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Guild War 2 Professions Guide,Elementalist

GW2 Elementalist Guide

The elementalist is skilled at mid and long ranged combat, using the elements to their advantage to decimate their foes and help their allies. While having no “true” role, the majority of elementalist skills focus on raw damage (fire), burst/spike (air), control and conditions (earth), defense / support (water), and utility (arcana). Those are generalizations, of course, but ultimately the elementalist can carry on many different roles and switch between them fluidly, thanks to the unique elemental attunement ability.

Elementalist Quick Facts

  • One of GW2’s three Scholar professions.
  • Able to wear Light armor.
  • Can switch between four attunements, changing the weapon skill bar, at the cost of not being able to change weapons in combat.
  • Can equip staves, daggers, foci, and scepters and switch between four sets of skills on each using the attunement mechanic.

Elementalist Themes and Combat Roles

The elementalist remains true to its roots from the original Guild Wars a pure caster profession that utilizes different elements to deal damage to their enemies and support their allies. Thinking on the Guild Wars analogy, the Guild Wars 2 elementalist is like an e/mo or elementalist/monk, thanks to the heavy focus on healing with the water element. The conversion was also a very literal one, with many of the same skills and the overall playstyle following along in the transition. However, don’t fret, there is a lot more to the elementalist than casting Fire Storm, thanks to the attunement system.

We’ll talk more in-depth on the attunement system later, but for now let’s do a quick overview of how the elementalist profession differs from everyone else. First, they wear light armor like the other two scholar professions, but they differ greatly because they do not focus heavily on survival and conditions like the necromancer nor do they focus on control and illusions like the mesmer. Elementalists focus on variety, switching between different roles on the fly by attuning to different elements.


​Elementalists can rain death from the ramparts.

There are only four weapons in the elementalist arsenal, one two-handed weapon (staff), dual-wield (dagger/dagger), main-hand (dagger, scepter), and off-hand (focus). There is no in-combat weapon set switching either, like every other profession. Instead, each weapon has four sets of skills that are attuned to a specific element. The elementalist can switch between the different elements at will, giving them a total of four weapon sets they can switch between. The tradeoff is that each set of skills, while having a different purpose, still follows the general weapon theme (AoE/ranged/close combat).

Like other professions, the elementalist comes with its own set of unique skills. Glyphs mostly give passive bonuses for the element that an elementalist is attuned to. Conjure skills can summon weapons for both the elementalist and its allies, these weapons have their own unique skill bars. Cantrips give the elementalist additional survival. Auras provide a positive passive benefit to your character. Arcane skills are non-element magic based skills.

The elementalist is a direct damage support profession, half of the skills focus on dealing direct damage; while a fourth focus on healing, and another fourth focus on control. This makes them a jack of all trades and a master of most, but it’s important to know that while capable of a lot, knowing what to be capable of when is the primary finesse of the profession.

Another big theme with the elementalist is combo fields. Many of the abilities an elementalist have create combo fields, which synergize with other professions’ abilities. For instance, a Ranger who shoots an arrow through a Fire Wall will gain burning on their attacks. This gives their attacks additional utility when combined with others.

Elementalist Weapons

As mentioned previously, the elementalist only has access to four different weapons, although daggers double as a main-hand and off-hand. The strongest weapon is the staff, which while focused primarily on AoE abilities, has the most complete set of tools available. Scepters serve as a primary single target build, while daggers focus more on close range combat. You can read more about forming builds in ourIntro Guide to Builds.

The weapons that elementalist can equip along with their associated skills can be seen in-game by opening the Hero window [H] and selecting the Skills and Traits tab on the left. You can see a list of available weapons for the elementalist below.

Main Hand Off-Hand Two-Handed Aquatic
Scepter Dagger Staff Trident
Dagger Focus

Elementalist Trait Lines

Upon reaching level 11, you will begin earning Trait Points (1 per level for a total of 70 at level 80) that can be spent in any of the five available Trait Lines. Each point spent will increase 2 primary or secondary attributes, with every 5 points spent unlocking either a Minor or Major trait.

