Halloween Event Tips

The Mad King Clock Tower

The trail of tears

How To Mad King

Halloween draws near and that means the last handful of days of the Halloween event are drawing near. I know many players play Guild Wars 2 at a more casual pace, so I thought I’d offer some tips on how to finish up some of those Special Event achievements.

Only missing Bowie and Connelly

The Labyrinth is found inside the Mad King’s realm. In order to gain access to this realm, you must enter it through an unlocked Haunted Door. In order to unlock a Haunted Door, your server must have cleared the pre-event chain involving the pumpkin power sources. If you’re looking to get into the Labyrinth quickly then Queensdale may be your best bet. Due to the community’s population numbers, there are more human players than that of the other races and this means Queensdale normally has better activity levels than the other starting zones. Gendarren Fields may be a good bet as well due to its nearness to Lion’s Arch.

The Labyrinth has three things that will help you get your Halloween achievements: Pumpkins to carve, events to do, and Halloween creatures to hunt. On top of this, there’s plenty of Candy Corn to mine and then devour for the October monthly achievement. If you haven’t finished off your creature hunting achievement then running the Labyrinth for an hour might take care of that rather quickly. In addition, if you so happen to need to do the pre-events to open up the Haunted Doors, you’ll knock out more creatures and events. As for the events inside the Labyrinth, they tend to pop up every 5-10 miutes on a small scale and then a Champion boss event shows up ever 20-30 minutes.

In an hour’s time, you may be able to finish off the entire Halloween creature hunting achievement and bang out four or five events. As an added bonus, the Champion boss chests have a chance to drop exotic level items.

You can also enter the Labyrinth at any level and be up-leveled to 80. Some use this to do a couple of events on each of their characters, get two treasure chests for each character and call it a day.

The Scavenger Hunt

The Scavenger Hunt is a quest that runs during the Halloween event. You may have gotten an in-game mail from the Asuran NPC that hangs out by the Lion statue in Lion’s Arch. Though somewhat vague, the general gist of the scavenger hunt is to find ghosts and use the clues they give you to find the other ghosts. Doing this will assemble a collection of stories that you can hand in for a book. The first half of the hunt goes up to Gendarren Fields and may be done by more adventurous low levels. Since the entire community is doing this hunt at the same general time, you may find others to be quite helpful.

The keys to finding the ghosts are the hints provided, the use of the magic device your given and the mass of other players. Once you find out what the clues are hinting towards and you get yourself to that general area, following the rest of the playerbase can often lead you right to the ghost. In WoW-parlance, this quest is not phased. If one player finds the ghost and makes it appear then all nearby players can interact with the ghost.

As for deciphering the clues listed on the history collections, the best strategy is to look for key words in the clue that are close to the name of places on your map. For the first half of the hunt, the areas you will belooking in are limited to the city of Lion’s Arch and the first three human zones. This includes Queensdale, Kessex Hills and Gendarren Fields. Since it’s more fun to figure out the clues yourselves, I won’t give a step-by-step guide. I will give one correction for one of the clues. The clue referencing Provenric is not in the “hills”, but in the “fields”. This means that it may be near a hill, but the previous Hills clue is aimed to reference Kessex Hills, while this other “hills” clue is actually in Gendarren Fields.

The second half of the scavenger hunt requires venturing into higher level zones and will require a higher level character. While this is unfortunate for new players at low levels, the reward tied to the second half is of higher level than the first book you are rewarded with for the first half of the scavenger hunt.

Mad King Tower of #$#%@@!@

My only advice for the Mad King’s Tower is to look up youtubes, watch them, learn them, and be prepared for many attempts. Like the Labyrinth, the Tower jumping puzzle is accessed by entering a Haunted Door to gain access to the Mad King’s realm. If you know exactly what to do this event is quickest achievement to get, but by no means is the Mad King Tower easy.

The Mad King Rises

The Mad King pays a visit to Lion’s Arch

The Monster Himself

By the time you’ve done the scavenger hunt and faced the hordes of trick-or-treat based monsters, you will have come to learn that old Oswald the Mad King is quite the heinous being. In Act 3, the Mad King himself appears by busting through the Lion statue in Lions Arch. This opens up an instanced dungeon where you fight the Mad King.

