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Guild Wars 2 Rock the Nightmare Music Video Contest

Prepare to Rock the Nightmare! In the November 12 Guild Wars 2 release The Nightmares Within, you’ll storm the sinister fortress of the Toxic Alliance and face your fears!

Few things are as “metal” as a sorcerous tower full of evil, so to commemorate The Nightmares Within release, we’re hosting a heavy metal music video contest from November 5 through November 26.

The Rock the Nightmare Music Video Contest runs from November 5 through November 26, so don’t delay – get rocking today!

Enter the Tower of Nightmares
The dark tower in Kessex Hills has been breached! Now is the time to storm the tower and begin setting things to rights. Within the morbid stronghold of the Toxic Alliance, you’ll find new dangers, new challenges, and come face-to-face with terror incarnate.

Events
ROCK THE NIGHTMARE
Create your own Guild Wars 2 music video using our all-new “The Nightmares Within” song. The most creative video creators will win SteelSeries gaming gear, and the grand prize winner will receive a unique custom Guild Wars 2 guitar from Sygnus Guitars – there isn’t another one like it on Earth or Tyria!

LINGERING POISON
You may have found a way into the Toxic Alliance’s inner sanctum, but this has by no means curtailed their nefarious activities! Kessex Hills and the surrounding countryside are still befouled by the alliance’s evil presence!

FACE THE NIGHTMARES WITHIN
Enter rooms within the Tower of Nightmares to brave special encounters—but beware! Things are not all as they seem. You can never know what awaits you within these dark rooms. Will you find yourself face-to-face with Scarlet’s agents, or a much more insidious enemy? It’ll take strength, determination, and a cool head to survive the trials that await you.

THE END OF NIGHTMARES?
Marjory Delaqua has developed a special antitoxin to put an end to the deadly plant at the heart of the tower, but the first team dispatched to inject it never returned… Fight your way to the upper chamber in a last-ditch battle to destroy the toxic menace!

Rewards

Antitoxic Fashion
Complete the meta achievement for The Nightmares Within to unlock a special Gasmask Skin! As the latest design in air purification and toxin prevention, the Gasmask is a universal skin that can be applied to any piece of head armor.

Exclusive New Looks
Complete your wardrobe with an Air Filtration Device—a dry-land version of the starter aquatic helm—or the Toxic Spore back item!

Brand-New Minis!
Two new Toxic Krait miniatures are on the loose! You have a chance to pick up one from Toxic Alliance foes you destroy, and the other can be earned by killing a very special enemy, hidden deep in the heart of the Tower of Nightmares.

Tri-Key Chest
The Tri-Key Chest holds a chance for special treasures. Collect the three keys to open it from foes within the tower, or barter for them with Marjory’s Helper, Dee. Open the chest to see what lies inside!

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Guild Wars 2 Toxic New Items in the Gem Store

Most recent product updates, Come take a look:

Neither snow nor rain nor invasions from the Mad Realm nor the uprising of the new and deadly Toxic Alliance will keep the Black Lion Trading Company from providing you with new and useful items! We’ve got new Toxic armor pieces for those of you who’ve been enamored of the Alliance’s dark beauty, as well as vivid new dyes!

  • NEW—TOXIC GLOVES AND PAULDRONS

    We’ve developed a set of new gauntlets and shoulderpads for every armor class that have all the deathly fashion of the Toxic Alliance—with none of the poisonous side effects!

  • NEW—TOXIC DYE KITS

    Toxic Dye Kits will dispense one random toxic color – and they have a chance at granting you one of six brand-new, special colors!

  • HALLOWEEN ITEMS LEAVING SOON!

    You’ve got just one week left to store up enough Halloween goodies to last the year! Soon, Trick-or-Treat Bags will be gone from Black Lion Chests, our Halloween costumes, finishers, and miniatures will disappear, and the Halloween weapon skins offered by Black Lion Weapons Specialists will go up in price!

  • AVAILABLE NOW IN THE GEM STORE!

    Log into Guild Wars 2 and press “O” to access the Black Lion Trading Company for these great offers and more

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About Nightmares Within update November 12th

Posted Image

The dark tower in Kessex Hills has been breached! Now is the time to storm the tower and begin setting things to rights. Within the morbid stronghold of the Toxic Alliance, you’ll find new dangers, new challenges, and come face-to-face with terror incarnate.

