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The Mysterious Mystic Forge

by Kitten Crafting Station

A couple of weeks ago I was asked by Khalija to write a guest article about the Mystic Forge. Considering the very nature of the forge and the fact that new information is discovered everyday, writing an article which information wouldn't be considered old the next day has been challenging. Instead of discussing every little thing in great detail, this article aims to explain what the Mystic Forge is, how one can use the forge for different purposes, and what patterns have so far been identified in its behavior. Hopefully after reading this article the people who were not yet very familiar with the forge will have a good idea what it is about, and will perhaps also be exited to experiment with it a little.

The Mystic Forge is located in the center of Trader's Forum in Lion's Arch as well as in the Heart of the Mists. The two forges are inhabited by genies that are willing to exchange gifts with players. The genie in Lion's Arch is called Zommoros, while the name of the genie in the Heart of the Mists is unknown.

Zommoros arrived in Tyria with an Elonian woman called Miyani. According to Miyani, Zommoros is very powerful, arrogant, mysterious, unpredictable and inconsistent. She also tells that Zommoros offers players a chance to improve their items, but due to his unpredictable nature, one may also receive items that are useless to them.

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The two Mystic Forges: Zommoros in Lion's Arch on the left and the Mystic Forge in the Heart of the Mists on the right.

The Mystic Forge works in a very similar manner to the crafting stations' discovery panel. In order to transform items, one needs to place four compatible items into the forge, and in return will receive one item. The result is often unpredictable, but there also exists exact recipes for the forge that will always result in the same item.

Most of the players are already aware of the random factor of the Mystic Forge. The genie's inconsistent nature is involved when one places pieces of equipment (armor, weapons and jewelry), minipets, dyes or upgrade components into the forge.

The items placed into the forge need to be the same type. For example if one places a piece of equipment into the forge, they can only place pieces of equipment into the other three slots. Or if one places a minipet into the forge, they can only put minipets into the other three slots.

In addition to the requirement of items being the same type, they also need to be the same quality. This means that a fine quality item can only be combined with other fine quality items, a masterwork item with other masterwork items, a rare item with other rare items, and so on.

The result is a random item that is of the same type as the items that were placed in the forge and usually also of the same quality. However, there's a small chance for items to increase in quality, just like Miyani says: Zommoros offers the chance to improve your items. One might for example receive a masterwork quality item after placing four fine quality items into the forge. In addition to having a chance to improve in quality, the resulting item can also be higher level, which is most noticeable in the case of equipment.

The Mystic Forge seems to at first calculate the average level of the four items inserted and then apply a small increase to the level. This phenomenon cannot be noticed in the case of minipets or dyes because those types of items do not have a level. However, it can be clearly seen in the case of equipment as a level requirement and attribute value increase, and sometimes also in the case of upgrade components if different tier upgrades were inserted.

After telling how Zommoros offers players a chance to improve their items, Miyani also adds: You may get a wondrous item. Or, you may get garbage. The resulting item can be one of the same items the player initially inserted into the forge, or in the case of equipment it could be a type of equipment one cannot use and on top of it be soulbound.

The resulting item seems to be something that can be also obtained elsewhere in the game. The item could be dropped by a monster somewhere, or it could be sold by a vendor. Whether the resulting item is soulbound does not depend on the items that were inserted in the forge, but rather seems to be a property of the resulting item itself. One can for example place four karma items into the forge and the resulting item isn't necessarily soulbound.

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Gemstones can be combined with each other as well as other upgrade components in the Mystic Forge in the hopes for a better upgrade component. Remember though that the jeweler discipline can also transmogrify 2 lower tier gemstones and a pile of dust into a one tier higher gemstone.

Regardless of the unpredictable nature of Zommoros, there are some recipes related to the Mystic Forge that are constant. Those recipes often require items sold by Miyani.

Miyani, the woman who brought Zommoros to Lion's Arch, is standing right by the forge. She coordinates the business between the Mystic Forge and the players, and also sells some items related to the forge. She is a traveling companion and something close to a friend to Zommoros, and wishes to be with him because the genie sometimes tells her stories about Elona. Those stories help her remember her homeland, which has now fallen under the rule of undead lord Palawa Joko, and keep the memory of her people alive, for which she is grateful.

Regardless of selling items, Miyani is not actually tagged as a merchant, which might make her slightly harder to spot. She sells items related to the Mystic Forge for gold and skill points. One might at first be alarmed about the skill points being used as a currency, and think that skill points are a limited resource that should primarily be used for buying skills. However, skill points are in fact unlimited: one keeps on receiving them for every 254,000 experience gained after reaching level 80. Because of this using food, potions and boosters to increase experience gain even after reaching level 80 is useful: it makes acquiring skill points faster and allows players to buy a larger quantity or more expensive items from Miyani. Miyani sells the following items that can be placed in the Mystic Forge: Siege Masters Guide, Philosopher's Stone, Crystal, Eldritch Scroll, Bottle of Elonian Wine and Bloodstone Shard.

The Siege Masters Guide bought from Miyani is used at least for upgrading siege weapons for World vs. World battles and for crafting some exotic weapons. Philosopher's Stones are used at least for transmuting one material to another, and also for crafting Improved Experience Boosters. Crystals and Bottles of Elonian Wine are used at least for obtaining recipes and exotic pieces of equipment from the forge. Eldritch Scrolls are used at least for obtaining exotic weapons. Bloodstone Shards are used for crafting legendary weapons. Miyani also sells recipes for components that are used in the process of crafting legendary weapons. Transmutation of materials, upgrading siege weapons, obtaining recipes, acquiring exotic pieces of equipment, and crafting of legendary weapons are covered briefly a bit later in this article. These subjects will be covered in greater detail later on in separate articles.

In addition to the items sold by Miyani, there are two more things that should be mentioned here: the Mystic Coin and the Mystic Forge Stone. One can obtain Mystic Coins by completing daily and monthly achievements, and Mystic Forge Stones can be bought from the Gem Store and received as rewards for progressing in the personal storyline. Mystic Coins are used at least for obtaining recipes, transmuting high level materials and obtaining mystic clovers, as well as for crafting exotic armor. Mystic Forge Stones are used for crafting exotic pieces of equipment and a special Mystic salvage kit.

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Miyani, the Elonian woman accompanying Zommoros, and the items she has for sale.

There are many different kinds of recipes for the Mystic Forge. Some of them seem to follow a clear pattern that is shared between all the recipes of the certain type, while some have plenty of room for exceptions.

One of the recipe types which follow a clear pattern is material transmutation with the help of Philosopher's Stones. One can transmute lower tier material into one tier higher material of the same type. The recipe always requires a certain amount of the lower tier material, a certain amount of one tier higher dust, and some Philosopher's Stones that are bought from Miyani. In addition, one needs to place one unit of the one tier higher material into the fourth slot to indicate the wanted result.

It has been confirmed that this pattern is applicable for transmuting basic and fine materials. The amount of received material seems to vary greatly, but is always much less than the amount of lower tier material inserted: it'd seem that the higher the tier of the resulting material, the less units of material one will receive. At this moment in time it does not seem to be possible to transmute higher tier materials into lower tier materials.

It has also been reported that by combining Globs of Ectoplasm, Obsidian Shards, Mystic Coins and Crystals, one is able to obtain tier 6 crafting materials. Crafting this combination can also sometimes yield Mystic Clovers, which are used in the process of crafting legendary weapons, and seems to be the main reason for combining these materials in the Mystic Forge.

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Examples of basic and fine material transmutation at the Mystic Forge.

