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New Guild Wars 2 Demo

Martin Kerstein, the German Community Manager for ArenaNet, announced there will be a new Guild Wars 2 demo with all new content for visitors to the PAX East game convention in Boston starting on March 11!

East Coast fans will be the first to get their hands on the newest playable content through twenty GW2 demo stations. Colin Johanson and a host of ArenaNet devs will be in attendance to answer questions and reveal more information on the game's development.

My fingers are crossed that the new content will give the first hands-on opportunity to play the recently revealed Guardian profession.

As with previous GW2 conventions, there's going to be some awesome free handouts so if you can get there... DO IT... and do it EARLY as admission will be limited to the capacity of the venue.

As well as the demo stations, on Saturday, March 12 between 3pm and 4pm, ArenaNet will host the "Guild Wars 2 – Fantasy MMO Redefined" panel, featuring Colin Johanson, Jon Peters, Tirzah Bauer and more. Should be fascinating viewing once again.

I hope this post made you feel as excited about PAX East 2011 as the Guild Wars 2 Blog Krewe are! New Guild Wars 2 Demo

Krytan Militia

Ree Soesbee, the uber-talented Guild Wars 2 designer, has filled in some of the blanks regarding how Krytan Law works and the relationship between the three martial arms of the Krytan nation and how they get along... or don't! The Shining Blade, the Ministry Guard and the Seraph engage in a tug-of-war for influence and control within the city of Divinity's Reach. The secretive Shining Blade act with complete disregard for the other two. The Seraph demand more authority over the nobility of Kryta, and the Ministry Guard discriminate against "commoners", refusing to allow them admission to their ranks.

The Shining Blade

Shining Blade emblem Originating from the freedom fighters of the War in Kryta era, the Shining Blade are the Queen's personal guards, watching over the Royal Family itself.

Although they may be the smallest and least-known of the Krytan militia, the Shining Blade are trained as an elite force who are highly skilled in combat, covert operations and spying on political enemies at the request of the Krytan Queen. Headed by the Master Examplar, a position appointed by the Queen, the Shining Blade may supercede the authority of either of the other two branches of military if ordered by the Queen.
When Princess Jennah became Queen she appointed her close friend and companion Countess Anise as Master Exemplar. Anise served in the Shining Blade for many years, accompanying a young Princess Jennah as her personal guard. Anise has a sharp political mind and though she is not thought of as a powerful combatant, her cunning and ability to predict the actions of others has long served to keep the Queen safe and Krytan interests safe.

The Seraph

Seraph male and female in heavy armor The largest of the Krytan militia with outposts in every major town, the Seraph are the army, the police force and the protectors of the general populace throughout the nation. Their patrols wage a constant, tiring battle to keep roads free of marauding centaurs and thieving bandits who are ever present in GW2.

The highest rank attainable in the Seraph is that of Captain. At any given time, the Queen has from five to ten captains, each operating independently with authority over a certain territory of Kryta, but in coordination with and under the Queen's command.

Now considered her closest and most trusted Captain, Logan Thackeray shoulders the responsibility for much of the command of the Seraph in Kryta, while Queen Jennah absorbs herself in her duties to Ebonhawke and the complex negotiations with the Charr towards a treaty. As well as his immediate authority covering the city and environs of Divinity's Reach, he also organizes the Seraph to respond to threats against the Krytan nation. The threats in Guild Wars 2 will test him well.
A distinct black-uniformed unit of Seraph known as the "Fallen Angels" are based in Ebonhawke, enforcing the Queen's will, supporting the Ascalon freeholders and lending their aid to the military there in hopes of eventual peace with the Charr.

The people of Kryta respect the Seraph, but long years of war against the centaurs and the recent increase in bandit attacks throughout the nation have worn on the people's patience.

Ministry Guard

Ministry Guard emblem Typically seen only in Divinity’s Reach, the Ministry Guard live in plush chambers and are the second largest martial unit is Kryta. Headed by the Commander of Divinity's Reach, they have the right to overrule Seraph authority where ministers are concerned, in order to keep government secrets secure. They are charged with protecting the nobility of Kryta, keeping the peace in the ministry and providing personal security for the Krytan ministers and their aides.

