Introduction game Duild War 2

1 some of the guild wars happens in the story of the guild wars 2 in PVE will have an account, is still the plot PVE! “The guild wars 2″ will help strengthen the players for game “companion NPC system”. Although guild wars mainly is a team game, but the players to play, also can be prepared companion, and accomplish the task with NPC system. “The guild wars 2″ in this system will become more easily. NCsoft synchronous public including human fantasy castle, race Charr world landscape picture, and indicates that the guild wars 2 “is set for a generation of 250 years in the game world; “The guild wars 2″ the main changes will shift the focus is put into a continuous world, the scale of the fighting, will have specific elements of the story of the design of the game copy, and will join players are jumping ability, players can even in the new underwater world water the adventure of fun experience. 

Let them come through ME first!

The guardian is a devoted fighter who calls upon powerful virtues to smite enemies and protect allies. As dangerous with a staff as he is with a mighty two-handed hammer, a true guardian is a master tactician who knows when to sacrifice his own defenses to empower his allies to achieve victory.

Each guardian is supported by passive benefits, but he can relinquish those benefits, passing his powers on to his allies. This ability makes the guardian an excellent supportive fighter whether they are leading an assault or defending your party’s flanks.

Guardians have developed three virtues that empower them in combat. By wielding Justice, the guardian’s attacks can burn his enemies. With Courage, the guardian can shrug off even a mighty blow. Through Resolve, the guardian passively regenerates health, allowing him to wade into the most dangerous situation and come out alive.

Guardians also have a number of special skill types:

Spirit Weapons—The guardian can summon spirit weapons to fight at his side for a limited time. Spirit weapons cannot be attacked by enemies and can be commanded to inflict a powerful attack before disappearing. For example, Hammer of Wisdom can be summoned to fight alongside a guardian, then commanded to knock down an enemy and vanish.

Symbols—The guardian places symbols on the ground, where they inflict damage to enemies or deliver a benefit to allies. Symbols persist for a few seconds and then go away. For instance, Symbol of Faith is a hammer attack that leaves a transient symbol on the ground, giving allies the Vigor boon.

Wards—A ward is a marked area on the ground that stops enemies from passing through while allowing allies to move freely. For example, a staff-wielding guardian can create a Line of Warding in front of him that keeps enemies from reaching the allies behind him.

Aegis—Guardians are adept in the use of Aegis, a removable boon that blocks the next attack. Guardians have access to this boon through the virtue of Courage.

The great thing about minions is that they never last long enogh to work up a horrid stench!

A necromancer is a practitioner of the dark arts who summons the dead, wields the power of lost souls, and literally sucks the lifeblood of the enemy. A necromancer feeds on life force, which he can use to cheat death or bring allies back from the brink.

A necromancer feeds on death and decay. Life force is the energy that a necromancer uses to extend his own life. Using specific skills, a necromancer builds up life force by attacking and killing enemies. Rather than going into a downed state when he runs out of health, a necromancer automatically activates the Death Shroud ability. A necromancer can continue fighting in the ghostly Death Shroud form until he either runs out of life force or he gets a kill, rallying back into his own corpse.

Necromancers have a unique set of special skills:

Wells—Wells are persistent spells that allow a necromancer to control the area around him. Created at the necromancer’s location, wells affect targets within the skill’s range. Well of Blood, for example, applies a regeneration boon to all allies within it. A necromancer can only have one well skill active at any time.

Minions—The necromancer summons undead minions to attack foes and do his bidding. Every minion-summoning spell has an associated secondary spell that appears after the minion has been summoned. This secondary spell destroys the minion while providing a powerful effect to the necromancer. For example, necromancers have a healing skill called Summon Blood Fiend that creates a minion that heals its master while it attacks. After the minion has been summoned, the Summon Blood Fiend skill is replaced by the skill Taste of Death, which allows a necromancer to destroy the minion to gain a larger amount of health.

Marks—Necromancers can also place marks–ground-targeted spells with a variety of potent effects. For instance, Mark of Blood damages enemies while placing a regeneration boon on nearby allies. Marks will trigger after a set period of time, but a necromancer can always trigger their marks on command by hitting the skill again.