It is possible to obtain exclusive recipes for different disciplines from the Mystic Forge by offering the genie exact reagents. If one offers the genie some Elonian wine, Crystals, Mystic Coins and a product crafted by the discipline, they can get a recipe sheet containing a new recipe in return.

Armor crafting professions (armorsmith, leatherworker and tailor) can obtain recipes for armor boxes, which contain full armor sets. They work as an alternative way for crafting armor sets without the need to craft each piece individually. Chefs can obtain recipes for food trays, which can be shared with many people. So far only these two disciplines have been confirmed to have recipes that are obtainable only from the Mystic Forge, but hopefully recipes for others disciplines also exist.

The Mystic Forge can also be used for crafting specific pieces of exotic quality equipment. Crafting of exotic equipment with the forge seems to always require Mystic Coins and an Eldritch Scroll which can be bought from Miyani for 50 skill points. The remaining two materials vary greatly; the materials can be common, fine or rare, basic weapon components or something completely different, such as a Siege Masters Guide.

One of the most mysterious things related to the Mystic Forge is crafting of legendary weapons. Crafting of legendary weapons is such a complex task that it deserves an article of its own and hence won't be covered here in much detail. The process is very challenging and has many phases, all of which have something to do with the Mystic Forge or Miyani. Miyani sells recipes and ingredients for the components required by the legendary weapons, and the Mystic Forge is used for combining the components, which eventually form the actual weapon. The forge can also be used for obtaining some of the materials required by the weapons, but those materials are not necessarily exclusively obtainable from the forge.

As stated earlier in this post, it is also possible to upgrade the siege weapons used in World vs. World by combining blueprints, two different types of basic materials, such mithril ore and elder wood logs, and the Siege Masters Guide in the Mystic forge. This is one of the ways the Mystic Forge is useful to PvP players, but there are also other ways for PvP players to benefit from the forge.

As stated in the beginning of this article, there also exists a Mystic Forge in the Heart of the Mists. The Mystic Forge can be used for obtaining new skins for PvP equipment. The results are purely cosmetic. One needs to place an item token, a rank token, some arcane material (Arcane Crystal, Arcane Sliver, Arcane Orb) and also some Arcane Powder into the forge. One can also craft consumables such as dyes by combining a consumable token with two different types of arcane materials and some Arcane Powder. The arcane materials and rank tokens are obtained by salvaging PvP equipment, while the item and consumable tokens can be bought from glory vendors.

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There also exist some recipes that don't really belong to any of the categories
discussed above, such as Mystic Salvage Kit which has 250 uses,
and Improved Experience Booster, which increases
experience gain by 100% for two hours.

Many people wonder when the Mystic Forge should be used and when it should be avoided. The answer to this question is simple, but requires some thought: whenever it is profitable or one cannot achieve their goal any other way.

Whenever one wishes to obtain or dispose of something, they should always compare the different methods, calculate the values and then choose the way that is the most profitable. Instead of placing items into the Mystic Forge they could salvage them, sell them to a vendor, or sell them to other players via the Trading Post, whichever of these methods is the most profitable. The same way one should check if they could get the wanted item for cheaper from somewhere else than the forge. This also works the other way around, and sometimes using the Mystic Forge is the best option. There are ways of making profit with the Mystic Forge, but one can also end up with a great loss if they are not careful.

Calculating the value of the exact recipes related to the Mystic Forge is much simpler than calculating the risks one takes when playing with the random factor of the forge. A lot of people use the forge in the hopes of receiving an equipment upgrade, but in the end it could be for the best to sell the four items to the vendor and buying the desired piece from the Trading Post.

An unfortunately large amount of people don't seem to realize that in addition to Trading Post taking the 5% listing fee, it also takes 10% off the price when an item sells. People are listing items, especially fine and masterwork quality pieces of equipment, for only slightly above the merchant price, without realizing that in the end they'd actually gain more money if they sold the items to the vendor. Because of this, inserting fine and masterwork equipment into the Mystic Forge seems to be a waste at this moment in time. There does not seem to be many fine or masterwork level items that would be worth more in the Trading Post than the total vendor value of those four items placed in the forge. Exceptions to this rule are the pieces of equipment that are bought from karma vendors: they are soulbound and cannot be salvaged or sold to a vendor. They can only be destroyed or placed in the Mystic Forge.

There are still some reasonable ways for one to gamble and try their luck when it comes to putting pieces of equipment into the Mystic Forge: there exists the small chance that four masterwork items will result in a rare item, or four cheap rare items result in one expensive rare item, or even an exotic item.

Considering the nature of the Mystic Forge, there’s most likely still a lot of information we are not yet aware of. It has been said that Tyria is full of little hints regarding the Mystic Forge, so we should keep our eyes and ears open. There is for example a vendor called Rojan the Penitent in Frostwalk Tundra, Frostgorge Sound, who lives far away from the Mystic Forge, but still sells an item called Icy Runestone which tooltip indicates that is used some way in the process of crafting legendary weapons. In addition to exploring, learning the ways of the Mystic Forge also requires a lot of expensive experimenting, which will slow down the speed of resolving its mysteries. It has also been said that new recipes will be added for the forge in the future, so even if the current mysteries were revealed, some new ones will arise to take their place. Perhaps Zommoros will reveal his secrets one day, or perhaps he will always be an enigma.

 If you enjoyed reading this article about Mystic Forge, feel free to visit Kitten Crafting Station and read other similar articles about subjects related to crafting and trading in Guild Wars 2. This article can also be found in the blog and will get updated as new information regarding the Mystic Forge is revealed. In the future there will also be an article about crafting legendary weapons, as well as a summary of the many different recipes available for the Mystic Forge.

Kitten Crafting Station is a blog focused on crafting and trading in Guild Wars 2. The author of the blog is a long time Guild Wars fan who greatly enjoys crafting and is interested in in-game economies. The blog aims to cover all corners of the diverse and interesting crafting system of Guild Wars 2, and hopes to help other crafters and inspire more players to try out one of the greatest aspects of the game.
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Tactics & Execution


I would like to start off by briefly introducing my self. I'm a veteran player who comes from the good old DAoC (Dark Age of Camelot) days. To me WvW is as good as it gets when it comes to MMO's and PvP. It makes the game so much more fun and gives it the longevity when a whole community can fight for their homeland.

Especially in a WvWvW setup where the struggle for power can shift overnight!

With these articles my goal is to further go in depth on WvW and educate the community on how to become better players, leaders and realms!

Leadership and communication

The leaders main goal is the big picture. A good leader will have a goal set ahead of time and communicate his plans to the people in a good amount of time. You can always spot if a leader is good when he or she can tell you at least 3 steps ahead what the next plan of action is.

It is important to establish a role in WvW. Make sure you and your guild know what exactly you are good at and communicate this to your server. Be it defending, attacking or merely harassing objectives, if you can get the job done, let people know you're good at it!

Just as an example. I'm the leader of a smaller 10 man guild. We've played together for years and we know exactly what we're good at. We move fast, take smaller supply camps and cut off roads, very well. When the battle is upon us, this is our job. If we do our job good, we alleviate pressure off the other groups on the battlefield.

Large Guilds
The different roles will be determined mainly by the size of your guild. Not entirely, but mainly. If you have a guild with 30-50 or more members for instance, it would be beneficial to use your size and strength in numbers by hitting larger keeps or castles. You can then scatter your troops around the target objective, but your main goal is there.

