Scarlet Blade Classes

SCARLET BLADE ONLINE CLASSES

There are a total number of 6 playable all female classes in Scarlet Blade. Each of the character has their own role to play when it comes to the PVP situation. Teamwork do matters as how you set up the team with different classes of members combining together to slaughter the other side of the team.Queens-Blade-Online-NPCs

The Defender from the name itself you get to know that this a tough character. Similar to the warrior class, they are relatively good on close range combat. Big swords swaying around is what you are about to expect from this character. This character is will also get into rage when an ally becomes injured and they will start cleaving their way through dozen of enemies until they reach their fallen comrade and protect them till the Medic arrives. This is a true survivor intent character when it comes to protecting allies. The large sword held by Defender could practically double as a shield.

The Whipper is a not too common class as this whip-thingy seems to be out dated since the early 1970s. As usual using whip as her weapon, this character are specialist in AOE(area of effect). In other words, they are able to dealt damage with their weapon in a big area rather than one or two enemies. In combat she is rather agile and has good reflexes in order to strike all available targets with one attack. As this is one of the most effect crowd damage character, they will be quite demanding when it comes to boss fight or PVP because of the slaying power that they own.tumblr_mh8wf3Xzx71rqcxd7o1_500

The Medic which is one of the very important class where this is the only class with healing and reviving skill. The can cast best buffs in the game that makes them really important in the battlegrounds. This is a character that you cannot miss if you are going for raiding or PVP as you will have injured teammates and you will need them to support in order not to lose on the battle. She not only doles out blessings, when you need them they can be threatening as she can deal out a healthy serving of hurt as well. Poison is her main damage dealing skill and it will render the enemy unconscious and even disable their equipment.class05

The Shadow Walker is a stealth unit who dealt high melee damage. Having ability to cloak themselves from the enemy, they are very famous for back stabbing and will cause you decent amount of damage. An important character to kill out the opponent’s team pillar such as their Medic. One strike and that will be road to victory.

The Sentinel which seems they do not post any threat to their enemy is rather useful as they are able to cast long range elemental damage without getting into the battle field. Therefore the medic will not have to take care of them as they are far away from the battle field. This class can be a huge debuffer and can be very useful in battlegrounds and PVP.

The Punisher which is a range destroyer specializes on guns. With significant amount of accuracy, the punisher can deal quite a fair damage despite the range that they are having. A good class to play if you are good in aiming. 
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CLASSES VIDEO

 

 

 

 

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Gears of Wars Judgement Introduction

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The fourth entry of Gears of War series, the Gears of War Judgment has finally surfaced on Xbox 360 on 19th of March 2013. This third-person shooter that’s developed by Epic Games and People Can Fly, has come up with both single player and multi-player mode.
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The single-player campaign takes place through series of flashbacks from the previous version as each members are narrated to different stages in the courtroom testimony. If you are able to complete the main Judgment campaign with 40 stars, the “Aftermath” campaign will be unlocked. The “Aftermath” is a side-tale of Gears of War 3 story that follow the characters Baird and Cole and styled closer to classic Gears of War stages. This “Aftermath” campaign became lengthier stages and more wide-open areas. The Aftermaths campaign is what gamers was hoping to see from the new Gears of War title. As you are proceeding with stages, there is a smart spawn system that will change the flow of the game dramatically at times. If you are doing well through the games, the system will make life more difficult for you as it will spawn enemies in different locations to push player harder. If you are still not too good at the game, the system will ease up for you depending on the difficulties that you have chosen.

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The multi-player has two new modes which is the OverRun mode and Free-for-All mode. OverRun mode is a 5 vs 5 Multiplayer version of Co-Op survival mode similar to Beast Mode from Gears of War 3. One team plays as Locust Horde and the opposition would be COG Soldiers. Both team will need to fight the hearts out to destroy 2 Emergence Holes and a Generator. If both teams win a round, the team that destroyed all 3 objectives the fastest will be the winner. The Mercy Rule of OverRun is if the second attacking team beats the first attacking team’s score, the game ends. Free-for-All mode is a basic Death match multi-player mode. The first player to reach 25 kills will be the winner.  Eight maps can be chosen by the players. Several features have been changed from its predecessor, including ability to plant grenades on the walls, damage boosts from active reloads and many more.

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Game play wise has many changes as well. One of the changes that are noticeably different from its predecessor is wall bouncing. It gets really simple in this game compared to the previous version as it helps a lot when you are playing multi-player or single player as it made you avoid a lot of attack. Another addition feature is switching weapons when you are sprinting. Previously none of the version allows switching weapons while moving and this feature definitely ease up those fast hand gamer as they can react and change their weapon according to situations needed. The aiming are also slide different from the previous game as you may find changing direc

 

tions of radical may be a little heavy due to the weights of the weapon. Unlike the previous version, this game also starts off with one primary and one pistol. Never two primary weapon in this version of Gears of War.

Gears of War Judgment is definitely a must try to all the Xbox 360 users. You may find it a little complicated in the beginning, but it gets very addictive when you are familiarized with the game.

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TERA ONLINE (NA)& (EU) Free to play – with classes and race guide

So both TERA (NA & EU) decided to go FTP, I am sure that there are lots of new players coming in to the game.

As for the IP Block for NA server I am still not sure about the release but I got some friends from South East Asia playing at the EU server so I think there will be a better choice for SEA players. (They are experiencing some lags and delay as well)

 

Game Review from MMOHUT

 

Game Review from ANGRY JOE

 

Character Classes video from MAHALO VIDEO GAMES

 

TERA Online Classes and Races Choosing Guide by Luciferia

Disclaimer: This is all information that I have acquired from my own experience and from browsing various official and unofficial TERA websites over the past year or more. Some information may be incorrect. This is meant only as a guideline to help choose what class and race might be right for you!

