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Salutations

I feel like this is the sort of thing that I've been doing far too often for my own sanity over the past few months. Introductions. Can I just skip this and start meandering inconsequentially about how aesthetically pleasing it is to watch a warrior being eaten by a shark in sPvP?

(I'll hold that for the conclusion. Best for last and whatnot.)

Greetings, my name is Kaenes and I'll be chiming in here on Guru to keep everyone up to date on the times and fortunes of necromancy in Guild Wars 2.  Other than my work here on Guru, I'm also the project lead of Foundation, a collaborative writing/art/music project. It's rather neat, you should check it out.


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On the other side of the veil, I spend my time writing things, applying economics to places where economics should never tread (when I go grocery shopping, I actually calculate utility curves for each good I purchase to make sure that my overall utility is maximized), and realizing gradually that the American south-west is, functionally, a post-apocalyptic wasteland.

Keeping with the general theme of hating introductions, let's get down the science at hand.

A Big Ball of Magic-y, Doom-y Stuff


"So, Kaenes, how did you come to play a necromancer, which is obviously the most wonderful profession?"

Thanks for the question, anonymous cough-syrup hallucination!

When Guild Wars 2 went up for pre-order, I stopped what I was doing immediately and bought my copy. After 4-ish years of drooling over the potential of Guild Wars 2, I was ready to actually see what the fuss was about. The-dreaded-game-that-must-not-be-named had long lost its shine in my eyes and all of its assumed successors had proved equally uninspiring. That exasperation is, what I imagine to be, a widely shared emotion, and Guild Wars 2 promised to provide the first honest rethinking of the genre in nearly a decade. Needless to say, I was excited.

When the next BWE rolled around, I logged in; my young and impressionable heart set on rocking PvP with my much-anticipated mesmer. What followed was less than inspiring.

I shuffled through professions for the rest of the night, trying to find something that felt "right." After exhausting the engineer, the elementalist, and the other myriad of professions that weren't the necromancer, I eventually rolled a charr necromancer out of a potent mixture of boredom and desperation; it was love at first soul-reaping. (I was actually so shocked of the score at the end of the round that I immediately screenshotted the occurrence.)


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The reply then to this is, "Substantiate yourself! Why are necromancers so great?" Patience, for the substantiation follows.


10 Reasons Why Necromancers Are the Best Profession or My Apologies to David Letterman

  • Death Shroud. Oh, I'm sorry random elementalist. I wasn't aware that you lack a continually regenerating second health bar that you could activate at any time. That troll club the size of a sedan must've really hurt. Once I finish sucking our troll-friend's life out, I'll meander my glorious self over there and resurrect your corpse. (Don't forget AoE debuffing, fear, cc-immunity, and stacking self-buffs. The fun just continues on.)
  • Vampirism. Your health bar is my health bar. Basically, I'm a health socialist. From you according to your vitality, to me according to my dagger.
  • Conditions. Every time I see conditions, anywhere, I get giddy. Conditions on you, I'll spread to all of your teammates. Conditions on my team, I'll turn into boons. Conditions on me, I'll use as fuel to power the best heal in the game or to reflect back onto you. It doesn't end there; see those precious boons right above your health bar? Surprise! Those are now conditions eating away at said health bar.
  • Spectral Walk. This skill deserves a spot of its own. Massive duration of swiftness, coupled with one of the most useful secondary effects in the game. Don't believe me? Here's a completely hypothetical situation that may or may not have actually happened. I was defending the clock tower in a certain sPvP map. Lo and behold, a warrior and a guardian, both with shiny great-swords flailing erratically, come charging up the stairs.

