Early PvP Tips

ArenaNet finally announced the next Beta Weekend Event for June 8th to the 10th. In preperation for that, I am offering some PvP tips for people who are just now joining in on the Beta experience or for those that spent the first weekend knee deep in PVE and are spending this June event in the e-peen glory of the Mists. First, I’ll give some general tips and then I’ll note some things to watch for when fighting against certain classes.

Of importance here is that all class tactic discussion is based on the game and classes as they appear in the first BWE. Certain changes could throw things out the window, but I imagine some things will remain true until release. Also, I won’t be talking about WvWvW as that sort of has its own, grander strategy and I feel I have an invalid amount of experience with that part of the game. At least not enough experience to dish out some worthy tips.

Any player can plop directly into a Conquest game from their Hero Panel. The Hero Panel is also the quickest way to get to the Mists. If this is your first time trying PvP, I highly suggest going to the Mists before using the Conquest hotjoin option.

In the Mists

The Mists is the lobby area for PvP, consisting of a short tutorial area and then the larger zone beyond. The tutorial area will give you tips on resurrecting others and using your finishing move on downed foes. These are basic, quick tutorials. You can skip them if you want and head straight to the Asura gate in the back which will take you to the actual Mists lobby area. The first thing about the Mists that you’ll notice is that you’re hopped up to level 80 and have access to all skills and traits. This means there is no grind in the sPvP beta. You can be what you want and how you want immediately.

In the lobby area, you will find two important Asura Gates, PvP vendors, a NPC offering a Game selection screen, and a grander tutorial area beyond. One of the Asura gates will take you to the central map of WvWvW. Once you port into your server’s base in the central map of WvWvW, other Asura Gates will be present for you to hop into the different zones of WvWvW.

The Vendors in the Mists Lobby offer various gear, weapons, runes, amulets and gems for your PvP experience. For the purpose of the Beta, these will only apply to Conquest’s Structured PvP mode. Looking into your options for gear is highly important and will grant you more immediate satisfaction with your sPvP experience. The game provides you with a basic build and some gear to go along with it, but these are very general builds that won’t be as enjoyable as playing the way you want with the sort of gear that accentuates your style.

On that note, the amulet is currently one of the biggest and most important pieces of gear in the sPvP game. If you are playing in a way that relies on bleeds and conditions to tally your damage then switching to the condition damage amulet will make a large difference in the effectiveness of your build. Beyond this, there are runes that offer set bonuses and weapon enhancements that offer bonuses on such things as weapon swaps or chances to proc air damage. Honestly, the immediate rush of stat choices and modifiers is a bit of a shock after you’ve been playing low level PVE with gear that has two or three stat attributes. I would suggest putting on gear and weapons that roughly reflect your build and then working from there.

Your “build” then is what you make out of your weapon and skill choices, along with your traits. You can instantly refund your traits at no cost, so play around with them and look at all your options. The trait lines often have a tell as to what weapons they more naturally work with. Some may offer more power with a sword equipped or more toughness with a mace equipped. These clues will help key you in on where you may want to spend trait points if you plan on using these weapons.

Beyond the immediate lobby area is a surprisingly helpful tutorial area. While many are likely used to dummies as target practice, in the Mists, the Asura Golems stand in as practice targets. They come in different armor classes and they also come in as dodge tutorials. One Golem will spin its arms around to help you practice dodging out of aoe attacks. On a rise beyond the dodging Golem, a selection of NPCs representing each profession in the game await you. These NPCs will fight you and exhibit certain skills and styles specific to them. For example, the thief NPC will use stealth and move aorund, while the Guardian NPC will hold the middle of his area and use bubbles. If you fight these NPCs and lose, they will stop to resurrect you. It’s a useful tutorial for new players with little risk involved.

Fighting the real thing

There are certain things I feel every player should know when fighting against certain professions in the game. This is a quick rundown of some tips.

The Engineer

The Engineer has no melee weapon option available to them, so the first thing you should realize is that an Engineer will likely begin fighting you at range. This doesn’t mean that you should disregard an Engineer coming towards you in melee range, as the toolkits of the Engineer can be devastating at close range. For example, the Flamethrower is an aoe and control nightmare. The main attack on this toolkit sprays fire in a frontal cone. The weapon can also be used to suck in and blow out foes. If you’ve played TF2 then the concept may be familiar: don’t stand in front of the Pyro. Mines can be quite powerful as well, as can bombs. An Enginner can often spam these explosives on the ground around you, so watching where you step versus an Engineer is very important.

These explosivse and flamethrowers are all utility skills and that means they are a tell to the type of build your foe is running. For example, if you come across an Engineer with multiple turrets set up around them, then you likely don’t have to worry about those explosives and flames because turrets are utility skills as well. So seeing a bunch of turrets can be a tell that this Engineer isn’t so well equipped for melee battles, while seeing a bunch of strange clouds on the ground can mean the Engineer is relying on an elixir gun that you’ll want to dodge past  the spray zone of or stay beyond.

The Mesmer

First things first with fighting a Mesmer: the illusions. Don’t worry about the clones, they do minimal damage. You only have to worry about them if you get stunned or they run at you. But how do you tell which is the real Mesmer? Look for the Mesmer that is moving the most; look for the Mesmer that actually looks worried you’ll hit it. Beyond that, you can currently check the health bar of each target for the Mesmer class icon. If your target has the class icon then it’s the real thing. If it doesn’t then it’s a clone.

So why should you worry if you get stunned? The Mesmer’s Mind Wrack shatter spell can hit for a ton of damage if traited properly. We’re speaking in the 10k range of combined damage. In order to get this amount reliably, many Mesmers carry stun skills to keep their target in place. Since you can see those clones suddenly rush at you, its rather easy to hit your dodge and let the clones explode for zero damage. In order to stop this, the Mesmer will stun on a Mind Wrack, creating a clear tell that the damage spike is coming. If you have a skill that lets you escape from stun, I advise using it against a Mez and following it with any damage avoidance available.

Outside of the Mind Wrack, Mesmer damage is rather mundane and their strength relies in prolonging fights and getting you to chase their nonsense. Their second best source of damage is the dueling phantasm, which you may want to line of sight. In general, focus the Mesmer and avoid their Mind Wracks and you can be alright.

The Thief

The thief class has immense burst right now. Key to surviving a thief is dodging their initial burst. Often this will come from a backstab and some 3 skill attacks. The 3 skills on a thief are skills that change based on the weapon combo the thief is wielding. For example, dual pistol’s unload can create a significant amount of damage, so simply kiting a thief won’t do. You have to be ready to avoid the big unleash, but that doesn’t mean it’s easy to see when it’s coming.

What to do versus a thief then is to keep moving and dodging, but also put pressure on them. The thief isn’t extremely durable and can’t take a lot of damage. Once you unload on a thief, they will likely use a stealth skill to give themselves time. Use this space in combat to beef yourself up as well. Certain thieves live on a 30 to 40 seocnd timer of buff skills to kill, so keep this in mind if your foe tries to reset the encounter with stealth.