Part 1: About the Classes
Part 2: About the Races
Part 3: About the Hitboxes

Part 1: About the Classes 

This is obviously one of the major things that goes through everyone’s heads – especially when first looking into this and any other game! From game to game there are many deciding factors that determine what race and class we choose. Anywhere from a certain race/class combo being better than another, to the class being what an individual has played for years, and even for pure aesthetic reasons.

In TERA, for a serious gamer, there are many different ways to look at the races and classes of TERA, and the various differences between races makes it harder for some people. The same goes for classes; without an Assassin/Stealth class, some people are at a lot as to what they should play. And this is what I’m here for. I’m here to give you an in-depth look at the races and classes of TERA, and give you information you should take into consideration when you are choosing a race and class.

Let’s start off with classes; this is the slightly less complex of the two subjects.

There are eight classes in TERA, which can be divided into four categories; Tank, Melee DPS, Support, and Ranged DPS.

The first thing I would like to mention to you is damage in TERA. Each class has a damage rating, and a weapon damage rating. There is no distinction between physical damage and magical damage; meaning damage is damage, and you will not need to build a magic resist set like you would in some games. There are resistance stats in TERA, but they cover things such as critical hits, sleep, snare, and knock downs.

It is also worth mentioning that almost every class has the skill known as “Backstep”, but the animation is different for each class andrace. Backstep is the primary dodge skill for all classes who have it. The only classes who do not have Backstep are Priest (replaced by their self-heal) and Mystics.

Let’s start off with the tanks, shall we?

LANCER

Lancers are the primary tanks in TERA, though as with primary tanks in most games, they are far and few between. They wield a large shield and lance, wear heavy armor, and have the second highest HP pool out of all eight classes. Their damage rating is the third lowest (Priest and Mystic having the lowest damage rating), but this is off-set by their survivability. And of course, they have an AoE taunt.

Lancers are not only sturdy, but one of their skills blocks 100% of all damage taken from the front and, partially, the sides. In general, DPS classes will attempt to skirt around behind the Lancer, but a good Lancer can simply re-position his or her shield block. Lancers also have a self-heal, which obviously can be a life saver.

This class also has an excellent technique for getting away (or catching up), which is their forward-charging dash. This skill seems to have a high knock-down rate when it hits, but it is also worth mentioning that this skill causes the Lancer to run faster than mounted players as well. So if someone mounts up to try and get away, the Lancer can chase them down and knock them off their horse. Alternatively, they can use it to get away, or to catch up to ranged classes.

WARRIOR

Warrior is the second and last tank in TERA. Warrior’s wield duel swords, wear light armor, and have the highest HP pool and movement speed out of all eight classes. Furthermore, Warrior attacks are an arc – meaning they are not purely single-target characters. If you and your buddy are in the path of the swinging swords, you will both get hit, instead of just one of you. Warrior’s damage rating is higher than a Lancer, making them third lowest; they are positioned between Sorcerer (lower) and Slayer (higher) on the damage rating.

Warriors are classified as the evasion tanks of TERA. They have fewer taunt options than a Lancer, but their higher DPS, as well as an AoE stun, make them a viable option as a tank. Warriors are a similar play style to rogues and assassins in other MMO’s, but lack the stealth feature. Stealth is a skill that the TERA developers did not want to add to the game for any of the classes, as it is too game-breaking in PvP.

Warriors have a great technique for getting away or catching up to someone, although I personally do not believe it is as good as a Lancer’s. Warrior’s dodge is a great way to get away or chase someone; the simple flaw with this is the animation is different for each race. While a Castanic Female Warrior’s dodge is a fancy leap (which can leap over attacks), other races must suffice with a roll or somersault. Because of this, the majority of Warriors are generally Female Castanics; the smaller hitbox of the female Castanic also plays a role in this, as Warriors are a tank that shouldn’t be getting hit by what they are fighting.

From here, let’s discuss the Melee DPS classes.

BERSERKER

Berserker is the first Melee DPS class I will cover. Berserker’s wield giant axes, wear heavy armor and have the highest weapon damagerating; tied with an Archer. Their damage rating is second only to Archer. Their crit rate is highest; tied with Slayers. Berserkers for some time were mistaken as a third possible tank, due to the fact that they also wear plate armor. This however is certainly not the case, although if pressed a Berserker can tank, it is not a viable options. Berserkers are meant to attack from behind along with the other DPS classes. Despite their heavy armor, they can be blown up pretty quickly whether it’s by a monster or by another player.

Berserkers are the slowest Melee DPS class, with an attack speed of 0.7 which is matched only by Sorcerer. Despite this slow attack speed, Berserkers can crank out a great deal of damage, with their high damage and weapon damage ratings. Their range is only a short three meters, but this is offset by the splash damage effect of their skills, and the spin of their charge-up technique.

Berserkers have become notorious for their ability to one-shot almost every other class, which obviously appeals greatly to many players. Berserkers are quite possibly one of very few classes that can give a Lancer a difficult time, seeing as their heavy armor mitigates much of a Lancer’s already poor DPS, as well as their ability to hit extremely hard.

The splash damage of a Berserker is slightly less than the damage dealt by a full-on hit, but is still absolutely devastating if it crits. As an Archer I personally fought against a Berserker in a 5v5 fight, and was one-shot by the splash damage of a Berserker. This damage hit me for 16,000 which is four thousand HP over what my health would have been if I were at full health. Those who were in the direct path of his hit and were also crit were hit for nearly 20,000 if not higher depending on their armor type.

