Yoshi's Guild Wars 2 Hub
Good News And Bad News

I’ve got good news, terrific news actually, and bad news for everyone. First off, the good news is that all of the launch times and servers have been announced for the beta. The servers could go live any time within 3 hours of the official midnight start time for head start access, meaning 9:00PM PDT or later August 24, much like the beta.

The bad news is that I have a real life. It’s funny to phrase it that way. Shortly, immediately preceding the launch of Guild Wars 2, I will be moving. Once I move, I will become incredibly busy with a new job and many more responsibilities. Frankly, it will be all the time I have to take care of those and get some playing time in on the game.

I haven’t posted anything for a while. Initially, I was having some problems with my new computer, which I thought was potentially a bad PSU. Since that was fixed, it’s now simply been an issue of time. With finalizing paper work, organizing lists of things I have and things I need, I simply haven’t been able to write things for everyone.

So, with great sorrow, I have to announce today that I will no longer be publishing this blog. I’ll be joining all of my readers as part of the regular joe’s playing the game. I will still continue to write The Structure at GW2 WvW until such a time as that becomes an issue for me. I will also, from time to time, still publish the occasional video, which go up on my Youtube page.

I’m going to miss spending my time writing this blog for everyone, and ignoring a lot of people talking so I can work extra hard and staying up unreasonably late editing videos. I’m going to miss reading your comments on and replies to my writing. It’s been fun for me to write everything, but even more fun knowing that in anyway I helped any of you. I’m just shy of six months with this thing, and I’d really hoped to at least make it that long, but c’est la vie.

Thanks to everyone that read my blog over the last few months. Thanks to everyone that reblogged my better works and helped spread the word when word needed spreading. Thanks to everyone that left me meaningful feedback on everything I’ve done. Thanks to everyone that brought me into their lives by following me and keeping up with all the stuff I’ve been doing.

As I said, I will be a regular joe in the game like everyone else. But, I’ll still need more friends. My main character, via which you may add me to your friends list, will be named “Ayame Yoshimoto”, the name of my original GW character from whom “Yoshi” was derived seven years ago. Send me a message whenever you’re online, and we can chat, run some dungeons, do some PvP, etc.

I may actually use this.

This is really similar to a dev post from BWE2, but here’s Jeff Grub talking about the different stories going on in Guild Wars 2. Countdown to headstart: 32 days.

Here’s my summary video for BWE3, much like the one for BWE2.

Guild Wars Insider’s interview with Jonathan Sharp: Not much big stuff in here other than an early explanation of how the new SPvP map (Legacy of the Foefire) works for scoring and some tips on it. Oh, and ranger pets are supposedly going to be fixed.

Beta Builds and Theorycrafting

So it’s been brought to my attention that you folks really like it when I talk about builds in The Structure. So, I thought as the BWE3 edition, we’d do some theorycrafting. But first, let’s talk about the beta!

Beta Weekend Event 3

In case you live under a rock, we get to play the asura and sylvari for the first time this beta! We’re also starting completely fresh this time. Everything except your contacts will have been erased. This means none of your previous characters will be there. Combined with the small number of servers, we’re essentially simulating launch day for them on Friday. The match-up algorithm for WvW has been expanded, so there should be better WvW going on over the weekend. But, most importantly for us SPvP folks: we get a new map. This one will be a throw-back to GvG maps from the original Guild Wars. From the mini-map we saw on Reddit a while back, it appears to be similar to the Warrior Isle map from GW if you ever did GvG in that game.

Now, I’ve got a few builds for you guys to take for a spin this beta. Obviously, there will be (potentially significant) changes to the traits and skills of each profession. There will likely be new things added or taken away, so use your best judgement when picking replacements or looking at potential additions to each build. I also (obviously) can’t guarantee that every build will work for every one of you. Pick the one you think suits you best and learn that. If it’s not your style or you just aren’t getting it, then it’s time to REROLLLLLLLLLLLLLLL (cue Darnell). Naturally, if anyone asks you about your build, you should tell them about The Structure. Anyway, we’re going to look at an elementalist, ranger, and warrior build this week, in that order.

