Tag Archives: heroes

Clone Army

So, I thought I’d have some fun with the new Mercenary Heroes. I first turned all of my alternate characters into heroes and had fun for a while, but then I read this line on the Guild Wars Wiki:

A quick way of creating mercenaries of any profession would be to create a PvP character (already at level 20), give them appropriate armor, and register them. Delete the PvP character and create a new one in the profession of choice. With enough mercenary credits, you can create up to seven mercenaries of each profession.

So basically, you can make pretty much how ever many of whatever you want. I decided to take this opportunity to make a clone army.

That's a lot of necroes!

I plan to take them vanquishing when I have enough money to equip them. For now they have no runes or insignia. I managed to get them all weapons at least. And I did take them out for a spin. I completed Vizunah Square in HM using the  2 Man Discordway build from PvXwiki. It could use a bit of tweaking, but otherwise it worked just fine. Vizunah isn’t really geared for Discordway so much as MM and AoE. But lemmie tell you, it was kinda cool being one player with 15 heroes/henchies, 2 NPCs, and about 25 minions. Those afflicted never saw us coming.

The Iterative Process, or “how we plan to bring you the best game possible”

[Originally posted on Talk Tyria]

Iteration, or the iterative process, is something ANet has discussed many times. It accounts for changes between versions of their games. Each GW update involves iteration and iteration accounts for the content and mechanic changes we see between GW2 status updates. Put simply, the iterative process is simultaneously responsible for what makes the Guild Wars franchise worth playing and what is delaying the release of GW2. Over the past years and coming months (I refuse to think of GW2 as over a year away) we have enjoyed teasers, concept art, videos, updates, interviews, profession reveals, and demos of GW2. One thing has remained constant about the information we receive about GW2: nothing is set in stone.

Isaiah “Izzy” Cartwright (left) and Martin Kerstein (right) at Gamescom in 2010 (from ANet’s Flickr)

Iteration in Guild Wars 2

Case in point, Izzy, that is Isaiah Cartwright from ANet, not our own personal Izzie here on Talk Tyria, posted an article today talking about changes to the attribute system and some of the skills we’ve seen in profession reveals and gameplay from PAX Prime. For details of those changes, give the article a read. Izzy was primarily responsible for balancing skills and other systems in Guild Wars, but now plays a larger role in the development of Guild Wars 2. He has talked a number of times about changes made to yet-to-be-released GW2 content and the above article talks about some of the content from GW2 that we are already familiar with, including some of the necromancer and warrior skills, that have changed since we last saw them. A quick example is the necromancer skill Grasping Dead which was changed from a line effect to an AoE. The skill video on the GW2 necromancer profession page is therefore outdated and incorrect–a constant reminder that everything is subject to change until, and after, the game is in the box and on shelves.

The aforementioned article focuses primarily on changes to the attribute system in GW2. The short version is that ANet is interested in simplicity and versatility regarding attributes. This is explained in detail in Izzy’s article. Here is a quick visual of the old and new attribute systems:

Attributes as we saw them at Gamescom and PAX
Attributes as we will see them at PAX East

Iteration in Guild Wars

The iterative process still plays a big part of the original Guild Wars game. A recent major update added lots of new features to GW and changed many others. It is under constant debate even here on Talk Tyria. The update can be boiled down into three major changes: 1) Parties/Grouping, 2) Pre-Searing, and 3) Titles. Here’s a quick breakdown:

Parties and Grouping

Embark Beach is a location that functions simultaneously as a guildless guild hall for the purposes of venders and a hub for Pick Up Groups (PUGs). It is accessible from the map like the major ports of each campaign (i.e., Lion’s Arch, Kamadan, Kaineng Center, and Great Temple of Balthazar) and allows every character to join groups who are interested in completing any/all missions across any/all campaigns. Of course, you can’t participate in mission you haven’t yet accessed in the game. The major purpose of Embark Beach is to help people group together more efficiently and cut down on group splitting (moving from larger to smaller areas and having to split the party up to enter the area because it only allows parties of 6 or 4 instead of 8). This will ideally save people time when working to complete missions and progress the game.

Seven (7) hero parties and Mercenary Heroes are another change for groups. This is primarily a change that will affect solo players, but is also a perk for people who want their alternative characters (alts) to be heroes. Seven heroes allows a player to make whatever party they want/need for pretty much any situation. Mercenary Heroes allow for people to have additional control over the heroes in their party and allows for truly unique parties of 4+ heroes of the same profession. It puts a whole new spin on Discordway for sure. Again, the benefit of additional heroes is to streamline the PvE process. For people playing GW once GW2 goes live, this will be almost a necessity considering GW will likely be a ghost town for sometime for anyone not seeking titles.

