Update - Thursday, June 3, 2010 (Guild war Gold)

July 20th, 2010


News has reached Lion's Arch that the Mursaat themselves are now exerting some measure of control over White Mantle operations. Based on this information, Princess Salma is seeking the assistance of those who've earned the gift of True Sight. The chance to take direct action against the White Mantle's false gods is one the Shining Blade cannot let pass.


Automated Tournaments

  • Updated the 2010 Automated Tournament Series Trophy in the Great Temple of Balthazar.
  • Updated the Automated Tournament map rotation.

Bug Fixes

  • Fixed a bug that caused the map UI to improperly display vanquish status for Talmark Wilderness.
  • Fixed a bug that prevented Calculated Risk from applying to ranged skills.
  • Fixed a text bug on the sign for Wanted by the Shining Blade quests that mistakenly identifies them as Zaishen Bounties.

Source: www.guildwars.com

Update - Friday, May 21, 2010
Bug Fixes

  • Fixed a bug that caused the Guild Lord to have the improper amount of health.
  • Fixed a bug that removed the PvP version of Signet of Judgement.

Source: www.guildwars.com

Update - Thursday, July 1, 2010
Dragon Festival

unmelting jade waves
the relentless solstice rays
can't kill the dragon


Bug Fixes

  • Fixed a bug that caused portions of the female Paragon's double-braid hairstyle to be translucent.

Source: www.guildwars.com

Posted in Guild Wars Gold GW

Community: Listen, Look, Create! (Guild Wars missions)

July 7th, 2010

for more!
Source: www.guildwars.com

Recent Account Bans

Today more than 3,700 Guild Wars accounts were banned. Those terminated were positively identified as botters or players engaged in PvP match manipulation. We also disbanded whole guilds that were involved in these activities.

We take this issue very seriously and have worked to improve our methods and tools for dealing with exploits like these. There are consequences if you engage in botting or match manipulation.

Our Design Director, James Phinney, has provided more information about the bans and about our plans for continuing to pursue those involved in exploiting in his most recent blog post. Head over here to check it out.

Source: arena.net

Community: Party in Shing Jea!

Gaming World Entertainment Network celebrates their website launch in Shing Jea Monastery, and Calaval Elwvyan has some cool videos to share in the latest edition of Guild Wars Community News!

Source: www.guildwars.com

Posted in Guild Wars Gold GW

Complete Fissure Of Armor Walkthrough! (Guild Wars damage)

July 4th, 2010

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.

Posted in Guild Wars Gold GW

New Update: Dhuum Awakens! (Guild Wars attribute)

June 16th, 2010

.

Source: www.guildwars.com

November 2009 Desktop Calendar
A New wallpaper has been made by Polemistis
Source: gwvault.ign.com

Chinese Community Localization

We'd like to announce an exciting opportunity for Guild Wars players who speak Traditional Chinese! We've created a way for you to submit localized content for skill names and descriptions. If you would like to help, check out this page on the Official Guild Wars Wiki. Please note that we are currently focusing on Traditional Chinese skill names and descriptions only.

Source: wiki.guildwars.com

Posted in Guild Wars Gold GW

Update - Monday, May 24, 2010 (Guild Wars keygen)

June 1st, 2010


  • Fixed a bug that placed inaccurate map markers after completing Wanted by the Shining Blade quests.
  • Fixed a bug that allowed players to add and change upgrades on War in Kryta unique weapons.
  • Fixed a bug that prevented Justiciar Marron's name from appearing correctly.
  • Fixed a bug that caused Lesser Flame Sentinels in the Burning Isle guild hall to lose Health too quickly.
  • Fixed a bug that removed Discord (PvP) from the game.
  • Fixed a bug that caused the duration of Calculated Risk (PvP) to scale incorrectly.
  • Fixed a bug that caused Sliver Armor to deal armor-ignoring damage instead of earth damage.
  • Fixed a bug that caused Symbolic Celerity to affect signets used by foes and allies.
  • Fixed a bug that caused Syn Spellstrike [Illusion Henchman] to use Migraine instead of Migraine (PvP).
  • Fixed a bug that caused Tannaros [Punishing Henchman] to use Empathy instead of Empathy (PvP).
  • Fixed a bug that caused Vincent Evan [Air Henchman] to use Blinding Surge (PvP) instead of Blinding Surge.
  • Fixed a text bug in the concise description for Keystone Signet.
  • Fixed a text bug in the German descriptions for Psychic Instability and Psychic Instability (PvP).