SLAYER

Slayers are the second and last Melee DPS class of TERA. Slayer’s wield giant swords, wear light armor, and have the third highest damage rating. They are tied for highest critical hit rate with Berserkers. They also have the second-highest weapon damage rating! Slayers were also for some time thought to be a viable option for tanking in TERA, but lack of a proper taunt means they must out-damage the rest of their group while also attempting to dodge the majority of incoming attacks. Due to the complexity of tanking as a Slayer, and their squishiness, they are not a viable option as a tank. As with Berserker and the Ranged DPS classes, they are meant to flank their enemies and attack from behind or the sides where they will hopefully not be hit.

Slayer’s are in the mid-range of attack speed, a 0.6 which they are tied with Priest and Mystic for. While they are rather squishy if caught, they have greater mobility than a Berserker. With self-buffs for run speed, coupled with a ranged sword strike; they are a worthy opponent for the Ranged DPS classes, in some cases considered the counter class for Archers and Sorcerers.

Slayer’s damage out-put is slightly lower than that of a Berserker, but their faster attack speed, ranged attack, and movement speed buffs more than make up for it. While a great majority of Berserkers can be kited in circles, Slayers are extremely difficult to outrange, seeing as their ranged attack has a range of fourteen meters; this is only one meter less than the range of a Archer or Sorcerer’s base attacks, and four meters longer than the range of a Priest or Mystic.

Slayers are said to be the closest to an Assassin or Rogue as you will get. Despite their lack of dual wield, their feel, damage, and the way they play are more similar to an Assassin than any other class.

And now we move on to the Ranged DPS classes!

ARCHER

Archers are what I like to call the snipers of TERA. Their play style is very reminiscent of snipers, seeing as in PvP and boss fights they tend to snipe the primary target with their charge up shots; Penetrating Arrow and Radiant Arrow. As is typical of Archer classes, Archers wield a bow, and wear light armor. But here is where Archers differ from the norm; they do not require ammo. Archers in TERA have unlimited ammunition, which is explained by the developers as the arrows technically being “magic”. Due to this, bows are classified as magical weapons when it comes to crafting.

Archers have the highest damage rating, weapon damage rating, and range (fifteen meters), but have the second lowest HP pool of all eight classes. Despite their low HP pool, they are not quite as fragile as other ranged/support classes due to the fact they wear light armor, and not cloth. Their use of light armor, as well as their dodge skills increases their survivability greatly; but as always in TERA it is up to the player to make proper use of these defenses.

It is worth mentioning that the 15 meter range applies only to their base attack (left click by default). Skills such as Penetrating Arrow have a range of 17-19 meters, and can have their range increased by Glyphs. At maximum, Penetrating Arrow’s range can be increased to roughly 21 meters with Glyphs. That being said, the farther away you are the less damage you deal.

Archers are a single-target DPS class, although they do have a minor Lock-On AoE. In later levels they will have one or two more AoE options, but the majority of their skills are single-target. That being said, their initial charge up skill that they acquire (Penetrating Arrow) can damage multiple targets if they are bunched closely together or are stacked on top of each other. Thus the “Penetrating” in the skill name. Penetrating Arrow is the first of two charge up skills that Archer gets, the second being Radiant Arrow, which is nearly identical but is purely single-target unlike its predecessor. Due to being purely single-target, Radiant Arrow is capable of putting out even more damage than Penetrating Arrow, but its range is slightly shorter as well to compensate.

As in other MMO’s, Archers in TERA have a variety of Traps. Originally, there were four different trap skills available to Archer. However, with the incredible strength of Poison Arrow on their side already, Archer’s poison trap was removed. The first trap an Archer gets is called Cobweb Trap. As you might imagine, this trap is an AoE snare. The second trap that an Archer acquires is called Incendiary Trap. This trap is pretty simple; it does AoE damage, and that’s about it. Our third and last trap, is Concussion Trap; quite possibly my favorite. Concussion Trap is an AoE stun, and with the use of glyphs, the duration of the stun can be increased by 40%.

Archers are a very mobile class due to their ranged nature. Albeit squishy, their ability to kite, dodge, and their high DPS makes them a force to be reckoned with on the battlefield. An Archer’s role both in PvE and PvP are to focus the main target; generally whatever the tank is occupying. Due to their single-target nature, they are very useful for quickly blowing up a single target. Coupled with their debuff (Mark of Velik) which causes the Archer to deal 10% more damage to the marked target, and Sniper’s Eye which increases strength by 50, and adds an additional 25% damage in PvP (though decreases attack speed by 30%) they can increase their damage against the main target by a significant amount.

If there is a Lancer in the Archer’s group, the Lancer can use one of his skills to further decrease the target’s defense. This lethal combination can result in the Archer critical hitting PvP targets for all of their HP. Warrior also has a similar skill known as Combative Strike, which is acquired at LV6.

And of course with Close Quarters (melee-range AoE stun), Backstep (dodge), and Breakaway Bolt (dodge with damage), Archers have a wonderful slew of abilities they can use to outrange or escape their foes.

SORCERER

Sorcerer is the AoE Ranged DPS class of TERA. Although they do have a wide variety of single-target spells, many of their skills are AoE or splash damage, and as such their damage and weapon damage ratings are slightly lower. In fact, a Sorcerer’s base damage rating is only fourth highest (behind Archer, Berserker, and Slayer in that order), and their weapon damage is higher only than a Warrior and a Lancer. Their range however, is fifteen meters.

