Showing posts with label Guild Wars. Show all posts
Showing posts with label Guild Wars. Show all posts

Sunday, October 18, 2009

Um, what should I call you?

One of the things that I've always found fascinating about playing MMOs, or any game with online multiplayer, is how people choose to interpret the names of others. That is, how a persons name, or the name of their avatar/character/toon is changed/shortened/altered to make it more convenient in conversation.

Now, character names break down into five rough categories:
  1. Actual names
  2. Long multisyllabic names
  3. Statements as names
  4. Plays on words
  5. Other
  6. Actual names are easy enough to work out. Guild Wars requires you to have a first and last name for any of your characters, so usually you simply need use a player "first" name. I have a Warrior named Roland Dresden, a Paragon named Rook Enassi, a Mesmer named Freya Dresden, etc. Whenever I played them, people simply addressed me by my character's first name.

Longer names pose a small problem. When I played WoW briefly (Up to level 33), I had a Troll Warrior named Alavatus. While not a huge name, it is four syllables, and in general, people addressed me as "Ala" or "Al". Then, you have other names I've used like Kammorremae, which people shortened to "Kamm". I know people like Quatermain, or Abraxxus, who's names are shortened to "Quat" and "Brax" respectively.

Statements as names is where is gets weird. If you hook up with a mage named "Fase Pwner", what do you call him? "Fase"? "Pwner"? Generally, people will just use the first part, and call you "Fase", but every once in a while you get someone who recognizes "Fase" as the adjective, and "Pwner" noun it describes, and then everything goes to hell cause the whole team except the smart ass healer is calling you "Fase", while he is calling you "Pwner". Ass.

Plays on words sometimes overlap with Statements as names. For example, my Defender is named Combative Medic. My old friend Patrick had a Defender named Apathetic Empath. I have no idea what people called Patrick (other than asshole, cause he was one, not that I'm not), but people refer to me as "Medic" or "Med". Why they shorten it to "Med" is beyond me...

Finally you have Other. And honestly, most names these days are Other. My sisters-in-law ran characters named "Super Funky Peach", "Snuggle Bunnies", "Gorgeous Tsurugi", "Panda Mei", etc. My most recent Guild Leader in GW had characters like "The Devil Himself" and "The Devil Herself", while a friend of mine from CoH has toons like "Molten Slowa", "Insane Slowa", or "SWAT Drone SL-OW".

And frankly, that's the best way to go; having a common theme amongst your names that allows people to use the same moniker for all of your characters. These was an asshole from my old guild who had the name "Cangzhen" as a preface to all his character, with their. profession following it (Cangzhen Monk, Cangzhen Warrior, etc). Of course, that naming convention can defeat the point of some MMOs, like City of Heroes or Champions Online, where the point is to create a truly unique avatar that represents precisely the type of character you want to play.

Wednesday, September 30, 2009

Level Cap=/=Fun Cap

I don't play World of Warcraft, for many reasons. Almost all of them are personal preference; as much as I don't like WoW, I can't say that it's bad. Far too often, people mistake their own opinion as fact, and I want to go ahead and put that out there before I go on.

Now, there is one thing that Blizzard has done, that I hate, and it's the repeated increase of the level cap in WoW. Also, by proxy, how this practice has lead to droves of people carrying over a faulty logic to other MMOs that, in increasing the level cap, one can make a game more fun.

Firstly, why I dislike increasing the level cap in an established, persistent online game. It tends to invalidate the work and effort of a player. If I've spent the last two months raiding with my guild, to complete my Tier # armor, I'd feel pretty shitty when the developer of the game decides that everything my character owns (and that I thought was good) is now worthless junk, because there are ten more levels for me to grind out, and each one has gear more powerful than the last.

Now, increasing the level cap certainly isn't bad for newer players, or ones who haven't dedicated depressingly large amounts of time to pimping out a character. It sucks for the hardcore players. Of course, they are also hardcore enough to suck it up and grind out those ten new levels, and work up to the newest Tier of gear. I sit somewhere in between casual and hardcore, where I care enough and play just enough to be well equipped, but I haven't religiously cleared the same instance dozens of times to earn a particular set of gear (this doesn't exactly translate into CoH and GW, but close enough).

This brings me to the crux of my rant; I'm tired of hearing people suggest upping the level cap as the best way to make a game better. Wrong, bad, fail. Firstly, not all games revolve around high level play. Secondly, not all games have an endgame the involves endless grinding for loot. For example, City of Heroes is more about the (admittedly downplayed) story of a world recovering from a massive invasion, and your role as a fledgling hero trying to save it. You start as a scrub fighting riots and taking down low level drug dealers, to traveling between dimensions, defeating evil super-powered despots and liberating entire worlds from tyranny. The scope of such an evolution is hard to appreciate if you blast past low level play to get to high levels, and it's completely lost when you replace one plateau of power with another one.

Guild Wars is another great example. While Prophecies, Factions, and Nightfall vary greatly in their PvE application, it's undeniable that the endgame in Guild Wars is PvP. Lots of PvP. Coordinated, uncoordinated, pro, scrub, hardcore, softcore PvP. Wanna do small scale? Arena. Large scale? Alliance Battle. Ultra cut-throat internationally competitive? Guild vs Guild or Hall of Heroes. Increasing the level cap offers absolutely no benefit here.

What can make a game better? What can extend it's life? Additional content, not at the expense of the effort players have already invested in the game. City of Heroes publishes a new issue of the game every three to four months, adding more content each time (including but not limited to: New Powers, New ATs, Inventions, New Zones, Power Customization, New Villain Groups, etc). Guild Wars released an expansion meant almost exclusively for max level players. Additionally, they added (early on) the ability to play all the low level areas as elite lvl 20+ zones.

Wednesday, September 2, 2009

Oh, what's that you say?

Rather than apologize for months of inactivity, and pledge to remedy my ways, I'll just act like there was no sizable gap in my posting.

Sup.

So, not only has Blizzard announced a fourth class for Diablo 3, but NCSoft has released a trailer for Guild Wars 2. Huzzah! The trailer depicting the new D3 class, the Monk, was very reminiscent of Fist of the North Star. I was initially skeptical of introducing such a decidedly eastern flavor to D3, but given the art I've seen, he fits quite nicely. Meanwhile, the trailer for Guild Wars 2 may or may not have turned me on (just a little). Z-Axis, Norn-bears wearing armor, Charr with guns, Asuran mechs. Let's just say, I hath been sated.
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But forget all that, I have real news to share:

I renewed my subscription to City of Heroes.

BOOYAH. I never really realized how much I missed that game. It's been almost five issues since I last played (I stopped in I11, and I16 is nearing release). But now I'm back, many of my gripes have been addressed (Invul balancing, Kheldian performance, etc), leaving me with less room to bitch, and more things to enjoy.

Starting tonight, I'll be posting character bios for everyone I still play, to give some reference to everything I babble about.