Arenanet announced the next Living Story update: the Nightmares Within. The heroes of Tyria assault the giant tower in Kessex Hills and fight the Toxic Alliance. According to the picture we’ll also face the Gearworks and a brand new foe. Scarlet’s messed up experiments, perhaps?

Rewards in this update include:
Gasmask Skin for completing the meta achievement, applicable to any head piece armor (yay!)
Air-Filtration-Device Skin: A head piece armor skin with the same look as the starter Aqua Breather (yay?)
Toxic Spore back item
Two new Toxic Krait minis: Mini Toxic Hybrid and Mini Toxic Nimross
Tri-Key Chest: “The Tri-Key Chest holds a chance for special treasures. Collect the three keys to open it from foes within the tower, or barter for them with Marjory’s Helper, Dee. Open the chest to see what lies inside!”
This update also includes the Rock the Nightmare-contest where you need create a music video for the “The Nightmare Within”-song. The best music video nets you a spiffing looking guitar made by the Sygnus Guitars and the second best one is rewarded by GW2-themed gaming gear by Steelseries.

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Are you a man….in an MMO?

In an MMO(Massive Multiplayer Online) you won’t enjoy it unless you have someone to talk to or play with. You won’t notice anything different or exciting if you are by yourself (plus you may die a lot). So, no matter who or what he/she/it may be, just buddy up. “Coming together is a beginning. Keeping together is progress. Working together is success.”- Henry Ford.

MAIN MISSIONS

Now there are many ways to attack a situation during an event, and the best way is with “Strategery”- George Bush: you probably have found a group of Mesmers, Warriors, Rangers, and a whole variety of classes, (check Professions), you do have some that are better at long-range or have more health than others depending on how they build their skills. So, to blow through a bunch of enemies in a row to get to a boss or do an objective, you want your melee/tanks to attack the first group as you ranged fighters go ahead slowly dragging other foes to your position. This helps take away the time between fights and clears the path(s) a little bit faster.

BOSS FIGHTS

Now we are at the big guy…ooohhh no what do I do, I can’t hit him he is too far away and all I have is a sword. Don’t worry, they built Guild Wars 2 where there is no set class, and everyone can play a part. You can play healer and make sure those risky devil-dogs stay alive, or maybe you can watch everyone’s back from minions (not Creepers, you know, those sneaky ones). Not only can you save lives, but if you try this I swear you will have a successful run, helping everyone enjoy this amazing game, story, and experience.

WORLD VS. WORLD

Trust me, this is no walk through the park. There will be HIGHS and lows (get the hint). Always take the high ground: you have a better chance of winning if the enemy doesn’t notice you (i.e. The Battle of Hamburger Hill). There are many ways to tackle the situation. Here is what I suggest: be sneaky and make sure you have a high vantage point; not only does this let you decide how the battle ends and starts, but comes with a bonus of a first-strike. Guerilla warfare is the key, sometimes you have to know your way around your land to flank or even run away. Going back to high points, you may jump right on top or behind them and attacking, causing the enemy to have no clue and hesitate, leading to an easy win. Next, you can try and attack from above as they run up, and by the time they hit you, they will notice how low their health is. And finally, try and push them off; there is nothing more frustrating than repeating the same process over and over, “Insanity is doing the same thing, over and over again, but expecting different results.”-Albert Einstein.

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Guild Wars 2, 5v5 Weekly Cup #4

Some days ago we announced our weekly cup series. Today we want to announce our 4th cup. As last week the cup will start at 20:00 CET.
Also don´t forget that we will provide prizes worth $ 175 for the first 2 teams! So better spread the word and sign up!
The matches will be casted by  Sireph. So better tune in if you don´t have the chance to play! You can find his channel on TwitchTV! The stream will be casted by Sputti and ChroNickGamer. You can find the channel here! The chinese stream can be found on  Crispeke´s channel!In case you missed the matches of last weeks cup feel free to check the VoD´s of Jebro´s show on Youtube.Also feel free to leave feedback via support ticket, within the forum or as news comment!


