gw2

New Feature Story Journal will Be Added to Living World Season 2

Published:Jun 6. From:Max 0
GW2, Living World

The second season of Living World in Guild Wars 2 will kick off on July 1. ArenaNet just gave us a preview for a new feature coming with the Season 2. Check out the official post below to get details. “Hey folks, As we announced last week, Season 2 will begin on July 1! As we count down to that exciting date, I want to go over some changes to how Living World content will operate in future seasons. The Living World exists to drive the story of Guild Wars 2 forward and create a sense of speculation, wonder, and intrigue around the world of Tyria and its characters. We want to create the feeling that anything in Tyria can change and get players looking forward to what might happen next. With that in mind, let’s go over how the Living World will work in Season 2.  Your Story Starting with Season 2, each new episode of Living World will use the same UI as your personal story. A green star will mark locations, and a green story UI in the top-right side of your screen will summarize the current step your character is on. The gold star UI we previously used for Living World will only be used for holiday festivals in the future. When your character is actively on a Living World story step, you will have one single green star leading you to the next step in the world and the top-right UI will reflect that step, just like you experienced in your personal story from levels 1-80. Chronologically, the Season 2 story will take place after Season 1, which in turn occurs after your character’s personal story and the story of Zhaitan in Guild Wars 2. For dialogue purposes, NPCs in Season 2 will assume your character completed their personal story and Season 1, even if they did not. You do not need to complete the personal story on a character in order to play the Living World content, although it will make more sense if you do! The Story Journal To go along with this change, we’re modifying the story Journal in your character’s Hero Panel so it will track all of your character’s story steps. From that panel, characters who are level 80 will be able to select between playing their personal story and the Living World story. For the Living World story, you’ll be able to select which unlocked episode you’d like to play. Characters under level 80 will be able to see the available episodes, but will not be able to play them until they reach level 80. Think of the Living World story as the constantly expanding continuation of your character’s storyline once they reach level 80.   To unlock an episode and have it added to your story Journal, you simply need to log in to the game during the two-week period that the release is live to be given permanent, free access to the storyline of that episode. Once you’ve unlocked it by simply logging in, you can replay that episode’s storyline on any character on your account as many times as you like from your story Journal forever. Past episodes will be available for purchase for 200 gems. (Don’t forget you can earn gold and purchase gems to unlock the episode for your account).  With this addition to the story Journal, content from Living World episodes will be a mix of new story steps and open world content. Story steps will work just like existing story steps in the game today by taking you on a journey specific to your selected episode, which ties into a broader narrative from the season’s continual story progress. Open world content additions to Living World updates will permanently expand or change the world of Tyria and will tie to the theme and story of the episode. This means you can play the open world content and the story content (if you’ve unlocked that episode) anytime you want, on every character you ever make on your account! You’re no longer limited to completing the episode during its two-week release window. This means that going forward, all of the content and all of the rewards for Living World will be permanent. Because story steps for your personal story contain choices that permanently alter your character, we will not be allowing the replay-story-step functionality for the existing personal story at this time. Also, because Season 1 of Living World was not built with the Journal in mind, it will not be available in the story Journal on initial launch when Season 2 begins. We do hope to add Season 1 to the Journal in the future. As I mentioned earlier, only festivals will continue to use the gold star UI. They will not be in the story Journal, and they will remain as temporary content that comes in each year for a period of time and then packs up and leaves when the festival has completed.Rewards and Achievements In Season 2, we will be moving away from the concept of meta-achievements entirely and modifying how we handle rewards and achievements for Living World content. Completing the storyline of an episode will grant you a reward at the end of the episode, and a variety of new rewards will be available through the open world content added via each of the episodes.  Achievements within story steps from episodes will operate very differently as well. Once one character on your account has completed an episode in their story journal, every character on your account will have access to a set of challenging achievements. At any time once unlocked, you can return and attempt to replay that episode in order to complete the achievements. The achievements will be much more difficult to complete than those traditionally found in Season 1, and are intended to be challenging achievements for skilled players to overcome. Each achievement will award both achievement points and material rewards. Onward to Season 2! That covers all the changes we’ll be making to the structure for Season 2 of Living World. We’ll see you on July 1 for the kickoff! Don’t forget to catch the Festival of the Four Winds, going on in-game right now! This festival is not only a celebration of our release in China, but it also has a few tidbits hidden in it that help set up Season 2. I’d suggest you pop in and catch up with Rox, Braham, Marjory, Kasmeer, Taimi, and the rest of the gang at the festival before Season 2 roars into full action.”   

