Sunday, December 24, 2006

 

[Inside My Heart] Christmas wish...

I wish my love every happiness, staying with me or not, no tears in her eyes all her life. I miss you, MuMu!

Write down your Christmas wish here to your own will, lol~

Thursday, December 14, 2006

 

[Guild Wars Article] The SCRIBE - Chapter 3 -December 14, 2006

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Random Acts of Kindness



Another week has come and gone, and through my travels over the past several days, I have witnessed many kind souls I wish to note.

In the port city of Kamadan in Guild Wars, Suzy Knot Heel gave away a free belt pouch, as well as a few collector items and guildwars gold, to help a new recruit get started on his adventure. A few minutes later, I saw Belinda Stormpike offering both advice and items to those in need. Their kind acts no doubt made many recruits' first experiences in Elona more pleasant.

While visiting Jokanur Diggings of guild wars, I witnessed Omo Tuck, Souen No Kite, Thrade Akiha, Vusi Nomzamo, and Mathias Lucian all aiding a recruit with sound advice on equipping the Heroes who joined that novice without buying guild wars gold. Such a large number of citizens answering a call for help warms my heart.

While fighting my way to the Hall of Heroes, I encountered a particularly polite opponent named Infantes Facior. While the spirits of the Rift are pleased by any who entertain them with mortal combat, they also have great respect for those who show honor on the battlefield, with none guild wars gold.

Finally, I would like to share a word about a kind act yet to come: Mog Ruith Of Armagh, a respected and talented Mesmer, has informed me that his guild wars The Boat Crew [boat] is hosting a Wintersday Gathering in the Great Temple of Balthazar in a few day's time. While the focus of the event is a Mesmer Wintersday Gathering, citizens of every profession are welcome. Through Mog Ruith's hard work, and through generous donations from Quick Rinoa, Anya Winter, and Severra Timarre, The Boat Crew has purchased enough ale and gifts to share with many of the partygoers, and to use as prizes for trivia questions. Of course, supplies of guildwars gold will be limited, so be sure to arrive early!

While I am unfamiliar with the calendar and time device used by this fine guild, they have asked I let everyone know that the party will begin at 1 p.m. Pacific on Saturday the 16th. Be sure to stop by the Great Temple of Balthazar on Saturday to take part in the festivities!

 

[Guild Wars Article] The SCRIBE - Chapter 2 -December 14, 2006

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Rare Items Galore!


It seems that even in the direst of times, Vabbians still find time for the simple pleasures in life. A particularly flamboyant Vabbian noble has hosted a sort of treasure hunt to celebrate the wedding of his eldest daughter. Since he is aware most of the commoners and servants of Elona could care less about aristocratic matrimony within the great palaces of Vabbi, he has announced that he wishes to "share his joy with all of those in Elona."

It seems his daughter, while well mannered and studious, is decidedly not the fairest one of all in Elona in Guild Wars. Many of those who serve in the eccentric noble's court claim that she is, in fact, the oddest-looking woman they have ever seen GuildWars. I shall spare you all the details, but phrases such as "face like a Centaur," and "beard like a Dwarf" definitely have fallen from a few lips. I can certainly see why the noble in question is so…pleased this wedding is finally taking place, for he has been waiting far too many years for his daughter to find a husband—certainly much longer than it should generally take to find a suitor for such a wealthy bride.

But I digress. While the ungainly and Centaurish-like daughter of a Vabbian noble may be newsworthy content in the less distinguished publications of our fine lands, I generally like to share more useful information. As I was saying, the Vabbian noble in question desired a way to share his joy with all of Elona in Guild Wars. Upon careful consideration, the generous Vabbian decided to distribute his family's collection of rare weapons and items to the commoners of Elona. Not only will this help all of Elona during this time of conflict, but he felt it would be a fitting way to spread his joy across the realm.

He has since sent riders to all corners of the land, placing these items in locked chests. With this generous addition of the Vabbian noble's wares, we should expect to see roughly twice as many rare items in these chests over the next few days. The noble also understands that many in Elona do not possess enough guild wars gold to purchase keys to unlock these chests. In response, he has ordered many of his servants to distribute keys throughout the dangerous lands of Elona. Unfortunately, these servants have not been heard from since, and thus these keys, as well as the hands that once held them, may now reside in the gullets of monsters or packs of brigands.

All and all, this is a profitable time for Elonians. You should find it much easier to find rare items and guildwars gold for the next few days, and there are a large number of keys missing in the wilderness. Even though we may mourn the many loyal servants who perished while dispersing keys and treasure, we can also take heart and celebrate the two Vabbians who have found happiness in the state of matrimony. May Lyssa bless their marriage, and may Dwayna do her best to ensure the children take after their father.

 

[Guild Wars Article] The SCRIBE - Chapter 1 -December 14, 2006

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Traversing the Domain of Anguish: The Foundry of Failed Creations and the Stygian Veil



As an addendum to the advice I shared in last week's missive concerning survival in the Domain of Anguish, I wish to share with you a few more specific strategies for prevailing in the Foundry of Failed Creations and the Stygian Veil. The overall strategies I shared last week still hold true. I simply wish to elaborate on some and add others that hold true in these two treacherous locales.

In the Foundry of Failed Creations, your party of Guild Wars adventurers will face enemies with an all-too-familiar past. It is here that the great Titans were created by demonic forces within the Domain of Anguish. Were it not for this foundry, the Charr never would have attacked the human kingdoms of Tyria. Ascalon's fields would not have been scorched and destroyed by the Searing. Orr, the legendary home of the Five Gods, would have never sunk into the sea. Indeed, the Flame Seeker Prophecies could never have came to pass were it not for the twisted minds that created the horrific and sadistic false gods known as the Titans.