The Ministry’s highest office is the Legate Minister who is granted direct contact with the Queen.
As Guild Wars 2 begins, more and more ministers speak out against the armed forces, resenting their constant drain on the nation's economy and the apparent lack of significant victories against threats to Kryta. Slowly but surely the Ministry Guard is seizing power within Divinity's Reach and in the hometowns of ministers across the nation, spreading their authority where the Seraph's strength is waning.

This shift in the balance of power is not going unnoticed. It has caused some ministers to speak out against the Seraph commanders and, more recently, against Queen Jennah herself. Respected leaders throughout the land lay blame on the Queen and say she no longer acts in the people's best interests, earning more and more supporters for their cause.

Krytan Law

The Krytan Rule of Law was designed to maintain an equal burden on both branches of enforcement, allowing the Seraph to utilize their superior manpower throughout Kryta while the Ministry Guard handles bureaucratic issues and legal rulings. Under this law only the nobility receives a full trial. Commoners receive magistrate audiences at the ministry while outsiders are only given a hearing before the local Seraph authority.

The Seraph have control over prisons and holding cells, no matter the birth of the individual being detained. The ministry takes charge of all trials and hearings across societal bounds. This means that the Seraph can lawfully take authority over a noble-born prisoner brought in by the Shining Blade, or that the ministry can refuse to present some or all information gathered by the Seraph during a trial. It is no surprise that the two groups often engage in a fierce contest over authority.

Lately, the Seraph have been losing that contest, as their soldiers have little time for politics as they're preoccupied with battles against the centaurs and keeping the Krytan farmlands free of bandit attack. Fewer and fewer citizens have the strength to join their ranks and money to pay the soldiers is scarcer than ever.

As Guild Wars 2 begins the stakes are high in the kingdom of Kryta. Unless the Seraph are able to solidify peace within Kryta and overcome the dangers they face, the country and Queen Jennah herself may be in jeopardy of an uprising... an armed uprising, with the ministry leading the rebellion against the throne. Krytan Militia in Guild Wars 2

Norn Shaping As Guild Wars 2 Tough Guys

It's not just their ability to shape shift, but the Norn are definately shaping up as the brutes when it comes to brute force in the Guild Wars 2 playable races.

After being driven from their Northern home by the Elder Ice Dragon Jormag over 160 years ago, the Norn have resettled in their new hunting grounds further south in the Shiverpeak Mountains and they're not happy about their forced relocation.

A race of powerful hunters, the Norn have the ability to shape-shift into powerful animal forms based on their "Gods", the Spirits of the Wild... The Bear, The Snow Leopard, The Wolf and The Raven. While in these forms they have unique skills and powers which give them enormous strength and deadly attacking abilities.
Wayfarer Foothills Norn starting point. A Norn player will start his storyline in the Wayfarer Foothills area just outside of Hoelbrak in the Shiverpeak Mountains, experiencing typical Norn hunting adventures and celebrating as only the Norn can do.

He'll encounter a plethora of wild game and powerful creatures including the Jotun, the Dredge and the Sons of Svanir, evil norn who revere the Ice Dragon. Against these foes there'll be no shortage of opportunities for ambitious and able Norn to prove themselves.
A Norn values glory and deeds of valor above all else and will seek greatness through constantly testing their own physical limits. The Norn are large, loud, and deeply spiritual and in the words of Lead Writer Bobby Stein... "The Norn get famous or die trying." Ree Soesbee explains the Norn in this way, "If you instinctively know the difference between a playful brawl and a deadly battle; if you can thank the spirit of Griffin even as you kill one to feed your family or if you’d climb a dangerous mountain just because someone said it couldn’t be done, then you might want to play a Norn."

So are YOU crazy enough to play a Norn in Guild Wars 2? By the BEAR, I think I am! Norn Race in Guild Wars 2

More videos and detailed, up-to-date information on the Norn can be found here... The Norn in Guild Wars 2.

Norn Spirits and Shamans

The Norn people are deeply spiritual, and one of the most fundamental parts of their culture is their reverence for the "Spirits of the Wild". While the Norn are perfectly willing to allow the idea of gods, they think of them as a different type of their own animal Spirits.

Because of their history, in leading the Norn survivors south after their northern homelands were ravaged by the Elder Ice Dragon, Jormag, the four most important Spirits of the Wild to the residents of Hoelbrak are Bear, Wolf, Raven and Snow Leopard.