    I could have stayed to fight (and then promptly died) or I could have done what I, theoretically, did. I activated spectral walk, and jumped out the window. The duo, power-stacking bloodlust in their eyes, jumped out after me with the expectation of an easy kill on wide open ground. I wish I could have seen the theoretical shock on their faces when I vanished, but I was back inside the theoretical clock tower again, so I couldn't.
  • Elite Skills. Unlike engineers (who definitely got the short end of the stick), necromancers have three immensely useful elite skills. The Flesh Golem is a minion without par, despite his occasional indecision on whether that centaur hitting him with a club is a threat or not. Plague is a fight changing support skill; 20-seconds of permanent AoE blinding and poison on your enemies is nothing to laugh at. This skill can single-handedly change the outcome of a losing battle - I couldn't count the times that I've saved a group from wiping on the Magg event in CoF by activating plague form and tanking the entire enemy team. Lich Form turns the necromancer into a one-man army capable of feats that defy common sense. Solo a group event, and you'll see what I mean.
  • Minions. Why do all the work yourself when you have disposable flesh slaves that you can exploit for your benefit? Capitalism at its best, folks. (Alternatively : DO YOU LIKE FREEDOM? PLAY A NECROMANCER! *queue rock music solo*)
  • Wells. Sorry Lassie, but if Jimmy fell into one of these, he's not making it back. At least, not in the same condition he was before. For more on this, see #6.
  • Vitality. Necromancers are part of the highest vitality tier, shared with those abominable warriors. Consider that an elementalist, stacking vitality, will almost equal our standard health pool, uninvested. That, my friends, is a beautiful thing.
  • Flexibility. A lot of derision has been heaped upon the "unfocused" structure of our trait trees; these people have been missing the forest for the trees (it's funny because it's a pun). Because of the diversity of traits within each of our lines, it's possible to run multiple builds without having to re-spend your points. For example, I'm currently running 30 Spite, 20 Death, and 20 Blood. This combination gives me access to, but is not limited to: Staff AoE, daggers and vampirism, debuff/power axe builds, minion mastery, and well specialization. Simply put, I can quickly and effectively adapt my tactics to any possible situation.
  • Group Support. The necromancer is possibly one of the most viscerally effective professions for group play. Wells are some of the most powerful AoE support skills in the game, our signets allow us to cleanse our allies of conditions and revive fallen comrades at distance, and our weapon skills are remarkably effective at debuffing and crippling an enemy. (Consider that the presence of a necromancer can trivialize the Legendary Flame Effigy in Citadel of Flame - otherwise, the boss was [pre-nerf] mathematically impossible.) Necromancers might not be churning out immense bursts of damage, but the sheer presence that they create on a battlefield makes them an invaluable member of any group.


Thanks for All the Fish


And there you have it; Necromancers are superior. In the unlikely case that there are remaining questions about our viability and lethality, I would be happy to answer those concerns in the nearest dark alleyway. And no, of course not! My minions are definitely not laying in wait for you. That would be silly.

Tune in later this week; we'll be taking a look at necromancers in structured and unstructured content (read as "PvP" and "dynamic events"). There have been a lot of misconceptions and concerns about the necromancer's role in these scenarios and I'll be tackling those things head on.

"Necromancers don't really do meaningful damage."
"Their support is weak."
"I don't know why anyone would play a necromancer, compared to the other professions."
"They're only good for conditions, and nothing else."


To which I say, underestimate us at your own peril - because it will be perilous.

How perilous?

I suppose you'll have to wait, and see.


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To celebrate the launch of the game, Curse is giving away a fully branded Guild Wars 2 Gaming PC, Guild Wars 2 Gaming Peripherals and other awesome GW2 loot!

Dominate Tyria with your customized Guild Wars 2 gear and find all the members of Destiny's Edge!

Check out the prizes and enter the sweepstakes for your chance to win!