Walking into the birthplace of foes that have made life in Tyria a constant struggle is a truly humbling and yet eknraging experience. However, do not give in to your desire for Guild Wars gold to carelessly exact revenge, or you very well could become be the next victim in their catastrophic wake of carnage and destruction. Use your past experiences with these foes to your advantage, for what you learned in the past can and will save you now.

The Titans' life and power revolves around fire. Anyone who has seen the charred remains of post-searing Ascalon will have that memory burned into their memories. Using that knowledge, it should be obvious that spells and skills that protect against fire will greatly enhance your chances against the hulking Titans. Also, as any Pyromancer can tell you, fire magic gains much of its power from its ability to burn large areas with a single spell. So, once you engage a Titan for Guild Wars gold, your party should spread out to avoid these area-wide effects. Staying in a tight group puts your entire party at risk, which in turn can overwhelm the healing efforts of your Monks.

Speaking of my holy comrades, you would be well advised to take a Monk specializing in Protection Prayers into the Foundry. The sheer damage output of the Titans in Guild Wars is difficult to repel with Healing Prayers alone. However, a combination of Protection skills to minimize and reduce damage and Healing skills to counteract the damage that makes it past the Protection skills, should make these encounters more survivable. Combine that with skills that diminish the effects of fire damage and a sharp wit to avoid area-of-effect damage, and your party should find the task easier to undertake. Just remember to hold with you the vision of the once-lush lands of Ascalon, and thoughts of the sacred home of the Five Gods resting at the bottom of the sea as you crush these abominations. Grenth demands they be dealt swift and cruel justice for their lives of blasphemous destruction.

Stygian Veil in guild wars contains large armies of stygian and demonic creatures. Generally, these groups are separated from one another, but at times you will find them co-mingled into a massive force. The first, and perhaps most useful, piece of advice I have to share is that many of the stygian creatures lack ranged skills and attacks, making them highly susceptible to snare skills, or skills that slow or Cripple foes. Ward Against Foes and Deep Freeze can slow large groups, allowing casters and ranged fighters to employ attack and withdraw tactics known as kiting. The stygian creatures will either be forced to chase the casters in vain or divert their attacks to more stationary targets—such as Warriors and Dervishes—greatly limiting their ability to wipe out the members of your party wearing lighter armor, such as Guild Wars Monks or GuildWars Elementalists.

If you do face a group of both demons and stygian creatures, you would be wise to slay the demons first. Their slowing and snaring abilities can counteract the kiting strategy mentioned above. Once you have slain the demons in an area, you should then be free to use your own snaring techniques to defeat the remaining stygian creatures. However, beware that some stygian creatures have reportedly been spotted using ranged attacks of their own.

Finally, torment claws are a serious concern for parties—more so than in the other areas of the Domain of Anguish. Take your time progressing through this realm, as these torment claws break through the ground without warning, potentially killing members of your party before you know what hit. Even if there are no foes in sight, in the Stygian Veil, danger ever lurks below you, waiting for the right moment to strike.

Take this advice to heart before making your way into these treacherous lands. I will share advice for traversing the City of Torc'Qua and Ravenheart Gloom in next week's missive, and I suggest, as always, you share tips with your fellow adventurers to increase everyone's chances in these dangerous locales. May the gods fill you with the strength you will need to survive the challenges ahead.

Friday, December 08, 2006

 

[Guild Wars Article] The SCRIBE - Chapter 3 -December 7, 2006

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Random Acts of Kindness


Once again, I would like to share the names of a few notable citizens encountered during my travels. They proved to be both kind and generous to their fellow citizens in guild wars world, and surely deserve to be called out.

In the dark and brooding shadows of the Gate of Torment of world Guild Wars, both Drake Iron Heart and Elena Konno aided newcomers to that forsaken outpost by directing them to the Xunlai Agent in Guild Wars. Their kindness toward those in need shone out even more brightly amongst the evil and corruption of that dour region in GuildWars.

While I was aiding the Sunspears in Yohlon Haven of GuildWars game, Mala Nightshade was kind enough to explain the Lightbringer title to a confused Ranger. The Ranger promptly set out for the Chantry of Secrets, to see for herself what all the fuss was about. I also made a quick stop in the Kodash Bazaar where Pariah Hellfire gave away at least a dozen items to anyone who needed them.

Finally, I was fortunate enough to return to my home in the Shing Jea Monastery for a few days, and within that time I was once again amazed at the good will within the sacred walls in game Guild Wars. A particularly sharp looking Assassin known only as Prepare To Dance was aiding a newcomer to the Monastery on his first few tasks. Perhaps inspired by the helpful Assassin's name, Guild Wars Mythology Summoner took the time to teach a newly-arrived student how to dance! Before I even finished recording that kind Ritualist's good deed in my scroll, Shadow Dragon V I I gave Guild Wars gold to a student wishing to purchase a storage account from the local Xunlai Agent.

Thank you all for your acts of good will in this dark Guild Wars time.

 

[Guild Wars Article] The SCRIBE - Chapter 2 -December 7, 2006

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Firing Up the Competition: Double Rewards in Guild Battles


For the final week of the Winterfest Tournament, before the playoffs begin, the Priests of Balthazar have temporarily increased the reward for Guild Battles! Since many guild wars guilds were already planning on using this last weekend to make a final thrust to gain a position in the playoffs, this is quite a treat for a large number of combatants.

