PAX Prizes Announced (Guild Wars Gold)

September 2nd, 2008

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Guide To Underworld And Fissure 5p Smite Group (Guild Wars factions trailer)

August 31st, 2008

Guide to Underworld and Fissure 5p Smite Group

Team Setup
1 Tank
2 Nukers [fire or water]
2 Monks [1 healing, 1 protective]

Warrior/Monk [tank]
THIS BUILD DOES NOT DO DAMAGE

Stats
Protection Prayers:11
Strength: 10+2
Tactics:10+1

Skills
Bonetti's Defense
Defensive Stance
Shield Stance
Balanced Stance
Riposte
Disciplined Stance
Protective Spirit
Gladiator's Defense [elite]

Gear
Rune of Minor Strength: +1 to Strength
Rune of Minor Tactics: +1 to Tactics
Captain's Helm: +1 to Strength

Elementalist/Ranger [nuker]

Stats
Energy Storage: 10 +1
Fire Magic: 12 +2
Wilderness Survival: 8

Skills
Fire Attunement
Fire Storm
Incendiary Bonds
Meteor Shower
Searing Heat
Serpent's Quickness
Storm Chaser
Glyph of Energy [elite]

Gear
Rune of Minor Energy Storage: +1 to Energy Storage
Rune of Minor Fire Magic: +1 to Fire Magic
Flame's Eye: +1 to Fire Magic

Elementalist/Ranger [nuker]

Stats
Energy Storage: 10 +1
Fire Magic: 12 +2
Wilderness Survival: 8

Skills
Fire Attunement
Fire Storm
Incendiary Bonds
Meteor Shower
Searing Heat
Serpent's Quickness
Storm Chaser
Glyph of Energy [elite]

Gear
Rune of Minor Energy Storage: +1 to Energy Storage
Rune of Minor Fire Magic: +1 to Fire Magic
Flame's Eye: +1 to Fire Magic

Monk/Elementalist [healer]

Stats
Divine Favor: 12 +1
Healing Prayers: 12 +2

Skills
Healing Breeze
Signet of Devotion
Dwayna's Kiss
Healing Seed
Orison of Healing
Remove Hex
Restore Life
Word of Healing [elite]

Gear
Rune of Minor Divine Favor: +1 to Divine Favor
Rune of Minor Healing Prayers: +1 to Healing Prayers
Servant's Scalp Design: +1 to Healing Prayers

Monk/Mesmer [protection]

Stats
Divine Favor: 10+1
Protection Prayers: 10+2
Inspiration Magic:11

Skills
Blessed Signet
Signet of Devotion
Life Bond
Reversal of Fortune
Purge Signet
Leech Signet
Mantra of Inscriptions
Keystone Signet [elite]

Gear
Rune of Minor Divine Favor: +1 to Divine Favor
Rune of Minor Protection Prayers: +1 to Protection Prayers
Defender's Scalp Design: +1 to Protection Prayers

Underworld

Once you arrive to the Underworld everyone should make sure to stay out of the aggro range of the cows [aatxe]. Make sure you clear all the cows in the starting area. There is a certain, pain free, way to destroy these beasts without any trouble. The group should split up being aware of their aggro at all times. Make sure not to aggro more than 3 cows at one time. The tank should run away from the group and aggro the cows. When he has them on him and he is taking damage use Defensive Stance, Shield Stance, Bonetti's Defense, balanced stance, or Riposte. If the tanks health should go below 75% at anytime he should use Mark of Protection. After you have the cows do not move, attack, or breath if you do anything they will go after your party and this is almost always a fatal error. Once you have cleared all the cows proceed back to the lost soul. Everyone except the tank should go back to the starting mound. The tank should proceed to the northern cove from your starting position, and wait until time to run. One nuker should speak with the lost soul and activate the quest.

Lost Soul Quest
Once the quest is activated 3 groups of grasping nights will appear, and the tank should wait until all three groups are visible on the compass minimap. The tank should then run towards the other 2 groups aggroing each of them on the way. Once all 3 groups are on the tank he should cast a stance. by the time the stance has worn off the nukers and monks should be positioned and nuking/healing the tank. The grasping nights are the easiest part of the mission, and they die rather quickly. Once they are dead you should proceed to the east.

