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Showing posts with label gw2. Show all posts
Showing posts with label gw2. Show all posts

Wednesday, July 13, 2016

Guild Wars 2 - SC’s Chronomancer “Guide”/ What you should know for raids! by Axias

Introduction

Hello, I'm Axias and I’m from Snow Crows. I’ve been playing “Chronomancer” since HoT came out. It’s my favorite profession and practiced it a lot in raids to get better at it. So with the help of few friends I started making a “guide” about a month ago. So this guide was made for players who are not completely sure about certain things, want to know more about Chronomancer in raids or maybe you just want to learn! (even then, there isn’t everything). I might be repeating myself, so I'm sorry for that. I tried my best to make the post as readable as possible (my first reddit post).

Glossary

Continuum Split (F5) : Continuum Split Shift
SoI: Signet of Inspiration
SoI T: Illusionary Inspiration (trait)
WoE: Well of Eternity
WoA: Well of Action
WoR: Well of Recall
ToT: Tides of Time (Shield skill 5)
Avenger: Phantasmal Avenger (Shield skill 4)
Warden: Phantasmal Warden (Focus skill 5)
Swordsman: Phantasmal Swordsman (Sword skill 5)
Warlock: Phantasmal Warlock (Staff skill 3)

Subgroups

C-Squad (4-2-4) : 2 Berserkers, 2 Druids, 1 Revenant, 1 Chronomancer, 4 DPS Professions
F-Squad (7-2-1) : 1 Berserker, 6 DPS Professions, 1 Revenant, 1 Chronomancer, 1 Druid
Mirror Comp (5-5) : 2 Berserkers, 2 Druids, 2 Chronomancer, 4 DPS Professions
Commander Chronomancer (5-1-4) : 2 Berserkers, 2 Druids, 1 Commander Chronomancer, 5 DPS Professions

C-Squad
Pros:
  • Perma Prot from Revenant
  • More CC since Revenant
  • Chronomancer and Revenant will get Banners, Might, etc.
  • More reliable fury access due to revenant
Cons:
  • Less DPS than 5-1-4 since you have 1 DPS Profession less
  • Less Alacrity uptime than 5-5 since you only have 1 Chronomancer
Recommended Bosses: Matthias/Full Wing 2

F-Squad
Pros:
  • Easier to organize
  • Perma Prot from Revenant
  • More CC since Revenant
  • More reliable fury access due to revenant
Cons:
  • No Boons on 2nd and 3rd Subgroup
  • Less DPS than other Team Compositions

Mirror Comp
Pros:
  • High Alacrity uptime since 2 Chronomancers
  • Boons covered on all party members
Cons:
  • 1DPS Profession less (Chronomancers instead of Revenant/DPS Profession)
  • No Protection
  • Less CC
Recommended Bosses: Slothasor
Note: If you play mirror comp on a boss where you don’t need wardens, you change Inspiration into Domination for more DPS

Commander Chronomancer
Pros:
  • 1 More DPS Profession - > most DPS
Cons:
  • Can cause survivability problems on high pressure bosses (Vale Guardian, Matthias & Xera) due to low protection uptime
  • Less CC
  • Nearly no boons for Chronomancer
  • You will most likely have to tank, since you are having toughness (reaper can tank by gettin higher toughness with corrupter's Fevor) but I'm not really sure, it can also be a pros
Recommended Bosses: Wing1, Wing 3

Trait Line

Chronomancer
  • for Continuum Split/Wells/Shield skills/Alacrity & to roleplay as the master of time
Inspiration
  • Illusionary Inspiration is needed for quickness uptime on 10 people (if you are the only Chronomancer)
  • Can be useful for reflect
Domination or Illusion ?

Domination
Pros:
  • Distortion on every signet of inspiration, can be handy on some bosses
Cons:
  • Don’t have the phantasm CD reduced (Illusionist’s Celerity this trait can save you if you mess up your rotation).
  • The skills CDs difference (35 30 24 30 without alacrity) kind of forces you to not wait for Well of Recall so you give less quickness per Signet of Inspiration but you share more often. Resulting in a messy rotation..
  • You have a waiting time between your last quickness rotation and when your Continuum Split is about to get off CD (Slightly less alacrity due to this waiting time)
  • Continuum Split CD, which helps you recover more easily if you mess up one of your quickness rotation.
  • Slightly less alacrity due of the Continuum Split CD (Continuum Split more often with Illusion > Gets the extra alacrity from Continuum Split more often)
Domination rotation
Illusion
Pros :
  • Slightly more quickness
  • Slightly more alacrity (even more when avenger gets unbugged HYPE)
  • Rotation is straightforward and feels smoother
  • CD reduced on Continuum Split and all phantasms
  • Almost no waiting time between the last quickness rotation and when your Continuum Split is about to get off CD
  • While reflecting with a focus, you have higher uptime of reflect warden due of phantasmal haste
  • IF YOU CARE: With perfect rotation on both setup it’s approximately between 200 and 2k DPS more difference for Illusion (#1). With 2 Swordsmen Illusion is better, but if you use 2 Avengers Domination gets better (post patch fix)
Cons :
  • TBD :> (F5 almost match with Matthias sacrifice, so...It can get annoying)
Illusion rotation (2 avengers 1 swordsman)
Illusion rotation (2 swordsmen 1 avengers)
Rotation / Text Version
What I think & Conclusion:
I would say the Domination trait line is really good for lowman (distortion on SoI). On the two setups you normally have quickness all the time. The CDs on illusion make the rotation smoother/easier (and more forgiving) and distribute more alacrity. The DPS is slightly higher on Illusions but your role is mainly keeping up quickness and alacrity (while tanking if needed) .

Which Phantasm I use

When you have a Revenant:
  • Always at least 1 Avenger
  • Rotating between 2 Avengers (and 1 Swordsman) and 2 Swordsman (and 1 Avenger)
  • Warden if you need reflects/block projectiles
When you don’t have a Revenant and that you are the only Chronomancer (Commander setup):
  • If you don’t need reflects, you can go triple Avenger (your damage is so insignificant, that it’s much better to have more Avengers for higher alacrity uptime)

Food & Gear

All my setups use:
  • Sigil of Concentration on my main hand and Sigil of Force on the offhand
  • 6 Superior Rune of the Chronomancer
With a Revenant (50 % boon duration) :
You want to reach 100 %, for that you have 50 % from your Revenant 20 % from your nourishment/gear and 33 % from your sigil of concentration whenever you weapon swap.
What gear is the “best” gear when you have a Revenant in your squad (by that I mean in the same subgroup)?

1st Option: The go to go build
Food
Utility
2nd Option (Nico’s try hard build)
You don't have to use 20 % boon duration food, since you can get 18 % boon duration if you use exotic trinkets (platinum doubloons) + 10 % Boon duration Utility.
Food & Utility
If you want to tank (toughness tanking: Vale Guardian, Gorseval, Keep Contruct or Xera) you can use a +5 toughnes infusion, Loaf of Candy Cactus Cornbread or get a cavalier trinket (1,2 or 3 depend how much toughness you want)

Without a Revenant :
Without a Revenant you want to reach 67 % boon duration (100 % with the sigil of concentration ).
This setup with exotic trinkets and platinum doubloons gives more effective power than the ascended Commander setup and while also being much cheaper. (Even more with Zerk Armor, if you feel like doing a 2nd set for the damage "increase"

Food
Utility
Just so you know the Commander’s recipe names are bugged, those are the right ones

Should I shatter or not ?

