Sunday, August 26, 2007

GW:EN Sneak Peak: Live Thread 8, Back in the Saddle

Okay, I'm done punching the walls and blasting speed metal. Disconnects piss me off something fierce.

Did a little checking around and it seems I've been on a sissiphan quest looking for a mission. There aren't any in GW:EN. Just these dungeon things in the underground. I passed by one when I didn't follow the master Wurm quest. So, I have before me two options, both of which will probably take up the rest of the night or until I fall over unconscious which will be soon the way things are going. The first is to head for that Qurm quest and also find the Sepulchre of Whatever, which is also a dungeon and finish off some quests for some big XP. The other is to follow along the primary quest, the one that screwed up on me the last time around and try to finish off the Norn Alliance quest. This Blood Washes Blood quest is one half of that. I'm not sure what exactly it takes to finish off the other branch but it's probably equally involved.

Either way I need to get back to Jaga Moraine. I'll decide along the way.

Damn, looks like I can run with the K-Dawg again. He's not by the perch. On the other hand, a little exploring around and I find some jars of healing salve. Dropping them is like a Heal Area, +300hp to everyone in range. I'm toting one around with me for now.

Least I don't have to deal with the funky shadows by the altar again. Just have to stand around and wait for it to light. And with Yogi in tow, we're matching towards the marches. Fingers crossed this time...

And we've loaded successfully. Whew. First impression of the new zone is that the sky is dark, the rocks are jagged, I'm in enemy territory. And it's time to get some ass and kick some ass. Looks like we're hunting another Norn form to transform into.

Ah, killing Charr by the bucket load. Like old times.

The Charr use a lot of fire stuff. The Warriors Conjure, the mages Fire Storm, the Rangers Kindle Arrows. If I was actually preparing for this instead of just flying by the seat of my pants, I'd be ready for that sort of thing.

Another map piece. I wave good-bye to another inventory space.

At the shrine dealy now. Tough boss fight. Massed fire eles. Went down to one Hero - the E/Me - with a burnt rezsig and the Bearagon and me, alone against the boss. My prot fu is strong, though, and we whooped him, recharged the sig and we're good to go.

Two more bosses around the shrine, too. A Barrage Ranger using Ignite Arrows, gg. And an Axe Warrior with something I didn't catch because I was running for my life before he ground me into paste. Neither as touch as the Mind Burn guy.

The bear form has the same problems as the wolf form. I'm one of two healers and taking me out of the picture is bad juju. Nice and fun, though. Feels really powerful. I especially like the shout that weakens enemies and gives everyone on your team perma-orders. So now I'm bursting through the gates, slaughtering Charr. In the center, I'm getting slaughtered myself but there's a rezpad right outside so I don't care. And, finally, there's a Monk boss - and the reason I'm having some problems with the killing of stuff. He's got Healing Light which is pretty meh, but I ain't proud so I'll take it. Aw, hell, something rezzed him.

Oh, I see, these Flameshielders are dual classed, too. Ele/Mon it seems. Nice.

Ha, these Charr Warrior guys were rank flashing. Tigers. That's awesome.

Quest finished and it's another cutscene. Robs me of Healing Light since I wasn't able to cap before the Charr all went dead. I shall console myself with another tasty beverage. Return of the mysteriously vanishing Heroes, too, by the way. Mr. Dwarf thinks the Norn are the craziest people.

Finishing the quest has warped me to Gunnar's manse. Quick stat check, I'm a half a dozen skill points up and at 7k Norn points - almost to rank 3, 800 Dwarf, and a mere 350 Vanguard. And I'm in the black from after buying my armor. A few changes, I'm ditching Devonna for Talon, the Guardian henchie, hopefully he can stay alive and tank a little better since he's sword not axe. I'll miss the KDs though. And I'm ditching Holy Veil in favor of... You Move Like a Dwarf! Yes, I'm using a PvE only skill. I haven't gotten much use out of Veil, really, and I figure a ranged KD will be fun and, worse comes to worse, will help me run away if needed.

Again, I hate the pathing in Gunnar's Hold. Always bumping into something to stop my auto run, and all the vendors are a pain to reach. Also, I'm really getting tired of the voice comments. Cute once or twice but everyone says the same damn thing.

Norn Storyteller isn't handing out any more goodies. It's not that I'm sniffinc g at an extra 60 health, that's a full Hale/Hearty staff for everyone in the party. But rank 1 was 54 health, so I only went up 6 health for getting 3k in points, that just doesn't sit right.

Roy Boy has another tournament for me. Good fight promoter he is. I must say I am tempted to break some more faces. But, no, another time, Killroy. Another time.

The next leg of the Northern Allies quest requires me to travel to Olafstead, in distant Olafistanm right on the border of Whocomesupwiththesenamesabibia. The portal leading to there is in the Southwestern corner of Norrheart. Time to get my travel on.

Ah screw this. I'm just running for it.

You know what? This game really needs an SMS feature. I want it so I could write this post without having to tab out. But just imagc ine you could send someone a message on their cellphone "dood raid n 5 minutes where are u?" Or vice versa. This will happen someday. Mark my words.

And I just auto-ran right into the Jotun boss group I'd been so worried about in a narrow mountain pass. Crushed 'em, so it's all to the good.

My favorite guild name, I Swear She Was Eighteen [Gwen], just won the halls. Ah, statutory rape, you never cease to amuse. It's even creepier now that we've actually met the grown up Gwen.

New zone, Varajar Falls. It's, um, the Shiverpeaks. What do you want from me, poetry? There's trees and stuff.

Why, yes, I have been drinking, why do you ask?

Looks like I've got a ways to go to find Olaf.

There were a lot of centaur here. Now there are a lot of dead centaur.

Olaf's palatial townhouse is up a big huge winding ramp. That's going to look totaly hot on GTV Cribs.

Neat little touch. In the row of henchies, Zho and Aidan, the two Rangers, are off to the side, sitting down next to each other. Beyond that, there's jack all here except for Olaf. I grab the quest and looks like I'm going to becoming like unto the raven soon. And then it's back out the way I came.

At the shrine it's Olaf Olafson. And his sister, his daughter, his sister Olrun Olafsdotter. And a bunch of flunkies. I was just kinding about Olafistan before but this is getting ridiculous. And, of course, it's a trap. All the Norn turn hostile but I'm a practice hand at slaughtering them thanks to the dozens of rezshrines and the like along the way here. Or rather, it's a bit more than your average trap as after I turn the Norn back to a lovely shade of green, a bunch of Destroyers charge into the fray and I have my first real encounter with them. Tough suckers but they go down just like everything else.

Afterwards, it's a cutscene. Blah blah blah, Shithead, who's didn't magically appear out of thin air since he was in my party, says to the Dwarf, who did materialize from the the ethers, there's a gate we have to shut or open or dance around it with mayflowers, I don't know, I wasn't really paying attention. I was hypnotized by the row of tiny sharp teeth in his cavernous mouth right below his huge, soulles eyes. The Asura are like humanoid paranhas, I knew it! Hot Mama then proceeds to be hot and we've got plot motion.

I have to say, the male Norn model with the beard growing out of his chest looks ridiculous. Like some kind of neckless muppet. Olaf doesn't look as bad as the Nornbear Unveiled did but he's still freaky looking. The rest? Well, they give new meaning to the word bear, alright.

Then I collect the rewards and it's on to another instanced zone - a Gate Too Far. I'm underground in an Underworld/Tombs looking "dungeon". Olafette Hotdotter has stayed outside and, instead, I'm accompanied by her father, who's shirtless and making me uncomfortable, and a pair of Norn, one of each gender. The girl has a mask on so she's probably a butterface. Oh, who am I kidding, she and the guy are probably an item and he'd sqaush me like a bug if I tried to climb that mountain of a woman.

My quest log says I need to kill stuff. Sounds good to me. New mob type, Stalagmites, which are like transparent Devorers. I hate them already, they're spirit shitters. Including Frozen Soil and Winter. Those are going to hurt. Winter because it hurts my damage, these critters are all probably hardened against cold damage. And Frozen because it means no combat rezzing. QZ, too, that's going to wreck my e-management.

I forgot how much easier having four Warriors makes things. Olaf and his pals are awesome tanks and heavy hitters, too.

Onto the shrine which is just sitting there in an empty room. You know what that means, right? Yep, it's a trap. Destroyers and some kind of Tremor beast pop up and try to kill me. I try to kill them. I am slightly more successful. There are several waves but it's never really in doubt. I get a pair of gold daggers for my trouble, though. Max enchanting mod but otherwise unremarkable. Intersting shield skin, Enameled, dropped for me, too.

The raven form give me some health and a 20% block chance, that's nice. The usual smattering of skills, too. Nothing really amazing although there's some nice stuff. I'm supposed to be protecting myself from tremor knockdowns with it but, um, I'm a backliner, I'm nowhere near close enough to get caught by that.

Yeah, see, that's why I shouldn't be dicking aroudn with forms. I just lost the hot Norn girl. Although she got rezzed up, that's interesting. Yeah, these things just hit way to hard to leave it up to a lone Monk. Raven forms not that much fun anyway so I'm going to ignore it for now. Defeated a bunch of Termors and a door opened up with a portal inside. I guess I'm suppoed to go through it?

Okay, I am so completely lost right now. I have no idea where to go and ther are no Destroyers anywhere around here. Well, there's a portal, I'm taking it.

Phew, okay, here's some Destroyers in this level. Not much of a challenge getting to the main chamber with the gate. Pantystain says some stuff and tries to endear himself to me by being sacrastic, it's not working. His race has a skill calle Technobabble. He's so uncool he raises the average temperature of the room. Finishing off the quest involves smashing the gate.

With that, I'm back at Olaf's, a bunch of XP richer. And I've earned enough rep points to get to Norn rank 3, Slayer of Nightmares. Speaking of Nightmares, I think that's as good a point as any to call it a night.

Saturday, August 25, 2007

GW:EN Sneak Peak: Live Thread 7, Hunting For a Mission

Welcome back to the thread that never ends. I know last time I said I was going to be heading on into Jaga Moraine to follow the primary quests but while I was eating my pizza, it occured to me that I should traipse back through Drakkar first. You see, I realized that there are six boss warning totems in Sif's pad. But the quest she gave me to hunt them down only involves three of them. I know two of them are in Drakkar because I killed them before, the third is named the Lady of the Lake, where do you think she is? I'm guessing, if I finish that quest - which I want to since it's worth 15k - then there'll be a follow-up. And it's likely gong to be hunting those last three bosses in Moraine. I have a few other quests in Drakkar, too, so I'm going to finish those up and then press on.

Okay, so I know where the first boss, Nulfastu is, he's in the rabbit cave. The second one, a Centaur Ranger is roughly northeast of the lake. The third, the Lady, I figure is somewhere in between on the lake itself. There's no outpost nearby so I'm going to have to fight my way from Sif's chic little split level. That's okay because my other quest is to kill some of the Jotun in the cave just to the west of it. That'll lead me to the lake and I can swing down past the wimpy centaurs and finish off the shadow surprise group.

There's something new. I didn't mention it before but after the cutscene to end off the Nornbear chase, there was a little flash not unlike what you get at the end of mission. Except it was a quest. Now, in the quest area is a little marker commemorating my victory over the Nornbear. Slick.

Alrigh, got the gang back together, not going to switch anything up since it worked last time. Put us on the zone diet and here we go.

Oops, looks like I was wrong, the Jotun I have to kill is due south from Sif's country chalet, but that's even better since it'll lead me right to the centaur guy.

My rank 2 Norn title is good for a 60hp bonus, by the by. I'll have to check with the storyteller if there's more to it because that just doesn't seem worth it.

Woo, that's a lot of Jotun. They're listening to the boss I've been sent to slaughter make a compelling argument vis a vis the smashing of things. It's a mixed bunch, besides the boss, there's two of each kind of Jotun except the Necros. The ones that really scare me are the Warriors, the Skullsmashers. They're hammer guys with Earthshaker, Irresistible, Yeti Smash, and that Giant Smash, it's just knocklocking hell. The others are a pair of Mesmers, the Mindbreakers and Bladeturners, one devoted to caster shutdown, nailing me with Arcane Conundrum and Guilt/Shame , the other for melee shutdown, tagging Devona, who's my only banger with things like ineptitude. Then there's a Necro one, the Bloodcurdler, who's also annoying and lays down wells but he's the lowest on the "I hate 'em" list. And he's the one who's not there. Oh well, we're right by a rezpad so enough typing, let's get to killing.