DO NOT GO THROUGH THE MAIN ENTRANCE

Go through the entrance closest to where the third group of grasping nights came from. If the door is not open then you must start over; this is a bug with the game. Usually this doesn't happen unless you kill the grasping nights before all the groups appear on the compass minimap. Once you go through the entrance towards the mission completion use the same strategy as before to take out the cows. Then after they are finish you can use the same strategy to take out the terrorwebs.

Smiter Groups
When you get to the part with the smiting you will need to follow the above strategy. To maximize you tanking capabilities, and to effectively protect your group from extermination I suggest you use the "J" tactic. This is a little move that requires the tank to run directly at the group of enemies; then going straight past them which will cause them to follow behind him. He then makes a U-turn and heads back towards the group about 10 feet while staying well out of the attack range of the nukers and monks. Once the tank has the enemies on him he should then cast defensive stance (or another stance). Once the stance has been cast and the enemies are attacking the tank the nukers and monks should move no closer than necessary to attack. The tank should constantly be casting stances. And that's all there is to it, if you follow this guide and take your time you will be able to flawlessly complete the Underworld with a 5 person smiting team.

Fissure of Woe

*coming soon*

 

**Notes/Credits**

I am planning to add the Fissure of Woe strategy, pictures, builds for each class, and more. Feel free to post skill suggestions, stat distribution, and anything that pertains to this. If you have any questions feel free to post or PM me.

Credit for some of the character builds goes out to www.GuildWarsGuru.com

Enjoy

Posted in Guild Wars Gold GW

Guild Wars Reviews (Guild Wars 15k armor)

August 13th, 2008

The source for Guild Wars reviews, previews, news, videos, movies, cheat codes, FAQs, downloads and screenshots from all media sources summed up in one place. Read More

Posted in Guild Wars Gold GW

death919's Journal - Gamespot News (Guild Wars fissure)

August 11th, 2008


WOW. WOW WOW WOW. That movie was AWESOME! I just saw it and I gotta say that's one of the best movies I've seen in a LONG time. It was so cool how it was done, where the president gets shot during a speech in Spain and then it replays the events

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Guild Wars: Eye of the North - Playfuls
Home News Reviews Wallpapers Screenshots Game babes Downloads Trailers Cheats News Agent Set largely in the dungeons and caverns of the lands of Tyria that players first explored in Guild Wars Prophecies, Guild Wars Eye of the North will have 18

Shanda Acquires Exclusive License for NCsoft's Casual Game Atrix - Yahoo Finance
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NCSOFT EUROPE ESTABLISHES A FIRM DISTRIBUTION NETWORK IN THE RUSSIAN - MCV
Wednesday 27th February/ Brighton, England Leading online games publisher NCsoft Europe today confirmed details of their distribution network within Russia. Working with three of Russia s premiere distribution companies, NCsoft has formed a

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July 29th, 2008

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We list the best game sites on the net in more tan 25 categories. I get tons of emails each week regarding dedicated servers for Guild Wars and questions like What hardware Read More

Daniel Dociu Featured in Communication Arts: Congratulations to our Art Director, Daniel, for his recent feature in Communication Arts' 2008 July Illustration Annual 49. Read More

Guild Wars is an episodic series of multiplayer online role-playing games developed by ArenaNet and published by NCsoft. Three stand-alone episodes and one expansion pack were Read More

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Complete Fissure Of Armor Walkthrough! (Hacks Gold)

July 27th, 2008

Part I: Rastigan the Eternal's First Quest
Part II: The Land of the Skeletons
Part III: The Weaponsmith's Quest
Part IV: The Eternal Forgemaster's Two Quests
Fissure Armor Requirements

Part I: Rastigan the Eternal's First Quest

You begin Fissure of Woe near the ghostly hero named Rastigan the Eternal. Whatevery you do, do not talk to this ghostly hero. Just leave him alone and concentrate on the monsters. Begin by taking out the group on your immediate left, consisting of one Shadow Monk, a couple of Shadow Warriors, and some Shadow Beasts. Once you have defeated this group and the small patrol of one Shadow Warrior and one Shadow Beast, move along the left side until you can see the Shadow Monk/Shadow Beast patrols. Deal with these first and eliminate them. Once you are done with this group, move to the group of Shadow Mesmers, Shadow Elementalists, Shadow Beasts, and Shadow Warriors. They should be very close by, a little farther down from the Beast/Monk groups, however still along the left-hand wall.

