Breaking News

  • Flame and Frost updates for February 1 comments

    Thu 7th Feb 2013 - 2:39am in News Flame and Frost updates for February

    Lots of PvP stuff to look forward too!


    February 26, 2013
    The situation worsens for the citizens of Wayfarer Foothills and Diessa Plateau. Volunteers have eased the burden, but more refugees hobble down from the Shiverpeaks. The storm there gains momentum, but the forces of good are beginning to rally. They’re sending their heroes to defend the land and its peoples. Someone must hold back the gathering storm.

    In Flame and Frost: The Gathering Storm, the second installment in this four-part series, the stakes are raised, and battles rage, in the foothills of the Shiverpeaks.

    New Features
    Brand New PvP Map – Spirit Watch
    This peaceful green vale, nestled between cliffside shrines to the norn Spirits of the Wild is about to echo with the sounds of combat. In Spirit Watch, players will score bonus points by capturing the Orb of Ascension and running it to any of the three shrines on this newest PvP map.

    Team Up for Guild Missions
    Join your fellow guild members to take on an entirely new category of content! These missions, designed for coordinated group play, include everything from bounties to group puzzles to cross-country challenges. You’ll need to work together to complete the missions and earn new Guild Merits, which can unlock cool upgrades and rewards. It pays to be in a guild!

    Two Team Rated Play in PvP
    It’s time to prove your skill! In this new type of competitive PvP, two teams of equal average rating are pitted against each other in a quick, intense match. The ratings for every member of each team is then adjusted after the match.

    Choose Your Own Daily Achievements
    With our new selectable achievement system, you’ll have a chance to set new daily challenges for yourself and to choose what kind of content you want to be rewarded for playing.

  • [1.29.13] Game Update Notes 0 comments

    Wed 30th Jan 2013 - 11:54pm in News [1.29.13] Game Update Notes


    Dungeons General

    Fixed a bug where projectiles passed through the ground in several locations

    Fractals of the Mists

    Fixed a bug that did not remove the Lava condition from players who died in the pools of lava at the final boss in the Volcano FractalFixed a bug where players were stricken with Agony even when they avoided the Ice Elemental’s AoE ice storm

    Daily Achievements

    Removed the Daily Combo Kill achievement from the daily achievement rotation


    Made the following changes to the Champion Risen Priest of Grenth boss:

    Increased cooldown on Grenth’s Shadow Pull skillChanged radius of spellsModified attacks to do less damageModified attack area so as not to overlap on attacksModified Velocity of Teleport to allow player to not go into ceilingDecreased the damage of Grenth’s Shadow Pull skillDecreased the numbers of spells


    Hid blank world-event UI for Temple of the Silent Storm Week


    Adjusted Orr Undead loot drops

  • [1.28.13] Game Update Notes 0 comments

    Tue 29th Jan 2013 - 4:03am in News [1.28.13] Game Update Notes

    Lots of great changes in this patch!


    Flame and Frost: Prelude
    A mystery presents itself in this first entry in a multipart Living Story series. What could be causing such discord in the foothills of the Shiverpeaks? All those poor homesteaders and ranchers displaced with nowhere to go calls into question if the storms could be that bad—or if there’s something more sinister stirring up the flame and frost. The ground is shaking, and the sky is falling in northern Wayfarer Foothills and Diessa Plateau. Norn and charr refugees, crawling from the wreckage of their homes, are fighting their way to shelter in Hoelbrak and the Black Citadel. Many are in shock and wounded; most have only what they can carry on their backs. A call has gone out for volunteers to assist them in their time of need, when the environment itself seems to have become their enemy.

          - A new Living Story achievement category has been added, which will contain a series of achievements specific to the storylines unfolding in Tyria.
    - The first Living Story achievement, Refugee Volunteer, has been added. Players who complete this achievement by playing the Flame and Frost: Prelude content will be rewarded with the Volunteer title. They will also receive a karma reward via in-game mail.
    - More achievements will be added as the Living Story continues to unfold.

    - New Living Story events have been added to Wayfarer Foothills and Diessa Plateau.

    - Starting shortly after the January 28^th^ update, heralds will begin appearing in cities across Tyria. Their task is to keep adventurers apprised of the events currently underway that are driving the Living Story forward. Be sure to check in with them if you need direction.

    Other Content
    - Persistent world content related to the story of the refugees has been added to Wayfarer Foothills, Diessa Plateau, the Black Citadel, and Hoelbrak. This content will continue to change and evolve as the story unfolds, so be sure to keep checking back.