Fear—Necromancers use a condition not available to any other profession: fear. A removable condition, fear makes an enemy flee directly away from a necromancer for a short period of time. For example, a necromancer can use Doom to instill fear in a single target.

Life Force

Life force is a special type of energy used by a necromancer. Once he reaches a certain life force threshold, a necromancer can activate Death Shroud (see below), entering a spirit form and leaving his body behind. Each of his weapon sets have skills that give a necromancer life force, and he gains an even larger amount of life force for kills that happen nearby. Finally, there are utility skills that build up life force, like Ghost Armor, a skill that improves a necromancer’s armor and adds life force every time he takes damage.

Death Shroud

Death Shroud is a special ability–usable by a necromancer at any time–that utilizes his life force as a secondary health bar. Instead of entering a downed state when his health is reduced to zero, a necromancer automatically activates the Death Shroud ability and assumes a spectral form. In Death Shroud, a necromancer has a number of special skills. For example, a necromancer can summon a shadow fiend, a special minion unique to this form. With the ability to tap into Death Shroud, necromancers are certainly one of the most durable professions in Guild Wars 2.

 

“Good dog!Hold the enemy down while Ishoot them!

The ranger is a jack-of-all-trades and a master of them all as well, relying on his keen eye, steady hand, or the power of nature itself. A master of ranged combat, the ranger is capable of striking unwitting foes from a distance with his bow. With a stable of pets at his command, a ranger can adapt to his opponents’ strengths and weaknesses.

A ranger is accompanied by his pet, a loyal animal companion. Rangers charm pets and then bond with them. A ranger can have up to three pets at his call, but generally speaking, only one pet can be active at any time. Pets’ base health, armor, and damage are based on the level of the player that owns them.

Pets are charmed by interacting with juvenile versions of the species you want to charm. There are a variety of Tyrian species that can be charmed, including bears, moas, devourers, and sharks. As you adventure with a pet, it evolves to become more unique and eventually allows you to give it abilities that compliment your tactics.

Rather than manage a unique resource in combat, a ranger will manage his pet, assigning them a behavior from aggressive to passive. A ranger can also manage his pet by giving commands such as “attack,” “heel,” and “stay.”

Rangers have a number of special skill types:

Traps–Traps are utility skills that can be placed at a ranger’s current location. When an enemy enters a trap, it is triggered. For example, Spike Trap will cripple and bleed enemies that pass through it. A trap can remain active as long as the ranger chooses to remain close to it. A ranger can only have one of each trap type out at any given time.

Spirits–A spirit skill summons a nature spirit that influences the area around it. For example, Sun Spirit applies additional fire damage to allied attacks inside its influence. A spirit stays out for a short period of time and goes away if the ranger wanders too far away from it. Spirits can be attacked by enemies and removed from the battle. A ranger can only have one of each type of spirit out at any given time. 

Axe or Mace? Rifle or Greatsword? you know,they’re all good!

The warrior is a master of weapons who relies on speed, strength, toughness, and heavy armor to survive in battle. A warrior can shrug off blow after blow to stay in the fight, all the while building up adrenaline to fuel his offense.

Adrenaline makes the warrior more powerful, increasing his damage output with every attack while powering up his burst skill. Each weapon set has a single designated burst skill which a warrior can trigger by spending all his built-up adrenaline to unleash a powerful attack. The warrior can use his burst skill at any time, but the more adrenaline stages he has filled, the more devastating his attack will be. Some burst skills apply more and varying conditions while others simply do more damage.

Each weapon serves a different role, allowing the warrior to customize his play style. Warriors can compliment main hand weapons like swords and maces with a shield, warhorn or dual wielded weapon, but their role is still mostly defined by the main or two-handed weapon.

A SWORD warrior is quick and mobile; he bleeds his enemies as he bounces between them with a Savage Leap.

An AXE warrior quickly builds up his adrenaline and can deliver powerful spike attacks.

A HAMMER warrior pounds his foes and the ground with area attacks that stagger groups of enemies.

A warrior with a MACE disrupts his enemies with powerful stunning attacks, and hits them where it hurts leaving them susceptible to further blows.