Once you have done this, return to Rastigan the Eternal; however, do not speak with him. instead move along the right side this time, taking out the group of elementalists, mesmers, warriors, and beasts which are near rastigan. In addition, eliminate the patrol of two elementalists. Once you have done this continue moving along the right side and eliminate the group of Warriors, Beasts, and Monks on the cliff above you. When they have been defeated, hold your position, and move towards the beach area slowly. Several groups of shadows should emerge from the opening to the beach. Once you can see them on the compass, retreat back to the cliff area. One patrol consisting of warriors and a monk will come toward you and attack you. Deal with this group. Next, continue to move towards the fort, taking out the elementalist/monk/warrior/beast group that stands in your way. Be aware that a group of warriors and monks, may emerge from your right side. Deal with this group as appropriate.

This next part can get a little complicated. Take on the Shadow Troll and Shadow Ranger groups one at a time, making sure to have someone pull and retreat each time. Warriors should remain back so the groups come as far as possible each time. Once again, watch out for a monk/mesmer/beast group that may be circling the area. After you defeat the first Shadow Troll/Shadow Ranger group, Rastigan the Eternal will move towards the fort structure. Do not be alarmed. He does this every single time. Once you have dealt with the ranger/beast groups accept Rastigan's quest to kill the shadow beast lord. This is a very easy quest to complete. Use the XP from the quest to clear any death penalty you may have at this point. I would recommend that those without a death penalty save the XP just in case they find themselves with a death penalty in the next area.

Part II: The Land of the Skeletons

Once you have taken the XP, do not accept any more quests from rastigan. Instead move out of the fort, and along the wall, until you reach a group of warriors, one monk, and shadow beasts. Kill this group and move through the area to your left. You should encounter a group containing one mesmer and two elemenalists. Kill them.

Now you have entered the skeleton lands. You should see a group of two skeleton ether breakers and three skeletal icehands in front of you. Go for the ether breakers first and defeat the group. Proceed forward, being careful to eliminate the group of skeleton archers that pops up out of the ground along the right side before engaging any other groups. Proceed to make a path to a group of tents near the left side, clearing out skeleton groups as necessary. You may need to kill 4 or 5 groups. Once you reach the area with the tents, carefully eliminate the group of Shadow archers and the single Shadow Monk guarding the area. Be aware that more Skeleton archers pop up out of the ground, and a group of Shadow Beasts appears. Additionally, there are several patrols that pass close on both sides.

Once you have cleared these enemies, three new ghosts should appear near the tents. One is the weaponsmith, another is a ghostly hero, and the final is a ghostly mage.

Part III: The Weaponsmith's Quest

Once you reach the weaponsmith, obtain his quest to seek out the eternal forgemaster. This creature is the armor crafter. Proceed to giant temple directly across from the area with the three ghostly figures. This is the location of the forgemaster. The next part is very important if you do not want the forgemaster's first quest to be bugged. When you get near the temple, do not attack the large group of Shadow Trolls and Shadow Warriors standing out front. Instead sneak around the side you have already cleared and draw the Shadow Monks and Shadow Mesmers instead. Whatever you do, do not kill the Shadow Trolls and Shadow Warriors. If they begin to fight amongst themselves or with the Skeleton patrols, do not fear. This is natural and it will not affect the next quests. Once you have cleared the mesmers and monks, proceed to the entrance to the temple. You will notice a patrol of Shadow Trolls and Shadow Beasts pacing back and forth. Pull them to the entrance and eliminate them. Next, proceed to clear the temple, beginning with the bottom and moving from one group to the next. Pull each group as far back towards the entrance as you can. This will avoid the patrols from mixing with the stationary groups.