Yeah, got slaughtered. Took out two of them, though, and managed to split the pack up so it should be smooth sailing now. And by smooth sailing I mean a tough fight with my guys going down left and right, especially Mhenlo, who's so DPed as to be one-hit by the Jotun Warrior boss who hits like a freight train. Sheesh. I preprot him as possible but the stomps and KDs always seem to leave me helpless at just the wrong time. But we finished him off and that quest will net me a smooth plat, 100 rep points with the Dwarves, and a skill. Not bad. On to the bossly trio.

And just a short jaunt down the mountain is the Centaur Ranger boss himself. Easy prey.

Now I have to find the Lady boss. She's the one I didn't see before and I'm guessing is by the lake. On closer inspection there's some kind of huge Pleisiosaur buried underneath the ice there. Packs of elementals with coordinated Ice Spikes on the ice just aren't fair, just for the record. Found her, dead center in the middle of the lake. She's a Wisp or blue colored Djinn. Must be a Dervish. Yeah, a dead Derv. Som elementals nearby and I think a stray Wisp group patrolled in - they move quick across that ice - so tougher than it should have been but no contest.

Snerk. Time to flex my valor muscle description says, in the bunny cave. I'm wise to the rabbit's tricks this time and I try to stay on the bridge and outside of the circle of doom but, no, you have to go down and trigger things. It's a tough fight, hardest of the three, but a lucritive one. He's a Mesmer boss, elit is Lyssa's Aura so, no.

I've made easier 15ks, but not by much. Time to cash in, dump inventory, and move on.

New skills. Kinda a matched pair:

Dwarven Stability. Enchanment Spell. 5en, 1/4csat, 30recharge. For 20 seconds, your stances last 30% longer. If you activated this skill while drunk, you cannot be knocked down. Dwarf.


You Move Like a Dwarf! Shout. 10en, 10recharge. Target foe is knocked down and takes 32 damage. When that foe gets up, it is crippled for 7 seconds. Norn.


And, as I expected, there's another quest for the rest of the bosses in the next zone. I love it when a plan comes together.

So, moving on to Jaga Moraine. First impression. I see tall mountains in the distance and a trail, an icy path twisting its way towards them. Looks a lot like Drakkar, to be honest.

Well, I'm hunting for three bosses, another boss, and a Norn.

There's an interesting enemy. Berserking Bison. And Minotaur and Aurochs. Big herds of them just running about the middle of the zone.

There's Krak, the Stone Summit boss I have to kill off for a quest. Annnnd, now he's dead. Well, that was easy.

Heading through a mountain pass there's a sign warning of avalanches. You know what one of the the mobs around here are named? Avalanche. My ears are perked up and alert for designed awesomeness. But nothing immediately happens.

And now I see the green arrow leading me to the NPC I need to talk with. I'm going to look around for those bosses a bit more first, though.

Found one of the bosses now. White Out, apparently a super version of an Avalanche, he's up a little mountain path and....giant snowball of doom! Run, run! I play Indian Jones in the Temple of Doom and barely manage to avoid getting squashed. That was pretty neat, actually. It's an ele boss and a nasty one. Those Deep Freeze spikes hurt. Plus a nasty Shatterstone.

A little further on is a group of festive Norns. And a quest for 10k XP, 750 points, a 2plat. Master one, apparently, to hunt some Wurms in the next zone over. We'll take a pass for now.

Interesting collector here. He's looking for 35 of whatever geegaw it is and in return he'll give me some gauntlets. Looks like an interesting skin, could be somthing to this.

Right nearby is the next boss on the list, a Necromancer who summons some nasties. His spot is a little overlook of some cloudy mountain peaks. Pretty.

Now, the next boss my log says is not in Moraine but someplace called the Sepulchre of Dragrimmar. Haven't seen that yet but it's probably close by, oh well, time to backtrack and talk to that quest NPC.

There's the perch and there's Roy boy. Yo Killroy, what's up? Oh, you gots a quest for me? Wanna kill some stuff. As the acceptance option sez "You're insane, Killroy. I love it."

Bah, lagged out in the middle of a monster pack. Quest failed, going to have to restart it, sometime. For now, time to advance the plot. Looks like I gotta head south to talk to a Bear about a girl. The NPC Norn comes with me. He's a Paragon. A Bear Paragon. I shall call him a Bearagon. We head throgh the gates into this littel area around an altar surrounded by shadow critters.

There's a little bit here with some special higher level shadows trying to put out a flame. The skill they use is a spell so my interrupter makes short work of them. Then it's a cutscene. Heroes not in the part make an appearence which is nice since I don't have to lug them with me but a little weird since they just apear out of nowhere. As for the cutscene, well, there's something about calling a bear. He fails to say "hey Boo-boo." And then let's just say Jora is still my kind of girl.

Next up is another instanced quest to wash some blood with blood which, I have to say, only gets things more in my experience. But first I have to lead a bear by the horn or something.

New zone, the Bjora Marches. First impressions? None. Because GW fucked up on me. Unable to find the mission I requested, err=19 and I'm kicked to the login screen. Ef. Uck.

I'm taking this as a sign I need a break. I'll be back.

GW:EN Sneak Peak: Live Thread 6, Tracking Down the Nornbear

Alright, time to get rolling again. Plenty of time left to get some gold, grab the skills, and get to UAX a week before release. Or to bang my head against the walls of the Norn tournament (I hear there are some hero unlocks in there) and Vanguard defense. I want to see some hot player on environment action. Namely, I want to advance in the storyline far enough that I can run at least one of the promised 18 or so missions.

I've said as much before. I've also said that I'm avoiding spoilers and I spent part of the morning going through varios sites, looking for information on where to go and what to do. I don't think the two are mutually exclusive. See, knowing the synopsis of a story isn't the same as having read it. It's in the details and the experience that can't be conveyed in list form that I find the real worth of going through a game like this. Knowing how many quests there are or their names doesn't ruin that for me. I just don't want the details revealed before I can be surprised by them at least once. And, for that matter, I haven't really been investigating too hard.

I'm on the track of the Nornbear right now, for example, which is what my primary quest is telling me to do. I'm operating under the assumption that following it will allow me to get to the next area or unlock a door that leads to a mission or something. But I don't know exactly how that works. Nor do I really want to know how that works. But just knowing how many more steps there are in the journey makes me feel better. It's comforting that there's less road in front of me than there is behind me, that sort of thing.

Okay, a little housekeeping before I start. I'm sticking with the SF spammer plan even though it didn't work so well outside of the Eye of the North on the master quest. I'm still not quite sure why since it's a lot of AoE and a lot of damage and should have chewed through things. But, oh well, it's fast and it works and changing takes time. I am, however, tweaking my own bar. I still don't have much to work with but given my experiences, I'm tweaking things to fit better.

I'm dropping the Boon idea entirely. Subbing in Holy Veil in place of that. Shield of Absorption in place of Mend Condition since my pals have been taking care of condis far better than I have. And Gift of Health in favor of Guardian to add a little more healing omph. I'm now in a 12/10/8 attribute set up with the points in DF, Prot (with a hat bonus), and Heal respectively. Not exactly optimum but I don't want to waste time figuring out the breakpoints and everything.

So, this is my bar.
Sausaletta Regina
lv20
OwAT0wnC5JMeXnJ1jBwlukUTAA
Gift of Health
Shield of Absorption
Reversal of Fortune
Protective Spirit
Signet of Capture
Zealous Benediction
Signet of Devotion
Holy Veil

I'm sticking with the SoC even though I haven't seen a Monk boss yet. But this should make me a little more resilient to hexes which have been troublesome. And I've found the biggest thing I've been doin is laying down the PS and preprotting, so Shield of Abosorption will help there, better than Guardian anyway. And taking off Boon means my raw healing output suffers so I want GoH to help along with ZB, it's almost like a mini-Infuse (especially when the DP is up).

Anyhow, the quest I'm on is to head to Sif's hall to talk to Sif to find a Nornbear to get Jora, the big gal on the box art, to like me so we can take long walks and talk about the many advantages of tall women and...uh, I mean ally with the Norn so we can fight the MacGuffin or whatever. I need to head north to the next zone and, presumably, the next outpost. I found all the zone portals earlier while sludging through the Norrheat so this shouldn't be too hard.

Hey, my heroes get the Norn track bonus, too. That's pretty neat. I'm less than 1.5k away and with some heavy grinding I could hack it out, I'm sure. But I'd rather just get going on the quest line so I'm just going to be following the green arrows here.

The green arrow says I want the portal on the far side of the zone. Which is right through Giant/Jotun territory. And the location of the green dot is just as far from that portal as the portal is from Gunnar's. This could take a while. Since the Norn fun bucks are earned by killed, I'm not exactly looking for combat. But I'm not exactly seeking it out, either. I'm basically going from rezpad to rezpad, killing what patrols my way.

My three Heroe Eles are set up as SF spammers. Since I'm a little worried about their aim, I don't have them bring the things I would, like Meteor Shower and Mark of Rodgorts. Instead, I stick with the basics. SF, Glowing Gaze, Liquid Flame, GLE, and Fire Attunement. That's a lot of e-management but the Heroes are stupid and I don't want them running out of make stuff burn juice in the middle of a fight. They're my main offense, after all. That leaves me two slots to play with slots to play after the required rezsig. I set two up as E/Mos. The first is loaded with condition hate. Draw and Mending Touch. The second hex hate. Spot removal of the day which at the moment is Remove Hex, and Convert. The third is an interrupt bot with P-Drain to help out with the energy and Power Retrun. Sure, it gives energy back and a whole lot of it but all I care about is zapping an enemy spell every five seconds. And the AI is marvelous at that.

Yeah, I'm handling the Jotun a lot better now. They were really giving me problems yesterday and, really, are what prompted me to change things up. It helps not to have a lot of DP, of course, but I think my changes have had the desired results.

The Jotun are the only new monsters I've seen. They're big nasty brutes with clubs and they're all lv28 and they have lots of knockdowns - including the infamous Giant Stomp - and can kill very fast. At least they could yesterday. Now, I'm not having such a hard time with them. But there's still this one boss group that wanders roughly the whole zone that I'm going to steer clear of. Best not to tempt fate, but I'm wondering if I should. The only one I can't keep up is Eve and that's okay because she sacs herself to death with alarming regularity - I really only keep her around for the battery power. Oh, there's also a little group of Jotun in the far Northwest corner of their map having a little fight club moment. Disturb them and they swarm on you, I'm not going to do that today, though. But cool little touch in the design.

Made it to the portal without incident. And it's on to Drakkar Lake. I ran the -image update last night so no more loading screens for me. At least, no more long ones. First impression of the new zone? It's a lot more wide open. Blue. I can see the pale sun shinning in the sky and a vast sea of tall pines stretching out before me into the hazy horizon. Can't see the eponymous lake but I can see a bunch of centaur milling around. I smell revenge for the great fall of defenders of the Eye of the North.

Okay, here's what happened first thing in the zone. After marching over a corpse there was a little bunny rabbit by a cave, he hopped away when I came near and being the curious sort, I followed him. At the bottom of the cave were a bunch more bunnies. They turned hostile as I approached and then roughly 258 Sahdow beasts popped out of the ground, encircling me. Trapped, I had to fight my way out. Now that's how you design a game, folks. They're mostly lv15s so it's not that hard but BEWARE THE DEATH BUNNY! My Norn rep thanks him though because although those enemies are weak, the kills count. I'm up to 50 and I'm barely two steps inside the zone. Oh, and the little cave grotto is nice looking, too.

Shadow things are apparently all over in the zone as pop-ups. I understand why they're in the game and all, and I don't mind a few. But I hate when there are a lot of them.

Hello, hello, what's all this then? A map piece just dropped. Someone mentioned to me the other night they were looking for these things which apparently have a chance to drop randomly from every creature because there's a good reward for them. Somewhere. The map says it's Koris Deeprunner, whom I haven't seen, but I'll keep it in mind.