The thief, along with the Elementalist, is also the most annoying class to finish off in PvP. They will vanish and port away in downed state, so don’t let yourself get too low before a finishing move. They can reset your Finisher and manage to kill you.

The Guardian

The Guardian will take you awhile to kill. They’re just built that way. If a guardian is playing stationary and prolonging a fight, then it may be better to just skip out and take another objective. If you catch a guardian between points and get them to chase, then you can get them outside of their protective aoes.

One thing to keep in mind with Guardians is that they normally carry a lot of boons. Necromancers may have a better time versus them than other classes as stripping their boons away takes away some of their defenses.

Fighting defensively versus a Guardian may not happen often. If you are fighting a Guardian with a greathammer, I would watch out for their fifth skill which can trap you in a little magical prison while they swing away at you. Also, greatsword Guardians can trait to be healed on greatsword attacks. If you see that big sword and your foe’s health constantly ticking up, it’s time to kite or disable them.

The Rest

I’ll probably get into the other professions after the next BWE. I could give some general tips on them, but I feel they wouldn’t be as specific or detailed as the rest of these notes. (Not that these are outstanding strategies I’ve included.) I could give you these basic tips: Don’t stand near enclosed spaces versus an Ele, just kite the Warrior, good luck vs a Ranger, and Necromancer’s Death Shroud is bloody annoying.

Good luck.

How Guild Wars 2 Welcomes Roleplayers

Pirate Outfit

Come, put on your pirate outfit and talk a bit of Roleplay with me.

The City Calls To Me

The above photo is my character in his pirate costume standing outside the giant music machine in Divinity’s Reach. It was always my plan to tour the towns a bit more during the next beta, but I managed to get some of my exploring done during the stress test. What I found during my short trip was a city more alive than I seen in most any other game. For this reason, I decided I should do a blog about something that may seem out of the ordinary for me: A Roleplaying Post.

I know Lord of the Rings Online has a good, active RP community and there are reasons for that. I am not a RPer myself, so consider this an outsider’s viewpoint on the chances of Roleplaying within Guild Wars 2, but I am not a complete stranger to this creative element. I did play on a RP-PVP server in WOW for years and do have a few LOTRO characters. These experiences taught me some of the elements a RPer looks for in a game and what sort of things attract them to a game. I also learned that the RP community is friendly, and most importantly, one of the more mature segments of the MMO userbase.

Wanting To Live Here

Divinity's Reach

Divinity’s Reach rises high into the clouds.

Imagine the busy lives of the people in Majora’s Mask. Imagine the wandering folk of Skyrim and the conversations you hear in the bars. Think of Stormwind filled with emissaries parading through town. Combine that all into a city bigger than any you may have seen in an MMO before. That’s sort of what you have in Divinity’s Reach.

Divinity’s Reach looks like Minas Tirith from the outside, that high standing and glorious Tolkien city from the Lord of the Rings. Inside, the city is a lively place of political discussion, racial tension, commerce and communities. If you wander around, you’ll find the place is more than a bank deposit and auction house. Go left and you may find yourself near the shrine of Lyssa. Keep moving. Go north. You may find yourself in the audience of the Queen. Maybe backtrack. You may find a Sylvari asking locals where to get some good grub. Hang around. You may find the locals asking the Sylvari if she eats anything but sunshine. She’ll reply in kind that she’s looking for some meat and some good ale. The Norn might butt into the conversion, because he’s nearly sober and that makes him miserable. Yeah, I’m not kidding. There is a procession of wonder to entering the city. The first step is the audacity of scale, the second is the artistic beauty and the third is multitude of NPCs with voiced conversations.

Part of Roleplaying is taking in the world as something more than just a bunch of static programs purposing a game. Within the high walls of Divinity’s Reach, a people live and work, gathering water from wells and talking to each other. The faithful are worried about the queen for they are worried she’s still single, and after the faithful pray, they stop to debate the cynical over the existence of their Gods. The cynics love a queen without a king. They say Balthazar was never there. Around the corner, the classes fall from exquisite to wanting. The poor are begging behind pillars and claiming all donations are tax deductible. The children are pretending to be Charr and chasing each other around. The mothers walk out of their modest homes, draw a bucket of water, and return to their kitchen. A child’s teddy bear shirt hangs on a clothesline behind the mother’s house. The wind blows the drying laundry back and forth. As far as I know, observing these elements are not quests, and they are not achievements. All of these little things are touches of detail to make the city feel alive. Divinity’s Reach is a prayer of devotion towards the pursuit of immersion. I imagine a Roleplayer appreciates such a thing.

But don’t thin that such elements are reserved to one city. The people of Beetletun praise their local patron. They discuss the issues of the carnival. The children hide from their chores, blissfully unaware of the dark realities of war. Meanwhile, the Charr cubs of The Black Citadel go on a school field trip throughout the city. Their teacher tells them of the uprise of the Charr and their technological accomplishments. The children ask why they just don’t eat all the humans. Their teacher says “good point”, but then reminds them of the dragons and the merits of a truce. Charr warriors discuss a Charr lady across from them at a bar. A Charr lady offers to tattoo their faces with an axe. Charr love is hard business.

The world of Tyria is alive and wonderous, if you pardon my awe.

Lore!

One thing that being a sequel provides a game is the opportunity to build on what the first attempt establishes. For Guild Wars 1 players, the first big change is that the Charr are now friendly instead of the initial enemy. The starting whispers of this change begins with the Eye of the North campaign in the first game, but here the world has truly adopted a multiracial existence. The humans no longer reign supreme. In fact, the Charr and Asura provide all the advancements. This does not mean pure peace, for old grudges die hard and relations between the varied people are still tense and suspicious, and the neutral city of Lion’s Arch is even seen as a bit renegade to the human populace. Plus, the sunken ruins of the old Tyrian city of glory rest in the oceanic depths beyond the sandy beaches of the new, shipwrecked city of cross-racial commerce and Mediterranean flair. Lion’s Arch is a beautiful yet grim reminder of what once was.

For the Charr, the heroes that lead them to this point have statues erected in their glorious honor. The people discuss their own history with pride. The legions fight for supremacy amongst each other.

Market Street

Statues, flowers, and people fill the entrance.

All of these things add up to a sense of history and lore. Beyond the fact that the world exists, there is the evidence the world has existed. Ruins lay about in the sunken depths of swamps. The Asurans have built over ancient ruins and have begun to research their history. The Dredge have taken up keep in Sorrow’s Furnace. For a roleplayer, there is history to draw from and biases to play off of. Races have distinct personalities, but those traits are not set in absolute stone. One of the great bits of the Guild Wars 2 world are the children that seem to undercut all assumptions of a people. Even the great warriors of the Norn lineage start out with snowball fights.