Wednesday, April 15, 2009

Vanquishing with Warriors

I've bitched and moaned in the past about how difficult it is for a Warrior to get a team, or to be useful to one, many times in the past. And I've bitterly muttered to myself about it far more often. Sad as it is to admit, Perma-Sins, Cryers, and Old School Ursans are and were simply more useful to teams, leaving little to no room for Warriors to join in the fun. However, today, my Alliance and I had a little fun in Melandru's Hope, an area within Echovald Forest, home of the Kurzicks.

"Vanquishing" is the act of killing every single last enemy in a zone, while in Hardmode. The game tracks how many foes are present, versus how many you have killed. When you kill 100% of the enemies present, the area is considered "vanquished". The area on the map goes from red to gold, and you get another point in the title track to Vanquish all of a particular campaign. In Factions, if you vanquish a zone while under the effect of a blessing (Kurzick or Luxon respectively), you receive a very large bonus in the form of both money and alliance faction. In short, it's a way for PvEers to earn lots of faction for their Guild and Alliance.


So today, we went and vanquished Melandru's Hope. With four warriors.

I can honestly say, it's been a long while since I had that much fun PvEing, much less with 50% warriors. Myself, Noble (Officer within [CoF]), Cloud (Officer within [HELL]), Tam (Officer within [HELL]), and Travis (member of [HELL]), plus three heroes (monk, elementalist, and necro respectively), cleared the zone in less that one hour. All told, we each earned about 14k faction, which isn't bad at all, especially given how fast one earns it in PvP (1.5k-2.5k per battle, each battle taking 10 minutes or so).


But to me, the best part was how efficient we were. We killed fast, kept our back-line safe, and suffered only a handful of deaths, always at the hands of bosses. I ran my Imba-War, while Cloud was gracious enough to run a Tactics spec and keep the back-line covered with Protector's Stance. Meanwhile, Noble and Tam ran more offensively oriented Warriors, giving us a good mix of mitigation and single target DPS (Although Noble just ran my build with "Save Yourselves!" swapped out for another attack).

It went so well, in fact, that everyone involved is eager to vanquish in other areas of the Echovald Forest, to earn more faction, and in general have more fun.

(this post will be prettied up with links once I get home, the work computer is now blocking Guild Wiki)

Tuesday, March 24, 2009

Taking 103: Warrior DPS and IAS

Most warriors I encounter within the game, alliance, and my guild, seem to think they must choose between dealing damage, and taking it. They either spec into what they feel is an overwhelming offense, or into something they hope is a faultless defense (sadly, despite their specialized builds, quite often neither is true).

However, it is quite easy to deal damage and take it while on the front line. Now, you may not be as tough as someone who devotes all eight of his skill picks to survival, and you'll never outshine your teams Ele; but you can contribute substantial and vital DPS to what your team is already generating, allowing you to quicker deal with things like bosses, enemy casters, or loose agro.


  • IAS: IAS stands for Increased Attack Speed, and it's the easiest way to jump-start your DPS. Even though the stance says it increases your attack speed by only 33% (which is the cap), that translate to you attack 50% more. That means you do 50% more damage (and gain 50% more adren, steal 50% more life with a vamp weapon, etc). If you were doing 30 DPS before, now you're at 45 DPS, by simply using one skill (which also helps you generate more agro, since you've now become a bigger threat to the NPC).

  • Attack Skills: The place most warriors go wrong. You don't need six attack skills, ever. Even assassins, who are dependent on chaining attacks skills, don't need that many. In general, don't take more than three. If you're tanking, your elite should be tailored to that end (Gladiator's Defense, Defy Pain, Obsidian Flesh, etc). Too many warriors use elite attacks cause they're OMGWTFBBQ awesomesuace on the battle field. Too bad your dead teammates don't agree. If you have to use an elite attack, use one that helps you tank (Dragon Slash is a good example, as it can feed skills like "Save Yourselves!"). Less is more with attack skills. Simply adding Power Attack to your skill bar can give you a boost of up to 14 DPS (which, plus the 45 you already have, give you 59 DPS, which is actually quite good considering). Being able to add you damage to that of your team against tough targets can create shorter battles, meaning that your team has more resources left when it's over, making the next battle that much easier (if you help end a fight even 5 seconds faster, consider how much energy your monk or ele didn't have to spend casting).

  • Conditions: Warriors have the ability to apply almost every single condition in the game, with the exception of Cracked Armor, Poison, Disease, and Burning (and all of these can be found from a secondary profession). Degeneration can be a great boon, especially against high armor targets, or ones that ignore damage (Mist Form, certain PvE only boss skills). Each pip of degen equals two HP a second lost, meaning Bleeding adds 6 DPS, Poison 8 DPS, Disease 8 DPS, and Burning 14 DPS (degen caps out at 10 pips, or 20 HP a second). A W/R running Power Attack, Flail, and Apply Poison could easily net 67 DPS. Deep Wound is even more fun, as it reduces your targets total health and ability to heal (a valuable and often overlooked feature). It will reduce a targets health by 20% (maximum of 100 HP). What most people don't realize is this not only affects maximum HP, it affects current HP. That means an attack that adds Deep Wound can deal up to 100 damage over the listed value, that ignore ALL damage reduction and armor.

Warriors shouldn't ever be relegated to the role of meatshield. Warriors should be mobile little tanks that run around slicing, chopping, and smashing everything in their path, while their team rains down holy hell on their foes. A warriors high armor gives them the unique ability to go deep into the enemies backline and raise hell; an ability that is all to often overlooked. Just today I was running Eternal Grove with a guildmate. Each of us took up defense of a separate ramp. While he engaged the foes with his minions and heroes, I flagged mine to stand guard by the tree, while I ran out and played with the Luxons. At one point I found myself holding agro against a Siege Turtle, three Luxon Rangers, two Luxon Warriors, and two Luxon Elementalists. I killed them all in time to run off and catch the next turtle. All in all, we only lost a single Tree Singer, even when we experienced half a team wipe and Afflicted flooded into our base.


In my opinion, every warrior should be able to do what I did and more.

Friday, March 6, 2009

Guild Wars Update: March 5th

Some changes came down the pipe today, and frankly, ANet hates Rangers. Taken directly from the Developers Updates page:


Read the Wind (PvP Only): functionality changed to: "For 24 seconds, your arrows move twice as fast."
Flail: decreased duration to 1..15 seconds.

Rangers had been outshining spellcasters at dealing damage and could do so while being much more resistant to pressure damage. This made them ideal for spike builds. By removing the damage bonus on Read the Wind, we're cutting the damage they do with each attack, and by dropping the minimum duration on Flail we've made it harder for them to get an attack speed boost without any real drawbacks or costs. (Rangers can't put points into the Strength attribute, so they can never increase the duration on Flail. Warriors who use this skill should be unaffected by this change.)

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Ok, saying that they "hate" Rangers in an embellishment to say the least. However, this is the second time they've nerfed key skills in Ranger spike builds (in recent memory). Skills like Sundering Attack and Experts Dexterity have already been nerfed to the point of near uselessness in PvP (they still retain their PvE shine, in all fairness). However, it's kinda obvious what the meta will shift to now (Favorable Winds anyone?).