Saw an interesting little structure by the walls of the zone. Went in to investigate and guess what happened? Yeah, a bunch of shadows popped up and tried to kill me. That right there, though, is a perfect example of the kind of pop-up I like. Just like the bunny encounter earlier. Wasn't nearly as exciting or well done but it's much more effective to be surprised just as your sense are hightened with the thrill of discovery. If that makes sense. But that would be the separation point between a good pop-up and a bad one for me.

Found the lake. It's big and frozen. Lots of elementals and djinn-thingies on it. The green arrow says I must go past it to the north and so I shall.

Hey, there's Jora. Hi, sexy blonde nordic giantess. What's new? Nothing, okay. Thanks for standing there for a future quest, anyway.

The slaughter of the centaur continues. 100 kills and I'm not even trying.

Found Sifhalla. Unfortunately, I went up a side path in the mountain and I can't get down without backtracking. There's a cave off to the side with some red dots in it. Seeing the fun I had before, you think I'm not going to check? Oh boy, Jotun. No, doesn't look like any cool encounters, but maybe there's a path through the cave to my next outpost. Ach, bad pull. Just me and Mhenlo left. Fortunately, unlike me, he has a rez. Recovered and there was, in fact, a path through the cave. It probably would have been quicker to backtrack but, hey, not as much XP that way. I'm up to just over 3.5k Norn points now, by the way.

On to Sifhalla. There's a Dwarf with an exclamation point over his head outside. He's a mercenary and he'll follow you around with blasting kegs, apparently for a mere 100g. I'll have to keep that in mind. As for the town itself is a nice looking place. Big giant bowl, really, but very...Norn.

After looking around, no new mini-games to play which is a shame. But a few quests. And some markers warning me to be on the lookout for a few bosses. Interesting little device there for pumping up the boss fights. I know they're bosses because I slaughtered one on my way up here. Sif, who, by the way, has killed a rabbit (After that cave fight, I can understand her boasting about it), sends you on a quest after them. There's also a quest to kill some Jotun, a notion I thoroughly agree with.

It's mini-mission time. And it's really just an excuse for a cutscene. The Nornbear shows up, is pwned, then escapes after Jora drops. Then it's movie time. Well, that's one part of the quest chain done. Now it's on to the next which takes place in an instance, there's 500 Norn points on the line, which'll put me at rank 2m easily.

Rolling towards a wolf shrine with a pair of Nornettes in tow. Life is good. Oh, hey, this is that cave I just went through. The shrine's in a little room with an altar dealing that I though severed no apparent purpose the fist time around. Beating the badies around and I get my first taste of Nornforming. You get a skill that turns you into a wolfie and while a wolf you get special skills. I'm not sure it's a great idea for me to be using it because, again, I'm a Monk. I can't heal while I'm ripping people to shreds and this place is crawling with Jotun. But, hey, it'll be fun. The worst part is when it's over, I'm drained of energy. So I have to go from full on melee banging (Which is easy thanks to the brass knuckles I still have) to scrambling for my life, then back to healing duty. For any other character, not an issue but for a primary Monk, this this isn't so good. Especially when it leaves only Mhenlo scrambling to keep everyone alive. Ah, well, my little trip through the cave earlier pays off as I know the layout pretty well so tracking down the Nornbear isn't a problem. Cutscene time and Jora is my kinda gal, that's all I'm gonna say.

I'm now a Slayer of Beasts, I've unlocked Big Mama (A Warrior, in case it's not obvious. She starts out with Sword stuff and some defense. Nothing good, really.) and advanced the primary quest. Big Mama says to talk with somebody in the next region, Jaga Moraine. And I've got a quest which leads there as well. So, I know where I'm going next. Seems as good a time as any to take a break.

GW:EN Sneak Peak: Live Thread 5, The Break

Whew. Took a little while longer than I expected but I got it done and up. I told you I had plans for that skill information I took my sweet time getting yesterday.

Question. Would it be better if a post like that was split up into smaller groups, say, by profession? Perhaps with a linking index for easier navigation. Or is just one big thread good enough for your purposes?

As you might have noticed, it's been a while since my last live thread. That's because I haven't been playing since last night. I had to sleep and eat and take care of various meatbody things that have stolen away my precious playtime. I also used the opportunity to post up on some of the stray thoughts and factoids I gathered that didn't quite make it into any of yesterday's live threads. Those were written largely piecemeal and edited together this morning so I have no idea if they match up to my usual - low - quality or not (If they do, I'm disappointed because I was only using half my ass that time. If they don't, I'm sorry and I shall do better next time.). I'm not too concerned because I wrote them like, "Hmm, that's a thought and let me get it down. Am I happy with the word choice here and, holy crap, Charr!" as I was playing along.

I will point out that there is a difference between those kind of posts and this one although it might not seem like it thanks to Mama Rex's insistence on plentiful typing classes when I was but a youngling (This would also be why I don't have Twitter. I would drown or be drowned.). Post labeled as teh "Livebloggy" are done in a free form, unedited fashion. They're my thoughts as they occur and while I might not post them up immediately , I'm just putting them up as is . Other posts around the site have hopefully had a little more thought and care put into them. But you never know.

Anyhow, I spent the morning not just blogging and taking care of my housework but also doing a little leg work on GW:EN. Looking around sites for resources, mainly, I haven't bothered looking at forums or other sites much for reviews and comments because, frankly, I don't really care. I don't need someone else to tell me what to think about the game and it doesn't matter to me whether it succeeds or fails so I don't see the point in seeking that kind of information out. Especially when I'm trying to make up my own mind about it.

As I said, my conclusion at the moment is that it's probably the best PvE campaign ever released for Guild Wars. Topping even last year's Nightfall. It's also the weakest in terms of PvP content. Although some promised fixes to some formats could change that and I'll freely admit I've been steering clear of the PvP side of things to focus on the storyline so I don't know what the meta or the mood is like - I just don't think there's enough meat in the new skills to really provide any kind of meaningful shift. There's nice stuff but nothing revolutionary. And I'm not sure it has enough content to keep me interested long enough to justify a purchase. Not at this time, anyway. I'll pick it up eventually because I'm an addict and I'll be back but I just don't have it in me at the moment.


I looked into the wikis and the guides and such popping up because I'm a little curious about how much further I have to go. I spent a while on the game yesterday and I have three map pips for my trouble, a handful of quests, some reputation points, and some mini-game play. What I've yet to see are any missions. I'm curious to know just where they are and how to get to them. And just how much of the story I have to wade through to get there. I know I'm going to have to solve the mystery of the Nornbear and recruit Hot Mama Nornlette first, but I don't know if there's any more after that. As I said, I want to try all the content, so finding a mission or a dungeon or whatever they're doing is now my top priority. After that comes PvP stuff. And after that, maybe hooking up with some old friends (Spoke with a few yesterday and either they haven't figured out I'm an asshole yet or they're too polite to tell me. Either way, I seem good.).


So, that is my plan for the day. To find a mission, to run that mission, to beat that mission. And then to go from there. Having gotten all the ancillary stuff out of the way, I'm pretty much going to go full blast the rest of today and a good portion of tomorrow. Just have to stop for fuel and bio breaks. I always knew that Friday was going to be a slow day. Not only did I want to review the skills and all, but between work and all, I only had so much time to play and I took my sweet time going around and exploring, sampling, rather than rushing through. So, I didn't get too much done. There's 72 hours in this event but, realistically, I've only got 30 or 40 hours to devote to playing. I need to sleep and take care of things and connect with the world outside the box on my desktop in order to feel human from time to time. And that eats up the minutes. But, now, I'm itching to get started again. So let's get going on that.

GW:EN Sneak Peak: My 25 Word Review

Because of all the connections and callbacks to GW past, the game is like an injoke. You have to get Guild Wars to appreciate it.

GW:EN Sneak Peak: Reflections, Observations, and Preliminary Judgements

After Sleeping on the events of yesterday, I have a few observations.

I was a bit disappointed with the Norn fighting but it's grown on me. Looking at this wikipage, I can see there are a lot of potential opponents. And judging from the inclusion of a 55 Monk and what I saw last night with the almighty Hamstorm Warrior and Norghu, they're all going to be running various crummy builds. But the challenge lays in setting up your character to be able to withstand all of them while still having enough offense to overcome them. It's like building for a completely solo Arena. An interesting challenge. I think, with my woefully equipped Monk, there's little I can do about it now, but it'll be worth exploring post release or with another character. Dwarven Brawling is more of a heady rush of fast paced action. More like the Snowball Arena. While the Norn Tourney is more cereberal, more like traditional forms of GW PvP. I like both, it's just the later takes a bit more effort and preparation.

Polymock looks like you need to travel to the Asura lands to start playing and those areas are closed off during the sneak peak, so I won't get to try them. Still, all in all, I'm rather pleased with the mini-games being offered, they look like a good diversion from playing along the plotline. At least moreso than the Challenge Missions of the last few games. They're a lot more like single player games of the holiday bonus formats, like Rollerbeetle Racing or Dodgeball. Twists on the rules - while still within the rules - and ones that teach you a lot about playing the game besides. Dwarven Boxing, for one, relies a lot on timing those blocks and interrupts and that's good practice for the PvP, if you ask me. The Norn-baiting is more about builds and strategery, but that's a good skill to learn, too. They're more for average or middling players to hone their skills but it's good to see that sort of thing as I've been worried about the paucity of PvP content.

Now, as for the master quest sub-mission, Defend the Eye of the North, which I tried and failed to close out the night, I think I was on the right track, I just didn't go far enough. For one, I kept getting crushed by the snowball. It rolls across the battlefield during at least one point in the fight and it slaughters anyone crushed under it. With the AI's tendancy to bunch up, that's a recipe for trouble. But the solution for that is obvious. I'd been fighting at the little patch of snow at the bottom of the island when there's a ramp, leading up to the Eye of the North, behind me. Plant a henchie flag there, and never venture out. Not only does it channel the enemies into a narrow corner where the AoE I think is critical will pound them, it should keep me safe from any instant death balls of ice.

The second change I'd make is to switch what I was doing. In starting the quest, I went defensive. Overloading on Monks and wards and the like to survive. But there's a bit of a truism that I was forgetting: Bad teams work on their defenses. Good teams work on their offenses. Your job isn't to keep from getting killed. It's to stay alive long enough to kill everything trying to kill you. And killing more efficiently helps you more than building the greatest defenses in the world. In theory, anyway. So, rather than go with a 3 Monk backline, I think I need to have more offense along with a bit more AoE hate. Blocking stuff like the wards are actually bad because they carry defenses against that, I need some active melee hate. Stuff like Spiteful Spirit, Blurred Vision, and the like. The Centaurs are all melee bangers with a few Monks scattered into the later waves, I can drop stuff like hex and even condition removal because they just don't use that - there's some Crippling going around but nothing I really care about getting rid of.

Overall, since this weekend has been about sampling the game to decide if I want to get it at release, for me, if I had to render a verdict on the game right this very minute, I'd say I'm not going to buy it. Not right away anyways. Oh, it's engaging and fun enough and people who purchase it will no doubt be pleased with it. But, for myself, I don't think there's enough here to really keep my interest going for the long term. I'll barnstorm the campaign with one or two characters. Build up some titles playing the various mini-games. Play around with the new skills, maybe get caught up in PvP again. But it won't be long before I've exhausted the available content. I'm not really one for grinding up max titles or max armor or farming. I don't really see the point of doing it all again with hard mode. And I don't really have the time or energy to find a guild, once more, and get back into the PvP scene at the moment. Once I hit UAX - which will take me roughly until tomorrow - and finish off the plot, there's not a whole lot to keep me sticking around. I'd say I'd give the game another month or so before I lost interest and started edging out the door again. Not exactly worth it. And although it's a nice enough game for what it is, it hasn't blown my socks off enough to make me want it so badly that I need it right now. I'll wait a few weeks or a month until I'm less busy or my hunger grows a bit more and then I'll pick it up. Maybe by then there'll be a few more tweaks and changes, like the promised fixes to the Arena, and I'll find more to hold my interest.