The trait lines for the elementalist are listed below, along with their associated attributes and weapon or utility skill type associations.

Fire Magic

  • +10 Power per point spent
  • +1% Expertise per point spent
  • Improves – fire element, grants might, burning

Earth Magic

  • +10 Toughness per point spent
  • +10 Malice per point spent
  • Improves – earth element, toughness, signets, protection

Air Magic

  • +10 Precision per point spent
  • +1% Prowess
  • Improves – air element, critical hit, swiftness

Water Magic

  • +10 Vitality per point spent
  • +10 Compassion per point spent
  • Improves – water element, regeneration, condition removal


  • +1 Concentration per point spent
  • +2 Intelligence per point spent
  • Improves – all elements, AoE attacks, attunements


The unique mechanic for the elementalist is attunement, which allows you to have four different weapon skill sets per weapon, at the cost of not being able to switch weapons in combat. You can change attunements freely, although the attunement you’re changing from will have a 15 second cooldown and a two second cooldown for the remaining available attunements.

The biggest thing about attunements is knowing what element serves what role and when that role is needed. For instance, if it’s about constant damage, odds are you’ll want to be in fire, while burst / spike damage will want you to be in air, support will be water, and control is earth. For instance, if you need to heal yourself or others, then you can switch to water will provides various support abilities. If you need to apply conditions, earth is the go to element.

It works pretty much like traditional weapon switching, you switch to the skill set that you need, except you have two additional skill sets to pick from. Since you can’t switch weapons, you will be at a disadvantage if you need to switch from say a super defensive build to a super offensive build, like a warrior going from a two-handed weapon to a sword and shield.

Understanding that, it’s important to pick the right weapon type before battle and the accompanying skills to form your build. Thankfully, skills like glyphs will apply themselves depending on the active element, making it easier to build out an elementalist.

Additional Elementalist Tips

The first thing you’ll want to do is rebind the keys for each attunement. You’re going to be switching a lot, so having them closer to your fingers than F1, F2, F3, and F4 is probably wise. Unless, of course, using function keys is part of your normal routine.

If you’re looking at making a Swiftness build, then choose a staff forWindbourne Speed and Glyph of Elemental Harmony. You’ll be able to maintain Swiftness for 20 seconds every 30 seconds. Updraft can be used as well, but it has a 40 second cooldown. Signet of Air is another good choice, as it gives you a passive 10% movement speed increase. Since Swiftness is so valuable, you may want to have Glyph of Elemental Harmony if you are not going to have Windbourne Speed or Updraft in your build.

​Mist Form ​is great both while alive and while downed. While alive it can get you into keeps or through a rough spot where you’re about to die. When you’re downed, you can use it to get out of harms way, back into a keep, or just in a better spot to be resurrected later.

Remember how fragile elementalists are compared to say, necromancers or guardians. Keep distance between yourself and your target is usually a better option than trying to soak up the damage. Be sure to use the different forms of crowd control to kite enemies around while you focus on killing them or rely on your allies to guard you in combat.

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Guild War 2 Professions,Ranger

GW2 Ranger GuideThe ranger in Guild Wars 2 excels at both melee and ranged combat, and is the game’s only true pet class. Rangers also make effective use of a suite of Traps that are capable of crippling foes, or spreading various Conditions to further augment the damage caused by their core weapon attacks.

GW2 Ranger IconRanger Quick Facts
  • One of GW2′s three Adventurer professions
  • Able to wear Medium armor
  • Able to charm Animal Companions to fight beside them in combat
  • Offers a highly mobile, evasive combat style in melee
  • Able to equip both short- and longbows to excel at ranged combat
  • Uses a variety of Traps to cripple and damage foes
  • Can summon Spirits to support allies

Ranger Themes and Combat Roles

Unlike the necromancer which deviates from its traditional RPG archetype in some significant ways, the ranger in Guild Wars 2 neatly incorporates many of the hallmarks of a more traditional ranger.  More so than any other profession, the ranger is in tune with nature, and able to summon temporary Spirits that augment their allies’ combat effectiveness, a variety of animal companions, and even set a variety of traps to hinder and damage their foes. We’ll take a closer look at each of these core aspects of the ranger below.