Sorcerers, surprisingly, have a higher HP pool than Archers, but this is countered by the fact they wear cloth armor. Sorcerers are incredibly squishy, making it imperative that they dodge, outrange, and when necessary; run away. This class is extremely kite-based, and as such they have not only a snare available to them, but also an AoE sleep. This sleep is easy to dodge however, but can be extremely useful in team fights. 1v1 the AoE isn’t as useful, though some people are stupid and can’t dodge.

Despite the fire and ice elements shown in Sorcerer skills, there once again is only one type of damage: Damage. Because of this, there is no need to match certain elements vs. certain enemies. While you would think using a skill like Fireblast against a lava monster would be a bad idea… there is no penalty for using such skills against monsters. There are no elemental attacks or resistances!

Sorcerers start off fairly weak in PvP at the lower levels, but as they get higher in level they become more and more dangerous. Sorcerer only has one truly offensive charge up skill, which is known as Arcane Pulse (formerly named Blastball). While this skill can do a great amount of damage, it is very slow moving and easy to dodge. Because of how easy it is to dodge, it is usually released early in order to catch enemy targets by surprised; still doing a decent amount of damage when released early. Especially since this skill will hit all targets within a twenty-one meter line.

Sorcerer has of course Backstep, as do all classes, but they also have a skill known as Glacial Retreat. Glacial Retreat is similar to an Archer’s Breakaway Bolt, but on top of doing damage, it has a 70% AoE snare as an added effect. This helps greatly with outranging both melee classes and other ranged classes on the battlefield.

Sorcerer also has two traps at its disposal; Painful Trap, which simply does damage, and Lightning Trap, which is an AoE Paralyze.

Last but not least, the Support classes.

PRIEST

Priest is the main healer in TERA. They have the lowest HP pool, lowest damage (tied with Mystic), lowest Critical Hit (tied with Mystic), lowest weapon damage (also tied with Mystic), wield Staffs, and wear cloth armor. Their squishiness of course is offset by the fact they can heal themselves (and of course, others).

Surprisingly, Priests are capable of DPSing as well as healing, although it is advised that unless you are a very skilled Priest you only stick to healing. Priests also have an ability which I personally find pretty broken; Ishara’s Lullaby. Ishara’s Lullaby, quite simply, is a Lock-On sleep. With a cooldown of only thirty-five seconds, this is more than enough time for Priest to use it in order to interrupt an enemy’s charge up skill, heal themselves, then begin damaging their enemy again.

Priest DPS is a combination of ranged (ten meter) and melee-range skills.

Priest has six different heals currently at its disposal. However, only one of these skills is a self-heal. All other heals (except for HoT’s) do not affect the caster. Priest’s self-heal, which is the first heal they acquire, is called Heal Thyself. From here, you get Sanctuary of Regeneration, which creates a circle on the ground in front of you that regenerates the HP of your allies who are on or in the circle. After this, they acquire Focus Heal, which is a lock-on heal for up to two targets (and you cannot lock-on to yourself). And then, you get Regeneration Circle, which also (obviously) creates a circle on the ground; this one however is a HoT. After this comes Healing Circle, which is a small circle on the ground before you, but is a massive heal for those you manage to hit with it; although it is perilous to use it, so you must time it correctly. And finally, there is Blessing of Balder, which is another (weaker) HoT.

Also in Priest’s arsenal of group-friendly skills, are a group summon skill, and a teleport that takes yourself and your group members to the nearest Campfire. As well as these useful teleports, Priest has a non-combat movement speed buff, a strength buff, an endurance (defense) buff, and a buff that increases resistances to harmful effects for your whole group! And of course there is Resurrect, a damage-absorbing shield, and a skill to make knocked-down group members rise to their feet again.

As I said at the beginning of this extremely long article, Priests do not have Backstep. This was replaced by their self-heal. That being said, Priests do have an escape known as Fiery Escape. This is very similar to Sorcerer’s Glacial Retreat; right down to the 70% snare.

A skilled Priest can keep their entire group alive and maintain a good amount of DPS in PvE scenarios. This does of course also rely on your team’s ability to dodge and stay out of AoE skills. If your team is dumb and gets hit by every skill the mob uses, you may want to consider yelling at them or sticking to just healing.

MYSTIC

Mystics are a strange support class; sporting pets, debuffs, heals, and buffs. I consider them to be a sort of hybrid, although in Korean release they have managed to often take the role of main healer in some groups. This is strange seeing as they only have two or three skills that heal. Mystics use Wands, and wear cloth armor. They have the lowest HP pool, lowest damage (tied with Priest), lowest Critical Hit (tied with Priest), lowest weapon damage (also tied with Priest). Their squishiness of course is offset by the fact they can heal themselves, and their teleport skill.

Mystics are a strange class, in a way they are a jack of all trades, but for the most part their skills are unique to themselves. Mystics have four different pets, known as Thralls. The first Thrall they acquire is the Thrall of Protection, which is a tank pet. The cooldown on the Thrall of Protection is ten minutes, and it lasts for ten minutes unless of course it dies. The Thrall of Protection generates quite a bit of threat, and can knock down the enemy it is fighting.
The second is Thrall of Vengeance. This spirit of Lightning is a moderate DPS thrall, with a twenty-two second cooldown.

After this, comes the Thrall of Life. This cute little fairy has the same skills as a Priest as far as heals go; including AoE Heal and AoE Dispel. Meaning, this little fairy can not only heal you, but can also heal your team mates. That being said, it only stays for twelve seconds, and is on a thirty-five second cooldown.
Lastly, is Thrall of Obliteration. This thrall will attack once and disappear, which may seem odd for its ten minute cooldown, but one would assume it does a good amount of damage.