The Priests have not only doubled the amount of faction gained by victory in Guild Battles, they have also increased all other faction rewards given during these conflicts. This includes double faction for each kill and, for those who have truly mastered the art of combat, double the bonus reward given for flawless victories. Those who are in need of Guild Wars Balthazar's faction will make quite a killing during this weekend—in more ways than one!

However, guild wars faction is not the only reward increased for this weekend. Those who are currently attempting to gain the much desired "Guild Wars Champion" title will be pleased to know that they, too, will benefit from a double reward weekend.

With this being the final weekend before the playoffs—and now with the announcement of this special event—I think it is safe to say the guild wars Battle Isles will be quite the place to be!

 

[Guild Wars Article] The SCRIBE - Chapter 1 -December 7, 2006

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Domain of Anguish Lives Up to Its Name


The Domain of Anguish has been accessible to select adventurers for nearly a week now, and most who have paid the forsaken locale a visit can attest to the sheer ferocity and destructive powers of the Domain's protectors. While a rare few have indeed fought their way to the inner Guild Wars regions of the Domain of Anguish, I can't think of anyone who wouldn't benefit from a few tips to help in their struggle about game Guild Wars. I have spoken with my most trusted and wisest confidants, and their information should prove helpful to anyone caught up in this epic Guild Wars struggle. This week, I will reveal some overall strategies my informants believe will be useful throughout the Domain of Anguish for our Guild Wars. Then, in following dispatches, I shall provide more focused tips for specific locations within the Domain. Many of these tips should also prove useful elsewhere, but within the Domain of Anguish they are literally essential to survival.

As most veterans know, any victorious venture into a foreboding locale requires precise planning. Be sure your party of fearless adventurers is well balanced, or your journey will end faster than it began. Strategies utilizing quick, overwhelming damage—or "spike damage" as it is often referred to—seem much more effective than strategies that accumulate damage over a longer period time. If you plan to use this spike strategy, you must coordinate with your party members so everyone attacks the same foe. On that note, it is also important to distinguish whether the leader's selected target is indeed the most important assailant to slay. Given my chosen profession, it pains me to say that in the Domain of Anguish the old battle adage advising "kill the Monk first" is even more essential than in other areas.

You may also need to think about stealth during your excursion into the Domain of Anguish for game Guild Wars. Reports suggest that many patrols wander the Guild Wars Domain, grouped into individual parties much like your own. Most of these groups are generally well balanced between offense and defense and, as I noted above, it is essential to attack their members in the proper order. These groups often pack together—perhaps as ordered by their master—so hiding out of sight from these foes until they move apart is essential to your success. Picking off lone groups of enemies away from their reinforcements will allow you to defeat the forces of evil one group at a time, rather than facing an entire army at once.

Next, my informants warned against the use of area of effect attacks—those skills and spells that injure but do not kill large groups of adversaries in a location. It seems these area attacks are, for the most part, more hazardous to your party than useful. The enemies within the Domain of Anguish become enraged when significantly injured, greatly increasing their strength and ferocity. It is much more effective to use the spike damage strategy outlined above, as it will all but ensure you will have to deal with only one enraged beast at a time. That is not to suggest the other beasts will be tame, of course. But by concentrating your firepower, you can eliminate one enraged foe at a time, so your party will actually take less damage in the long run.

The last tip given to me by my esteemed advisors is this: Do not feel obligated to fight to the last man! If your party is in certain peril, it is both honorable and sane to withdraw from combat to regroup and reorganize. Don't look at it as fleeing, but rather, as a tactical withdrawal. In some cases, you may find your strategy was not very effective, which may compel you to rethink it altogether. Pay attention to the skills and spells your foes use, and use this knowledge to your advantage.

A wise man once said that knowing is half the battle, so you may even want to view your first few forays into the Domain of Anguish as reconnaissance missions, and use that information for later, deeper insertions. Of course, the sharing of knowledge is an old and venerated tradition as well, so you may want to share what you learn with others who have entered this dreaded location, and perhaps even gain some insight from them as well. We are all in this struggle together, so be sure to communicate what you have seen work well, and even what you have seen fail miserably within this aptly-named realm.

Next week, I shall follow up with specific strategies for the Foundry of Failed Creations and the Stygian Veil. Be sure to watch for next week's missive for valuable information on how to survive in these forsaken lands.

Tuesday, November 28, 2006

 

[Guild Wars Article] State of the Game—November 27, 2006

Control and Strategy Tips

Keep in mind that orders issued to all your Heroes at once do not override orders issued separately to each Hero, so if you want your Heroes to all gather in one place, you must first cancel any orders they already have before issuing the party-wide command. If you issue a party command and then cancel individual orders, the single Heroes switch to the party command.

The most common tactical mistake I see players make in Hero Battles is to keep their entire group together. If you do this, you must have excellent snares or speed boosts for your group, or your opponent will send you on a wild goose chase for one of his characters while he captures every shrine on the map with the other three. It is especially important to split up at the start of the game.

I personally like to send one Hero to each of the smaller shrines, while I and one Hero head to one of the more important shrines (usually the one my opponent commits the least units to). If my opponent doesn't split, he may gain one point of morale or a mercenary more than me, but when I decide to face him 4v4, I have the advantage of at least two bonus shrines.

On the Bombardment map, the tactics are a little different because the Siege Cannon Shrine is so exceptionally powerful. The two smaller shrines are proportionally much less important on this map; it usually becomes a game of trying to control the Siege Cannon Shrine at the same time as the Morale Shrine. Try to capture the Morale Shrine and then intercept your opponent as he moves from the Siege Cannon Shrine toward your Morale Shrine. The longer you can delay him, the better. If he leaves the Siege Cannon unguarded, send one unit to capture it while the rest of your squad hampers capture of the Morale Shrine.