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Is the Boss Blitz Scaling Fair?

Published:Jun 3. From:Max 0
GW2, Boss Blitz Scaling

Recently, some hard numbers to the Boss Blitz bosses have been dug out by the user Wethospu_ on Reddit. He discovered that the scaling is a direct equivalent of more people means more health for the boss. People who deal damage to the boss are immediately giving that boss 20% more health and are expected to be able to deal that damage in order to reach the best reward.  This is an issue that I don’t think enough players are paying attention to.  If you are a player who has been upleveled to be able to compete, and are in masterwork gear, can you be expected to be able to deal that damage and be able to go up against these boss mechanics? Maybe you are a player that is in full exotic Giver’s gear – there is someone out there – can you deal that damage you need to do? In order to go for the best possible reward you are expected to meet some degree of output or you are just adding more weight to a boss. This extra health, that a player can’t meet for some reason or another within seven minutes, will cause others will have to make up for and therefor take more time.   In Quick_FYI’s thread he details how berserker is the most efficient setup and that everything else is a viable alternative. In a world where most PvE content can be defeated with zero defense, then having more defense is merely a preference to match your play style and ability. This is true in almost all cases except for content that is focused on high-end play like Triple Trouble or Fractals of the Mists where high-end gear and specific builds are a necessity. Those two examples are designed to be appealing for those aspects of high-end gameplay whereas Boss Blitz was never even mentioned to be this hardcore challenge for the most prepared to overcome. The problem becomes clear that Boss Blitz is this strange outlier that specifically takes away from the “play how you want” style but isn’t expected to be this difficult challenge that only the best can overcome. However it is the only part of gameplay, that I can think of, that will uplevel a level one character to level eighty and still demand them to meet a scaling challenge such as this. This event can be done by anyone but only the truly prepared will be able to get the best rewards. There isn’t anything necessarily wrong with the prepared getting the best rewards. That is a reward style I can entirely agree with if that is what they want it to be.  If they want to make this content break the mold of what we’ve come to expect of high level gameplay then the guys at ArenaNet should certainly play up that aspect more. Tell us it is a challenge that all can access and get rewarded but only the prepared will see the best of those rewards. If that isn’t the intention, and we’re just denying a person the ability get a fair reward purely because they aren’t built to be the type that hits for X amount of damage within Y amount of time, then the mechanic isn’t working as intended. Forcing a person to build a certain way to get the best reward is a flawed intention for an aspect of the game that is accessible by any skill or equipment level. That will only achieve frustration and a further dividing elitism within the community. What’s your opinion on the Boss Blitz scaling? Is it fair for the reward or unfair for what it requires? Tell us your thoughts. 

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Living World Season 2 Episode 1Coming July 1

Published:May 30. From:Max 0
GW2, Living World

The Living World story will continue! The first episode of the Season 2 is coming on July 1. Check out the teaser image and official announcement below. “We’re happy to announce that the first episode of Living World Season 2 will kick off on July 1! The Festival of the Four Winds will continue until that date, so enjoy the festivities while they last!”  

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New Ancestral Outfit and Mini Jaguar Cub Available for Purchase

Published:May 28. From:Max 0
GW2, The Festival of the Four Winds, ArenaNet

The Festival of the Four Winds is well under way. In order to celebrate that, ArenaNet just treated us by adding some new items to the gem store. Check out this week’s offerings below:             New—Ancestral Outfits! These splendid new Ancestral Outfits are hand-stitched with love and careful attention to detail.  New—Mini Jaguar Cub! The last addition to our spring miniature collection for this year is the fuzzy and loveable Miniature Jaguar Cub! Act quickly—this cub is available for only one week!  Ending Soon  This is the last week that you’ll be able to pick up the pack with last year’s Baby Minis Series 1 Pack. It’s also the last week to pick up a Sclerite or Winter’s weapon from my Black Lion Weapons Specialists. Available Now in the Gem Store! You can get these offers and more by logging into Guild Wars 2 and pressing “O” to access the Black Lion Trading Company. 