    Daily/Monthly Achievements
     - A new currency has been added: the laurel. Players earn one laurel for completion of the daily achievement category and ten laurels for completion of the monthly achievement category. This new currency can be spent at laurel vendors in all of the major cities to obtain over 90 items, including:
    - A new category of infusion, the utility infusion
    - Ascended amulets
    - Crafting starter kits
    Wv blueprints
    Obsidian shards
    New boosters, advanced harvesting tools, and crafting trophy bags
    A new, unique miniature: Goedulf, the mythical wolf-cub spirit that protects lost norn children
    A new, unique miniature: Chauncey von Snuffles III, who placed second in the Divinity’s Reach Fanciest Cat competition
    Achievement tracking UI has been added to provide at-a-glance information on daily and monthly achievements as well as quick access to the achievements panel.
    New daily achievements have been added.
    Daily achievements now rotate on a daily basis.
    Daily achievements now only have a single tier.
    The number of achievement points awarded for daily achievements has been adjusted.
    Polished dungeons and removed the ability to use waypoints while any player is in combat.
    Dynamic Leveling
    Attribute calculations for dynamic level scaling have been rebalanced. In general, this means weaker when adjusted down, stronger when adjusted up. Rewards when adjusted down have been increased to compensate. It is now possible to receive your own level of loot from any level of enemy.
    Fractals of the Mists
    Players can now reconnect to the Fractals of the Mists if they are disconnected.
    Players can now connect to a fractal map even if they are not part of the original group that created the fractal instance.
    Players can revive at a checkpoint in fractal maps if the entire party is out of combat.
    Players are no longer prevented from entering fractal maps. The difficulty of the fractals is shared, and players will receive rewards based on their “reward level.”
    Reward level increases as players complete fractal rounds.
    If players have a higher reward level than the current fractal difficulty, they will receive bonus karma at the end of a round. However, item rewards are set to the minimum of the fractal scale and reward level.
    Daily Fractals of the Mists bonus chests are awarded after defeating the kraken. The rewards are now based off of the minimum of the player’s reward level or current fractal scale.
    Players may now log in to a world other than their home world as a guest.
    On the character select screen, click the “World Selection” button.
    Choose a world you would like to guest on and click the “Guest” button.
    Select any of your characters and select “Play” to log in to the world you chose as a guest.
    Guesting has some limits and restrictions:
    You may only guest on worlds in the same region as your home world. Players on American home worlds cannot guest on European worlds or vice versa.
    You may not participate in World vs. World for any guest world. If you choose to enter World vs. World, you will be moved back to your home world. Only changing your home world using a world transfer can change your World vs. World participation.
    You are only eligible to guest on 2 different worlds at a time. Each time you guest on a world, that world becomes available to play on for the next 24 hours. After 24 hours, you may choose to guest on a different world. You may log in to any active guesting world as many times as you wish with no restriction.
    Guesting on worlds that are full or highly populated increases your risk of being put into an overflow map.
    While guesting, all guild influence earned will be applied to your home world, and you will only have access to your home world guild benefits, including the guild vault.
    World Transfer Fee
    It now costs a gem fee to transfer your home world.
    Gem fees for world transfers are based on the population of the world you are transferring to.
    Each account is still limited to one transfer every 7 days.
    Players still cannot transfer to servers that are “Full.”
    The Risen creatures all across Orr have had their population density adjusted.
    Areas, chests, and merchants in Orr now offer better rewards.
    See “World Polish – Orr” below for more details.
    UI Improvements
    Changes have been made to the attributes section of the hero panel to cleanly display more information.
    Several PvP dialogs no longer take UI focus away from chat when opening.
    Players can once again preview armor and weapons that cannot be equipped by their character.
    Structured Player vs. Player
    January 28th – February 4th Is Temple of the Silent Storm Week
    Instead of 3-round paid tournaments, there will be a 1-round match between 2 teams on the Temple of the Silent Storm map.
    The price for entry will be 3 tickets per player.
    Rewards for the test will be reduced from the normal paid tournaments.
    After the game is finished, both teams will be returned to the lobby, where they can reenter the tournament queue.
    To participate, go to the PvP lobby and speak to the Tournament Master.
    At the end of this period, the Temple of the Silent Storm map will be added to the tournament rotation.
    Skillbars now have team-colored backgrounds in sPvP.
    World vs. World
    Character load times in WvW have been improved through the use of preloaded placeholder models.