In terms of combat roles, the ranger excels in two important areas: direct damage output, and group support.

For damage output, the ranger uses a fair amount of direct damage skills that can be further augmented by plenty of Condition based attacks. Your choice of focusing on melee or ranged combat will largely help decide which Attributes will be the most vital for your overall build. For example, the necro benefits most from increasing Condition Damage, while themesmer tends to focus a bit more on increasing the Power attribute. For the ranger, the choice isn’t quite so cut and dried.

Both greatsword and longbow attacks tend to focus on direct damage, or conditions that hinder rather than damage foes. As such, builds focused on these two weapons can greatly benefit from increasing Precision for a higher crit chance, and Critical Damage.

On the flip side, the sword and shortbow main-hand weapons rely far more on condition damage to wear enemies down over time, and can greatly benefit from increasing Condition Damage, especially if you utilize traps for your utility skills to deal even more damage through conditions.

GW2 Eir Stegalkin

Eir Stegalkin, shown above, is a norn ranger that characters from that race will interact with throughout their personal story in Guild Wars 2

Bear in mind that these are not hard rules to follow, but rather a more general thing to be conscious of while getting a feel for which combat style – melee vs. ranged – you prefer the most. Rangers are also capable of providing plenty of group support through traps and spirits, and excel in World vs. World, PvE, and structured PvP equally unlike many other professions.

Before moving on to other aspects of the ranger profession, I would also note that they tend to be one of the less complex professions to play and eventually master. As such, they can be an excellent choice for both traditional MMO gamers, as well as those a bit newer to MMO combat mechanics.

Animal Companions (Pets)

The unique profession mechanic for the ranger is its ability to summon a persistent Animal Companion (also simply called pets) to fight alongside them during combat. During character creation you will be able to select from a few different pets that you will begin the game with, with the available options dependent on your character’s race. There are no wrong decisions to be made here, as you will have the opportunity to charm or tame all available pet species through normal gameplay.

To see a complete list of the ranger pets currently available, be sure to check out The Complete Ranger Pet Guide Portal. From there you can view a mini-guide for each pet species with full skill descriptions, locations for where to charm them in-game, and any additional notes for each specific pet.

We’ve also put together a listing of the starting pet options for each race below:

Asura Charr Human Norn Sylvari
River Drake River
River Drake Brown Bear Fern Hound
Whiptail Devourer Brown Bear Alpine Wolf Red
Jungle Stalker Jungle Stalker Jungle Stalker Snow Leopard Jungle Stalker

The skill bar for your active pet will be displayed directly above your weapon skills (shown below), with the F1-F3 keys used to command your pet to attack your current target [F1], activate its unique skill [F2], or toggle between passive and aggressive mode [F3]. Each pet species has 1 unique skill (activated by pressing the [F2] key) with the remaining three shared between other pets from the same family. This unique skill should be considered an active part of your normal skill rotation during combat, and as such you will want to use a pet that compliments your overall build in some way.

GW2 Ranger Skill Bar

Once you’ve tamed at least one additional pet, you will be able to switch between them during combat by clicking on the small arrow icon to the right of the pet skills. You can have a total of 4 pets slotted; 2 for combat on land, and 2 for underwater combat. Your slotted pets can be changed at any time by opening the Pet Management [K] window.

To tame new pets, you will need to locate a “juvenile” version of that animal type in PvE and WvW zones. They will be easily distinguished from other creatures both by having “juvenile” in their name, and their nameplate will also be green.

GW2 Tamed Pet Window

Once you’ve found a juvenile animal you would like to tame, simply walk up to it and interact with it by pressing the [F] key. This will bring up a window that tells you a little bit about that particular pet, and also gives you the option to equip your new pet at that point as shown above. Once equipped, you can also give your pet a new name by opening the Pet Management [K] window, and clicking on the small quill icon located at the top of the window.

Ranger Weapon Sets

Starting at level 7, the ranger is able to equip two unique weapon sets. These can be actively swapped by pressing the [`] key at any time out-of-combat, though there will be a short cooldown after swapping weapon sets during combat before you will be able to swap back again. For more information on how this system works, please refer to our Intro Guide to Builds.