HvH is a very build-centric play style; it rewards good skill choices more than the Arenas do. Chances are you will run into all sorts of builds, both balanced and trick builds, and it is impossible to prepare for every trick out there. Someone is bound to have a build that counters you, at which point you must try to outmaneuver that opponent. The most common thing for an enemy to do once he realizes he can beat you 4v4 is to camp the Morale Shrine. To counter this, first try to capture all of the remaining shrines on the map and see if you can take him on with the advantage of the bonuses they confer.

If that fails, attempt to bait your opponent away from the Morale Shrine by splitting your forces. Often, opponents will be tempted to try an easy kill on a separated character, and chase it. Once you you get your foe chasing one of your characters, have the rest of your forces capture the Morale Shrine while your separated character runs laps. Be sure to bring that character back quickly if the enemy stops giving chase. If this happens, you want to engage in 4v4 away from the Morale Shrine, and play defensively so you can get the most points possible out of the Morale Shrine.

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Guild Wars

 

[Guild Wars Article] State of the Game—November 27, 2006

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Build Tips

Because Hero Battles confer no titles as of yet (though they do offer Balthazar faction), they aren't being played as much as the other forms of PvP offered in Guild Wars. Therefore, there is no true metagame in HvH yet. In my personal experience, the most successful builds consist of one healer and three damage characters. Sometimes one of the damage characters is part defensive.

One thing that can be said is that it's probably not advisable to use a completely defensive character build yourself, unless you have superb compass awareness. If you are constantly focused on healing your team, chances are you'll miss one of the enemies sneaking off to cap your shrines in the middle of a long battle.

Something that I've found very useful is to make at least one of your damage characters self-sufficient enough to fight one-on-one, and to give it a speed boosting skill. When there is a stalemate at the Morale Shrine, send this character off to capture any shrines your opponent might control. Similarly, if your foe tries to do the same, send the self-sufficient character off to stop him rather than sending your whole team and losing control of whatever shrine you are camping.

Because they use artificial intelligence, Heroes use certain skills better than others. Chief among these are interruption skills. Heroes seem to have perfect reaction speed, and will seldom miss with an interrupt. If you bring more than one Hero with interrupts, you can set them on different enemy targets to make sure they don't overlap.

To be continued...

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[Guild Wars Article] State of the Game—November 27, 2006

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Maps

Following is a description of the maps currently available for Hero Battles, and the shrines you can capture on each.

Desert Sands
This fairly compact map has the Morale Shrine in the south and the other shrines in sort of a line in the north. Bridges connect the Warsong's Shrine to the other ones. An Energy Shrine is located in the east, and there is a Battle Cry Shrine to the west.

* Warsong's Shrine: The owner of this shrine gets a powerful Warsong Mercenary as an ally to his team. The mercenary is a level 24 Paragon, and uses Leader's Comfort and Blazing spear.
* Energy Shrine: All skills cast by members of your party cost 20% less to use.
* Battle Cry Shrine: Members of your party move 25% faster, attack 15% faster, and their skills recharge 15% quicker.

The Crossing
This map is oblong, with all four shrines lined up but separated by high ground. Bridges from each player's base connect to the Cultist's Shrine, which is located on high ground near the center of the map.

* Cultist's Shrine: A Cultist Mercenary aids the owner of this shrine. He is a level 24 Necromancer who casts Parasitic Bond and Life Siphon.
* Mending Shrine: Near the Morale Shrine in the western part of the map, the Mending Shrine offers +3 Health regeneration for your party members.
* Battle Cry Shrine: Located in the far east of the map, owning this powerful shrine makes your party move 25% faster, attack 15% faster, and recharge skills 15% quicker.

The Beachhead
The Morale Shrine is located in the middle of this beach map, with a Mystic's Shrine to the west of it and two Health Shrines to the east.

* Mystic's Shrine: Summons a Mystic Mercenary to help you. She is a level 24 Dervish, who uses no skills.
* Health Shrine: Capturing one these will give all of your party members an additional 120 health.

Bombardment
The most unique map by far, Bombardment sports a powerful Siege Cannon Shrine far in the east, which deals 100 armor-ignoring damage to all foes of its owner in an area around the Morale Shrine, which is in the center of the map.

* Siege Cannon Shrine: Intermittently fires at the Morale Shrine, dealing damage only to the opposing team of its owner. When not controlled by any player, it doesn't fire.
* Health Shrines: Like with the previous map, your party's Health is increased by 120 for each Health Shrine you control.

To be continued...

Read the original article here


Guild Wars gold

 

[Guild Wars Article] State of the Game—November 27, 2006

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Hero Battles

By Adam Sunstrom

You'll find the Hero Battles arena on the right side of your map after you create a PvP character, or if you travel with a roleplaying character to the Great Temple of Balthazar. What it offers is a pick-up-and-play form of PvP for Guild Wars, without as much reliance on luck as Random Arena.

Note: to unlock Hero Battles you need to speak with a Priest of Balthazar and unlock three Heroes. Once you've selected three Heroes, use map travel to get to Hero Battles.


Universal Effects

These effects are present in all of the Hero Battle maps implemented in the game so far.

Resurrection: In each player's starting position, there is a Resurrection Shrine, which will periodically resurrect dead members of your party.

Base Protection: When in range of your own Resurrection Shrine, members of your party deal 50% more damage and take 50% less.