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Tips for Completing Queen's Gauntlet Achievement

Published:May 23. From:Max 0
Queen's Gauntlet, GW2

Guild Wars 2 players need to complete eleven Queen’s Gauntlet achievements that around found within The Queen’s Gauntlet achievement tab under Living World if they want to get the Queen’s Gauntlet Champion meta-achievement. In order to help players get through each of them with ease, we offer a guide here, sweet? Check out the guide below.   Queen’s Gauntlet These achievements are all about just normally completing the Queen’s Gauntlet and rely on you to go through all the standard fights. These seven achievements are: Blood Sport EnthusiastBlood Sport ConnoisseurDarkness IlluminatorFirst BloodLight SnufferPirate PunisherLights OutThere is no unique strategy or things to keep in mind aside from what I outlined above in a build. Just play through the Queen’s Gauntlet normally and you will get these done when you complete each tier. Undoubtedly the hardest one to complete will be Darkness Illuminator.Gambit GamesAll of these achievements require you to have some gambits running in order to complete them quickly. These five achievements are:Candle in the WindHigh Stakes GamblerHumble VictorRisk TakerTriple ThreatCandle is the Wind requires you to turn on the On Fire gambit while taking on the knockback/knockdown heavy Windcaller Kieldia. For this fight you want to keep some sort of stability running constantly and have some way of sustainable health income either from traits or a combination of healing per second food and the regeneration booster. The only way this fight is truly scary is if you get caught in repeated knock down while your stability is down so just keep a close eye on those tornados and move if you absolutely need to.For High Stakes Gambler, Humble Victor, Risk Taker and Triple Threat I focused solely on fighting Deadeye Dunwell for these achievements. Follow these strategies for each fight:For Risk Taker take the Hamstrung gambit. You really don’t need to move much except for when he teleports away from you. When he teleports away just dodge towards him and avoid landing in a bomb.Humble Victor is where the build becomes important because you will be dealing with the Frailty and Squeamish gambits from here out. Once again you want to stay on top of him so use skills that get you on top of him quickly or use skills that pull him to you. Once you’re on top of him you need to sustain your health through traits or healing skills and use reflects if you have any. Blindness and Aegis are also very useful for this fight.To get Triple Threat take Hamstrung, Exhausted and Squeamish for a bit of a relief from the constant low health you were at in Humble Victor. Use the same strategy as Humble Victor and you won’t have any issues as you should be able to tank through all his damage. Use Mango Pie if you really need more healing to stay alive.High Stake Gambler will involve you taking every gambit except for Crowd Favorite. This means you will be unable to dodge, taking damage over time, have lower health and toughess, deal less damage and are crippled. It sounds very intimidating but it is practically identical to Triple Threat in terms of the strategy. Sustain your health as best as possible through buffs or traits and make sure you do not stop hitting him.Special Win ConditionsThese achievements require you to do special things during certain boss fights in order to get them. These five achievements are:Blobs, SchmobsDoobroosh TranquilizerLight Up the DarknessMeatless MurderSavage BruteBlobs, Schmobs will require you to use some sort of single target weapon that doesn’t cleave so you can attack Subject 7 without damaging his ooze spawns. Necromancer and Mesmers will have the advantage in this fight for that reason alone. Reflect or negate the projectiles from others as much as possible and never stop hitting Subject 7.  For Doobroosh Tranquilizer you need to get his buff to ten stacks as quickly as possible then kill him while he has those ten stacks on him. Throughout the fight you can keep him low on the stacks to manage him down to a low amount of health but then you have to build his stack to ten then kill him. This requires some good timing so you don’t get destroyed when he hits those ten stacks.Getting Light Up the Darkness requires you to hit Liadri with eight Orbs of Light. You will want to a constant buff of vigor, swiftness and the ability to condition clear constantly to get this done. Auto-attack on Liadri in between each crystal to maintain DPS so when you finish the eight orb you can burst her down.  Meatless Murder is an achievement that involves Strugar and Chomper and requires you to make sure Chomper doesn’t get a single piece of meat. Best way to do this would be the ability to deny Chomper the ability to move through skills like Line of Warding or utilizing fears, pulls and knockdowns. Pick up all the meat when Chomper can’t get to them and burst down Strugar as quickly as possible so he can’t throw out any more meat.Finally to get Savage Brute you need to get all the Bloodlust buffs during the fight with Masticus. Use swiftness and vigor so you can move around the map quickly to build twenty-five stacks of bloodlust. After that it should be easy to bring Masticus down within the rest of the timer due to your massive damage boost from Bloodlust.TipsUsing food buffs like Mango Pies, Bowls of Orrian Truffle and Meat Stew, Rare Veggie Pizzas and Bowls of Curry Butternut Squash Soup can give your builds a much needed edge to defeat more difficult bosses.Liadri is very susceptible to Lifesteal and can be effected by it while still in shadow form. You can build a Necromancer around this concept with traits, skills and sigils to defeat her without worrying about orbs.Liadri can also be killed with a strong condition build that focuses on bleeds and torment. She moves around enough that the torment can destroy her if it is maintained on her. A thief will have the best chance of defeating her with this strategy.Having stat boosters like Strength Boosters and Armor Boosters will be useful throughout every type of Gauntlet achievement you are hunting for.Completing a boss in the arena will reward you with a Gauntlet Chance which has a chance of giving you a Favor of the Pavilion or other very rare items.The best way to get Arena Tickets would be to farm the mobs in the Gauntlet below and helping out with the Boss Blitz dynamic event.

