
I was able to put in some time on Friday to be able to charm my new pet. Meet Skyler! Yeah I know….for those of you who know me it is the name of my dog. Yes my dog is black and my pet is white but my original plan was to charm the Snow Wolf and name it “White Lightning” but the game wouldn’t allow it due to character length. So I chose Skyler anyways.
So right now I am in the leveling phase. When I charmed Skyler he was level 5 and right now he sits at level 11, so I have some work to do before I can really test any of my build ideas.
DOTA (Warcraft 3 Frozen Throne):



I figured I would take a break from Guild Wars until my pet is to the point to where I can really talk about it. So this Monday I will probably hit up a game of DOTA with my friends from Illinois.
Now when I play I usually pick my character Razor, who eventually over time becomes pretty insane due to his ability to increase his attack speed. I usually focus on items that give him a lot of agility and speed. At later points in the game when I use his berserk ability he can almost seem like a Warcraft machine gun due to his attack speed being insanely high. But unfortunately berserk comes with a draw back being that you take more damage when you use it. So to counter that I also use the level 5 shield that gives me a greater chance of blocking incoming attacks.
My other character I like to play as is the Chimaera. This character can get pretty insane too later in the game if you mix your items correctly. I focus mainly on speed, attack and intelligence for this character seeing that the bulk of his dmg comes from you timing his combo precisely. A ability that really helps this character is his ability to shoot twice randomly. With the burning breath it can cause some major dmg later on in the match.
So the way I play it is wait until I have a hero in my sights and then I hit Freeze, Dual Breath and then the fire breath, depending on how well you timed it you should of hit that hero pretty hard. This tactic obviously works out better later in the game due to better items and higher level skills, but use the early part of the game to work on your timing.
The last character I usually play as is the Lord of Olympia. This character, like Razor, can get extremely ridiculous later on in the game. With a special skill that will randomly strike a hero any where on the map, makes this character very deadly. If timed well and coordinated with your team mates you can pretty much kill any hero that is low on health and running away. With the planning of the right items also this character can do lots of damage quick.
Welp for now that will do. I will update on how the game goes after Monday. Till then…
Tags: Chimaera,
defender of the ancients,
dota,
dota allstars,
Felicity,
game,
games,
Guild,
Guild Wars,
lan,
leveling,
Lord of Olympia,
mmorpg,
online,
pet,
Razor,
skyler,
snow wolf,
warcraft,
warcraft 3,
warcraft 3 Frozen Throne,
wars,
wolf
ArenaNet just released a new update that focused more on the Assasin, Ranger, Dervish and the Elementalist. The previous update was more focused on the Ritualist and the Paragon.
ArenaNet made it a little bit easier for the Assassin to get into battle and get their chain attacks in quicker due to the fact that a sin is a up-close and personal fighter. The sin does not have the armor of a Warrior but has a hella better attack speed, but it still has its weaknesses. They also made it a little easier for a sin to take on multiple enemies since the single-target damage wasn’t really enough.
The Ranger really only get a PVE bump. The ranger now does not need to have charm animal in the skill bar to have its pet with them. But as long as you have Comfort Animal you are fine. So this just eliminates having to waste 2 spell slots. Also the ranger’s pet gets some inherent offensive and defensive bonuses.
The Dervish was hooked up with some nice new balanced skills. Dervishes now have some oppurtunities to increase their armor along with some better healing spells. These updates look to increase the survivability of this class and also simplify some other complex skills.
The Elementalist seems to have gotten the most out of this update in my mind. By balancing out Air Magic for more use in PVE they gave it a fighting chance rather than just choosing fire. Also Earth magic has been updated to encourage more of a offensive role instead of a support role.