Shattering (mind wrack) is a dps loss and will mess up your Chronophastama order.
How does Chronophantasma work:
When you summon a phantasm it gets this buff & the phantasm will be re summoned the first time you shatter them (F1 to Continuum Split)
How does the order work if you replace a phantasm by another:
So basically the last phantasm summoned will be the last one to be replace if you don’t shatter. If you shatter your phantasm, the order will be decided by the distance between the phantasm and their target(First one to reach the target will be the first one to get replace if you summon a new phantasm).
Example: you have a phantasmal warlock (from precasting), swordsman and an avenger up so if you shatter the order is going to be n°1 Avenger, n°2 Swordsman & n°3 Warlock

Theorycraft Stuff

I’ve done the calculation for the alacrity/DPS, also one for the quickness which I deleted (not relevant) so I took Tobi’s sheets for the structure and changed with my numbers.
  • Alacrity & Quickness
  • Since theory and reality is always different I decided to not really care about the damage but I’ve done it. Depends of what you do, it can be either Domination better or Illusions.
For the gear, I checked the effective power with gw2power.com.
What you should know!
  • Things I did and didn’t use in my calculations:
  • That the builds are X/Inspi/Chronomancer
  • The waiting time between the last rotation and the F5
  • The time in F5
  • Quickness/Alacrity on others (not me)
  • Before your last rotation and when the F5 get off CD, there is a waiting time on both build (higher on domi) This is what causes a huge difference “with the F5 CD” between Domination and Illusion
  • Tides of Time “always” has 30 s, only does if it comes back to you
  • For the alacrity I calculated only wells and not with avenger (s) (since both attack rates are the same atm, FIX HYPE)

Useful Tips

Signet of Inspiration
  • If you don’t have to stand still (tanking) you can run around and spread quickness equally Cancel casting can be useful to trigger Illusionary Inspiration without having to change any of your phantasm if you don’t want to
Precasting (out of combat) a phantasm
Precasting is good because it allow you to use your first Continuum Split faster (get quickness and alacrity faster)
  • If you play with swordsman, precast a warlock.
  • If you play with warden, precast a swordsman.
  • If you feel like try harding, you can precast 3 phantasm without getting in combat (warlock, duelist then swordsman/warden)
Boss Specific Changes
  • On Matthias you should run Domination instead of Illusion (if you run feedback) because the quickness difference is much bigger because you have only two wells. The distortion on SoI can help a bit, giving you ”and your team” a higher sustain.
  • In a Pug Scenario when you lack quickness on Slothasor you can go Domination instead of Illusion because you only have two wells. Taking Feedback over WoR makes you lose the additional Spins of your Wardens so if you lack a lot of reflects you should keep Illusion (and stay with Feedback).
Portals
CC’s/Breakbar

Cancel casting
  • When you are on shield, your F5 is ready. You are about to use F5 and weapon swap (for concentration sigil), do your F5 rotation then before it ends, start casting swordsman/warden (in F5) and interrupt it with stow weapon. This will trigger SoI T without getting on CD after F5. Pretty much gives you an extra SoI proc.
Using F4(Distortion) on Slothasor
  • You can absorb the shake attack of Slothasor by standing in middle of his hitbox and jumping, it can save some people (or the group) that can’t/don't dodge this attack.

Useful Links

Written guide:
Youtube’s :

Credits

  • Nico & Yui for their constant help
  • Tobi (The master blaster guy) for structure on some calculations and the help
  • Andy/Subi & Casual for checking what I’ve done, and correcting the mistakes
  • Thanks to Deathly & Fennec, for letting me use their PoV
If you have any question feel free to write down below or whisper/mail one of us in game
Axias / Shattered Orion - OrionXnAsh.3064 (English / French)
Nico (Lynn Van Gherwen) - Habataku.5214 (English / German)
Tobi (Mareika) - MasterBlaster.6827 (English / German)
Yui (Phantasmal Yui) - BlackDragon.3752 (English / German)

Snow Crows

SOURCE

Wednesday, July 6, 2016

Guild Wars 2 - New Players Beginners' Guide │ Playing the Game & Getting to Level 80 by Gaming with GS

If you do not like to read, then see the video linked below instead:
https://youtu.be/47zjBtOmnP4

So one of your friends has convinced you to try Guild Wars 2 with them. You've finally made your character, and finished the tutorial. But now what?

While most games lack a good end game, personally for me, Guild Wars 2 lacked a good start game, mainly because the lack of direction. By no means is there not enough to do, but rather too much to do in such a large world that you either don't know where to begin, or can't begin yet because you’re not high enough level.

A lot of your friends are probably raiding, running fractals, gathering mastery points to get above that level 80 cap, or farming for gold in some of the more fun and enjoyable Heart of Thorns maps. But what about you, the new starting player?

Outside of the personal story, which is basically the main storyline of the game, much of your gameplay is heavily driven by personal goals. Do you want to master all the dungeons and run them for gold and loot? Then do it. Do you want to earn map completion for the entire game world? Then do it. Do you want to collect all the armor styles and create each of your characters around an idea or style? Then do it. There's a variety of things to do in Guild Wars 2, but as a starting character it can be kind of rough.

As soon as you finish the tutorial and gather some money, go and find the nearest merchant and buy bags. You're going to need lots of bag space, because your inventory can fill up quick. Along with that, get some gathering tools, and a salvaging kit. Gathering tools will help you gather resources around the map, and a salvaging kit will help you break down unneeded equipment into crafting components. Now why would you want to fill your inventory up with crafting components? Because they can be deposited into your bank and free up space in your inventory by clicking the gear wheel. Those are pretty much the first few things you want to do, and will continue to do throughout the game as you continue to play.

Whenever you have the chance to do so, look for the green star on your map and top right corner of the screen to continue to advance the personal story. Your first run through the personal story can be interesting and fun, and gives you experience and levels really fast. At a certain point you'll be gated from the remaining story until your high enough level again. If you’re ever lost and don’t know what to do, look in your Hero panel, find the Story Journal and see if you can continue your personal story and go to the green star on the map. This is the fastest way to level up. In between story quests you're best off just roaming the map and finding points of interests, waypoints, vistas, hero points, and completing hearts. Look for orange circles as well on the map, these are dynamic events, and grant good amounts of experience as well.

At level 11, you'll be able to use hero points to unlock new traits and skills. Don't worry too much about what skills and traits are the best for your class; from now until level 80 is the time where you want to experiment with different skills, different weapons, and different armor stats to find your playstyle.

If you go into the PVP lobby by clicking the double sword icon, you can go to a merchant in the Heart of the Mists and buy all the weapons that are available to your class and try them out on the golems or class NPCs. Again, you'll be boosted to level 80 and have all the skills and traits unlocked, but don't worry too much about that just yet. If you do want to take an in-depth look at all the things available to you, perhaps you can even try your luck at playing PVP if you found a great combination of skills, traits, and gear setup. PVP will grant you Tomes of Knowledge that will grant you one level. If you're not ready for PVP yet and just came here to try out the weapons then you can head back out.

Pre-level 40 or so it can seem like a grind, but if you take your time exploring the world, and enjoying the game you'll have fun; and if you have a friend to do it with you it can be more enjoyable. If you want to switch starting areas, take the Lion’s Arch portal in your home city, and go to the other races’ starting areas, this is a great way to do map completion or change your environment a bit. Map completion and experience gain also works for the cities, so find all the waypoints, vistas, and points of interests there too. Everything in the game gives you experience, so always gather every resource node you cross, revive every player you see dead near you, and complete every event you cross.