GW:EN is an expansion, a true expansion. People who've been playing Guild Wars all along will love it. The hardcore PvPers will need to pick it up because it does feature at least a few rock solid skills and a dozen more interesting ones - although those can be mined out of the game incredibly easily, so it's not going to take them long to get out of grinding for UAX and into playing with their new toys. As for PvErs, the expansion seems tailor made towards their wishes. Lots of new areas to explore. Plenty of armor and pets and greens and everything else. A new world's worth of new quests and missions. Plenty of titles to strive for. And the PvE only stuff, as much as I dislike it in concept, seems well done. Actually adding to the game rather than detracting from it.

But for people, like me, who are on the fence, or for new players it's just not worth the bother. New players would have to start in another campaign and get to lv20 before even starting. And, as I've seen with my uplifted Monk - who just barely got to lv20 days before the event, can't change secondaries, and didn't even have full level armor to begin with to say nothing of runes or weapons or heroes, and has a few good skills and a parcel of "it's only for the unlocks" fodder - it's really better to have a fully equipped character who's seen at least one campaign to its conclusion before stepping foot in the Far Shiverpeaks. Gw:EN takes all the polish of Nightfall and buffs it to a glossy sheen, and throws in a few new bells and whistles that, like the best ideas, feel like they should have been there all along, but it's not really friendly for the uninitiated. Or the unappreciative. It's really a game for people who love Guild Wars and want more out of it. And, sadly, that's just not me at this point in time.

So, should you buy it? Yes.

Am I going to buy it? Not right now.

GW:EN Sneak Peak: Fenrir Has Two Classes

Here's an interesting point that I failed to mention last night. Probably because I was tired. Probably because I was hoping to spin a post out of this. Probably because beating the bastard took me a few tries too many after get my death certificate filled out in triplicate by the Jotun. And probably because, at the time, I was more interested in the design of the encounter than the initial encounter itself. But, as I said last night, the battle with Fenrir is a memorable one because of that design. Those little beats of foreshadowing and anticipation the designers created leading up to it have ensured that, while the fight against the big dog and his spawn doesn't actually mean anything to me since it was just another slog through some trash mobs to get a morale bonus - didn't even get a green drop or an elite I could use out of it - it's a fight I'm going to remember for a while now. And when I thought back on it this morning, while mentally reviewing all my efforts from yesterday, I had a shocking revelation.

See if you can get it yourself. Take a look at this wikipage for the beast. Notice it yet?

It came to me when I recalled how he'd owned my RoF with a timely Savage Slash, leading to some problems for me. But it took me a while to realize how extraordinary that was because Fenrir looked like a Paragon boss. He even used Paragon skills and you know what that means, by now. He was dual classing. A P/W. Used skills from both.

That's interesting because it's so rare. Most bosses, hell, most monsters, draw exclusively from one class only. They don't mix and match their skills and profs the way players do. And the reason they don't is a long time ago, the developers made a decision that they wouldn't. Player characters were going to be "special". And, in game terms, that meant they would be the only people around powerful enough to draw from two professions. It also meant they'd have less work to do when coming up with creatures because they only needed to consider one skill list when picking out skills. And, theoretically, made it easier on the players since if they saw a Ranger critter they knew they were dealing with a bowslinger, possibly a trapper, and not, say, a Thumper or spirit shitter or whatever else. You knew what you were getting and mobs could be slotted into easily defined roles, making them easier to plan for and fight.

This was, in my opinion, a bit of a mistake (So's the lack of full skill bars, which is another unduly limiting decision, but one that's largely due to AI limitations, from what I gather and more understandable.). For one thing, the original campaign was supposedly a way of preparing players for their eventual transition into the endgame. Which, at that time, was either the hard to get to because it was only open randomly FoW or Underworld. Or PvP. So a lot of the design was given over to emulating PvP situations and environments within the PvE, and that extended to the monsters, too. But enemies in PvP draw from two professions, not just one, and players aren't taught, in PvE, how to deal with that. You don't get AI Monks slinging spellbreaker to foil your Mesmers. Or W/Mo using Healing Hands and Mending, with a hardrez, and just being annoying. No, to get those things in PvE you have to design a group. You have to mix and match critters - who fit together like Charr or Giants or Naga or whatever - and create a little mini-party that contains the right elements to challenge the players.

For another, it limits the PvE designers greatly. One of the things I'd hoped they'd do, when the game was still being developed, would be to ape the successful techniques and skill combinations which worked in PvP (I was focused on PvP, of course, but it's possible they could do the same thing with teams that were successful in running through missions and EAs, as well). It would be hard, given the AI limitations, but not impossible to ghost the skill layouts of teams that were ripping it up in Tombs or the Arenas and apply them to a group of AI baddies. This would help reinforce the connection between PvE and PvP. It would also give out a bit of a prestige factor to build makers - "Hey look, the devs just copied our build with this mob here, sweet!". And because the developers, while good at developing the game, aren't necessarily guaranteed to be good at playing it. Those PvP tested strategies would work. They'd be rugged, resiliant, and better than what some stressed out designer working on a deadline could rush out the door before starting work on the next set of monsters, and the next, and the next. They'd be more creative and more challenging, I thought, because they'd stem from actual play experience and not a top-down design goal.

Some of that has crept into the game like the Fragility/Contagion/Toxicity condi bombing Mandragor of the north, who run in packs which use a variety of Mesmer, Necro, and Ranger skills to apply massive degen on my whole party whenever I encounter them. Which is a tested, if outmoded, PvP strategy. But not to the degree that I'd hoped for (Indeed, I think I imagined that the game would be updated with new content and monsters a lot more frequently than it has been. I figured they'd be constantly tweaking and changing things with their vaunted streaming technology. I was, to put it bluntly, wrong.) and I blame the single class restriction. You just can't ape human teams with the monsters because the monsters can't pick up those key secondary skills. You can't have Warrior frontliners who're packing Disrupting Dagger. No Necro hexers who fuel their casting with GLE. And dozens of others. So, there are a lot of archetypes and templates that the developers haven't been able to touch because they can't bring the full beauty of the mixing and matching skill system to bear.

So, single class monsters are the rule. There have been a few exceptions. Mostly among highend bosses like Kanaxi who are already bending all sorts of rules and have their own special powers. But, for the most part everything only has one class and it's surprising to run into anything that has more than one. Fenrir, because he had those two professions, threw me for a bit of a loop. In a good way.

I had the same reaction in the Norn fights against Little Thom. He was a Hamstorm Warrior. A W/E who uses cripples with Hamstring and AoE DOT like Fire Storm and Breath of Fire, to deal a lot of damage. I just wasn't expecting that. Even the AI opponents in Zaishen are fairly well kept to one profession. So when he popped off a GLE, I was caught off guard.

Fenrir might be an exception. Like the world's saddest Storm Rider, Hoss Rainswell a Mo/E (Who uses Aura of Restoration, linked to the Elementalist's primary attribute. GG boss designers.) from Prophesies. But I hope not. Because bosses that have two professions have a lot of possibilities than the ones who don't.

GW:EN Sneak Peak: Power Creep

Whoa boy, I was afraid of this. As a quest reward, last night, I received the Armor of Salvation for punching people in the face. Hard. And it's an impressive little doohicky. Extremely powerful, it grants your whole party an extreme boost to their defenses - immunity to crits, +AL, +regen, and 5DR - for a full 30 minutes. Which is insane. But since it's a quest reward it doesn't really bother me since there's a finite supply of them. It's powerful, yeah, but you can only get so many so it's not like you can run around perma-boosted with it. Not forever, anyway. But I did a little digging around this morning and the red warning light is going off in the back of my mind.

Before I go further, allow me a little anecdote. Now, I'm going to talk comic books which I presume won't be a problem. But I just wanted to warn you because, yes, I play video games and read comic books, and the geek level is about to reach critical. But, because I read comics, and I know comics, and I'm about to climb up on a soapbox and crank the comic book shop geekery up to 11.

Superman, when he was first introduced back in the late 1930s was a vastly different character than the one we know today. If you took the Superman from Superman Returns and stacked him up against the Superman of Action Comics #1, you'd hardly believe they were the same fictional character because they have about as much in common as Batman and the Punisher. The Superman of the 30s was just that. A super man. You probably know the words but he could leap tall buildings in a single bound, he could outrace speeding bullets, he was stronger than a locomotive engine. And...that's it. He was from a planet where evolution was ahead of ours and came to ours as the ideal man, the ubermensch. No flying. No special vision powers. Just a really strong guy who got around like the Hulk does, by leaping miles in a single bound. He was also far different characterwise, being much more of a populist vigilante, busting up gambling rings and corrupt politicians like a Dick Tracy, than the brooding "watching over the world" figure of today.

And that's because the character changed with the times. He became popular, got his own radio and then television show. And the writers and the creators began to tinker and alter with things, bringing out the best in the concept while trimming away what didn't work in those days before people cared about rigid story to story continuity. By the 50s, he was a paternalist father figure, straight out of Leave it to Beaver. And he'd also become the greatest superhero ever. He'd learned how to fly, how to see through walls, to time travel, even how to speak hundreds of languages and project his voice miles away and all the other powers that had been added to him over the years. He wasn't just strong anymore, he was the strongest. He wasn't juggling cars, he was juggling planets, suns. There was nothing he couldn't do because the writers and the public had decided that he was the best hero and he should be able to do anything better than all the other heroes who came afterwards. The man part became Clark Kent and the focus was on the super as the iconic version of the character took form. He was, basically, Jesus, and the only way bad things happened on Earth was because he let them. But there was a problem. How do you tell stories about an invulnerable, immeasurably strong character who's superfast and supersmart and supergood at everything? How do you wring dramatic tension out of that? Superman can turn back time and fly through the heart of the sun, how do you put him in danger?

The answer is you don't, and that's why a lot of the Silver Age stories about Supes are famous for their Superdickery. You have to resort to farcical, sitcom, soap opera fun and games over relationships and secret identities in order to have a story. So, somewhere along the lines the decision was made to scale back Superman's powers. During the famous Sandman series, he lost something like a third of his powers to an evil duplicate from another dimension or something that makes sense in comic book science, along with other changes like kryptonite being rendered obsolete, all designed to power down Superman a bit and create a chance for real, dramatic stories. Of course, a third of infinity is still infinity and the reduction in Superman's power was soon forgotten and the dramatic problems started all over again.

Then along came Crisis and the Man of Steel reboot. Starting over fresh, they not only ripped up a lot of what made Superman a compelling character but they also set out to keep his (and other heroes) powers at a reasonable level. This, too, didn't stick and now the pendulum's swung back in the other direction. Superman's been recently re-empowered and he's moving back closer to his Silver Age roots as the excesses of Byrne's reboot are being trimmed away. Everyone knows Superman is the greatest, everyone's got the Superman movies or serials in the back of their mind. But everyone wants a good story, too, and stories about an invincible demi-god are hard to pull off. Those competing dynamics are destined to pull Superman back and forth over the line between too powerful and too weak for probably as long as he's being written.

Now, I just bored you with that story because, to me, it perfectly illustrates the danger of the power creep. That's the tendancy, over time, for the stakes to be raised. In video games, in movie sequels, in comic books, in long running series, when the writers, the creators, are stuck, the easiest way to create some dramatic impulse is to say, "And this time, it's for real." Instead of fighting for their city, they fight for the country, instead of the country, the world, instead of the world, the galaxy, instead of the galaxy the universe. Start out with one bad guy in a martial arts movie? Well, to make the fight seem tougher you add another and then another and another and pretty soon you have your star mowing down pack after pack of faceless ninjas leaping to their doom. But that red queen's race makes it hard to go back. Makes it difficult to cause excitement about a smaller story. To go from saving the world to something less ambitious. You have to keep upping the ante, have to keep increasing the stakes, until you've become a parody. Or a cliche.

RPGs are especially vulnerable to this because they're all about numbers and levels and special features. It's easy to tack a few more levels onto the cap. Or introduce a brand new, must have item. Or a new mechanic. But once you start pushing the boundaries upwards, it's hard to push them back down. And, like Superman, you're going to have all sorts of problems as you undershoot and overshoot the problem trying to fix the mess you caused yourself. By trying to solve the problem you'll create all sorts of new troubles. The simplest answer is to just not add more power into the system at all. But, keep in mind that the developers are trying to sell their products and people like to feel powerful, like to have better things than everyone around them. And they get bored if they feel like they're straining against the cap. So developers are torn between trying to keep their games from spiraling out of control and pleasing their audience and investors.