Grand Prize
  • (1) Guild Wars 2 Gaming Mouse by SteelSeries
  • (1) Guild Wars 2 Gaming Headset by SteelSeries
  • (1) Antec Customized Guild Wars 2  DF-85 Case with a MSI Z77 MPOWER Mainboard
  • (1) Nvidia GeForce GTX 680 by EVGA Graphic Card
  • (1) Guild Wars 2 Collector's Edition
  • (1) Official BradyGames Guild Wars 2 Limited Edition Strategy Guide
First Place
  • (1) Guild Wars 2 Special Wall Art
Second Place (5) Winners. Each will receive:
  • (1) Guild Wars 2 Gaming Mouse by SteelSeries
  • (1) Guild Wars 2 Gaming Headset by SteelSeries
Third Place (10) Winners. Each will receive:
  • (1) Official BradyGames Guild Wars 2 Limited Edition Strategy Guide
  • (1) $25 J!NX gift card
Sweepstakes ends October 28th so make sure to enter as soon as possible! Back to Top

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Tonight, Isaiah Cartwright, Game Designer for ArenaNet, posts about legendary weapons.

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If you’ve been playing Guild Wars 2 in the month or so since launch, you’ve likely heard players talking about Legendary Weapons. What is a Legendary Weapon—and more importantly, how can you get one?

Without spoiling the process too much, he continues the article by outlining the basic necessities for crafting legendary weapons and hints that more information can be found on forums [spoilers]. You can read the full article here.

Alongside the article is a video, posted below, that shows the animation effects for the following legendary weapons:

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New WvW rankings have been posted in a new format:

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Hi Folks,

We’re trying out a new format for the world rankings that includes more data about how the rankings and ratings changed as a result of the last matchup.

Deviation and Volitility are used by the Glicko 2 rating system (http://www.glicko.net/glicko.html). They’re not absolutely necessary for understanding the ratings but I know there are some folks out there who will like to have them.

Enjoy!

NA Rankings


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EU Rankings


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Colin Johanson, lead content designer and resident sword-swinger for Guild Wars 2, has outlined the company's plans for the game's future. He goes on to outline their philosophy on the game, and then proceeds to present the Live Teams that will be in charge of producing extra content not all that different than the Live Team's work from the original Guild Wars. You can find descriptions of each team on the official website, but there are a few that caught my eye.

First off is the team in charge of the beloved in-game festivals. As you can see by the artwork provided, Halloween will make its triumphant return this month. In fact, Colin encourages everybody to keep an eye out next week for information on the festival everybody's looking forward to. There's also the bonus team. This group is essentially a Live Team created on an "as needed" basis to work on content that doesn't fall into the other categories listed. We're also scheduled to see what everybody on this team has been working on lately sometime in November, so don't short yourselves out on Halloween candy!

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Holidays & Events—Our Holidays & Events team will be creating a variety of special holidays inGuild Wars 2, building on the long tradition of amazing holidays in Guild Wars. You can likely guess which holiday you will see from this team first, and I recommend that everyone check our website next week for more information about this exciting first event.
On top of holidays, this team will also be creating in-game one-time events that occur and can change the world or drive narratives that come to a finite conclusion across the world.

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Bonus teams—We will sometimes be creating additional teams not listed above. These teams will build specific cool features or events we decide we want to do outside of the scope of the other live teams. (Spoiler: We have some of these teams hard at work right now, and you’ll be seeing the first results of their efforts in November.)
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Hey everyone, I compiled a list of cooking material farms that I encountered while exploring all the leveling zones. I thought this might help those who are trying to level up a chef although the mats themselves are not too expensive on the trading post.

Here is list, the top section is sorted by the cooking material while the bottom is sorted by zones with map for every zone along with the nearest waypoint: http://dulfy.net/201...material-farms/

What are farms?
Farms in GW2 are a collection of 8 identical cooking material nodes. They have a 23 hr respawn and can be found in almost every zone. During the beta when this was first discovered, one of the devs said that they contain cooking materials that can be found only in those farms.

I am not a chef, why do I care about these farms?
Farms are a great way to get unidentified dyes. Unfortunately, not all of the cooking materials in them sell well. Most sell only a couple copper while others sell for a max of 30 copper each.

What cooking mats are available in farms?
  • Artichoke
  • Butternut Squash
  • Cabbage
  • Cauliflower
  • Grape
  • Lettuce
  • Potato
  • Strawberry
  • Sugar Pumpkin
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Concept Art created by Lead Concept Artist Jamie Ro at Arenanet



To ramp up for Pink Day in LA, GW-EN will be counting down the days to the event starting on October 10th. They'll be giving out in-game minipets each day so make sure to keep an eye on their Twitter and Facebook accounts for more information.