    Fixed a bug where creatures in dungeons were no longer becoming invulnerable to players they couldn’t reach.
    Updated the costs of several dungeon reward items to be consistent with their costs in other dungeons. These include leggings, chestpieces, and shoulder armor from Ascalonian Catacombs; tridents and assorted armor pieces from Sorrow’s Embrace; and focuses from Caudecus’s Manor.
    Fractals of the Mists
    Swampland fractal: The tripwires have been rebuilt to reflect their names. Several have been lifted out of the ground and made more visible.
    Fractal Marshes: The traps in the first area now scale with the difficulty scale of the fractal.
    Fractals: Added day or night time to specific fractals. Day and night do not cycle.
    Underwater Fractal: The Jelly boss will no longer try to devour NPCs like pets and minions before they try to eat players. If no players are around, it will eat NPCs.
    Fixed various exploits and minor bugs.
    Ascalonian Catacombs
    Story—The Lovers: Reduced health for both bosses and damage from Ralena.
    Story—Coffin Intro: Additional coffins cannot be interacted with once the boss shows up.
    Story—Ranger: Damage has been reduced for the trap skill.
    Story: Some enemy group compositions have been altered.
    Story—Adelbern: Reduced damage and modified his melee attack.
    Explorable—Detha’s Chain: Decreased the recharge time for cannons in the final event and modified their attacks.
    Explorable—Detha’s Chain: Adjusted the respawn rate of the groups at the “Defend Detha and her traps” event.
    Story: Reduced most veterans to regular strength during the ship events.
    Story: Attacking dragons have reduced damage and no longer knock back on their flyover barrages.
    Story: Zhaitan’s acid pools do less damage.
    Explorable: Fixed issues that may have prevented events from starting or ending properly across all paths in the dungeon when an NPC was potentially dying, reviving, or being interacted with.
    Explorable—Seer Path: In the Dwayna fight, the sparks will now target players primarily, and their attacks have been adjusted in a way that should make them chase the player as initially intended.
    Citadel of Flame
    Story: The Baelfire fight now has a safety net in case players fall off. If players die in a dangerous area, their body is teleported to a safe location for players to revive.
    Story—Forgefire Armory Boss: This boss’s damage has been reduced.
    Story—Bolok Barracks Boss: The group composition of the reinforcements summoned by Bolok Barracks boss has been modified.
    Explorable—Magg’s Chain: The event to defend Magg while he plants a bomb has been rebuilt.
    Explorable—Magg’s Chain: The respawn rate of creatures in the magma field has been adjusted.
    Explorable—Rhiannon’s Chain: The torch event at the start has been adjusted to only require 3 torches instead of 5; enemy groups have also been adjusted accordingly.
    Sorrow’s Embrace
    Explorable—Inquest Path: The infinitely spawning waves have been adjusted to no longer spawn when fighting with the golem miniboss. They will continue once the golem event completes. The group compositions were also adjusted to add more variation.
    Crucible of Eternity
    Explorable—Evolved Destroyer: This enemy’s health has been reduced. The time window before the shield turns back on has been increased.
    Explorable—Subject Alpha (All): The enemy’s health has been reduced.
    Twilight Arbor
    Explorable: Leurent’s Elite Guard shields have been fixed so they no longer deal damage after they disappear.
    Explorable—Leurent Boss Encounter: The group composition has been adjusted.
    Explorable—Worm Boss: Spit puddles have reduced damage, but more puddles are created with each attack.
    Honor of the Waves
    Explorable: Aldus Stormbringer adds are no longer veterans and have adjusted respawn times.
    Explorable: Aldus’s invulnerability shield now properly decrements to melee and area attacks.
    Updated the effect for the Cone of Cold skill used by Controller Andal to match the area affected by the skill when he turns.
    World Polish – Orr
    Uncontested waypoints have been added to Cursed Shore and Straits of Devastation. Players that have already achieved map completion will retain it without having to discover these new waypoints.
    Updates have been made to the small statues to the human gods throughout Orr.
    New map icons to indicate the location and status of the statues have been added. Mousing over the icon will display more detailed information.
    The visual effect surrounding each of the god statues has been updated to be more noticeable and to more accurately reflect the range of its influence.
    Various Risen creatures have had their animations and size updated.
    The music that plays during key events that take place at the Orrian temples to the gods and the Gate of Arah has been updated.
    The difficulty of events to claim and defend the Orrian temples and the Gates to Arah will now scale to accommodate a larger number of players.
    The visual impact of taking control of the Orrian temples has been increased.
    Various Risen creatures have had their skills adjusted to use fewer crowd-control skills.
    Fixed a bug that prevented the “Arah Waypoint” from updating properly when the gate to Arah was open in Cursed Shore. This also caused the Arah dungeon marker to erroneously display as contested. The gate to Arah should only be closed when the events leading up to it are active.