With some map completion and your personal story, it shouldn't be long till your level 20-25. From here you can continue to do map completion in some of the higher level zones or continue your personal story. Apart from that however, it’d be a good idea to start looking at crafting, PVP, and Edge of the Mists as well. All those materials you've deposited from gathering and salvaging can now be used to craft and can also gain you experience to level up. If you have the necessary materials you can gain levels actually quite fast, faster than map completion and personal story even. If you don't have the materials, use the trading post to buy them.

On the trading post, you’ll also notice that you can buy and sell other goods. Merchants are great for selling your junk, and some karma merchants and heart vendors are great for buying trinkets such as rings and amulets. But the trading post is where every tradable item in the game can be bought and sold. If you feel the need to, you can buy a full set of gear for your character on the trading post around level 50-60. You’ll want to look for yellow gear, as this is rare gear that has much better stats than white, blue, and green gear, the lowest, second lowest, and third lowest quality respectively. A lot of your gear from the personal story, karma vendors, and general loot however should suffice, especially considering that buying a full set of gear can be expensive. In fact many players don't touch the trading post to buy gear until level 80, as you'll need the exotic gear then, the highest gear, right after ascended quality gear. At this point, you may also want to look at world bosses as you can do a considerable amount of them already. Many of them spawn in lower level areas like Fire Elemental, Jungle Wurm, Shadow Behemoth, and the Svanir Shaman; these also grant experience and loot. The higher level you are, the more of these you'll be able to do.

If you chose to participate in PVP, learn to fight against other people by mastering your class and skills, capture points and hold them to gain your team points, and learn to play Stronghold which pushes teams to kill opposing teams’ lords by breaking into their keep with the aid of door breakers and archers. World vs World, or WvW, is a similar PVP experience but on a much larger scale. For lower level characters, Edge of the Mist may be easier to understand and participate in as it’s on a smaller scale than the normal WvW format which has multi-large maps and a lot more people. Edge of the Mists allows you to run with a commander and an army of people to fight against others and capture objectives. It’s similar to PVP where you hold objectives to give your team points and Tomes of Knowledge can be earned to grant a PVE level. It’s also worthy to note that PVP and WvW each have reward tracks that can grant other great rewards as well!

Once level 40, you should probably start to do dungeons (the first dungeon is however unlocked at level 30, and you can do a new dungeon about every 10 levels). Dungeons grant you lots of experience very quickly in bursts. There are several dungeons, each having an icon on your map with a door symbol. Be aware some of these are higher level dungeons, and you won't even be able to go in them if you’re not the proper level. Dungeons have a story mode, and multiple paths, each run being a little different. It’s a great idea to use the LFG system to group up with others for dungeons. Aside from dungeons you can continue to craft on a second profession, if you'd like, continue to PVP and gain Tomes of Knowledge, participate in WvW and EotM for Tomes of Knowledge, or continue to explore the world of Tyria and complete hearts and do your personal story until level 80.

Once you hit level 80, everything becomes really fun as you'll be able to go for more specific goals, do raids, do the full collection of dungeons and fractals, participate in all the world bosses, some requiring collective effort such as Tequatl, complete living world seasons, farm for masteries, explore the new Heart of Thorns content, and learn your new specialization which advances your class to gain more skills and traits.

Lastly, joining a guild or creating a guild of your own can make the game a lot more fun as more of the game will become open and relevant to you. You’ll be able to take part in guild missions, claiming your guild hall, leveling up your guild hall, decorating your guild hall, and much more!

And that’s pretty much it, I hope you enjoyed this guide, and found it helpful. If you did, I can also make a level 80 guide too! Check below for specific helpful links that are useful concerning world boss timers, crafting guides, and other helpful resources every GW2 player should know.

Get Easy Cheap 20 Slot Bags: https://goo.gl/2f8rvx
Get 250 Mystic Salvage Kit: https://goo.gl/nclKEI
Salvaging Guide: https://goo.gl/EOO7Ao
World Boss Timers: http://goo.gl/HHGU3s
Dungeon Guides: http://goo.gl/Wua2kj
Crafting Guides: http://goo.gl/D7FJMn
Guild Wars 2 Wiki: http://goo.gl/KYpXCD
PVP Meta Builds: http://goo.gl/58163M
Gold Making Guides: https://goo.gl/8zQK4S
Top 12 Other Most Useful Sites & Tools: https://goo.gl/QNg8LD

SOURCE

Monday, June 27, 2016

Guild Wars 2 - 58 wins / 70 games / 23 win-streak; Legend Ranger Build by ltbd78

Link to build.

Some notes/tips on what I generally do (although this may or may not work for others):
  • Always started far, strength of the pack immediately to prevent cc;
  • Signet of Wild is used to charge CA, don't use the active
  • Use Strength of Pack to give stability while stomping, if on cd, use Signet of Wild;
  • Always use staff on necros with minions, bc lb does not penetrate;
  • Staff 5+3 for extra healing;
  • When going out of CA on point, immediately spam staff 1 so u dont go invisibile and lose point;
  • When pressured too hard at point (2v1), use CA go invisible head mid, if enemy follows, CA stealth back to undefended point, 9x out of 10 you outrotate them
  • Use long bow 4,2 to knock back, immobolize, taunt using smokescale, then root with staff, for easy decap, and sometimes even cap;
  • Always note enemy positions (minimap/death log), and count # of enemies, if they capped a point and then left, stealth, and recap that point;
  • Always look at minimap to see which of your team's point is undefended and prepare to run there (esp if enemy has theif)
  • 1v1 matchup difficulty: warrior >> necro = mesmer > rest
  • When about to die, CA, 3 while spamming CA again to go invisi, staff 3, left mouse rotate camera smokescale taunt chasers;
  • Note the style of this build is not to perpetually go far 1v1, but to rely heavily on CA3/stealth/staff3 to cap undefended points; or to sustain a 2v1, 3v2 at a uncapped point (incl mid and home), alleviating pressure from other points, or a quick +1 at points -- in short, a tanky theif substitute. sometimes i find myself in situations where it's better to reinforce mid/home than to go far.
(CA = celestial avatar)

Edit: formatting, grammar
Edit 2: Some more insight: spell rotation; map rotation
Edit 3: Interactive build, courtesy of r/Whilyam
Edit 4: Added stuff

SOURCE

Friday, June 24, 2016

Guild Wars 2 - How to tank Xera [Stronghold of the Faithful] by Cruelmonster1

Hey Guys,

I'm the tank for my guild group [Qs] and tried some different routes to tank Xera. I wanted to share the way that we think is best to tank Xera. The difficulty of the fight highly depends on your tank and on the pattern you move Xera. The longer she stands on a point the more might uptime and overall DPS you will have.