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Each day we will set a new challenge. You then have a full day to complete the task. That is 12:01am until 11:59pm EST (-5 GMT). Winners will be announced at 1pm EST the following day and will be emailed their mini pet in-game. We will alternate between Facebook and Twitter to give everyone a chance.



But since October has already started, I'd like to see what fantabulous pink outfits you guys are strutting around in this month! We have a gallery set up just for Pink Day screenshots, so go ahead and upload them there! If that's not enough showing off for you, reply to this thread and link them for us, too.

Here are a few to get the ball rolling:

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And here's me (middle) and my friends!

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Many of you have been asking about the logic behind the October 1st dungeon update for Crucible of Eternity and Citadel of Flames. Well over on the official forums, Robert Hrouda, one of the content designers for the game, has graciously shed some light on the situation.

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Hey folks, I thought I’d start this thread out with a bit of explanation, mainly regarding the rather nebulous statements made about CoF and CoE.

CoF:
1. Fixed exploits that allowing players to speed clear paths of this dungeon.
2. Reduced difficulty of the Searing Effigy.

1. Naturally another fix to Magg’s chain so you can’t walk through the door. I also made it so you can’t attack the crystal until after the event has started for you to destroy it.
2. I reduced the toughness of the crystals to make them easier to kill. IO reduced them from a .75 modifier to a .5

I also looked at his PBAOE flame burst attack. There was no warning for it, and no effect tied to it, so I put a red ring on the ground to warn players, reduced it’s attack radius to 600 from 900, and gave it a big purple fire effect. I also made it apply a strike now, instead of just light you on fire. So if anything this was a bit of a buff.
None of his core numbers were changed.

CoE:
1. Reduced the difficulty of creatures and bosses, particularly health and armor.
2. I reduced kudu’s health, reduced kudu’s golems health, and reduced the Giant’s health. You fight three bosses in a row, and that was a bit arduous for a lot of player.
3. Inquest Insurgents: Nerfed them pretty hard across the board. Lowered their damage, and adjusted their death blossom skill in how it applies the conditions to you, as well as it’s cooldown. That guy was just too brutal for story mode.
4. Inquest Magnetizer (how do they work?!): I gave his tornado a charge-up and a red ring so you could avoid it. I also lowered it’s damage and stun capabilities since it would randomly one-shot people.

There were other minor changes I don’t think are as important, but those above are ones I feel were significant enough to note.

The DR system – I’ll be monitoring the forums today to see the reaction to it. Our tests prove it to be working correctly, but it has in the past as well, and that has shaken confidence. If you see odd behavior with it, please say something.
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We agree and are constantly working on improvements to the system. Next week’s patch will have some more updates to our reward system that we just couldn’t get reliably tested this time around. The DR system improvements should help a lot, but we’ll have some more good stuff happening next week.
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I’ll talk with the powers that be in making things a bit clear about the DR system. As it stands we are not going to release official numbers on it, due to it being an anti-exploit system.
However I agree that there needs to be some unified information about it. I’ll talk to folks around here to see if we can’t make a sticky thread here in the dungeon forum describing it a bit.

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Quite a few people have posted since last night's patch that they have successfully crafted their legendary weapons. If you have any info or other screenshots or videos of these weapons, please share! We'd like to oogle them some more.

Incinerator has been crafted by Naz Black Shadow.

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Kudzu has been crafted by Skady.

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Sunrise has been crafted by Krys.

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Sunrise has also been crafted by Firoz. [Make sure to check out the link for crafting spreadsheets!]

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Sunrise has also been crafted by Karkha from Crystal Desert.


Bifrost has been crafted by Xalkyrie on Henge of Denravi.

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Twilight has been crafted by Animals on Seafarers Rest.

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The Dreamer has been crafted by Vymm The Shadow on Yak's Bend.

