Sorry that it has been soooooo long since my last post…so busy and stuff breaking and just have a lot of crap to deal with…but anyways..onto the blog
I saw a post on the Ubuntu Forums for a game night on Sunday Sept 20th for a game called Sauerbraten. Here are some screen shots:

From what I can tell, it looks almost like UT3 or CSS…and apparently the game is pretty popular in the open source community. There are leagues and tournaments just like you would find with CSS. So I will be giving this game a chance. This game does work with Windows, Mac and Linux so that gives it another + in my book for being a cross-platform game. Here are some more screen shots:



Now there is some graphic eye candy to this game but the main intensions of the game was not really to be a graphic heavy game. Here is the description of the game:
“Cube 2: Sauerbraten is a free multiplayer/singleplayer first person shooter, built as a major redesign of the Cube FPS.
Much like the original Cube, the aim of this game is not necessarily to produce the most features & eyecandy possible, but rather to allow map/geometry editing to be done dynamically in-game, to create fun gameplay and an elegant engine.
The engine supporting the game is entirely original in code & design, and its code is Open Source (ZLIB license, read the docs for more on how you can use the engine).”
So give it a try…you might like it:
Windows Download
Linux Download
MacOSX Download
Other Links:
Quadropolis (community site for maps etc.)
Premier Sauerbraten League (competitive league)
Sauer Joutes (French community site)
sourceforge project page (downloads/cvs)
Cube Server Lister (external browsing app)
Wouter’s homepage (developer/designer)
Lee’s homepage (developer)
Tags: CSS,
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I have taken it upon myself to do something in Guild Wars that really doesn’t seem that popular. I am converting my Ritualist/Mesmer to a Ritualist/Ranger so that I can get a pet and have yet another creature to annoy people. I have been looking into the Ranger pets skills and figure that I can sacrifice at least 2 of my ritualist skills for pet skills and then I can add in either my Spirit Spamming build or I could do my Channeling energy maintenance build.
The only trouble I am having is thinking if I should really bring a 2nd pet skill or just let the pet do what it does, because if I bring my spirit spamming build I would bring
Wanderlust for knockdown and then I could time my animal attacks with
Beastial Mauling (Your animal companion attempts a Bestial Mauling that deals +5-20 damage. If the attack strikes a knocked-down foe, that foe is interrupted and Dazed for 4-10 seconds.), so if timed correctly I would get a knock down with added dmg from pet with added dazed on top of that. So I could then add a 3rd pet spell, Scavenger Strike for extra energy added to help with the energy issue that might arise.
To make all this happen with my other build I would need 2 of my energy replenishing spells with a spirit and then my 3 ranger pet spells…now I could either bring some ashes for added bonuses and a res or add more channeling dmg. The way I see it, AB battles I would bring more channeling dmg and PVE I would probably bring ashes and res. Though I won’t get in game until Friday so a lot of this is just me thinking in my head until I can actually test this stuff out. I figured I would give this a try since I was really only able to find 1 Ranger/Rit build that was meant for Tombs and all it did was really support other rangers so they could bring other spirits .
So if you have any ideas how I might be able to get some good performance out of a Rit/Ranger, leave me a comment.
I will be in game Friday testing…so hit me up in game: Felicity Leonhart
Tags: AB,
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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
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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
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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. |
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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. |
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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.” |
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Melandru’s Assault (PvE): functionality changed to: “Your animal companion attempts a Melandru’s Assault that deals +5..20 damage to all nearby foes.” |
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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.” |
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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. |
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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. |
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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.” |
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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. |
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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. |
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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:
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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. |
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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.)” |
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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
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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
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