Looking Good Old Chap.

Armor design in the game is pretty impressive from what’s been seen so far. If you want, you can tour the vendors of Divinity’s reach for a quick look at some available armor sets. The game has no class specific armor, but just three basic armor levels of which any class of that armor level can use. There is also the ability to transmute stats onto a piece of armor and vice versa, allowing you the benefit of upgrades without losing the spiffy look you’ve established for yourself. Beyond this, a costume panel

is open for players to outfit themselves with, but if I had a criticism of RP elements in the game, it would be that the costume panel only works outside of combat. Once you enter combat by any means, your character switches to their basic armor set in appearance. Still, for town wandering and RP meetings, you can dress as  a pirate if you so want.One important element of Commerce Shop costumes to note is that there are weapons for these sets and these weapons have their own set of skills. My pirate outfit had five total skills tied to a wooden sword. These skills includes a Yarr emote, summoning a parrot, doing a splash dive, and building a canon. Yes, a canon, but also, a canon that can be fired by anyone. That’s how you party, matey.

The Lyssa Shrine

A pirate stands above the shrine of Lyssa.

Things to do; People to beat.

One thing lacking from the first beta weekend event were the small events that will be available within the city walls. These sort of events include bar fights, shooting galleries and carnivals. You could travel on over to Beetletun and see the carnival folk waiting around and killing time, but the festivities have yet to begin within the game. Hopefully, a future beta will open these events up so that people can partake in some non-combat fun, which I feel is always beneficial to a RP community. It not only breaks up any monotony found in constant combat, but helps build a world that is a functioning, living place.  You will find little events out in the world to enjoy as well. The Norn children will have snowball fights and if you think you can walk in, toss a snowball and forget them, be prepared to take a icy fastball to the back of the head. Those little runts will knock you down. The Charr area also features a cow launcher. I cannot comment on this event much, for I haven’t tried it, but there is a Cattlepault. I imagine the Asura have their bits of fun. I hear there will be Golem battles to be had in Rata Sum.  Beyond the little events, the city offers the player the ability to just go lurking and leaping around. I found myself rooftop hopping, trying to find a new area or a secret alcove. There’s a giant garden/observatory in the middle of Divinity’s Reach that is absolutely beautiful. The world kind of makes you want to go play a game of hide and seek in it. You skitter between houses, looking at the surrounding paintings, rugs and people. You think to yourself that here might be a good hiding spot. What this means is that you can invent your own fun due to the detail of the world, so little or large RP events have a place to play out.

What doesn’t quite welcome RPers

It’s important to note what the game lacks for RPers, the main missing element being a RP labeled server or a server with strict RP rules. This means there is no server with enforced naming conventions that weed out the

Lion's Arch

Lion’s Arch is a haven for all sorts of creatures.

Chuck Norris factor. There will be a Roleplay community in the game, as there are already fansites set up for Roleplaying in Guild Wars 2, but that only means that a server may become the main home of RPers. We’re probably still months away from release, so time will tell if the community decides upon somewhere to gather or not.

Guild Wars is also a fairly fresh intellectual property. The game world and Lore are based upon the first game and its expansions, plus a couple of books. ArenaNet does have a team that works and story and lore, but you can’t instantly create something on the level of Star Wars or the Tolkien world.

What this means is that there will be a certain leap taking with venturing into RP within Guild Wars 2. I would suggest keeping in touch with the forums to see where RP action will be had. I imagine the Roleplay community will build up within the game. While there is less establishes and less well-known lore, the world is so full and alive, I think it overcomes its youth.

Will the Moletariat RP?

No, most likely not. I get along with RPers and will play along if grouped with them, but for some reason I never care about the issues of lore or whatnot. This doesn’t mean that I won’t be out in the city, doing non-combat things and planning my hide and seek game. I may even snoop in on an RP event if I come across one. I am a curious fellow.

Lion's Arch High Dive

It’s a long way down from the Lion’s Arch high dive, but you’ve got your diving goggles on.

An Appendix to Group Combat

I mentioned earlier how design approach dictates encounter approach. In regards to Guild Wars 2, the combat must work on the large scale of dynamic events. Due to this, the combat roles cannot become isolated into small partnerships with private communication lines.

I didn’t want to distract from an overview to get into some nitty gritty comparisons of the above concept. This little addendum to the topic will show how group play is always a part of the GW2 design. First’ let’s compare some familiar MMO concepts within the game. For the purpose of this comparison, all WOW abilities will be in blue and all Guild Wars 2 equivalents will be in red.

Sunder Armor vs Vulnerability

Sunder Armor

Strikes at the defenses of your target, reducing their armor by 4%.  Sunder Armor causes a large amount of threat, increased by attack power.  Can be applied up to 3 times.  Lasts 30 sec.

Vulnerability

Vulnerability is a condition which lowers the target’s armor by 10. Stacks in intensity.

Now let’s also add in a Sunder Armor mimic skill for Druids:

Faerie Fire Feral

Decreases the armor of the target by 4% for 5 min.  While affected, the target cannot stealth or turn invisible.  Stacks up to 3 times.  Deals2950 damage and additional threat when used in Bear Form.

All three of these skills seem quite alike. I could throw in a skill from Rift or SWTOR that work as game-similes. The important difference here is that Vulnerability is a condition within GW2, so that it is not class specific. As well, while Sunder Armor and Vulnerability sound alike, skills like Sunder Armor only benefit physical attacks while vulnerability benefits all attacks. Rules for Sunder Armor also state a limited stack amount, and when you have similar skills like Feral Faerie Fire, one debuff overwrites the other. In Guild Wars 2, if Vulnerability is already on a target, your vulnerability application adds more stacks on top of the existing vulnerability. This way the basic concept of “lower armor” works far more naturally within group combat, because the lowering of armor improves damage for everyone and other skills applying the same effect do not fight with your skill applying the initial effect. Everything is handshaking and accepting.

This built-in friendliness towards group play exists throughout the design of the game.

Protection:

Protection is a boon which reduces damage taken by 33%. Stacks in duration.

Divine Protection

Reduces all damage taken by 20% for 10 sec.

Pain Suppression

Instantly reduces a friendly target’s threat by 5%, and reduces all damage they take by 40% for 8 sec.

Divine Guardian

All party or raid members within 30 yards, excluding the Paladin, take 20% reduced damage for 6 sec.

There’s more comparative skills to be had here, but I went with the skills that most immediately came to mind. Again, the Protection boon is something that is a part of the skills of many classes and not a skill in and of its self, while the comparative skills are class specific tools. Again, the boon is not overwritten by other Protections but stacks with them in duration. Divine Protectin, Pain Suppression and Divine Guardian all work in different ways. Divine Protection is self targeted and as such only applies to the Paladin. Pain Suppression can be cast on any friendly target, though likely group defined, and has twice the damage reduction of Divine Protection. In a battle of skills, Pain Suppression wins out over Divine Protection due to its hardier strength and its greater utility. Divine Guardian is highly impressive for its raid-wide effect, but is still a 20%damage reduction and has the shortest length of the three skills. Each of these skills are isolated from each other due to their nature. By being a boon, Protection accomplishes all of the respective roles of the three WOW skills by how its used in the various class skills that apply it.

