Category Archives: MMORPG

Guild Wars 2 WvW: It’s Not Just About Zerging


I’ve been slacking on them Guild Wars 2 posts! Sorry been busy doing a bunch of WvW lately which is this post’s topic! Some players think WvW is a senseless zerg; just a bunch of players following a commander tag and capping objectives. Well I say it isn’t.

I’ve been away from consistent WvW for a little while now. I decided to head back in recently when Edge of the Mists became available and even more when the WvW Spring tournament was underway. I didn’t know the mechanics or the pathing of the Edge of the Mists map. I mostly followed zergs around and learnt what I could along the way. I learnt quite a bit.

First off, learn the map. There are quite a few elements of the map to learn including zerg paths and various NPCs. Learning about the various WvW maps helps you determine how much you can do for your world. With a small group you can take supply dolyaks, supply camps, generators and even a tower or two. With a large group, aka a zerg, you can take everything up to Stonemist Castle, the largest structure in Eternal Battlegrounds or an enemy keep in Edge of the Mists.

There are some little things that you pick up as well. For example, hitting walls won’t trigger an alert for the enemy but hitting the gate will. In Edge of the Mists there’s a Charr NPC on the south end of the Red keep that lets you transform into a Mecha Siege Devourer which is great for taking towers & keeps.

There are zerging strategies like sticking close to the commander to gain all the AoE buffs everyone is using. There’s zerging as a group so that minimal damage is taken while you pierce through enemy lines effectively scattering the enemy zerg. There’s arrow cart ambushes where your zerg sets up a few arrow carts inside your tower, ready to barrage the incoming enemy as they break down the gate. There’s havoc groups; small groups causing chaos and bait out enemy zergs while helping ally zergs. There’s scouts that keep watch for oncoming assaults. I think you get the point.

I’ve also learn that if your new at commanding, make sure you know the map you’re on and the basic zerging strategies. No one likes a commander that doesn’t know what they’re doing (nor do some have the patience sadly).

So if you think WvW is just a mindless zerg, I suggest trying it again. You’ll see that, in Eternal Battlegrounds at least, zergs don’t just assault the nearest enemy or structure. They move around and wait for the right moments to go for an objective or to engage a fight. This is less so in Edge of the Mists but it’s a good place to start. Hopefully you’ll give it another shot or even go in for the first time! I suggest going in with friends or your guild. Anyways, that’s all for now. Till next time, take care!

List Of The 40 New Guild Wars 2 Traits


I did this post over at Gamebreaker TV, but I’ll do it here as well! Here are the 40 new Grandmaster traits coming in the Guild Wars 2 Features patch this April. If you have any questions about them, let me know in the comments and I’ll try my best to answer them. This info was compiled thanks to the GW2’s Ready Up Dev Stream Episode 8:


  • Fire – Binding Ashes – Burning foes also blinds them for 5 seconds (5 second cooldown)
  • Air – Lightning Rod – When you interrupt a target, shoot a lightning bolt on the target that weakens them for 5 seconds
  • Earth – Stone Heart – Cannot get critically hit while attuned to earth
  • Water – Aquatic Benevolence – Healing towards other allies is increased by 25% (doesn’t apply to self)
  • Arcane – Elemental Contingency – Being struck will result in defense boons based on your current attunement:
    • Fire: 3.5 seconds of Retaliation
    • Air: 5 seconds of Fury
    • Earth: 2.5 seconds of Protection
    • Water: 3 seconds of Vigor


  • Explosives – Synaptic Overload – Gain 3 seconds of quickness when using a knockback on a foe (20 second cooldown)
  • Firearms – Bunker Down – When you critically hit, you create a mine that lasts 10 seconds at your location (2 second cooldown)
  • Inventions – Fortified Turrets – Creates a reflective shield for 4 seconds on newly spawned turrets. Shield ends if turret is picked up or destroyed
  • Alchemy – Experimental Turrets – Turrets apply boons to allies every 10 seconds based on the turret:
    • Thumper Turret: 3 seconds of Protection
    • Net Turret: 10 seconds of Swiftness
    • Rifle Turret: 5 seconds of Fury
    • Healing Turret: 3 seconds of Vigor
    • Rocket Turret: 3 seconds of Retaliation
    • Flame Turret: 3 stacks of Might for 10 seconds
  • Tools – Gadgeteer – Gadgets applies boons upon use based on the gadget:
    • A.E.D.: 3.5 seconds of Retaliation
    • Personal Battering Ram: 5 seconds of Fury
    • Rocket Boots: 4 seconds of Vigor
    • Slick Shoes: 8 seconds of Regeneration
    • Throw Mine: 6 seconds of Aegis
    • Utility Goggles: 5 stacks of Might for 8 seconds