There is one change that makes me happy:


Disciplined Stance: decreased duration to 1..4 seconds; decreased armor gain to +10.
Defensive Stance: decreased duration to 1..5 seconds; decreased armor gain to +10.
Soldier's Defense: decreased duration to 1..5.
Shield Stance: decreased duration to 1..6.

These stances were originally balanced with 8v8 combat in mind. In 4v4 play, where there are fewer attackers and enemies cannot have as wide a range of utility skills on their team, Monks using these stances have become a problem. We've lowered the durations and armor bonuses to help 4v4 teams fight through these defenses.

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I hate stanced Monks. Nothing pisses me off more than a Monk who uses Disciplined Stance and Shield Bash to fuck up melee spikes (granted, while I was pissed, I always conceeded it was legit, since they sacrificed team support for self protection). Granted, my plans to start playing PvP Monks have now been backburnered, but playing Saru just got more fun.

Oh, and finally, a handful of skills that just got buffed:


Shadow Refuge: increased duration to 6 seconds.
Ether Feast: increased Health per Energy drained to 20..65.
Aura of Restoration: decreased Energy cost to 5; increased recharge to 12. Functionality changed to: "For 60 seconds, you gain 0..1 Energy and are healed for 200..500% of the Energy cost each time you cast a spell."
Healing Signet: increased Healing to 82..172.

To split effectively, characters typically need more self-sufficiency than they do when fighting in a big group. With that in mind, we've made a selection of self-healing skills more powerful.

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Interesting, I might stop running dual-attunement now, since Aura of Restoration now gives a smidge of energy back (we'll see). Also, a whole new reason to run Tactics again, Healing Signet is now a healing nuke. Protector's Stance+Healing Signet=ftw?

Thursday, February 26, 2009

Tanking 102: Builds and Skills

At the request of Greg (my guild and alliance leader), I'm adding some more specific info on tanking. There are several key skills that can assist the playing of a tank, depending on whether or not you spec for Strength or Tactics, and whether you spec for energy or adrenaline use:
  • Strength/Adrenaline: Defy Pain (+hp, +AL, -DR), Lion's Comfort (self heal, +adren), "For Great Justice!" (double adren gain)
  • Strength/Energy: Warrior's Endurance (+energy), Flourish (+energy, skill rech), I Will Survive (+regen), Endure Pain (+hp), Dwarven Battle Stance (+IAS, interupt)
  • Tactics/Adrenaline: Auspicious Parry (100% block, +adren), "Watch Yourself" (+AL), Bonetti's Defense (75% block, +energy), Riposte (100% block, +dmg), To the Limit! (+adren), "For Great Justice!" (double adren gain)
  • Tactics/Energy: Gladiator's Defense (75% block, +dmg), Protector's Stance (75% block), Deadly Riposte (100% block, +dmg), Victory is Mine! (self heal), Bonetti's Defense (75% block, +energy)

Signets were not listed because they don't cost adrenaline or energy. Dolyak Signet and Healing Signet are the two most common signets you'll use as a Warrior. Keep in mind both have very serious draw-backs. Dolyak Signet makes you nigh-immoble, so make sure you won't need to move once you use it. If you feel you will need to reposition after casting it, bring along a shadow-step skill (Death's Charge works). Running Warrior's Endurance, Dolyak Signet, and Death's Charge will turn you into a teleporting infinite energy tank. Healing Signet causes -40 armor. For those who don't know how armor works, that means it doubles the damage you take while casting it. Makes sure you're running a block stance while casting it (and make sure that it won't end on skill activation).

Skill synergy is paramount too. Consider running a hammer tank, with Gladiator's Defense, Protector's Stance, and Renewing Smash. Now you can keep up near infinite block, and protect your team too (requires you to stand with the backline, so it's better as an off-tank, or when facing enemies without AoEs). Running Brawling Headbutt and Steelfang Slash in any adrenaline fueled build will give you a constant boost in adrenaline gain, and give you a solid interupt on nasty enemy skills. A Warrior/Paragon build that uses Spear of Fury along with Barbed Spear and Blazing Spear can jack up the teams DPS, while being able to spam "Save Yourselves!", with either a Strength or Tactics spec.

For tanks that run energy intensive builds, the use of a Zealous weapon is highly recommended, especially if you are using an IAS stance (keep in mind, you can only activate one stance at a time; you'll need to decide whether or not attacking faster is more important than blocking). Even though most IAS stances list an increase of 33%, that translates to 50% more attacks. Blunty, if two identical warriors, without attack skills, auto-attack the same target, the warrior under the effect of a 33% IAS stance will do 50% more damage. So, for terms of DPS, no skill is more important to a warrior than one that provides IAS.

I prefer to run Strength/Adrenaline builds. I'll run Flail, Enraging Charge, Lion's Comfort, Defy Pain, "For Great Justice!", "Save Yourselves!", plus two attack skills, either energy based, or the Brawling Headbutt/Steelfang Slash combo, to increase the rate at which I spam "SY!". In my opinion, Defy Pain is the best and most versatile warrior primary tanking skill. With a 20 second duration, it's easy to keep in up indefinitely durring combat. At 16 Strength, it gives +314 HP, +20 AL, and -11 DR. All from one skill. This puts the average tank at 120 AL vs physical, 100 AL vs Elemental. Math time:

NPC deals 100 physical damage with attack 1, and 100 elemental damage with attack 2 to Tank A, who is wearing max AL armor. Tank A takes 50 damage from attack 1, and 70.71 damage from attack 2. The same NPC then attacks Tank B, who is wearing the same armor, but is also running Defy Pain at 16 Strength. Attack 1 does 24.36 damage, while attack 2 does 39 damage.

Now, “SY!” is also, in my opinion, one of the best ways to protect your team:

An NPC boss hits your team with Searing Flames, at 20 Fire Magic, dealing 230 damage (130 base, x2 for boss damage, and we’ll pretend the whole team is on fire because you’re in lava). You monks, mesmers, ritualists, and elementalists all take it on the chin at the listed damage. You assassins and dervishes get hit for 193.41 damage. You paragons and fellow warriors take 162.63 damage, while the rangers laugh it off at 115 damage.

The boss hits you team again, but this time, you’ve cast “SY!”. The monks, elementalists, ritualists, and mesmers all giggle as they take 40.66 damage. The assassins and dervishes tell knock-knock jokes while they take 34.19. The paragons and warriors have an arm wrestling match while they take 28.75 damage, and the rangers shed a single silent tear for the boss as they take 20.33 damage.

The above assumes that no one wears a shield or has native damage reduction, and doesn’t use insignia that boost AL. “Save Yourselves!” is a warrior PvE skill gained from either the Luxons or the Kurzicks. It’s +100 AL for your team, for 4 to 6 seconds, at the cost of 8 adrenaline. It’s pure hotness.

I’ll add more tidbits as they present themselves.