For example, the Ranger skill Stone Spirit can work like a Divine Guardian:

Stone Spirit: Summon a stone spirit that gives nearby allies a 20% chance to gain protection.

Ranger traits can improve the chance and frequency of the application, making it very powerful. Still, the boon itself is tied to a spirit which can be killed, and all boons are dispellable through various skills which remove boons. Skills like Pain Suppression and Divine Guardian are not able to be dispelled. Their cooldown and strength require they remain.

What this gets to is that the concepts of “lower their armor” and “reduce our damage intake” are concepts likely present in any Guild Wars 2 grouping, while these concepts require specific classes and specializations for them to occur in the typical MMO.

teamwork 
— n
1. the cooperative work done by a team
2. the ability to work efficiently as a team

Teamwork doesn’t mandate specialization. A field goal attempt in American Football requires the specialization of the kicker, hiker and placeholder, but that doesn’t mean everything must be a field goal attempt. Kicking in goals in Australian Football is vastly different from the NFL, but the game still requires much teamwork to accomplish a similar goal. In Guild Wars 2, you will find yourself altering your playstyle to help others on the fly. You may offer them help, but others must be a part of the team by taking you up on that help.

The Subtleties: Group Combat

A Dredge Mole

Guild Wars 2 Combat

Let’s Get Together

This will be a discussion about how group combat works and what merit it may hold for high level content. My first post on combat was about combat in general, but explained through a single perspective. I didn’t touch on the removal of the holy trinity, the lack of a global cooldown and the removal of the need to target players. I know these elements confuse people and should be discussed.

Also, any discussion of group combat in regards to Guild Wars 2 must first explain that all the elements discussed here do not require you and another player to be in a group together. As explained in the first combat discussion, spells and skills behave in a open-friendly manner. Any friendly target can interact with a skill you use that has an interactive feature with no grouping required. Mainly, this interaction has to do with Cross Profession Combo fields, but bouncing skills follow the same rules.

So, we’re all grouped and all together.

No Holy Trinity? Soft Trinity? New Trinity? Free For All!? Mass chaos!?!?

The holy trinity consists of the tank, the healer and the dps. Sometimes you get a sacred 3.5 with the addition of a support and control class. In WOW, this support class would mean supplying CC or Crowd Control to an encounter in order to limit the incoming damage. For a game like Rift, support normally means supplying damage, buffing and healing all at once, with the damage and healing being less than you would get from a specialized damage dealer or healer.

ArenaNet describes the roles in their combat as control, support and damage, and that combat involves each player flowing in and out of those roles within an encounter. So to go forward in explaining this, I will try to nail down what a tank, healer or dps is, and then explain what control, support and damage means in Guild Wars 2. If you’re thinking that DPS and damage are pretty much the same thing then you’re right, but much like everything else in Guild Wars 2, the experience between the old and the new is all the difference.

The Way Things Used To Be

The first thing I would tell a longtime MMO tank player about Guild Wars 2 is that there is no such thing as a meat shield to be found within the combat. Historically, tanking in MMOs or even something like Diablo 3 is based on passive stats that supply a constant benefit to your ability to absorb or mitigate incoming damage. Tanks normally have high armor value, shields to block with and stats and traits that offer universal damage reductions. All of these boosts to defense allows a tank to stand in front of a big old dragon an take its claw swipes to the face.

There is a certain  pride in being able to go toe-to-toe with giant beasts or a mass of enemies. When I leveled my Paladin in WOW, I found Protection to be the most fun leveling spec. I could gather a bunch of mobs, prop holy shield and reflection talents, and watch those hapless Murlocs punch themselves to death. In Rift, the Riftstalker rogue spec was fun for me to play due to its teleporting tank mode. I could hop around a rift encounter, applying aggro on each teleport, creating rift disturbances that grabbed mobs off other players, picking up elites and mobs as I bamfed around, all while never getting close to dying. A riftstalker is often capable of soloing many Rifts. The more I upped my block, dodge or defense stats, the more unstoppable I felt. The tank is defined by its ability to take many hits, hard hits and attract aggro quickly and continously.

A healer has more than heal skills, but is a character that puts all of its stats and talents towards boosting those heals and being able to maintain resources for constant healing. The healer and the tank are symbiotic in that RPG bosses are designed to hit so hard that a tank can’t simply stand their ground against them without help. The help often comes from the healer, who replenishes the health of the tank for each major hit they take. Healers often have damage mitigation spells they can put on others, such as shields or bubbles. So not only does the healer replenish health, the healer also helps the mitigation efforts of the tank.

In many games, the healing is done through the party interface. In the same way that a player must target an enemy to attack it, the healer must target a player to heal them. Certain heal spells are ground targeted, but the great majority require a player to be targeted. Group interface bars make this process easier by listing names and healthbars of your group close together, allowing the player to click on who needs help via a list rather than trying to find their body on the playfield. TERA is different in regards, requiring active target healing that means that the importance of the ability to see the player you are healing matters. Otherwise, healing becomes what has been coined “wack-a-mole” of watching bars go up and down, and clicking on the bars going down to cast your heal spell.

I will make DPS short and sweet. DPS focuses entirely on killing. The prime DPS is a matter of optimization of skills, something sometimes called your “ideal rotation”. This is a matter of firing off your attack skills in the order that maximizes your damage output. At times, DPS provides crowd control as well.

That Dragon Doesn’t Seem to Matter to Me

What needs to be understood is that design approach dictates encounter approach. The reason the holy trinity work is due to how mob AI and encounter design work. The bosses and mobs of dungeons are designed to be attracted to a single player through aggro, so that DPS can work unhindered and healers can work unhindered. An encounter may add randomly spawning and straying attacks that will cause the non-tanks to move, but not be in constant movement. Holy Trinity design often becomes a sort of dance routine, and once you learn the dance routine, all difficulty lies in a stat measurement. In fact, when your stats get high enough, you outgear content and even the dance routine doesn’t matter much anymore.

For the tank, the boss matters a lot. You are the one moving that big fella around and taking its hits, and popping a cooldown on its big, nasty attacks. That boss doesn’t seem too smart though, because the truth is that you’re hardly hurting the beast. The DPS are doing all the damage. If the boss was smart, they’d take out the healers and DPS, for there’s its whole problem. Its the DPS that’s hurting the boss without ever having to fight the boss, and trouble of the boss lies in the healers keeping all its dragonly fire-farts from ending this epic shenanigan.