    Grenth Temple Chain
    “Use portals to fight shades, slay the Champion Risen Priest of Grenth, and protect Keeper Jonez Deadrun.”
    Clarified event text to provide more guidance on event mechanics.
    Updated enemy waves that appear when the priest reaches certain life totals.
    Added several new abilities to the Champion Risen Priest of Grenth.
    Fixed an issue that would cause enemies to stop spawning if waves were killed in the wrong order.
    Adjusted enemy wave compositions, start locations, and respawn times.
    Adjusted the stacks of corruption that enemy shades apply to players during the fight.
    Updated the visual appearance of the portals to Grenth’s domain and the effect applied to players who step in.
    Fixed a bug that prevented the Risen Priest of Grenth from attacking properly during the event “Stop the Risen Priest of Grenth from retaking the Cathedral of Silence.”
    Fixed a bug that would cause Pact troops to stall at points in the event chain.
    Dwayna Temple Chain
    Adjusted the difficulty of the events that take place inside of the temple.
    Updated the skills for the Risen Priestess of Dwayna.
    Updated the skills for the Statue of Dwayna.
    Adjusted the terrain within the Cathedral of Zephyrs.
    Added a boss camera during the fight with the Statue of Dwayna.
    Melandru Temple Chain
    Updated the Risen Priest of Melandru’s skill set.
    Updated the music that plays during the boss fights.
    Adjusted the terrain inside the Cathedral of Verdance to allow for better creature and player movement.
    Added more noticeable environmental effects to the temple’s contested and uncontested states.
    Updated the participation rewards for the event “Defend the Pact interruptor from Risen attacks” to be more consistent with holdout events at other temples in Orr. Players who participate will earn three times the normal event rewards.
    Lyssa Chain
    Adjusted the difficulty of the events to take over and defend the Cathedral of Eternal Radiance.
    Fixed a bug that prevented the force field surrounding the Risen Priestess of Lyssa from resetting properly.
    Balthazar Chain
    Adjusted the strength of the Risen Priest of Balthazar’s skills.
    Adjusted the number and compositions of enemies that appear during events to take over and defend the Cathedral of Silence.
    Promenade Chain
    Updated the participation rewards for the event “Ensure that the Pact holds the Gates of Arah” to be consistent with the holdout events at other temples in Orr. Players who participate will earn three times the normal event rewards.
    Fixed a bug in the event “Aid the Pact soldiers around the airship wreck” that would cause the event to restart prematurely.
    Fixed a bug that could cause the Risen High Wizard to not flee after successfully defending the Pact camp at the Gates of Arah.
    The Gladiator Chain
    Adjusted the start and restart conditions for the event chain.
    Adjusted the difficulty scaling of the events.
    Added visual effects to the event area and Risen creatures featured in the event.
    Changed the starting condition and location of the event “Kill the Risen broodmother.”
    Items & Rewards
    A new Orrian Jewelry Box has been added to karma vendors across Orr.
    The item “Heavy Moldy Bag” has been updated to drop more frequently.
    Various Risen creatures have had their loot tables updated to provide more varied crafting materials.
    The karma vendors featured in temple chains offer new exotic wares.
    World Polish – Other
    Fixed the descriptions for some armorsmithing packs that stated an incorrect level for the armor contained within the pack.
    Fixed a bug that caused the Mystic Forge to give inappropriate rewards when given level 80 masterwork swords.
    Updated the Moa Tonic’s Screech skill description to correctly show only one daze stack.
    Bandithaunt Caverns: It’s no longer possible to create an infinite number of bombs in the caves.
    Locking your Windows User Account will no longer result in the Guild Wars 2 launcher being invisible.
    Trait buffs are no longer reapplied after being resurrected while in a transformation that disables traits.
    Renown regions now reward karma upon completion.
    The contacts list has been significantly improved to enhance performance in crowded maps and for players with many followers and friends.
    Loot interactions now take higher priority than mesmer portals.
    Fixed a bug that could cause rectangular skills to fail to hit the correct targets.
    Fixed a bug that could cause chain skills to sometimes interrupt dodge rolls.
    Fixed a bug that could cause projectiles to sometimes disappear if passing through a field that had expired.
    Fixed a bug that allowed skills that steal or remove boons to manipulate effects that they were not intended to be able to affect.
    Weapons now continue to grant bonus stats while bundles are equipped.
    Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.
    WvW & PvE: Our culling system has been updated to use affinity culling, which favors allowing players to see important enemies regardless of the local player population density.
    Lionguard Lyns has returned to Lion’s Arch but no longer has Black Lion Keys available. Donations toward the rebuilding of Lion’s Arch will continue to be accepted until late February, at which time Lionguard Lyns must return to her normal Lionguard duties. Liquidate those Captain’s Commendations while you can.