After you have cleared the entire bottom level, proceed up each of the ramps, using AOE to eliminate the pair of Shadow Rangers at each ramps end. Again, beware of Shadow beasts that pop up once you start attacking the rangers. After you have cleared these groups, the Forgemaster should appear at the central altar. Speak to him to obtain your XP and clear your dealth penalties. Now comes the fun.

Part IV: The Eternal Forgemaster's Two Quests

Now that you have cleared your death penalties, accept the forgemaster's new quest to defend the temple from groups of Shadow Trolls and Shadow Beasts. Remain at the top near the forgemaster and keep him alive. Kill the beasts as they come up the ramps. On certain occassions, some of the Shadows will fight each other. Do not be alarmed. This will only make your job easier. Once all of the groups inside the temple have been dealt with, go out the main entrance to find the last few groups. The groups are just a large gathering of Shadow Trolls. This should be the last of them. Now return to the forgemaster for your reward and the next quest.

NOTE: If you bugged the quest, there is still salvation, search around the outside of the temple for the final groups, they often get stuck near the rocks and cliff edges. You have to go through more skeletons, but you can find the last group. Kill it and return to the forgemaster.

The next quest requires that you make your way through the spider caves and destroy the Seeds of Corruption. Make your way out the back entrance and deal with the groups of shadows outside. There are a lot of them. After you have defeated these groups, move into the cave on the right side. Proceed slowly in this area, as many Armored Spiders and Doubters Dryders appear. The Spiders drop from the ceiling and emerge from the ground. Just move slowly and your group should be fine. When you reach the end of the tunnel and the last seed, be careful. Attempt to defeat it with long range weapons (i.e., bows, wands, AOE, etc.). Do not move near it if you are a warrior or you will spawn 4-5 groups of Armored Spiders all at once. This will most likely demolish most groups. After you have killed the last seed, return to the eternal forgemaster.

Congratulations! You have completed all of the quests necessary to take a glimpse at the armor. The eternal forgemaster will show it to you. Just for your information, I have posted some general requirements below.

Fissure Armor Requirements

For all classes you basically need anywhere from 90-120 OBSIDIAN SHARDS and GLOBS OF ECTOPLASM. Addtionally, there are three different armor sets available, and each has requirements equivalent to its Marhan's Grotto or Granite Citadel counterpart. The only armor that does not require OBSIDIAN SHARDS is the monk ascetic design. This armor merely requires GLOBS OF ECTOPLASM. OBSIDIAN SHARDS are obtained in fissure and GLOBS OF ECTOPLASM are obtained in the underworld.

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Daniel Dociu Featured in Communication Arts (Guild Wars elite skills map)

July 22nd, 2008

, and pick up July's issue here.
Source: www.commarts.com

Guild Wars and Sarah Brightman
As some of our eagle-eyed players have noticed, Symphony, the latest album from world-renowned vocalist Sarah Brightman features art from Guild Wars. Several months ago Ms. Brightman approached ArenaNet Art Director Daniel Dociu, feeling that his art style was a great match for this album. The album and website include concept art from Guild Wars, as well as original art created specifically for Symphony.

For more information, visit the official Sarah Brightman website.
Source: www.sarah-brightman.com

Thursday June 5
Updated Zaishen Rewards Updated the Zaishen Chest drops to replace the Phantasmal Tonic with a new tonic for the month of June. More information on Zaishen Rewards can be found here. Automated Tournaments Updated Automated Tournament map rotations. Bug Fixes Fixed a bug with the Monk skill Divine Intervention. Sometimes the skill would not prevent lethal damage. Fixed a bug that caused some Dart Traps in Eye of the North to shoot through obstacles. Fixed a text bug where the player's name did not display in a Luxon Priest's dialog. Miscellaneous Updated Iceblood's Warstaff to list the casting time reductions as two separate abilities rather than one combined ability.
Source: www.guildwars.com

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CrossOver Games extends Mac/Windows game connection - Mac Central (Everquest guild)

July 19th, 2008


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February 26, 2008 Guild Wars Sees 5 Million In Worldwide Sales Guild Wars publisher NCsoft and its developer, ArenaNet, have announced that the franchise of MMORPGs has sold over five million units in North America, Europe and Asia. The franchise

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Guild Wars News, Trailers, Screenshots, Previews, Reviews, Guides (Guild cheats)

July 12th, 2008


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WarCry The Guild Wars 2 Wiki has been updated with ten fast facts about GW2 as well as a very short, in-house interview with ArenaNet co-founder Jeff Strain.