To The Pain: When within capture range of the Morale Shrine, all creatures have -10% Health and deal +10% more damage.

Morale points: The morale in Hero Battles is not to be confused with the morale that exists in GvG. In GvG, morale increases your Health and Energy like an inversed death penalty, whereas in HvH it is counted in points. You get one point for each time an enemy Hero or player dies. You can also get them from the Morale Shrine. The first player to reach 20 points wins the Hero Battle.

Morale Shrine: Each map has a Morale Shrine, usually placed near the center. While your team is in control of this Shrine, you gain one point every 30 seconds.

To be continued...

Read the original article here


Guild Wars

Sunday, November 26, 2006

 

[Guild Wars Article] The SCRIBE - Chapter 3 -November 23, 2006

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Random Acts of Kindness

I once again traveled across our fine lands, and during those journeys had the pleasure to note several acts of good will.


In Mihanu Township, Ahken Amun Ra offered directions to the Garden of Seborhin to a lost citizen. With these directions, the adventurer reached his destination in time to meet his party.


Amidst the crowds in the Kodash Bazaar, Holy Alliance Cora gave away some steel ingots to a Warrior in need of new armor. That contribution aided in properly equipping the Warrior for combat, which is a service to all whom he may fight beside.
Back in my beautiful home in the Shing Jea Monastery, Robynn Gravez offered directions to locate a brave Assassin Hero needed for a battle party. Helping people find an extra hand in battle is a help in and of itself, and for guidance of that nature, all citizens should be grateful.


While visiting with the Istanis, I witnessed Kartesh Al Tua offering assistance with a particularly complicated quest. By doing so, he provided aid to both those attempting to complete the quest and those who assigned it, so many thanks to you, Kartesh. At the same location, I also saw Cadavra Ravenstorm offering to escort players to some of the more difficult-to-reach Istani locales for no charge.
Thank you all for your kind natures and honorable deeds. May the Five Gods smile upon you.


 

[Guild Wars Article] The SCRIBE - Chapter 2 -November 23, 2006

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Mahk Upgrades Miniature Varesh

The up-and-coming Istani toy maker, Mahk, recently had a stroke of good luck. As you may be aware, the young businessman struck a marvelous deal with a group of Vabbian merchants a while ago. This agreement allowed him to pursue his dreams and ensure a successful future for his family. However, the wise Mahk did not expend all of his talent on that project, for he has recently conceived of an improvement to the Varesh Miniature that is sure to be popular.


The idea began when his son complained that his Miniature Varesh toy was easily lost in the tall grasses of the Plains of Jarin, and that, unlike some of the other miniatures the boy had collected, the Miniature Varesh did not possess any weapons or accessories. Mahk, his confidence boosted by his successful dealings with the Vabbians, decided he could indeed improve upon the design. Working with his son's Miniature as a prototype, Mahk increased the overall size of the toy and added a scythe worthy of a warmarshal to his son's prized trinket. The boy then took his new and improved Varesh to various outposts and towns in Istan, showing it to everyone he met. News spread quickly, and within a matter of days Mahk had signed a new trade agreement—in gold ink, might I add—to lead a project that would provide this upgrade for all who own the collectable.


Luckily, the magical essence used to give these toys life also allows the improvement to be applied with no effort on the part of the owners. Once Mahk has perfected his new design, the upgrade will simply take effect. The process involves a form of magic unfamiliar to me. Mahk politely declined to share the details with me, citing the confidentiality of the "Toymaker's Code." But he believes, and I agree, that the changes will give all who own the Varesh Miniature a pleasant surprise.


Watch for these changes to take effect within the next week or so, and don't be surprised if Mahk's machinations make this toy even more desirable and, in turn, more valuable as a collectable.


 

[Guild Wars Article] The SCRIBE - Chapter 1 -November 23, 2006

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Order of Whispers Scouts Hidden Region

As I mentioned in last week's missive, the Order of Whispers has been investigating a rumor concerning a portion of the Realm of Torment previously unknown to Elonians. Through diligent interrogation of the only known soul to escape the forsaken region, members of the Order of Whispers have located an entrance to the region, and have begun sending in scouts to assess the risks associated with allowing Elonians to enter this land of unimaginable pain and suffering.


The Order is currently refusing admittance to any who are not long-standing and respected members of their organization. They are declining to share even the location of the entrance with any—including myself—who do not serve their brotherhood until such time they deem the information safe for public consumption. While the Order is remaining rather tight-lipped about this investigation, I was able to persuade a guard to share some information. This fellow—who, for the record, was conspicuously talkative for a member of an organization that values secrecy so highly—shared the fact that many of their scouts have encountered Forgotten in this realm. Apparently, the Forgotten are as concerned and curious about this new area as the Order of Whispers and many Elonians.


As for the gems my intoxicated friend mentioned in last week's interview, the Order's scouts report they have seen four different types in this new area. Please do not mistake these gems for the sapphires, rubies, and diamonds used in armor crafting. These are entirely different. And, while their use and purpose is not clear, many amongst the Order suspect them to be some sort of magical artifacts, perhaps used for a ritual or spell. Those in charge of the investigation hope the questions surrounding these gems—as well as the numerous other questions arising about this new area—will be answered upon further investigation. I will continue to share any information as I come across it, and may the Five Gods protect us from whatever evils may be waiting inside this ominous locale.


 

[Guild Wars News] The Scribe #24

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Posted on 23 November 2006

This week, our roving reporter shares further information with us concerning the mysterious new realm about which he wrote last week. He also sends kudos to various kind and generous citizens, and provides information of interest to collectors who possess the Miniature Varesh.