Important stuff:
  • Ask your commander to give you a marker over your head
  • You want to keep Xera near the bloodstone shards so that the ele have to move as less as possible to reach them
  • At the start when you hit the platform move slightly on the right side (first 50%) or slightly left (2nd 50%)
  • Then try to place here in the middle of the platform and stay there until a lightning hits
  • Whenever the lightning hits pull xera out to the edge of the oldest spawned bloodstone shard
  • You should be aware where the end of the bloodstone shard train is and in which direction it moves (1st 50%: clock wise; 2nd 50% counterclock wise)
  • (Only during orb phase) Move her whenever a bloodstone shard gets cleared to the new edge
  • When the orbphase stops, move her back to the middle (Run through the middle point and stop 1 step behind. She will come always as close as possible. Sometimes this takes a little while)
  • Always tell your team when you are about to move to the middle so they can react in time and position themselfes properly
  • 2-3 times during an orb phase the half you are currently in will light up. Move to the other side and deside early which way you want to turn her to. (In the video I nearly fucked up the run because of that)
  • Tell your team to call the shield. Sometimes you will be focued too much on moving her and move outside of the shield range
  • Her frenzy skill is every 29s. Can be longer, if there is a breakbar between. Save your blurred frenzy, if you are still unfamiliar with the mechanic and press it whenever she uses her attack. Shield 4 and F4 will also block the attack.
  • Don't fuck up as many rotations as i did ;)
I hope the video will give you an good idea. Video

I hope that helps some of you guys out.

SOURCE

Tuesday, May 31, 2016

Guild Wars 2 - PvP Tips: Ranked solo queue by Kesrah

Hi, I'm Kes, a long-standing player of gw2, playing since the early closed betas and pvp'd throughout my time in this game and since season 3 started I've seen a plethora of threads complaining about balance, matchmaking, teams. You name it. I just wanted to give my two cents of advice on what you might be able to do as a player to try and influence these bad games, or even win them.

First things first, attitude. People don't respond to rage well, and although it's incredibly tempting to cuss out that one guy who keeps going far and dying, or that other guy whos camping close like it's got a black Friday sale going on, rage never ends well. Try suggesting in /t "Hey, <x>, would you be able to back mid up? Close is safe." of course, it's all situational.

Secondly;** rotations**. over-committing to a point is a thing I often see in my games and in general. Judge the fights accordingly, can my teammate successfully kill the enemy? Does he need a +1? If he needs a +1, go assist, and if one of your teammates comes also, break off and rotate somewhere else. One guy doesn't need 3 people to kill him, and if he does, you're better off rotating to another point anyway. The same for losing fights, ask yourself, are we going to lose this fight? If the answer is imminent yes, and you can break off, do it. Break off and rotate to the point that is free because most of the time there will be the enemy team at the fight you just lost. If you can't decap said node, move back to your capped node and wait for your team so you may regroup and go back in strong. Trickling is a game loser more often than not.

I think another point would be map awareness, which is a skill that develops over time but goes hand in hand with rotating. Take a note of which classes are where, and who is fighting who. This will give your a rough idea of where you are needed for your current professions role. Is there a thief that was spotted on the map moving in the direction of your close point? Odds are he's going for a decap, move to intercept. The enemy elementalist and druid are at the far node, fighting two of your teammates? This isnt a fight you'll win, but more often than not it means the contested node is going to be increadibly weak for them, ask your team to break off and go there instead. Call out in /t if you need help, or ping on the map.

Cleaving/Stomping and ressing. Make sure you cleave downed bodies if your profession allows it! That one person could make the difference between winning the fight and losing the fight. Poison, daze, stun, do whatever you need to do in order to keep that body down. Ressing your teammates; know when to accept it's a lost cause, too many times have I managed to secure a double or triple kill due to the enemy over committing to the res, if there is poison/revenant cleave/condi pressure/stuns rolling over that body, unless you have a sufficient amount of teammates ressing that one person, it's probably a lost cause.

Any other tips /r/guildwars2 might have for new-er and even more experienced PvPers is welcome in the comments. Thank you for reading and I hope this helps at least some people.

SOURCE

Tuesday, May 10, 2016

Guild Wars 2 - Beginner Raid Guide by Brodernot2

This is an update to my previous raid guide found here: https://www.reddit.com/r/Guildwars2/comments/4gunlx/guide_how_to_start_raiding_as_a_beginner/

Preface

Not long after the release of raids, I set up a raid mentoring guild with many other raid mentors. Through working with many new raiders (and recently from this sub) I've decided to rewrite my guide. This guide contains some major changes to my old guide based on community feedback, feedback from other raid mentors, and experience mentoring new mentees (specifically those who found me through reddit). Do note that whereas my old guide was targeted to friends and guildies, this one is moreso targeted at subscribers to this subreddit. I learned a lot working with you guys and discovered that you are a LOT different from the people I normally play with.

Purpose

The purpose of this guide is to provide an efficient way for players new to raids (beginners*) to begin raiding and develop the skills necessary to succeed while preventing the formation of bad habits that will hurt players in the long-term.
*Note: Raids are the end-game of PvE, and, as a result, are also the most challenging content (even with easier bosses like sloth and VG). Raid beginners are not the same as "normal" beginners. They should already have a thorough understanding of the game and all professions--not just the professions they wish to play. In order to simplify the guide, beginner will refer to raid beginners.

Prerequisites

Being the most difficult end-game content, beginners should acquire certain equipment and skills before attempting raids. Everything suggested here is only a guideline, but it is what we believe are the minimum requirements for a beginner to efficiently and effectively learn raids without developing bad habits.
  • Exotic or higher armor
  • Exotic or higher back piece
  • Ascended weapons
  • Ascended trinkets
  • Best available food and consumables
  • Complete elite specialization*
  • Solid understanding of the game and each profession
  • Willingness to take personal responsibility for your growth
*Even though not all elite specialization skills are always required, completing your elite specialization is a good way to demonstrate competence in your chosen profession and allows more flexibility.

Suggested Classes

Through working with countless beginners, other dedicated mentors and I have created a tier list for which professions are best to learn raids with. We strongly recommend beginning with classes higher up on the tier list. The list is based primarily on success of previous mentees. Other factors we consider are:
  • complexity of rotation (too complicated and too simple are bad)
  • ease of survival (too easy or too hard are bad)
  • ease of obtaining proper gear (easier is better)
  • usefulness across raids (useful across many bosses is good).
The list is as follows:
  1. Warrior, Revenant
  2. Elementalist
  3. Druid, Necromancer
  4. Guardian, Thief, Mesmer
  5. Engineer

Finding a Group

Once you have completed the prerequisites and chosen a class, it's time to find a group. For the purposes outlined in this guide, we strongly recommend finding either a dedicated raid teaching guild or a dedicated raid team comprising 3-5 experienced raid mentors and 5-7 beginners. So many beginners are recommended as having too many experienced players may lead to getting carried which will prevent you from learning many skills critical to raids. Teaching raid guilds can be found on the official forums or in the guild recruitment subreddit. The LFG system should NOT be used to find a group for a beginner unless it is advertised as a practice or teaching run*.
/* Note: The authors run their own dedicated teaching guild. To receive an invite, send a PM with your in-game name and server (EU or NA) to the author.
/**Note: Groups formed using the LFG system are not conducive to learning encounters as they are often unwilling to teach, are likely to fail, or will carry the beginner.

Suggested Bosses

As with classes, we have developed a tier list to rank bosses for beginners. The tier list is primarily based on previous beginner success in learning raid mechanics and beginner satisfaction, but other factors are taken into account including:
  • Raid mastery requirement
  • Ease of access
  • Potential to getting carried
  • Difficulty of encounter
  • Number and variety of mechanics
  • Similarity to other bosses
  • Tightness of DPS check
The list is as follows:
  1. VG, Sloth
  2. Gorseval
  3. Sabetha, Mathias
  4. Bandit Trio
Note VG and sloth are strongly preferred over other bosses for beginners.