A warrior with a GREATSWORD uses his momentum to deliver sweeping area effect damage attacks while gliding around the battlefield.

Warriors with a LONGBOW light their arrows on fire to inflict area-of-effect damage.

The RIFLE is a single-target ranged weapon that a warrior can use to pull monsters or finish off a fleeing foe.

Warriors have a number of special skill types:

  • Stances—These are toggle skills that let you turn on an enhancement at the cost of energy regeneration. For example, a warrior could hit Berserker’s Stance which drains his energy, but gives him adrenaline regeneration. You can easily toggle off Berserker’s Stance and send the skill into recharge.
  • Chains—A set of three skills that share a single skill slot, chains go off in sequence if you are hitting your target. For example, the sword chain skills Sever Artery, Gash, and Final Thrust are all on the same key, so rather than making a sword warrior spend three slots, they stack to fill only one slot. Chains effectively give a warrior two extra weapon skills on a weapon set.
  • Banners—The warrior calls down banners to buff his allies with attack power. A banner can be picked up and carried around to move the buff, or it can be planted in an area to convey the buff, allowing the warrior to continue fighting. One example is Banner of Courage, which increases the melee damage of allies within its range.
  • Shouts—Shouts are skills that affect a large area and give bonuses to allies or debuff enemies. A warrior could use the shout On My Mark to lower an enemy’s armor and call a target out to allied party members.
  • Charge Skills—Some skills can be held down to power them up for more impressive attacks. A warrior with a mace can wind up the powerful skill Obliterate and release it at four different power levels to do increasing amounts of damage.

 

Weapons-Adrenaline-Burst Skills


Weapons

A warrior can use nine different weapons. He can combine any of the nine weapons available to him in 19 different ways. The warrior weapons are:

  • Main Hand: Sword, Axe, Mace
  • Offhand: Shield, Warhorn, Sword, Axe, Mace
  • Two-Handed: Greatsword, Hammer, Longbow, Rifle

A warrior can easily switch between his two active weapon sets in combat as needed, but swapping weapons triggers a cool-down that prevents warriors from constantly flip-flopping between weapons. However, a warrior can equip the Weapon Master trait to circumvent this cool down, and opt for a more wild back-and-forth combat style with both weapon sets. Outside of combat, the warrior can reconfigure his weapon sets before entering an encounter.

Adrenaline

Warriors start a fight without adrenaline, and then build one strike of adrenaline with every attack they make. Warriors have three stages of adrenaline that take increasing amounts of strikes to fill – or they can release their stored adrenaline with a burst skill. Each stage of adrenaline also gives the warrior a direct passive damage bonus to every attack.

Burst Skills

Burst skills spend all of a warrior’s adrenaline. Each weapon has one burst skill that improves at each stage of adrenaline. This improvement can be anything from doing more damage, adding additional conditions, increasing condition duration, or increased skill duration. 

Fire,Air.Earth,and Water.I can deal death with any of then

The elementalist channels natural forces of destruction, making fire, air, earth, and water do her bidding. What the elementalist lacks in physical toughness, she makes up for in her ability to inflict massive damage in a single attack, dropping foes from a distance before they can become a threat. Yet, despite her incredible offensive potential, versatility is what makes the elementalist truly formidable.

Rather than swap weapons to adjust to new situations, the multi-faceted elementalist quickly adapts to new threats by attuning to different elements as needed. When the elementalist attunes to any of the four elements, she receives intrinsic bonuses that continually empower her.

With FIRE attunement, the elementalist can inflict scorching damage on multiple enemies by turning the ground to fire or raining down molten rock from the skies. Why kill just one enemy when you can burn them all? Just by attuning to fire, the elementalist automatically causes flame damage to any foe foolish enough to touch her.

When the elementalist attunes to AIR, she can harness wind and lightning to target specific foes with focused, high-damage attacks. Dazzling bolts of lightning rip from the elementalist’s fingertips, and brilliant flashes of light blind her enemies. When an elementalist attunes to air, nearby enemies are continuously pelted with lightning strikes.