  • Zeal – Amplified Wrath – Burning damage increased by 33%
  • Radiance – Radiant Retaliation – Retaliation damage scales from condition damage instead of power
  • Valor – Communal Defenses – Grant Aegis for 5 seconds to allies when you block an attack (360 range)
  • Honor – Force of Will – Gain up to 300 Vitality, based on your level
  • Virtues – Purity of Body – Resolve‘s passive effect increases endurance regeneration by 15%


  • Domination – Power Block – Enemy skills interrupted increases the cooldown of the interrupted skill by 10 seconds
  • Dueling – Triumphant Distortion – Gain 3 seconds of Distortion upon defeating an enemy
  • Chaos – Bountiful Disillusionment – Gain boons every time a shatter skill is used:
    • Mind Wrack: 3 seconds of Retaliation
    • Cry of Frustration: 3 stacks of Might for 15 seconds
    • Diversion: 5 seconds of Fury
    • Distortion: 8 seconds of Regeneration
  • Inspiration – Disruptor’s Sustainment – Gain 1000 Healing Power for 5 seconds when you interrupt a foe
  • Illusions – Maim the Disillusioned – Enemies hit by a shatter skill are inflicted with Torment


  • Spite – Parasitic Contagion – 5% of your Condition Damage heals you (does not scale with Healing Power)
  • Curses – Path of Corruption – Dark Path additionally converts 2 boons into conditions
  • Death Magic – Unholy Sanctuary – Regenerate health while in Death Shroud
  • Blood Magic – Unholy Martyr – While in Death Shroud, draw 1 condition every 3 seconds from allies. Gain 5% life force for each condition drawn
  • Soul Reaping – Renewing Blast – Life Blast heals allies that it passes through


  • Marksmanship – Read the Wind – Longbow and Harpoon Gun projectile velocity increased by 100%
  • Skirmishing – Strider’s Defense – 15% chance to block ranged attacks while in melee
  • Wilderness – Poison Master – Poison Damage increased by 50% and the first attack by a swapped in pet applies Poison
  • Nature Magic – Survival of the Fittest – Remove 2 conditions and gain Fury when using a survival skill
  • Beastmastery – Invigorating Bond – Pets heal in an area when using the command ability (F2 skill)


  • Deadly Arts – Revealed Training – Gain up to 200 extra Power when you are Revealed, based your on level
  • Critical Strikes – Invigorating Precision – You are healed by 5% of critical strike damage you inflict (doesn’t work on Ambient creatures)
  • Shadow Arts – Resilience of Shadows – Stealth you apply reduces incoming attack damage by 50%
  • Acrobatics – Assassin’s Equilibrium – Gain 1 second of stability when you are Revealed
  • Trickery – Bewildering Ambush – Stealing applies 5 stacks of confusion on the target for 5 seconds


  • Strength – Burst Precision – Burst skills critically hit
  • Arms – Duel Wield Agility – Attack speed increased by 10% when wielding an offhand sword, mace, or axe
  • Defense – Rousing Resilience – Gain up to 1000 toughness for 4 seconds when you break out of a stun, based on your level
  • Tactics – Phalanx Strength – Grant 6 seconds of might to allies when you grant yourself Might
  • Discipline – Brawler’s Recovery – Remove blindness when you swap weapons

New Traits Coming In Guild Wars 2 April 2014 Features Update


Well, I thought I wouldn’t have anything really good to talk about this week but man this one is quite good. ArenaNet have released a new page the contains a list of blog posts, and future blog topics, about the upcoming features patch which has been confirmed for April 15th. So far we got the details about traits so let’s go over that.

How Traits Work Now

First off, traits are changing on how they work. ArenaNet made the trait system use 14 points instead of 70. So that means you’ll only need 1 point to unlock a trait instead of 5. That also means that you gain trait points at certain levels starting at 30. So the feel of gaining a new trait while leveling stays relatively the same. In the Traits Unleashed blog post it said:

You’ll start acquiring points at level 30, when the adept trait tier is unlocked, then you’ll earn one trait point every six levels until level 66, when you’ll start earning two trait points at a time.”

If I did the math right and understood the post correctly, that means you’ll get 4 points when you hit 30. The tiers are unlocked at a certain level: Adept at 30, Master at 60, Grandmaster at 80. ArenaNet have also updated the UI so that you can change your traits around as you see fit. All of this for free, no need to spend gold anymore! All we need now is a save build feature and then we’re all good!