Learning Raids

Once you have chosen a class, found a team, and chosen a boss, it's time to start learning the encounter. We have found that using a 3-stage method keeps our beginners engaged, results in efficient training runs, and gives our beginners the time required to fully develop and master all required mechanics. The method breaks down into 3 stages. The first stage involves reading a guide about the boss--the guide should be detailed enough that it covers all major mechanics and all of the boss's attacks. Dulfy guides are a good source. In the second stage, we have trainees watch video guides in order to see the mechanics they read about in action. YouTube is a great source for these. Finally, in the third stage, the beginner tackles the boss with other beginners under the guidance of several more experienced players. Beginners should be asking more experienced players for feedback and if needed, the more experienced players should proactively correct mistakes from beginners.

Future Direction

Upon clearing your first boss, your options open up. As a follow up, we recommend you begin working on another boss further down the tier list. In addition, you should feel free to join LFG groups (assuming you meet their requirements) for the defeated boss in order to further hone your skills. However these topics are beyond the scope of this guide.
Remember, just because you've cleared a boss once does not mean you are suddenly an expert. The encounters are all very forgiving and so constant practice and refinement and critical to smooth, hassle-free runs in the future. Further, a lot of skills are transferable from boss to boss, meaning that by getting better at a boss like sloth will make you better at all other bosses.
Special thanks to those who helped write this guide and the members of [Nox].
Thanks for reading and have fun! Leave a comment if you have any questions, I'll stick around and answer them for a bit.

SOURCE

Wednesday, April 20, 2016

Guild Wars 2 - The Spring Quarterly Update Detailed Patch Info by WoodenPotatoes

Oh my god what a massive update! We had heard a few small things here and there before now but Arenanet *really* did a good job here and have given me a lot more hope for their live updating format! Let's talk about it and see what you guys think!

Tuesday, April 5, 2016

Guild Wars 2 - [Video Guide]Heat Room Solo on 6/9 classes by 1up

Hey,
since I still see a lot of people having problems with the heat room in the Thaumanova Reactor Fractal, I tought I will record some videos the way I do it.

Unfortunately, I was only able to do it with 6 classes. I could't find a way to do it on Ranger, Guardian and Revenant. However, I think, that it would be possible to solo it on Dragonhunter aswell, if your race is Norn. Mine isn't though, so I could't try that out.

Here are the clips of all the other 6 classes:

You can find details about skills in the video descriptions.
Class Hyperlink
Mesmer link
Berserker link
Reaper link
Daredevil link
Tempest link
Engineer link
Druid link
Herald link
Dragonhunter link
Playlist link    

Edit: Thanks to /u/PoorYarga for delivering a Druid, /u/Randommuser for delivering a Herald guide and /u/joaobigger for the Dragonhunter one.

SOURCE

Saturday, March 12, 2016

Guild Wars 2 - How druid healing works in GW2 by Crespire

Came off a training raid and it prompted me to make this short intro to druid healing mechanics. If you don't have the first clue about how druids work, this video is for you! If you know how druid healing works, you'll be in the know about how to get the healing you need to keep kicking ass.

This isn't a how2druid video, as I think there are other, better resources for that. As always, if you have any questions, feel free to ask.
 
Just a short primer for how druid healing works. -- Watch live at http://www.twitch.tv/crespire

Tuesday, March 1, 2016

Guild Wars 2 - Scrapper PvP Tips: For and Against by SpectralDagger

1) The Electro-whirl reflect starts about halfway through the one second cast time. That means you can use it against Precision Strike from Revenants if you respond quickly enough. It's also strong versus Bristlebacks, Dragon Hunter's True Shots, and Longbow Druids.

2) Rocket Charge is a very versatile skill. It's good for mobility, damage, and utility. Keep in mind that there are breaks between the evade frames after you land. If you use it in a Lightning field (like Thunderclap or Final Salvo) you chain daze them. Using it in a water field will heal you significantly. You can get a full three leaps in your Cleansing Burst or one in your Regenerating Mist. At the start of a fight, you want to use it in your Super Elixir to stack Light Aura for Retaliation damage.

3) Shock Shield deals a lot of damage on top of being a block, so try to use it at melee range.

4) Thunderclap is a ranged AoE stun. It's very useful for stopping rezzes, and is uniquely suited to countering a Druid's Search and Rescue.

5) With your relatively high crit chance, Bunker Down drops a lot of Med Kits. Make sure to pick them all up.

6) Automated Medical Response will reset your heal for your first Elixir S proc, but it can be risky to use it immediately out of the invuln in case they are setting up an interrupt. It's generally better to evade or cast Electro-whirl before you drop your Healing Turret unless you get behind LoS with the Elixir S.

7) You can stow cancel Acid Bomb by weapon swapping just after you cast it. This reduces the after cast, but should only be done against enemies you want to stay at melee range to. On top of that it's a blast finisher and can be used for higher mobility.

8) The Tranquilizer Dart applies weakness, so if you're closing in on a power-based opponent, be sure to auto attack in Elixir Gun to mitigate significant damage.

9) Defense Field is instant cast, so it should be used after the projectiles are already in the air. That way they can't stow cancel upon seeing the relatively large animation. The effect also persists about half a second after the animation disappears. Bear this in mind when chaining it into Electro-whirl so you aren't wasting reflect uptime.

10) People can generally tell where you are after a Stealth Gyro by following the gyro. You can confuse them by using jumping puzzles that the gyro can't follow along. It means you'll miss the next stealth pulse, but the gyro will lead them the other way as it tries to manually walk around.

Based on this meta Scrapper build: http://gw2skills.net/editor/?vdAQFASnUUBFpideBubBEqilJjS8ZKgAg+vr7+Oc7SmwC-TJBFAB/XGIp9HI4CAAwDAAA

Tips against Scrapper
1) Many Scrappers nowadays are running Final Salvo. The gyros exploding does significant damage, but the fields (the ones that look like Static Fields) do not. Feel free to stand in them. The only thing you need to look out for is the Scrapper using Rocket Charge through them, as it will daze you with
each strike. Do note that the field generated by Thunderclap is still a threat.

2) The same oil slick from Slick Shoes can't knock you down twice. If a Scrapper hits you with Slick Shoes, stunbreak, then exit the shoes through the slick that hit you. It can be hard to identify at first which hit you, but having an educated guess is important in avoiding burst.

3) Learn the animation of Acid Bomb. It deals massive damage, but it doesn't have the same AoE circle animation as most damaging attacks. It's a black poison cloud.

4) Stow cancel any projectile skills if they use Electro-whirl or Defense Field.

5) Rocket Charge is not a continuous evade. The Scrapper will take damage during the pauses between the leaps. If you time it right, you can land hard hitting skills like True Shot, or even just knock them out of the skill.

6) Shock Shield hurts like crazy. Don't ignore it just because it's a block as well.

7) Stealth classes can dodge the Detection Pulse to stay in stealth.

8) The Stealth Gyro will generally show you were the Scrapper is going in stealth. However, be careful near ledges. The gyro will walk the long way around if they do a jump, so just be aware of your surroundings and what could cause the gyro AI to do what it's doing.

9) Most Scrappers run both Automated Medical Response and Self-Regulating Defenses. That means that their passive Elixir S will proc before they can cast their reset heal. Time an interrupt just as they come out of Elixir S to stop their heal.

10) Be sure to kill Bulwark Gyro quickly, while watching out for the Final Salvo. It reduces physical damage by 50% until it dies.