Sunday, February 22, 2009

Dual Attunement Air Spike: Bringing the Thunder


I've tried to think of some catchy names to attach to this build. 'Da Hammah', 'Air Hammer', 'Thunder-Fucked', stuff like that. But frankly, names don't matter when it comes to how well something works.
I don't play casters, it's not my schtick. However, I rolled up a PvP Elementalist (codename: Cripslashin Kittens), and took it to Jade Quarry. I'd actually never played in JQ, but one of my guildies wouldn't shut up about it, so I decided to join him. Not having many Elementalist elites, I went and capped Elemental Attunement, and threw together a generic air spike build:

It works great. It fell out of meta with the increase of enchantment stripping (Rend/Rip Enchantment being high up on that list), however, in JQ, most necros are fond of running Weaken Knees builds, to target NPC carriers. So, for purposes of RA, AB, JQ, or AW, this build is perfectly viable. It hits for 160+ dmg consistently, and never runs out of energy, provided you maintain both attunements. But, I still didn't feel like the build was doing as much damage as I wanted, so I opted to go Ele/Me, and run Arcane Echo:
This was fun too. Echoing Lightning Hammer makes for some insane DPS. Either build is capable of taking out a carrier turtle in 6 seconds or so, making it a tad faster than Necro/Assassins running Weaken Knees and Shameful Fear. However, running an echo build in the middle of a frantic PvP scenario is annoying to say the least. As much as I liked it, I ended up echoing the wrong skills on more than one occasion. Regardless, I was looking for a bigger and more effective spike. So, I added Energy Blast, which worked well, especially since it's armor ignoring damage. The downside is that I regain no energy casting it, and it doesn't benefit from Glyph of Elemental Power.

But that doesn't matter. The build does a sickening amount of damage, and most of the spells don't require line of sight to use. This allows me to attack relatively unseen, a tactic I've been fond of ever since my days with an AR/Dev in CoH.

Thursday, February 19, 2009

Guild Life

Well, it's been a crazy week.

I've been made an officer of my guild. Since it's full to capacity, I'm not required to recruit, but they expect officers to organize and help with events without being directed to do so. So far, I've raised interested in structured PvP, and have helped host a few 8v8 matches within the alliance. They've been fun, and I'm impressed with the overall skill level, despite their lack of experience.

Our home map is Burning Isle, which is a bitch to navigate, but it makes for some interesting matches. I'll probably suggest we host the next set of matches at a "friendlier" guild hall.

Hopefully, I'll be able to lead a GvG team to victory before the end of spring. I doubt it will take that long, but my schedule in real life makes it hard to coordinate events on a regular basis.

Friday, February 13, 2009

Guildmates, love 'em or hate 'em

Recently, I left my guild.

There was no conflict, there was no bitterness; I just needed a guild with active players. I was an officer in a guild founded and run by my sisters-in-law, whom I have nothing but good things to say about. Other than they're inactive as fuck (sorry guys).

However, joining a new guild is like finding a new job. The first rule is don't quit your current one till you find a new one. So, I went guild hunting. There are many ways to do this. Look on the forums for your respective MMO to see who's recruiting. Some MMOs, like WoW, have sites entirely dedicated to people looking for guilds. A more laid back approach is to seek out guilds in game, either by soliciting yourself (r5 Warrior Looking For Guild!) or looking for people who are actively recruiting (Wicked Tough Fighters [WTF] is now recruiting! PvP/PvE/AB/HM/Vanq/Kurz/1.5 mil fac, pst!).

I took the latter approach.

However, when I look for a guild, I have more questions for the recruiter than they do for me. How big is your guild? How big is your alliance? Do you PvP? What kind of PvP? Does your GvG team have spots open, or do you have multiple GvG teams? Do you run dungeons? Do you vanquish? Do you use voice chat? Do you have a website? How active are you? What's your officer to member ratio? (That last one is a biggie, imo)

So, after some searching, I found a Kurzick guild that was recruiting. After finding out there were almost no requirements to join, other than not being a tool, I hit the guy with my list of questions. Most were answered to my satisfaction, but I had one last demand: Lemme see your cape. Capes are make or break. I much prefer tabards ala WoW, but capes are neat in their own way. However, they can be gaudy and ostentatious, so as a result I end up being picky about them. The cape wasn't all that, but the recruiter struck me being a solid guy. So, I went ahead and joined up.

It's been a while since I logged on to an active Ventrillo server. And I can't remember why I missed it. People talking over each other, feedback, audio loops, and my mic shutting off every 15 minutes. But I still missed it.

Anyways, as complicated as joining a guild may or may not be, actually integrating into one is a different story. There are two types of guild mates; the ones that treat you like family simply because you're guildies, and the ones who treat like a stranger who isn't welcome in their house. All the people I met fell into the first category. Score.

Even better still, my new guild is the head of the alliance, meaning my guild leader is also alliance leader. Double Score. We ended up teaming right after I joined. He started out treating me like any other noob, which I didn't mind really. I provoked this by admitting I didn't have any good ranger builds for my NPC hero. As a result, he ended up explaining a lot of things I already knew, but in a way that I didn't care or feel like I was being talked down too.

Sarutobi is doing the Asuran quests in EotN, which from what I hear, are the most annoying of the three racial factions. My GL agreed with this sentiment, and showed me a different route to take to get to Gadd's Encampment, entirely avoiding the Shards of Orr. After we reached our destination, he stayed on to help with the quest, Finding Gadd. Is so doing, we ended up fighting a lot of dinosaurs. On the way to Gadd's Encampment, he gave me a rundown on the different dinosaurs:

GL: "Raptors are assassins, which makes them nasty, but manageable, don't get mobbed. Angorodons are necros with nasty degen and lifesteal, be careful. Tyrannuses are warriors, and hit hard as hell. Triceratops... Just don't fuck with them, they're bad news."

So, after completing most of the first quest, we come upon a trio of Ceratadons, milling around. I suggest we attack, and while the GL mulls over it, I blitz them. He runs in after me, and we end up almost wiping after killing two of the three (it was just us and six heroes). While we rez the fallen...:

GL: "Who's bright idea was it to attack?"
Me: "Yours."
GL: "Um, no?"
Me: "Uh, yeah? You were totally like 'I've seen Jurassic Park! These guys ain't shit! All they do is get sick and die! Let's take these bastiches!' and I was all like, 'Uh, ok' and them you died."

The GL ended up laughing his ass off, and tells me that I'll fit in just fine with his guild.

The good news didn't end there. The next day, I ended up scrimmaging with a guildie who shared my same affinity for FoW farming. After a few battles, I looked in the vent channel to find out five other had joined us in the Fow Farming (solo) channel, and realized that all five were in the same GH as us, deciding who as going to fight who with what build. I'm glad to see so many players chomping at the bit for PvP, and I'm really looking forward to helping in the organization of a GvG team or two.

Monday, February 9, 2009

Guild Wars PvP: the Z-Axis Advantage

When I hear people talk about Guild Wars, the first complaint I hear is how Guild Wars lacks Z-axis movement: you can't jump. The game is 3d, there are plenty of stairs, ramps, mountains, valleys, gulches, ditches to navigate, but you can't so much as vault a fence. You can jump in WoW, which is handy when exploiting NPC behaviors, or trying to out-maneuver another player in melee. You can jump, fly and teleport in CoH, which for the longest time contributed to fast paced PvP. But there's no jumping in GW.