Tuesday, November 14, 2006

 

[Guild Wars Article] The SCRIBE - Chapter 3 -October 26, 2006

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Random Acts of Kindness


This week I have been preparing myself for an extended trip to Elona. While gathering my supplies and items from different locations, I was also able to note various acts of generosity and kindness.

In my beautiful abode within the Shing Jea Monastery, amongst the hundreds of citizens enjoying the carnival games, I saw a fine patron named Reb The Brave hosting his own trivia game and rewarding game tickets to the winners. Creating his own means to get involved in the event was a fine way to make the event even more fun than it already was! Also, Z The Insane was handing out tickets and bean cakes for those taking part in the Dragon Nest game. Such kindness made leaving my wonderful island home that much more difficult.

Taking a quick break from my packing and preparation, I stopped by the Battle Isles to keep my skills tuned and my mind sharp. While battling my way to the Hall of Heroes, I came across a guild known as Dawn Of The Phoenix [DPX]. They showed exemplary honor on the battlefield, and fought with both pride and respect for their opponents.

Making my way to mainland Cantha, I stopped in Cavalon to gather some Jadite. There I saw Nat Longshot and Dealer Of The Cards offering passage to The Deep. Their alliance works hard for the honor of holding Cavalon, and both citizens are a testament to their guild's nobility, which they show by sharing the rewards associated with that honor with the masses.

On my way to the docks to set sail to Elona, I saw a fellow traveler trying to find a ship sailing to Lion's Arch. Wolf Nova lead him in the right direction, helping the would-be traveler make the scheduled departure, for which he was quite appreciative.

Last night in Shing Jea Monastery, a noble citizen by the name of Sister of Divinity alerted the authorities about a counterfeiting ring, enabling those in charge to put an end to certain nefarious activities. This quick action helped end a situation that could have had disastrous economic repercussions for all citizens. We are most grateful for this assistance, kind Sister!

Thank you all for making the last days before my trip quite enjoyable. I will, of course, keep my eyes open and my quill ready in Elona, and continue traveling through Cantha and Tyria to record kind acts in the future.

 

[Guild Wars Article] The SCRIBE - Chapter 2 -October 26, 2006

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Halloween is In the Air


A heavy fog is enfolding the land of Tyria like a cold, damp quilt. Merchants sailing the sea between Tyria and Cantha have reported eerie shrieks echoing over the waves. The cause is indisputable: Halloween is coming.

Many citizens are questioning their sanity as they see and hear seemingly impossible things. The armor crafter in Lion's Arch swears he caught the moon smiling at him out of the corner of his eye, but upon further examination, noticed nothing out of the ordinary. One of the Lionsguard had to be relieved of duty because he became convinced a ghoulish beast was stalking him as he patrolled Lion's Arch. Merchant ships are approaching their port of call with what seem to be spirits hovering around the mast of the vessel, but once the ship breaks through the fog, the apparitions float off into the night.

All of the signs confirm the imminent arrival of Mad King Thorn. Earlier speculations are holding true, and the Mad King is expected to make his way into Lion's Arch within the next few days. He will no doubt bring the same tricks and treats that made last year's Halloween such a spectacle and, perhaps, some new ones as well.

There is also some exciting news for the many brave adventures heading to Elona within the next few days. Apparently the Mad King got word of the mass migration, for my sources in Elona have reported similar unsettling disturbances off the coast of Istan. At first these strange happenings were passed off as corsair tricks designed to confuse merchants and make them easier targets for raids. However, once Koss himself began reporting odd occurrences for which no mortal could be responsible, it was clear that the Mad King is indeed planning on visiting Kamadan this upcoming weekend.

Make haste to one of the Mad King's party locations! Just take care, for as he made abundantly clear last year, his jokes have a tendency to slay the audience. Whether that is a testament to his wit, or not, is a source of debate...

 

[Guild Wars Article] The SCRIBE - Chapter 1 -October 26, 2006

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Ships Set Sail for Elona



Chaos dominated the bustling ports of Cantha and Tyria this week as families said their last farewells to loved ones boarding one of the hundreds of ships due to sail to Elona. The adventurers crowding aboard the vessels are answering the call for aid from the illustrious Sunspears, who have developed a widespread feeling of inexorable doom in the face of unknown threats looming on their horizon. Even I, your humble Scribe, write this while waiting to board my own transport amongst the bustling traffic in the Kaineng Docks.

Our fate will be the same as that of Elona, and we will gladly spill our blood on the fields of their beautiful land if that should aid in the struggle against tyranny and evil.

Travel on such a massive scale has not been seen since Cantha sent a plea for aid to their Tyrian neighbors months ago, when Shiro Tagachi returned from the mists of the Underworld to unleash his evil upon that island nation. Now many of the same heroes who foiled Shiro—and earlier denied the Undead Lich his fulfillment of the Flame Seeker Prophecies—are making their way to Elona, driven to protect the innocent however possible.

In grim determination, the Sunspears are bracing for the upcoming struggles, exhausting all possible options. Besides building quarters for the foreign veterans of Tyria and Cantha, the Sunspears are preparing a training program for an influx of new, untrained recruits. Perhaps the troubles will turn out to be nothing more than a corsair plot. If that is the case, the task of this large force shall be easy. Unfortunately, most of the scholars and priests of Elona are forewarning of a much more sinister—and much more dangerous—foe, one that will present a terrible challenge for the Sunspears, even with the aid of their Canthan and Tyrian neighbors.