    Golem in a Box has been updated to have a 20-second recharge and has been disabled in WvW.
    In PvE, if a player is awarded loot by killing a creature and the loot is of uncommon rarity or higher, a chest will appear that contains the loot that would previously have been on the corpse. If the rarity of the loot on the creature is lower than uncommon, the loot will remain on the creature’s corpse.
    Fixed a bug that could cause events around Eldvin Monastery to not run properly in Queensdale.
    Fixed a bug that could prevent the event to fight the Shadow Behemoth from starting in Queensdale.
    Frostgorge Sound—“Claw of Jormag” Event: Fixed a case where the ice shield would not appear correctly.
    Blazeridge Steppes Event: The ogre beastmaster in Sootpan Kraal now heals a limited amount each fight.
    Master Engineer Steelclaw in the Fields of Ruin now uses a consistent gender for her scenes/greets.
    Diessa Plateau: Fixed a bug that prevented players from using the cattlepult if a cow wandered too far away, blocking the betting minigame.
    Personal Story
    Fixed Zojja and other NPCs having invisible headgear in cinematics.
    “Armor Guard”: Fixed errant minimap marker.
    “A Tangle of Weeds”: Increased the size of the instance so it’s much harder for the lich to fear players out of the map.
    “Volcanic Extraction”: NPCs are now more durable.
    Norn Chapter 3: Fixed an issue where the wrong cinematic was playing.
    “A Sad Duty”: Strengthened the Pact defenders.
    “Suspicious Activity”: Fixed a minor cosmetic bug.
    “A Grisly Shipment”: Playing the story step with party members no longer prevents progression.
    “Source of Orr”: Fixed an issue that could prevent progression after defeating the Eye of Zhaitan.
    “Fixing Blame”: Warmaster Gurnn should now start his cinematic correctly.
    “On Red Alert”: Fixed an issue that could prevent progress if the player bypassed part of the story step.
    “Romke’s Final Voyage”: Fixed an issue that could prevent progress when playing the story step with party members.
    “A Sparkling Rescue”: Zojja will now help players in combat.
    Skill Challenge
    The terror of Ancient Shark Pistrix and his gang of “landsharks” has finally come to an end. Players will now interact with the corpse of Pistrix in his cave in Sparkfly Fen to complete this skill challenge.
    Fixed a bug that prevented Endless Halloween Tonics from being listed on the Trading Post.
    All Halloween tonics have a two-second cooldown for removal.
    Fixed an issue where some rebreather models would cause light armors to display incorrectly.
    Transmuting weapons now preserves the higher rarity of the two items.
    Sigil of Doom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
    Sigil of Intelligence: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
    Sigil of Leeching: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
    Life-stealing food buffs based on critical hits no longer affect gadgets.
    A Mystic Forge recipe has been added to upgrade the Triforge Amulet to an ascended version with a utility infusion slot.
    The Orichalcum vein in Southsun Cove is now a regular vein instead of a rich vein.
    Profession Skills
    Cancelling executing skills that have no recharge via the [Escape] key or stowing weapons will now trigger a 0.5-second cooldown for that skill.
    Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players’ stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.
    Updated skill facts.
    Fixed a bug that caused several spells, including Tornado, Arcane Shield, and most frequently Whirlpool, to sometimes fail to display any graphics.
    Arcane Power: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
    Arc Lightning: Fixed a bug which would cause this skill’s animation effects to continue playing after the skill ended.
    Evasive Arcana: This trait no longer enables players to break knockback effects.
    Glyph of Renewal: Increased this skill’s cast time while underwater from 1 second to 3.5 seconds.
    Ice Spikes: This skill now appropriately displays area-of-effect rings.
    Rock Spray: Skill facts for this skill now display the proper distance and bleed damage.
    Vapor Form: This skill will no longer allow players to rally off of kills that grant zero experience. This skill will now also properly restore death state on completion.
    Removed collision from engineer turrets that were causing player pathing issues.
    Elixir X: Fixed a bug where this skill’s tooltip did not reflect the cooldown reduction from Fast-Acting Elixirs.
    Hair Trigger: Fixed a bug which prevented this trait from working correctly for some skills.
    Healing Turret: Fixed issues with this skill’s description when the Deployable Turrets trait was equipped.
    Incendiary Ammo: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.Reinforced Shield: Fixed a bug which prevented this trait from reducing Static Shield’s cooldown if the Throw Shield skill was activated.
    Reserve Mines: This trait’s area-of-effect rings now display the appropriate area that they can be triggered at.
    Speedy Gadgets: Fixed a bug that prevented this trait from reducing the cooldown of Throw Mine.
    Toss Elixir S: This skill will no longer remove transforms from players.
    Absolute Resolution: This trait now functions with Battle Presence.
    Battle Presence: This trait no longer misses pulses or spams “immune” text.
    Empower: This skill now appropriately applies might for 10 seconds.