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Guild Wars 2 Crown Pavilion Bosses Teased

Published:May 20. From:Max 0
GW2, Crown Pavilion

Guild Wars 2 will receive a new patch soon. ArenaNet just offered us a new primer for the baddies entering the game with the upcoming patch. "Learn more about the bosses from the Crown Pavilion before you meet them on the battlefield tomorrow,"reads the tweet. We think you'll grok the theme; the NPCs include Sparcus Firesplash, whose fighting style involves "flame and fire lying and flying around," and Pyroxis, who prefers "lava and flames, front and left." And then there's good old Boom-Boom Baines (seriously; we are not making this up) with her "fiery and clever" personality. Check out the full image with all six bosses via Guild Wars 2's Twitter.  Source: TwitterMore coverage: Official site  

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The Festival of the Four Winds Coming May 20

Published:May 15. From:Max 0
gw2

In celebration of the Guild Wars 2 launch in China, ArenaNet will hold the Festival of the Four Winds in game. Check the official post below. “As part of the celebration of our launch in China, we’re holding an in-game festival that brings back some of the best-loved Living World content! The Zephyrites have returned to the Labyrinthine Cliffs to do business and trade their goods, and Queen Jennah has reopened the Crown Pavilion. Experience the joy of movement as you harness the power of the Zephyrites’ aspect crystals, or put your battle skills to the test in the Crown Pavilion and Queen’s Gauntlet. Get ready: the Festival of the Four Winds begins on May 20!”  

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How will WvW Develop in Guild Wars 2?