For the DPS, the boss is merely a big target. As mean as that dragon looks, you’re not really fighting the dragon. Instead, you’re fighting latency, global cooldowns and long cooldowns, and watching the stock market of the DPS charts, vying for that top spot.

Meanwhile, the boss barely even exists for the healer. Their battle is one of charts and bars, making for a pattern recognition puzzle to solve within the interface. The dragon matters not to them. Everyone just stay out of the muck and remember the dance steps, and the healer will never see that ugly beast’s face.

An Oakheart Boss roams around

This red and angry tree boss will require teamwork.

So what’s this new freestyle flow?

Every player in Guild Wars 2 may need to learn a little bit of all the elements that used to be sectioned off in the holy trinity, for support, control and damage are leaned away variants of the old trinity.

Control might involve getting in the face of a foe, but it’s not tanking. In general, mobs in Guild Wars 2 aggro towards the nearest target hitting them, though ANet says they have mobs with different aggro rules and patters as well. I can only speak for the early level mobs, which probably have the least complex behaviors to be found. So, for control, perhaps you attract the attention of the mob by getting in its face, but then you cripple the mob and having it slowly kite towards you. Control also means seeing a mob attacking a friendly and placing down a Guardian’s magical wall between them. You may have your friend call out on vent that they’re out of stamina and can no longer dodge, so you apply a stun to the mob and get between your friend and the foe. In this way, control is about limiting a target’s movement, directing its movement and imparing its abilities.

Support is about supporting and helping another player in defense or in offense. You may have a ranger with you while fighting a veteran oakheart. You’re an elementalist and throw down an icy aoe spell. The ranger shoots through the aoe and gains an added effect to their arrows. These arrows now chill the foe, slowing down the rate at which they can fire off skills. Then you throw down a Healing Rain as the Oakheart turns towards you. You stand in the rain and support yourself with its heal, but the ranger’s arrows hit the Oakheart through the rain and heal you as well, providing support twice through the combined effect. But then this isn’t enough, and the Oakheart wacks you hard when you thought you were safe. You go into downed state, but the ranger uses its search and rescue skill to have his pet heal you up from downed state.

Damage is damage. It’s the arrows firing and the ice chill aoes hitting.

But look again at my hypothetical situations. The Ranger shooting icy arrows at the Oakheart is also offering control by applying the chill condition to the target. The Guardian laying down the magical wall is also presenting a combo field that supports attacks from behind it. A Mesmer Chaos Storm can be control, support and damage all at once. In fact, the devil is in the details of the Guild Wars 2 skills. You shouldn’t just be  looking at the damage applied, but the secondary and third parts of the skill. The player in Guild Wars 2 flows in and out of roles due to how varied each skill is in its benefits.

A Sampler Tray of Love and Poison

Of course, since all of these interactions are meant to work in dynamic events, they do not rely on group interfaces. This makes all help in the form of control or support less direct. The Guild Wars 2 teamwork system works like someone presenting a sample tray to the friendly public and if they that are the public need something from the tray, they can freely take from the tray. The public can also add to the tray if they so wish. A quick example: You can lay down a Necromancer mark that weakens foes who travel across it, but your ally gains no benefit from that if they don’t lead the monster chasing them across that mark in the ground.Perhaps they are smart enough to take advantage of the necromancer’s mark, but then lay a crippling trap right before it as well. Now the area is twice as poisonous to foes and twice as useful to the public.

I mentioned earlier how design approach dictates encounter approach. In regards to Guild Wars 2, the combat must work on the large scale of dynamic events. Due to this, the combat roles cannot become isolated into small partnerships with private communication lines. One of the early issues that beta testers have had with the game is the huge pyrotechnics on display during combat. The reason there is so much color and explosion blasting onto your screen is due to the combat needing to be able to explain itself without Deadly Boss Mods and everyone on the same voice chat. This is why combat is visual, and why group play relies on being individual and cooperative at the same time. At first, everything is murder and cacophony until you are able to sparse through the jumble and read the important elements. It’s like skimming an encyclopedia for the important dates. Perhaps you just skimmed through this long blog post and found yourself attracted to the bolded descriptions of the holy trinity roles. Consider group combat in Guild Wars 2 to be a bit of RPG combat skimming and high level play to be a matter of raising your reading level.

And finally, Speed.

You can quickly recognize a diku-clone,slash wow-clone by the visual of hotbars and the the visual reset of the global cooldown. The GCD limits a player from firing off a ton of skills together. Guild Wars 2 doesn’t really have a GCD due to its combat needing to be fast enough to read and react. In fact, a Mesmer’s Mantras can be fired off in the midst of the animation of another skill activating. If the Elementalist casting the healing rain realizes the Oakheart is coming towards them too fast, they can cancel out of the cast with a dodge or go right into an invulnerability skill. Again, the large scale, cooperative combat design dictates the move away from the hard trinity, which dictates that defense must be proactive or reactive, which dictates that the slowing down of combat from GCDs cannot be had within the game.

And there’s likely more

All of what I’ve said is based on encounters in PVP and PVE of a beta of a game that has 80 levels, many zones and dungeons, and of which I’ve seen all of one zone and 18 levels and maybe 8 hours of PvP.

The Moletariat P A T I E N T L Y waits for that next BWE.

The E-Sports Charade: Part Two

The A.B. Problem

One of the main complaints from the PvP community about the choice of Conquest as sPvP in Guild Wars 2 is the Capture Point rule set. This doesn’t mean that capture point games aren’t common or unpopular, but that they rarely become the accepted test of skill in PvP type games.

So what is a Capture Point game? It’s your basic node and resource control map. In World of Warcraft, Arathi Basin is the second battleground you gain access to and is a Capture Point ruleset and map. There are five nodes to capture and when you capture a node, your score begins to go up. In Guild Wars, the Capture Point ruleset was called Alliance Battles. The maps in Guild Wars were larger and since the game stuck you into four player squads, the battles quickly became a game of running from node to node, moving around in circles. Tol Barad in Cataclysm is a Capture Point battle of a larger scale. This map had people running from point to point as well. Of course, this running around is sort of the issue with the whole Capture Point system.

Capture Node

Standing around and scoring points.

All By My Lonesome

In the two Conquest maps shown so far, the rate at which you neutralize a node is much greater than the rate at which you can capture a node. What this means is that if you run around to a node held by the enemy team, its fairly easy to neutralize that node and make it so that it doesn’t contribute points to either side. Staying around and capturing the node takes two to three times as much time. This may be done to stop the running around issue, but so far, it doesn’t really accomplish that. People will take what’s easiest. Often you will find yourself as the only person at a node. There is no fighting. You’re just sort of standing there until a bar changes. As you may imagine, this sort of activity doesn’t really excite the PvP community. While hanging around to capture it may lead to enemies coming to stop you, there is no assurance of this. Further, neutralizing a point can often be effective enough on its own. If you have a lead of 50-100 points, neutralizing is all you need to do. You can sit on an equal amount of nodes captured and win.