One thing is clear: Tyria and Cantha will not abandon their friends to the east. Whatever foes present themselves, no matter how powerful or how dangerous they may be, those enemies face the combined might of all our nations. We fight as one, and we will either save Elona, or die trying.

May the gods watch over and guide those who defend the land of Elona!

Friday, November 10, 2006

 

[Guild Wars Article] PvP Primer: Dervishes in Random Arenas

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Playing the two new professions in Random Arenas may seem familiar to those used to Rangers and Warriors, because they must deal with some of the same considerations during combat. Paragons, for example, need line of sight, and Dervishes need to get in close to hit their targets. Nonetheless, there are key differences as well. Paragons can elect to stay far back, out of enemy range, and support the team with Chants and Shouts, while Dervishes can position themselves carefully to take advantage of their area effect scythe attacks, looking for opponents clumped closely together.

Dervish Considerations

Skills
By default, Dervishes begin with:Twin Moon Sweep, Vital Boon, Wounding Strike, Pious Haste, Zealous Renewal, Resurrection Signet

Suggested skill unlocks:
Crippling Sweep, Irresistible Sweep. These two attacks help you catch running targets or opponents with a lot of defensive skills. Adding these to your Skill Bar means you've got a lot of attack skills. But that just means you'll have more responses to differing situations. It doesn't mean you should try to use all the attacks all the time.

Crippling Sweep
Irresistible Sweep

Equipment
Because of the inherent Health bonuses available on all Dervish armor, Dervishes don't feel the negative effect of superior runes as strongly as other professions. If you have a Rune of Superior Scythe Mastery unlocked, by all means apply it to your armor. Tack on some Vitae runes and a Superior Vigor and you still have more Health than a lot of players you'll encounter. Plus your high weapon mastery means you do more consistent damage, have better bonuses from attack skills, and are more likely to score critical hits (which do more damage). Don't worry about Attunement runes on your armor, though. The four arrows of natural Energy regeneration and the bonus Energy gained from the Mysticism attribute mean you will rarely run out of Energy.

If using the default skills including Wounding Strike, slap a Barbed Scythe Snathe and Scythe Grip of Fortitude on one of your weapons. Make a vampiric and elemental for swapping and experiment with them against different targets. In a group of enemies, the vampiric scythe bonus damage tends to add up while healing you.

Tactics
Like Warriors, Dervishes constantly seek to close in on a target. So they suffer from some of the same problems such as snares, body blocks, kiting opponents, and terrain. In Random Arenas, when you get snared, think of it as an opportunity to heal and regain some Energy as you limp around. If you're chasing someone when you get snared, stop and look for a closer target. Often, the most efficient target to attack is the one closest to you. You'll spend less time getting to the target, meaning you can unload your attack skills sooner and continue to pressure the other team.

Also consider switching when you have to stop and cast Enchantments. If your current target has gotten to far away, switch to a closer one. Consider this also when using Wounding Strike. Switching targets lets you spread Bleeding at will. Bleeding causes Health degeneration and affects each opponent equally. Compare this to your normal scythe attacks, which become less deadly when an enemy has good armor.

To maximize your damage, look for groups of enemies. Melee characters, in particular, tend to form little packs as they chase the same target. Wait for the target they're chasing to stop moving. This puts them all in a nice little formation for you, where you can run up and strike all of them with a single blow. Hitting multiple targets vastly improves your damage efficiency.
When focusing on a single target, combo your skills and alternate your Enchantment casting for the best effect. One effective combo works like this: Vital Boon > Twin Moon Sweep > Wounding Strike > Zealous Renewal > Wounding Strike > Twin Moon Sweep. By the time you execute this combo, you've got your target Bleeding and Deeply Wounded, besides having done a bunch of damage and, if you're lucky, hitting foes adjacent to your target.

Secondary Profession Suggestion
Dervish/RangerApply Poison, Troll UnguentWilderness Survival: 6
Unlock a Poisonous Scythe Snathe
Apply Poison
Ranger - Wilderness Survival - Preparation
Energy: 15
Activation: 2
Duration: 24
Recharge: 12
Preparation. For 24 seconds, foes struck by your physical attacks become Poisoned for 3..15 seconds.
Troll Unguent
Ranger - Wilderness Survival - Skill
Energy: 5
Activation: 3
Duration: 10
Recharge: 10
Skill. For 10 seconds, you gain +3..10 Health regeneration.

While you may not have Energy to continuously use Apply Poison, it makes for a high-pressure start to a match, if used correctly. As you approach the other team, stop and activate Apply Poison. Make sure your team is with you and head for a group of enemies, perhaps with a movement speed boost from Pious Haste. Use Wounding Strike and you can have up to three people Poisoned and Bleeding right away. In Random Arenas, such a powerful opening completely destroys some teams, as they don't have the healing capacity to recover from it.

If the other team survives the initial assault, wait for Wounding Strike to recharge, and hit a target that has no Conditions on it yet. Try to strike as many different targets as possible to get the Health degeneration spread out amongst the other team.

 

[Guild Wars Article] PvP Primer: Paragons in Random Arenas

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Playing the two new professions in Random Arenas may seem familiar to those used to Rangers and Warriors, because they must deal with some of the same considerations during combat. Paragons, for example, need line of sight, and Dervishes need to get in close to hit their targets. Nonetheless, there are key differences as well. Paragons can elect to stay far back, out of enemy range, and support the team with Chants and Shouts, while Dervishes can position themselves carefully to take advantage of their area effect scythe attacks, looking for opponents clumped closely together.