The weapons that rangers can equip along with their associated skills can be seen in-game by opening the Hero window [H] and selecting the Skills and Traits tab on the left. We’ve also added a list of available weapons for the ranger below:

Main Hand Off-Hand Two-Handed Aquatic
Axe Axe Greatsword Harpoon Gun
Sword Dagger Longbow Spear
Torch Shortbow

Ranger Trait Lines

Upon reaching level 11, you will begin earning Trait Points (1 per level for a total of 70 at level 80) that can be spent in any of the five available Trait Lines. Each point spent will increase 2 primary or secondary attributes, with every 5 points spent unlocking either a Minor or Major trait.

The trait lines for the ranger are listed below, along with their associated attributes and weapon or utility skill type associations.


  • +10 Power per point spent
  • +1% Condition Duration per point spent
  • Improves – Longbow and Harpoon Gun range, Signets


  • +10 Precision per point spent
  • +1% Critical Hit Chance per point spent
  • Improves – Axe and Shortbow, Traps

Wilderness Survival

  • +10 Toughness per point spent
  • +10 Condition Damage per point spent
  • Improves – Sword and Off-Hand skills, Traps, Survival skills

Nature Magic

  • +10 Vitality per point spent
  • +1% Boon Duration per point spent
  • Improves – Greatsword, Boons, Spirit skills


  • +10 Healing per point spent
  • +1 Empathy per point spent (improves pet attributes)
  • Improves – Greatly enhances pet usage and skills

Additional Ranger Notes

While many professions have high survivability due to large health pools or the ability to mitigate incoming damage in some way, for the ranger this is caused by a combination of high mobility and avoidance capabilities. For example, the Sword / Warhorn set offers an extremely evasive combat style through sword attacks, while offering Swiftness via the warhorn skill Call of the Wild

In terms of utility skills, the ranger has some of the most clearly defined skill lines in GW2. For example, Traps can allow you to slow your foes, and cause a decent amount of condition damage while Spirits provide excellent group support.

As noted above, the ranger can be one of the easiest professions to learn early on, but that doesn’t mean it doesn’t have plenty of subtle complexities that can take a while to properly master.

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GW2,You Deserve!

Every great game starts with a simple question: What do we want to play next? If you aren’t passionate about the game you’re working on, it is already doomed to mediocrity. And the best way to make sure you’re passionate? Make something you want to play.

For the team at ArenaNet, the idea of making Guild Wars 2 started with a single conversation about all the things we wanted to do in the next Guild Wars campaign. Very quickly it became clear that we could move the game forward by leaps and bounds… but only if we were willing to rebuild it from the ground up. Here’s what we thought we could accomplish:

Give players immense freedom of movement. The underlying systems in Guild Wars allowed us to make a very responsive, yet hack-proof game, but they also prevented us from giving players the ability to jump and swim and explore their environment freely. We’ll still keep movement hack-proof, but we want players in Guild Wars 2 to simply enjoy moving around.
Allow players to encounter each other in common, persistent areas. The instancing of Guild Wars gave us a ton of story-telling and gameplay advantages over our competitors, but instanced areas and persistent areas each have their strengths and weaknesses. We want to give players the best of both worlds.
Let players choose from multiple playable races (including our own unique addition to the fantasy genre, the Charr). Our team takes a lot of pride in the look and feel of each of the professions in the game, but some of the early technical choices we made for them prevented us from even considering introducing playable races. Now we have a chance to make new choices that give players more options.
Give players deeper options for character advancement. We knew this would be the most controversial of our new goals. Could we do this without creating a game full of grind? As avid fans and players of RPGs, massively multiplayer or otherwise, we saw many untapped opportunities for making this work.
Make everything about Guild Wars better. When you look back honestly on a game you’ve made, there are always things you wish you could have done better. Could we create a stronger economy with better options for trading? Definitely. Could we address player concerns about the relationship between PvP and PvE? With a new system, yes. Could we give players more and better storage? Yes! The list goes on and on.
Beyond the sweeping gameplay improvements that we are introducing, we also know that any sequel worth its salt needs to show major graphical improvements. Let’s face it, a lot of people love this game because it is beautiful. We fully intend to stay true to the Guild Wars tradition of looking better than the competition while featuring surprisingly inclusive system specs. (And, as a designer, I’ve got some very talented and hard-working programmers and artists to thank for that!)