Note: Scrapper builds do vary somewhat in regards to the Amulet (Marauder vs Paladin), Scrapper Grandmaster trait (Adaptive Armor vs Final Salvo), 3rd utility skill (Bulwark Gyro vs Elixir B), and the elite (Sneak Gyro vs Elixir X). Make sure you know what you're facing, as it affects the match ups greatly. For example, Elixir B is stronger versus conditions, but Bulwark Gyro give strong match ups versus Dragonhunters and Heralds.

SOURCE

Saturday, February 20, 2016

Guild Wars 2 - How to farm Amalgamated Gemstones by Alesonante

Introduction: I'm a casual. I've always been a casual, since I like playing videogames in my free time and not as a second job. Very rarely I spend money in the gemstore because my money is too valuable to throw at a game I'm already enjoying, although sometimes I will pay if I think they added something cool (hello, shared inventory slots), even if I deem it could be improved.

How to progress farming Amalgamated Gemstones: As you know, Amalgamated Gemstones are created by forging 3 T6 orbs/crests + 3 T6 orbs/crests + 3 T6 orbs/crests + Crystalline Dust. Now, if you're a casual like me and log in just to play 30 minutes without worrying about timers, I can help you out.
  • Gathering: The best way to get orbs is gathering every T6 node (orichalcum and ancient wood) in your sight. You can either follow a route or just mine/chop whatever you find in the HoT maps and Orr. This is boring if you repeat it again and again, but just try to make it a habit to get the resources in the HoT maps. I see all the time people rushing from place to place without basically getting free in-game gold.
  • Jumping Puzzles: That's right, I said it. Some of the chests from Jumping Puzzles award T6 orbs and rare crests, so if you enjoy them, you can do a different one every day. I don't follow this route though because it's too time-consuming for me for little reward (and RNG).
  • Strongboxes: The best method and the one I follow every day. I don't feel it's monotonous because it's basically exploring and I enjoy that. Some of them are a bit of a Jumping Puzzle, but I usually ignore those (too time-consuming or some of them are just inaccessible because of contested waypoints). These strongboxes and chests award T6 orbs, rare crests, map currency (1-3 or 26!), some greens/rares/exotics and some special items (reclaimed weapons which sell for 8g each more or less, black diamonds and freshwater pearls which sell for 5g each). Honestly, I don't know why people don't go for these. They're "easy" to access, they don't require timers and they are quite rewarding (always with an RNG component, this is Anet after all). Fun fact, I looted a DAWN from a VB strongbox today (it's pretty uncommon I'd say, since I get 1 exotic from like 200 chests, but it can happen, so yay!)
  • Mystic Forge: Here's a secret most of you don't know. If you put 4 t5 crystals or medallions (correct, the green ones you get aaaaall the time from chests/strongboxes and from rewards), there's a high chance of getting a t6 orb/crest. The probability is around 20%, I'd say, according to my forge data (I haven't abused the market because I play for myself) of around 2000 forges. It's boring because we don't have repeatable forges (YET. Please Anet...) but it's a constant progress. Every time you see you have crystals or medallions in your inventory, forge them! The same way you forge rare sigils in the chance of getting a superior sigil. It's funny because it's WAY more profitable to do this with crystals/medallions, since every outcome is positive for you! (since you're going to forge them anyway for the amalgamated gemstone). Yet people don't do it on a daily basis, maybe because they don't know it, or maybe because it's too boring doing it again and again.
  • Jeweler Crystal Promotion: You know this method. You use your jeweler to upgrade t5 crystals to orbs via 5 incandescent dust. However, dust is not so easy to come by at the rate you'd need. Even then, use the dust you have! For people who spend a lot of time in the game, you can use the /wiki to learn where to farm dust (from a casual guild AC run, t5 bags from wvw...) As you can see, I use different methods because I enjoy doing different things every day, since I'm the filthiest casual.
Conclusion: Normally a daily "run", if you can call it that, consists of exploring the HoT maps with the character I feel like playing. I try to go for easy strongboxes and chests (there are guides about this in dulfy and in the wiki, just pick the ones that are easiest/fastest for you according to your gameplay/ability/time) and do some HPs if they are around or I feel like soloing (that's fun for me!) and then sell the reclaimed weapons I get, forge crystals/orbs into gemstones and little by little, without even noticing it and not caring about timers, I have enough materials AND map currency to create the gift of fortune. I understand this is not a fast method, but I drop my jaw everytime I read people in this subreddit say that you can't do anything without timers. I have enough materials for 2 HoT legendaries already just exploring! I hope you find this useful, have fun!

DISCLAIMER: This is not a post to make money. You can try to make money buying medallions from the TP (2silver each, some people have been noticing about the forging that is not stated in the wiki) since the rate of upgrading is around 20% (or more, but I can't claim a percentage) and it's VERY profitable to do so, but it is so boring to forge again and again that I don't think it's worth it to dedicate your time to do this. This is more helpful for people that have medallions and crystals in their inventories and don't know that they can turn them into something useful (WITHOUT THE EXPENSIVE INCANDESCENT DUST). Thus, I hope this helps anyone who is trying to progress in their HoT legendary journey. Now all there is to do is wait for more legendaries... Anet please ;D

SOURCE

Wednesday, February 17, 2016

Guild Wars 2 - The Dragon's Stand Survival Guide by SnickyMcNibits

Greetings fellow citizens of Tyria!

Dragon's Stand is in my opinion the best group content ANet has ever made. However it's a big event with many different parts to it and it can be a little overwhelming. Whether you're intimidated, confused or just haven't gotten around to it, this guide aims to give you what you need to properly conquer Dragon's Stand.

Before The Event
The only mastery you need is Updraft Use, but Itzl Poison Mastery and Ley Line Gliding will both open up new areas and be generally convenient.

The metaevent will require 60 to 90 minutes to complete, with another 15 minutes after that for post victory looting.

The Dragon’s Stand map resets every 2 hours, where everyone currently in a map is instantly killed and people are scattered to random instances. A timer can be found here to show you what time the map reset is.

Because the map you’re in is randomized your ability to coordinate beforehand is limited. One thing you can (and should) do is join a squad before the reset. This allows you to travel to the instance of another party member (usually your squad’s commander) to get everyone back together. This lets you get into an instance where you know there’s going to be a lot of other people.

If you don’t get into a populated instance this way, look through the party finder for a taxi into a good instance. You’ll want to be in a high population map or you’ll have nearly no chance of succeeding. This also means that you’ll have to start Dragon’s Stand at the same time as many other people - at map reset - so you’ll have to be ready to go at the reset or the boat might leave without you.

The area specific chest is the Noxious Pod, which provides some good loot including Crystalline Ore. You may encounter up to 5 pods during the metaevent, and if you actively look for them after the finale you may find up to 30 per run. Stock up on Machetes, which you earn doing Dragon's Stand events or you can buy using a combination of the other map currencies from a vendor at the primary Pact camp.

Picking A Lane
There are three different lanes that require 3 different groups of players to work on simultaneously in order to progress the metaevent to it’s final stages. They’re usually referred to as top, middle and bottom.

There isn’t a huge difference between the lanes. Noxious Pods can provide Auric Dust or Auric Attunement potions (free map participation for Auric Basin) in the top lane, Airship Parts and Verdant Attunement potions in the mid, and Ley Line Sparks and Tangled Depths potions in south.