There are two things to know for this encounter. One: Yes, people can solo it, but I would recommend at least three players on your first try, but ideally five players if you want a successful run. If you have someone who knows what they’re doing, its easily doable with three players, and those that feel like challenging themselves can try soloing the instance.

The second and quite important note is that there is a treasure chest that appears at the very bottom of this dungeon once you beat the Mad King. Many players miss this chest due to its placement on the very bottom of the dungeon. At a certain point, the Mad King will teleport down to this lower level and then likely teleport back to the level above him. Getting to this bottom rock requires some daring jumps that will inflict fall damage, so don’t try these jumps unless you’re at full health.

There’s always people around the Lion Statue who are forming groups to do the Mad King and this makes completing this achievement rather painless. Just follow the others when its time to jump down to the lower levels and you’ll be okay. Never be afraid to say, “this is my first time.” The dungeon itself is a mix of fighting the boss, fighting adds, and moments of platforming. Also, for a treat, you can see the clock tower whirl around you at the bottom level of the dungeon.

It’s Candy Day

One of the achievements listed for the Halloween event is “attending the Mad King’s party.” This event is Act 4 of the Halloween event and will open up on Halloween. So log in o Halloween and check out what the shindig is about. I imagine it will be less combative and more nonsensical fun.

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Sorrow’s Embrace: A Quick Look

The Dredge Alert

The Dredge Alert!

Welcome to Mole Talk!

Yes, I am honoring the emblem of my blog with some more Dredge discussion. This first piece is on the story mode of Sorrow’s Embrace. I have more to say on the explorable mode and the stories within, as well as more of the visuals associated with the Dredge in game. (My Mesmer is sporting a transmuted Dredge Blaster currently.)

So, let’s get to it by discussing one of the longest dungeons in game.

Leave My Dredge Alone!

The plot of the Sorrow’s Embrace dungeon can be roughly summed up as the Inquest are involved, and the Dredge are being used as their workforce.

Yes, the Moletariat prevailed right into another subjugation. Like you did with Molenin before, you will be facing armies of Dredge as they toil away underground for someone else’s grand scheme. Due to the Inquest presence, you will also be facing Golems and Asuran technology, and as well, the strange Dredge technology, and, finally, a monstrous hybrid between the two.

Remember the Past

One of the more captivating set pieces of Sorrow’s Embrace is Molenin’s Tomb. Yup, that’s a lore reference. Molenin’s tomb is the sight of a Dredge Public Assembly. The tomb itself is a colliseum of sorts, and large groups of Dredge stand in formation at the bottom of the tomb as a military leader shouts out a speech from a high ledge. In story mode, you don’t fight the military leader, but he seems like a prime tool for explorable mode plotlines.

See No Evil, Hear My Sonic Death Ray

The Dredge mobs of Sorrow’s Embrace are range heavy and feature the use of sonic rifles that shoot ground rumbling, directional projectiles. There are touches of the Dredge’s mechanical tech here and there, but many can also be found outside the dungeon in Dredgehaunt Cliffs.

Subtarrean drill-cars often sigbal the arrival of a new pack of Dredge. These vehicles drill up and out of the ground, and the Dredge forces pop out the back. The dredge themselves also have the ability to tunnel underground (much like Wurm mobs) to travel from one point to the next.

Another interesting note about the Dredge mobs is that since they are mole people, they are naturally blind and effectively immune to the blind condition. This provides a nice change of strategy for typical dungeon setups that may rely heavily on blinds to mitigate damage in other dungeons.

Bosses of an Epic Nature

The Sorrow’s Embrace dungeon features some of the most tiresome boss fights, but also some of the coolest fights, and coolest bosses. The Story Mode contains one of each. The next to last boss is actually interesting  in design, with three different phases, but suffers from too high health pools on its various meta-bosses. The encouter became too tediously long a fight at the time of my running the dungeon. It’s beatable, but really extends the encounter time of an otherwise smooth flowing dungeon. I hear they have done some work to tone down the health bars of the bosses you fight in this encounter in the past few weeks and that should help turn the fight from work to play.