    Selfless Daring: This trait no longer enables players to break knockback effects.
    Shield of the Avenger: Fixed the damage displayed in this skill’s Command variant.
    Spirit weapons are now susceptible to attacks.
    Sword of Justice: Fixed the damage displayed the descriptions for this skill and its Command variant.
    Sword Wave: This skill is now able to strike gadgets that are low to the ground.
    Zealot’s Flame: Added burning information to this skill’s description.
    Cleansing Conflagration: This trait should now remove a condition at the beginning of The Prestige instead of at the end of the skill.
    Duelist’s Discipline: This trait no longer reduces damage dealt by the Illusionary Duelist.
    Illusion of Life: This skill should no longer allow players to rally off of creatures that grant no experience.
    Portal Exeunt: Updated the skill fact of this skill to reflect the actual duration. Also added a description to the Portal Uses marker.
    Fixed a bug that caused some minions to be overly aggressive.
    Mark of Evasion: This trait no longer enables players to break knockback effects.
    Necrotic Traversal: Fixed a bug which caused this skill’s descriptionto display an incorrect amount of poison damage.
    Spinal Shivers: Fixed a bug which caused this skill to enter its full cooldown if used when facing away from the target.
    Fixed a bug where aquatic ranger pets could sometimes get on land.
    Drake Pet: This pet will now activate its Tail Swipe skill on a regular basis, and the casting time of that skill has been reduced by 1.25 seconds.
    Entangle: This skill’s bleed effects now properly scale with condition damage and duration.
    Sharpening Stone: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
    Opening Strikes: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
    Leeching Venoms: This trait no longer affects gadgets.
    Shadow Refuge: Added a radius skill fact to this skill’s description.
    Smoke Screen: This skill’s blinding pulse no longer follows the thief.
    Spider Venom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
    Devourer Venom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
    Ice Drake Venom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
    Skale Venom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
    Basilisk Venom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
    Assassin’s Signet: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
    Arcing Slice: Updated this skill’s description to correctly state the boon it applies.
    Banner of Strength: This skill’s descriptions have been updated.
    Banner of Discipline: This skill’s descriptions have been updated.
    Banner of Tactics: This skill’s descriptions have been updated.
    Empowered: This trait should now appropriately increase damage for the Stability boon.
    Reckless Dodge: This trait no longer enables players to break knockback effects.
    Vengeance: This skill is no longer able to rally a player off of kills that grant zero experience.
    Structured Player vs. Player
    Legacy of the Foefire: Fixed a bug that prevented certain melee skills from hitting the front red/blue base gates.
    Legacy of the Foefire: Fixed a bug that allowed friendly and enemy projectile skills to penetrate the red/blue base gates.
    Legacy of the Foefire: Red/blue keep NPCs have been modified to avoid spawning before the match start countdown begins.
    Legacy of the Foefire: Red/blue lords have been modified to remove up to 3 conditions at the beginning of their heal skill.
    Legacy of the Foefire: Red/blue guards and casters have been modified to engage enemies when the lord enters combat.
    Battle of Kyhlo: Fixed a bug that could cause the repair kit to disappear after switching teams.
    Heart of the Mists: Two unused glory vendors have been removed.
    Fixed trebuchets not being targetable by ranged attacks after being repaired.
    World vs. World
    Siege is no longer usable while inside a WvW jumping puzzle.
    Multiple areas have had their terrain adjusted to prevent players from bypassing gates and walls to get into objectives.
    Superior siege will now be saved properly when maps restart.
    In WvW, different types of loot chests will replace the bag drop depending on loot rarity. Players should now see bags for loot that is lower than uncommon rarity and chests for loot that is uncommon rarity or higher.
    New Items
    Plush Quaggan Backpack Cover is now available in the Gem Store for 300 gems in the Style category. This adorable skin can be applied to any back-slot item, but it also comes with a basic back-slot item with no stats in case you don’t have one.
    The Riding Broom is now available in the Gem Store for 250 gems in the Style category. Simply equip this toy and activate its skill to ride the broom. Riding the broom does not provide a speed bonus.
    Evon Gnashblade’s Box ‘o Fun has been revamped and is now available in the Consumable category for the new low price of 1 for 80 gems or a bundle of 5 for 320 gems. The revamped design offers more control over what effect the box has on those that interact with it.
    All weapon and armor skins now have the option to be converted to PvP skins. When activating a skin you will be given the choice to either apply the skin to a PvE item or convert the skin to a PvP-only item. Either action will consume the skin. This change applies to all unused weapon and armor skins in the game, regardless of when the skin was first released.