And once you neutralize or capture, then there is no benefit to hanging around. There is likely a contested area or node that needs you more at the time. It is possible that you could design your team to have sets of two players who feature a highly supportive and defensive player with someone of decent damage output to take a node and sit on it. The problem then becomes that the battle is a war of attrition. Prolonged battles and over-balance are two of the major reasons the Guild Wars PvP scene died off after being so healthy for years. If your ruleset and map dictates prolonging fights to preserve nodes then it shrinks the type of builds and strategies to use.

ANet has tried to get around this with features like the trebuchet and bosses. These are meant as equalizers against heavily guarded nodes. A trebuchet shot can take out an entire group if it hits right. Downing the mini-bosses will net your team 50 points and a buff. Yet the issue with all of these things is the small size of the encounters. A boss killer and trebuchet player is often out on their own, not interacting with the team. This isn’t a new element to Guild Wars, as GvG had flag runners and split squads, but those small size roles were always balanced by larger scale battles elsewhere. One of the major issues with the current Capture Point system is that there will likely be no larger battles seen.

Where Depth Disappears

In larger head-to-head battles you have more room for builds to specialize into different roles and for players to coordinate their playstyle with the playstyle of their teammates. What this means is that you could have a six on six head-to-head battle with different team makeups on each side, as opposed to a standardized Cap Point team. For example, one side is carrying three melee characters, but there is a ranged character supporting those melee characters by snaring their target and buffing their allies speed. Perhaps one teamhas a Guardian and  a Warrior paired together with hammers. The Guardian snares a target within a restrictive circle, and the Guardian and Warrior both unleash hard hits to the trapped target. The other side could have an Elementalist and a Mesmer set up combo fields for Ranged characters to shoot through. The strategy of the melee team forces the other team to use more control fields and snares, encouraging the ranged attackers not to get stuck together and caught in the same trap.

While Guild Wars 2 encourages people to be a master of all things, the ability to focus in an area to the greater benefit of the whole is an element of strategy that fades away in a spread-out Capture Point map.

This doesn’t mean that I encourage straight deathmatch systems for sPvP in Guild Wars 2. Dueling for the purpose of training and testing will likely find its way into the game, but Arena deathmatches have their limits, too. You can still create setups where you have room for both small skirmishers and larger skirmishers. Control Point maps, where you must fight to control all nodes at once to win, create this sort of situation. It is the procession style of these maps that cause the larger scale battles. If you still had the equalizing elements of trebuchets and mini-bosses, then split squads have a place as well. GvG maps and rules had larger battles with options of flag running and split squads as viable tactics.

In Capture Point, if you try to stick together as a single swarm, then you’ll likely lose. You can’t force large battles in Conquest. If most of your team is at one spot then you give up the other two nodes. Running, delaying and interfering matter most. What the PvP community wants are those team vs team situations where the battle is all out, and it’s a matter of supporting and controlling both sides. Players want to be sized up against the whole of the other side. They don’t want to succeed at their node running, just to realize they’re losing because of something that is happening on the other side of the map for which they have no input on or access to. Players also want the extra strategy of team builds. They want the strategy of what you sacrifice from the team to run off and do small skirmish tasks in order to help your chances to win. The carousel of Capture Point maps has never excited the PvP community. It’s a “fun go”, but that’s about it.

You Can’t Be Big Without The Respect

Blizzard put a lot of effort into legitimizing their Arena tournaments as a legit e-sport. The problem was that PvPers knew the game had major balance issues and the balance issues only became worse as the scale of combat shrunk down. I took Guild Wars PvP seriously enough. I understood that the card-deck system meant that nearly everything had a possible counter. I worried less about balance. Succeeding at Guild Wars PvP meant something so it mattered to succeed. Succeeding at Arena never mattered to me for it was becoming obvious that success depended greatly on gear and which classes had the power advantage. If you weren’t the right class then it wasn’t the right game for you. That or you would have to reroll and level the “winning” class.

What ArenaNet risks by going fully in with just Conquest is alienating the playerbase that would make the sPvP attractive. You can’t be bigtime without the respect of the community because you won’t draw the community to care and be competitive about your game. You will get, and forgive the elitism here, the second and third tier players to fill in the gap of talent. In other sports, there are minor leagues and spinoff leagues. There has been basketball leagues that use trampolines and favor dunking because it has a high entertainment value. These minor leagues don’t ever rise above the level of sideshow because nobody truly respects them. They don’t draw the top talent and thus don’t draw the big attendance. I feel this is the same for E-sports. ArenaNet can’t go out there and try to push E-sports while being PowerDunk Ball.

The Subtlety:Combat in Guild Wars 2

A Dredge Mole

Guild Wars 2 Combat

Tab Target or Don’t. Who cares.

Part of my research for these blog entries is based on playtime with the game and based on collective feedback from browsing multiple forums. (About seven forums in total.) I mentioned in a previous post the confusion upon quest structure in the game, but there is a second issue which reappears with regards to the game and people’s play experience with it. People are sometimes loving the combat, sometimes finding it to be “not different”.

I think it’s fair to say that ArenaNet wanted a more active, actiony feel to combat in Guild Wars 2. I feel they have done that, but there are similarities to the established hotbar combat system. One, there is a hotbar, and two, you can tab target and then simply press hotbar keys. Of course, I think it’s fair to say most PC games are overly reliant on UI and menus to present their gameplay, but that doesn’t dismiss the presence of the hotbar and it’s impact on how people will approach the game. The issue is bringing to light the various little differences that makes Guild Wars 2 not feel at all like previous MMOs.

Swing away sucker.

When you target an enemy in Guild Wars 2, the game doesn’t make much effort to let you know if that target is within range. The numbers below your hotbars will change from red to yellow if the target is in range, but they won’t prevent you from using your skill on an out of range target. This makes knowing the reach of your melee skills very important. By reach, I am including the hitbox swing of your melee actions in the definition of reach. Many sword skills can hit multiple targets if they are within the swing arc of the animation of your attack. Normally in MMOs, a game will say if a skill can hit multiple targets and if it doesn’t say so then it’s assumed it is a single target attack. Guild Wars 2 doesn’t bother with that and takes the logical step of saying, “Well, if you’re swinging a sword from right to left then shouldn’t you naturally hit anything along the way?” From watching PVP videos, I’ve seen Warrior players miss their target by spamming their main attack on a target that is kiting around them. Never assume that just because you can fire off a skill that the skill will hit.

The second part of this free-swinging system is that though the skill will go off if your target is out of range, it will still hit any target in its range. So while you can tab target, you can also just run up to something within range but not targeted, hit your sword attack and hit the unselected target. This is part of the action game objective of ANet’s system. Further along this line, projectiles work with the same collision detection system, so that if you fire an arrow at a target and there is a moa bird between you and the target, there is a chance you may hit the Moa Bird. Certain weapons can be traited to pierce targets, adding directional functionality, making it so that your bullets or arrows will not be stopped by the first target they hit and instead pierce through any target along its line of sight.