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Tonight's patch notes:

General
  • Fixed bugs for various stuck events and skill challenges.
  • Fixed bugs for various map areas that allowed players to get outside of the playable space.
  • Fixed a bug in dungeon speed-clearing code. Players should no longer experience reward reductions without triggering the speed-clearing debuff.
  • Fixed a bug that was automatically killing players as they entered Sharkmaw Caverns in Lion’s Arch.
  • Fixed an exploit in renown regions that allowed players to quickly complete them by interacting with objects while their inventory was full.
  • Fixed a bug that caused charr characters to enter a state where any fall resulted in a long falling yell.
  • Fixed a bug that caused older characters to have their monthly achievement reset upon completion before the current month ended.
  • Fixed the conversion on all items that were changed from soulbound to account bound to actually be account bound now.
  • Fixed a bug that was preventing certain music from playing.
  • Fixed an issue with the loot table for undead grubs.
  • Fixed a camera bug which occasionally caused the camera to get too close to the player’s backside.
  • Updated the Barrel and Green Plant environmental weapons to disappear after lying on the ground for a set time. This will prevent map issues caused by hundreds of these bundles idling on the ground.
  • Updated Rune of the Adventurer and Sigil of Energy to each grant 25% endurance when activated.
  • Updated map completion rewards for Plains of Ashford and all World-versus-World maps to match the map level/content.
  • Added an appropriate error message for players when trying to accept too many guild invites.
  • Armor that is currently equipped can no longer be transmuted.
  • Keg Brawl has received some updates:
    • Lob: This skill is now ground-targeted.
    • Throw: This skill now has the range of the old Lob but with a casting time.
  • Master Weaponsmiths now sell their goods for coin instead of karma, as was originally intended.
  • Miss Mipp at Almuten Mansion now sells Curry Buns instead of directly selling outdated buffs.
  • Surfacing while downed underwater no longer grants invulnerability. This change was made to stop players from exploiting the surface of the water to maintain permanent invulnerability.
  • The Trading Post will properly refresh when using item context menus from your inventory.
  • Transmuted cultural armor now prevents opposing races from equipping it.
  • Valkyrie armor boxes will now properly contain a coat instead of two helms when crafted.
Story
  • Fixed bugs in the story step “Ships of the Line.”
  • Fixed blocking bugs in the following story steps: “Forging the Pact,” “Killing Fields,” “Shell Shock,” “Short Fuse,” “The Battle of Fort Trinity,” “The Machine in Action,” and “Tower Down.”
  • Updated difficulty of the following story steps: “Killing Fields,” “Lines of Communication,” “Minotaur Rampant,” “Mired Deep,” “Ships of the Line,” “The Battle of Fort Trinity,” “The Greater Good,” and “The Queen’s Justice.”
Events
  • Fixed a bug that was periodically preventing the Claw of Jormag event from completing.
  • Added catapults and scaling veterans to the bridge repair event in Kessex Hills.
Dungeons
Crucible of Eternity
  • Reduced the difficulty of creatures and bosses, particularly health and armor.
Citadel of Flame
  • Fixed exploits that allowing players to speed clear paths of this dungeon.
  • Reduced difficulty of the Searing Effigy.
Arah
  • Fixed map exploit that was allowing players to speed-clear paths of this dungeon.
  • Fixed a blocking bug in story mode.
Player versus Player
  • Games will no longer autobalance after one team has reached 80% of the maximum score if the game ends by score.
  • Games will no longer autobalance when within two minutes of the end of the game if the game ends by time.
  • Autobalance functionality has been updated to give a new volunteer bonus to any players who volunteer for balancing, as well as giving any players balanced the winner bonus. When volunteers are lacking, random selection will be used. The text for this system has also been updated.
World versus World
  • Updated the Red Portal Keep in the Eternal Battlegrounds to ensure the “no siege” debuff encompasses the entire start point.