Published:May 13. From:Max 0
gw2

What attracts me most in WvW was that I could become stronger by gaining ranks, but now this feature wasn’t in the game at launch. As we all know, many updates and changes have been made on WvW in order to better the gaming experience. In the last update, a whole new battleground was introduced for armies to conquer. It’s great, but there are still some things missing. As I continue to play WvW, I find myself wondering why certain things are missing from the game, or why some things are the way they are. I'm sure there is a reason, and ArenaNet doesn't have to explain themselves. Most of the time I think I'm just wishing for a bit too much, like having an in-game voice chat for the commanders. Now I know what some of you are thinking, and it's true!  Voice chat would invite trolls, and then there's teamspeak.  But many players, perhaps those not in larger guilds, don't want to have to run another program while running the game.  That's why I think it should be a feature in-game. If you pin up, players can hear your commands with ease. Perhaps a limit to how many commanders that can pin up at any given time will stop a flood of trolls from invading. If a troll does come out from under its bridge, players can just use an ignore feature just like they do in normal chat. This keeps everything open for the serious commanders to lead their teams to victory.  But putting this feature in is probably way easier said than done.  Arrow carts and catapults are kind of confusing. It's not that they're hard to use, but they have wheels. Now this may not sound weird, but they can't move. That's right, siege weapons have wheels, but can't move. It's actually gotten to a point where it drives me crazy, and I can't stand to look at them. They need to become movable, or to be remodeled so that they look like stationary weapons. I don't care, just make them make sense. Ok, that last one is really just me being crazy, so let’s move on to something more serious. It has to deal with the Edge of the Mists map. I love this map, well for the most part anyways.  First off, it's incredible looking. You actually feel like you're doing battle in a fantasy world. The SPvP maps have always had this feeling, but the WvW battlegrounds are stale, so EotM really spiced things up visually. It's also a giant land mass floating in the sky, forcing you to pay attention to your surroundings in combat.  And let's not forget that it's a great way to warm up while you wait in queue. EotM is a ton of fun, but it lacks a reason to win. Right now the winning team gets a special supply delivery to their battlegrounds.  I'm trying to think of a time my server needed supplies in our own battlegrounds, and I can't think of a single time it’s ever been a problem. All the capturing, all the tactics, and intense battles won for what feels like nothing. I have no idea how ArenaNet could change this, but surely that has to be something. A lot of players won't play the map because good effort go unrewarded. The only reason I play the map is because it's a fun and unique experience from the regular battlegrounds. I really enjoy the idea of the mercenary forces in WvW, but I feel like they don’t help that much at all!  Sure a few Ogres will go and hangout at your camp, but a zerg, or even a half way decent havoc team can take them out with ease.  What if players could do more to help out the merc forces, which causes them to send out more, or even just stronger warriors to help defend, and capture camps.  This could make them a bit more than just extra WXP for the enemy zerg.   There are a lot of changes that could come in future WvW updates, but I'm really hoping to see some form of voice chat.  It would be great for commanders to lead their armies without have to spam the same command in map chat. EotM should also see some updates in the future. And maybe, just maybe, those darn wheels on siege weapons will actually serve a purpose. Do you have any other changes you want to see in WvW?   

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Do These Things before Next Update Arrives

Published:May 9. From:Max 0
GW2

Before the newest Living World update arrives at Guild Wars 2, we can get us well prepared for the upcoming content by doing the things below, thus you will be busy while eagerly waiting for the newest content whether you are a casual player, or a hardcore veteran. Complete every path of every dungeon.Work on finishing the PvP Reward Tracks.Finish your WvW Spring Tournament Achievements.Become the Master of Om in Belcher’s Bluff.Show everyone your true PvP skills in Costume Brawl.Finish the Fashion Forward achievement.Collect full sets of cultural armor.Finish world exploration.Perfect your look with all the possible combinations of clothes and weapons.Master all the Instabilities in the Fractals of the Mists.Drink as much as you can to become the Thirst Slayer.Become a Grandmaster in all crafting professions.Hunt down all the dive locations and become a Dive Master.Organize a team for structured PvP.Return to Guild Wars 1 to raise up your Hall of Monuments points.Visit all the jumping puzzles in the game.Work on crafting a full set of Ascended gear.Go out and earn every achievement associated with Tequatl.Farm up Black Lion Keys for future weapon skins.Participate in a costume contest with your perfected look.Prove to all your guildies and friends why your favorite class is best.Go out and complete all the achievements with each daily activity.Get each class up to level 80.Get all the Slayer achievements with your friends.Learn to play your favorite songs on the instruments in-game.Get more influence in you bank guild to make it larger.Get a Commander tag.Organize a parade of Quaggans around a major city.Crush the Jungle Wurm.Master alternative gear and builds for your favorite class.Craft a Legendary weapon.Do all the dungeons naked.Collect all of the Pact weapons.Save up enough laurels for the Endless Mystery Cat Tonic.Build your Luck up.Complete all of the Hero panel achievements.Finish a dungeon with a group composed of a single class.Unlock all of the new traits by defeating the associated world bosses.Screenshot yourself destroying each of the world bosses.Learn how to lead Guild Missions.Work on the Legendary Collector achievement.Head back to Guild Wars 1 to get the “God Walking Amongst Mere Mortals” achievement.Work on becoming a Dragon in PvP.Become the Yakslapper in WvW.Work on getting the Title associated with your favorite class in structured PvP.Celebrate your accomplishments with an awesome firework show. We may get the latest update once the WvW Spring Tournament is finished. You can do some of the things listed above. Have fun!   Source:guildwars2hub.com

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Focus on Megaserver in Guild Wars 2