The last boss is a treat. I won’t spoil what it is, but it’s likely that many people have seen this boss before entering the dungeon. It’s featured in one of the game’s early trailers, and the fight itself confused me at first, but then quickly made sense. I suggest to not stand on the bridge looking at the boss unless you like death rays to your face.

Next Up

Explorable Mode and Dredge Art design!

Welcome to Launch!

Lion's Arch

It’s a big world out there

 Tres Bon Voyage

If you’re a pre-purchaser like myself, then you’ve been in the world of Tyria for a few days already. Officially, the game launches today and that means many retail purchasers will be joining the rest of us. Apparently, the game has already reached over 400,000 concurrent users in pre-launch. With over a million players to boot.

Though I have played many MMOs, this is my first launch-day experience. Overall, it’s going about how I expected. Launches of online games are always a rougher experience than playing that same game six months after launch. Current issues are server backend problems that have limited access to the Black Lion Trading Post and Commerce Page, an issue with Guilds and their rosters, and grouped players not being able to stay grouped and within the same shard.

ArenaNet has started to relieve the difficulties created by Guild Issue, though I hear invites are still not working properly. I was locked out of my own guild that I created for most of Sunday, but had access to it again by Monday. The lack of a Trading Post has turned Lion’s Arch into Trade Chat spam, but that’s nothing new to Guild Wars 1 players. I thought they might fix the Black Lion Trading Post for the real launch, but its still currently unavailable.  The biggest issue is the grouping problem, as it really works against the social and cooperative nature of the game. From what I hear, it is also making dungeons a pain to do as well.

Despite these issues, this has been a pretty decent launch. MMOs have a long history of nasty launch problems. Even ARPGs like Diablo 3 had major problems at launch, keeping people from even playing the game. At least ArenaNet has managed to keep the game up and running. There was one period of maintenance downtime in the middle of the night on Saturday of the pre-launch, and Europe, I believe, had another period of maintenance over the weekend. Outside of these times, the game has been fully playable and I’ve had little issue with lag on the server’s end. The one real annoying bit is trying to keep grouped with my friends.

First Impressions of the Real Deal

I have several beta impressions on this blog, but my launch impressions will likely be different due to playing the game entirely different at launch from how I approached the beta. There are a few key differences that make the experiences different, but the main two are that I have all the time I want to do whatever I want and that now all my friends are here in game with me.

This change in approach from beta to launch has given me a much better experience. In Beta, I was testing specified elements of the game, and namely, I focused upon the elements that concerned me. Now that I’m adventuring with friends at our own pace, I have come to feel that levels and experience aren’t my major concern. Progress in the manner of levels is something that just comes along with the adventure of the game, but it’s not the meat or the point of the game. It’s just the side salad. I find my exploration percentage to be a more adequate test of my progress. It’s not a concern that going to the Plains of Ashford is returning to a starter zone. It’s a concern that there might be something cool in the zone that I haven’t seen yet.

If it’s one thing that I would entice others with about this game it would be these adventurous discoveries. Whether it’s a waterslide dive through a cave that looks like a skull, or a game of stealth with the Ash Legion, or a family of giant frost worms at the bottom of a cave, or the jumping puzzle and treasure chest after those Frost Wurms, or just a Privateer’s secret hangout full of drunk ornery pirates and their singing captain, or a hidden waterfall with a vista and skill point, or a hidden cabbage farm defended by bandits, or a Quaggan city off the edge of the sea shelf, or just a nice mansion in the city of Divinity’s Reach, I simply smile and say, “you got to go see it.”

Seeing the Rest

Of course, beyond these elements of the world, there are more standard faire such as instanced dungeons and story quests. These two parts of the game also represent the most difficult part of the PVE game. My first dungeon run escalated my /deaths to three times its former modest number. The story quests aren’t much easier, and some are frightfully hard to do alone. Difficulty doesn’t bother me, unless its unfair difficulty. I’ve only run into situations that felt unfair two or three times so far.