  • Guru State of the Game 0 comments

    Fri 25th Jan 2013 - 3:10am in News Guru State of the Game

    Sorry for the lack of updates, the PvP scene has been lacking recently.


    It's time for the third edition of Guru's State of the Game, a monthly stream focusing on the PvP aspects of Guild Wars 2.

    Who will be attending?
    We're joined by players from top competitive teams (and occasionally by a developer... or two) with the hopes of generating genuine and constructive discussion regarding the current state of the game.

    This time around we'll be joined by ArenaNet Developers Jon Peters and Jonathan 'Chaplan' Sharp.

    General Information:
    Host: Grouch
    Date/Time: February 7th, 2013. 12 PM PST (8PM GMT)
    Duration: Around one hour.
    Special Guests: ArenaNet Developers Jonathan Sharp and Jon Peters
    Players Participating: Java from Team PZ (NA) and Lowell from Super Squad (EU)
    Where: We're making the transition to You can find us at

  • Short interview on the upcoming changes to sPvP 0 comments

    Wed 9th Jan 2013 - 4:46am in News Short interview on the upcoming changes to sPvP


    Quote from Jonathen Sharp:

    "Hey all, hope you guys had a great break!

    There are so many things to talk about, so instead of quoting individual people, I’ll just make a post outlining things that people have mentioned.

    New features: As I said in the Guru state of the game, January won’t see any big updates. Everyone is getting back from vacation, so it’s a small patch. We’ll see bigger updates in later patches, etc.
    I plan to write out a full blog for these features as they’re closer to being ready. But I can give a few details now:

    - Custom Arenas. This is still our top priority for the time being, as it allows the playerbase to do so many things. You guys can set maps up in the ways that you want, and it you can set up your own servers to allow you to practice with your friends. It also allows custom tournaments, etc. It just gives you guys a lot of control over the game, so we’re pushing hard on it.
    Ratings/matchmaking/leaderboards. These are being worked on. I’ll give more details on this later, but quickly: We will be using our MM (matchmaking) system to match teams up against one another. Each player has their own rating, and these ratings are used when 2 teams are fighting one another. MM obviously won’t be used in public matches (because people are jumping in/out all the time), and instead will be used in tournament formats. We will be using the MM system in the background as you play, and then we will be showing player ranks via our official leaderboards. These leaderboards will show things like player ranks, wins, losses, qualyfing points, etc.
    - New player experience/teaching the game better. We want players of all experience levels to enjoy the game, not just the hardcore. We’ll talk more about this stuff later, but we want to make sure all players enjoy the game. Custom Arenas will help here as well, because players can find arenas where they feel comfortable, and play the game with the same players every day while they learn the game, etc.
    - 1 team vs. 1 team. Like with other things, I was going to do a more robust blog on this later, but we are doing this. We will be testing out Temple of the Silent Storm for tournament rotation play by doing a 1 team vs. 1 team setup (as opposed to the 8 team setup we use in tournaments). This will mean only two teams play, one wins, one loses. It will cost less to enter these 1on1 matchups than tournaments, but rewards will also be scaled down. You won’t have to go multiple rounds, and once a match is over, both teams can jump right back into the pool. So overall, compared to tournaments, it will have less rewards, but it’s quicker to play and easier to get into/out of. We’ll be testing this system in the near future to see how it works, and if feedback is positive, we may look at trying to incorporate the 1on1 format into PvP. We know that free tournaments are going almost all the time, but we recognize that paid tournaments are having some issues right now, so have been listening to you and have made plans to improve the experience. You guys have made some great suggestions, and a lot of your ideas are in alignment with the things propounded in our internal meetings. So thank you for all your passion and suggestions!"

  • [1.3.13] Game Update Notes 0 comments

    Fri 4th Jan 2013 - 11:47pm in News [1.3.13] Game Update Notes

    Tis the end of Wintersday!


    Wintersday has ended, and the residents of Lion’s Arch are tidying up, humming those bell-choir tunes as they work! They savor their memories of snowball fights, presents, toys, and Toymaker Tixx! And so the Lion’s Arch Council sends one last merry wish that the joy you felt at Wintersday will last all year long! Happy New Year!
    The Wintersday Merchant will remain in Lion’s Arch for a while longer, allowing players to continue to exchange gifts.
    Black Lion Trading Company Gem Store
    After 11:59 p.m. PST on January 3, 2012, Wintersday items will no longer be available to purchase from the gem store.
    Shatter skills now share a global 0.25 second recharge, to prevent multiple shatter effects triggering on the same illusion.
    Shattered Strength: This trait now grants 1 stack of might per illusion shattered.

  • Anet: A preview of what we will and will not be getting Jan/Feb/March updates. 0 comments

    Fri 4th Jan 2013 - 12:11am in News Anet: A preview of what we will and will not be getting Jan/Feb/March updates.

    Anet is going to be adding new core features to the game rather then content and they're claiming it will be the amount you would expect in a expansion. This is very exciting news since that means they'll most likely be adding things like proper sPvP private matches, Dueling, proper end-game and all sorts of required fixes. If they do fix sPvP then that means we can start posting actual Team Paradigm content and matches making the site a whole lot more active. Hopefully if they're successful with the upcoming updates and will spark life back into Guild Wars.


    Offical quote from Anet:

    Hey guys,
    Just to help provide some clarity on this, we’ll be releasing within the next couple of weeks a high level summary of our big plans for the first half of 2013 to help provide more transparency into our plans with the game going forward. This will include providing more details about our goals for the game, information about the stories and features that you’ll see in the Jan/Feb/March releases.
    To set expectations accordingly, the January release will be a relatively small release that sets the table for the stories and features we plan to roll out with the Feb/March releases and beyond. Also, there will be no new race, profession, or new region with these larger Feb/March releases. One of our major goals with these releases is making our existing world as strong as possible, ensuring there are reasons to go to all the locations in the world we’ve already built, and strengthening the core game we’ve provided. In saying this will be an expansions worth of stuff in these releases, we’re talking about the number of new features that will be rolled out across PvE, WvW, and PvP in early 2013, which usually you’d only find in an expansion for a traditional MMORPG.
    More details and specifics to come in the next couple of weeks, but I hope that helps provide some more insight into what to expect at a very high level.