 5v5 Weekly Cup #4 – 07/11/13

   5v5 Weekly Cup #4 – 07/11/13

 Date: 07. November 2013 20:00 CET
 Mode: 5on5 Single Elimination // 45 minutes per round
 Links:
Settings
Global Rules
 Questions?
Support ticket

 Restrictions:
 Guild Wars 2 Gameaccount
 Logo

 

 Prizes

Thanks to ArenaNet we are able to provide pizes worth $ 175 for this cup.


 1st place: 5x $ 25 gem codes
 2nd place: 5x $ 10 gem codes

 Check In

Step 1 – Reservation (green)
Here you can reserve a place in the cup, but you have to confirm your participation later.

Step 2 – Confirmation (yellow)
30 minutes before the cup starts, you have to confirm your participation, if you have done that, you’re in the Cup.

Step 3 – Entry (red)
You didn’t get a free place in this cup? If there are not enough participants, you can still entering the cup 20 minutes before starting!

 Upcoming Cups

 

Weekly Cup schedule
 Cup  Date  Sign Up  Rules
Weekly Cup #5 14/11/2013
Weekly Cup #6 21/11/2013
Weekly Cup #7 28/11/2013

 

 Winner Weekly Cup #3

After an intense rematch of past weeks finalists  Cheese Mode successfully earned the tournament win over  Who Gets Carried Hard.

 


Good luck & have fun!

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Guild Wars 2 Tower of Nightmares DLC Live, New Appearance

The steady flow of content updates for Guild Wars 2 hasn’t slowed since this past summer. The latest update marks the third just in October, and is called Tower of Nightmares, which is a fitting name for a Halloween week DLC release. Players will have to deal with the ever changing world of Tyria, which is always full of new dangers and dark forces looking to ruin the day of the world’s inhabitants. They will have to band forces and plan new strategies to take on the Tower of Nightmares, which was created by a mysterious reptilian krait whose ties to a dark force are a cause for concern.

In addition to the new mission the content update also adds a new rewarded skill called Antitoxin Spray, which allows any player to heal others around them from the various poisons and toxins that are affecting them. Those who are wily enough to take down the Tower of Nightmares will also receive a Krait Obelisk Shard to erect in their home instance.

For a better look at the Tower of Nightmares DLC content head on down past the break. The content is now live, so grab a few of your best buds and begin planning your attack on the Tower so you can reap the rewards for taking it down.

Guild Wars 2 is a PC only title that is currently available.

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Guild Wars 2 Backpack Cover,Your Choice

Equipment is definitely the everlasting pursuit to players in each video game, some of the players even spend money to buy gold or gems in order to get a suit of powerful equipment. Equipment in gw2 features the appearance rather than the attribute, so it is not difficult to get top equipment in this game. We are going to show you the most comprehensive selection of backpack cover for you in this article.

To start the selection, let’s talk about the ways to get backpack cover in guild wars 2 first.
1. Players will get backpack cover as a reward for completing the main storyline.
2. You can use the Karma to buy backpack cover from some special NPC.
3. Cover will fall off in the eight raids and Fotm, so it is also a good way to collect backpack covers.
4. Correspondent backpack cover will be released in each update, you can purchase it from the trading post.
5. You can also buy backpack cover from the vendors in the guild.

In the following part, let’s enjoy all the amazing backpack covers released before in guild wars 2!!!

Mad Memories

Mad Memories. It was released in last Halloween, which looks like a book. Mad Memories were awarded to players for completing the Halloween quests.

Toymaker's Bag

Toymaker’s Bag. As a release of 2012 Wintersday, this cover was sent to every player through email.

King Toad's Backpack Cover

King Toad’s Backpack Cover. It was released in the first season of Super Adventure Box. Actually, this cover has three different colors.

Fractal Capactor

Fractal Capacitor. It was released in the event called Lost Shores. This cover should be leveled up three times to sparkle.

Fervid Censer

Fervid Censer

Sclerite Karka Shell

Sclerite Karka Shell
The above two covers were released in Southsun Cove.

="Holographic

Holographic Dragon Wing Cover

Shattered Dragon Cover

Holographic Shattered Dragon Wing Cover

These two covers were released in Dragon Bash. You can still purchase the Holographic Dragon Wing Cover in the trading post.

Plush Moto Backpack

Plush Moto Backpack. It was from the second season of SAB. It looks very cute.