Not a Closing Thought, but a Rejoinder

This last paragraph I chose to delay until a week had passed since official launch. Many launch issues have been resolved in that time, and the Trading Post is functioning most of the time now. It’s first return was a laggy version of the TP, but it’s much quicker since another fix. I haven’t had grouping problems in a long time, but I did discover adding someone to a in-progress dungeon run is a big mess. The game just doesn’t seem to be able to put anyone outside the instance back into the same instance with the rest of the party.

So, fixes are coming along pretty quickly, but not very quickly. There have been issues with bugged story quests that get resolved in 24 hours most often. I have been able to use the Trading Post with ease the past couple of days, but there’s always the worry that it will go down again. The sPVP side of things has had some downtime and reward delays. My tournament winnings arrived to me hours after I had finished the tournament, but others have waited days for their rewards.

Still, the game is playable and nothing has really gotten in the way of being able to play the game. Those that still needed to setup their email authentication did have this trouble though and were kept from playing the game for days. That one pissed quite a few folks off. I hope to see issues weeded out by a month’s time.

Bring Res Sig: The Origins of Guild Wars 2 Concepts

The Old and The New

A Meeting with the Past

Old Ideas for a New Audience

A debate on what’s all that inventive within Guild Wars exists. The argument exists out there on the static, binary-bound teeth of the internet’s Badlands. This isn’t a new idea. Well, often, it’s not. What is overlooked in this debate is that it’s not even a new idea to the Guild Wars franchise.

The entry is going to go over some key concepts that will feel new to a lot of players trying out Guild Wars 2, but have origins rooted back in the original game.

Niche to a Degree

The original Guild Wars has a non-sub-based claim of 7 million sales. Is this made up of individual box sales or accounts? I have heard conflicted reports. I also don’t care in regards to my point. The real issue is that Guild Wars was a successful game and it helped fund sequel, but within the general discussion of MMOs, it’s far more niche than you would think a 7 million seller would be. The knowledge of what the original game was about is still somewhat limited in the press and enthusiast community.

One occasion of this that I’ve run into multiple times surrounds the call-target function. When talking to one friend about their experience playing the game, they were having issues with keeping a target and being able to follow their target in the chaotic mess of the early betas. This player was looking for some visual cue that outlined their target a bit more. After struggling to think about whether or not Guild Wars 2 did anything to make your target stick out, I remembered control + T.

So, I asked, did you call target? I then realized this concept is entirely new to most players. It’s a product of the first game’s PVP focus, and is a very valuable tool. One player calls a target, and everyone can follow by pressing T. This target can be switched on the fly and everyone can follow the “target caller” along. It also places a big red crosshair over the target in question.

I began my response to the problem by trying to offer a traditional answer and then realized the Guild Wars answer was already there.

Res Your Friends

The Res Sig was a signet skill in the first game that every class had access to. In the Prophecies PVE campaign, one of your earliest quests is to group with another player and go out into the world. For doing this task, you are given a resurrection signet that can be used to resurrect another player. There were restriction on how often you could use it, but it introduced the concepts of anyone being able to res from the very start.

This concept is improved upon and expanded with the sequel, where the process of resurrecting a friendly ally is a simple F key press. While this feature is attributed to the game’s move away from the holy trinity, it really is just a continuation of the first game’s approach to cooperative play. It’s nothing new. It’s just done in a more obvious way this time.

About That Trinity

The original Guild Wars had a healer class or two, plus a tanking class or two. In the early years, PVE content was tackled through the traditional means of the holy trinity. A warrior or two to run in and pull aggro, some dps doing their thing, and then a monk in the back dropping heals. It was simple and very easy.

Then ArenaNet decided to change up their PVE experience. They took what they learned from the PVP experience of the game and began to change the rules of their mob’s A.I. and behavior. You could no longer gather and aoe down groups of unfriendlies. Tanking started to become more about blocking off pinch points, hampering mob movement, and gathering up mobs in various ways. Healers and damage dealers had to learn to kite stray mobs while still performing their functions as the game featured no taunt mechanics.