Even so, not having to worry about backward-compatibility with the original Guild Wars engine and tools gives us an abundance of opportunities to make Guild Wars 2 jaw-droppingly beautiful. At the same time, new budgets for textures and poly-counts, and a whole new bag of tricks from our in-house graphics gurus, mean that every environment, character, and effect we’re making truly looks like a whole new game.

Getting excited about new graphics and new gameplay ideas is only part of the equation for us, though. As some fans noted when Guild Wars 2 was announced, by adding persistent areas and extensive character advancement to Guild Wars, we risked creating another me-too MMO in the Everquest tradition. Plenty of those games already exist, though, and making yet another has never been our goal. Instead, from the start, we talked a lot about the core principles of Guild Wars.

Guild Wars isn’t a hassle to play. Fundamentally, we made a choice to not build a game around time-sinks and inconvenience. Our streaming updates, instant map travel, character templates, account-wide storage, easily removed death penalty, and myriad of core features are all based on this principle. Although some details would need to change, we wanted the sequel to stay true to this tradition.
Guild Wars lets you play the way you want to play. We’ve had a few years now of observing our players and their tendencies and preferences. Whether their play-style focuses on exploration, story, wealth, collection, achievements, socializing, PvP, playing solo or with strangers or friends, our goal is to give them a rich and rewarding experience playing the game they want to play. With Guild Wars 2, we’d seek to diversify their options even further.
Guild Wars encourages skillful play. If you’re going to spend as much time playing a game as people spend playing their favorite online RPG, it had better engage you socially, viscerally, and, yes, intellectually. From the very foundation of the Guild Wars design, we’ve tried to create a game that rewards clever and active play. We’re confident we’ll do an even better job this time around.
Guild Wars tells a story. We’ve learned a lot over the years about running events in common areas, and how to get the best effect out of instances. Guild Wars 2 gives us an opportunity to take that knowledge and apply it in even better ways.
Guild Wars has no monthly fee. Let’s face it: one of the reasons that Guild Wars has enjoyed so much success is that people like owning a game after they buy it. They like being able to take a break without a subscription continuing to drain their bank account. They like being able to buy and experience other games, too. Now we plan to bring that same model to a game with persistent areas, playable races, freedom of movement, incredible depth, spectacular graphics, and gameplay that builds on the best of Guild Wars while taking things to new heights.

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GW2,Help Guides

Major Cities and Explorable Zones by Level

Knowing what content is available for your current level is an important part of character advancement in any MMO. To help guide you as you travel throughout Tryia in Guild Wars 2, we’ve put together complete lists of explorable zones and dungeons by level. We’ve also added details on the total number of renown hearts, waypoints, points of interest, skill challenges, and vistas for each explorable zone and major city in the game.


Zone List Icons
Renown Hearts
Points of Interest
Skill Challenges

Major Cities

City Name Race
Black Citadel Charr 11 17 5
Divinity’s Reach Human 13 20 6
Hoelbrak Norn 14 24 5
Lion’s Arch Neutral 13 21 9
Rata Sum Asura 9 19 5
The Grove Sylvari 4 19 6