You want to have 20-30 people in each lane, spread out evenly. If your lane has a commander running in it, join their squad so they can get a more accurate headcount.

Preparation Phase
The lane phase, which makes up the majority of the Dragon’s Stand meta, alternates between Preparation and Pushing phases.

The Preparation begins first. Each camp will have 2-3 events that appear around it that will give the Pact troops an advantage during their next push. Honestly I’m not even sure if they do anything, but if you get them done quicker than the next push happens sooner, and you have nothing better to do during that time.

There will always be several events happening, each with different objectives ranging from collecting scrap to escorting NPCs. Some of these events will require Itzl Poison Mastery to complete, but if you don’t have it there will always be an alternative event you can do.

Push Phase
After completing these events or running out of time, the Push will begin. You will have to escort Pact troops as they make their assault down the lane to the next station. If too many Pact troops die this event can fail and you’ll have to restart, but that shouldn’t be a concern as long as you have enough players.

During the push you’ll mostly be mowing down grunts, but there are two enemies in particular you should watch out for:

First is a Champion Mordrem Thornheart - they’re very big and you’ll encounter one per Push. These are slow moving behemoths that spawn Mordrem Bombers at regular intervals. They are highly resistant to damage until you’ve staggered them by running down their break bar, at which point you should pour on all the damage you can. These enemies are the absolute priority when they spawn, even greater than the legendary foes you’ll encounter, and the zerg should always focus them down first.

Second are Legendary enemies, Stavemaster Adryn for top lane, Blademaster Diarmid for middle and Axemaster Hareth on bottom. These are big bosses that you’ll see at least twice during the Lane Phase, and a few times after that too.
  • Adryn has a lot of crowd control and AoE at range
  • Diarmid does lots of AoE around himself, can reflect projectiles, and splits into 3 when near death
  • Hareth is heavily armored until his Break Bar is broken, deals heavy AoE around himself and has powerful projectiles.

The Spitfire
The first two Push phases end with a fight against a Mordrem Spitfire, a huge worm-like turret creature that you must take down. The Spitfire is protected by a shield and immune to damage until you kill the two Mordrem Vinetenders. These Vinetenders will respawn periodically and need to be dealt with quickly or else they’ll put the shield back on the Spitfire.

After defeating a Spitfire the Pact will establish a new forward base (with Waypoint) and begin another Preparation phase.

After the third Push, you’ll need to wait at the entrance to your lane’s tower for the other lanes to reach their towers. Once all three lanes have reached their towers, the next phase begins.

Tower Phase
To complete the towers, each group must break into two - one to fight the boss, and the other to do laps around the perimeter to keep the Preservers and Ley Line Collection Pods down. The majority of the players will be in the second group running around, while you only need 5-10 players to fight the boss. Usually if you’re in a squad the commander will ask for volunteers to fight the boss and have them move down to Subgroup 2, while the rest of the zerg runs around with him. Despite what you might think, the Preserver team has a much more important job than the Boss team, as failure on their part will cause the whole event to practically restart.

Around the outside of the room there are 3 Ley Line Collection Pods. If any of these pods are alive, the boss in the middle becomes invulnerable and if the boss is dead he will respawn. Veteran Mordrem Preservers will spawn and attempt to heal or respawn the Pods, and if they succeed your boss group is screwed.

The main zerg will be running laps to try and spike down the Preservers - none of the other enemies matter and you can run past them. Preservers respawn at a set time after they have been killed, so it’s important for the zerg to keep a good rhythm to make sure they’re at the respawn locations right as the Preserver pops up. If your group gets out of sync with the respawn times it almost certainly means the a Ley Line Collection Pod will get back up, resetting the whole process. Target call Preservers immediately and do not run past their spawn points if you get there early! Commanders can choose to use those fancy new markers to mark the spawn locations, or if you look at your minimap they will be nearby the pod locations that are designated with a shield icon.

The boss group will be in a smaller island in the center of the tower, fighting either Adryn, Diarmid or Hareth, whichever boss corresponds to your lane. Try to pull him away from the bridge that leads to the island and towards the island itself to prevent him from aggroing on to the Preserver group that might be running past.

Typically on the first lap, a few members of the boss group will kite the boss around the center area to keep him out of the main path, while the rest of the boss group follow the main zerg and takes care of the pods. The main zerg shouldn’t stop to kill the pods on the first lap but should instead proceed right to the next Preserver. After the pods are all gone the boss group will all head towards the center to deal with the boss itself.

The Tower phase only completes when all three lanes have defeated their boss. If your boss group finishes early you still need to kill Preservers to keep your boss from respawning while the other lanes finish up. Your boss group can either choose to run with the main zerg or if they don’t need help can move to another lane to assist them.

The Mouth of Mordremoth
And now the fun part.

This battle takes place on a series of floating islands. Your job is to kill the Mouth of Mordremoth before it can destroy a certain number of islands and absorb their stored Ley Line Energy.

This battle is a series of many smaller events, where failing the event can cause the partial or full destruction of an island. It’s important to spread out to make sure you have all the islands covered. You can move between them by using the updrafts spaced between them or by using Ley Line Gliding as most of the islands have ley lines connecting them to a nearby island. It’s fine to move between islands for events but it’s best to return the island you’re guarding as soon as you can.

There’s a number of different events. Three common ones are:
  • Pods spawn on every island. Failing to destroy the pod within the short time limit will damage the island it is on.
  • Several islands to have an opportunity to attack a segment of the Mouth of Mordremoth. You’ll see either a snakey S segment or a dragon head on your map before this event spawns, indicating that you can reach the body or head of the Mouth from this spot respectively. You can do minor damage during this phase, but if you’re attacking the head be very careful about it’s attacks. A Ley Line absorbing pod can also spawn during this event, and must be destroyed or else it will deal damage to the island it is on.
  • Mordremoth will drop off his generals on 3 different islands. Failure to defeat Diarmid or Hareth will cause massive damage to the island they’re on, and until Adryn is defeated the other two will be buffed. This is an all-hands-on-deck situation so make sure you help take on one of the bosses.
The most important event will be signaled by saying that Mordremoth will try to consume an island, with Laranthir giving you instructions on what to do. A single Island will have Mordremoth’s icon next to it, and this is where his head will show up. This event is where you can do the most damage to the Mouth, easily chunking down a third of his life and with a good group maybe even doing more than half. Mordremoth will repeatedly try to take bites out of the island, and you have to prevent him by breaking his Break Bar. However, in order to give your group the most time to damage him you should delay the event as long as possible - aim to break his bar between the third and fourth chomps, but not before! After being broken he’ll reel back before attempting the same thing again. You need to break him several times, at which point he still damages the island but does not destroy it.

A Pact Chopper will also fall down on a random single island, and you can pick up a bomb from it to drop on the Mouth while gliding above it. The bomb does massive damage and is absolutely worth picking up along the way, but if you’re close to the Mouth you’d do more damage by getting there to attack sooner than by making the detour for the bomb. You can also waypoint without dropping the bomb so do that if it would put you closer to the Mouth.

Again this is an all-hands-on-deck event so make an effort to get to the head no matter where you are. Just return back to your island after you’ve finished.

Loot!
And now what you’re really here for. There is a lot of crap to do, and only 15 minutes to do it in before it arbitrarily kicks you back to the base camp and closes off all the fun areas. Spend your time wisely.

After killing the Mouth of Mordremoth, you can glide up to a high ledge for a chest and access to some unique merchants, including the dude that sells Plated weapons for your Specialization collections. There’s a ton of giant arrows on your map pointing to this, you can’t miss it.