Medium/Small Guilds
For a smaller size guild it would be better to always be ready and stay on the move. Never be in the same spot for to long and let the enemy mass up and establish ground. As long as you are roaming and changing environment YOU decide where the battle will take place. Using this method you can drag the fight into your own objectives and take help from guards if you get outnumbered. Or even flee the scene if you get overwhelmed.

How to get better
In short, practice. Start off by roaming with your guild and explore the environment. Make sure to get familiar with where all the supply camps are and their routes. Find creeks and valleys where you can create good ambushes later. "Kiting" an enemy is your best tactic when outnumbered. This means constantly running away from the enemy while still hitting them, making them follow you exactly to where YOU want the fight to take place. Getting the hang of this will win you the fight in almost all cases.

It's important to keep communication open. Any kind of information will be useful on the battlefield. A good habit is to always report what is happening around you. Who is attacking what and how many are they? Can we defend or do we need back up? If you do need any kind of help, then make sure to let your team know what kind of help. Do you need more supplies, siege weapons or just a team to clean up?

Tactics & execution

The next step is how to execute these tactics the best way possible. By this, i mean efficiency. The idea is to create a flow on the map where you let your team roam on the important highways to and from the hotspots you are assaulting and making sure the enemy team is not allowed to.

Using the borderland map below as an example, you can see the paths that the dolyak supply carriers use. Getting to know these paths better you can stop resources from getting to your enemy objectives or help keep the roads clear for your own.

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Creating choke points, distractions and being generally annoying is the key here. For example, if your team is hitting a keep or the castle (Stonemist Castle), make sure the enemy team cannot reinforce to defend. Create smaller teams of people with 5-10 players and divide them on the map in appropriate positions.

In the image below I've marked out beneficial and important choke points. These are selected because you're far away from the main stream of the action, making it easier for you to roam and pick your fights while still hit your enemy where it hurts.

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Also, the maps are huge for a reason, USE THEM! If you need to sneak into a keep and defend, or just get to an objective to take back, stick to the edge of the map or use water ways and valleys to get to your goal.

Follow up next week: Keeping your eye on the ball

The mission at the end of the day is to win points. If you hit a brick wall where a zerg is completely demolishing a map, move on to the next. Long drawn out battles are very rarely a win for any side, they're a waste of resources and most importantly the points.

Move on to the next objective and reclaim more to sustain your flow of points. The Orbs of power are a great tool that will benefit your entire realm for example. Sometimes it's better for your server to focus more on those while the other two servers are fighting over something else.

And worst case scenario, your attack will create a distraction for the main zerg to start splitting up and ease the job for your own team somewhere!


Remember, no matter what your role on the battlefield is, you're part of a bigger picture and everything you do will impact the war. Take initiative and do what you can instead of waiting for someone else to lead you!

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In this second part of my "Putting the Guild Back into Guild Wars" series, we’ll be taking an in-depth look at how to organize your guild, the pitfalls involved with guilds, and then some pointers as to how to make your guild succeed. We’ll also be looking at the various Guild Management functions of Guild Wars 2 and the best ways to use the tools available.

You might remember in the previous article we talked about the sorts of questions you should be asking to help make a guild, and of the policies and processes you should be thinking about as you do so. This article is pretty in-depth on the topics of guild structures and leadership hints, so feel free to jump around to the parts you feel most relevant to you.

Guilds and the management of them are not only a very complicated subject, but also an emotive one. No one wants to be called a bad guild leader and everyone wants their guild to be amazing and wonderful. However, even if this is old hat or irrelevant to you there is always room to learn and hopefully these next couple of sections will do just that.

If your guild is going to be a small or a casual group of friends then a lot of this won’t apply, however as you grow and evolve it’s probably worth knowing it in advance. I’ll start off with some basics.

"It's Just a Game Isn't It?"
For sure it most certainly is, except one thing: it has real people behind those pretty pixels you see on screen. In Skyrim, the nords don’t rage at you for quitting mid quest, no one minds if you are rude to every NPC and most importantly you can act how the hell you like with almost no consequences.

In an MMO this all changes. You form friendships, make enemies and interact with people you most likely will never see in person. So even though the medium you interact with is pretend, the people who interact with are certainly not.

Wikipedia defines an organization as a "social group which distributes tasks for a collective goal". This sounds like a lot like a guild to me. We have a purpose, we have people and regardless of the actual workings a structure.

Now, since we want to make a success of our guild, and it will be an organization, it makes perfect sense to look at what works in real life, use real life principles and real life experiences and make best use them. What works for real organizations is what will work here because we are a real life organization. It's just that the medium we choose to interact with people is virtual.

Many, many in-game guilds and alliances have failed because they did not take note or use this inevitable and incontrovertible truth.

"Okay, So What Works Then?"
Since we are an organization it makes sense to know what works and what does not. Let’s start with the two basic forms of organizing people: hierarchical and matrix.

Matrix management assumes there is no one person responsible for any one thing, information and decision making is divided equally between individuals.

The typical small or casual guild is organized in this way. There is only a guild leader because the game requires there to be one in the roster. Everyone could be an officer, the guild leader might switch around on a rota basis or the guild leader assumes everyone has an equal vote in everything.

In short it looks like this:

With small numbers of people it’s relatively easy to manage and indeed works well, as information flows freely and quickly without much risk of error, after all each "node" carries the risk of the "Chinese Whisper" effect.

Now, let’s double the Guild size to 16.

As can easily be seen the number of interactions required to make a decision increases exponentially, the organization starts to get swamped with opinions, views and "best ways to do things".

Just for fun let’s make this chart the size of an average guild, that of 49 people.

Now if every person (node) has to have a say or be told something then the result is clearly chaos, paralysis and because decision making is delayed the decisions are weakened and unreliable. Politics then takes over resulting in an eventual catastrophic breakdown. There wasn’t room on my screen or time to draw the several hundred node one, but you get the idea.

The strengths of a matrix structure are while it is small, decisions and communications flow well and there is a tight knit-feel to things. This is why small guilds feel more family like than larger ones.

The downsides are obvious once one gets above a certain size. Now what this number is is dependent on the skills and character of the people that is inside of that organization. However, experience has shown that above about 30 active players the model starts to break down, and above 70 active players usually becomes totally unworkable.

The Other Model is That of a Hierarchical Structure
Most of us are familiar with this in some shape or form as these are the ones we see in day to day work and life, so I’ll skim over the diagrams and get right to the pros and cons.

In a small organization (read: guild) a Hierarchical Model does not work. It is overly bureaucratic, breeds a “them and us” feeling and promotes a hungry for power style of culture.

However, in a larger organization, it simplifies decision making, clarifies lines of communication and reduces the politics due to lack of clarity. The downsides are that if the structure is too top heavy, has too many layers or poor leaders, that the tendency is a subconscious move towards a matrix structure. People bypass the "chain of command" and so the structure will eventually fail for the same reasons as a matrix one would.

Often larger guilds try and combine the two, a hierarchical structure in terms of leaders and officers but also sub-divide of their guild into chapters, or departments, so as to make use of a matrix structure. If you can pull it off, this can work very well as each guild member will feel part of a close knit group as well as having the benefit of a clear direction and decision making structure. This sort of combination is very hard to pull off successfully but will reap huge benefits over time. In my experience there has to be a lot of trust in your officers and members and of them in you to make this work.

"What Makes a Good Leader?"
Since most guilds have more than 30 people, a matrix style structure is clearly not going to work all that well. This means that the best option is to have a hierarchical one. However, the most critical factor in this type of structure is the quality of the leader at each level in the chain.