Wings of the Sunless

Wings of the Sunless. A cover from the Tequatl Rising. I don’t think this cover is popular due to its bad-looking appearance.

The part above collected the released backpack covers in gw2 for you. If some of the covers are missed, remember to tell us, we will add them in time.

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Guild wars 2 New WvW Card

For ArenaNet’s online RPG Guild Wars 2 WvW a new card has been announced called “edge of the fog.” The special feature of this new WvW card is that it requires no queues.
The proposed new map “edge of the fog” to make the WvW game in ArenaNet’s Guild Wars 2 MMORPG accessible. In contrast to the known WvW cards you can watch the edge of the fog fall any time in WvW battles without previously persevere in a queue. If the new area is full, it will give the new card WvW an overflow server. So you can watch any time bashing in the new card in WvW until a place in the regular ticket is free.
Your services in the edge of the fog will not count towards the points WvW your world in Guild Wars 2nd According to the developers from ArenaNet well populated server otherwise would have an unfair advantage over less densely populated worlds. But it should give special rewards that you can achieve your only in the edge of the fog. Which they should be specific, the developers of ArenaNet have not been betrayed. It should be including, among other bonuses that give you an advantage in the regular WvW.
The edge of the nebula is, by design, include many different aspects of Guild Wars 2nd The entire region consists of flying islands that float above the eternal battle fields. Each island will have a unique flair. There will be, for example, a city of ruins in the jungle or a temple between snow-capped mountains. Also, the game mechanics to conquer strategically valuable areas should be partially differ significantly from WvW standard.
The new WvW Card “edge of the fog” in Guild Wars 2 will be released until the spring of 2014. Who wants to see the new area previously, has the opportunity to log in with his guild to beta test. To enter your selection, you need only the application form fill, which will link your specified under the. The only requirement is that a player can give useful feedback to the developers in your guild in English. The original announcement for the new Guild Wars 2 card “edge of the fog” can be found on the official website of ArenaNet.

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GUILD WARS 2 DEC 10 CLASS PATCH PREVIEW