The Daggermentalist

[Build Using Luna-Atra]

Weapons: Dagger/Dagger

Slot Skills: Glyph of Elemental Harmony, Cleansing Flame, Mist Form, Armor of Earth, Tornado

Traits: 30-0-0-30-10: Spell Slinger, Pyromancer’s Alacrity, Pyromancer’s Puissance,  Soothing Disruption, Cantrip Mastery, Stop Drop and Roll, Elemental Attunement

Gear: Smoldering/Chilling Sigils, Elementalist Runes, Rabid Amulet/Jewel

You really have to know all of the attunements for this build, but try to do the following: Start in air or earth attunement so you can Ride the Lightning or Magnetic Grasp for gap closers then go fire for might plus damage and rely on fire a lot for damage. Use water and air a lot for general defense, getting away, or even keeping them closer to you. Use the cantrips when really necessary: Cleansing Fire gets you out of stun, Mist Form makes you completely invulnerable, and Armor of Earth gives you stability. So, use CF when you get stunned, MF when you really need those couple seconds to get away while getting the snot beat out of you, and AoE when you get against something like a hammer warrior/guardian that use a lot of movement physical effects against you.

The Not-So-Ranged Ranger

[Build Using Luna-Atra]

Weapons: Greatsword and Sword/Warhorn

Slot Skills: Heal As One, Flame Trap, Spike Trap, Frost Trap, Entangle

Traits: 0-30-10-30-0: Trapper’s Knowledge, Trapper’s Expertise, Trap Potency, Master Trapper, Strength of Spirit, Two-Handed Training, Evasive Purity

Gear: Battle and Battle/Energy Sigils, Fighter Runes, Soldier’s Amulet/Jewel

The major weakness of this build is that it only has one gap closer. The major strength of this build is how hard it is to get away from once you’re in range. When you’re just running around the map, use the warhorn to get around faster. If you come up on some enemy players, hope to use Call of the Wild right as you enter the fray so that when you swap, you’ll start the fight with four stacks of might as well as swiftness and fury. Use Flame Trap for unexpected damage while using Spike Trap and Frost Trap to either keep enemies in range or kite enemies you need to get away from. When you’re in over your head, use the sword skills for defense and Call of the Wild as a nice swiftness buff to some good distance between you when you can.

The John Henry Warrior

[Build Using Luna-Atra]

Weapons: Hammer and Hammer

Slot Skills: Mending, Bull’s Charge, “Shake It Off!”, Balanced Stance, Signet of Rage

Traits: 10-0-30-0-30: Berserker’s Power, Embrace the Pain, Blunt Weapon Master, Merciless Hammer, Warrior’s Sprint, Mobile Strikes, Quick Bursts

Gear: Doom and Doom Sigils, Fighter Runes, Soldier’s Amulet/Jewel

Much like the ranger build, the obvious disadvantage here is having only Bull’s Charge for a gap-closer. This means you’re going to have to be a little more clever in starting a fight, rather than simply running up to the enemy head on and jumping in (so, popping around corners, dropping off of roof tops, etc.). You only need BC at the beginning of the fight, as you’ll be more than capable of staying on top of the enemy in the fight. Swap weapons often, especially right before letting loose Earthshaker, for high damage spikes and adrenaline gain. Use “Shake It Off!” for getting out of stuns, and Balanced Stance for when you come up to someone else that’s focusing on a lot of physical effects.

Field Testing

Take your favorite build and go ROFLstomp some poor, unsuspecting noobs over the weekend! Come back and talk about it on Monday by commenting about it here or talking about your general successes/failures on the GW2 WvW forums! As usual, I will be available throughout the beta for anyone to chat with, ask questions, etc. I’ll be rolling the Darkhaven server with Triple B (Gamebreaker TV community) on my usual Yoshi Gwtwo beta character name. Hope to see you all there!

Very few servers this time around, and better WvW algorithms!

I know it’s a day late, but I was spent all day building this new computer and re-installing the OS and all of my programs and such, so sorry for getting it to you late. Anyway, we get asura, sylvari, the ability to essentially buy gems in advance for launch, a new SPvP map, a new PvE map, and keg brawls!

Profession Guide: Necromancer

The Necromancer

This profession guide is accurate as of BWE2.

A necromancer is a practitioner of the dark arts who summons the dead, wields the power of lost souls, and literally sucks the lifeblood of the enemy. A necromancer feeds on life force, which he can use to bring allies back from the brink or cheat death itself.