The PVE game continued to grow in this way, up until the point that traditional trinity builds became less standard. Personally, I completed the War in Kryta line of missions and quests without a monk or traditional heal setup. I used the popular and almost necessary Discord-way build featuring Ritualists and Necromancers. The Ritualist is a support class with heals spells, but less direct heals than the more traditional monk. In this build, whether a Ritualist or Necromancer main, nearly every class had a major damage attack called Discord. So all my A.I. partners were to supply support and damage reduction through spirits or items, while also shooting out Discord spells on my target calls. For myself, I ran a Dervish tank build that also cleansed conditions off my entire party every time I dropped an enchantment. Effectively, everyone was performing multiple roles. I was doing damage through spreading conditions, body blocking mobs and absorbing hits through my enchanted armor and high health pool, while also supporting the entire team by being the major condition removal for my party. My Hero henchies provided damage spikes, party wide damage reduction and buffs, and a few targeted heals. The Necromancers provided control through their minions eating up mobs and creating walls between my team and the enemy mobs. When the minions died, they exploded in an AOE damage effect, and provided a group heal through a monk enchantment cast upon them by one of the Necromancer with a Monk secondary.

It was a complex and effective team build that was able to function in more situations due to its flexibility and grouped interdepence over singular class dependence.

If that sounds a bit like the Guild Wars 2 combat experience then that’s no surprise. The heritage of the anti-trinity began years ago in the original Guild Wars, but it was not a major talking point until the Guild Wars 2 hype train got going. There is evidence that ANet was already moving towards this goal in a game designed with the trinity. Now it’s all grown up and refined.

Story Time

Bioware, good or bad, garnered a lot of attention for adding an emphasis to story in their MMO, and making story in an issue of importance, and a hot feature to be found in MMOs. So, the fact that Guild Wars 2 features story quests that are based on character creation choices and which feature branching paths, the natural instinct will be to draw comparisons to SWTOR.

But this is a blog about Guild Wars influencing the sequel, so, surprise, and then more surprise, the original Guild Wars featured a story, an ending and even a credits roll once you beat the final boss. The original game’s strengths were seen as being an online RPG with an actual story, the PVP focus, and the lack of a sub fee. The return of a story focus with cinematics is not a big surprise, but the story quests also share some influence with the older PVE design. Much of the story in Guild Wars Propechies was done through what was called Missions. These were instanced adventures where you followed a path, fought enemies and bosses, and saw the story unravel. They were considered, in some sense, the dungeons of Guild Wars, but they share little with the Eye of the North dungeons, and a bit to do with Guild Wars 2 dungeons. The story quests of Guild Wars 2 are like these Missions, but broken up into small segments. How?

The missions in the first Guild Wars lead you through the game, and took you across the map, from point to point, and eventually up to the final area. The story quests of Guild Wars 2 accomplishes this same task. They will begin in the opening zone of your race and then proceed into higher level zones, asking you to go to certain spots on the map where an instance prompt will greet you. The story quests can also be done cooperatively or individually. This was done in the original game through henchman and heroes, but is done through difficulty scaling in the second game. A major difference between Missions and Story Quests is that GW2 does not allow you to repeat your story quests.

Some Repeated Notes

One of the comments that I’ve made about dungeon design in Guild Wars 2 is the element of traps and how they are a carryover form the first game. These traps didn’t really come into play in a heavy manner until Eye of the North, and that expansion was the first to feature what could be traditionally thought of as dungeons. Beforehand, most instances were either wandering through a zone, or completing the previously mentioned Missions. The other carryover that I’ve mentioned is the Structured PVP format, where the original game worked from the same concept of putting everyone at max level with access to max level gear. The second Guild Wars furthers this concept by giving players access to all item mods and skills, while the original made you earn these either through PVE or by spending the game’s PVP currency of Balthazar Faction.

Another carryover is the Waypoint travel system that functions much like travel in the original Guild Wars. Once you get to a to a Waypoint, you can travel back there at any time for a small fee. Visiting towns and outposts worked the same way in the original game.

A Waterfall

A Waterfall Vista

A Final Point

All this time, many companies have been trying to copy World of Warcraft to recreate Blizzard’s success for themselves. My contention is that company’s probably should have been trying to copy Guild Wars and expand on its ideas and models instead. The first Guild Wars was more ready for the current gaming environment than any WoW clone could be. Many things that excite people about Guild Wars 2 are extensions and advancements of ideas and features found in the original Guild Wars.