That doesn't mean it can't be used to your advantage in PvP.


Not only does Guild Wars lack an accessible Z-axis, it completely fails to recognize it for purposes of spell and attack range. If an enemy is a relative 100 ft above you, but within the maximum range or you attack or spell horizontally, it can still be executed.

But what's really different is how this affects melee in PvP. If I stand under a bridge, and an opponent stands directly above me on said bridge, we can attack each other in melee.

How is this an advantage?

Imagine that you're under the bridge, and don't have time to get up there to stall enemy advance during an AB (they're travelling from the West Equipment Shrine to the Northwest Resurrection Shrine). A warrior can instead stand under the bridge and attack foes who are passing above (which gives warriors with Bull's Strike, Enraged Smash, or Crippling Slash a great chance to shut down an attack).


I've used this on many occasions to score kills on targets oblivious to my presence.

Also, remember that elevation increases range. Combine the two together, and this allows Rangers and Paragons on high elevation to not only exceed their horizontal range, but ignore any Z-axis impact on range (a great example is firing from the walls of a base on the Ancestral Lands or Kaanai Canyon maps).

Double Faction AB Weekend, results

I went ahead and condensed my weekend updates into one nice summary post.

---------------------

Day One:

In my corner of the world, the AB weekend opened up strong with a total domination of the Luxons in Kaanai Canyon. Went on to win the next three matches by virtue of points, and lost the fourth in the same manner.

Kurzick 4, Luxon 1

However, I heard from others that the Kurzicks weren't doing so hot. But, if the battles are being held at Kaanai, that means we've been kicking enough ass to keep it there (of the five maps, Kaanai is the Luxon home map, meaning we've pushed them back as far as we can). The best part, this was at 3 AM EST, so plenty of people have come out of the woodwork to do battle this weekend. I'm so looking forward to this.

Day Two:

Logged in today to find the map had shifted to Etnaran Keys, which is considered "shallow luxon" territory. Fought the first match, won, and the map immediately shifted back to Kaanai Canyon ("deep luxon", as they call it). In the end, I only ended up winning 2 out of 5. Lack of coordination and bravery did the most damage to the kurzicks. Too many people won't attack unless someone else leads the charge, or they have a vast numbers advantage. I got very tired very fast with being the first one into battle, and the first one dead. There were many instances were even having a single ally would have won the skirmish.

Kurzick 6, Luxon 4

I ended up bringing out Reya, and it was worth it. Her range ended up being enough of a deterrent for most luxons that I kept a handful at bay at any given time, while liberally applying Burning Arrow+Poison Tip Signet. I only got to spend about an hour or so playing, as my employer called me up to inform me that I need to cover a four hour gap, leaving a mere 8 hours between the end of this shift and the beginning of my next one. Oh well, I'll be able to fight plenty tomorrow.

Day Three:

Sunday was horrible. The map had changed to Ancestral Lands (deep kurizck), and the wait times were obscene. After 20 minutes, finally got into an AB, which we won. After spending another 45 minutes in queue, decided that I'd rather shoot people, so I went and played some Counter Strike.

Kurzick 7, Luxon 4

All in all, this was a poor weekend, given how much I could have fought, versus how much I did. It didn't help that I was called into work on Saturday, my day off.

----------------------

I ended up earning around 55k in Kurzick faction this weekend, which translated into 110k faction for purposes of title tracking and my guilds ranking. Earned about 15k in Balthazar faction, which was spent (or wasted, based on what the Z-Chest dropped for me) on Z-Keys. Not bad, given that I wouldn't have earned nearly that much on a normal weekend, but I could have earned two to three times that much faction had I played for more than two hours a day this weekend.


Oh well, at least I have tomorrow off.

Friday, February 6, 2009

Double Faction AB weekend.


You better believe my ass will be planted for many hours.


I'll keep a tally and post results of the battles to come this weekend. Might be fun to track to shift of power as it happens. I'll be limiting myself to Saru only, and will stick with my hammer. In the event that Minion Mancers come to play, I'll go W/P and get my spear on.


See you there.

Monday, February 2, 2009

Warrior PvP

Warriors in Guild Wars are unique compared to most MMOs, in that they are the main damage dealers for high level, organized PvP.

In City of Heroes, the maxim for a long time was "lolmelee" (which has changed as of late), and in WoW, a pair of hunters usually means instagib. However, in Guild Wars, a single Warrior can require the attention of half the team to manage. Simply being a warrior isn't enough, you need the right build and playstyle to rock it as a PvP tank. But, there are still a number of advantages that come inherently to a warrior.


  • Warriors have the best armor, and frequently use shields, so attacks against them to drastically less damage than they would against other professions. Because of this, a warrior tends to be targeted less, and will take less damage by virtue of simply being attacked less.

  • Most people who PvE with warriors feel that they don't do good damage, when in reality, that perception is caused by high armor NPCs. Caster armor caps out at 60 AL, meaning you attacks will do double the damage they would do against another warrior.

  • Warrior attack skills look weaker than Elementalist skills on paper, but actually do equal or greater damage in application. The damage from an attack skill is added to the damage dealt with the warriors weapon. If I hit you with a sword for 27, but then add +38 from Dragon Slash, that's 65 damage. Also, remember that warriors have inherent armor penetration when using attack skills, so it will do even more damage than the sum of base damage plus bonus damage. The main advantage of Elementalist spells can be found in their range, and the fact that many are area of effect.

Even with these advantages, a poorly built or played warrior will die and fail like anyone else, you'll just look stupider than others in so doing. A good warrior balances attack skills, utility, self preservation, and mobility. Take for example this warrior. The shock-axe warrior is one of the most iconic warrior builds to run, be it GvG, AB, HA, RA, TA or competitive missions. Variations of this build have been used for years, and it's rarely fallen out of favor in the PvP meta (and if it did, it never stayed out for long).

Depending on the environment, you can expect different levels of support. In GvG, HA, or TA, one can expect consistent and competent support from one or more monks. In this situation, a warrior can focus less on keeping himself alive, so long as he can trust his backline. However, in AB, RA, or competitive missions, one cannot usually control who your teammates are. In these situations, a warrior has to be able to keep themselves alive, and that means altering ones build. That can mean bringing along a self heal, including a block stance, or having a way to boost HP to counter a spike. A warrior that brings Lion's Comfort and Defy Pain, with a high Strength spec, will be very difficult to kill, especially 1v1. A warrior running Shield Bash can completely negate an enemy assassin's attack chain, saving himself from a nasty spike.