Guild Wars would seem to be somewhat immune to this. After all, the idea behind the game is strength through options not power. The point of the low level cap, which sadly seems to get missed by most players, is that you don't need to grind out a bunch of useless levels to be at your strongest. You reach that point early in the game and can focus on improving yourself in other ways. By working on your personal player skills, sure, but mostly by collecting more skills and choices to work with. Grinding in Guild Wars isn't, or I should say wasn't, thank you very much title tracks, about needing to have those last few levels or uberitem to compete, you get smaller and smaller returns the closer you get to the max, it's about filling out those skill lists and being able to adapt yourself to a given situation. Someone who doesn't spend a lot of time, theoretically, can keep up with someone who plays the game for hours, if they're smart or they stick to what they know works. You worry about new skills and profession unbalancing the game, of course, but compared to a more traditional MMO you're talking about razor thin margins. The kind of margins you need in a well balanced PvP game, of course, but nothing like the disparities between a lv60 Warlock trying to duel a lv70 loaded down with epic tier whatever gear.

But my warning klaxon is going off because there's been a disturbing trend to creep up the power in the game. Mostly, as a way of rewarding those players who've been playing, to entice them to keep playing, and to give them the goodies and treats they've been clamoring for as they have. That's why we have things like titles. Grinding those out is a way to keep players interested, a carrot for those who stick with the game. And, I'd add, a perversion of the casual, "you can play if you have five hours or five minutes" game I was originally sold on. And those titles which used to be matters of strictly prestige - you didn't get anything for becoming a cartographer or having a Tombs rank of 9 except the respect and admiration, even envy, of your peers - have accrued in-game benefits. It started out slowly, the way power creeps always do. The PvP ranks increase your faction cap. Some PvE ranks give you better chances to succeed with chests and salvaging items. And then you had Nightfall where your Lightbringer ranks would give you vast bonuses in the later stages of the game. You'd have damage resistance and do more damage with your special skill. And, now, with GW:EN, there are even more titles which you're going to need to craft the best armor and get the bonus and PvE skills you need to get into the best groups. Not to mention the way favor works now, requiring players in your territory to max out their titles in order to open the gates to some content. Which is fine for the people who spend hours and hours playing but what about the casual player? What about the neophytes who are just picking up the game? The players playing love things like titles and more power but it drives away the people who aren't playing, instead of inviting them in.

And, now, not only are their PvE only skills to get which are going to imbalance the PvE side of things, there are also things like the Armor of Salvation. Or the Powerstone of Courage, which will wipe out all your DP, if you can beat the Defense of the Eye quest (which I haven't managed to, yet). But not only that, while traipsing through the collected knowledge of the interwebs to find out more about them, I also stubmled across a little item called the Grail of Might. The deal there is, if your Norn rank is high enough - level 3 or 8k points - you can talk to an NPC who'll craft it and other items for you. For a price of course. Some crafting materials, a pitance of gold, and a skill point. And with that, you can give your team an amazing boost to their health and energy and attributes for a full 30 minutes.

The problem here is that it creates a gap between the people who can easily afford to craft a few Grails before every run and those who can't. They don't create a situation where the people who have them have a nice little bonus, they create an environment where those who don't have a debilitating penalty. I have a few friends who play WoW and they have similar complaints about potions and other consumable buffs. They provide bonuses and protections for the various raids and dungeon crawls and whatever it is people who play that game do with their time, but they're incredibly expensive to produce. You can spend a lot of gold, a lot of resources, equipping your character with those items and there are players who spend their time before or after a raid just farming for the goods they need to deck themselves out for the next raid. Those potions, and the time sink it takes to get them, are almost a requirement if you want to get into the best guilds and raid groups. They aren't just something that's nice to have, they're something you have to have if you want to compete.

And that's exactly what I see happening with these mega-consumables. I only know of the three - the Grail, one that's like a massive Light of Dwayna that resurrects your whole party, and another that lets you transfer a skill point to another character at a premium - there might yet be others from the Asura or the Dwarves or the Vanguard. And all of them are nice, in concept. I can see why people would want and use all of them. They're going to be popular. And the players are going to want, going to ask, going to demand more. And the devs will probably give them to them. Maybe not in GW1, but in GW2? You think they're not learning what works and what doesn't before the next go around? But these consumables are going to become a prereq. A way for the rich to get richer. And by rich, I mean the people who have the means or time to spend playing the game all day and not the casual players or guilds. There are going to be those teams that run around perma-boosted to the roof and those that aren't. And the real danger here is that those perma-boost get taken into account in the game's design. If the developers start tweaking encounters and difficulties to compensate for the fact that the hardcore PvE grinders are saying that they're too easy. When the reason isn't that they're too easy but that the hardcore, who've made a point to have all the available bonuses, are playing under a different set of rules than the average, casual player. You start shifting the game to compensate for these consumable bonuses and it becomes a vicious feedback loop. You need to get the consumables to play and you need to play to get the consumables.

It's grind, people! And not the good kind. Way back before the game was released, we had this discussion, this debate over skill crystals. Back in the day, you didn't learn skills from trainers but through crystals that bosses would drop, randomly. And the twist was that each crystal, which was an inventory item, could also be clicked on to temporarily add a 9th skill to your bar which you could use like any other skill there until it faded away. They lasted something like 5 minutes. Thing was, you could use them in PvP just as much as you could in PvE. And there was a huge upcry of people who didn't like that mechanic because it meant that people who had the means to get a bunch of crystals in their inventories before a match started were at an advantage over those who didn't. They envisioned competitive players grinding for hours to fill themselves to the brim with every conceivable skill to prepare for every eventuality. That they'd have a leg up and everyone who didn't would be out of luck. I was one of the people calling for moderation, saying that the ability to sample and try spells and the diversity a 9th skill - which could be from any profession, not just your own - added was a good thing, favored simple measures like disabling them during PvP matches but, eventually, it was decided they had to go. Too much grind. Too much accumulation of power, not just options. Just not the kind of game that Guild Wars was trying to be. And, now? Well, it's pretty sad that it turned out to be that kind of game after all.

GW:EN Sneak Peak: Skills Commentary

Behold. The GW:EN skills and my commentary on them. I've excluded the PVE only ones because I haven't found them all yet. I might get around to it later, but there's really not all that much to say about them anyway. Some are interesting, some are not, some are overpowered, some seem useless. Throw in some snarky comments about Izzy and incriminating photos with the occasional out-of-date pop culture reference and you can write my commentary for yourself. Oh, remember to be really wordy and take forever to get to the point, that usually helps.



The 100 normal skills added to the game, on the other hand, do bear some scrutiny. I spent a good part of the afternoon yesterday just looking them over. It's a pretty mixed bunch, as usual. There are some skills I can't wait to see in action and others that leave me scratching my head. And I am moderately insane, so I jotted them down and went through each of them to add some thoughts. I should note that I eschew the traditional attribute range format in favor of the more accurate, I feel, attempt to discern the formula behind a skills progression. I don't always get it right, especially with the durations and skills that don't scale evenly (It's easy to tell what you're dealing with when a variable goes from 0...60 from 0...12 but when it goes from 0...3? You have to figure out the breakpoints and the progression and fudge with the rounding and, ugh.) because I haven't really crunched the numbers. I just look at the skill and take a best guess. I don't know if anyone else can but I can read those and figure out how much I'm going to get out of them at a particular attribute point than I can with the more standard range. Just me being weird, I guess. The skill details are available elsewhere, especially at the wikis, of course, so I haven't exactly rushed. But, again, slightly insane and sleep deprived so here they are:


WARRIOR



Nothing really too thrilling here. The usual mix of attacks, stances, and quirky skills. Considering that Warriors are and always will be the battleships on the playing field, they don't really need a killer skill. Sure, you like it when you get a You're All Alone! And abusing a Steady Stance is fun. But you're going to do just fine smashing into people as it is. All you need is just some solid stuff that adds a few more wrinkles. And I think the skills here are doing that. Disarm kinda firms up the underused role of Swords as the line of interrupts, which I like. And Pulverizing Smash looks double plus good if I could but figure out the best combo for it. I'm less thrilled with the others but there's at least one skill in that bunch which is going to lead to interesting places.


I Meant to Do That! Shout. 5en, 8recharge. If you are knocked down, you gain 1+(.33xStr) strikes of adrenaline. Strength.


First, props for the Urkel reference. One of those interesting but probably useless skills. Adrenal engines are always nice and ripe for abuse but having to be knocked down first means this one is probably junk – you're costing yourself the time you're buying with the adrenal boost. Also, requires a lot of Strength to get good returns.


Body Blow. Melee Attack. 7adren. If this attack hits, target foe takes +10+(2xStr) damage. If target foe has Cracked Armor, that foe suffers from a Deep Wound for 5+(0.66xStr) seconds. Strength.


Looks nice. A Deep Wound that doesn't depend on a particular weapon type, which is nice. So, it's a weaker version of Eviscerate, it's a big blow with a DW chaser as long as you meet the precondition. Problem is, as far as I can tell, a Warrior doesn't have any way, in profession, of getting that cracked armor.


Disarm. Sword Attack. 5en, 1/2cast, 12recharge. If this attack hits an attacking foe, that foe is interrupted and all of that foe's attack skills are disabled for (0.33xStr) seconds. Strength.


A nightmare for adrenal Warriors, like Blackout. It's tied to Strength but it's a sword only attack, which is weird. Could pair nicely with Savage Slash, I guess.


Distracting Strike. Attack. 5en, 1/2cast, 15recharge. If Distracting Strike hits, it interrupts target foe's action. If target foe has Cracked Armor, that skill is disabled for 20 seconds.


I really only need one Distracting Blow on my Warrior's bar, thanks. And there's no Warrior skill which causes Cracked Armor meaning you have to rely on another profession or co-ordinating with a teammate.


Grapple. Skill. 5en, 3/4cast, 12recharge. You lose your current stance. You and target touched foe are knocked down.


My first instinct was Steady Stance but I guess somebody already came up with that during testing, hence the “your stance ends before you get the energy, chump” mechanic. Potential for abuse here but I'm not seeing it.


Keen Chop. Axe Attack. 3adren. This attack always results in a critical hit. Axe Mastery.


Axe crits are sexy. Could be useful in for pumping out the DPS as I could see following an Eviscerate with this.


Knee Cutter. Sword Attack. 5adren, 1recharge. If this attack hits a crippled foe, you gain 2+(0.33xSword) energy and (0.16xSword) strikes of adrenaline. Sword Mastery.


That's potentially a big boost to your pools. Could pair well with CripSlash, although I see that took a nerf.


Pulverizing Smash. Hammer Attack. 4adren. If you hit a knocked down foe, that foe suffers from Weakness and a Deep Wound for 5+(Hammer) seconds. Hammer Mastery.


Potentially very nasty assuming Weakness is applied as a cover for the Wound. The problem being that a lot of KD skills already cause Weakness or sap all your adren so you can't have a chain like Hammer Bash ->Pulverizing-> Heavy Blow and are either going to need an elite KD or an unreliable normal skill like Bull's Strike. But as powerful a mechanic as knockdowns are, that's probably a good thing. Hammer Mastery.


Soldier's Speed. Stance. 5en, 20recharge. For 5+(Tactics), you move 25% faster while under the effects of a Chant or a Shout. Tactics.


Well, it's a nice long speed boost under the right circumstances but, yeah, this feels like a skill that was reclaimed from the Nightfall rejects pile.


Symbolic Strike. Melee Attack. 4adren. If this attack hits, you deal +10 damage for each Signet you have equipped (maximum 70 damage).


Hahahahah! Ah, I needed a good laugh.