 

If Guild Wars 2 ends up successful, and more successful than other MMO attempts, there will be many companies kicking themselves over ignoring that little niche title with the seven million sales while going after the old beast of a diku-clone.

Atop a crane in Skrittsburgh

The Heart of Skrittsburgh

Welcome to Skrittsburgh!

No, wait, get out of Skrittsburgh you unworthy foreigner. Oh, nevermind, come back in.

This is life as a visitor to the Skritt city. Sometimes the doors are open to you and sometimes they’re sealed shut. Is it because you smell? Do they only let humans in on Thursday? The Charr on Monday? Maybe the Charr get in on Caturday. Of course, Asurans get in on the winter solstice, to celebrate the shortest day of the year.

Actually, Skrittsburgh is the central cog of an ongoing, large dynamic event within the Brisban Wildlands. When the city feels protected, the gates of the city are opened to outsiders. When the city is under siege and the Skritt King has fallen, then the doors and gates close. Foreigners are only let back in when any nearby threats to Skrittsburgh are eliminated, and the Skritt have chosen a new King. Total access to Skrittsburgh is not entirely denied, as the cavernous city also has outer boroughs that offer the player hearts to complete, and some peculiar lost goods thrown around, as well as a beautiful waterfall area. It is normally these outer boroughs which are the key to entrance into the inner sanctum of the King, his treasure chests, and the special Skritt vendors.

A Dynamic Circle

Asuran Tech

The Skritt have taken Asuran technology for their own use.

The Skrittsburgh center is sort of the mini-city reward of the greater circle of dynamic events within the area. When the city is closed, you can normally find a dynamic event going on in one of the outer boroughs. These events will wipe out the NPCs in the area if not stopped, but if you turn the invaders back then you’ll please the people of Skrittsburgh. Invaders are the key word here, as Skrittsburgh is walled in by various threats. From the east, the Nightmare Court may arrive to take over the city. From the north, human bandits have set up camp right outside the entrance, and to the southwest, the Inquest is looking to regain some of the disassembled technologies the Skritt have claimed for their own. Worst of all, the Destroyers are still lurking below the surface and may rise up at any time to do what Destroyers do: look ugly, make lava, and destroy everything.

Things don’t calm down for long once you’ve defended and freed the city. There is normally a quiet handful of minutes, until some new dynamic event alert pops onto your screen. Yup, more invaders, but this time if you don’t stop them, they’re heading straight through that open door to take the city or to slay the King. I helplessly tried to stop a Destroyer army and its giant crab boss from eating the King, but I just sort of ran around from the

Destroyer boss until one of his minions gave the King a killing blow. Immediatly after that, all the friendly Skritt NPCs became hostile, and shouted to kick the foreigners out. Next thing I know, I’m booted out of the city and back to one of the outer boroughs.The end effect is that keeping the city open to players will require players to cooperatively push back invaders. It’s tough to stop two invasions at once. Whether it’s the bandits up north or the Nightmare Court coming from the east, it’s more than one player can handle.

Skritt Throne

The Rat King has moved out of the sewers.

Tell Me Of Your Rat-nest Usul

Once inside the heart of the city, you’ll be treated to a town made out of junk. Yes, junk, and I mean that in the nicest way. The Skritt love shinies, and shinies seem to be everyone else’s actual shiny things, or everyone else’s forgotten old junk. It looks like a refugee camp in some ways, like something out of District 9. Still, Arena Net managed to make a junk city look visually interesting. Some parts are even little creepy, with the weird carnival costumes laying around, unused and for no purpose of being there.

What the city offers the player is a full set of crafting stations, a thankful Skritt King with two treasure chests behind him (Don’t miss these!), a skill point challenge or two, some basic merchants, repairs, and special Shinies merchants. The Shinies Merchants have what seem like junk or perhaps crafting goods, like a bunch of wooden planks. They also sell necklaces and weapons, and pretty good weapons in fact. Their offerings have a level 20 requirement, but should be an upgrade at level 20 over anything you have. I bought both the Skritt Pistol and Skritt Rifle for my Engineer.