Paragon Considerations

Skills
By default, Paragons begin with:Barbed Spear, Blazing Spear, Anthem of Fury, Anthem of Flame, Leader's Comfort, Resurrection Signet

Suggested Paragon skill unlocks:
Disrupting Throw, Remedy Signet. Anybody can benefit from having a good interrupt, and a Paragon is no exception; Disrupting Throw works well with your skills that cause Conditions. And in case somebody decides to unkindly Blind you, simply remedy it with Remedy Signet.

Disrupting Throw
Remedy Signet

Equipment
Even without any superior runes, Paragons make incredibly effective support and pressure characters. Paragons can affect everyone with their vocal abilities, but only one target with a spear, so it's less important to increase spear damage with a superior rune, and more important to enhance the attributes related to equipped Shouts or Chants. However, people also know that Paragons tend to have sneaky healing and damage-reduction skills, so enemies often target them first. Consider this fact when building your equipment. Try a superior rune of Leadership if you have one unlocked, but if you seem to get hit a lot and need more Health, re-craft your armor without the superior rune.

Equip yourself with a vampiric spear and an elemental spear. Swap between them when attacking a target and notice any damage differences. Warriors, for example, tend to have less resistance to elemental damage, while Rangers have less resistance to physical damage (so use your vampiric spear against Rangers). Add a spear grip of fortitude or defense to each of your spears to further improve your survivability.

As for armor, Paragons inherently begin with extra Energy on each piece. Though you have low Energy regeneration as a Paragon, the default build doesn't need any additional Energy bonus on the armor because it relies on low cost skills and adrenaline. Instead, opt for Survivor Insignia on your armor, with Vitae and Vigor runes where possible. For other builds, you may, in fact, require more maximum Energy, but for this one stick with more Health. Having more Energy doesn't help you if you die due to low Health.

Tactics
Take a moment and examine your teammates before the match starts. If you have Warriors in your party, keep Anthem of Fury up as much as possible. The increased adrenaline gain your allied Warriors receive translates into a higher damage-per-second ratio than they could otherwise attain. Should you have another Paragon with you, coordinate your Anthems by Ctrl-clicking on the Anthem when you use it to announce the fact to your team, and by watching when it activates on you from an ally using it. If your allied Paragon uses Anthem of Fury, and you see a Warrior on your team use an attack skill, you know that the Warrior has caused the Anthem on him to end. You can then chant your own Anthem without the risk of it overwriting the other one. If you use your Anthem before your partner's expires, you've essentially wasted it. Just remember that the Anthems end at different times on different characters, depending on when they use attack skills.

When attempting a self-heal with Leader's Comfort, watch out for enemy Rangers. They often pride themselves on interrupting self-heals, so if you see a Ranger moving toward you or in bow range, assume he has an interrupt and try to hide behind something.

As for your own attack chain, use Anthem of Fury right before Barbed Spear. This will charge up your adrenaline for Blazing Spear, and you'll have your chosen target Burning and Bleeding in no time. Follow up with Anthem of Flame and switch to another target. With Anthem of Flame up, throw Barbed Spear and you suddenly have Burning and Bleeding caused from the same attack. Rinse and repeat this pattern across differing targets and you'll be the bane of your opponents.

Secondary Profession Suggestion
Paragon/Warrior
"Watch Yourself!", "Shields Up!"
Tactics: 3

"Watch Yourself!"
Warrior - Tactics - Shout
Adrenaline: 4
Activation: 0
Duration: 5..11
Recharge: 0
Shout. Party members within earshot gain +20 armor for 5..11 seconds.

"Shields Up!"
Warrior - Tactics - Shout
Energy: 10
Activation: 0
Duration: 8..20
Recharge: 30
Shout. For 8..20 seconds, you and all allies within earshot gain 50 armor against piercing damage and 50% chance to block incoming projectile attacks.

Even with low Tactics, you can reap the benefits of these Shouts. As you attack with your spear and get adrenaline, hit "Watch Yourself!" periodically, gaining Energy while improving your team's armor. The amount of armor gained never changes with the Tactics attribute; rather, the duration of the Shout increases with higher Tactics. Thus, as long as you continue to accrue adrenaline, you can basically use this Shout for free, over and over again. Note that "Watch Yourself!" takes available adrenaline that you might be able to use for attack skills, so if your team isn't taking a lot of damage, or you don't need Energy, consider using your adrenaline to attack and spread Conditions around.

"Shields Up!" won't give you extra Energy, but it'll still return Energy, especially if you have a number of allies around you, making it cost less than its inherent cost of 10 Energy. Also, "Shields Up!" counters other Paragons rather nicely (it blocks half of their spears and lessens the piercing damage of those spears that do get through). Plus it prevents some Ranger interrupts and reduces Assassin damage. If you notice an enemy Paragon shouting "Shields Up!", switch to your elemental weapon so that you are no longer doing piercing damage.

If you have a healer on your team, such as Monk or Ritualist, keep an eye on them. If they come under attack, use the Warrior shouts to help them out.

 

[Guild Wars News] PvP Primer: Paragons & Dervishes in Random Arenas

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posted on 10 November 2006
In a bonus edition of the PvP Primer, we offer a Nightfall-related special feature that provides training on playing Paragons and Dervishes in the Random Arenas. Get the tips on skills, equipment, and tactics to help you score big in Arena combat!

 

[Guild Wars News] Halloween Event Movie

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posted on 10 November 2006
In addition to the scads of screenshots that you may already have archived, we have another means to help you remember the Halloween 2006 event. You can download a movie that shows decorated towns, props, special effects, and one heck of a conga and dance party!

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