Blog Archives

Guild Wars 2 Revenant & Stronghold Test This Weekend!


Ok so first, just as a reminder, there will be a WvW stress test this coming Thursday July 9th for selected individuals. I know DocGotGame is in but it’s likely that WvW streamers Reyana and Shinryuku got in as well so be sure to check out their streams.

Now for the latest news! Starting this Friday, July 10th, at noon Pacific till Monday, July 17th, at noon Pacific, there will be a testing weekend! Heart of Thorns pre-purchasers can play as the new Revenant class in the main Guild Wars 2 game. That’s right, you can PvE, PvP and WvW as a Revenant. The Ventari legend and melee staff will be available as well. Everyone will also gain access to Stronghold mode in PvP. The new Mist Champions and the separate queues will also be available! Note all of this is for testing as well as experiencing the content and getting feedback. Don’t be shy about posting your feedback on the forums if you have something to say!

If that’s not enough news for you, next week on Friday July 17th to July 24th is the special WvW event Golem Rush. During the event:

  • All siege golems in WvW no longer require supply to construct.
  • All siege golems in WvW will deal 100% additional damage to other golems and players.
  • All siege golems in WvW will move at 100% additional movement speed.

There will also be a boost available to all called “Mist War Summons” that does the following:

  • +15% World Experience Bonus in WvW
  • +15% Experience Bonus in WvW
  • +50% Magic Find in WvW

Should be a fun two weeks coming for Guild Wars 2 players!

Significant WvW Upgrade & Ability Changes Coming With Heart Of Thorns


Well it seems that WvW isn’t just getting a new borderland facelift! Game Designer Tyler Bearce wrote up a blog post about some upcoming WvW changes. The mechanics surrounding upgrading camps and towers as well as WvW abilities will receive a change! These changes will come when Guild Wars 2: Heart of Thorns comes out.

How Upgrades Will Work

In short, this is how WvW upgrades will function:

  • The supply cost for upgrades has been removed.
  • Supply holds and supply shipments will be smaller.
  • The gold cost for upgrades has been removed.
  • Individual upgrades are now grouped into upgrade tiers.
  • Upgrading to the next tier now happens automatically over time.
  • There are two tiers for camps and three tiers for all other objectives.
  • Higher tiers take longer to upgrade than lower tiers.
  • Each shipment from a dolyak caravan will reduce the remaining time by a set amount.
  • The time it takes to fully upgrade an objective should still be roughly the same as it was before these changes.

How The Ability System Has Changed

And here’s how the ability system has changed:

  • The total number of ability ranks of Guard Killer and Defense Against Guards has been reduced from 10 to 5.
  • The Applied Fortitude and Applied Strength effects have been removed.
  • Ability lines that increased percentages from 1% to 5% now increase percentages from 2% to 10%.
  • The total cost of specific siege weapon lines has been reduced from 75 points to 60 points.
  • The total cost of the Supply Capacity line has been reduced from 300 points to 145 points.
  • The Supply Master and Mercenary’s Bane lines remain at 15 points.
  • All ability progression tracks of five ranks per line have been normalized to 35 points.
  • All ability progression tracks of four ranks per line have been normalized to 15 points.

Why These Changes?

These upgrade changes are to promote more fair play and an easier system to understand. Also players do not have to worry about taking supply for upgrades or spending gold on upgrades. The ability changes are to make some lines feel more attainable and to re-balance weak or “mandatory” lines.


I really like these changes as they promote holding a tower to let it upgrade rather than just letting it go for another objective. Supply can be focused on building siege and WvW players can save their gold! There’s also the promotion of protecting Dolyaks because they reduce upgrade times. Ability changes I can’t really say. I don’t have enough points to fill out the harder ones so I’m not the greatest person to judge these changes but it seems like a bit of a way to provide to people who moderately WvW. We’ll see how it’ll work out and there will be a a demo on Ready Up! So tune in on Friday, May 22nd at noon Pacific on the Guild Wars 2 Twitch channel!

Guild Wars 2: The New Desert WvW Borderlands Map

So some Guild Wars 2 reps at Rezzed explained some of the new features coming in the new WvW borderlands but ArenaNet Game Designer Tyler Bearce put out a post about it the following week. Here’s the low down.

More Verticality: The land has more layers to explore, probably like in the Silverwastes.

Better Layout: Rather than having an open space where zergs can easily past an objective to reach one deeper in a borderland, the towers and keeps will act as choke points in order to make taking over a map happen in a wave like form rather than spotted objective capping. In other words, it’s possible to be spotted sooner due to passing objectives.

Distinctive Objectives: You know how all the towers and keeps look the same in the current borderlands? Well in the new borderland map, there’s more thematic keeps and towers based on air, earth and fire. Not only are the objectives thematic, but also the guard NPCs that match each of the elements.

Shrines That Grant Buffs: Shrines are what will make WvW so interesting. Individuals can cap a shrine. There are 9 shrines, 3 for each element. Obtaining one will grant your world OP buffs such as immunity to falling damage from an air shrine or immunity to burning damage from a fire shrine. There’s also an Oasis in the middle of the map that has a cannon. Every now and then, players get a chance to gain control of it. When a world does get control, the cannon that rains down on enemy gates.