RANGER


Of all the new skill lists, the Ranger is probably the most disappointing for me. Maybe it's that I'm not a very good Ranger player but I'm not seeing much to like here. You get a mediocre interrupt that's no where near as good as the gold standards already crowding up bars, a few preparations that, again, don't crack the bar over the options already there, a few wimpy looking bow attacks and a trap, oh, and you get to play with the new Cracked Armor mechanic as well, which, yeah, less said about that the better. I really have no clue what Poison Tip Signet is even doing in the game. And the best skill is probably the new pet buff, Feral Attack, which is an IAS and additional damage rolled into one. The problem is that pet attacks are pretty lousy, when you get right down to it, and cranking up their DPS just means you go from yawning to being slightly puzzled that a furry thing is gnawing on your leg. It might open up a few wrinkles in Thumper design but it's not all that impressive.



Body Shot. Bow Attack. 5en, 8recharge. If this attack hits, you deal 5+(Marks) damage. If it hits a foe with Cracked Armor, you gain 5+(.36xMarks) energy. Marksmanship.


Wooo! Jello shooters, come on! This skill lives or dies on the strength of Cracked Armor. Looking at the Cracked Armor condition it looks to be useless. Only applied by a few undepowered caster skills and while the armor penalty effect is nice, it's capped at a minimum of 60. That's moderately useful if it affects shield bonuses, too, but nothing to get excited about.


Companionship. Skill. 5en, 2cast, 10recharge. If you have less health than your pet you are healed for 30+(6xBeast) health. If your pet has less health than you, it is healed for 30+(6xBeast) health. Beast Mastery.


Oh look, it's a pet heal. Don't we have Monks for that?


Disrupting Shot. Bow Attack. 10en, 1/2cast, 15recharge. If this attack hits, target foe's action is interrupted. If that action was a skill, you strike for +10+(2xMarks) damage.


Like Rangers needed another interrupt. Is it better than D or Savage Shot? No, because it recharges longer and isn't nearly as powerful? Okay, I can safely forget about this one.


Expert Focus. Preparation. 10en, 2cast, 12recharge. For 24 seconds, your bow attacks cost 1+((1/12)xExp) less energy and deal 1+(-.6xExp) extra damage. Expertise.


Somewhat interesting but it all depends on if that energy reduction applies before or after the Expertise discount.


Feral Aggression. Skill. 5en, 20recharge. For 5+(2xBeast) seconds, your pet attacks 33% faster and deals 5+(Beast) additional damage. Beast Mastery.


Angry puppy is sexy.


Piercing Trap. 10en, 2cast, 30recharge. When Piercing Trap is triggered, all nearby foes are struck for 5+(3xWild) piercing damage. Any foes with Cracked Armor are struck for an additional 15+(3xWild) damage. Piercing Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Wilderness Survival.

More traps are always welcome. It's a bonus if they happen to be good ones. This trap? Not so good.


Poison Tip Signet. Signet. 1cast, 6recharge. For 60 seconds, your next attack also inflicts Poison for 8+(0.5xWild) seconds. Wilderness Survival.


There are roughly 8 dozen other ways to for Rangers to get poison on their arrows. All 8 of them are better than this. Might be useful if you want to use Incendiary Arrow plus a prep that's not Apply Poison for some odd reason or in flag runner/base invading situations but it's probably a waste of a slot even then.


Rapid Fire. Preparation. 5en, 2cast, 12recharge. For 5+(1.35xMarks) seconds, you attack 33% faster. Marksmanship.


That's a nice IAS. Should be able to keep it up forever even at low Marksmanship. Probably only works with bows, though.


Sloth Hunter's Shot. Bow Attack. 10en, 8recharge. If this attack hits, target foe takes +10+(Marks) damage. If that foe is not using a skill, Sloth Hunter's Shot does an additional +10+(1.66xMarks) damage. Marksmanship.

Wastrel's Worry for Rangers? It's a lot of damage but, meh.


Volley. Bow Attack. 5en, 2recharge. All your preparations are removed. Shoot arrows at up to 3 foes adjacent to your target. These arrows strike for +1+(0.6xMarks) damage if they hit. Marksmanship.


A non-elite version of Barrage? B/P Rangers, if they're still around, might like it.



MONK

There's definitely a focus on conditions here which fits the direction of the rest of the new skills but condition removal was already pretty robust and effective. The big change here is the widening of the Healing line. The five skills splashed into it help shift it from being a line soley devoted to making red bars go up and give it some much needed utility. Now you can fight hexes and conditions with it, too. Granted you can't do it very well but that can be fixed through updates and rebalancing, just getting the concept that Heal Monks can do more than spam Orison or LoD into the system is good enough for now. And beyond that, Monks have a few new interesting skills to play with. There's nothing here to really replace any of the staples on the backline - the closest is Healing Ribbon which might become the poor man's Heal Party - but I think the point was less to revolutionize the job of keeping people alive than to add some more options to support doing so.


Castigation Signet. Signet. 1cast, 15recharge. Target foe takes 26+(2.25xSmite) holy damage. If that foe was attacking you gain 1+(0.6xSmite) energy. Smiting Prayers.


Ho hum. Another nearly useless signet for smiting. The energy gain makes it interesting and one of these days they'll find a reason to make people use Keystone Signet and, lo, there shall be a reckoning but, yeah, it's an afterthought.


Cure Hex. Spell. 5en, 1cast, 12recharge. Remove one hex from target ally. If a hex was removed that ally is healed for 48+(6xHeal) health. Healing Prayers.



Not going to fight off a dedicated hexer by itself but this could be a pretty nice little skill for spot removal. Takes care of a hex and helps you do your main job of keeping the red bars up. I'd just like a quicker cast and a shorter recharge, please. Oh, and it should give your team +528armor and an ecto when you cast it.


Healing Ribbon. Spell. 10en, 1cast, 5recharge. Target other ally is healed for 38+(6xHeal) health. Up to 2 additional allies near target ally are healed for 28+(6xHeal) health. Healing Prayers.


I'm feeling this one, actually. It's potentially really efficient as a mini-Heal Party.


Patient Spirit. Enchantment Spell. 5en, 1/4cast, 3recharge. For 3 seconds, target ally is enchanted with Patient Spirit. When this enchantment ends, that ally is healed for 28+(5xHeal). Healing Prayers.


Marginally trash. Could be salvaged with some bigger numbers. But I think Dervishers will love this one.


Purifying Veil. Enchantment Spell. 1pip, 5en, 1/4cast, 6recharge. While you maintain this enchantment, conditions expire 5+(3xSmite)% faster on target ally. When this enchantment ends, one condition is removed from that ally. Smiting Prayers.


How the hell did this wind up under Smiting? It's Holy Veil for condis, yo. Less useful primary effect, increasing casting time for hexers is more valuable than shortening condition length, and conditions are generally less lethal than hexes but being able to clean off the bottom of a condition stack can't be overlooked. Not going to be as nice as Holy Veil but worth playing around with.


Smite Condition. 5en, 1cast, 7recharge. Remove one condition from target ally. If a condition was removed, nearby foes take 10+(3.33xSmite) damage.


You ever get the feeling the designers look at the Monk skill list and then just jumble up the words and effects to make new skills? There's already lots of beefy condi removal so unlike Smite Hex - which was, at one point, the best way to spot remove hexes - this is pretty useless.


Smiter's Boon. Enchantment Spell. 5en, 1/4cast, 10recharge. For 30 seconds, your Smiting Prayers have double the Divine Favor bonus. Divine Favor.


Wait, what, huh? Smiting is the Monk's offensive line why do you care about the healing at all? Oh, right, there are people who like to farm with that sort of stuff.


Spotless Mind. 5en, 1/4cast, 12recharge. For 1+(Heal) seconds, target other ally loses a hex every 5 seconds. Healing Prayers.


Wow. This is the sexiest awful skill I've ever seen. It's a real pinball skill. For everything I like, there's something I hate. For every reason to pass it over, there's a reason to cling to it. I love the mechanic, taking off part of your hex stack at random intervals would really help against hex pressure. But it's too slow – you're at best talking 3 hexes every 12 seconds (But for only 5 energy!) which against a real hex heavy team is nothing. And with too long a recharge, and you can't self-cast.


Spotless Soul. Enchantment Spell. 5en, 1/4cast, 12recharge. For 1+(Heal) seconds, target other ally loses a condition every 3 seconds. Healing Prayers.


I just get this feeling that they're trying to broaden the Healing Prayers line. I wonder why? Interesting spell, I like it better than the previous hex version since there are fewer conditions floating around but most of my complaints and complements apply here as well. The problem is it's so scattershot. You cast this and you hope that ten seconds later it's still there to remove a critical condition. What it really wants to be doing is fighting off condition pressure and picking off random conditions while you work on the important stuff with something else but it's underpowered there – to fight off an Apply Poison spammer or a disease cloud you need to have it on nearly the whole party and you just can't do that. It either needs a lot more teeth (in which case it tramples over moderate condition use while providing a useful safety valve against condition pressure metagames.) or it's in the junk pile.


Steadfast Soul. Enchantment Spell. 5en, 1/4cast, 12recharge. For 5+(Prot) seconds, target other ally cannot be knocked down. Protection Prayers.



Wow. Just...wow. Either everyone on your backline carries this or you stick it on a defensive midliner with good reflexes. Awesome name, too.


NECROMANCER



It's a bunch of hexes and stuff I don't care about. Really. Nothing stands out to me as a must have. The most interesting skill here is Withering Aura which could lead to some interesting builds. Stick that on a hammer Warrior who's carrying Heavy Blow and you don't need Dev Hammer, for one. It's part of a larger trend here towards skills that seem to be rewarding cross-build synergies and co-operations. I rag - correctly, I think - on the Cracked Armor mechanic but the fact is that you need one class to apply it before another can take advantage of it. It's that sort of interaction within the group that rewards skillful play and thoughtful planning. So it's good to see the developers are making an attempt to build it into the game even more.


Angorodon's Gaze. Spell. 15en, 1cast, 5recharge. Steal 15+(4xBlood) health from target foe. If you are suffering from a condition, you gain 15 energy. Blood Magic.


This has the potential to be nuts, like all the best Necromancer skills.


Atrophy. Hex Spell. 10en, 1cast, 20recharge. For 3+(0.25xCurses) seconds, target foe's priamry attribute is reduced to 0. Curses.


Now that's an interesting mechanic. Could be pretty devastating to the right character at the right moment. Very unwieldy though.


Cacophony. Hex Spell. 10en, 2cast, 15recharge. For 5+(Curses) seconds, whenever target foe uses a shout or chant, that foe takes 30+(7xCurses) damage. Curses.


It's Backfire for Paragons. I'm honestly surprised this wasn't in the game before.


Defile Defenses. Hex Spell. 5en, 1cast, 5recharge. For 10 seconds, the next time target foe blocks, that foe takes 30+(5xCurses) damage. Curses.


Hello. What's this? A way to create a devil's bargain? Block my warriors raging in your face and take damage or don't block and take more damage when they adren up? Really needs to work on every blocked attack not the first one, though.


Foul Feast. Spell. 5en, 1cast, 10recharge. Steal 5+(1.66xBlood) health from target foe for each condition you are suffering from (Maximum 80.). Blood Magic.


Meh.



Hexer's Vigor. Enchantment Spell. 5en, 2cast, 10recharge. For 10 seconds, you have 1+(0.5xSR) health regeneration. Hexer's Vigor ends if you cast a non-hex spell. Soul Reaping.


There is, out there, an alternate universe, somewhere, where I might consider using this skill. I believe it's also the same alternate universe where I've suffered irreversible brain damage.


Masochism. Enchantment Spell. 5en, 1cast, 20recharge. For 30 seconds, you gain 1+(0.2xSR) energy whenever you sacrifice health. Soul Reaping.


With the Great SR Nerf of '07, I could see using this one, somehow. It's not terribly exciting, though.


Putrid Bile. Hex Spell. 10en, 1cast, 12recharge. For 5+(Death) seconds, target foe suffers 1+(0.2xDeath) health degeneration. If that foe dies while under the effects of this hex, all nearby foes take 25+(4xDeath) damage. Death Magic.


Somewhat useful degen pressure. The bonus damage will almost never happen and won't matter when it does unless it's against a pack of mobs.


Well of Ruin. Well Spell. 10en, 1cast, 20recharge. Exploit nearest corpse to create a Well of Ruin at its location. For 5+(1.66xCurses) seconds, whenever a foe in the well takes physical damage, that foe has Cracked Armor for 5+(Curses) seconds. Curses.


