A new patch just rolled out for Guildwars 2 and I feel there’s a few things worth highlighting, these are subtle but very useful changes.
Health bar percentages, you now have the option to see health as a percentage on both enemy and friendly characters.
Recipes are now account bound rather than character bound, when obtained via a consumable, hurrah!
There is now a search bar in your materials tab in the bank/account vault window.
You can now mute dynamic combat music so that you are able to enjoy the ambient music throughout the game more freely, there are a few exceptions to this for specific boss battles that have their own music though.
I’ve saved the best for last…Right click salvage all! You can now right click on a salvage kit and select salvage all to cut down on all the clicking…especially useful after doing a boss run.
So there you are, some simple tweaks that will improve gameplay considerably. The update of course contained the Living World Season 3 story, and updates to fractals and raids, but I wanted to draw some attention to the more subtle and general tweaks perhaps not covered elsewhere.
You know the deal by now, no spoilers here, I just thought it may be useful to those looking to purchase the first expansion to Guildwars 2 (and those new to the franchise completely) to outline some of the new features that come along with the new story content.
A whole new world
Well, place, “The Heart of Maguuma” is a jungle region housing 4 open world maps. Within each map are 3 different levels or “biomes” the roots, the floor and the canopy. With this comes new races of creatures, new outposts and a new storyline which takes place after Living World Season 2.
The Mastery system
This system adds progression and rewards for characters who have reached level 80. Certain actions will reward mastery points which can be spent levelling up mastery tracks, these add new features, items or abilities to your character. Gliding or crafting a legendary weapon for example.
Revenant – A new profession
A heavy armour profession that channels energy and abilities from characters in Guildwars’ past, which you can switch between to harness the best skills for the situation you are in.
A way for those who are level 80 to unlock new weapons, traits and skills. Each profession currently has the option of one specialization, the Elementalist’s being Tempest, and this unlocks shouts for these Eles.
Yes, like in Guildwars 1, only not really…so, so much better, but damn expensive to obtain. I shall type a separate post on these as and when I can.
Also, new content for PvP and WvW players (I don’t really explore this very much) and raids for those who want to play more challenging content in a group setting. (Again I will post more on these once I have experienced them more for myself) This is what I know of so far, let me know if I’ve missed anything. See you in game!
I’ve always thought ArenaNet have been excellent for making such an awesome MMORPG that’s buy to play, where you purchase the game, and then play for free, meaning no monthly subscription. With the first expansion launching soon, they have gone a little further and made the base game free to download and play completely. This allows people who are new to the franchise a chance to try the game, and also, they don’t have to invest a huge amount of money to get the full experience. (They will only have to shell out for the expansion)
There are of course some limitations to free accounts;
Fewer character and bag slots.
Map chat is disabled, but whisper and local chat are still available.
These players can buy and sell on the market but can’t mail gold or items directly to other players, trade gold for gems, or access guild vaults.
And, to quote ArenaNet directly “free accounts have some restrictions to prevent them from skipping ahead to places where they could be used to disrupt the game. They must play to level 10 before leaving the starter zones, to level 30 before using LFG, and to level 60 before using World vs. World. They can play PvP immediately but must get to rank 20 before using custom and unranked arenas.”
If you have always wanted to give the game a try CLICK HERE to register and start playing. If you’d like to join me, I play on the Aurora Glade EU server.
Within the FAQ, ArenaNet provide a handy table detaling limitations, depending on what content you have purchased, on This page.
After 200 hours spent as an elementalist, I felt it about time for a change. Step forward Sylvarian Guardian. Currently hovering around the level 60 mark, I can honestly say that no part of levelling a second character has yet become a chore. Guardians are possibly the more flexible and forgiving of professions in the game, wearing heavy armour they can feel tanky when armed with a greatsword, but can make awesome support healers when using a mace and shield. At the moment I’m set up running the following traits and switch between those 2 weapon sets, but there are other weapons guardians can wield, including staves.
I always thought that crafting in games was reserved for the strict uber nerds that play an MMO virtually 24/7, that is until Guildwars 2 came into my life and made it accessible and fun to try…or perhaps I’ve just become an uber nerd myself…either way, I have attempted to explain how it all works below, in the hope that you will give it a go, let me know how you get on!
1) Choose 2 disciplines.
There are 8 crafting professions to choose from, you may train in 2 at any given time. If you want to change one of the 2, you can pay a master craftsman to switch, at a cost of 10 copper per level in the target discipline. Taking on a new discipline is always free, while switching back to a maxed discipline (at Level 400) costs 40 silver.
These 8 break down into 4 categories, you can make armour, weapons, accessories and food. The armour and weapon professions each contain 3 disciplines which are based on the different character classes in the game..eg. For weapons, you can be an artificer that makes staves, OR a weaponsmith that makes daggers, or both, but that would use up your 2 spots.
Here’s a rundown;
Armorsmiths craft heavy armor (Used by Guardians & Warriors)
Leatherworkers craft medium armor (Used by Engineers, Rangers & Thieves)
Tailors craft light armor (Used by Elementalists, Mesmers and Necromancers)
Huntsmen craft projectile weapons and off-hand utility items (Harpoon guns, longbows, pistols, rifles , shortbows, torches, and warhorns)
Artificers craft magical weapons (Focus, staves, scepters, and tridents)
Chefs craft food which can be consumed by any profession and offers temporary buffs and bonuses.
Jewelers craft Jewelry (Earrings, necklaces, and rings) which can be worn in a character’s accessory slots.
So with each character you may chooses 2 of these to level up, most people go for the weapon type and armour that they use, so that they can make themselves some cool stuff! I, being the slightly odd person that I am, opted for jeweller and chef. (I dabbled in making armour, but actually found it rather boring, and decided I would experiment with food instead…short attention span you see, and being part of a guild means I can give a guild member materials to craft weapons for me!)
2) Gather and discover.
I’m assuming you have followed my beginner tips and have already purchased, equipped and used, gathering tools to collect materials…you need these to make stuff! These materials will appear in your inventory. There are 2 elements to crafting as I see it, discovering new recipes and crafting items using recipes already present in your crafting screen.
Discovery is done by dragging and dropping various elements into the right hand side of the Discovery tab as seen below, until the message displays you may have found something.
Production is done by creating an item from a recipe already in your inventory – You will only gain experience from these if the text is not white.
You can access new recipes by reaching the appropriate crafting level, you may need to first learn the recipe through discovery or a recipe sheet. Discovery tends to give you more experience, but crafting items in coloured, not white text that are already on your recipe list, also yields XP. You can only craft at designated crafting stations, which are located in every city and major outpost. Some materials may need refining before you can make items with them, copper ore for example, needs to be refined, in order to make copper ingots, which make jewellery fittings. Some items of armour require you to make a few elements first, shoes may require both a sole and an upper, which you then combine to make a slipper for example.
Additional Points to note.
Each discipline has 400 levels. Every 75 levels, a character gets access to new recipes for making basic crafting components.
Characters earn crafting experience (CXP) in a discipline whenever they craft recipes at that discipline’s station. In addition, characters earn normal experience at the same time, making it possible to progress a character all the way to level 80 through crafting alone!
Every character race and class can learn all recipes and create the same products.
If you level a crafting profession to 400, you do not gain any more experience for crafting items or even discovering new recipes.
So there you have it, get out into the world, chop trees, mine ore and farm food, then take that all to your local crafting station and experiment! Virtually all the armour I am currently wearing at Level 50 has come from one of my guild members crafting it for me (I repay them with amulets and rings that boost their stats!) so crafting can really give you an edge in the game. Fire any questions at me in the comments, or share your tips progress and stories with others there 🙂