The New Stuff

In order to gain major traits (aka the traits you can currently select every 10 points) starting Apirl 15th is by a GW1 feature they’re bringing back: profession skill books, well in this case trait guides. You can obtain these books as a drop and you can buy them or the trait from an NPC as well. If you already have a character before the patch, you get to keep the major traits already in the game. New major traits, starting with the features patch, can be obtained via the trait guide.  Now for the new traits. Every trait line for each profession will get a new grandmaster trait. Since each profession has 5 trait lines, that’s 40 new traits. ArenaNet outlined in their blog one new grandmaster trait for each profession in a blog post and they’ll probably go over a bunch of them in their Ready Up vlog that’s today (March 21st).

Traits I’m Looking Forward To

From the traits outlined in the Traits Unleashed blog post they all sound good in one way or another. I’m really looking forward to the ranger’s “Read the Wind” trait which doubles longbow velocity shots. I really disliked the longbow solely because of the attack speed. Maybe this trait is exactly what I need to consider using the longbow. Another trait I’m interested in is the Thief’s “Invigorating Precision” where you get 5% healed when you crit. This helps with survivability. Not sure by how much though, I’ll have to run some numbers. The Warrior’s “Dual-Wield Agility” where you get 10% more attack speed when wielding an off hand weapon makes me want to try a bleed spec build. The Necromancer’s Unholy Sanctuary that let’s you gain health while in Death Shroud is really good. You gain that extra survivability. Again, I’ll have to run numbers on that.

What do you guys think of the update to traits and the new traits mentioned in the blog? Do you think it will help your main profession or make other professions more fun?

Incinerator: How I Got My First Legendary (In A Nutshell)


Hey all. Last week, I finally crafted my first legendary weapon for my thief: the dagger Incinerator. I wanted to share the experience I’ve had when I first decided to get a legendary about a year ago. Hopefully this helps you decide if the time, effort and gold sink is worth all the trouble.

How It Began

I didn’t start from launch saying to myself: “Ok let’s start working on a Legendary”. I started the game by playing at my pace. Note that I’m not one for doing fractals or dungeons a lot. WvW and PvP I dip into every now and then. For the most part I go running around exploring on my main, leveling alts, doing achievement when I’m up for it and doing living story meta. One of the first things I wanted to do was to get 100% map completion so I can travel around more easily which is where my journey begins.

The Progress

When I first got 100% map completion, I didn’t know what Gifts of Exploration were for. A quick wiki search lead me to browsing through legendaries. I decided that I finally wanted to work towards one but I was torn between Twilight because it looked awesome or Incinerator because I main a Thief and the dagger is pretty cool. I ended up on focusing on getting the general things needed and decide later on.

I kind of went at my own pace, gathering materials as I adventured along and focused on getting specific items for a legendary every now and then, like trying to get Mystic Clovers from the forge, trading in laurels for Tier 6 materials and so on. To make a long story short, I got to the point where I had most or almost most of the items to make the genral items and gifts. All I was really missing was a precursor.

I really didn’t have faith in my RNG luck for getting a precursor via a drop or the forge, and I still don’t. So when I saw I had enough to get Spark, the precursor for Incinerator, I had to make a decision: do I continue to save for Dusk or just get Spark and buy the rest of the materials for Incinerator. With a small push from a friend to go for it, I decided in the end to get Spark.

Am I Happy With My Legendary?

I can honestly say, my friend pushed me into a good direction. Incinerator, in my opinion, is a very awesome legendary. I really like the sounds and animations on it, especially when I death blossom and crit. Incinerator in the Offhand is good too with bouncing dagger having a very cool animation.

The hardest parts of any legendary in my opinion are:
– The precursor (horrible RNG / really expensive in trading post)
– Tier 6 Materials for Gift of Magic and Gift of Might (gathered over time or bought off TP)
– Lodestones (time consuming / expensive[or not, can vary depending on trends])

Players that don’t want to spend there time or gold on Legendaries can buy pretty decent looking exotics for way less. But legendaries, as time and effort consuming (and RNG rage inducing) as the process is, I found it worth it in the end. I’ve even started planning for the next legendary! It maybe a bit more time consuming due to nerf on Karma but I will hopefully will have another legendary in a year or so. If your working on one, just remember to have fun as well, farm when you can, gather at all nodes you come across, and sell stuff you don’t need (it’s surprising how much you can get). Good luck!