Each of the Spirits teaches different lessons and virtues to the Norn. During the character creation process, a player choosing to play as a Norn will have to decide which of the four spirits to align with.

The Bear has her strength, the Wolf teaches unity in numbers, the Raven wisdom and the Snow Leopard speaks of stealh and cunning. Some Norn don’t follow a particular path, preferring instead to revere all the Spirits of the Wild, following each whenever its lessons are relevant in their day-to-day lives.

The Spirits of the Wild have always been around to guide the Norn, and though the Spirits rarely offer direct aid, they always aim to help. A Norn believes that if nothing comes of asking for their help, then clearly their help wasn’t needed in the first place.
In Hoelbrak each of the four Spirits has a Lodge dedicated to it and it is here that the wisdom of the Norn is kept alive by Shamans who maintain the faith, and the skaalds who tell vivid tales of those who have gone before. One shaman from each Lodge, the most powerful and dedicated shamans, are known as the "Speakers of Hoelbrak". Alarrin of the Frostborn speaks for Bear's Lodge, Fastulf Jotharson for Wolf's Lodge, Moda the Black for Raven's Lodge and Valharantha for Snow Leopard's Lodge.
Norn Bear Shaman Those who choose the path of a Shaman will devote themselves to their Spirit's sacred area which may be a Lodge, a shrine or hunting ground dedicated to their patron Spirit of the Wild. They serve their people as guardians and teachers, instructing others in the lessons of their spirit and protecting their territory.

A "Havroun" is another type of shaman who is a special servant of the spirit, an active and vigilant defender of the spirit’s interests both in this world and the next.

Havrouns have the unique ability where they can physically cross into the Mists and enter the Hall of the Spirits, where the brave live forever. They don't need to open a portal or perform a ritual unless they are taking others with them. Alone, they simply step into the spirit realm, sending their spirit into the Mists as easily as crossing a hearthstone.

There is only one Havroun for each Spirit of the Wild though there may be another in training if the current Havroun has grown old or weary and is preparing for their final crossing into the Mists.
While the Norn of Hoelbrak revere the four Spirits of the Wild that led them south, other spirits exist such as Worm, Eagle and Minotaur. These spirits are less powerful, and are rarely called upon, though they still teach lessons of their own.

There is also a small group of spirits who are lauded with great sadness. Owl, Eagle, Wolverine and Dolyak (also known as Ox) are revered for their bravery and their sacrifice as they remained behind to fight Jormag, giving the Norn time to escape Jormag's fury. While it was confirmed that Owl had died in that battle, the true fate of the others is uncertain as even the shamans do not know.

All that is truly known is that these spirits, by holding fast against the might of Jormag, made possible the escape of the Norn from certain death. No Norn has been blessed to serve as Havroun to those spirits for many generations, though it is not uncommon for lesser spirits to be without a Havroun.
Then there is "Dragon". Dragon has no true shaman, no Havroun. A Dragon shaman may believe that he is spiritual but he wont have the ability to enter the Mists, nor do they have the gifts shamans of the "true" Spirits of the Wild posess.

Since the rise of Jormag, there are those among the Norn who claim that Dragon should be revered among the Spirits of the Wild. They admire Jormag’s strength, cruelty and viciousness and they claim that, by following the path of Dragon, a Norn can become as undefeatable as the dragon itself.

They recount the tale of Jora's brother, Svanir, and see him as the first convert to the new spirit. These "Sons of Svanir" are dangerous people who teach only corruption. They are given foul blessings and are changed forever by Jormag to finally become icebrood and serve the beast.
Corrupted norn become Icebrood

Guild Wars 2 Thief Announced

The sixth Guild Wars 2 profession to be announced is the Thief, a seeming improvement to the Assassin class which results in a dual pistol / dual dagger wielding acrobat with deadly stealth and initiative abilities. Along with the Guardian profession and Norn class, the Thief will be making its debut as part of the playable demo available to visitors at PAX East (March 11-13 in Boston, MA!).
Here's a video showing the Thief profession in action in a high level area participating in a large-scale dynamic event!