The most important part of being an effective warrior is target awareness. A battle can be won or lost based on who the warrior attacks, or doesn't attack. A well timed knock-lock can prevent the monk from saving an ally, prevent a rez, or snare a foe long enough for the team to attack en mass and kill it. A sword warrior running Crippling Slash can make a monks like hell by applying cripple, bleed, and deep wound to multiple targets, slowing an enemy teams advance or retreat. Sometimes, rather than going after casters and playing a game of monk stomp, you have to lineback and run interference against enemy warriors. It all depends on the situation, and the situation can change rapidly and often.

Thursday, January 29, 2009

Rage, the great motivator

A long time ago, I had an encounter that affected how approach people, goals, and possessions in Guild Wars and other MMOs.

At the time, Sarutobi wasn't level 20 yet. I hadn't even reached Yak's Bend yet, much less capped any elites, tested out PvP, visited FoW, etc. The game was still very fresh for me, and all I owned of it was Prophecies (to be fair, at the time, that's all that existed).

I joined a team that was attempting the Nolani Academy mission, and on the team was a level 20 female warrior, who was helping a friend complete the mission. She was an arrogant bitch, who immediately took control of the team, and started ordering everyone around. However, the orders summed up to:

"Stay back, I'm fighting"

If we tried to help, if we got too close, or even if we ran in to try to pick up drops from fallen foes, she'd yell and scream, threatening to drop team and make us finish without her.

At several points during the mission, my teammates fawned over her, asking about her armor and gear. She blatantly refused to answer any questions about them, stringing them along, only telling them how expensive they had been, and thusly, how rich she was. I know now that she wore Obsidian Armor, and wielded a Flamberge (No clue what the shield was, the warrior pictured left isn't her).

Needless to say, she pissed me off. After shitting on us for 20 minutes or so, she left talking about how grateful we should all be, that she did us this amazing favor.

Because of this player, I've always made sure that if I can, I take the time to assist others. I try to be generous with my time and resources, and when possible, will give people better gear. I visit lower level areas on occasion and offer to run missions and quests with player, and give advice on character builds and playstyle if it will help. This is true of Guild Wars, and of City of Heroes back when I still subscribed.

I also wanted to prove how powerful and self sufficient I could make myself. I wanted everyone to know that I would work with them, not for them, that I would cooperate, not follow orders.

Most importantly, when I PvP, once in a while, I hope that the bitch from Nolani Academy, with the Obsidian Armor, I hope that she's there, as an opponent. And on this rare occasion, when I remember her when I fight, I hope that she's one of the people I bring my hammer down on, and that she recognizes me, with my retarded name, as I rip her apart and leave her broken before me. I hope she sees me when I start to play that violin ever so softly, after each win.
Of course, this wasn't the first time I'd felt such a burning desire for "revenge".
A long, long time ago, even before this, I used to play Diablo 2: Lord of Destruction. At the time, I was almost solely focused on PvP, especially lld (low level dueling). I ran a level 18 assassin named Solaki. I found a forum created for LLDing in D2, and I started to visit it, trying to pickup tricks and tips that would help me. I came across this thread (which I'm amazed that I found again so easily after all these years), where an open challenge was issued to all level 18 east coast duelists.


Being the idiot I am, I messaged the guy, and set up a meet for a duel. He beat me hardcore. He started talking mad shit, over and over again, pretty much insulting me every way a person could be. I later found out that he was hated by everyone who dueled in that bracket, and that no one respected him.

I almost stopped PvPing all-together after that fight. But I was too pissed to stay away. That's when I made Slice_O_Rama. I figured I wasn't cut out for the lld bracket, so I made a mid-level assassin, who I geared and built to be the best and most powerful at her level. I succeeded, and reveled in the glory of being called a hacker and causing countless level 80+ mages to rage-quit from matches against me.

But I wasn't like HackX. I didn't shit on the people I beat. I talked trash, but not to people who were just there to have fun. I fought for fun, not to bully others. I existed in a happy medium where I only fought those of higher level than me, where I sat in on duels, ready to cream anyone who dared interfere.

It's really weird, that anger motivated me to drastically different paths.

Tuesday, January 27, 2009

Know your role.


I'm currently very excited about my lowbie warrior, Roland Dresden. He's the one I posted about before, wearing E-platemail. Anyways, as a result, I've been playing him more than Saru, even though buying his armor made me broke again.


Roland is level 16 at the moment. His armor and weapons are max, fully runed and fitted with insignia, and using both normal and elite warrior tomes, I've taught him a few powerful skills he would have been otherwise unable to learn for quite some time. So, quite obviously, when he team with with people his level, and runs quests and missions at his own level, he kicks huge amounts of ass, and dominates his foes.


So, a few days ago, I ran a mid-level mission, D'Alessio Seaboard. Ended up on a team with a lvl 20 Monk (the leader), plus his two heroes (lvl20 splinter barrage, lvl20 minion mancer), a lvl 12 Monk, and a lvl 14 Necro (I'm lvl 15 during this mission). As soon as I accept the invite to the team, the leader asks me to ping my build. This is both a good thing and a bad thing. He's being aware of how his teammates work, but he's also trying to make people alter their builds. I thought about griping at the him, but decided it wasn't worth the effort. I ping the build (basically the same thing I run FoW with), and the leader finds it acceptable. Meanwhile the low lvl necro pings his build, and it's abysmal. I mean, I usually don't tell people what to run, but why the hell does a necro run a build with Rain of Fire, Phoenix, and Conjure Flame, with 0 ranks in Fire Magic. To my surprise, the leader tells him the build is fine.

So, we enter the mission, and I immediately start to like the leader less, cause not only does he start ordering me around, he's calling me "war". It's not like "Roland" is hard to type. Even worse, when he's ordering me around, he ends up saying stupid things that aren't helpful, like "stop moving". How can I tank, or even fight, if I can't move to follow a target or engage a new one?

This particular mission has almost exclusively undead foes, among them, Skeleton Sorcerers. They tend to spam blinding flash, rendering me useless. After fighting several battle where the monk fails to remove it from me, I start to ping it to remind him. He responds with, "don't have rest con". Dude. You're going to tell me how to play, and double check my build, but you're not going to bring any condition removal? What the fuck? Guess what, you're splinter barrage ranger is useless too when she's blinded! Apparently, I run monk heroes more competently than you play your own monk.

We keep going, and once we reach the 90% mark, the leader starts to talk to me directly:

Asshole: Do you know what to do?
Me: Um, pretend I don't.
Asshole: Run ahead of the minions.

DUDE, SHOVE IT! I'm sorry the NPCs minions are dying. Minions were a shitty choice to run against undead, since you can't exploit undead corpses. Even if you could, I'm out DPSing the whole damn minion army, Flesh Golem included. So don't tell the lvl 15 Warrior (with Elite Platemail, wielding a Deldrimor Sword and Deldrimor Shield) what to run, don't tell him how to tank, and don't tell him how to play. I could have soloed that whole damn mission, if only I had had condition removal (Mending Touch, Antidote Signet).

So, we complete the mission, get the bonus, skip the cutscene, and hit the next town. The leader asks who's going and who's staying. At this point, I very politely, and with proper grammar and spelling, decline to join them in the next mission. He promptly kicks me from the team.

...