Movement and Free Form Partying

When I first heard ANet speak of movement being more important, I disregarded the importance as anything slightly more than what previously existed in their first game. In a PVP sense, movement was important in the sense of kiting and positioning in the battlefield. In PVE, movement meant body blocking off mobs and kiting loose mobs as a caster. The previously mentioned differences in hitboxes and targeting make movement much more important. There is an aspect of the homing missile in regards to projectiles fired at a target, but this doesn’t mean that every projectile will hit its target when there are other targets and obstructions along the way. Furthermore, I know that at least in regards to Mesmer Shatters, you can outrun the range of a spell cast. You can also strafe to avoid arrows, though that feature was present in the first Guild Wars as well.

Movement also plays into the game’s free form partying system. If you and another player are friendly then any spell either of you cast the other can interact with regardless of being in a group or not. If an Elementalist casts Healing Rain, you can run into the rain and gain the healing effect. If you shoot arrows through the rain, then your arrows will gain the water bonus of adding a heal to friendlies attacking your target. It doesn’t matter if the Elemantalist is in your party or even knows you’re there. The spell itself is the language you must understand. If you know something is a combo field and you have a combo finisher, then you can use it to your advantage. Even spells that are not a part of the combo system react to other targets. A Mesmer’s Winds of Chaos will bounce its boon effect to any friendly target along its path.

Shadow Behemoth

Somewhere in this mess is a chaos storm applying boons to friendlies without me even targeting them.

Combo Wha..?

The Guild Wars 2 combo system is made up of the interplay between skills that either establish a combo field or a combo finisher. Some combo fields are AOEs like Healing Rain or Chaos Storm, while other Combo Fields are magical lines drawn in the ground. There are four types of Combo Finishers that when applied to the Combo Field create a secondary effect. Each finisher applies a type of effect that would make sense for the four types of actions.

The most common combo finisher is a projectile and projectiles shot through a combo field take on the property of the field. An arrow flying through friendly fire becomes a burning arrow. An arrow flying through an ice shard becomes a chilling arrow. Another common finishing attack is the Leap, and leaps generally add similar corresponding elements to the attack, but are more specific to the body of the character leaping into the field. A light field will add blindness to a leap attack, but a smoke field will cloak the attacker using leap. Blast finishers are your Hulk SMASH sort of moves that work a lot like Leap finishers, but generally have a wider radius to their effect. So while a Leap move into a Smoke Field will cloak yourself, a Blast finisher into that same smoke field will cloak all nearby friendly targets. The fourth and final finishing type is the whirl, and it functions sort of how you would expect a whirling fan might function in a magical field. Whirl finishers generally spin and spit the associated element around. A whirling axe finisher in a fire field will cause fire to spin out in all directions from the character spinning those axes around.

Finally, there’s the combo field element types which I will include in the proceeding list.

Combo Types

  • Field
  • Finisher – Blast, Leap, Projectile, Whirl

Combo Elements

  • Light, Dark, Ethereal, Fire, Water, Poison, Smoke, Ice, and Lightning.

What this means is that if you’re running through fire that doesn’t hurt you then it’s fire that can help you. Leap within the fire and gain fire armor to deal with attacking foes. Need a heal? Use a water field. The magic of the battlefield can be manipulated in Guild Wars 2, so use it when you can.

Read this wiki for further depth on the system (as it is known now): http://wiki.guildwars2.com/wiki/Cross-profession_combo

Reactive and Proactive Defense

There are two ways to be defensive and protective in Guild Wars 2, the reactive way where you see an attack coming and dodge out of the way or then kite away, and the more forceful, proactive approach.

You can see an archer firing on you and put up a magic wall, use a reflect skill or shield skill, and absorb or reflect the projectile back. You can simply just hit dodge and dodge the arrows. These behaviors are all based on a foe attacking and you the player doing something to deal with it. Strafing away from arrows is another part of reactive defensive play. These sort of skills are important because enemies in Guild Wars 2 can hit very hard. Bosses will take a giant foot stomp on your face if you get close to them and don’t see it coming.

Proactive defense is probably the part of the game that gets overlooked at first. It does take some time for players to adjust to having a dodge roll ability, but once you get used to having it then its a matter of reading your foe and using your dodge wisely. (Dodge uses up the endurance bar.)  Still, there are abilities and tactics you can use to disable an attack before it even starts. The blind condition will cause an enemy to miss their next attack. If your endurance bar is low and you see a hammer swing coming your way, a quick blind may save you from receiving the damage. Boons like Aegis will allow you to block and mitigate the next attack, so running in with aegis on allows you to stay in close for at least one incoming attack. Beyond this, inflicting a daze or stun on your target will disable them for a time while you apply damage or heal. You can then cripple your foe and use an escape or knockback skill to create distance.

An example:

As a Mesmer, I approach a pair of melee foes with a skillbar of two weapon sets. The first weapon set is my staff, the second weapon set is a sword and torch. My utilities are Ether Feast as a heal, blink, mirrored feedback and mirror images. I pull my target with winds of chaos on my staff. As the target starts to come towards me, I switch weapons and use my third skill to summon a melee clone of myself. As my clone nears the mob, I immediately use the secondary swap skill on my clone swordsman and switch positions with him and stun nearby enemies. I then proceed to hit the mob with my combo 1 attack, applying vulnerability to both foes. When the mob breaks free, I hit blurred frenzy and gain distortion, hitting the enemies while they miss swings flung through my distorted body. Bam, the first enemy dies, but one remains. My remaining foe stuns me and gets a big hit on me. I dodge back and away, accidently attracting the attention of a nearby archer. My health has taken a sizable hit. Am I in trouble? No, I heal and use my diversion shatter on my initial melee  target, disabling it from attacking me for a couple of seconds. Switching weapons again, I move towards the archer. On my way there, I cast Chaos Storm over the Archer while moving and begin firing off Winds of Chaos. When I get close to the chaos storm, I hit my second staff skill for feigned escape for its leap finisher effect, creating a chaos shield around myself that applies conditions to foes and boons to myself when I am attacked. Soon, with the Chaos Storm and the Chaos shield, I am spreading conditions to both targets as I circle kite around both of them while I spam out that Winds of Chaos. Next, I apply mirrored feedback on the Archer (causing his projectiles to reflect back to him) and switch to sword/torch. I cast my third skill again which creates another leap for a second Chaos Shield within the Mirrored Feedback field. I blink behind the melee enemy and beyond the Mirrored Feedback field, causing them to turn around to face me again. By now both enemies are low on health. I summon mirror images and use The Prestige torch skill to vanish from and blind my foes. I get between both of my targets and hit Mind Wrack shatter, creating double damage through the Mind Wrack and the explosion fire effect of The Prestige. Both targets die and I’m near full health.