Below are 13 tips and bits of advice to help you and me become better guild leaders. There have been thousands of books written on how to be a better leader, so I would suggest hitting the books to help you understand more of what makes a good leader. History shows us, that an organization rises or falls on the ability of the leaders so it makes (to me) complete sense to learn and be as good as one as possible.

Personally I’ve found books on leadership by Dr John Maxwell, Stephen Covey, Warren Bennis and Dale Carnegie to be a great help, but there are many, many more. This short wiki article on Tuckman’s stages of group development is also a great starting to place as it helps show how your Guild will behave when it’s launched and as it progresses over time.

Tips and Hints for Guild Leaders
  • Delegate, delegate, delegate. Not only will it take a whole load of pressure off you, it will give your guild members something to aspire to. Treat every new guild member as though they could be your next officer and your next officer as a potential guild leader. That’s right, aim to train yourself out of a job. Also, ensure there is no over-reliance on any one person, be that for doing events or paying the bills.
  • Promote because of character, not of ability or because they are your best friend. A bad officer can ruin a guild in no time, so choose them carefully. Personally I never promote someone who asks me to be an officer. As soon as they do, they go to the bottom of my list.
  • You MUST be the most active or very close to it in your guild. As a guild leader you cannot expect any growth in your guild if you're not active. People will get discouraged quickly with a guild where the leader has weeks since logged on time consistently. When you do go on vacation, let guildies know when you’ll be back and who you left in charge in the meantime
  • You must promote activity like crazy. Even when no one else is talking, you may often times be forced to talk to yourself (but not too often). But if you want to build the community amongst your members, you have to be the one to instigate it at the very start unless you're lucky to find those special members that do it for you. Try to encourage people to run their own events, and make them feel like doing so.
  • Don't expect to have much time for yourself. You exist for the guild, not them for you. Of course the more you delegate and train members, the easier your life will become.
  • Have, at minimum, a loosely defined objective or, at best, a well-defined objective. Having a well-defined objective for your guild will let recruits know what your guild is about. It will also help in the recruiting process. Most people are looking for something in a guild, and if you can fulfill that something they will want to join you, and if you don't fulfill that something, it helps keep disgruntled members from ever joining your guild in the first place.
  • Keep your roster up to date. Having a long list of inactive members can be subtly discouraging to your members who are active, especially if those who are active are few in numbers.
  • Use the many communication tools available to you! A guild with a website, mumble/teamspeak/ventrillo server and a forum has that much more opportunity to stay in touch with its members and grow as a community, of gamers and friends.
  • As your guild grows, keep a decent ratio of officers to guild members. Try to space out your officers online times to fit the member online times. Having any given officer online at any given time a member is on can help tremendously with activity, and overall member morale.
  • Be organized. In everything that you do, be organized about it. Guild events that go poorly because of bad organization is one of the quickest ways to lose members, especially in Guild Wars 2, because guild hopping is so easy. Even if it wasn't the best experience, if it was well organized people have hope for the next time.
  • Be humble. Welcome advice, suggestions and comments from members and be willing to use them. Your members are there for you just as much as you are there for your members. Most people like to give input to their guild if they care about it. So be open to suggestions and ask for them often. Also don’t forget to give credit where it’s due.
  • Settle disputes quickly. Disputes amongst guild members must be dealt with swiftly in order to create harmony within the guild. There's nothing worse than a long drawn out fight amongst guild members that can cause splits and lost members, even those not involved.
  • Finally, set a good example. How you play the game, the things you say, the things you do, will set the tone for the guild on the whole. So, if you're a jerk, often times the guild will become a group of jerks and those that are'nt will generally leave. If you're a considerate nice person, the guild will become a group of considerate nice people, and those that are jerks will either leave or get booted quickly. You will attract and keep like-minded people. For example, it’s unlikely you’ll be able to keep a hard core PvP’er happy if you are a casual, part time PvE player and Guild.
"Dem's Da Rules."
Now let’s move onto rules: how and why are they here and why have them.

In a perfect world, there would be no requirement for rules. The relationships between people would be perfect and all would be bird songs and butterflies. Since it isn’t, we need certain rules to be put into place and mentioned up front, to not only show people what we deem to be acceptable, but to also show people what we will allow to happen and will not allow.

Again, in a smaller guild/organization, these rules are not as needed because the relationships between the members are such that everyone understands as part of the culture what is "right" and "wrong". Now, in a larger organization, you need these to be in place because people will have differing views on things and what should be done about them.

A set of rules that encompasses the whole organization is utterly necessary for the smooth running of that organization. Again, taking what works in real life we see that every club, sport, or company has a set of fundamental rules on which it is based so why should a guild be the exception?

On the other side of the coin, too many rules cause stagnation and stifle peoples expression, so therefore the rules must be the bare minimum to make it work, but not too few as to leave loopholes and exploits for people to take advantage. Rules should also need to be added or changed if additional clarity is required, in response to certain situations or even removed if they are no longer necessary.

More importantly, the rules should be an expression of the culture and relationships of the guild rather than that of imposing a different culture on people. The closer we get to "the perfect world" the less rules we need, as the behavior people don’t want to see comes naturally rather than having to be enforced.

Managing Guilds in Guild Wars 2
If you’ve read this far, great! If you’ve skipped to this bit then welcome.

Choosing a server
On the face of it, choosing a server for your guild is very stressful and fraught with risk. It could be an expensive mistake to choose the wrong one. Factors to consider are:
  • Language and culture. From what you’ve seen does the server look likely to match your language and culture?
  • Play Style. Will you and your guildies find like-minded people who enjoy doing what you do?
  • Timezones. For WvW you want a server with great 24-hour coverage, but what about PvE? Will there be enough people on to do PvE and dungeons? Will your members have latency issues if they roll onto a different regions server?
It has to be remembered that not every guild will add themselves to a signup sheet, nor will they all have made a decision yet and be willing to share it(some might even give wrong information so as to fool others). Therefore you should look for probabilities, not certainties. Also there will be no such as a perfect server for you, so my best advice is to seek out similar minded guilds and find out where they are going. A great bunch of friends will go a long way to overcoming any server limitations you might find.

Because of the guesting system, being on another server because your server is full or you want to be elsewhere is not as disastrous as it is in other MMO’s. While it can be disappointing, the important thing is to be able to play with your friends, which apart from a single game type you can do just that.

To help you decide here is a fan created site to see who is rolling where.

Forming a Guild
Forming a new guild ought to be as simple as just earning the 1 silver, pressing G and then starting your guild. In the game that’s all you need to do.

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However there are a few things to bear in mind first of all (apart from the name, tag and server you will go on). Although these were talked about in the previous article we’ll take a look at ranks within the Guild and setting them up in advance.

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You’ll want to think of the ranks you will need well in advance of forming the Guild. Only give the permissions to people that they will need to do the role you plan for them to do. The Permissions available are:
  • Edit Ranks
  • Edit Guild Emblem
  • Claim/Unclaim WvW Forts
  • Queue Upgrades
  • Modify Upgrade In Progress
  • Activate Built Upgrades
  • Admin Lower Ranks
  • Edit Message of the Day
  • Display Guild Emblem
  • Guild Stash Deposit
  • Guild Stash Withdraw
  • Treasure Trove Deposit
  • Treasure Trove Withdraw
  • New Members Here
It’s entirely up to you how you organize yourself, but a suggestion is to let everyone claim/unclaim a WvW structure as the last thing you want to do is to have to be called away at a moments notice to claim a hard won structure only have it snatched away because you were too slow.