Arenanet have released a list of the upcoming GW2 class changes for the upcoming Dec 10 patch on the official forums. Details are posted below.
General
These are the proposed balance changes for the Dec. 10th build. These changes are not final and are subject to change. We are posting them early so the community can discuss them with us. We wanted to be more transparent with the community about these changes to help expose problems that riskier changes might create.
Elementalist:
This patch’s goal for the elementalist was to increase the power of the Earth, Air and Fire lines, while taking away some of the need to go into the Arcane line. This was done by bringing up the base cooldown of attunements so that elementalists aren’t forced to go as deep into Arcane in order to get the old attunement cooldown %’s. In doing so, we decided put some of the most powerful Adept tier traits in Water magic and Arcane to the Master tier to avoid power creep that would have occurred by letting players gain powerful effects in Master and Grandmaster tier of Fire, Air, and Earth and still get the extremely powerful traits in Water and Arcane by only splashing in 10 points.
Fire II – Burning Fire – This trait has a new effect. Use Cleansing Fire automatically when you have a number of conditions on you. 3 conditions. 40 second cooldown. Moved to Master tier.
Fire VIII – Conjurer – Moved to Adept tier.
Fire III – Ember’s Might. The effect of this trait has been changed to Burns you apply last longer. 25%.
Burning Rage 25 – Increased damage dealt to burning foes from 5% to 10%.
Air V – Soothing Winds. Increased conversion from 5% to 7%.
Air XI – Tempest Defense. Decreased the cooldown from 60s to 25s.
Earth 5 – Stone Flesh – Increased toughness while attuned to Earth Magic to 1.5/level (120 at level 80).
Earth VII – Strength of Stone. This trait is now Gain condition damage based on your Toughness. 10%.
Earth XI – Diamond Skin. This trait has been redesigned. Conditions cannot be applied to you when your health is above the threshold. 90%.
Water I – Aquamancer’s Alacrity. Moved to Master tier.
Water V – Cleansing Wave. Moved to Master tier.
Water VIII – Arcane Abatement. Moved to Adept tier.
Water X – Soothing Wave. Moved to Adept tier.
Arcane III – Arcane Retribution. Moved to Master tier. Decreased cooldown from 90 seconds to 45 seconds.
Arcane IV – Final Shielding. Decreased cooldown from 90s to 75s.
Arcane V – Elemental Attunement. Moved to Master tier.
Arcane VI – Renewing Stamina. Moved to Master tier.
Arcane VII – Vigorous Scepter. Moved to Adept tier.
Arcane VIII – Blasting Staff. Moved to Adept tier.
Arcane IX – Windborne Dagger. Moved to Adept tier.
The following changes were done to reduce the necessity of putting points into the Arcane trait line.
The base cooldown of the attunement that you just left is now reduced from 16 seconds to 13 seconds. Attunement cooldown rate now increases by 1% per point in Arcane down from 2%. The end result is that now Attunements go from 13s to 10s instead of the old range of 16s to 10s.
Base global attunement cooldown is now 1.625 seconds. Global attunement cooldown rate now decreases by 1% per point in Arcane down from 2%. The end result is that now global attunement cooldown goes from 1.625 to 1.25 instead of the old range of 2.0 to 1.25.
Engineer:
We wanted to maintain the engineer’s core roles while still increasing build diversity. We also wanted to take out some of the random effects for some of the class’s traits. The biggest change here is allowing Modified Ammunition to work with any skills so that an engineer, regardless of build, can look at putting 30 points into firearms. By increasing the swiftness duration on Speedy Kits, we hope to allow Swiftness to be maintained more reasonably without having to constantly be swapping between Kits. This change will also bring down the total up time for Vigor due to its interaction with Invigorating Speed. We don’t like classes having permanent Vigor, and this is one of the areas we needed to tone down the up time of the engineer’s Vigor.
Explosives V – Incendiary Powder. Moved to Master tier.
Explosives VI – Exploit Weakness. Increased the health threshold from 25% to 50%
Explosives IX – Accelerant packed turrets. Moved to Adept tier.
Firearms XI – Modified Ammunition. This trait now works regardless of equipped weapon.
Inventions V – Energized Armor. Increased conversion from 5% to 7%.
Inventions X – Autotool Installation. Increased healing percent from 1% to 5%. * Decreased interval from 10s to 3s.
Inventions XI – Elixir Infused bombs. Increased healing scaling by 50%.
Alchemy V – Blood Injection. Increased conversion from 5% to 7%.
Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds.
Tools VI – Speedy Kits. Increased Swiftness duration to 10s. This effect can now only trigger once every 10 seconds.
Tools XI – Armor Mods. Changed this to now trigger on struck instead of on critical hit incoming. Reduced the cooldown from 25 seconds to 15 seconds.
Guardian:
Tanky and supportive guardians are in a strong position in many gametypes. We do feel that damage guardians are not as powerful as they could be. While we don’t want guardians to be as strong offensively as some of the other classes (given their powerful defensive abilities) we opened up more offensive guardian builds.