Explorable Zones by Level

Zone Levels
Caledon Forest 1-15 18 18 20 7 8
Metrica Province 1-15 16 16 22 8 9
Plains of Ashford 1-15 16 18 26 7 10
Queensdale 1-15 17 16 21 7 9
Wayfarer Foothills 1-15 16 17 18 8 10
Brisban Wildlands 15-25 16 12 19 6 7
Diessa Plateau 15-25 15 19 21 8 9
Kessex Hills 15-25 14 18 18 5 9
Snowden Drifts 15-25 13 18 11 6 6
Gendarran Fields 25-35 11 22 15 7 8
Fields of Ruin 30-40 13 17 20 5 6
Lornar’s Pass 30-40 15 16 43 9 10
Harathi Hinterlands 35-45 11 15 15 6 8
Valley Headland 35-45
Blazeridge Steppes 40-50 15 18 10 5 5
Dredgehaunt Cliffs 40-50 11 18 24 6 8
Bloodtide Coast 40-50 13 15 18 6 7
Iron Marches 50-60 13 14 14 6 8
Timberline Falls 50-60 11 19 13 5 6
Sparkfly Fen 55-65 13 17 20 6 5
Mount Maelstrom 60-70 11 17 32 7 7
Fireheart Rise 60-70 12 18 16 7 8
Straits of Devastation 70-75 n/a 19 30 12 6
Frostgorge Sound 70-80 11 16 20 7 8

Please Note: We will be updating this page as new information becomes available for any zones listed above that are currently missing data.

Dungeons by Level

Dungeon Name Level Location
Ascalonian Catacombs 30 / 35 Plains of Ashford
Caudecus’s Manor 40 / 45 Queensdale (Shire of Beetletun)
Twilight Arbor 50 / 55 Caledon Forest
Sorrow’s Embrace 60 / 65 Dredgehaunt Cliffs
Citadel of Flame 70 / 75 Fireheart Rise
Crucible of Eternity 80 Mount Maelstrom
Honor of the Waves 80 Frostgorge Sound
Arah 80 Ruins of Orr

General notes on dungeons in Guild Wars 2:

    • All dungeons have a Story mode and an Explorable mode.


    • Story mode must be completed before you can access the explorable mode.


    • Apart from the level 80 dungeons, the explorable mode of each dungeon is intended for players roughly 5 levels higher than the story mode version. This is represented above in the level listing for each dungeon, with the first number representing the story mode level, and the second representing the intended level for explorable mode.


  • Vendors for unique armor and weapons for each dungeon are located in Lion’s Arch.
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Guild Wars 2 – WvW Guildes

When getting involved with WvW in Guild Wars 2, it is important tomake the most of what’s available to you. This includes things likeunderstanding your class and siege weapons, but it goes a little further thanthat as well. With the introduction of WvW skills, things have changed a littlebit. Luckily for you, that’s exactly what we are going to cover!
When out in the various Battlegrounds, there is a leveling systemcalled “ranks.” These are WvW-specific and you level them up by taking part in,you guessed it, WvW! At the very top of your screen, above the current scoring,time until the next score and your supply count, you will see a blue bar. Thisis your WvW rank bar, and it tells how much more experience you need to finishup the current rank.

With each rank you earn, two things happen: you get a new WorldAbility Point and you can get a new title .

Earning World Experience

At this point you’re probably wondering how you are going to earnmore ranks. It’s actually very easy. Basically, anything you do in WvW willcount. This means that while you’re out and about, you should:

· Help kill enemy players
· Assist with taking down enemysiege
· Help repair your structures
· Help build your team’s siege
· Help take enemy structures

Even if you are just jumping in to a Battleground for a shortperiod, you should have no problems with finding a way to knock out some fastWorld Experience. If you have longer to play and you end up in a group or“zerg,” you’re even better off.
Through the WvW menu (default key “B”) you can see a tab for Rankand Abilities. This is where you will find the various abilities you can putpoints in to. The ones available are as follows:

· Guard Killer – Increases damageto enemy guards
· Defense Against Guards –Reduces the damage you take from enemy guards
· Mercenary’s Bane – Increasesdamage to and reduces damage from mercenaries
· Siege Bunker – Reduces thesiege damage you take
· Siege Might – Increases damagedone with siege-engine attacks
· Supply Capacity – Increases theamount of supply you can carry
· Cannon Mastery – Improve cannonuse
· Ballista Mastery – Improveballista skills
· Arrow Cart Mastery – Improvearrow cart skills
· Burning Oil Mastery – Improvesall Burning Oil skills and unlocks new abilities
· Mortar Mastery – Improve mortarskills
· Build Master – Improves yourbuilding capabilities
· Repair Master – Improves yourrepairing capabilities
· Catapult Mastery – Improvecatapult skills
· Supply Master – Improve yourability in gathering, spending and running supply
· Trebuchet Mastery – Improvetrebuchet skills
· Flame Ram Mastery – Improveflame ram skills
As for the costs, they do not require just a single point. Theyrange from one point to 20 per level, and they have varying numbers of levelsas well. Along with this, the costs for each level increase (for example: 5,15, 30, 50, 75). As such, planning out which skills you’re going to get andwhen is important in order to maximize your efficiency out on the field. That’swhat we’re going to look at now!