It’s best to lay these permissions out in a spreadsheet table so you can see who can do what. This way, when it comes to start the guild, all you need to do is create this table in game and get on with the fun part of inviting and promoting.

Inviting, Promoting and Kicking people
While you can use the Guild Roster Panel to invite people, using the invite box by far the easiest way is to use right click on the person’s name in the chat box. Promoting and kicking people is also done by right clicking on the person’s name in the roster and selecting either kick or promote (try not to get them mixed up :) ).

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When you do need to kick a member, make sure they understand why the decision was made. Personally I always tried to find a guild more suited to their personality for them so they didn’t feel as rejected and always had a place to go to. It didn’t always work, but I always felt as though the effort was appreciated.

In my guild we always gave a person a "strike" and explained why they got it and what they can do to avoid another one. This way it was always their actions that determined a kick, and not our itchy fingers. Of course such policies are entirely up to you and how you want to run things. Make sure your members know up front though.

Often they will beg and plead and try to go to one officer to the next to try and garner a reprieve. You need to be firm, fair and consistent in dealing with people who don’t fit and consulting with your officer team is a sure fire way of doing this.

Managing your guild. Getting more information
We mentioned above a lot of theory and advice on how to be a better guild and guild leader and also how to invite, promote and kick your members. GW2 also provides lots of other information as to the state of your guild. You can find these on the Guild Tab (G in game). They should be self-explanatory.

The Initial Roster screen(when you first press G)

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Guild Influence History Panel

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Part Three of this series will look at the influence system in some detail.

Guild History Panel

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Guild Registrar
In each races' capital city and Lions Arch there is an NPC that serves as a Guild’s Registrar. You can use them to raise the guild cap and once you have enough influence obtain a guild emblem.

If you are going to raise your guild’s cap, it’s a good idea to schedule in advance to make sure you have enough people online to meet the criteria, especially if you are a multi time zone guild.

By far and away the easiest place to find a Guild Registrar is Hoelbrak. They do exist in other cities, but due to the design of them they are hard to find, especially as the Directions NPC doesn’t always know where they are (looking at you, Divinity's Reach). I've included the locations of all the Guild Registrars in each race's capital city:Summary
The topic of Guild Management is a huge one and even this long article cant hope to cover every possibility. If I had to give one piece of advice it would be that behind every name on your roster is real person with feelings, aspirations and a desire to feel part of something greater. They chose your guild from thousands of others to join in the same way as you chose to start a guild to be unique from the thousands of others. Act with respect and integrity and you’ll find your guild grows both in numbers and in feeling of a great place to be. Because that’s what makes a great guild, not the accomplishments, winning or losing but the people who have chosen to be in it with you. Back to Top

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Running a guild is hard work at the best of times and moving from one game to another just makes the task even harder. Hopefully this article will give guild leaders and prospective guild leaders some advice that will help make forming a guild in Guild Wars 2 a lot less stressful.

This will be a three-part series of articles, so if what you are looking for is not in this one it’ll be in the next.

Before You Form a Guild
There are whole load of things you need to consider before forming a guild, most of them totally obvious but some easily missed. Here are the sort of questions you should be looking to answer. If you are an existing clan or guild then a lot of these are likely to be in place already.

Remember, there are no right or wrong answers here, but it’s important you have consistent ones and that you communicate them to your actual and prospective members.

The Basics
  • Work out what sort of guild you want to be in GW2. Same as you were before or something new? Are you going to be PvP-, PvE-, or RP- focused, casual or hardcore? Remember like attracts like, so if you are a casual PvE player it’s unlikely you'll be able to recruit and keep hard core PvP'ers.
  • What will you call your guild? An old name or a new one? How will you decide?
  • What sort of guild rules will you put in place? Will it be a free for all, or will you have specific rules? Will you have an age limit?
  • Where will your home server be? Are you going to designate a spare one in case people can't fit on it? How will you handle things if people can't get onto the server they want to?
  • Prepare your forums. Maybe you want to give them a new look, new logo and then tell your new guild members about it. If you have no forum then there are several free and paid for forums you can use.
Guild Hierarchy and Permissions
  • Who will you make officers? Will you need custom ranks? I usually work on a one officer to ten members, and if you are multiple timezones, make sure you have at least one officer online in each one. Be sensitive to people’s feelings if you need fewer officers than you do now.
  • What about influence? Are you bothered about how much guild members earn? Who in your guild will be allowed to spend it?
  • What’s your guild bank policy? Can everyone deposit and withdraw, or only officers? Who will be in charge of keeping it tidy and sorting out what’s kept in it?
Recruitment and Guild Caps
  • How will you recruit people? Spam chat on your server, posts on forums or rely on friends and word of mouth?
  • Decide on who is coming back from other games to play and how many (see below on how the guild cap tiers work).
  • Ensure that you publicize your recruitment policy and how you will go about interviewing (or not) prospective members. That way everyone knows where they stand before they even apply.
  • What is your approach to multi-guilding? Will you insist on people staying loyal or will members be able to switch whenever? Will you limit your officers to one guild, or can they go anywhere too?
  • Who are you going to give priority to inviting into your guild when the game launches? Naturally your officers, but then who?
Communication is Key
  • Decide (if you haven’t already) on a voice com system or an out of game chat system and make sure people know how to use them. Suggest to members they set them up and test them before launch.
  • Who is going to pay for things like voice com servers, forums and the like? You? Will you have a donations system?
  • Communicate things your members are expected to do well before launch. These include such things like contributing money to raise the guild cap so their friends can join and more importantly, the server you are planning to roll on and any alternatives in case it becomes full.
  • Think of some events and activities you can run as a guild in the first couple of weeks and find someone to run them for you.
The Guild Cap
Initially, you or one of your guildmates will need one silver in order to create the guild. This will get you a starting member cap of 50. To increase the cap, you will need to do two things: first, find the money to pay for the next tier, and second, have enough representing members to qualify for the cap.

You can raise the guild cap by talking to a Guild Register NPC, which can be found in the each races' capital city. Make sure you have as many guild members online/representing at the time to ensure you’ll be able to meet the membership criteria.

Each tier has the following costs:

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There are three main ways you can obtain the money to raise the cap:
  • Farm the money yourself
  • Buy gems and convert it to money
  • Ask guild members to contribute the money towards raising the cap
If you choose the last option, then it is strongly recommended that you inform your members up front and before launch so they know what to expect.

Regardless of the way you choose to start your guild, you will need to manage your guild's expectations of how and when they will be able to join. This is one of the reasons why it’s important to know how many players you’ll have coming so you know how much money you’ll need to spend at launch.

About Alliances
So far - and is looking increasingly likely - Alliance features from Guild Wars will not be available at launch. This means that if you are in a GW alliance and wish to remain in separate guilds and not merge, or are too large for the 500 cap, you will need to find and agree on other out-of-game ways of communicating with each other until such time as ArenaNet deem it necessary to add.

Since we have no confirmation of alliance chat-like features being planned, it is very important that you plan and communicate this enforced separation at launch. My suggestions include using Steam, Xfire or Mumble, as its chat overlay makes a better attempt to keep your community together. They are not ideal and have many downsides, but they are better than nothing.