Zeal V – Shattered Aegis. Damage instead of Burning.
Zeal VII – Zealous Blade. This trait now scales with Healing power (2%.)
Zeal XII – Kindled Zeal. Increased conversion from 10% to 13%.
Radiance V – Searing Flames. Reduced cooldown from 20s to 10s.
Radiance X – Powerful blades. Increased damage from 5% to 10%.
Valor V – Retributive Armor. Increased conversion rate from 5% to 7%.
Honor VI – Pure of Heart. Increased scaling with Healing power from 25% to 40%.
Virtues VIII – Supreme Justice. Number of attacks going from 4 to 3.
Symbol of Swiftness: This skill now applies 4 seconds of swiftness per pulse, rather than 8 seconds if you have no swiftness and 1 second if you have swiftness.
Mesmer:
The bulk of the mesmer changes are focused on two things. 1) Bringing up some of the mesmer support traits and condition removal traits. 2) Reduce dependency on certain trait lines. The changes to Mender’s Purity and Shattered conditions as well as the move of Dazzling Glamours are meant to accomplish the first of these two. The changes to Shattered Strength and Illusionist’s celerity are what we feel accomplish the second one. Before this change mesmers needed to place 25 points into Illusions for many of their builds. Now they can place only 15 points in there to get the Illusion cooldown which will give them back 10 more trait points to open up some new builds. Finally, we felt that the Mantra traits were fairly difficult to collect. Moving Mantra mastery to adept tier takes some trait pressure off of the Dueling line, allowing mantra mesmers to gain a good trait with only 10 points.
Domination XII – Confounding Suggestions. Changed to increase daze duration by 25%.
Dueling VI – Protected Mantras. Moved to Master Tier. Increase Toughness from 400 to 600.
Dueling VII – Mantra Mastery. Moved to Adept Tier.
Chaos 25 – Chaotic Transference. Increased conversion from 5% to 10%.
Chaos I – Chaotic Revival. Reduced cooldown from 35s to 10s.
Chaos VII – Mirror of Anguish. Reduced cooldown from 90s to 60s.
Inspiration IV – Mender’s Purity. Now removes 2 conditions.
Inspiration XI – Shattered Conditions. Increased radius from 240 to 600.
Illusions VI – Illusionary Invigoration. Recharge reduced from 90s to 60s. Moved to Master Tier.
Illusions VIII – Dazzling Galmours. Moved to Adept Tier.
Illusions 15 – Shattered Strength – Moved to Grandmaster tier.
Illusions 25 – Illusionist’s Celerity – Moved to Master tier.
Necromancer:
For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw DPS conditions that necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the Necromancers to be focused on sustaining themselves through death shroud, siphoning health, and slowing down their opponent’s ability to act.
Mark of Blood. Removed 1 bleed in PvP only.
Signet of Spite: Removed one bleed.
Spite 15 – Death into Life. Increased conversion from 5% to 7%
Spite X – Chill of Death. Increased trigger threshold from 25% to 50%.
Curses IV – Weakening Shroud. Increase recharge from 15 to 25.
Curses VIII – Banshee’s Wail. Increase cooldown reduction from 15% to 20%.
Death 5 – Reanimator. Decreased cooldown from 30s to 15s.
Death VIII – Reaper’s Protection. Decreased the cooldown from 90s to 60s.
Death 25 – Deadly Strength. Increased conversion from 5% to 10%.
Blood Magic 25 – Blood to Power. Decreased health threshold from 90% to 75%. Increase Power from 90 to 120.
Soul Reaping II. Vital Persistence. Increased reduction of life force drain from 25% to 50%.
Ranger:
For the ranger, we’ve adjusted the placement of some traits so that rangers should have more build combinations. For example, by swapping Nature’s Vengeance and Spirits Unbound so that rangers can have spirits follow you in tier 2, players can now opt out of the higher damage output from spirits and still have options elsewhere. We also brought up some Marksmanship and a Skirmishing trait to make power specs more appealing. We feel like rangers also currently have too much endurance regeneration through traits. Due to this, we’ve made adjustments to Wilderness Survival traits, and we’ve also brought down the passive of Sun Spirit and the active effect for Storm Spirit.
Long Range Shot. Increased the damage at 500 range by 20%.
Long Range Shot. Increased the damage at 500-1000 range by 15%.
Marksmanship V – Predator’s Instinct. Increased the threshold from 25% to 50%. Increased the Cripple Duration from 2s to 10s. Increased the cooldown from 15s to 30s.
Marksmanship VI – Beastmaster’s Bond. Decreased the cooldown from 90s to 60s.
Skirmishing XII – Moment of Clarity. Stun Duration increased from 50% to 100%.
Wilderness 5 Natural Vigor. Reduced the increased endurance regeneration from 50% to 25%.
Wilderness VIII – Oakheart Salve. Decreased the recharge of this trait from 20s->15s
Wilderness XII – Bark Skin Increased the damage reduction from 30% to 50%.
Nature Magic I – Circle of Life. Cleared up the text of this trait to clearly identify that it happens when downed, not defeated.
Nature Magic V – Strength of Spirit. Increased conversion from 5% to 7%
Nature Magic IX – Two Handed Training. Added the following functionality to this trait. Greatsword and Spear attacks have a chance to grant Fury on hit. 50% chance. 3s Fury. 10s cooldown.