Odds and Ends

Creepy Canrival

These things freaked me out.

The heart quests in the boroughs offer some nice distractions. I wasn’t a big fan of the Heart in the grub area. It’s basically a kill grubs and collect trophies off them, then hand in the trophies sort of deal. There’s some defective security turrets you can mess with, but those are few and far between compared to the amount of grubs and grub holes waiting to be stomped. My favorite of the various Heart quests in the area was a soldier that needed help near a Destroyer den. In this area, you can kill Destroyers, stomp out Destroyer burrows, or, best of all, pick up fallen Skritt and carry them in your arms back to safety. Your can see the fallen Skritt in your character’s arms when you do this, and carrying the Skritt works like a weapon bundle that offers you a speed boost. I call this the Forrest Gump quest.

Skritt activity continues outside the city as well. A group of Skritt will ask you to escort them on a scavenging mission. This is codeword for stealing Asuran tech from an Inquest lab area far beyond the Skrittsburg borough. Normally, the escort quests in Guild Wars 2 are quite enjoyable. (Yes, you read that right.) This one proved to be the hardest escort quest I’ve had though. I am not sure if it was my relative level or the fact that the Inquest lab was swarming with Inquest soldiers. You can also run into a second dynamic event in the nearby area if someone else has decided to help out a Golemancer at the Asuran secret weapons lab. Completing the Skritt escort leads to another Dynamic Event back at Skrittsburgh, but I’ll keep that scenario to myself.

East End Waterfall

The East End of Skrittsburgh reveals a wonderful waterfall.

A Show of Things to Come?

What Skrittsburgh reveals is some of the depth and options that the Guild Wars 2 dynamic event system offers. If they can hide a small city behind the outcomes of dynamic events, then they could also hide a dungeon or a mini-game. Considering what the developers have spoken of in regards to the risen city of Orr, it seems like endgame could play out like a far crazier and larger version of the Skrittsburgh DE system. It has also been recently revealed that the city of Ebon Hawke is in the game, and they haven’t specified if this a zoned city or an open world city. Considering that there are heart quests within the city, I am likely to believe that is open world part of the larger zone its within, much like Skrittsburgh.

The key factor to this is giving the player a sense of bigger, greater, and more wonderous things to do as they level up. I don’t want WoW-raiding in the game. I don’t want gear treadmills. I do want a bigger, badder challenge set before me, and these sort of DE systems can be a part of that.

Watch This Space

A Dredge Mole

Guild Wars 2

Why No BWE Impressions

Previously, I had written up a Beta Weekend Event impression article for the previous betas, but skipped out on this for BWE3. The reasons for this being that I felt I might start retreading on things I had already talked about, and the other reason being, that as launch approaches, I felt the focus of the blog should change from general impressions to more focused topics.

For this reason, I’ll be putting up a short blog about Skrittsburgh some time after tomorrow’s Stress Test. I already have some collected thoughts on the Skritt City, but I wanted to get more screenshots of the various boroughs of Skrittsburgh.

So, watch this space?

The Burning Mantree Festival

Mushroom Engineer

The Engineer is like a cross between Team Fortress 2 and a Mad Alchemist

As promised

This previous and final Beta Weekend Event for Guild Wars 2, I decided to ditch the Mesmer for the Engineer. I had wanted to do a better Engineer write-up than the previous quick-hit on the profession that I did before. So, I rolled a Sylvari Engineer with a mushroom top, and grouped up with my friends.

I had a few simple goals with this playthrough: get a better feel for the profession, spend more PVP time with the Engy, and see how the Engineer worked in large scale combat. The third part is important, because large scale combat is a heartier part of Guild Wars 2 than it is in other MMOs.

I Am The Midnight Bomber

I suspected from my previous experience with the Engineer that the profession really opens up once you acquire some kits to use. This proved to be very true from my experience, as the Engineer’s weapon choices are limited to just three choices.