I, yeah, I'm not a big fan of wells. I'm not too thrilled by Cracked Armor, either. Could be useful in PvE tanking situations, though.


Withering Aura. Enchantment Spell. 5en, 1cast, 3recharge. For 5+(Death) seconds, target ally's melee attacks cause Weakness for 5+(Death) seconds. Death Magic.


Weakness is a middle of the road condition. Letting your frontliners spam it isn't very useful, if you ask me. Although it does have some interesting synergies with knockdowns out there.



MESMER


seems to me like they're trying to buff up the underused Illusion line. There's not much in the way of Dom stuff, the kind of things that fit on a Surge/Burner or Shutdown Specialists bar naturally. There's Aneurysm which might be interesting but it seems underpowered and of not much use either to set up or follow-up a spike. And there are a few e-shunting skills but no utility that's not already available. Instead, the focus seems to be on adding more hexes to the Mesmer, solidifying their role in hex pressure schemes.



Aneurysm. Spell. 5en, 1cast, 5recharge. Target foe regains all energy. For each point of energy gained in this way, that foe takes 1+(0.16xDom) damage. Domination Magic.


Gah, I don't want to give energy back! And for only 3 or so damage a point, that's not really an equitable trade-off. Still, this skill will spawn a dozen annoying RA builds, I'm sure.


Calculated Risk. Hex Spell. 10en, 1cast, 10recharge. For 4+(0.4xIllu) seconds, target foe has a 50% chance to miss with attacks but does +25-(Illu) damage. Illusion Magic.


Yeah, I'm liking this one. Fits in nice with melee denial or hex pressure although, as with most hexes, it's not much by its own.


Confusing Images. Hex Spell. 5en, 1cast, 15recharge. For 6 seconds, the next spell cast by target and all adjacent foes takes 45+(6.33xIllu) longer to cast. Illusion Magic.


Interesting, but I don't see much use for it. Arcane Conundrum is for newbs, after all.


Power Lock. Spell. 10en, 1/4cast, 12recharge. If target foe is casting a spell or chant, that skill is interrupted and disabled for an additional 1+(Dom) seconds. Domination Magic.


They're affecting chants now? Go figure. It's a moderately useful interrupt. Nothing to get really excited about but I'd use it.


Shrinking Armor. Hex Spell. 5en, 1cast, 8recharge. For 10 seconds, target foe suffers from 1+(0.16xIllu) health degeneration. When this hex ends, that foe has Cracked Armor for 5+(Illu) seconds. Illusion Magic.


Is Cracked Armor good? If not, then this skill still sucks. Nice and cheap cover to add more degen pressure, though.


Signet of Distraction. Signet. 1/4cast, 20recharge. If target foe is casting a spell, that spell is interrupted and disabled for 1+(0.25xDom) seconds for each Signet you have equipped. Domination Magic.


That's....not bad, actually. You have Mantra of Inscriptions and you're carrying a rezsig and probably at least one other, if you're a good interrupter, that's a lot of skill locks to throw around.


Signet of Recall. Signet. 1cast, 20recharge. For 10 seconds, you have -4 energy regeneration. When this effect ends, you gain 13+(0.5xInsp) energy. Inspiration Magic.


Put it this way. At high levels of Inspiration you're getting 6 or 7 energy for screwing yourself over for 10 seconds (10 seconds of null caster regeneration works out to around 13 energy.). It's not bad in terms of non-elite e-management it's not bad and you can use it to shunt energy into the future with a little interest. Has some potential.


Sum of All Fears. Hex Spell. 10en, 2cast, 10recharge. For 5+(Illu) seconds, target foe moves, attacks, and casts spells 20% slower. Illusion Magic.


There are hexes so devastating that when they lands, you start screaming for removal immediately. Just as a reflex. This skill isn't quite as nasty as that but it's not exactly cover fodder either. Middle of the road, potentially nasty.


Wandering Eye. Hex Spell. 10en, 1cast, 8recharge. For 4+(0.42xIllu) seconds, the next time target foe attacks, that attack is interrupted and all nearby foes take 10+(3xIllu) damage. Illusion Magic.


I take it this is one of those PvE friendly Mesmer skills. I don't see a lot of use for it in PvP. It's moderately useful against Warrior chains although there's better but Mesmers can do so much else better that it doesn't matter.


Waste Not, Want Not. Spell. 5en, 1/4cast, 15recharge. If target foe is not casting a spell or attacking you gain 8+(0.33xInsp) energy. Inspiration Magic.


It's energy gain not energy stealing so it's not all that sexy. Slightly useful if chancy e-management and it's not like Mesmers don't already have a half a dozen ways of doing that.




ELEMENTALIST



It's a familiar pattern for the Elementalist. A list of largely useless skills with one or two gems. There's some interesting stuff to be done with things like Earthen Shackles or Energy Blast, even Magnetic Surge might see play. I'm not so keen on the glyphs although they have promise, too. The fire glyph pales in comparison to the new Glyph of Elemental Power - I'd mostly use it on a non-fire Ele, maybe in the middle of an SF team - and the air one likewise seems interesting but non-crucial. Then you have a pair of Water skills that really make your eyes pop out. Glowing Ice is great, not just for the quick, cheap hit of damage, but it helps a water snarer out the way Glowing Gaze helps out an SF ele. And, whoo, Slippery Ground makes me happy.



Earthen Shackles. Hex Spell. 10en, 2cast, 15recharge. For 5+(Earth) seconds, target foe moves 90% slower while burning. Earth Magic.


Snares are the hott (The extra “t” stands for “hot”) so I really want to find a reason to like this skill. For the life of me, though, I'm not coming up with one, though.


Energy Blast. Spell. 10en, 2cast, 20recharge. Target foe takes 1...2 damage for each point of Energy you have (Maximum 130 damage.). Energy Storage.


The breakpoint on this is only 8. Hmm. That's actually not bad. But you need a huge energy pool for it to work making it useless in protracted spike volleys – you get weaker as the battle wears on when you want to be getting stronger. There's a way to make this work but it's going to be gimmicky.


Glowing Ice. Spell. 5en, 1cast, 8recharge. Target foe is struck for 5+(3xWater) cold damage. IF that foe is under the effects of a water hex, you gain 5+(0.25xWater) energy. Water Magic.


Water finally gets its own glowy spell. Solid, useful for pumping out those costly spells, not sure if it's really worth the slot, though, or if it keeps your from attuning.



Glyph of Immolation. Glyph. 5en, 1cast, 10recharge. For 15 seconds, your next 1...3 spells that target a foe also cause burning for 3 seconds. Fire Magic.


5 energy and a second of casting to add 42 damage to up to 4 spells? Sold.


Glyph of Swiftness. Glyph. 5en, 1cast, 10recharge. For 15 seconds, your next 1+(0.25?xAir) spells recharge 25% faster, and projectiles from those spells move 200% faster. Air Magic.


Okay, this could be slightly useful. I mean, the change to Water Trident's arc made that a sweet spell and for a pip you can constantly supercharge your projectile spells to make dodging nearly impossible. Wait. It's tied to Air Magic? What. The. Fuck?


Magnetic Surge. Spell. 10en, 2cast, 10recharge. Target foe takes 15+(4xEarth) damage. If target foe is under the effects of an enchantment, that foe takes 30+(6xEarth) damage instead. Earth Magic.


This one could be nice. Good way to pound prot heavy teams. I'd like it a lot more if it wasn't under Earth where you just don't have the secondary support for a spike.


Shell Shock. Spell. 5en, 1cast, 10recharge. Target foe takes 10+(2xAir) lightning damage and has Cracked Armor for 5+(Air) seconds. Air Magic.


This doesn't penetrate armor so the damage is crap. Cracked Armor, as I mentioned previously, is awful. Yep, another nearly useless Air Ele spell with a somewhat clever name.


Slippery Ground. Spell. 5en, 1cast, 20recharge. If target foe is Blind, that foe is knocked down. Water Magic.


You know of my love for Gale. You've heard me mention how much I like Water snarers. You've probably guessed that I'm fond of Blinding pesky Warriors. This skill can be Gale without the exhaustion. On a water Ele. I think I just had an iQgasm. The long recharge probably saves it from being too abusive, though.


Ward of Weakness. Ward Spell. 10en, 1cast, 20recharge. You create a Ward of Weakness at your current location. For 5+(Earth) seconds, foes in the area become weakened for 5+(Earth) seconds whenever they take elemental damage. Earth Magic.


My initial impulse is this is trash. PvE only. But then I remembered it's under Earth which has actually has a use for Weakness.


Winter's Embrace. Hex Spell. 5en, 3/4cast, 12recharge. For 2+(0.28xWater) seconds, you and target touched foe move 90% slower. Water Magic.


Shockingly useless for a mega-snare.





ASSASSIN


Okay, they want people to use Lead Attacks instead of things like Shadow Prison into Black Lotus kekeke duals. So, we get a bunch of...off-hand attacks? The ones that require leads? No, the reason people don't use leads is that they, as a general rule, blow and you want to get to the powerful duals in as few hits as possible before you're shutdown or healing arrives. It's like the developers know this but are afraid to fix the real problems so they're throwing good skills after bad. You want to fix it, you need to address the duals, you need to improve the leads, you need to look at the whole combo chain mechanism and how you've broken the rules for it a dozen times over with golden, black, and falling skills. A bunch of okay off-hands don't change that. The most notable skill otherwise, is probably Way of the Master which should fuel some non-traditional Sin builds using bows or axes or whatever.


Falling Lotus Strike. Off-Hand Attack. 5en, 12recharge. Must strike a knocked down foe. If it hits, you strike for +15+(1.33xDag) damage and gain 1+(0.75xDag) energy. Dagger Mastery.


It's the Sin skills that give you the energy back and avoid the normal Sin lead->off-hand->dual chain that are always the most abusable. This gets sick with Falling Spider and Horns of the Ox real quick.


Golden Fang Strike. Off-Hand Attack. 5en, 4recharge. Must follow a lead attack. If you are under the effects of an enchantment, target foe suffers from a Deep Wound for 5+(Dag) seconds. Dagger Mastery.


Quick Deep Wounds are always nice. Doesn't make me want to use a lead attack, though.


Lotus Strike. Off-Hand Attack. 10en, 12recharge. Must follow a lead attack. If it hits, this attack strikes for +10+(Dag) damage and you gain 5+(Dag) energy. Dagger Mastery.


Cheers for the mediocre energy boost. Jeers for needing a lead to get it.


Sadist's Signet. Signet. 1cast, 8recharge. You gain 10+(2xDeadly) health for each condition on target foe. Deadly Arts.


Forgettable self-heal. Can potentially scale through the roof, though, which is always interesting, and it's in a good, ie non-Shadow, attribute.


Shadow Fang. Hex Spell. 10en, 1/4cast, 45recharge. Shadow Step to target foe. For 10 seconds, this hex does nothing. When this hex ends, you return to your original location and that foe suffers from a Deep Wound for 5+(Deadly) seconds. Deadly Arts.


Ugh. Yeah, see, the thing about a Deep Wound is you want to slap it down and then tee off on someone. Not the other way around. I can see some tag team combos working with this but too much work for too little benefit if you ask me.


Signet of Deadly Corruption. Signet. 1cast, 12recharge. Must follow a dual attack. This attack deals 5+(2xDeadly) damage for each condition on target foe (Maximum 130 damage.). Deadly Arts.


There's a gimmicky condition pressure spike just lying in the weeds here.


Smoke Powder Defense. Stance. 5en, 20recharge. For 8 seconds, the next time you are struck, you take half damage and all adjacent foes are blinding for 2+(0.25xShadow) seconds.


Interesting defensive skill. Isn't going to replace Feign Neutrality, though.


Trampling Ox. Dual Attack. 5en, 8recharge. Must follow an off-hand attack. If it hits, you deal +10+(2xDag) damage. If you hit a crippled foe, that foe is knocked down. Dagger Mastery.


File this one under “I Hate Kiters”. Look it up whenever you want to keep people from running around on you.


Vampiric Assault. Dual Attack. 5en, 8recharge. Must follow an off-hand attack. If this attack hits, you steal 10+(2xDeadly) health. Deadly Arts.