Source: www.guildwars.com

Posted in Guild Wars Gold GW

May Game Balance Update! (Guild Wars mods)

May 27th, 2010

. For more detailed info about the skill changes, head on over to this month's developer's update.

Source: guildwars.com

April GvG Tournament Results

In April GvG tournament news, Chipotle Mexican Bar And Grill [Inc] claimed victory over Seppuku Paradigm [AA] to become our champion guild of the month. For a complete list of this month's GvG rankings, head over here.

Since it's a new month, the Zaishen Chest will offer a new tonic. Use those Zaishen Keys for a chance to find May's sensational Phantasmal Tonic! To see the full tonic schedule, check out our Zaishen Rewards Calendar.

Source: www.guildwars.com

Posted in Guild Wars Gold GW

Wintersday Art Contest Winners! (Buy Guild Wars Gold)

May 22nd, 2010

!

Source: www.guildwars.com

Eye of the North: Free with any Campaign!

The holidays are fast approaching, so we'll help you celebrate a little early! Starting today, when you buy any Guild Wars campaign from the In-Game Store or the NCsoft store, you'll receive Eye of the North for FREE! This special holiday offer ends January 5, 2010—get yours today!

Source: secure.ncsoft.com

Posted in Guild Wars Gold GW

Solo Lightning Drakes And Grand Drakes Easily!! (Guild Wars preorder)

May 19th, 2010

Well as you all know, there is a craze going around called drake hunting. I have since perfected the art and made a little over 50 plat from selling the Rare and Purple items I get off these things.

I want to shed some light on an important tool given by the makers of Guild Wars. I call it the Aggro Circle, and it will be referenced as such throughout this article. The Aggro Circle, is the smaller and transparent circle that encompasses your characters marker on the overhead radar. I name it the Aggro circle because anything that comes inside the circle, or sometimes just brushes the outermost edge, will be come aggravated at your presense and commence to attacking you. By using the radar to navigate, and keeping enemies out of the Aggro Circle, you can get almost anywhere unscathed. All you need is a little patience.

Enemies: 4 sets of 2 Level 18 Lightning Drakes, 1 set of 2 Level 20 Grand Drakes. 10 Drakes total.

Here is how I do it.

The Template
Primary Class: Elementalist
Secondary Class: Necromancer

Attributes
Fire Magic: 12+1
Earth Magic: 6
Energy Storage: 5
Death Magic: 8

Skills
Flare Energy: 5
Aura of Restoration Energy: 10
Fire Storm Energy: 15
Glyph of Lesser Energy Energy: 5
Lava Font Energy: 10
Ward Against Elementals Energy: 15
Armor of Earth Energy: 10
Soul Feast Energy: 10

Location
There are two locations where Lightning Drakes can be hunted, but only one that has Grand Drakes and a virtually clear path to them. You want to be in Divinity Coast. Divinity Coast is the mission just following the D'Alessio Seaboard mission. Once in Divinity Coast, you will use the Enter Mission button on your party window. It will ask you if you are sure you want to enter the mission alone. Of course we do! Hit Yes.

Once in the mission, you will notice you are started on a road. The trick to getting to the drakes is watching your radar and making sure that you don't attract the attention of the local wildlife. Of course this template is so strong that you could easily wipe them out, you are trying to maximize time and it is more effective to run right past them. I have learned that you can even run right thru them all along the road all the way to Shaemoor and up to Justicar Hablion. They will eventually stop following you, but if you want to do this before u reach level 20, you might want to try to avoid them. It can be done; I leveled from 18-20 here by killing just the drakes.

After skipping by the annoying cutscene given by talking with Justicar Hablion, you have to go out the Southwest Gate of Shaemoor, and cleanse yourself in the waters. There are 6 Mergoyle Wavebreakers that you will have to kill, 9 total. You can usually avoid having to fight with the most southernly group of them, if you pay close attention to your Aggro Circle.

After you have cleansed yourself, you head back to Justicar Hablion. Now you have the Eye of Janthir and are ready to continue to hunt drakes. You head out the gate and immediately you will notice on your radar a green path to the left that has no road. This is your alternative to walking straight though the Inferno Imps. In my opinion, the Level 11 Inferno Imps are harder to kill than the Level 20 Grand Drakes! Avoid them at all costs.

You might have noticed that you have a Shaemoorian following you around now. He/She might look pathetic and fragile, but they can tank like no other! You can get them to do so by running forward then taking a step back. The Chosen One will jump in front of you! Now simply wait for something to attack him while you throw your magic at it! This is your only chance at surviving an encounter with the Inferno Imps. The best bet is to just steer clear of them, so remember to use your Aggro Circle to your advantage.