  • Fixed a bug with Keep Lords in World versus World where they could become immune to damage.
Professions
General
  • Profession bundle weapons (engineer kits, elementalist conjure skills, warrior banners) can now save their autoattack status.
  • The following profession skills now hit 3 targets instead of 1:
    • Elementalist Dagger: Lightning Whip, Lightning Touch
    • Mesmer Spear: Stab, Jab, Evasive Strike
    • Ranger Spear: Stab, Jab, Evasive Strike, Dart, Counterstrike
    • Thief Spear: Stab, Jab, Poison Tip Strike, Nine Tailed Strike
    • Warrior Spear: Stab, Jab, Impale, Mariner’s Frenzy, Parry
Elementalist
  • Flame Burst: This skill will no longer fire if the target is behind the player.
  • Lightning Surge: This skill no longer has infinite range and cannot fire at targets behind the player. It also is properly affected by line of sight and works with the Arcana trait Blasting Staff.
Engineer
  • Elixir X: This skill now gains a duration increase from both the Inventions trait Elite Supplies and the Alchemy trait Potent Elixirs.
  • Freeze Grenade: This skill no longer benefits from the Explosives trait Grenadier for 5-second cooldown reduction.
  • Knee Shot: This Firearms trait now effects all immobilize skills for engineers. The effect can only trigger once every 5 seconds to prevent players from exploiting it to stack massive amounts of cripple.
  • Mortar: This skill is now properly affected by the Inventions trait Rifled Turret Barrels.
  • Rifled Barrels: This Firearms trait now works with the Elixir Gun kit when underwater.
Guardian
  • Bane Signet: This skill’s animation will now work properly when activated by greatsword and hammer users.
  • Line of Warding: This skill now lasts for 5 seconds instead of 8 seconds.
  • Merciful Intervention: This skill has been updated to heal when it completes and isn’t aborted.
  • Renewed Focus: This skill now functions better while underwater (players are able to use abilities sooner) and functions with the Virtues trait Elite Focus. This skill now also properly refreshes Virtue of Courage when it is being affected by traits.
  • Shield of Absorption: This skill will now appear correctly for all races.
  • Wrathful Spirit: This Honor trait’s retaliation duration has been decreased from 10 seconds to 3 seconds.
Mesmer
  • Updated all phantasms and clones available to the mesmer to ensure they activate within their range.
  • Updated mantras to now function underwater as they do above water. They also no longer go on full recharge when interrupted.
  • Illusionary Riposte: This skill now functions properly with the Dueling trait Blade Training.
  • Phantasmal Warden: This skill no longer has a 0-second recharge when affected by traits. It now has approximately a 5-second recharge.
Necromancer
  • Blood Is Power: This skill now grants 10 stacks of might but does not grant additional life force.
  • Chill of Death: This Spite trait no longer slows down the player’s autoattack when activated.
  • Epidemic: This skill no longer has infinite range.
  • Haunt: This Shadow Fiend skill now triggers instantly.
  • Last Gasp: This Soul Reaping trait will now apply protection and remove stun as if using Spectral Armor. It also now has the displayed 60-second recharge, and the duration has been reduced to 6 seconds to properly match the skill.
  • Life Transfer: This skill will now work properly with the Soul Reaping trait Path of Midnight.
  • Life Siphon: This skill now properly applies damage at its intended range of 600.
  • Spectral Grasp: This skill now also grants 10% life force when used. It also benefits from the Curses trait Spectral Attunement to properly increase the chill duration to 6 seconds.
  • Spectral Walk: This skill now stops granting life force when struck if the player activates Death Shroud, Plague, or Lich Form.
  • Vampiric: This Blood Magic trait’s interaction with the Bloodthirst trait now increases health siphoning appropriately.
Ranger
  • Entangle: This skill is now properly affected by the Wilderness Survival trait Wilderness Knowledge.
  • Lick Wounds: This skill now functions only with ranger pets.
Mac Beta Client Update:
  • Fixed a bug that prevented players from entering the at sign (@) in the launcher’s log-in fields when using French Apple keyboards.
  • Fixed a bug that prevented gem purchases.
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