What is missing in that description is any reliance on stats to provide constantly active but ultimately passive defenses. There are no dodge or block percentages. You either use a block skill or you don’t block. Some harder fights will ask you to change your weapons and utilities to adapt to what the fight brings to the encounter.

Kessex Keep

A quiet battlefield is easy to read.

Visual Literacy and Its Issues

What I have just begun to describe about Guild Wars 2 combat requires a learning of the visual information the game provides. You have to learn those combo fields and finishers, and what those fields look like on the battlefield. Furthermore, it requires understanding a lot of boons and conditions. These are the visual literature of the game, but as of now, the game isn’t always that easy to read. I noticed improvement in my battlefield awareness from my BWE experience to my stress test experience, but many issues still remain. Most of the Damage over Time conditions are shown through little icons on the UI. ArenaNet has set up this whole system to take players away from watching the interface, but their boon and condition system still largely requires interface monitoring. Unfortunately, their current system is in ways worse than the older system in Guild Wars 1, which explains bleeds and poisons through color changes in your health bar. Currently, the feedback from the game is not strong enough for many players. If ANet wants the game to be visual then more conditions need to be as easily read as the limping of your character with the cripple condition on them. Combo effects likely need a larger, more informative textual notation. Most of all, combat skills rely on the animation of the attack to tell the attack is coming and to mark the spot within the animation where the attack hits. These animations need to be more telling, at least for mobs, and if not more telling then more unified. It is asking a lot of your customer to remember the different attack tells of the hundreds of enemies they will likely find in the game. Audible clues would go a long way and add the crunch of hits that the game lacks at times, and that players often mistake for a lack of “heaviness” to combat. The animation system and softer hit sounds have left players thinking the combat is floaty when it’s truly anything but floaty.

So Bam!

Don’t get hit. Realize everything your skills do. Don’t play it like WoW. Don’t spam and lose.

Mole out.

Investigating the Dredge

The Dredge Alert

The Dredge Report!

The Moletariats

The theme of this blog is inspired by the Dredge race within the Guild Wars universe. Originally, the Dredge were mostly found in dungeons of the world. They are a mole-like people who are enslaved for their tunneling techniques, forced to dig away and mine for dwarf taskmasters. Over the course of the first Guild Wars, this race goes through some changes and growth. By the time you find them in Guild Wars 2, they are their own people and still mining away. They are not friendly folk and some early quests involve fighting them within the mines.

No Allegiance Owed

The offspring of a few desperate escapees from the Shiverpeaks who tunneled for hundreds of miles to reach their strange new home, these Dredge have no reason to feel any friendship toward humans or anyone else—they escaped slavery on their own, and plan to establish their race anew in the petrified woodlands.

-Guild Wars wiki

Molenin

The friendly hero Molenin

The interesting part about the Dredge up-rise is how transient the player races are to the forming of the new Dredge society. In the Eye of the North expansion, there is a friendly Dredge named Molenin who stands guard outside the entrance to Vloxen Excavations. You can go inside the Vloxen dungeon and fight the Stone Summit Dwarfs, setting some of the Dredge free, but the game does not take these small parts as important to the collective liberation of its molemen. Some of the Dredge you set free run off, while others seem to wander aimlessly around.

There are few places to find the Dredge in the first Guild Wars if one was to out Dredge hunting. The previously mentioned Vloxen’s Excavations features enslaved Dredge folk, as does the Stone Summit run Sorrow’s Furnace. These are the typical Dredge slaves and you can find friendly versions in the mines of these areas. Over in Cantha, within the Echovald Forest, lives the freed society of Dredge. These Dredge are not friendly and are given workmanlike names for the different enemy class types. For example, a hostile Dredge monk is a Dredge Gardener and a hostile Dredge Ranger is called a Dredge Gatherer. Within the Echovald Forest, the Dredge live near dirt mounds that are likely the signs of their tunneling skills.

The Canthan Dredge have their own leaders in various Boss NPCs found in the explorable areas. In these forest areas, I have run across a couple of the named Dredge bosses called Tarlok Evermind and Wagg Spiritspeak.  It is tough to say whether there was an established naming convention for the Dredge yet or if their names are just a product of their specified class. Looking at the names Molenin, Tarlok and Wagg you have a mix of mole reference names, guttural sounds and warrior-society sounding first names.  On the other hand, Ferndale features a Dredge boss named Maximole, so the naming convention again returns to the mole puns.

Vloxen

Some Dredge will fight with you to free themselves.

Names aside, it’s pretty clear that the Dredge are a race that is on their own path in the Guild Wars universe. Even the Tengu seem closer to the sort of race you may find hanging out in Lion’s Arch as a friendly visitor than you would the Dredge.

A Return to Sorrow

The dredge are an intelligent mole-like race found in the Shiverpeak Mountains. They view themselves as the true heirs of the dwarves and are involved in an ongoing conflict with the norn over territory.

-Guild Wars 2 wiki

Dresge Tower Sketches

Dredge Architecture

Vloxen Lock

A gearwork lock in Vloxen’s Excavation

Interestingly enough, the Dredge of Guild Wars 2 come to inhabit and basically take over the old evil dwarf stomping grounds. It is thought that Sorrow’s Furnace is now the Dredge capital city. If so, this brings in some interesting possibilities. Mostly, I’m curious to see if Sorrow’s Furnace will return as a neutral city or as a hostile area. The early dynamic event involving a fight against the Dredge are found in the Norn area of the map. Here, you run into a mine and try to push the Dredge out. It’s a simple war for resources as your reasoning and vidya-gaming impetus, but it’s also interesting to see within the event that the Dredge have begun constructing objects of more interest than dirt mounds. While the complexities of the Dredge’s handicraft have been found mostly within their tunnels, the dynamic event involves a boss on a wooden platform and desparate attempt to keep the Dredge from rebuilding a tower.

ArenaNet has released some artwork of sketches of Dredge towers and buildings. There are similarities to be found between the Dredge constructions and those found in Sorrow’s Furnace and Vloxen’s Excavation. The heir of Dwarves may mean that the Dredge adopted the Stone Summit construction techniques seeing as they fit their spelunking lifestyle and new homes.What has happened with the Canthan Dredge we probably will not learn of until the first Guild Wars 2 Expansion.

Possibilities

The Dredge’s Moletariat society offers a lot of possibilities for future use in Guild Wars 2. They could become a neutral race that the player can befriend. Their home of Sorrow’s Furnace could become a major battle area or a dungeon. Their fight with the Norn could escalate at higher levels or perhaps you can negotiate a settlement between the Norn and Dredge at some point. It may be obvious, but I am hoping for some friendly Dredge to be found within Guild Wars 2. I have a hard time killing former slaves just to get to some iron ore.

Long live the Moletariat! (Until one of those Dredge tower workers try to stab me with an axepick.)