-Official Guild Wars 2 Website

Overall Theme

The necromancer is a bit harder to pin down with one theme than other classes. But, in the end, it all boils down to corruption. The necromancer can raise undead minions out of the ground, and it can steal life from its enemies. However, the necromancer specializes in converting boons and conditions on allies and enemies to be able to change the tide of the battle and maintain the upper hand. As part of their attacks, they generate Life Force, their unique resource. It’s used to activate and fuel Death Shroud, a powerful form with powerful skills. While in death shroud, necromancers take damage to their accumulated Life Force rather than their own health. Many of the necromancers abilities create marks, AoE’s that require a trigger for their affect much like extra-large traps.

Weapons

Staff – The staff is completely AoE. The auto-attack, Necrotic Graps, is a line AoE attack. The rest of the abilities are all marks like Chilblains.

Axe (MH) – The axe is a fairly nondescript mid-range weapon. Worth noting, however, is the Life Force generation possible with Ghastly Claws.

Dagger (MH) – The main-hand dagger is the only melee weapon necromancers have. Along with its immobilize, it also has Life Siphon to siphon life from your foes.

Scepter – The scepter is the long-range weapon for condition-based fighting. Its auto-attack causes bleeding and poison and it also has an AoE cripple. Additionally, Feast of Corruption relies on conditions for generating life force.

Dagger (OH) – The off-hand dagger is a perfect weapon that is well suited to surviving foes. Beyond just blindness and weakness, you can also give your opponents your conditions with Deathly Swarm.

Focus – The focus is a good offensive weapon that focuses on debilitating your opponent. Spinal Shivers is an extremely powerful skill that removes boons as well as chills your enemy.

Warhorn – The warhorn is useful in both offensive and defensive situations. While it can be used to keep foes in range, Locust Swarm is also handy for escaping from melee enemies.

Underwater

Spear – The spear is an AoE-based melee weapon underwater that applies that AoE and conditions for skills like Wicked Spiral. You can also keep foes in range well with skills like Deadly Catch.

Trident – The trident is a more long-range, single-target focused weapon that works more heavily with conditions. Crimson Tide, the auto-attack, applies a five-second bleed with each attack. Sinking Tomb is also incredibly useful, as sink skills aren’t the most common in GW2.

Slot Skills

Many of the necromancer’s slot skills take the same condition-and-boon based approach of the rest of the profession, with the addition of minions. When it comes to healing skills, all of them are viable options. Well of Blood is the obvious go-to for party situations, while Consume Conditions offers the highest healing potential over any amount of time.

Corruption – All four of the corruptions are reminiscent of the sacrifice skills from the original profession in GW. You inflict a condition on yourself in order to inflict a much more powerful effect on your opponent.

Minion – The minion skills all summon a minion (or two for Summon Bone Minions) out of the ground without requiring any corpse. Once summoned, each skill has a toggle with various different effects. Other than the bone minions, the toggle skill leaves the minion alive.

Signet – As with all signets, each skill has a passive effect that can be put on recharge for its activated effect. The signets focus on conditions, stealing health, and life force.

Spectral – The spectral skills are are really a group of miscellaneous effects that don’t actually have a common factor.

Well – The wells are all self-centered AoE’s that pulse a condition-based effect every two seconds.

Elite – The necromancer has two different form elite skills. Plague turns you into a condition-causing cloud, while Lich Form turns you into a lich with strong skills matching the rest of the necromancer’s skills. Summon Flesh Golem summons the strongest minion of all that cripples with each attack.

Traits

The necromancer’s five traits are mostly named after the necromancer’s attributes from the original Guild Wars. The last line is linked to the attribute, Hunger, which increases the size of the Life Force pool.

Spite (Pow/Exp) – The minor traits heal on kill, buff healing, and give might when hit at low health. The major traits buff signets, increase minion damage, remove conditions with ills, add ways of gaining might, increase axe damage, buff marks, add retaliation to Death Shroud, and auto-cast Spinal Shivers on enemies you put below 25 percent health. The final traits are Axe Training and Chill of Death.