I don't know who beat you as a child, or raised you in such a manner that you consider any of your behavior socially acceptable, but you're a tool, plain and simple. You lack the common sense to adjust skills based on the foes you'll be fighting (notice how I swapped out Sever Artery and Gash for the mission, since we were fighting undead, while you kept the MM), you run a prot monk but don't include a single skill for condition removal (as much as I like getting bonded by a monk, it's kinda pointless against lvl 14 foes in NM), yet try to order the team around like you know shit.

Saturday, January 24, 2009

I has a fan-club!

Ok, not really, but you'll see what I mean.

So, I tried to organize a FoW clear team today. Got my sister-in-law, plus 6 strangers together. It started out rough, but then went a lot smoother for 30 minutes or so. Then we enter the forest of the Wailing Lord, and everything goes to hell. Classic Saru-style, we wipe and I'm the last one alive, fighting against 2 1/2 spawns. I had a few scrolls of resurrection on me (I craft and keep a few on hand so I don't have to bring a rez skill in PvE), and I try to position myself to where I get the whole team, but I keep having Iron Mist spammed on me, and I get pinged to death.

Good times.

So, we reform, my sister-in-law leaves, and I give the reins over to a Necro named Tangram Soultheif. We get new players, and right before we're set, someone enters Underworld, not FoW. We zone in, and wipe, cause the Perma-Sin is a douche, the other warrior is a complete tard, and no one is listening to me or Tangram.

So, Tangram and I meet back up for a third time, and form a third team. We're more careful this time, Tangram emphasizes that I'm the tank, I lead on agro, etc. We go in, and we do much better than the first run. However, people keep DCing, and eventually, we're down to 5 people left, with no monks for healing or protting. I suggest we hit the beach to clear out the cave for what little loot we can score. Everyone agrees, not realizing that I'm serious, just thinking I wanna dick around on the beach before we resign.

Next thing they know, I've explained to them how the beach is laid out, and how the enemies fight, and we're clearing it, skales and all. At one point, we wipe again save for me, and this time I do get the rez scroll off, bringing all of them back to life mid-battle. Not long after, we reach the cave. Try as we might, I can't keep them alive through the hail of poisoned arrows being fired from the spiders, and they wipe. That leaves me, alone to face the cave. Easy. However, I'm not running my dedicated farm build, so killing is taking forever.

Well, I'm thinking about just resigning, since I'm out of scrolls, then I notice that the team's bitching cause a few shards have dropped for them, but they can't get them cause they're dead. So, I offer to clear the cave, snag the shards once the timer counts down, and hand them back out to the people they dropped for, while continuing to clear the cave, in hopes of more shards. Everyone stop for a moment, then thanks me, dumbfounded by my offer.

Eventually, I reached a point in the cave where I was far enough away from the group that they weren't getting drops, so I try to lure the spiders closer to my team. No dice. Feeling defeated, I break agro and head back to the beach, picking up the shards that dropped. We resign, and meet back at ToA, where I hand them out. Then, Tangram sends me a URL through teamchat.

Huzzah.

Tangram told me he had taken those pictures, explaining that most people don't get a chance to take good pictures of themself mid-battle. Everyone added me to their friends list (I was solicited to join another guild), I gave my FoW build to a couple peeps, and talked them through it's usage. All in all, a great time.

Except for the fact that I spent 2 hours in the Fissure without getting a single fucking shard. DAMN YOU RANDOM NUMBER GENERATOR!!! A POX UPON YOU!!!!!!1111!!

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Things like that were common for me back in the day when I played City of Heroes. There was a much better sense of community, and I felt eager to help out other players, and foster good will. Not so much in Guild Wars, so I'm thankful for what happened today. Even though I failed to clear FoW three times in a row, I feel good about what we did as a team today. I wish I had more days like that.

Friday, January 23, 2009

Get to da choppa!

Erm, I mean, portal...

It's not often in games that you're forced to retreat without the aide of a cutscene. Most of the time, when you need to run away, they just have a cutscene where you run away. I figured it was because gamers can be fairly strong willed, and have been known to go against the grain if it suits them.

Guild Wars, contrart to popular belief, has only one expansion, Eye of the North. It has three campaigns, Prophecies, Factions, and Nightfall, but each is it's own game, and you can play any one without the other two (or you could own all of them like I do). To get to Eye of the North, you have to do a mini intro, where you meet two of your new allies, plus the enemies you'll be facing, the Destroyers.

Destroyers are badass.

So much so, that when the NPCs run off screaming, you join them. Last night, I found myself deep beneath Lion's Arch, with my humble level 15 Warrior, Roland Dresden (who has a shiny set of Elite Platemail, :P), fleeing for my life with my personal golem in tow. Not the first time I've brought a character to EotN, but it always strikes me how unique that segement is. You, the hero, who's deeds include but are not limited to defeating the Mursaat, sealing away the Titans, casting down the Lich, unifing the factured factions of Cantha, banishing the spirit of Shiro the Betrayer, facing down Warmarshall Varesh, rallying the Elonian princes, and casting down a forgotten god, you are now running for your life from gigantic, hulking, magma filled warrior beasts whom wield weapons forged out of their own flesh.

Good times.

Personally, I still think Titans>Destroyers, but apparently Anet disagrees.

Wednesday, January 21, 2009

Fantasy Armor, where style murders functionality


Armor in RPGs is usually the defining part of any characters design. It defines many aspects of a character, be it a potential for strength or speed, limits to mobility or reach, or the ability to complement a fighting style. No one expects a hulking giant of a warrior clad in steel plates from head-to-toe to start tumbling into melee with a rapier, parrying and lunging.

For the longest time, the only set of armor I had for Sarutobi was the 1.5k Templar armor (pictured left, undyed, full set costing 7.5k+materials), dyed silver. I crafted it so long ago that when I got it, it was still called "Knight's Armor", and the silver was closer to white than it is now.

I loved this armor so much for two reasons. Firstly, it was functional. It protects nearly everything I'd want it too, rather than leaving my mid-drift, cleavage, thighs, etc exposed to attack (ok, this leaves the tatas a bit exposed, but not nearly as much as most).

The second reason I liked it was because it was symmetrical. Not a huge deal really, but sometimes it really bothers me how they have their armor sets designed. The art department that worked on Guild Wars deserves plenty of kudos for creating a beautiful game, but seriously, why can't I get armor with two pauldrons? Is it really too much to ask for equal protection of both shoulders?

I crafted this set so long ago, at the time, no elite version of the "Knight's" armor existed. Because of that, I never felt like my character was lacking or inferior, because I was perfectly happy with what I had. However, after I spent a few weeks farming FoW and selling Obsidian Shards on the player market, I noticed that I was getting lowballed by most people who were buying shards. Generally, market price is gauged off what NPCs offer. If the NPC Rare Materials Merchant is selling shards for 3.5k, but buying at 2.5k, the market settles at 3k flat, thus letting the seller turn a profit, and the buyer saves cash in the process.