Besides the lovely Thralls, another thing Mystics love about themselves (and everyone else hates), is their escape technique; Teleport Jaunt. This skill has a ten second cooldown, and teleports the Mystic fourteen meters away in the camera direction. Already an annoying skill, Mystics can acquire a Glyph which has a 25% chance to reset the cooldown on Teleport Jaunt after being used. Personally, when fighting a Mystic; the Mystic’s cooldown reset three times in a row and it is next to impossible to guess which direction they are teleporting in.

Also at the disposal of a Mystic, are snares, poisons, debuffs, buffs, Summon Group, Resurrect, and the ability to bestow Vow of Rebirth on allies; which means once the ally dies, they can resurrect automatically.

I spoke a little of one of Mystics “heals”; Thrall of Life. Another option they have for healing is acquired at LV1, and is called Arun’s Vitae. Tis skill is on a 5 second cooldown, and they simply drop red orbs on the ground which allies can pick up to heal themselves. In later levels, they also acquire Arun’s Tear, which is the same concept; except is blue and restores mana.

Part 2: About the Races

Races are the next thing that I’ll discuss with you. There are seven races in TERA, each race/gender combination has its own differenthitbox size. Each race in TERA has its own set of Racial Skills; except for Elin and Popori, who share the same set of Racials due to originally being one race, before some minor changes were made in late 2010.

The first difference in race I shall discuss with you is Racial Skills. I will cover hitboxes later, separated into the categories of Male and Female, since generally people have it set in their mind they want to play either male or female, regardless of which race they choose.

Let’s go alphabetically, shall we?

Amani

“Enslaved by conquering giants and freed by the goddess Kaia with the help of the Castanics, the Amani value freedom above all things. They are naturally watchful and slow to trust, but having earned their trust, you will have it until you prove faithless. You really don’t want to do that.”

The Aman have the following four racial skills;

Last Aman Standing (active) – Your resistance to being knocked down or paralyzed increases by 70% for 30 seconds. Cooldown: 60 minutes.
No Stranger to Pain (Passive) – Decreases damage taken by 10% when your HP is below 30%.
Blood of Dragons (Passive) – Increases resistance to the effects that do Damage Over Time by 10.
Prospector (Passive) – Increases the speed of gathering minerals.

Baraka

“The Baraka are related to giants, but in turning their backs on the giants’ wars of conquest, they avoided their progenitor’s doom on the Day of Flame. Baraka value knowledge of all kinds. They maintain libraries of the accumulated learning of their own people, as well as that of all the world’s races, in every city where they make their homes.”

The Baraka have the following four racial skills;

Ancient Wellspring (Active) – Instantly restores all your HP using the magic of a bygone era. Cooldown 2 hours.
Resistance to Fatigue (Passive) – Your stamina cannot drop below 20%.
Gather No Moss (Passive) – Increases resistance to restraint and movement debuffs by 10.
Time-Lost Techniques (Passive) – Increases the speed of crafting magical weapons by 10%.

Castanics

“Castanics inspire more conflicting emotions than any other race in the world of TERA. Clever and skilled, Castanics are also opportunistic and hot-tempered. A Castanic never forgets a friend and never abandons an ally. They’re also notoriously quick-tempered and have a tendency to decapitate first and accept apologies second.

The clan is famous for the skill of its artisans and crafters. They are also adept merchants—cunning negotiators who love the interplay of bargaining, and strive to come out on top in every deal.

The Castanics have the following four racial skills;

Skirmish Running (Active) – Your speed increases by 35 for 3 minutes, but your resistance to stun is reduced by 20%. The effect ends if you stunned. Skill may be used during combat. Cooldown 30 minutes.
Dirty Fighting (Passive) – Increases the critical value by 1% when attacking from behind.
Weaponforger (Passive) – Increases the speed of crafting with metal weapons in 10%.
Landing Light (Passive) – Decreases falling damage by 50%.

Elin & Popori

“The Elins have one driving goal: if it’s not good for nature, stop it. Older and wiser than they appear, they join with forces of nature and mortal races to sweep their enemies from the battlefield. Their speech is often dark, forthright, and otherworldly, and their sense of humor can border on vicious. Other races find the Elins’ manner and behavior off-putting.”

“The Popori nation is made up of two distinct races. The Elin—small female humanoids—were created by the goddess Elinu out of her own divine essence. The Popori are non-human beasts awakened to sentience by the Elin. Both are small, and accustomed to not being taken seriously. Both are curious, candid, uncompromising, and utterly ferocious. Both are resolute and tenacious defenders of nature. They are quick to learn, and quick to judge. Losing a Popori’s respect means you may never get an opportunity to regain it.”

The Elin and Popori share the following four racial skills;

Soothing Presence (Active) – Monsters do not make pre-emptive strikes, but your movement speed is reduced by 40% for 1 minute. The effect disappears immediately when you use a skill or item , or if you enter combat. Cooldown 60 minutes.
Horizon Run (Active) – Your speed increases by 20 for 3 minutes. Cannot be used in combat. Cooldown 30 minutes.
Botanist (Passive) – Increases the speed of plant collection.
Current Friendly (Passive) – Your swim speed is increased by 50%.

High Elves

The elves once lived lives dedicated to venerating nature and the gods. The “Children of Karas” maintained their forest homes in peace, but that changed when the conflicts of immortals destroyed their civilization and split a proud and powerful race into two factions.