One of the unique things about the Thief compared to the other professions is that their weapon skills have no cooldown times. Instead a Thief relies on an energy pool call "Initiative" which allows the Thief to chain attacks together which can culminate in a high damage finale. A strategic ability that the Thief has at his disposal is the "Stealth" ablity, which is powerful yet with a short duration so must be used wisely. One of the tricks of the trade a Thief has is the ability to steal from foes which the Thief can then use to generate an appropriate environmental weapon based on the monster or player that they stole from and then use it against that foe!
Here's a video showing the Thief in a dynamic event defending a village against pirate attack!

Also featuring in the new GW2 demo is more information on crafting and the revamped attribute system!

More videos and the latest up to date, detailed information on the Thief can be found here... The Thief in Guild Wars 2.

That's one small step for fans, and one giant leap closer to the Guild Wars 2 release date! Guild Wars 2 Thief profession revealed.

GW2 Attributes

GW2 Character Traits were discussed several months ago and since that time the GW2 Attribute system has been undergoing an overhaul followed by some serious fine-tuning to replace the previous profession oriented system. The end result is a simplified, four-attribute system which is easier to understand, more flexibe, easier to balance, and improves combat and character progression in Guild Wars 2.

Where Traits are more about manipulating the skills themselves, Attributes affect the overall power of things.

The new Guild Wars 2 attribute system is designed to work in conjunction with Traits to give players the opportunity to make meaningful choices and create unique characters that suit their individual playing styles. Unique Guild Wars 2 styles
The four Attributes are :

  • Power — increases attack damage.
  • Precision — increases critical strike chance.
  • Vitality — increases health.
  • Toughness — increases defense / armor.
Depending on the profession you play and how you choose to play it, you can invest in the Power attribute to deal more damage upfront or you can invest in the Toughness attribute to survive longer in a battle, dishing out more damage over time. Both strategies are valid and both have definite strengths and weaknesses depending on the situation you're in and the role you want to play.

Similarly, while Power and Precision both increase your damage output, choosing which one to invest your points in isn't just a matter of making a simple mathematical choice of which will allow your character to do more damage.

Power

Simply put, power is raw damage, perfect for players who just want to hit hard. A longbow-wielding Ranger who invests in the Power attribute is looking to do more damage with each hit even if his target dodges a few projectiles.

Precision

Precision is a trickier but more combination-friendly attribute which produces more reliable effects and conditional damage. Investing in this attribute may mean you deal less raw damage per second, but many triggered effects happen only when you score a critical strike. A longbow-wielding ranger who invests highly in Precision is aiming to use the increased chance of secondary effects to apply pressure to his target.

Same profession, different set of attributes to suit a playing style, different damage effect.
Izzy Cartwright gives a great explanation of how a player can make attribute choices which complement their playing style.

"A Guardian could favor raw Power so his Orb of Light does more damage, or he could go higher in Precision and use a trait that causes burning with every critical hit. Going this second route, the Guardian could also wield a weapon that caused a short cripple with critical strikes. Now, with a high enough chance for critical hits, his Orb of Light will often snare his target, setting up a following attack, and apply burning, making up for the lower raw damage."

From a defensive point of view, Vitality and Toughness both reduce damage inflicted on your character, but in different ways.

Toughness

Reduces damage from small hits, helping a character deal with pressure by giving him more time to use a defensive skill or to heal but it is less effective than Vitality in absorbing the big blows.

Vitality

Increases your overall health pool, protects you from armor-ignoring effects such as conditions and allows you to absorb a large blow and still slink away to recover.

ITEMS

For items, the previous attribute system was more about skins than it was about stats, which limited the ability to make interesting items. Let's face it, getting a drop with "Attribute +1 / 20% Chance" didn't exactly send the heart racing did it?!

There's a huge improvement in Guild Wars 2 with the item system attributes as items will have the ability to raise not just one attribute, but several, and by a meanigful amount! For example, a Rare Ruby Ring gives +40 Power; a Gold Topaz Ring gives +33 Power and +25 Vitality; and a Pearl Ring gives +25 Power, +25 Vitality, and +25 Toughness. GW2 attributes explained.

Combined with base Attribute points, the item system enhances the flexibility of players to create unique characters with the option of maxing out one attribute or speading the points across all their attributes.

With so many options to choose from, what Attribute choices will YOU make for your character in Guild Wars 2?

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