WATER attunement forgoes the raw damage of air and fire, in favor of controlling an opponent’s movement. By creating slippery ice or freezing foes solid, water attunement ensures that the battle is always fought on the elementalist’s terms. Nearby allies receive continuous healing from an elementalist who is attuned to water.

In the most dangerous situations, the elementalist relies on the powerful defense of EARTH attunement. An earth elementalist uses the ground under her feet to defend herself and her allies, turning flesh to stone, destabilizing foes with seismic shocks, and destroying threats with volcanic eruptions. Earth attunement automatically confers magical protection to the elementalist. 

Ghosts of Ascalon: The First Guild Wars Novel

IncGamers just posted an interview with some of the key designers of Guild Wars 2 that offers some further insight into the races, lore, and gameplay. What will PvP be like in the new game? How long does an asura live? Why can’t all the charr legions just get along? Find answers to these questions and more。

Last week at the Game Developers Conference, our Senior Art Director Daniel Dociu sat down with the folks at Massively.com to discuss the incredible art of Guild Wars 2—check out! Daniel was once again a featured panelist at GDC, where he showcased some amazing concept art. Ever wonder what a charr baby looks like? Find out in the first of four videos covering Daniel’s GDC presentation

We’ve just posted the second in a series of four videos of Senior Art Director Daniel Dociu’s presentation at GDC this year. Take a look at some never-before-seen Guild Wars 2 concept artWe’ve posted a fascinating behind-the-scenes look at the voice acting behind Guild Wars 2, featuring top-tier talents like Felicia Day and Steve Blum! Check it out on 

Get a Free Art Print

 whenever you buy  from the Penny Arcade store, you’ll receive a free limited edition Guild Wars art print. Choose from three awesome pieces of signed concept art from award-winning ArenaNet artists. Hurry over to the today!Experience the Races of Tyria, an incredible new video that looks at the five playable races of Guild Wars 2–asura, norn, humans, charr, and sylvari.  about each compelling race and watch the video。The good folks at Massively.com have gone over the new Guild Wars 2 video with the proverbial fine-tooth comb–and they liked what they found!  and check out their thorough analysis of the new trailer!

Following the release of the new Guild Wars 2 video, we sat down with MMORPG.com to discuss the races of Tyria, GW2’s massive game world, and more! Read the whole thing We’ve posted a fascinating behind-the-scenes look at the voice acting behind Guild Wars 2, featuring top-tier talents like Felicia Day and Steve Blum! Check it out on our World-builder extraordinaire Jeff Grubb sat down with Ten Ton Hammer to discuss the lore of Guild Wars 2. Jeff talks about Elder Dragons, gods, dwarves, and more—read the interview

It’s almost here! Ghosts of Ascalon, the first original Guild Wars novel, hits bookshelves this summer! An epic tale written by Matt Forbeck and Jeff Grubb, Ghosts of Ascalon helps to set the stage for the release of Guild Wars 2. Head over  to learn more! 

Destiny called – they answered

We’re proud to announce Edge of Destiny, the second novel of the Guild Wars series. Taking place two hundred and fifty years after the events in Guild Wars: Prophecies, Edge of Destiny continues to chronicle the events of the original Guild Wars and weaves the legends of the past into the legends that will be made in the upcoming Guild Wars 2.

Destiny called – they answered

The Elder Dragons have risen from their millennial slumber, spreading corruption and devastation everywhere. Now the mortal races of Tyria stand on the edge of destiny. Heroes have battled against the minions of the dragons, only to be corrupted by the enemy. Great armies have marched against the dragons, only to be swept away like leaves in a gale. The dwarves sacrificed everything to defeat a single dragon champion. The age of mortals may soon be over.

This is a time for heroes. While the great races stand divided, six heroic individuals will unite to defend Tyria: Eir, the norn huntress with the soul of an artist; Snaff, the asura genius, and his ambitious assistant Zojja; Rytlock, the ferocious charr warrior in exile; Caithe, a deadly sylvari with deep secrets; and Logan, a valiant human with divided loyalties. Together they answer the call. Together they become Destiny’s Edge. But will it be enough?

Edge of Destiny is on sale now!