Now, only the “High Elves” remain. After three thousand years of war, they withdrew from the world after a devastating loss against a force of allied races. This century of seclusion ended when the gates of Allemantheia opened to refugees fleeing the argon invasion, and the world took notice when the gates stayed open and produced an army to fight for the lives of all mortal races.

Though the elves bought their seat at the Valkyon Federation table with the blood of soldiers, many do not trust the “New Way,” believing that their walled desert city holds many more secrets, and that the elves never gave up their conquering ways.”

The High Elves have the following four racial skills;

Core Infusion (Active) – instantly completely restores MP through the power of the Core . Cooldown 2 hours.
Call of the Core (Active) – You teleport to Allemantheia. Cooldown 1 hour.
Resilience of Mind (Passive) – When resurrected provides a MP regeneration buff.
Coalescence (Passive) – Increases the speed of collecting essences by 15%.

Humans

“Cursed by their god to wander without a homeland, the humans turned their adversity to advantage by using their long exile as a learning experience. They studied the culture and crafts of other races, and forged their own destiny without guidance from their neglectful deity. Now, as creators of the Valkyon Federation, they are admired and respected by all the nations of the world for their role in bringing together the coalition that will defeat the argons and return the world to peace at last.”

The Humans have the following four racial skills;

Deft Footwork (Active) – For 3 minutes, dramatically decrease the likelihood of being knocked down or paralyzed by another player by 50%. Cooldown 60 minutes.
Indomitable Spirit (Passive) – When your HP is less than 30% receive 10% less damage from other players.
Resilience of Body (Passive) – You heal continuously after resurrection.
Nomadic Crafter (Passive) – Increases the speed of crafting light armor by 10%.

And yes, there is more to consider when thinking about what race you want to roll.


Part 3: About the Hitboxes

Each race and gender combination in TERA has its own specific hitbox. Hitboxes determine not only how easy you are to hit, but also how easy you are to heal. Both enemies and allies are effected by the size of your hitbox! Some races are better suited for certain classes due to this, such as wanting to have a larger hitbox as a Lancer, so that you can Shield Block corridors, and hide your allies behind you while you absorb 100% of the damage thrown your way.

Other classes are better suited to be small; such as Priests, Archers, and so on. There is as such a thing as too small or too large in TERA, but for most people race choice is based purely on aesthetics.

For those far and few between who care about things such as hit box, I will provide you information on the hitbox sizes in TERA.

The general rule of thumb in TERA is that the taller the character, the larger the hitbox. In the case of Castanics, you can ignore their horns here as that is not a factor in their height; same for the ears of Elin. Although I am not 100% sure which has the bigger hitbox than the other; Popori or Elin. They are very close in size, but generally the males of each set have the larger hitbox. In the case of Popori and Elin I am not sure, but do know they are the shortest of all the races.

Here you can see every race and its height, all in a straight line, side-by-side.

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From left to right; Aman Male, Aman Female, Baraka, Castanic Female, Castanic Male, High Elf Female, High Elf Male, Human Female, Human Male, Popori, Elin.

As you can see, Baraka are the tallest, followed closely by Aman Males and then Aman Females. The shortest are obviously Popori and Elin, Castanic Females following closely after that.

Now, let us dissect the hitbox differences further, classified by gender.

FEMALES

The tallest of females are clearly Aman. The large hitbox of Aman females makes them ideal Lancers, although you will see the occasional Slayer, Berserker, and even Priest or Sorcerer in some cases. People have begun to shy away from large hitboxes when playing squishy characters, but some people love the look of their favorite race too much to care; which means they must learn even more how to out-play their opponents, due to being so easy to hit right off the bat.

The second tallest females are the High Elves, followed closely by Human Females. Although I have seen a few female Lancers of either race, the majority seem to role Slayer, Berserker, Sorcerer, or Mystic. This is partially due to racial skills, and partially to do with hitbox size. Having a roughly medium size hitbox allows High Elf and Human females to be much easier to target by their group’s Priest, which is a plus for obvious reasons.

The second shortest females are Castanics. They are surprisingly small, and with the common class choices of Warrior, Sorcerer, and Archer they tend to be very slippery little devils; unfortunately sometimes for their own team. Castanic Females can be difficult to heal, especially since the common class choices are constantly moving (or at least should be). Because of this, I recommend that if you play a female Castanic, you should try to be very aware of when your neighborhood Priest is casting his or her heal circles, so that you can maneuver yourself into the circle.

Smallest of the small, are the Elin. Elin hitboxes were adjusted at one point due to Lancers being a popular class choice in Korea…and Priests not being able to heal them because of their size. Lock-on heals would end up going to another nearby ally instead of the Elin, because they were so small and other moving group members made it difficult to target the poor little Elin. Despite their hitbox being adjusted, Elin are still the smallest of the females. Elin are so popular however, that you will pretty much see Elin of any and every class running around, despite their small stature and sub-par racial abilities. So, as with Castanic females, I highly recommend map awareness so that you can maneuver yourself into your Priest’s heals.

MALES

Baraka (although not technically any gender), are the tallest of the tall here in the world of TERA. Despite their large size, the majority of Baraka appear to choose Priest as their class, instead of Lancer or even a DPS class. The enormous size of a Baraka could make them ideal Lancers, able to take hits for their team mates easily. However their racial skills may not be the best choice for a Lancer. On the plus side, they are easier to heal… especially if the Baraka himself is the Priest!

The second tallest males are the Aman, who quite typically are Lancer, Berserker, or Slayer. Their large stature makes them suitable for Shield Blocking corridors as a Lancer, or even blocking as a Berserker, although not quite as effective. Due to their large size, Aman males are both easier to attack and easier to heal.