Nice little off-hand. Not exactly setting the world on fire.


Way of the Master. Enchantment Spell. 1/4cast, 30recharge. For 60 seconds, while holding a non-dagger weapon, you have an additional 3+(2xCrits)% chance to land a critical hit. Critical Strikes.


Pretty sexy for A/P or A/R or A/W. Could lead to some fun.





RITULIST




More weapon spells. Yum. The spirits are awful. The pots less so. But those suffer from the limitations of their respective mechanics. Holding items and summoning spirits just don't work very well. Spirits because you need a dedicated shitter before they start even impacting the battle, it's hard to swing things with just the one - and these two certainly aren't going to do it. And items are just to passive and limiting and you can only affect yourself with them, all the effect are centered on you and the character around you which doesn't work for where the rit stands on the battlefield. The real meat of the Ritualist, as I see, at the moment is in having those weapon spells to toss around and having some decent healing to go along with them. That's how rits really work their support role. And a few more options to mull over there is nice to have. Still haven't solved the problem that most Ritualist stuff is good for a primary rit but most other profs aren't going to touch it with a ten foot pole, though.


Agony. Binding Ritual. Create a level 1+(0.5xChan) spirit. This spirit causes 3+(0.5xChan) health loss each second to foes within earshot. This spirit loses 3+(0.5xChan) health for each foe hurt in this way. This spirit dies after 30+(4xChan) seconds. Channeling Magic.

Slightly interesting. It's degen without actually being degen. Could lead to all sorts of weird interactions which could lead to some wacky stuff – you can get past the -10 degen barrier with this, for example, but let's be honest, it's a wimpy offensive rit spirit. It's always going to suck.


Energetic Was Lee Sa. Item Spell. 10en, 2cast, 20recharge. Hold Lee Sa's ashes for 5+(0.66xSpawn) seconds. While you hold her ashes, you gain +2 energy regeneration. When you drop her ashes you gain 1+(0.58xSpawn) energy. Spawning Power.


I have Phillis Diller nightmares looking at that icon. But I know who Lisa is and how important she is to the ANet team so I'm not going to rip on the image too much. As for the skill, that's something like 4~5 pips worth of energy at high levels of Spawning. Not bad, really. But put it this way, you get to spend 10 en and 2 seconds casting and deprive yourself of your weapon bonuses to get 15 energy back? Sound like a bargain to you?


Ghostly Weapon. Weapon Spell. 5en, 1/4cast, 1recharge. For 5+(Comu) seconds, target ally's next attack cannot be blocked. Communing.


Cheap. Spammable. Going to require some finesse and coordination for it to really work for you. I like it. I predict the recharge goes up soon.


Mending Grip. Spell. 5en, 1cast, 6recharge. Target ally is healed for 15+(4xResto) health. If that ally is under the effects of a weapon spell, that ally loses one condition. Restoration Magic.


More healing for weapon rits. Fairly solid if unspectacular.



Pure Was Li Ming. Item Spell. 10en, 1cast, 20recharge. Hold Li Ming's ashes for 5+(Resto) seconds. While you hold her ashes, conditions on you expire 10+(2.66xResto)% faster. When you drop her ashes, all allies within earshot lose 1+(0.2xResto) conditions. Restoration Magic.

Now that's a lot of condition hate in one convenient package. Too bad item spells suck a nut.


Rejuvenation. Binding Ritual. 10en, 3cast, 30recharge. Create a level 1+(0.5xResto) spirit. This spirit heals all party members within earshot for 3+(0.5xResto) health each second. This spirit loses 3+(0.5xResto) health for each party member healed in this way. This spirit dies after 30+(4xResto) seconds. Restoration Magic.


Fun fact. Healing Breeze used to work like this back in the day. Except for the costing you health bit, of course, but it would tick up your health every second. Then they put in stuff like Scourge Healing which made it a real nice way to commit suicide so it got changed to regeneration. I tell you this not because it's interesting but because there's almost nothing to say about another Spirit of Mending that's going to kill itself in, like, 5 seconds.


Spiritleech Aura. Enchantment Spell. 5en, 1/4cast, 20recharge. For 5+(Resto) seconds, whenever you cast a spell you steal 5+(3xResto) health from one spirit within earshot. Restoration Magic.


Okay, this skill wants to be an anti-spirit measure. Forget using it to heal yourself, it's there so you can get in the middle of a pack of spirit shitters and make with the unhappy. But only stealing 40 some health it's going to take a good 4 or 5 spells to out most spirits. That's just too long.


Sundering Weapon. Weapon Spell. 5en, 1cast, 10recharge. For 4+(0.42xComu) seconds, target ally's next attack has 10% armor penetration and causes Cracked armor for 1+(0.58xCom) seconds. Communing.

Cracked Armor and negligible armor penetration. Yeah.


Weapon of Aggression. Weapon Spell. 10en, 1/4cast, 10recharge. For 5+(0.66xChan) seconds, you attack 25% faster. Channeling Magic.


Wooo, that could be very sexy indeed.


Weapon of Renewal. Weapon Spell. 5en, 1cast, 10recharge. For 4+(0.42xSpawn) seconds, the next time target ally hits with an attack skill, that ally gains 1+(0.42xSpawn) energy. Spawning Power.


Little battery for your frontliners. You can't spam it around and you need a primary Rit for it, so not as good as it could be but this is the kind of skill that gets crazy if it's too easy to use so I can see why it's set where it is.



DERVISH



I think the Dervs got the most love of all the classes. Some of the new Scythe attacks are just brutal. And the new buffs are looking pretty good, too. I'm even halfway sold on the signets. The only real misstep is Shield of Force which just isn't going to help much.

Aura Slicer. Scythe Attack. 5en, 10recharge. If this attack hits, you deal +10+(Scythe) damage. If this attack hits a foe with Cracked Armor, that foe loses one enchantment. Scythe Mastery.


Pretty good effect but, then, it requires Cracked Armor, so who knows.


Crippling Victory. Scythe Attack. 5en, 12recharge. If you have more health than target foe, that foe is crippled for 5+(0.66xScythe) seconds. This attack does +5+(0.33xScythe) damage. Scythe Mastery.


Fairly good snare.


Farmer's Scythe. Scythe Attack. 5en, 12recharge. If this attack hits, you deal +5+(Scythe) damage. If you hit more than one foe, this attack recharges instantly. Scythe Mastery.


Nice. Just...nice.


Grenth's Aura. Enchantment Spell. 10en, 3/4cast, 15recharge. All adjacent foes are struck for 15+(4xWind) cold damage. For 20 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes lose 1 enchantment. Wind Prayers.


Combined with the Dervisher's ability to quickly strip off their own enchantments, this is potentially really nice. Oh, and it does damage, too. How nice for it.


Pious Fury. Stance. 5en, 10recharge. Lose one enchantment. For 2+(0.25xMyst) seconds, you attack 33% faster. Mysticism.


Nice IAS.


Radiant Scythe. Scythe Attack. 5en, 6recharge. This attack strikes for +2 damage for each point of energy you currently have (Maximum 5+(3xScythe) damage.). Scythe Mastery.


Weird. Based on your current energy. So, if you have full energy that'll deal up to...maximum scythe damage? A critical hit if you're sitting on all your energy? I'm just not getting this one.


Shield of Force. Enchantment Spell. 5en, 1/4cast, 12recharge. For 1+(EarthP) seconds, the next attack skill against you is blocked, and your attacker is weakened for 5+(EarthP) seconds. Earth Prayers.


Weakness really sucks in terms of melee hate. Nice and cheap, though.


Signet of Mystic Speed. Signet. 15recharge. For 5+(Wind) seconds, you move 15% faster for each enchantment on you (Maximum 33% faster.). Wind Prayers.


Now, I know Dervs already have a speed boost that works with your enchantments. I guess the draw here would be the null casting time and the potential to keep it up indefinitely. Of course, you need at least two enchantments to make it worth your while. And 3 is really overkill.


Signet of Pious Restraint. Signet. 1cast, 20recharge. Lose one enchantment. Target foe is crippled for 5+(0.66xWind) seconds. If an enchantment was removed, this signet recharges instantly. Wind Prayers.


Nasty on people trying to run away.


Zealous Sweep. Scythe Attack. 5en, 10recharge. If this attack hits, you deal +10+(Scythe) damage. You gain 3 energy for each foe you hit. Scythe Mastery.


Ah, a comely skill. Nothing too remarkable but a solid attack skill to help your energy pool.



PARAGON


Yeah. A few really cool spear attacks. Some interesting chants. And a bunch of crap to go along with it. Diamonds in here surrounded by a whole lot of coal. It's a lot like the *Nightfall list, really. I just get the feeling that the devs have no clue what to do with this profession (Interesting question: If you could take any one profession out of the game, which one would it be? I'd say the Rit - too static, too conditional, too boring. But I think the devs would say the Parapants.) they could take back any class. And that players don't either.


Anthem of Disruption. Chant. 10en, 2cast, 15recharge. For 1+(0.58xCom) seconds, the next attack skill used by each ally within earshot also interrupts an action. Command.


Interrupts give me a chub in general. So, you know, I'm going to need some time alone with this skill for a while. It's a little unwieldy and unfocused as giving your whole team an interrupt probably isn't going to be as useful as it might seem, you'll pick off some random crap but it's not really going to help you with a critical interrupt. Not with that casting time. But, still, that's okay. Come here, baby, I don't mind if everyone says you're ugly. I don't mind at all.


Anthem of Weariness. Chant. 5en, 1cast, 8recharge. For 10 seconds, the next attack skill used by each ally within earshot also causes Weakness for 1+(Com) seconds. Command.


Is there such a thing as a cover chant? If so, this would be it. I think I'd rather call it a wasted slot, though, doesn't even have the decency to be adrenal to help with your pool. Although, Weakness has some interesting synergies, so in the right build this might actually be worth it.


Burning Shield. Skill. 5en, 20recharge. For 3+(0.5xLead) seconds, while wearing a shield, the next attack skill used against you is blocked. If it was a melee attack, your attacker is set on fire for (0.33xLead) seconds. Leadership.


It's like a much, much crappier version of Shield Bash.


Chest Thumper. Attack. 5en, 5recharge. If this attack hits a foe with Cracked Armor, that foe suffers a Deep Wound for 5+(Spear) seconds. Spear Mastery.


Ranged DW are nice. Cracked Armor, not so much.


Hasty Refrain. Echo. 5en, 1cast, 10recharge. For 3+(0.5xLead) seconds, target ally moves 25% faster. This echo is reapplied every time a chant or shout ends on that ally. Leadership.


I could have sworn there was already a skill like this. Oh well, it's solid enough. Windborne for Paras.


Holy Spear. Attack. 4adren. If this attack hits, you deal +5+(Spear) damage. If it hits a summoned creature, all nearby foes take 17+(5xSpear) damage and are set on fire for 3 seconds. Spear Mastery.


Yowtch. That's pretty nasty for spirit shitters.


Inspirational Speech. Skill. 5en, 20recharge. You lose all adrenaline and target other ally gains 1+(0.2xMoti) strikes of adrenaline. Motivation.


An Adrenaline battery skill? Weird. Probably not going to net you anything unless you don't use adrenaline yourself in which case why the hell are you dabbling in the Motivation line to pick this crap up?


Nonsensical Spear. Spear Attack. 5en, 5recharge. If you attack hits a bleeding foe, that foe is crippled for 5+(Spear) seconds. Spear Mastery.


Yep. Love the apt name. They gave Paras a Crip Shot. Conditional, of course, but still. Crip Shot from someone with ranged Deep Wounds, Dazes, and a ton of armor. If there's a game design manual, I'm pretty sure that's in there under "What Not, Under Any Circumstances, To Do". Yep.


Spear Swipe. Spear Attack. 10en, 20recharge. If this attack hits, you deal +5+(Lead) damage and target foe is Dazed for 4+(0.42xLead) seconds. This attack has melee range. Leadership.


This was looking real sexy up until I saw the range restriction.


Spear of Redemption. Spear Attack. 3adren. If it hits, you deal +5+(Spear) damage, otherwise you lose 1 condition. Spear Mastery.


Um, this pretty much screws over blindbots. And it's decent pressure when you're unmolested. Me likey.