Here are the skills that have been updated:
Ranger:
PvP Balance Issues
|
After an extended period in which many different Ranger elite skills were all seeing play, our last change to Melandru’s Shot gave it too much of an edge over the other Ranger elites. Any time we nerf a skill for PvP-related reasons, we consider whether or not to create a separate PvP-only version of the skill. In this case, we did not think this change would affect PvE play enough to justify splitting the skill. |
Ranger Pets in PvE
 |
Pets in PvE now have an inherent 33% damage reduction and +33% damage. |
Because PvE often involves fighting higher-level creatures with armor and damage, pets needed some statistical bonuses in PvE. |
 |
Comfort Animal (PvE): decreased Energy cost to 5. Functionality changed to: “You heal your animal companion for 20..104 Health. If your companion is dead, it is resurrected with 10..58% Health. If you have Comfort Animal equipped, your animal companion will travel with you.” |
The other major issue with bringing a pet is the number of skill slots this takes up. To address this, we’ve changed Comfort Animal in PvE so that having it on your skill bar means your pet will come with you in PvE. This means you won’t need to bring Charm Animal once you’ve charmed your pet. This change does not apply to PvP, where having another character on your side is a major benefit and the limitations on free skill slots are an important part of the playbalance. |
 |
Enraged Lunge (PvE): functionality changed to: “Your animal companion attempts an Enraged Lunge that applies a Deep Wound to target foe for 5..20 seconds and deals +10..50 damage.” |
 |
Melandru’s Assault (PvE): functionality changed to: “Your animal companion attempts a Melandru’s Assault that deals +5..20 damage to all nearby foes.” |
 |
Predatory Bond (PvE): functionality changed to: “For 5..20 seconds, your animal companion attacks 25% faster and heals you for 1..31 Health with each attack.” |
|
Assassin:
PvP Balance Issues
 |
Fox Fangs: decreased recharge to 3; increased damage to 10..35. |
Black Mantis Thrust and Jagged Strike were given shorter activation times to help players get through an attack chain using these skills a little faster. Fox Fangs already had a short activation time, but its longer recharge made it difficult to chain repeatedly, making it inferior to Wild Strike in nearly every way. Reducing its recharge brings those two skills more into line and allows an Assassin to chain from Black Mantis Thrust or Jagged Strike into Fox Fangs with both attacks activating quickly. |
|
Black Lotus Strike and Golden Lotus Strike were reasonably powerful skills, but they had high enough recharge that a PvE Assassin could not bring them without an alternate way to enter his combo. By dropping their recharge, we hope to make them more practical and free up more slots on the Assassin’s skill bar for other skills. The Energy gain they provide has been decreased since you can use them more often now. |
 |
Golden Phoenix Strike: functionality changed to: “If you are not under the effects of an Enchantment, this skill misses. If it hits, Golden Phoenix Strike deals +10..30 damage and all adjacent foes take 10..30 damage.” |
 |
Jungle Strike: functionality changed to: “Must follow a lead attack. If it hits, Jungle Strike strikes target foe for +10..25 damage. If it hits a foe that was Crippled, that foe and all adjacent foes take +1..31 damage.” |
These two skills now provide options for area-of-effect damage when using an Off-Hand Attack. Along with Death Blossom, these should give Assassins better ways to deal damage when fighting large numbers of creatures. |
 |
Sharpen Daggers: functionality changed to: “For 5..30 seconds, your dagger attacks cause Bleeding for 5..15 seconds.” |
It’s hard for a creature to survive long enough in PvE for skills that must follow a Dual Attack. Removing this requirement makes Signet of Deadly Corruption much easier to use in a group setting. Since it is a powerful spike skill in PvP, however, we’re only making this change in PvE. The PvP version of this skill will still require a Dual Attack. |
 |
Shroud of Distress (PvE): functionality changed to: “For 30..60 seconds, if you are below 50% Health, you have +3..8 Health regeneration and a 75% chance to block attacks. |
 |
Unseen Fury (PvE): decreased recharge to 20 seconds. Functionality changed to: “All adjacent foes are Blinded for 3..10 seconds. For 10..30 seconds, you cannot be blocked by Blinded foes.” |