Guild Structures
One of the other considerations is what sort of structure will you give your guild. Guild Wars 2 gives you the choice of a number of permissions. You want to strike the right balance between giving players too much authority or so little you end up doing everything. The permissions are:
  • Edit Ranks
  • Edit Guild Emblem
  • Claim/Unclaim WvW Forts
  • Queue Upgrades
  • Modify Upgrade In Progress
  • Activate Built Upgrades
  • Admin Lower Ranks
  • Edit Message of the Day
  • Display Guild Emblem
  • Guild Stash Deposit
  • Guild Stash Withdraw
  • Treasure Trove Deposit
  • Treasure Trove Withdraw
  • New Members Here
For example, the person you select to be able to manage your guild stash could have normal member permissions except for Guild Stash access. Only promote as many players as you need, and I would suggest leaving a gap or two for people to be promoted to once the game gets going.

Note: You must have New Members Here selected with one rank or you will not be able to invite new members to your guild.

Dealing with Servers and Regions
Perhaps one area where there has been the most confusion is in the matter of servers. Many players have concerns over the effect on them if they cannot roll on the same server as their guilds or friends. Here are the effects you'll come across if you do not manage to roll on your guilds chosen server.
  • You will be able to join your guild if you are in a different region or on a different server by using the guesting mechanic.
  • You will be able to PvE (guesting) and sPvP together, no matter what server you roll on, as long as your servers are in the same region (US & US/EU & EU).
  • Guild chat and mail all work even if you are on a different server.
  • You will be able to play with EU players if you live in the US (and vice versa).
  • You will not be able to WvW with your guild if you are on a different server.
You may of course pay to change servers, but only after 7 days have passed. The fees for this vary by server population:
  • 1800 gems to transfer to a high population world
  • 1000 gems to transfer to a medium population world
  • 500 gems to transfer to a low population world
"I’m worried about how good or nice my server will be."
The short answer is, no one can answer that for you. Many guilds have not decided or announced what servers they will be rolling on and even fewer have posted that information.

The best advice I can give, is try to ensure guilds you know and like can agree on a server to go to, so no matter what the community is like on that server you will always have nice players to play with. It's also important to realise there will be no such thing as a perfect server.

The other question to ask yourself is does having all languages bundled onto the same server bother you. If so it’s probably best to make sure you roll on a server whose language and culture you will be familiar with. Currently there are only two separated language servers, French and German.

In general...
We don't have firm answers on some of the details of what exactly you can and cannot do, but it’s safe to say that unless you choose to spend all your time in WvW, having to roll on a different server is not the same disaster it would be in other MMO’s. Therefore, when you are planning your guild, try to give priority for those who will live and breathe WvW.

The Knowledge Gap
A lot of the game mechanics will be unknown to you and your members, therefore it’s worth reading up on as many as you can beforehand (especially around the guild functions such as representation, influence and multi-guilding).

Planning a guild is hard work. There are a lot of things to consider and yet it’s an essential step to ensure that you and your guild get the most out of the first few days. It's tempting to think, "I'll just do it on the day," but this will leave you open to needless drama and will reduce you and your guilds fun at launch.

In subsequent articles we’ll be looking at things to consider when running your guild and a detailed breakdown of the guild influence system, which will help you plan the best way to get the most out of your guild’s efforts in the shortest time. Back to Top

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What is this article? This article is designed for those of you who read our Structured PvP article and now want to explore a little more. This article will help you in the quest for finding a team that fits you and your playstyle in the end making your game experience even better.

Finding partners have always been a struggle in any game, even harder is finding people that are right for you. We are trying to make this a bit easier by providing you with a section to recruit players or find teams. Although you have the place to start looking, it can still be a challenge as you still need to figure things such as; what am I looking for and what is my expectations from both myself and my teams.There might even be some of you who is not thinking any of these but rather questions such as what team composition should I be looking for? Regardless of what you are thinking then I strongly advice you to get it right the first time so you wont be wasting time looking for a new team every couple of months!

Nearly everyone (sadly not everyone) wants to find a team with the main reason to have a good time and a fun game experience with said team. A lot of people go on from here thinking that because we all want the same thing then it should be easy to go and find a team? Since everyone wants the same as me shouldn't they all be potential partners?

No, it is sadly not that easy. In every community there is a wide array of people ranging from the competitive players to the casual players and many stages in between. So simply picking the first and the best will often lead to a poorer game experience for everyone involved which is why it is important for us to get an idea of what is it we want before we start looking.

The important questions!
Expectations and ambitions... The two most important things that you need to make sure that you and your team have in common. If you create a team with random people you met over the internet or just created a team since you heard the composition was amazing, you are guaranteed for failure, not immediate failure but failure.

In teams that are created on the wrong principles you will often find a bad atmosphere and see sudden disbands as one player might feel they are putting more effort and commitment in too the team than others, while a second player might feel people are demanding too much. Make sure your team knows what your motivation is and what your goal for playing the game is, in the end it will result in a much better atmosphere and make the ride to your goal a whole lot easier.

Just to give you some questions so you know what to cover with your team or in your applications:
  • How much time are people willing to put into the team? When will we play? How long will we play? How often will we play?
  • Discuss preparation expectations. Are we going to read up on tactics for our composition or should we read class guides? How important for us is it that people bring a perfect profession build? Do we expect your partners to have read up on other professions?
  • Any specific ranking we plan to get? Do we have a time requirement for how fast we must get it? What is the minimum amount of time and effort we want to put into this? Are we willing to play the second or third best composition for our profession? Or willing to play a different professions? Or even just another build in your current professions? Perhaps moving home server? Get these questions out there and discuss them as they are important to any teams success.

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Saving Time by Scheduling
Regardless of what your goal is patience and time will be required and as if it wasn't enough with having to think about expectations, goals and ambitions; you also have to think about matching your play times. Getting an entire team online to play at a certain time can be a lot of a struggle so making sure there is even a possibility for this to happen before finding your team. You also need to remember that even though people say they play from X-Y that does not mean they are willing to play with the team in that time frame. You might want to play with the team while the other team members rather want to spend their time leveling, role-playing or doing other content within the game.

As there are so many factors it naturally becomes impossible for everyone to be online at the same time and ready to play. Therefore it can be very beneficial if you stop your gaming sessions just 10 minutes earlier then you otherwise would have, to discuss a suitable date and time for your next session. Remember to discuss durations, as some people might want to play just an hour where others want to play for multiple hours with a couple of breaks.

Most important is to make sure you show up on the scheduled time or let your team mates know that you will not make it; as soon as possible, this way you avoid tardy team mates who will just make everything worse.

Lovely... My video game became a job?
Even though this might seem like a second job to some with so much work for just a video game. But if you prepare yourself correctly and schedule appropriately then you will save the time not having to find a new team every few months. And you can come online 5 minutes before playing and head right into the battlefields instead of letting hours go to waste waiting on one and another. You will also have clear expectations for how long you will be playing so you can arrange other things accordingly.

Now you know everything that will help you find a team that suits you. I know that getting all of this information into an application is very hard but remember it is not just up to the applicants to inform a given team about you. It is just as important for the team to clearly communicate what they are looking for and what they are all about.

Now head over to our Looking For PvP Team Members - Section and start looking, If you happen to be a team captain about to create your recruitment post then I suggest looking at this sample recruitment post that you are free to completely copy and edit so it fit your team! Back to Top

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One of the exciting new features of Guild Wars 2 is the structured player versus player system. A system that allow players to battle out against each other and test their strengths on one of the two released battlefields. In a mode of Conquest players are split up into two teams and battle each other in a race for being the first to gain 500 points. A team is rewarded a point every two second for every objective currently captured and held by the team and every team is also rewarded 10 points for every enemy player kill. There is also a secondary mechanic that is unique to each map, I will be mentioning this later in this article.