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Upcoming Play! Performances (Guild war Gold)

July 7th, 2008

Thursday June 12
Skill Updates In this update, we are again changing a few key skills for PvP only or for PvE only. However, most of the skill balances are the same for both the PvP and PvE aspects of the game. PvE and PvP Most of these changes improve upon existing skills. A few are power reductions that are not expected to be detrimental to PvE play. Three skills (Soul Bind, Rust, and Lightning Touch) are having their core function changed to make them more useful outside of niche circumstances. The following skills will change in both PvE and PvP: Elementalist Rust: increased Energy cost to 10; decreased casting time to 1 second; functionality changed to: "Deals 10..70 cold damage. For 5..20 seconds, target foe and all adjacent foes take twice as long to activate signets." Lightning Touch: functionality changed to: "Target touched foe and all adjacent foes are struck for 10..60 lightning damage. Foes suffering from a Water Magic hex are Blinded for 3..8 seconds. This skill has 25% armor penetration." Arc Lightning: increased conditional damage to 15..75. Mesmer Drain Enchantment: increased Energy gained to 8..17. Drain Delusions: increased multiplier for Energy gained to 4; increased recharge to 12 seconds. Wastrel's Worry: increased damage to 20..100. Monk Strength of Honor: increased recharge to 15 seconds. Holy Wrath: increased recharge to 10 seconds. Aura of Stability: decreased duration to 3..8 seconds. Balthazar's Pendulum: decreased duration to 5..10 seconds. Necromancer Fetid Ground: decreased Energy cost to 5. Suffering: increased Health degeneration to -1..3. Vile Miasma: increased Health degeneration to -1..5. Soul Bind: decreased casting time to 1 second; functionality changed to: "For 30 seconds, every time target foe is healed, the healer takes 20..80 damage. This hex ends if target is suffering from a Smiting Prayers hex." Paragon "Can't Touch This!": decreased Energy cost to 5. Barbed Spear: increased Bleeding duration to 5..20 seconds. Ranger Antidote Signet: functionality changed to: "Cleanse yourself of Poison, Disease, Blindness, and one additional condition." Barbed Arrows: increased duration to 24 seconds; removed easily interruptible; you now have -40 armor while activating this skill. Warrior Bull's Charge: increased movement speed to +33%. "Charge!": increased duration to 5..13 seconds. Symbolic Strike: increased conditional damage to 12. PvE Changes The improvements here are appropriate for PvE but would not benefit PvP play balance. The following skills will change in PvE: Dervish Mystic Regeneration: decreased recharge to 5 seconds; increased the maximum number of enchantments counted to 8. Mesmer Energy Drain: increased multiplier for Energy gained to 3. PvP Changes The significant power reductions here are important to address current PvP play balance but are not necessary for PvE. The following skills will change in PvP: Mesmer Mantra of Inscriptions: decreased the recharge of signets to 5..35% faster. Ritualist Ancestors' Rage: increased duration to 2 seconds; decreased damage to 5..50; functionality changed to: "For 2 seconds all foes adjacent to target ally are struck for 5..50 lightning damage each second." Splinter Weapon: decreased damage to 5..30. Warrior "For Great Justice!": functionality changed to: "For 20 seconds, when you hit with an attack, you gain 1 additional strike of adrenaline." Bug Fixes Rift Wardens in the Underworld now only teleport the player speaking to them if the Underworld Chest has appeared. Fixed a missing player name in Norgu's dialog in the Throne of Secrets. Fixed a bug that caused Heroes and henchmen to occasionally respond improperly to placed flags when fighting enemy Spirits. Fixed a bug that caused some catapults to hit the area around themselves with their attack. Fixed a bug that caused Siege Devourers in Assault the Shaman to occasionally not hit enemy Charr they were targeting.
Source: www.guildwars.com

Tuesday May 13
Bug FixesFixed an exploit.
Source: www.guildwars.com

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