The Northern Advance Waypoint is your best friend if you want Noxious Pods. There are two major farming spots for them: The first requires you to drop down a hole directly west of the waypoint, travel underground, then use an updraft to get to a new area called Rooted Copse. This area is absolute chaos with many dangerous enemies, all of which will be aggro’d to fleeing players trying to grab pods. It has a ton of pods though. The second is south of the waypoint near the place where you charm Juvenile Tigers. Head there and explore the space between the Top and Middle lane for a bunch of easy pods. You can easily get 20 pods, maybe even 30, during this time frame so stock up on machetes beforehand.

Rangers can find two pets, the aforementioned Tigers and Electric Wyverns. Electric Wyverns are found near the hero point in Dragon’s Domain. It is very tricky to reach their perch without Advanced Gliding, but it can be done if you start from the area with the final chest and the Plated weapons merchant. (Video stolen from the wiki)

There are three different spawn locations for Treasure Mushrooms, one in each lane, after the defeat of the Mouth of Mordremoth. All of them are fairly close to waypoints: the Northern Forward Camp, the Central Advanced Camp, and the Southern Advanced Camp. Generally people will announce in map when they’re about to activate one, so join a big group and do them sequentially to make sure everyone gets loot. If you start the first one quickly after the Mouth, it may respawn in time for a second round before you run out of time.

There are also a large number of vistas and Hero Points scattered around the map. The Hero Points in general are actually quite tricky and will need several players to complete, and will likely take a good chunk of your available time. Advertise in map which ones you’re going for or bring along some friends.

SOURCE

Saturday, January 9, 2016

Guild Wars 2 - To Salvage or Not To Salvage (Salvaging Flowchart Guide) [Gaming with GS]

I myself along with several of my friends have always wondered whether something should be salvaged or just sold when we were new to the game. I know many of you probably have the same question, so i made a flowchart that you can find linked below that can help you out, along with a video guide! Hope it helps!


Tuesday, December 29, 2015

Guild Wars 2 - How to finish opening maps fast by Keep Bleeding

It took me about 30 ~ 35 minutes to finish the whole map
this is my first gw2 Pve guide , hope i covered everything well & right , if you have futher questions or guide requests let me know
Ive done this guide based on 11 full map completions experience
other people might have different opinions but this is the best way
i found to finish map as quick as possible

Wednesday, December 23, 2015

Guild Wars 2 - Top Ten PvP Tips (Basic) by UnityJebro

Guild Wars 2 Top Ten Tips Video. Basic tips to assist new and older players that are coming back into PvP in GW2, also maybe some points that you made not have thought of before!

Tuesday, December 22, 2015

Guild Wars 2 - 2015 Wintersday Guide (Gifts & Activities) [Gaming with GS]

A detailed guide showing you what there is to do in this year’s Wintersday festivities in Guild Wars 2, and the rewards that come with it. This video will be going over the activities you can participate in, events to complete, and rewards you can earn this year. Everything from new minis, black lion skins, gifts from Wintersday Gifts, snowflake rewards, and much more! Leave a like and share with your friends to spread the tricks and treats.

For the recipe in crafting Frostivoo The Merry, see the link below:
http://dulfy.net/2015/12/16/gw2-winte...

For my gold making video guides, see the playlist below:
https://www.youtube.com/playlist?list...

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Monday, December 21, 2015

Guild Wars 2 - Quick Gold Guide for Wintersday by AddiktGaming

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Saturday, December 19, 2015

Guild Wars 2 - Tips for Winter Wonderland by AgvirtheSilent

Winter Wonderland
also known as how to get carpal tunnel
http://i.imgur.com/X6IaL5n.jpg
Try to position your camera top down (looking down) so it's easier to measure your jumps.

Part 1: Snowflakes
There are 3 paths you can choose from for the puzzle; all of them are more or less equivalent. After the first person jumps on the first snowflake, they start to disintegrate after a few seconds, so you have to keep moving.
Ideally you should always be pressing forward and jumping, except for a few parts.

TIPS:
  • You need to pause at the candy cane jumps. Here you take small jumps or do side jumps and hold the right or left direction longer than a normal small jump.
  • You may also need to pause at the tiny snowflakes so you don't run off.
  • If you catch up with the respawning snowflakes from someone further ahead than you, you will need to break between each snowflake as well.
  • INVISIBLE SNOWFLAKES: This appears to be a client side problem where the respawning snowflakes didn't load in the texture correctly. If it is one or two missing, you can jump where you know where they are and continue. If there are more missing, you may need to wait for the disintegrating ones behind you to catch up so they ones ahead will load in. This is tricky because you will need to jump as it is disintegrating beneath you.
Part 2: Presents
Here at the camp fire, you have to climb a mountain of exploding presents. As soon as the first person jumps towards the presents (even if they get close and miss) they will start disappearing. You have to be jumping with the first person (or shortly thereafter) otherwise you will not make it. You have to keep jumping then pressing forward to make it to the top in time.

TIPS:
  • If the blue presents are at the bottom, I recommend jumping one left of center, which you climb to almost the top then jump one column to the right and up.
  • If the presents are in the process of respawning, wait until the bottom red presents have spawned and just try to go up the middle. You may need to swerve left or right occasionally to make it to the top.
  • When a present shakes, it is about to explode. If you are not already in the process of jumping to it (jump RIGHT AWAY off it) or standing on it, you probably will not make it.
  • The more you have to jump one column to the right or the left to avoid a hole/exploding present, the less likely you will make it to the top. The most I've done and made it was 2 columns.
Part 3: Snowball Mountain
This is the final area to the end of the jumping puzzle. It is better to be patient here and wait 1 rolling snowball worth of time than dying here. At the beginning dodge roll to the small peppermint circle to avoid the wind from the snowman to the right knocking you off. Climb down the candy cane and wait for a rolling snowball (or run if it just passed you at the bottom). Now you use the safe zones of the peppermints on the sides to avoid the incoming rolling snowballs. The zones you will use are right (after the candy cane), right (after the left turn), and left. Once you make it to the presents/candy cane at the end it is a straight shot to the end of the puzzle.

TIPS:
  • I recommend jumping on the first peppermint of the pair to the right then jump to the second instead of directly to the second just to be safe.
  • The way I gauge a safe spot on the second peppermint is the knick in the third to the last swirl, if you are at it or above it you are safe. Do not go all the way to the right of this peppermint else you will get hit by the snowman wind.
  • Remember that the skritt red aoe snowballs are not necessarily in sync with the rolling snowballs (even across one instance).
  • When you make it to the final stretch, take a second or two break at the second blue present. The rolling snowball still can swipe you on the first present. Also stopping here lets other people jump ahead of you so you won't be distracted by them.
  • If you feel like you are behind on timing, use a dodge roll to make up for lost time.
  • Yes, you can dodge the skritt red aoe snowballs.
  • INVISIBLE ROLLING SNOWBALL: This appears to be a client side problem where the texture and animation for the snowball is left further up the hill (past the left turn). You can and will get hit by this invisible snowball if you walk into it. Generally the rolling snowball goes past around the time the skritt red aoe snowballs hit the mountain near the candy cane. If you do not see a rolling snowball around this time, I recommend using left click to pan your camera to look up the hill. When one coming down the hill touches the upper most side of the peppermint after the turn, it is safe to proceed to avoid the invisible snowball.

    SOURCE