Structured PvP is often of an intimidating compel to a lot of people, but hopefully with this article I will be able to break down the basics and remove a lot of the fears that keep people away from this engaging game mode.

The Maps
As of this given moment there are only two available maps, there have been released concept work for other conquest maps but to avoid confusion I will not be mentioning those in this article. The two currently available maps are Battle of Kyhlo and Forest of Niflhel.

Battle of Kyhlo
This map consist of three primary objective points that each team must seek out to capture, the Mansion, the Clocktower and the Windmill. As the secondary mechanic this map contains two Trebuchets, each positioned close to the relevant teams spawning location.

A thing to note is that the map is symmetric and contains a lot of choke points. Choke points is recognized by being a narrow path in which a player must go through to get to another area thus making it more likely for teams to encounter each other at those locations.

Unique Map Mechanic - Trebuchet
Earlier I mentioned a Trebuchet, it is the mechanic unique to this map and pretty much what defines and makes this map so exciting. A trebuchet allows the players to control a catapult like construction that a player can use to barrage an area with trebuchet shots. The shot has multiple purposes, it can be used to damage and as a knockback effect to put enemies in a vulnerable position or it can be used to destroy the environment. When the trebuchet is mastered it can become an effective tool that provide players additional paths and positional advantage by tearing down walls or remove barrels that was otherwise used as jumping pads, providing shortcuts, to certain areas.

The trebuchet can be destroyed but has a noticeable amount of health so sending a player to destroy it might give you a strategic disadvantage as that player will be forced away from the battlefield for a fair amount of time. The trebuchets can also shoot at each other and destroy one and another without much effort. Once a trebuchet has been destroyed a repair kit will be summoned in the base and spawning location of the respective team. This will force the team, if aspiring to use the trebuchet, to bring this repair kit and repair it using valuable time and man power.

Forest of Niflhel
Much like the previously mentioned map, this map consist of three primary objective points that each team must seek out to capture, the Henge, the Keep and the Mine. The secondary mechanic of this map is two potentially highly influential NPC creatures. Each of these two creatures are positioned in the far top corners of the map.

Once again we got a very symmetric map, although this contains far less choke points it also provides larger fighting grounds, forcing fights to spread a lot more. This means positioning is even more vital as fights can often be dragged out into these big open fields, leaving the objective points vulnerable for enemy team to ninja cap.

Unique Map Mechanic - The Beasts
Unlike the Trebuchet the beasts provide a direct advantage by providing 40 points to the team killing them. This allows players to strategically direct forces and man power to kill these creatures as an effective way of gaining points. However the creatures has a rather long spawning time, so merely killing these will not be sufficient to winning a match so it should only be considered an additional benefit. Neither is it risk free killing these creatures as they are rather powerful they might delay the person killing them causing the team to be outnumbered at the other objectives. But delay is not the only risk, currently the points rewarded for killing the creature is rewarded to the team of the player who gets the killing blow.

This gives situations where if a team has been spotted going to the beasts the other team could take advantage of this and only send out their player momentarily before the beast is dead, to attempt to snatch the killing blow and thus gaining the points to his team instead, with minimal effort.

Additional Reasons to do sPvP
Structured PvP provides an intriguing and exciting game play that require minimal time and effort to compete in. When you sign up for a battle your character will automatically be boosted to max level, dressed in appropriate gear and given access to all available abilities for your profession. This makes structured PvP a very attractive part of the game for players that seek to be competitive as it puts everyone on the same level and does not give any advantage besides the individual players capabilities. At the same time there is a ranking system in place that gives players, who wish to compare themselves to other, the opportunity to do so.

By winning matches a player will also gather glory, this is used in a reward system that let players purchase new equipment. This equipment is not better and will not make your character stronger, but will only provide you with a new look that lets you customize your character and strike fear in your opponents simply by your look!

None of the equipment obtained will be useable in PvE, if you want to do PvP and get the opportunity to use the items for PvE I suggest you look up World vs World vs World! You can find an article here by Neo Nugget on WvWvW

In the future you will see me releasing even more PvP related guides and articles covering things like strategy guides, class guides and PvP articles. If you are interested in writing PvP articles for Guild Wars 2 Guru please feel free to send me a PM telling me why you would be suitable for the task.

Also be sure to follow Guildwars2Guru on our stream where you can see high level PvP once the game is released. Back to Top

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What’s your story? Role Play In Guild Wars 2.
One of the tag lines in Guild Wars 2 is ‘What’s your story?’ and normally this refers to the personal storyline so lovingly crafted by ArenaNet into the Game. However, there is an even more personal story available for those with the imagination, patience and sense of community to develop it. What am I talking about? Is it some new dynamic event system? Is it a new form of player made content like Skyrim, Portal 2 or Gary’s mod? No. It’s something called Role Play and it’s a third of GW2’s genre , MMORPG. So it has to be important right?

Why should we care?
Now I am a complete role play noob, I don’t know my IC from my OOC or when I should /emote or when I should '(('. But what I do know is that this part of the GW2 community hasn’t had a lot of focus in articles so I’ve decide to take a brief, outsiders look at it.

One of the first questions I asked the growing GW2 RP community is why should ArenaNet and us Non-RP players bother with RP at all. I mean they are just a minority who lurk in taverns playing mighty wizardsor even pursuing more.. Adult forms of entertainment right?

To the pure PvP’er or hard core raider this may seem a stereotype that is unbreakable, no matter what is said and that’s fine. If you see people in role-play, just run on by, live and let live.

However, to the player who wants more than just levels and loot from their game, who wants to delve deeper into the world of Tyria, who feels that their personal story isn’t personal enough or wants something fun to do in game in between levelling and WvW then there is much to commend giving role play a try.

To answer my first question of ‘Why care?’ we should look at what a healthy RP community brings to the table. From my digging around in various forums both from GW2 and other games I’ve found that very often the RP community tends to be the most loyal and community focussed which is something even the most hard core PvP or PvE’er notices if it’s not there.

Even if you don’t wish to join in they add a depth of experience, atmosphere and color to the environment and game that no matter how hard Arenanet try they couldn’t hope to match.

Giving it a go?
So, why even try to RP? I mean what does it do to enhance your gameplay or experience in GW2? Does it give you phat loot, or ‘Lulz’? Well, I asked people to give me three reasons why a player should give RP in GW2 a try. Their answers are summarised below
  • Infinite content. You are not limited to the story ArenaNet wants to tell, but get to actually play out yours and others stories in a truly dynamic and varied way. That Grawl encampment becomes more than just a heart to fill in, a tick in the ‘done it box’. It becomes where a friend of yours died or you lost something important. In short it gives you a reason, special to you to explore the world.
  • You start to care about the lore and the setting which makes everything more enjoyable. You’ll start to notice the little details ArenaNet have put in the game which will bring the game world even more to life. ArenaNet spent years creating a living game world, why not do something to appreciate it to its fullest?
  • It makes you feel more attached to your character you see on screen. It becomes more than a tool for just getting things done which gives you an incentive to create just the right look and feel for them. In short it makes your character matter.
Alright, so we’ve seen how Role play gives the game world more depth, more flavor and makes it seem more alive and vibrant than it already is and also three reasons why you should consider it.

Making it easy?
How does Guild Wars 2 help Role play?

Well for a start there is the wonderful game world, where every nook and cranny has a story to tell, Where the background story of every area is just begging to be unearthed and discovered, it has a comprehensive town clothes and dye system to give your character a unique look and even the multi-guild system helps people who wish to flip from say hard core PvP to a more relaxed RP guild in just a few clicks. Finally it offers the chance to join in a like-minded group of people, who will enhance your gaming experience just as much, if not more so that that’ leet’ PvP or dungeon team you play with.