Published:May 6. From:Max 0
gw2

It seems that the Megaserver is not as good as I expected. At least from a technical standpoint, everything seems to be going smoothly. I haven't heard of any uptick in crashes or anything like that, and any performance issues appear to be resulting from known, pre-existing issues (which I'll get into shortly). But there definitely are issues. And while I've seen the occasional “ArenaNet, you broke the game, I'm quitting forever!” rant, I don't think they're too severe or unfixable. Nevertheless, they are impacting my “fun factor,” and I'd guess several of you feel the same way. World bosses. In general, I like the Megaserver concept and how it's made previously barren zones look and feel more populated. That said, there are limits as to how much I'm willing to share my personal space and exactly how much I feel is “too much.” I said that population in world boss fights wouldn't be going up by 225%, which is how some folks chose to interpret the Megaserver population chart... but it sure feels that way sometimes.  Pre-Megaserver, you might have occasionally found a relatively small group – say, 20-30 people – doing boos fights. No more. Between Megaserver shards always being full and the simpler, more predictable timing, big boss events are now zergfests to the nth degree. I haven't yet had a chance to try out a super-coordinated battle like Teqatl or the Three-headed Jungle Wurm, but I have done plenty of other world bosses and they're just not fun – not to mention remotely challenging – any more. With upwards of 100 people assaulting Taidha Covington or the Fire Elemental every time, the poor bosses don't stand a chance. For some, their pre-fight drama scenes last longer than the battles themselves. And if you don't have a good machine? Enjoy your frame (not frames) per second. Could this be solved, or at least mitigated, with a drop in each zone's population cap? Cutting it by a third or even half would help return boss fights to pre-Megaserver levels, but should still keep the zone populated enough for regular exploration and events. Speaking of which... Regular events. I love that there are people in every zone now that I can do events with! The numbers seem about right from that standpoint, but, as with the big boss battles, the challenge had largely disappeared. This doesn't mean that I struggled to complete pre-Megaserver events. But when there were only two or three of us and the event sent waves of regular enemies at us, it felt appropriate. Now that events are typically much better manned, the number of enemies has gone up, but not their quality.  I did an event last week where we had about 10 people defending a camp from centaurs. Each wave of enemies featured all regular mobs and one veteran. Clumped together as they were, and facing down what was probably a group of downleveled 80s, the centaurs were mostly vaporized in mere seconds by AoEs, with the veteran survivor lasting briefly longer before getting mopped up. All of this makes farming easier, but, as with the huge boss events, it detracts from the game as a whole. I would guess that, when the events were originally designed, it was assumed that monsters would be opposed by people at or near the level of the zone – not a horde of level 80s fully tricked out in exotic/ascended/legendary gear. Some reworking of the event-scaling algorithm, to take into account players' increased ability to dish out and receive pain, may be in order. I'd love to see multiple veterans, or maybe even the occasional champion, spawn during these events. There are still new players, of course, as well as people leveling alts, so it might be fine to keep events in starter areas, and maybe the 15-25 zones of Brisban Wildlands, Kessex Hills, Diessa Lowlands, and Snowden Drifts, at their current levels. But I'd wager that the majority of characters in any given event are being downleveled into it and these days their capabilities greatly outstrip the challenge. And if five “normal level” characters wipe at an event that's been scaled at least partially to handle 80s? Maybe that's not the end of the world, especially now that they won't even have to pay for repair costs.  Guild missions. This is one we at least saw coming. While my smallish guild has only experienced minor difficulty in getting everyone onto the same map for missions, it's a fear every time we set out. I'd imagine that larger guilds feel the pain even more acutely. Two possibilities for addressing this come to mind. First, while there is some weight given to finding people from your guild on the Megaserver, it's pretty small: only 5%, according to the chart. On the other hand, squads aren't a part of the selection at all. What if they could be figured in, with a priority at least approaching that of being in a party? Then everyone could join a guild squad and multiple groups could more easily converge on a single map instance. Perhaps there would also be a way to tweak – or more appropriately, completely throw out the window – the priority calculator when a guild mission is active. Change the guild priority from 5% to 500% (or so) when missions are active to make it a virtual guarantee that guild members will wind up on the same map. This option wouldn't work as well for big guilds looking to do non-mission content, like megabosses or Orrian temples, but it could at least solve the basic issue during guild missions. How do you think of the Megaservers? Are these good solutions to you?  Source:mmorpg.com

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