Finally, after getting down to the water, you have come to the Drakes habitat. You will find that all Drakes are split into couples. Now and then you will find 4 Drakes together in the same area. They are actually 2 groups of Drakes, and you can lure one group away from the other by using your Aggro Circle wisely. Simply get one Drake in your circle, and his parter will come running. Now you will want to run a ways from the other group so not to get 4 drakes on you. That is a fight you will need a little experience before managing.

Now fighting the Drakes is the best part. If you do everything right it is simple and exciting, not to mention the awesome Rare items you will be getting that can sell for up to 5 Plat each. I use the following sequence of spells in order to survive the pounding the Drakes dish out.

Spell Sequence
Aura of Restoration > Armor of Earth > Glyph of Lesser Energy
At this moment you will want to maneveur yourself so that the Drakes are in your Aggro Circle and begin to attack. As soon as you are sure they are comming after you, start the next sequence:
Ward Against Elementals > (Target Drake)Fire Storm > Lava Font > Lava Font > Lava Font (repeat until drake dies).

In the event that you notice your health dropping significantly quicker than it was previously, one of two things is at fault:
1. Your armor is kind of weak, you should be working with at least Armor: 30 for each peice of clothing. Recommended Armor: 45.
2. Your Ward Against Elementals and your Armor of Earth spells have both worn off.

If two is the problem, quickly cast them again. Next as a safeguard start using Flare on one of the Drakes to kill him quicker. Use Soul Feast on him to restore 173 points of health instantly! You are now able to finish the other one off whether you have your Armor of Earth or not.

Now you are probably wondering why Necromancer as Secondary Profession as opposed to a class that might help deal more damage. I like Necromancer because of the spell Soul Feast which with 8 poitns into Death Magic restores 173 points of health instantly! Plus there are other great spells that really help while doing missions. You aren't going to just be hunting Drakes I hope.

As a final note, I'd like to point out why Divinity Coast is such a great spot as opposed to Gate of Kryta (the other Drake hunting grounds). Not only do you have a clear route to the Drakes that you can do without a party, but you get the Eye of Janthir. If you are not quite level 20, but still want to try this out, go for it! The Eye of Janthir knocks all down who aren't worthy! And guess what! Those Drakes aren't worthy and get knocked down pretty frequently. This really helps minimize the damage you would be getting, though if this template is executed correctly, you don't need it. Also you get the Chosen One of the village of Shaemoor. A truly amazing tank considering He/She has no armor at all. The Chosen One can tank both Grand Drakes at once for quite some time, especially with the Eye knocking them down every minute or so.

It takes a little practice, but you will get faster and more efficient each trip! Remember the Aggro Circle, it is a life saver!

Posted in Guild Wars Gold GW

Guild Wars Beyond offering players a chance to make Guild Wars history - Examiner (Guild Wars Gold for sale)

May 16th, 2010


Guild Wars is holding a special event series designed to build the foundation of Guild Wars 2 . Called "Guild Wars Beyond," the event starts with the War in Kryta, a special campaign allowing players to join in special battles and quests. The War in

Once Guild Wars 2 Out, Other MMOs Will Outdate - MMORPG News
Summary: Once Guild Wars 2 out, other MMOs will outdate, these words jumped out of my brain after reading the entire article regarding dynamic event system from Guild Wars 2 Lead Content Designer Colin Johanson. Through dynamic event system, players

Guild Wars 2 Dynamic Events - Warcry.com
Guild Wars 2 devs have made it very clear that they are all about setting the MMO development universe on its collective ear. To illustrate, a new dev post has gone up discussing 'dynamic events' rather than the same old tired quest system. Keep reading! In Guild Wars 2, our event system won't make

Guild Wars 2 Dynamic Events Overview - IncGamers.com
Guild Wars 2's Lead Content Designer has talked about the dynamic event system, how it works and how it makes GW2 different from all the other MMOs out there. Colin Johanson explains how questing in most current MMOs leaves a lot to be desired, and

Guild Wars 2 looking promising in new Design Manifesto - Examiner
The first Guild Wars was a good game. It combined MMO and strategy-RPG mechanics that kept combat dynamic and fresh, dressed it all in one of the slickest and most dramatic visual styles on the market, and kept players around by nixing the

Guild Wars 2 drops traditional questing for "dynamic events" - Neoseeker
Anyone who's been keeping up with Guild Wars 2 development news knows that there's some new feature dubbed "dynamic events" in the MMO sequel. It certainly isn't something from the first game. To start, GW2 Leady Content Designer Colin Johanson

Posted in Guild Wars Gold GW