But what if you are not the slightest bit interested in role play? Pretty much every Role player will say ‘that’s fine’. All they would ask is to be shown the same respect every other player would ask for. Don’t grief, don’t spam stupid comments and don’t harass them. Two servers have been chosen by the community (Petrified Forest and Tarnished Coast) as role play focussed servers so if you find yourself on there, then please bear that in mind and respect it.

However if the infinite world of role play appeals to you or at least makes you a little curious there are several ways you can get involved. Before launch you can read up on the world Tyria and in Guru’s own lore and role play forums. You can get to know your fellow players and start to build this fledgling community or perhaps as you play in the next BWE you can be thinking of who person is you are controlling on screen is, what are they like? What are their good and bad points, and even start to answer the vital question…

"This is Guild Wars 2, What’s my story?"

Some RP resources
For all things RP related here on Guru, we have our very own Roleplay forum or if you want to learn more about the world of Tyria then check out Durmand priory. The community has also set up a couple of dedicated RP forums which can be found at http://www.gwrpc.org/ and http://www.guildwars2roleplayers.com/ Back to Top

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Today we have ten things for you that you can do to prepare for Guild Wars 2.

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1. Reserve your name on Guild Wars, if possible.

One of the most stressful things about a game's release and during the headstart is the rush to getting that perfect name. While you won't be able to reserve 1-word names in Guild Wars, if you have a perfect 2-word (or more) name that you really want, then you can reserve it in Guild Wars already. All you have to do is link it to your Guild Wars 2 account, and log on some time between January 1, 2012 and a few weeks before release, and your name will be reserved during the Headstart.

If it's already taken, then you'll just have to take note of it and pray that person doesn't log on and get their name reserved, or don't pick up Guild Wars 2 by the release. Because if they don't, that baby's yours! That is, if you're fast enough... ;)

Of course, if you don't have Guild Wars then this isn't really an option, and while it isn't necessarily a requirement to playing Guild Wars 2, Guild Wars is a great game in its own right, and if you need something to do to pass the time until release, or just want to check out some of the lore and back story, then it may not be a bad idea to check it out. You can probably even find it for pretty cheap. I remember getting several copies of Guild Wars: Prophecies for just $5 during a Black Friday sale, and the entire series for just $15. So, if you haven't tried it yet... look around, maybe you can luck out, and who knows... maybe you can get that name you want.

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2. Max out your Hall of Monuments.

Speaking of the original Guild Wars, if you have it, then you're definitely going to want to max out your Hall of Monuments so that you can get some extra goodies for free. A linked Hall of Monuments from Guild Wars gives all sorts of rewards in Guild Wars 2.

You don't have to fill it up completely to get all of the rewards - you only need to get to 30. But if you want to for the sake of completion or bragging rights, then you're most definitely able to, and you'll have the titles to show for it when Guild Wars 2 comes out.

And if you're new to Guild Wars, you shouldn't worry too much. You can fill up quite a bit of the Hall of Monuments and get a lot of great rewards with relatively little effort. It's a great way to get a lot of extra digital fluff for free. So even if you're not really interested in the original Guild Wars, it may be something you might want to check out for the unique rewards alone.

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3. Try out all the classes!

That's right, all of them, even the ones that you don't want to play. I dare say the ones that you want to try out the least may be one that surprises you the most.

Before I'd tried it, I'd watched the videos and I thought Mesmer just looked completely lame, like some fail joke of a pet class, weak and boring. Oh how I was wrong... I tried it on an absolute whim, and not only were my preconceptions completely wrong, but it was the funnest class out of all of them I'd tried! Every single weapon set felt fun, and everything just felt 'right'. Now Mesmer is the class that I want to play as my main. If I'd stuck with my initial impression and not actually tried it, I may had really missed out on something great. So, don't make my mistake. Try them all!

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4. Plan your appearance.

Appearance may not be crucial to some, but if you're anything like me then you may spend hours in the character creator making your character perfect. Mess with the character creation now, and screenshot the sliders or memorize them so that you won't have to mess with it during the headstart. You can save yourself hours during that critical time by doing this now.

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5. Decide your classes and story choices, come up with names for your characters, and plan backup names for your characters!

As with the appearance, you should also take note of which story options you're going to choose. Plan out which ones you want for which classes and characters. If you have four human nobles, you may not want every single one of them to have a missing sister. Perhaps one of them will have wanted to have been in the circus. Plan ahead of time, and save yourself time later when that time is much more important.

Now... I realize that some of you may spend all of 5 seconds during the headstart coming up with Xx Narutoblade Xx, but for some others... names may be an extremely important element to you, and you may have a really hard time coming up with them and end up spending hours staring at that blinking cursor in that character creation screen trying to think of a name.

This is not something you want to be doing when the headstart begins and all of the good names are quickly disappearing. Prepare ahead of time! Come up with your names now. If you've already planned out your appearance, then you have a good basis for being able to name them. So come up with the names that you want, and then come up with backup names in case those names are taken. Doing this can really save you a lot of stress and headache during a game's headstart.

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6. Check out the skill tool, read up on traits, read all utility skills.

Have you seen the Guild Wars 2 Skills tool? If not, you should definitely check it out. You can check out all the combinations of main hands and offhands, all of the utility skills and elites, and you can even set your traits. It's a great tool for learning more about the classes and really getting a handle on what the classes are all about.

Make sure those classes that you tried out are really going to be the thing for you, and checking out what all they can do in the skill tool is a great place to do that.

You may spend hours exploring skill combinations and traits, so it's best to do it in the downtime between BWE's (Beta Weekend Events), that way you don't have to waste your precious time during those events. You can try them out later during the next one and then come to your real conclusions about the classes. But it's just a great way to learn more and better prepare yourself for Guild Wars 2.

If it's items you're interested in, then be sure to check out our Guild Wars 2 Database right here on Guru. There's skills, traits, achievements, and all kinds of other things there too. So be sure to check it out!

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7. Connect with friends or make new ones.

Find old friends and guildmates and get back together for Guild Wars 2! Or if you want to start fresh, then start making friends or find a nice group to play with now so that you're not all alone when the game releases.

If you're looking for a guild, be sure to check out our Guild Recruitment section!

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8. Check your hardware.

Make sure your gaming rig can actually run Guild Wars 2. You can find the system requirements here.

If it can't, you had better start saving, bucko! You don't have much time now, better get that gaming system in tip-top shape before Guild Wars 2 hits the shelves!

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9. Update your drivers and install system updates.

Now that you've determined that your gaming rig can handle it, it's a good idea to update your drivers and install your operating system updates.

While always a generally good idea to keep up-to-date, the difference between having updated graphics drivers and not could be the difference between spending hours pulling your hair out trying to troubleshoot a problem in-game, and actually having fun playing the game.

While it may be something you rolls your eyes at, a lot of times it really can make the difference.

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10. Buy Guild Wars 2!

Buy the game! With Guild Wars 2's release date set at August 28th and headstart beginning on August 25th, this one may seem like a no brainer - but there are actually some people out there that haven't purchased it yet. Do we even have to tell you? What, you haven't bought it yet?! Why are you reading this? Hurry up and go buy the game! Throw money at your screen, whatever it takes! You're gonna want this game.

Are you already preparing yourself like I am, or are you preparing in other ways? Let us know how you're preparing, we'd love to hear! Back to Top