The next two I am not completely sure as to which has the larger hitbox; High Elf or Human Male. Human males are bulkier, but High Elf males are taller. This could be a case where bulk indicates a larger hitbox, but as I said I am not 100% sure on this pair. While the majority of Human Males I have seen are Lancers, Slayers, Berserkers, and the occasional squishy… The majority of High Elf males I have seen are Priest, Mystic, Archer, and Warrior, along with several other squishy DPS classes. I think it is safe to assume that High Elf male Archers have Legolas syndrome, but at least High Elf is a decent choice. High Elf and Human males (as with the females) are medium-range hitboxes, and are well-suited for most if not all of the classes in TERA. Their medium range hitbox makes them slightly less easy to hit, but also means they are still easy to heal.

Slightly shorter than the Human males, are the Castanic males! Obviously this is not counting the horns. Castanic males appear to pretty popular (hmm, I wonder why *sarcasm*), and as such there is a decent distribution of classes amongst the existing Castanic males. Some of the more common classes are the Melee and Ranged DPS classes, however. Castanic Male Lancers, in most cases,cannot Shield Block a corridor on their own. That being said, their racial skills are quite nice no matter which class it is you choose. Despite being shorter than a Human male, I still consider their hitbox size to be medium range. They are not that hard to heal at all.

And of course, coming in as the shortest of the males; the cute and cuddly Popori. Who doesn’t love pandas, after all? As with the Elin, Popori are rather popular, so there are Popori of many classes running around. But, also as with Elin, they are more difficult to heal due to their smaller size. So, map and heal circle awareness is once again a crucial skill if you decide to play this race.

Sword Story – Bleach Zanpakuto

Zanpakutō (斬魄刀; literally, soul-cutter sword) is the main weapon of the Shinigami, the Arrancar and theVisored. The Shinigami art of wielding a Zanpakutō is called Zanjutsu (斬術; literally, swordsmanship).

 


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The Zanpakutō of low-ranking Shinigami are called Asauchi and don’t have names, but the Zanpakutō of Shinigami of rank have names. In its sealed state, a Zanpakutō has the form of a Japanese sword.[1] Such weapons are unique swords generated from their owners souls. Its shape differs depending on its owner.[2]

Zanpakutō are the trademark weapons of the Shinigami. Capable of cutting spiritual bodies, they are amongst the few weapons which can be used to combat Hollows. Each Shinigami carries a Zanpakutō, and each Zanpakutō is unique: as the swords are both reflections of a Shinigami’s soul and power, and sentient beings unto themselves. The Zanpakutō’s name is also the name of the living spirit that empowers the sword and lends its strength to the Shinigami who wields it. These beings can vary greatly in appearance and have their own distinct personalities which match their owner’s.

A Zanpakutō’s shape and abilities are based on their Shinigami’s soul. Once a Shinigami learns his/her sword’s name, they are able to communicate with one another and grow stronger together. Zanpakutō are born with their Shinigami and they die along with their Shinigami. Shinigami use them in battle as a reflection of their heart. When released, they can display a vibrant power. They are one with the Shinigami, and they share a Shinigami’s conviction.[3]

Inside each Zanpakuto is an incarnation that manifests itself upon the Zanpakuto’s transformation. The first step is to acquaint oneself with this incarnation.[4]


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  • Because they are part of their owner’s soul, a Zanpakutō cannot be replaced, though it will slowly regenerate if it is broken.[6]

 

  • In order to to fix a broken Zanpakutō, the owner needs to take Reishi and Reiatsu and merge them into his/her Zanpakutō. However, this only applies if it was the Shikai which was damaged, if a Zanpakutō breaks in its Bankai state then it will never go returned to its former state.[7]

 

  • The size of the Zanpakutō reflects the amount of the swordsman’s spiritual power.[8] Exceptions to this rule are beings of immense power who are required to actively control the size of their Zanpakutō.[9]

 

  • If a Shinigami pierces the chest of a Human with their Zanpakutō and channels their Reiryoku through it into the Human’s body, it will transform that Human into a Shinigami temporarily. The act does not have a high chance of viability even when the Human in question has a high level of spiritual energy, and if the method does fail the Human will die.[10]

 

  • Every Zanpakutō has its own name.[11]

 

  • A Zanpakutō can determine whether or not its wielder is worthy of its power.[12][13]

 

  • Zanpakutō have a true form.[14] This true form resides inside their Shinigami. A Zanpakutō has a mind, and a body that controls their powers. Shinigami are able to grow more powerful by communicating with them.[15]

 

  • Zanpakutō possess their own reiatsu, which can be sensed as any reiatsu can and is identical to that of their wielder though with subtle differences.[16]

 

  • Though rare, it is not impossible for more than one soul to be attuned to the same spirit. In such cases, ancient law of the Soul Society will not allow two beings to wield the same Zanpakutō, in which case, they must duel for ownership of the spirit, with the winner gaining it and the loser being sentenced to death.[17]

 

  • No matter what form (or size) a Zanpakutō takes, it is always virtually effortless for its owner to wield because it is a part of its owner’s soul.[18] Shinigami captains all consciously keep their Zanpakutō in a manageable size, otherwise they would be holding Zanpakutō the size of skyscrapers. Therefore, one cannot judge one’s opponent’s strength solely by the size of their Zanpakutō.[19]

 

  • No Zanpakutō in existence has a Shikai and a Bankai that use unrelated abilities


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A wielder knows their Zanpakutō spirit very closely and vice versa. The connection is very deep, though in the beginning the connection is one sided with the wielder being unable to fully hear the spirit communicating with them.[21] It is not uncommon for the introduction of the two (Shinigami and Zanpakutō spirit) to take place in theinner world while the prospective Shinigami sleeps.