Dolyak/Guard Buff: Dolyaks will now get a buff to increase their defense if an ally player is near it. This is to increase the difficulty of taking out defended Dolyaks. Guards now can cripple enemy Dolyaks to increase the duration of their supply run and guards outposts.

Looking at all of these, I assume that the goal with the new Borderlands is to encourage holding objectives and allowing single player or small groups to be more helpful while allowing zerging. There’s also, spicing things out with new layering and new visuals for thw keeps and towers. If you want all the details, check out the original post here!

Guild Wars 2 September 2014 Features Pack Coming!


ArenaNet is going to come out with another features pack in September! Living Story will be put on hold in order to deliver this. This features pack will start off with PvP and WvW.

From ZAM, we can see at least 2 things that will be in the features pack: an improved squad party UI including changing the commander tag color and a golem mastery. This is all go0d for WvW but I hope there will be more to it than that. WvW is fun but can get a bit stagnate. I’m not saying a new map is needed but something new to mix it up would be nice.

Regarding the commander tags, according to a commander tag will be account bound and will be 300 gold starting September 9th. Refunds for extra purchased tags can be handled by support. Another feature is that you must buy the colors for the tag but it’s not clear if it’s a smaller fee of say 50 gold or you have to spend another 300 gold for another color which would be just ridiculous in my opinion. Hopefully it’s not the second option. If it were, there’s 4 to 5 colors to choose from so that would be a 1200-1500 gold sync if you wanted all the colors and had to buy a new tag each time. That’s basically buying a high end precursor. Maybe the majority of people with commander tags have that kind of money to spend, I really don’t know. I can’t say the same for people who play regularly but not 6 – 12 hours a day everyday. I can say this for sure though: if you want to save 200 gold and don’t care about having a blue colored tag, buy a commander tag before September 9th.

For SPvP I don’t play it as much as I would like to these days. I would imagine there will be a new map or a new mode, maybe both, and some quality of life changes. Probably even a new standings feature for better structuring their SPvP tournaments.

Right now, according to a GW2 post, we know of Standard Model feature where players have the option to make enemies appear as a human model (if the game mode supports them). This is to make knowing the skills characters use easier to read. We’ll have to see how it goes but I’m not so sure I like this too much. The very reason I’d run an Asura is to be small and harder to spot so I can kite and fight, for example on my Asuran Thief. The reason I’d run a Charr or a Norn is to be visually spot able as if to say “Hit me!” but then they get hurt by my retaliation (I run a Norn Guardian). Another PvP change we know of is PvP exclusive armor which is nice for the PvP players having some distinguishing features than PvE players.

I’m interested if there will be much for PvE. The commander icons/squad change would be beneficial for things like the Evolved Jungle Wurm or Tequatl. The post Colin put out announcing the pack did say “To kick things off, we’ll be focusing on new PvP and WvW updates“. We’ll see if there’s more in store for PvE but it seems the focus at the moment will be on PvP and WvW. Fingers crossed for precursor crafting!

The April 2014 Features pack was awesome, especially for PvE players. Hopefully the September pack benefits the PvP and WvW players a lot. I can’t wait to see what else is coming!

WvW Rewards: Thoughts On Distribution Methods

mistforged-bowHey guys. Maybe some of you have been waiting patiently, like me, twiddling your thumbs in hopes of claiming some WvW rewards after the Spring 2014 tournament. Why we’re waiting? because some rewards were not distributed properly.

Post Tournament

For example, I was on Blackgate. Despite holding out on the 2v1 during the first few weeks we got bumped down to fourth by the end of the tournament. Since 1st place gets 500 tournament tickets and proceeding servers get 50 less than the previous server (2nd gets 450, 3rd gets 400 and so on). Blackgate players that finished the WvW meta should have gotten 350 tickets. I got 400 when I opened my chest. I didn’t realized I got 50 more tickets until I checked the forums and the standings. I also found out some people didn’t get their chest via in-login popup like I did. Since this happened there’s been a delay for the NPC to deliver the rewards.

First off, yes I agree with people that the distribution of rewards should have been tested out well before the end of the tournament (there’s a PBE type of server as well as internal right?). Anyways, June 17th everyone will get their rewards. The Battle Historian will have each person’s reward chest. I’d like to share a way that the rewards could have been distributed.


Some people didn’t get their WvW reward chests which caused people to complain which ultimately lead to the rewards delay. I think mailing the chests to us was the best way. It’s done for gem store purchases. It’s does to signal living story. Why not for the WvW rewards chests? Instead of login pop ups or making enter WvW for the chest. Why not use the method that’s been proven works? The only reason I would think they couldn’t is because of the variation of the chests that made this difficult.

Double Click Tickets

The NPC for rewards is fine. But rather than that, why not have a double click ticket feature much like how Black Lion Claim Tickets work? Saves players the trouble going to the Rewards Vendor which will only be there for wvW tournament rewards.

In conclusion, ArenaNet should use features that they have such as double click item rather than adding an NPC. Also they should test alternatives well if they choose to such as login-varying rewards as opposed to login items that are the same for everyone.