By level 4 or 5, I had gained every weapon the Engineer could use and gotten their skillbars filled out. Last BWE, I really enjoyed the pistol and shield combo, but unfortunately, the Magnetic Inversion aspect of the shield was broken in BWE and the shield far less effective and fun. This ended up pushing me towards the Rifle weapon, but this was not a sad turn of events. The Engineer’s rifle plays more like a shotgun than a Winchester. You fire of hip-shots from a distance, shoot nets, but most of all, you use the mighty kickback and force of a shotgun-feel to launch yourself in the air, spray buckshot in an enemies face, and then fly backwards off the kickback of the gun.

The first kit I obtained was the grenade kit, and as mentioned, this opened up my playstyle. While the pistol and rifle gave me basic offense and some wacky fun, the grenade kit became the AOE choice, allowing me to lob grenades that froze, dazed and shredded my opponents. Of course, with all Engineer utility skills, the grenade kit gave me a new Function key skill that allowed me to lob a large mass of grenades.

The interesting bit about the grenade kit is that all five weapon skills are aoe targeted. There has been some debate upon this, and I can understand making at least the spammable 1 skill target-based, but being able to spam an AOE does have some advantages of its own. For one, if you throw grenades at a player, and you suspect the player may dodge backwards, you can aim your grenade behind them and hit them at the end of the dodge. A target-based grenade lob would always miss on a dodge, but a ground targeted grenade can anticipate a movement and negate a dodge.

The second kit I obtained was the Flamethrower and this is where the real fun began. I didn’t expect to like the Flamethrower as much as I did, but the ability to swing a stream of flame back and forth over a group felt great in a MMO. I rarely used targeted attacks with the flamethrower. The kit also includes a projectile flame burst that can be detonated with a second click. This was quite hard to pull off at close range, but with some range the ability made for a lot of damage. It hits a target when passing through and then does aoe damage on detonation. Overall, the Engineer featured a good amount of skillshot abilities.

The final kit I attained was the Bomb Kit and this kit, along with the Flamethrower, became my go-to tools. The Bomb Kit is held back by all of the bombs being a dropped skill, meaning there are no range abilities with bombs. Each time the player uses a bomb, the explosive is laid at the players feet. The F-skill for this kit is The Big One, which is a large, hard hitting bomb. Combining The Big One with the flamethrowers F-skill, and a few more of the bombs in the kit, creates a little pbaoe nuke. Every Dynamic Event and enemy zerg rush at my friends and I resulted in an oppurtunity to blow things up.

Outside of the kits, there were turrets that I used a bit of, and elixers and strange tools like a battering ram. Overall, everything had a sense of wacky, explosive fun to playing the game.

Flamethrower Action

Sometimes a plant just wants to watch the plant life burn down

Blowing Up Other People

For PVP, I had picked out a healing based Engineer build. Namely, I was using the bombs heal allies trait, along with a lot of vitality, toughness, healing and touch of condition damage. The skillbar was highly similiar to my PVE skillset, and this was done to be familiar with the tools I was using. The build itself was moderately successful. In group situations, the constant bomb laying provided many combo fields and some aoe damage, and the small heals helped my allies, as did the med kits I would drop. Outside of group combat, I was able to last for a long time, but struggled to take down enemies on my own. The build was mostly a cap holding and group support build.

I did want to try a power based build, featuring the rifle and flamethrower, but never got to trying it out. If you want to see some good use of a power-based Engineer, then I suggest watching Quark’s sPvP engineer Twitch video here:

Quark’s Engineer sPVP

The Toolmole Tailor

The only drawback to my Engineer time was that the medium armor I got access to was far less enjoyable than the style my Mesmer had. I got a lot of cool looking weapons, but for some reason, the Sylvari starting area had less exciting medium armor aesthetics. For a good while, I was being teased for looking like a fishmonger.

Having seen some of the dungeon sets, I imagine the dredge-based Sorrow’s Embrace armor would look scary and scary fantastic on an Engineer.

A Convincing Experience

My time with the Engineer made me reconsider my primary class choice for the start of the game. I had been set on Mesmer, but the profession still has a lot of issues with its mechanics, and has honestly gotten progressively worse with each BWE. Meanwhile, the Engineer seems improved overall, and I greatly enjoyed playing it even though the shield skill was broken.