Since we were adding a few more options for Assassins to run into the thick of things in PvE, we looked for a couple of underpowered defensive skills to adjust. Now providing Health regeneration when you are hurt, the long-lasting Shroud of Distress should make an Assassin fairly durable against moderate amounts of damage. With space always at a premium on an Assassin’s skill bar, we’ve adjusted Unseen Fury to combo with itself and provide both offensive and defensive functions. Both of these changes are for PvE only. |
Dervish:
Elementalist:
 |
Chain Lightning: reduced casting time to 2 seconds; now only causes Exhaustion if not enchanted. |
These skills were improved to make it more practical to deal area-of-effect damage with Air Magic. |
 |
Slippery Ground: increased recharge to 20 seconds. Functionality changed to: “If target foe is Blind or moving, that foe is knocked down. (50% failure chance with Water Magic 4 or less.)” |
|
 |
Winter’s Embrace: functionality changed to: “For 2..6 seconds, target foe moves 66% slower and takes 5..15 damage while moving.” |
These skills were all simply underpowered. Lava Arrows is an inexpensive, fast-recharge, multi-target damage skill that did not have enough utility or battle-changing effect to justify it being half range. Slippery Ground requiring the target to be blind was too niche a condition. It now also works on moving targets but has had its recharge increased accordingly. Windborne Speed has had its casting time reduced slightly to match some of the other speed-buff skills available to an Elementalist. |
You can find more skill updates here on the Guild Wars website
Tags: assassin,
August,
balanced,
dervish,
elementalist,
game,
Guild,
Guild Wars,
Guildwars,
mmorpg,
online,
ranger,
skills,
update,
war
Hello everyone,
I am new to Word Press and figured I would blog about what I do the most, which is gaming. I am currently playing these games: Guild Wars, Call of Duty WaW, F.E.A.R 2, Zela (Wii), Warcraft 3 Frozen Throne Dota (LAN parties) and Counter Strike Source.
Now of course I’m not playing all of those all the time, but whenever I get the chance or the itch to play. But the reason I chose to talk about Guild Wars was the fact that I just got back into it after taking off 2 years of playing time . In the first 2 years I basically burned myself out playing for hours on end farming and going for some of the toughest items in the game. It got to the point to really I wasn’t actually getting into the game and interacting with people, it was more find a farming spot and making money and get items . So I cut myself off from the game and I am just now getting back into it with a different purpose in mind.
I Started back up about a month ago and I have taking a liking to some of the changes that Areanet has done since I took my time off. One BIG thing I like is the fact that they made the Ritualist a lot better in PVE. They took away some of the nerfing that really made the ritulist a pain and gave the class a little more freedom. But obviously there is still some control on the pvp side, but that is to make it so that there isn’t 900 spirit spammers just sitting there casting spirits 24/7 and not moving the whole time. I really only resort to spirit spamming when a group absolutely needs it, as in a dungeon or a place where there are lots of enemies so I can add up to 5 spirits to the group for extra damage or just shields.
Well enough talk about that, lets get into what I have been doing. Recently I have been looking at builds and seeing ways that I can tweak them and make them better or kind of take the same approach and make my own. I currently have a build that I really like to use in Fort Aspenwood battles as a Kurz. I mix my Ritualist with the Mesmer as my second class and go all in to Channel Spiking with Degen. I have found it to be a very useful build, seeing that I really have no energy issues at all. I Also like the fact that in about 4 seconds the enemy can have over -10 degen and then add in the crazy channel spiking and the fun begins. With my build I can take out Luxon seige turtles on my own, takes a little time but it works and I can cause monks to have to worry more about themselves then their teamates.
Well that’s it for now. More to come later, but not a bad start to my first Word Press experience.
If you would like to hit me up in-game on Guild Wars, just pm me.
Character Name: Felicity Leonhart
Tags: dota,
frozen throne,
game,
gaming,
Guild,
Guild Wars,
Guildwars,
lan,
mesmer,
mmorpg,
online,
ritualist,
war,
warcraft