Nature Magic X – Enlargement. This trait now uses Signet of the Wild to trigger. This reduces the cooldown to 60 seconds and allow it to interact with the Signet of the Beastmaster and Signet Mastery traits.
Nature Magic VII – Nature’s Vengeance. Moved to Grandmaster Tier.
Nature Magic XI – Spirits Unbound. Moved to Master Tier.
Beastmastery VI – Mighty Swap. The might from this trait is now applied to you and your pet.
Sun Spirit. Reduced the passive burning from 3s to 2s.
Storm Spirit. Reduced the damage from the Call Lightning skill by 33%.
Thief:
One of the issues we are working on for thieves this patch is the dependence on the traits which boost initiative. We did this by shaving a significant amount of initiative gain from these traits while simultaneously boosting the generic rate of initiative gain by 33%. We have also somewhat reduced the effectiveness of high evasion thieves by reducing vigor up time and adding some cast time to the Shadow Return skill on the sword. This prevents these thieves from evading too much and too easily dealing with being disabled (stun, daze, fear, knockdown, etc.). Also we are trying to improve the survivability of thieves in the Acrobatics line through easier access to the Hard to Catch trait and increased effectiveness of the Assassin’s Reward trait. This will reward thieves who are actively engaged in the fight rather than those who are just dodging over and over again. The change to Infusion of Shadow is meant to stop players from gaining initiative by applying stealth while already in stealth. This should keep thieves from being able to recharge all of their power while idling in a very long stealth. We felt that using a lot of different abilities to maintain stealth is ok, but re-using the same ability over and over for almost permanent stealth was just bad for the game, especially when gaining large amounts of initiative.
Increased the base rate of initiative gain from .75/second to 1/second.
Shadow Return on Sword. Renamed to Infiltrator’s return. Added a 1/4s cast time.
Pistol Whip. Reduced the after cast on the first half of this skill by .25 seconds.
Deadly Arts VI – Sundering Strikes. Increased the trigger chance from 50%. Remove ICD. Decrease Vulnerability duration to 6s.
Critical Strikes VI – Practiced Tolerance. Increased conversion from 5% to 7%.
Critical Strikes 15 – Opportunist. Increased trigger chance to 50%. Increase cooldown from 1s to 5s.
Critical Strikes VIII – Signet Use. Reduced initiative gain from 2 to 1.
Critical Strike X – Critical Haste. Increase trigger chance to 25%.
Shadow Arts V – Infusion of Shadow – This trait functionality has been changed to “Gain initiative when you enter stealth.” 2 init.
Acrobatics III – Vigorous Recovery. Reduced Vigor duration to 4s from 8s.
Acrobatics IV – Assassin’s Retreat. Increased swiftness duration to 20s.
Acrobatics IX – Quick Recovery. Reduced initiative gain from 2 to 1.
Acrobatics X – Assassins Reward. Increased healing scaling by 35%. Moved to Grandmaster Tier.
Acrobatics XI – Hard to catch. Moved to Master Tier.
Trickery 5 – Kleptomaniac. Reduce initiative gain from 3 to 2.
Trickery IV – Flanking Strikes. Move to Master tier.
Trickery VII – Bountiful Theft. Reduced vigor duration to from 15s to 8s.
Trickery VIII – Trickster. Move to Adept tier.
Warrior:
The overall goal here is to reduce the damage for the very high control warriors. This means reducing some dependency on going 30 points into discipline for Burst Mastery, making warriors spend 20 points in Arms to get the benefit of Unsuspecting Foe. We also reduced the damage on the hammer’s burst skill to separate the control from the damage. We don’t mind warriors doing massive damage, or doing great area of effect control, but we’re trying to prevent them from easily doing both. We also increased the readability of Skull Crack, which will allow opposing players to more easily react to it. Combustive Shot on longbow also saw some rework. It will scale better with adrenaline levels, and still provide strong burning per adrenaline level, but the raw damage was toned down slightly.
Strength 5 – Reckless Dodge. Increased Damage by 25%
Strength III – Great Fortitude. Increased conversion rate from 5% to 7%.
Arms IV – Unsuspecting Foe. Moved to Master Tier.
Arms VII – Crack Shot. Moved to Adept Tier.
Arms XII – Last Chance. Increased the threshold form 25% to 50%. Reduced the cooldown from 45 seconds to 40seconds.
Defense 25 – Armored Attack. Increased conversion rate from 5% to 10%.
Defense XII – Spiked Armor. Reduced the recharge from 15s to 10s.
Tactics 5 – Determined Revival. Now correctly displays the amount of toughness.
Tactics 25 – Reviver’s Might. Now applies 3 stacks of Might instead of 1.
Discipline II – Thrill of the Kill. Increased Adrenaline gain from 1 to 10.
Discipline XI – Burst Mastery. Reduced damage increase from 10% to 7%. Removed erroneous adrenaline gain fact.
Earthshaker. Reduced damage by 20%.
Staggering Blow. Reduced damage by 23%.
Skull Crack. Increased the cast time from 1/4s to 1/2s. Updated the animation and effects of this skill to be more clear.
Combustive Shot – Increased pulse duration to 3s. Increased burn duration per pulse to 3s. Normalized damage per pulse. Updated pulses per tier to 2, 3,and 4 respectively for tier 1, tier 2, and tier 3.
Thank you for your patience!

