown of how the mesmer works, answered a bunch of questions for French website Jeuxvideo’s mesmer article, and then teamed up with Jonathan “Chap” Sharp for a whirlwind interview tour with European media.

Our Spanish speaking fans can check out an interview with Jon Peters and designer Jonathan “Chap” Sharp in this MeriStation article. The Peters/Sharp duo also talked at length to Gamereactor Norway in this Norwegian interview. Perhaps you speak Italian and want to learn more about the mesmer? Multiplayer.it has you covered with this in-depth interview with Peters and Sharp. The guys also spoke with Belgian website 9lives about how clones, illusions, and mantras work in this interview. Jon and Chap also discussed the mesmer in detail in this lengthy interview with German website OnlineWelten. Who knew these guys could speak so many languages? Impressive!

Finally, Guild Wars 2 designers Jon Peters, Jonathan Sharp, Eric Flannum, and Isaiah “Izzy” Cartwright hopped on Reddit for a lengthy Ask Me Anything session – they answered fan questions about the mesmer, closed beta, and all things Guild Wars 2 for an incredible 15 hours! Do you have a GW2 question you’ve been dying to ask? Take a look at that Reddit page – they may have answered it already!

Source: ArenaNet Link Roundup: The Mesmer – GuildWars 2 8th Profession Revealed


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GWOnline Community Feature – Intreview with Rubi Bayer | GWOnline.net

Posted on December 16, 2011. Filed under: Guild Wars 2 | Tags: |

GWOnline: Thank you for taking the time to talk to us Rubi! First of all, for those who might not know who you are, can you tell us about your history in Guild Wars?

Rubi Bayer: I started playing Guild Wars in March of 2007. Funnily enough, I was introduced to the game by my husband, who’d stumbled across the Guildcast podcast and thought it sounded interesting. We joined the Guildcast guild. Technically, my first appearance on Guildcast was providing the voice of Shawn’s necro in a video episode waaaay back when. I started showing up here and there as a guest on the Massively podcast in the spring of 2009, joining when there was a heavy Guild Wars focus. In September of 2009 I was hired at Massively as a contributing editor and the main GW/GW2 writer. I’m currently their Community Manager, author of the Flameseeker Chronicles column, and the co-host of the Massively Speaking podcast, I’m also the leader of Massively’s official GW Guild, Massively Overpowered [MVOP].

Oh yeah, and I also co-host Guildcast! ;-)

GWOnline: So tell us, how did it feel to air your own show on Gamebreaker? Were you nervous or just pumped?

Rubi Bayer: I can safely say that I was both. I was a big bundle of nerves the day the show was scheduled to air. I’ve done TWIMMO on Gamebreaker quite a few times and always have a little case of stage fright, but this time the stakes were much higher and I was incredibly nervous. As usual though, once the camera came on it was all good. I just relaxed and had fun. We’ve been talking about this and planning for almost six months, so it’s amazing to finally have it up and running. I love it.

Source: GWOnline Community Feature – Intreview with Rubi Bayer | GWOnline.net


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ArenaNet Developer Chat Q&A on IRC | Guild Wars Insider

Posted on December 16, 2011. Filed under: Guild Wars 2 |

Will Arenanet allow and encourage development of add-ons since they have become so popular and integral in MMO’s now?
We won’t be allowing people to mod the game itself directly no. We feel that this encourages people to play the game in such a way that gives them an unfair advatage over those who don’t use mods. However we understand that many people enjoy modding games and are looking into ways for people to build things for the game in other ways. We’ll have more information on this sometime next year.

With regards to WvWvW and with the recent Reddit information on them. How are you guys counteracting lag issues, especially when there’s the possibility of having 2,000 players in one map?

In WvW there are 4 different maps each with a cap we put a cap on map beacuse we know this is what the server can handle, the reason we have a cap is to keep lag under control. Our cap will be somewhere around 500 per map but it all depends on server preformance and that might change as we are always testing it.

Source: ArenaNet Developer Chat Q&A on IRC | Guild Wars Insider


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ArenaNet Developer Chat Q&A on Reddit AMA | Guild Wars Insider

Posted on December 16, 2011. Filed under: ArenaNet, Guild Wars 2 | Tags: , |

Why no interrupts? Where’s the Diversion (out of place, maybe, but still), the real Cry of Frustration, Psychic Instability, etc. I’m so sad now. I WANT D-SHOT! Loved Guild Wars, can’t wait for Guild Wars 2. Consider Interrupts!
Here are the ways to interrupt: Stun, Knockdown, Launch, Knockback, Daze. Interrupts as just interrupts were just a wierd mechanic that were hard to explain. In fact the shatter F3 that stuns is called Diversion.

Will the Necromancer have skills that inflict the new confused condition ? If yes, can you give an example of such skill ?
Yes, Warhorn – Wail of Doom (skill #4)

Is it possible to play a ‘tanking’ role as a Warrior?
Take a Mace/Sword and a hammer. Healing skill: I recommend healing signet. Utility skills: Endure Pain, “Shake It Off”, Stomp.

Compilation: ArenaNet Developer Chat Q&A on Reddit AMA | Guild Wars Insider

Source: ArenaNet Developer Chat Q&A on Reddit AMA | Guild Wars Insider


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Cloaks of Illusion: Mesmers in Guild Wars 2 | Are You Hunting Something

Posted on December 15, 2011. Filed under: Guild Wars 2 | Tags: , |


Moving on to Mesmer specifics. From the skill videos and descriptions of Illusion magic, it looks like Mesmers will quite often have mirror images of themselves running around and fighting for them, and in the instance of the Mind Wrack skill – blowing the mirrors up to deal damage (in a similar style to Necromancer minions). There’ll be two types of illusion: 1) clones – low health, low damage and decide their own course of action, meaning there’s potential for them to run around like headless chickens if they’re not next to a target, and 2) phantasms – high health, high damage and have a variety of weapons, and some can even summon their own illusionary clones!

Source: Cloaks of Illusion: Mesmers in Guild Wars 2 | Are You Hunting Something


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