However, when trying to sell shards, people would lower their offers too me after a face to face meet. Over time, I concluded that since I was wearing cheap armor, people assumed I was poor, so they could still make a buy off me since I'd be too broke to turn them down. After a while, I got fed up and "upgraded".


While it wasn't available for some time, the elite version of "Knight's" armor (now called Templar) came out about two years after launch. Elite Templar, like almost every other set of armor with 'elite' attached to it's name costs 15k per piece. So, I dropped 75k+materials on the new set of armor, which functioned identically to my old set. Not content with that, I went and dyed it black (Black dye is the most expensive, costing 6k-8k, depending). So, that was another 35k or so. And, like I expected, I stopped getting lowballed by every buyer I met. I don't know if it was worth the 100k+ I spent, but at least I don't get 'lolmad' at them anymore.

But now Sarutobi's boobs are exposed. Same with her thighs. And, wait, now she only has one pauldron.

DAMN YOU ARENA.NET! WHY DOST THOU HATE ME SO?!

Sure, my elbows are covered now, cool beans. But now I can't even walk through a bush without getting scratched up. How is that considered effective armor? All I'm doing is encouraging my foes to target my weak spots.

And where is it written that exposing cleavage makes armor more effective in a melee situation? If anything, it ensures that not only will I die faster, but my corpse is liable to be violated. Joy. The worst part is that other than that, the armor is actually really neat. The detail is great, I like the texturing, and it keeps the style of the 1.5k version while being something relatively original unto itself (I really like the gauntlets and the greaves, I felt those were the weaker aspects of the 1.5k version. The helmet is weaksauce though).

However, as you can see from my post about farming FoW, I found an elite set of armor that suits me fine for the most part, Elite Kurzick armor. It makes Saru look a little thinner than I'd like, but more than makes up for that by being the medieval gothic version of Storm Trooper armor. Currently I have it dyed silver, and I'm toying with changing that too white (silver has a distinct blue-ish hue to it, despite making the surface shiny).

I'm considering getting a new set of armor. I'm seriously considering Ancient Armor, and I always talk about getting Obsidian Armor, but I don't know how serious I am about that. Obsidian Armor just seems like such a headache to craft, and I don't like dealing with the FoW PUGs that seem to abound in lieu of actual teams.

I'm open to suggestions.

Sunday, January 18, 2009

Sarutobi, in the flesh


I've spoken about her before, but now you can see her, Sarutobi Sasuke, my warrior.

She's wearing her Elite Kurzick armor in this picture, armed with a Mursaat Hammer (I have three, Ebon, Sundering, and Vampiric). I guess it would have better to take a picture with the helmet off, so you could see what she looks like, not her armor.

The Elite Kurzick is outfitted with Sentinel's Insignia (+20 AL vs Elemental), and she has Elite Templar armor with Knight's Insignia attached (-3 physical dmg). I have a set of Elite Platemail that also has Sentinel's on it, and I'm debating what to do with it (salvage, refit, etc).

My current goal is to find a build for solo farming Underworld that I'm comfortable with, so I can start farming Smite Crawlers for Ecto. I already have a bitching build I use to farm Armored Cave Spiders in Fissure of Woe for Shards, but it's not suited for UW. But, with recent buffs to Hundred Blades, I think I'll be able to head there pretty soon and start farming up a good number of Ectos (I need 120 Ectos and 120 Shards to make a full set of Obsidian Armor, while a good run in FoW for me only yields 5 shards, meaning I'll need at least 24 runs to be halfway there.)


This single target version of my FoW build can run the beach and cave in under 30 minutes (which is fast), and can survive agro from Skales, while out-healing their degen (which is great). I currently use this same build, with Body Blow traded for Whirlwind Attack. I prefer Swords to Axes; I know that I could get better AoE is I used an Axe and switched out Counter-Attack for Cyclone Axe, but it's my opinion that having superior single target damage lets me cycle through targets faster, and makes the run go quicker. Either way, here's the rundown of the build:

  • Strength 12+1+3
  • Swordsmanship 12+1

  • Max Zealous Sword (+def mods are kinda pointless, go with +hp)
  • Max Shield (-2 in stance is pointless for this build)
  • Max Armor with Knight's Insignia & Superior Rune of Absorption

  1. Power Attack
  2. Counterattack
  3. Whirlwind Attack
  4. Flail
  5. Enraging Charge
  6. Defy Pain (E)
  7. Lion's Comfort
  8. "For Great Justice!"

Otherwise, it functions like any other version of a warrior beach build, but it takes no damage from spiders, meaning the only threat they pose is via degen. Since you'll have over 800 HP near constant, losing 8 hp a second is trivial, especially when you'll heal for 114 about every 10 seconds (Meaning you still post a HP gain of 34 points). Since it takes so little damage, there is little need to pull spiders, you can just dive right in, and start killing. Even if you pull Skale agro, you can live through it, as long as you're actively engaged (Skales can still damage you, and they cause a 20 hp a second drain).

As far as variants, the only skills you have to have are Flail, Enraging Charge, Defy Pain, and Lion's Comfort, and even then, it's really Defy Pain and Lion's Comfort that do all the work. I'm sure more effective variants can be created, but most other builds hinge on using Dolyak Signet, while spamming every Axe AoE they can find (not my style).

Take for example, this build, claiming to be the fastest solo beach run build on PvXWiki. You can see that my build and this one are very different in their approach. Even with the +38 AL granted by Dolyak Signet in this build (giving it 154 AL vs Physical), the -2 stance shield, Knight's Insignia, and a Sup Rune of Absorption, it still takes damage from the spiders (that's -8 physical damage), while mine doesn't (my build possesses -17 physical without the shield, while Defy Pain also gives me +20 AL, for 136 AL vs Physical). Also, notice how it's only direct healing option, Patient Spirit, can and will get interrupted. Lion's Comfort won't, as they don't attempt to do so. Lion's Comfort by itself provides enough healing to cover you, making it you sole source of healing, while the PvX build needs two sources.

It's glaring strength over my build, however, is it's three AoEs to my one. However, as proved by my screenshot, I can still complete the run under 30 minutes, so it's apparently not that much of an advantage. I've posted faster times, but have yet to upload them to photobucket.

The hardest part of farming FoW is learning how to get to the beach. The actual combat is ludicrously easy, given the nature of the instance, but getting there can prove fatal if done poorly. Luckily, many videos exist documenting the safest route to get there, in the least amount of time possible.

Obsidian Shards sell for anywhere from 2.8k to 3.5k, depending on the market. Rubies and Sapphires drop with relative frequency (4.5k to 5k), as do Obsidian Keys and Scrolls of Passage. Standard drops (salvage items, collector's items, white/blue weapons) will earn you a consistent 2k to 2.5k. Less the cost on entry (1k to enter FoW or UW), you'll earn on average 9.4k to 12k, but more than likely, you'll pull more than just 3 shards, and more than just standard drops, earning you anyway from 15k to 27k. Not bad, but not amazing. The real value, to me at least, if not having to pay for shards (If you bought the shards needed for Obsidian Armor, it'd cost anywhere from 336k to 420K).