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GUILD WARS 2 TOWER OF NIGHTMARES PATCH RECIPES

To acquire these recipes, you must have completed the Toxic Spore Sampler achievement by giving Marjory 50 Pristine Toxic Spore samples. This will open up Marjory as a merchant in Kessex Hills.

gw2-tower-of-nightmares-recipes

Super Sigil of Torment

gw2-superior-sigil-of-torment 30% chance on crit to cause 8s of AoE torment (7s cooldown)
  • Each recipe costs 250 Pristine Toxic Spore Samples + 1 gold and require either 400 Weaponsmith, Artificer, or Huntsman
  • Ingredients: Huntsman/Weaponsmith/Artificer (ingredients are all identical)
    • 1 Orichalcum Ingot
    • 100 Pristine Toxic Spore Samples
    • 2 Globes of Ectoplasm
    • 60 Lumps of Primordium

Superior Rune of Antitoxin 

gw2-superior-rune-of-antitoxin (1): +28 Condition Damage 

(2): -4% condition duration applied to you.

(3): +55 Condition Damage

(4): -8% condition duration applied to you.

(5): +100 Condition Damage

(6): -12% condition duration applied to you. Gain 5 stacks of might for 10 seconds on incoming poison or torment (20s cooldown).

  • Each recipe costs 250 Pristine Toxic Spore Samples + 1 gold and require either 400 Tailor, Leatherwork, or Armorsmith
  • Ingredients
Armorsmith Leatherwork Tailor
  • 1 Orichalcum Ingot
  • 1 Glob of Ectoplasm
  • 40 Lump of Primordium
  • 50 Pristine Toxic Spore Sample
  • 1 Cured Hardened Leather Square
  • 1 Glob of Ectoplasm
  • 40 Lump of Primordium
  • 50 Pristine Toxic Spore Sample
  • 1 Bolt of Gossamer
  • 1 Glob of Ectoplasm
  • 40 Lump of Primordium
  • 50 Pristine Toxic Spore Sample

Toxic Sharpening Stone

gw2-toxic-sharpening-stone

    • Recipe costs 250 Pristine Toxic Spore Samples + 1 gold and requires 450 Weaponsmith
    • Ingredients (makes 5)
      • 3 Piles of Crystalline Dust
      • 10 Pristine Toxic Spore Samples
      • 100 Piles of Bloodstone Dust

 

Toxic Maintenance Oil

gw2-toxic-maintenance-oil 

  • Recipe costs 250 Pristine Toxic Spore Samples + 1 gold and requires 450 Huntsman
  • Ingredients (makes 5)
    • 3 Piles of Crystalline Dust
    • 10 Pristine Toxic Spore Samples
    • 100 Piles of Bloodstone Dust

Toxic Focusing Crystal

gw2-toxic-focusing-crystal

  • Recipe costs 250 Pristine Toxic Spore Samples + 1 gold and requires 450 Artifice
  • Ingredients (makes 5)
    • 3 Piles of Crystalline Dust
    • 10 Pristine Toxic Spore Samples
    • 100 Piles of Bloodstone Dust

Marjory’s Experimental Chili

gw2-marjory's-experimental-chili

Healing Tome: Antitoxin Spray

  • Marjory sells this for 250 Pristine Toxic Spore Samples  and 5 gold but it is more expensive to buy it from her. You can also get this skill by spending 25 skill points in your hero window where you acquire the other healing skills.

gw2-tower-of-nightmares-antitoxin-spray

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