Optimal AbilityLearning Order
What I want to cover here is the most important abilities. These arethe ones that will help you out while you’re out in the field. While all ofthem will help at some point or another, it is hard to argue against the factthat some are more useful than others. The listing below shows the mostimportant ones (in order), as well as why.
Supply Capacity – this is byfar the most important skill you can learn. Whether you are helping defend ortake structures, this helps by giving you more supply to use at once
Siege Bunker – this reduces thedamage you take from siege weapons, which is where a bulk of your incomingdamage comes from
Mercenary’s Bane – this reducesthe damage you take from enemy players, the second highest incoming damageyou’ll receive
Guard Killer – this increasesyour damage against guards, which helps kill them faster
Defense Against Guards – thisdecreases the damage you take from guards
Once these are learned, you are ready to see what else fits yourplay style. If you find that you man the flame rams a lot, go for the mastery.If you jump from one siege weapon to another, go with Siege Might. Basically atthis point you have already covered the main bases, so you are ready to findfillers to use up the rest of your points as you earn them. You can also,should you choose, throw Defense Against Guards (the last skill on the listabove) in to this area as well, depending on how often you get hit by the enemyguards.

The World Experience side of Guild Wars 2 can be a little confusingat first. There’s a lot going on with it, and following a great path isimportant to ensure you are contributing as much as you can. Along with this,just by following the path I have laid out, you even increase the speed atwhich you gain future ranks (and therefore also learn the other skills faster).The big thing here is to understand that the entire system is a supplement toyour normal game play. As such, you do not want to spend your time harping onranking up as fast as possible. Enjoy the game, and rank up as you play forfun. You will level up a lot faster that way, and you will gain much moreenjoyment from it!

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Tower of Nightmares – October 29th patch preview!

Posted ImageArenanet just posted information on the 29 October 2013 patch. Titled “tower of nightmares,” the patch focuses on Kessex Hills, and the new construction the Krait have been slaving away at for a while. The website only mentions the following: A toxic seed has been sown. Guarded by magic, fed with evil, it grows. Rewards for completing the meta-achievement include a Krait obelisk shard, which allows quartz to be charged in the home instances of characters, and allows a new skill point to be earned. The other rewards is a new, universal healing skill titled “antitoxin spray,” which heals a player and cures them of poison, torment, confusion, and a new condition titled toxin.

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Mad King, Bloody Prince, and Other Halloween Outfits

We’re one week in to the Halloween festivities—why not celebrate with some new Black Lion Trading Company costumes? Last year’s Witch and Mad King outfits are both making an appearance alongside the brand-new Bloody Prince and Executioner sets. Read on to learn more!
Mad King’s Outfit
Dress up as everyone’s favorite insane monarch for Halloween—or any other day of the year! This outfit comes complete with town clothes, a toy weapon for Costume Brawl, and horribly bad jokes.

New—Bloody Prince’s Outfit
Show your love of darkness—and your undying sense of fashion—with the stylish new Bloody Prince’s Outfit!

Witch’s Outfit
Transform into a classic witch or warlock with this Halloween standby, including the ability to fly on an enchanted broom, summon a feline familiar, and set out a cauldron to for your trick-or-treating friends!

New—Executioner’s Outfit
The new Executioner’s Outfit will turn you into everyone’s worst nightmare—as will the deadly axe you’ll be carrying into the Costume Brawl!

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GW2 Professions,Mesmer

Mesmers are magical duelists who wield deception as a weapon. Using powerful illusions, clones, and phantasmal magic to confuse and distract their foes, mesmers make sure every fight is balanced in their favor and their opponents can’t believe their eyes.