  • PvP Class balance philosophies 0 comments

    Tue 25th Dec 2012 - 1:45am in News PvP Class balance philosophies

    A look at what Anet tries to go for when balancing the classes, the game is pretty balanced so far. Also have a merry christmas from everyone at Team Paradigm!


    Class balance philosophies
    We normally try to employ metered and controlled balance changes with each pass, rather than huge reductions or improvements to classes. We want to get all classes on the same playing field, and we want to avoid “whack-a-mole” style balance. HUGH increases and HUGE decreases lead to meta instability, and thusly, we try to make multiple small tweaks rather than putting in massive changes that we have to later correct. 

    When designing and balancing the classes, we try to make sure that class roles and identities stay intact. So, in doing so, we make sure that there are rules and boundaries outlining the capabilities and weaknesses of each class.

    We want the Warrior to be capable of good melee damage in a sturdy body. They can still do some decent damage at range, but they aren’t as good at it as the Ranger (with their pet). They have a hard time taking enemy boons down, and instead, have to just go through them with raw force. They may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions.

    The Guardian is a heavy armor class who relies on boons to make up for their low levels of innate health. They focus on area control and punishing enemies for the position on the battlefield. We want them to feel very powerful when their boons are active, but if those boons are removed, they will start to feel pressure. They can remove conditions more easily than the Warrior, but share the Warrior’s need to be in melee range to dole out maximum damage.

    The ranger class combines its own innate abilities with the skills of their pets. We’ve balanced the class around the idea that you always have a pet with you to aid in any fight. The fact that the ranger can have multiple pets allows them to combine their pets in ways that most impact the current fight. We want the Ranger to have some of the evasion enjoyed by the Thief, as well as the mobility other classes employ. The class is able to deal physical or condition damage, and it can do this in melee or at range.

    The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.

    Thieves are the masters of mobility, stealth and high single target damage. They can be very fragile if you counter their stealth with area of effects or large stacks of conditions, but they trade this fragility in order to have some of the highest burst damage in the game. They are able to help allies through traps, venoms and the mobility to flank most encounters.

    Mesmers rely on illusions in order to accomplish their goals. They need illusions to accomplish some of their highest damage and control, and without the illusions, they become fairly fragile. They can deal with enemy boons better than most classes, but enemy conditions can often be a problem. They share some of the stealth and mobility that the Thief enjoys, but suffer from a low health pool if you get past all their tricks.

    We see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elemetnalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage.

    The necro boasts the highest natural health of all the caster classes, and also has death shroud to extend that life total even higher. While they don’t have some of the escape or damage reduction capabilities that other classes boast, they do have a lot of ways to win attrition fights. They have access to poison on multiple weapons, they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills. Necomancers also have multiple movement disabling abilities, while allows them to chase down enemies who are low on health.

    Going forward
    Tank vs spike vs physical DPS vs condie DPS. We want to keep making balance changes that allow all classes to have various builds they can use. We don’t want tanks dominating the game, and we don’t want spike builds dominating. It’s healthy to have multiple types of builds in the meta, so we’ll be improving the balance to facilitate a healthy meta.
    AOE balance. We feel that in PvP some AOE builds are too strong for the opportunity cost, and we’ll be bringing those in line in the next few patches.

  • [12.21.12] Game Update Notes 1 comments

    Sat 22nd Dec 2012 - 8:10am in News [12.21.12] Game Update Notes

    Everyone loves a good patch!



    - Changed the “Toypocalypse Cancelled” achievement so that only one gift dolyak needs to survive the activity instead of all five.
    - Fixed an issue that prevented Pop Guns from playing the correct audio and visual effects.
    - Toymaker Tixx’s Chests have been removed. Instead, all players will receive an in-game mail containing the Wintersday finale one-time rewards upon logging in during the Wintersday event. Please note: only one reward will be given per account.
    - Fixed a bug in Winter Wonderland that would occasionally cause players to be teleported to Lion’s Arch on success.

    - Fixed an exploit that allowed players to bypass walls in the East Keep in the borderlands to get into the keep lord room.

  • [12.18.12] Game Update Notes 4 comments

    Wed 19th Dec 2012 - 6:07am in News [12.18.12] Game Update Notes

    Just a bug-fix with this small patch, keep calm and carry on.


    Wintersday: Updated some Wintersday-specific crafting recipes that required an incorrect number of components.