Pre-Searing

Pre-Searing got a nice shot in the arm. ANet provided an alternative to death leveling with daily quests. Now people can get Legendary Defender of Ascalon in a slightly more appropriate, if completely non-epic, way. Props to all of the death levelers out there with LDoA. Now I can go for the title because it doesn’t take hundreds of hours at the screen that I just don’t have. Additionally, now perma-pres (people who keep their characters in Pre-Searing permanently) can put titles in the HoM and have access to barred secondary skills from a vendor. Things are looking up for the past.

Titles

Changes were made to the Survivor and Drunkard titles. Everyone now has a second chance for Survivor based on the time span between the last time you died and reaching the XP requirement. This means that all of us old school GWers who made characters back in the day before Survivor can earn that title on those characters (FINALLY!). Also, there was a minor change to the Drunkard title that made it the same as Sweet Tooth and Party Animal. Essentially, use the item and get a point for it. The old way (the way I did it) was maintaining a “level of drunkenness” for one minute per point. That amounts to a minimum of 10,000 minutes sitting at the computer. Most people I know did this by playing the game regularly and occasionally clicking on the booze. I did it by watching season after season of Scrubs and clicking the button every three minutes on a timer while sitting in my guild hall. To each his/her own I guess. I’d personally love to have that time back. Additionally, there was the addition of Zaishen Vanquishes that encourage vanquishing. Despite the title and the minuscule rewards of XP and gold following a successful vanquish, this daily update allows for more significant rewards for killing all the baddies in a given zone. Incentive and reward: they’re what make the world go around.

Summary

Iteration, however, is what makes the GW world go around. Without it, the game would stagnate and become very unbalanced. Though we balk at game balance updates and skill nerfs, they are there for a reason. I wasn’t happy when they added a minion cap based on Death Magic and I was very outspoken with all of the changes to Soul Reaping, but in the end it made the necromancer more manageable and less of an overpowered energy and minion factory. We all have fond memories of the “good ol’ days” and times pre-nerf or pre-updates. They bring us together as a gaming community and give us something to talk about on the forums. Ultimately, however, the iterative process and subsequent changes make GW and GW2 better, more efficient, and more fun to play. And really, who doesn’t want to have more fun?

Big day for GW old and new

Lots and lots and lots of updates about both GW and GW2. Where do I begin?

Ok, so GW got an epic update that will streamline PvE a great deal. Read about all of the specifics here. Highlights include Embark Beach, 7 hero parties, mercenary heroes, Pre-Searing upgrades, incentives for vanquishing, changes to the UI (including minion UI), and a second chance survivor title.

I’m pretty gosh darn happy about all of that. Especially the stuff that will help me vanquish. I’ve already played around with a full party of heroes and made most of my alts into mercenary heroes. It nearly brought a tear to my eye when I made a party with all of my characters. I’m gonna have fun with that. And I’m going to enjoy using my other characters as heroes for helping progress my other characters. Confused yet? Lemmie ‘splain.

So, PvE from here on out, for everyone playing GW, will be more accommodating. With full hero parties you will have more control over creating a balanced party for any occasion. If you have multiple characters you can use those as mercenary heroes in place of actual heroes (out of necessity or style–your choice). This will make early stages and leveling a bit easier.

Embark beach will be a great way to find other players to do missions. Honestly, this is a godsend given the inevitable dearth of players once GW2 comes out. Hunter discussed this briefly the other day as well. While this update looks and sounds fantastic right now, it will almost be a necessity for players once the sequel hits shelves.

And titles! Vanquishing is one of the best ways to earn the most titles simultaneously. And now there are incentives for vanquishing through Zaishen Vanquishing. Also, they’ve implemented a second-chance (my words) survivor title so those of us who created our main characters early on can get this title on them as well.

Pre-Searing got lots of fun stuff including regular quests and access to HoM. I may go back and make a character to get LDoA afterall.

Alrighty. On to GW2.

THIEF!!!

I’m pretty gosh darn…ok, that’s a tired phrase. How’s about: Woohoo!!!

This morning I heard about the leak and I was sad that the videos were taken down. I scoured the net for info. Five hours later, the ban lifted, I was a happy fan.

So, Thief. Dual pistols. Dual daggers. Dual swords. Shortbow. Stealth (good stealth, not bad stealth). Shadowstep. Thievery. What’s not to love? They’re still the glass cannon of the bunch, but MAN do they have style!

Ok, enough writing. Time to go vanquish some more areas with my hero squadron.

Warriors and Dervishes

Well, I vanquished Silverwood today with a team of 3 warriors. I ran a Build that focused on Cultist’s Fervor [elite], Order of Pain, Dark Fury, and Blood Bond with PvE skills, regen, and condition removal to round it out. My warriors were as follows:

Goren – Hammer Warrior

Earth Shaker [elite], Crushing Blow, Hammer Bash, Bull’s Strike, Flail, Enraging Charge, “For Great Justice!”, and a rez.