Curses (Pre/Mal) – The minor traits cause bleeding on crits, give add fury to Death Shroud, and add damage for conditionso n foes. The major traits buff criticals, lengthen bleeds, buff many conditions, reduce corruption recharges, lengthen spectral durations, add damage to fear, give ground-targeting to wells, and reduce warhorn recharges. The final traits are Lingering Curse and Withering Precision.

Death Magic (Tou/Con) – The minor traits add a chance to summon a minion on kill, buff toughness with minions, and buff power. The major trats buff minions, buff marks, add protection to wells, auto-cast Spinal Shivers when entering Death Shroud, make marks unbockable, reduce staff skill recharges, give armor while channeling, and increase damage to low-health foes. The final traits are Death Nova and Necromatic Corruption.

Blood Magic (Vit/Com) – The minor traits add regeneration when brought to 90 percent, siphon health on every hit, and buff power with high health. The major traits add siphoning to many skills, buff siphoning, reduce dagger recharges, add healing to Death Shroud, increase movement speed with daggers, buff minions, buff wells, drop a Well of Blood when reviving, and drop a Mark of Blood on dodge. The final traits are Fetid Consumption and Vampiric Rituals.

Soul Reaping (Pro/Hun) – The minor traits increase Life Force gain, auto-cast Spectral Armor at half-health, and buff power with Life Force. The major traits fear enemies when downed, add Reaper’s Mark when reviving, reduce spectral recharges, buff Death Shroud, lengthen fear, add Life Force to marks, and auto-cast Locust Swarm when brought to 25 percent. The final traits are Foot in the Grave and Near to Death.

Difficulty

Necromancers are fairly average in terms of difficulty. They’re easy to pick up and play, but take a little more to actually find something that works well. They’re a fairly middle-ground class in terms of difficulty.

The Asura Problem

This week, for The Structure, we’re going to venture off the beaten path a little bit. It haven’t seen this talked about for awhile, but it’s probably going to resurface and be debated again since the asura are in BWE3. “It” is the “asura problem”. This is going to be a good deal shorter than most articles as personal stuff has restricted some of my time lately, but it’ll still be worth reading.

Asura… Problem?

How could these cute guys ever be a problem?

The asura problem is the name fans came up with for a forseen potential problem in SPvP surrounding the asura. Everyone knows the asura are smaller than the other races; it’s why we love them. It makes them cute. It also makes them harder to click on in a hurry. Some fans also worry they’ll have a smaller hitbox or reach, but that notion was shot down by ANet months ago. The fans who came up with this idea foresaw rapidly trying to click on little asura in the heat of battle and having trouble because they’re not charr-sized. If it’s really an issue, what could the implications be?

First, the entire competitive field would be asura. If you weren’t an asura, you’d be a noob. Since not having unequal races is the reason behind not having racial skills in PvP, it would look really dumb on ArenaNet’s part. Secondly, it would cause a lot less future-PvP players to get into it when they find out they have to reroll to be any good. Lastly, and more importantly, it would be incredibly detrimental to ANet’s stated goal of making Guild Wars 2 an eSport. If this has you worried, don’t be!

Size Doesn’t Matter For Once

Go ahead, make the jokes, get it out of your system.

The asura problem isn’t actually a problem. It’s not going to be something anyone’s going to worry about. There are some people out there who will swear to it and blame their losses on it when they’re not asura (and naturally credit their victories to their own skill if they are asura), but there’s no issue for targeting.

SPvP matches are relatively small. If they’re at a competitive level where the problem would matter, you’re not going to have large five-on-five fights. You’re going to have a lot of one-on-one, two-on-two or two-on-one fights across the map. So, if there’s an asura in the fight, you can simply hit the tab key at most twice and have them targeted.

It’s a weak reason, but there’s a much better one: you don’t have to target anything. There’s nothing for you to actually have to target. All you have to do is point your character in the right direction, and you’ll still hit the little buggers. If you’re melee, all you have to do is run up on top of them and swing.

Beta Weekend Event 3

As if anyone actually needs a reminder, BWE3 is next weekend from the same noon Friday to midnight Sunday time frame. It’s the last beta before launch, so make it all count! Pay attention while you’re PvPing to the asura, and see how much of a problem they’re not! The Structure will go live on Thursday next week so you can all read it before the beta. I’ll be theorycrafting some builds for all of you to try out and report back on!