Scepter Pistol Greatsword Spear
Sword Sword Staff Trident


Mesmers create illusions, replicas of themselves that attack their foes. Illusions are directed at a specific target and exist as long as that target is alive, or until they are destroyed. Mesmers can maintain up to three illusions at a time. There are two types of illusions: clones and phantasms.

  1. Clones

    Clones are illusions that look exactly like the caster. The mesmers’ weapons determine which clone skill they will have access to. For example, mesmers equipped with swords have the clone-summoning skill Illusionary Leap, which summons a clone at their location that then jumps forward toward the target.

  2. Phantasms

    Phantasms are illusions that look like transparent versions of the caster and carry their own illusionary weapons. Phantasms are more powerful than clones; they have more health and deal more damage. Again, the choice of weaponry determines the type of phantasm-summoning skill that mesmers can use. For example, mesmers equipped with staves can summon a phantasm that attacks its target and deals extra damage for each inflicted condition.

  3. Shattering

    Mesmers can shatter their illusions, destroying them to create a powerful secondary effect. For instance, Mind Wrack detonates all illusions, damaging opponents near them, while Distortion destroys all illusions and distorts the mesmers, allowing them to evade incoming attacks.

Special Spell Types

In addition to creating illusions, mesmers have a range of special skill types at their disposal, such as Mantras and Glamour.

  1. Mantras

    This type of skill has two stages: activation and instant cast. The activation stage takes a relatively long time to cast but is then replaced by an instant-casting skill that mesmers can use in the heat of battle. Mantras are powerful because many can be charged up before battle and then used in the middle of another spell, without interrupting that spell. For example, mesmers wielding a greatsword could use Mantra of Pain, which provides an instant damage boost to their greatsword attacks.

  2. Glamour

    Glamours are enchantments that manipulate the fabric of reality around mesmers. For example, Veil is a wall that bestows invisibility upon any ally that passes through it.

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GW2 Professions,Guardian

Guardians are devoted fighters who protect their allies and smite their enemies by drawing from the power of their virtues. True guardians are brilliant tacticians and selfless defenders who know when to sacrifice their own defenses to empower their allies to achieve victory.

Mace Focus Greatsword Spear
Scepter Shield Hammer Trident
Sword Torch Staff


Guardians can elect to relinquish the benefits granted by the virtues and extend their protective power to nearby allies. This ability makes the guardian an excellent supportive fighter whether they are leading an assault or defending your party’s flanks.

  1. Justice

    The fire of Justice burns the enemies of guardians. With Justice, every fifth attack burns their opponents.

  2. Courage

    With Courage, guardians can shrug off even a mighty blow. Every 40 seconds this virtue is active, guardians are granted Aegis, which blocks the next incoming attack.

  3. Resolve

    Through Resolve, guardians passively regenerate health, allowing them to wade into the most dangerous situation and come out alive.

Special Skills

Guardians have a number of special skill types to choose from. Here are two skill types that typify the guardian:

  1. Spirit Weapons

    Guardians can summon spirit weapons to fight at their side for a limited time. Spirit weapons can be commanded to inflict a powerful attack before disappearing. For example, Hammer of Wisdom can be commanded to knock down an enemy before it vanishes.

  2. Shouts

    Guardians use shouts to aid allies or hinder enemies within earshot. Defensive shouts such as “Hold the Line!” grant protection and regeneration to nearby allies.

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Your Most Interested Topic in Guild Wars 2


Recently ArenaNet spent some time discussing the concept of collaborative development with some of the community on rolling out a new process in which over a set time period they can discuss design philosophies behind the main components of Guild Wars 2. Today design director Chris Whitesideannounced the first part of the plan: to list the top three sections of this area of the game that you would like to discuss:

For example for PVE your list might be:
1: Living World
2: Roleplaying
3: Ascended items


ArenaNet will choose the number 1 topic in each area after a couple of days and then create the threads within the specific areas for players to discuss, brainstorm and share opinions on. If you have the topics that wanna discuss, head for the topic page to share your idea!

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