Koss – Axe Warrior

Warrior’s Endurance [elite], Cyclone Chop, Power Attack, Distracting Blow, Dismember, Executioner’s Strike, Flail, and a rez.

Jora – Sword Warrior

Hundred Blades [elite], Deadly Riposte, Riposte, Sun and Moon Slash, Steelfang Slash, “To The Limit!”, “For Great Justice!”, and a rez.

The warrior gang and me in my blood magic getup.

I have to say, I liked the builds, but they weren’t terribly effective in this situation. Silverwood is full of centaurs and mostly centaur warriors. Spells work great against warriors, not other warriors. In addition, I had to do a whole lot of targeting with these heroes since, as you might expect, they all wanted to rush in and attack the nearest target. This was great if that target needed a good butt whooping, but in most cases it allowed bad guys to approach the monk and me and cut us down in short order.

I got the rhythm down of sending Goren after the guys who came after me or after the meddlesome casters, letting knockdown do it’s job. Jora engaged the warriors one on one and had pretty high survivability with her riposte and blocking abilities. Koss pulled double duty with groups and all around damage dealing. Halfway through I wished I’d have brought more crippling capabilities.

It took twice as long as I expected to vanquish this area due to crappy healing/support (my fault) and bad pulls. Also, I may have been watching television at the time.

All in all I was happy with these warriors, but I think they are better to supplement a group that has some strong healing rather than as a fighting force by themselves. Maybe when we are able to outfit our entire parties with heroes I’ll group them with healing heroes and see how well they do.

As for dervishes, well, everything was going well until the dervish update. I had all 3 of my dervishes ready to go with builds from PvX wiki and watched them get cut down in HM since they were no longer balanced. I’m currently doing my research on the new update and will reskill my dervs and prolly reequip them as well. We’ll see what comes of them when I take them out into Mamnoon Lagoon and Sage Lands later on.

Vanquishing Beyond Kryta

Kryta has been vanquished! Verata, as I expected, gave me the most trouble due to the sheer quantity of bad guys. I kept with my Thackeray/Gwen/Livia Shining Blade team for the rest of Kryta and they served me well.

All that remains are areas in Maguuma Jungle and Crystal Desert. Twelve in total, but I’m planning on doubling up on a couple of them. Onto the plan.

I’ve been looking over PvX and coming up with some builds for vanquishing with other hero trios. I have also been outfitting my heroes and now I’m out of plat :-( Yes, I know, heroes can share (and that’s exactly what I plan on doing with Major Vigor runes), but I want to outfit them all because, frankly, they deserve it.

I will report back my progress one hero trio at a time and post builds and pics.

:-)

Guild Wars Beyond and Heroes

Gamescom, Gamescom, Gamescom. Every GW and GW2 blog you read and 99% of the content over at GW2Guru is about Gamescom and gameplay and the necro. I’ll prolly comment on that a bit after the tide rolls out a bit. For now, I wanted to talk a bit about Guild Wars Beyond (GWB).

I just listened to the miniepisode of Relics of Orr podcast (10.5). The interview was with John Stumme and lots of questions regarding Guild Wars Awesome (or Classic or Original or Guild Wars 1 or whatever you wanna call it). A couple of things I really liked was the future of GWB. War in Kryta will be wrapped up and we will turn our sights over to Cantha for more content. I’m a big fan of lore and I think GWB is a great way to take part in lore and the world of GW as it grows and changes toward GW2.

Another thing discussed that I thought was really interesting was that Stumme and the other designers are revisiting Heroes (8:45 in the podcast). There is talk of allowing >3 heroes for groups.  (Yay!). There are lots of reasons that this is enjoyable and Stumme talks about reasons for this argument. Heroes aren’t an issue for HoH anymore and Henchmen just don’t cut it, as we’ve seen in War in Kryta. Stumme also provides a teaser for something else they are considering with heroes.

So yeah, there are pros and cons to a party full of heroes. I think it will enhance solo play and will complement the drop off of available players when GW2 launches. It helps to allow friends to quickly group together and move out. I’m currently playing on occasion with a friend who is further behind me and doesn’t have access to heroes, so I group with him and bring my 3 heroes, and it leaves 3 open spots for those sub-par henchies. I’m helping him explore content, but we’re a bit bogged down by henchies.

Plus, I enjoy brainstorming hero builds and how they will work. Considering 8 skill bars over 4 is attractive. I am also very aware of how much this will turn PvE, and even Hard Mode, into both cruise control and “meh mode.” I have 37 more areas to vanquish and that would be a lot more fun with 7 heroes, rather than 3. Sabway and Discordway already make it easy, but I find it difficult to find groups to do elite areas (FoW, UW, and DoA–the last of which I still haven’t completed). Take home message is that I’m pro-hero revision in GW1.