A Zanpakutō is generated by its wielder upon the solidification of their Reiryoku into the sword’s form.[22]

It is not enough to simply know the name of one’s Zanpakutō. If a wielder were to lend its power to its Zanpakutō then the weapon would become stronger. To fully use a Zanpakutō’s power, a wielder must get to know its Zanpakutō’s spirit.[23]

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Guild Wars 2 Guide – Fractals of the Mists

Complete Guide to Fractals of the Mists

By – Sardu
Complete Fractals of the Mists Guide

Fractals of the Mists are an all-new dungeon experience in Guild Wars 2,introduced with the Lost Shores content update. While many core gameplay staples carry over from the standard dungeons, the way you approach and progress through the fractals can differ in some significant ways. In this guide we’ve compiled plenty of useful information to get you started in the new dungeons, along with plenty of tips and important details to be aware of based on our hands-on time with them so far.

I. Forming Your Group

Before you can begin, you’ll first need to form a full group of five players. All party members will need to be located in Lion’s Arch within the same shard, though only the group leader will need to be physically present at the asura gate to enter the main Fractals of the Mists instance.

Fractals Asura Gate

II. Fractal Difficulty Scale

One thing that will differ when you see LFG requests for running the “infinite dungeon” is that Difficulty Scale will play an important role. As you complete each cycle of three fractals, the difficulty scale going forward will go up by one (1), shown in the upper right corner of the screen. Currently this scale can continue to climb with no hard cap on difficulty level.

Fractal Difficulty Scale

As the difficulty scales up, a few things will happen. Not only will some of the expected things occur, such as boss encounters becoming increasingly more difficult, but additional environmental factors may also come into play.

For example, in the Volcanic Fractal there is a long, downward sloping corridor where players will have to avoid a number of giant flaming boulders as they descend. As the difficulty scales upward, additional mobs will spawn in this area making it much more challenging to progress.

Each time you complete a fractal your progress will be saved, along with your current difficulty scale. However, the scale set for your overall group will always be set to that of the team member with the least progress.

Maximum Party Difficulty

So say you’ve completed a few fractal runs and have access to scale 3 difficulty, your group disbands, and you head back into Lion’s Arch to form a new group. If one of the group members is currently only at scale 1 difficulty, that will be what the rest of the group is set at until you complete more fractals to advance the difficulty scale higher.

This will be important to keep in mind when forming groups, and you will likely see requests in /map chat for players with a minimum difficulty scale.

III. The Mistlock Observatory

Once your full group has entered the main Fractals of the Mists staging map, the Mistlock Observatory, you will have access to a standard merchant selling basics like salvage kits, a special merchant who accepts the new Fractal Relics currency, and a repair NPC.

Mistlock Observatory

In the center of this area is a blue portal (shown above). Once your party is ready to enter the dungeon, the party leader can enter this portal and then all members will be issued a Fractal Transit Query. As soon as all members hit the “Ready” button, you will immediately be transported to one of the fractals at random.

Fractal Transit Query

IV. Fractal Cycles

Unlike normal dungeons, groups will be taken to three (3) random fractals per run, constituting a complete cycle. Once a given fractal is complete, a loot chest will spawn, and another Fractal Transit Query will be presented.

Following the first and second fractal, you will be taken to another random fractal. Upon completion of the third, you will be taken back to the Mistlock Observatory where you can access the vendors, make any needed repairs, or simply reenter the portal for another cycle of three fractals.

Each fractal will take you roughly 15-30 minutes to complete. This will vary based on things like group coordination and difficulty scale.

V. Fractal Checkpoints

Unlike standard dungeons, fractals do not contain any waypoints. Instead, invisible checkpoints will be unlocked as you progress through each fractal. This is significant for a couple of reasons.

First, it will make reviving downed teammates critical to your progress since you won’t be able to simply waypoint zerg more difficult encounters. Secondly, defeated players will remain in the defeated state until they are either revived, or the full group wipes. In the event of a wipe, your team will immediately spawn at the nearest unlocked checkpoint.

VI. Fractal Relics

A new currency type has been added that is specific to the fractals dungeon, called Fractal Relics. At the end of each successfully completed fractal, a chest will spawn that contains 5 Fractal Relics along with any additional loot you’ve been awarded.

Fractal Relics

Relics are a physical object similar to dungeon tokens or badges of honor. As such, not only can they be used to purchase items from the merchant in the Mistlock Observatory, but you will also be able to use them in the Mystic Forge.

At present, we are still gathering data on any Mystic Forge recipes that utilize Fractal Relics. In the meantime, below you find a complete list of items that can be purchased with relics along with their associated costs:

Fractal Relic Merchant

The equipment boxes listed above will function similar to other inventory containers that filter a given type of loot. In this case, items of the same quality level of the container will automatically be placed within it as room permits. So say you purchase the exotic box, any exotics you loot or craft will automatically be placed there. This helps expand on the current inventory sorting options, and also provides an alternative method of obtaining 20 slot containers outside of the hefty 10g rune costs in crafting.

Prototype Fractal Capacitor

Dessa’s Experiment Journal is a consumable item that can be used to gain an additional skill point. This will no doubt come in quite handy for gaining the skill points needed for legendary weapon creation, or other mystic forge recipes that require components purchased with skill points.

Finally, the Prototype Fractal Capacitors are items with varying stats. (the specific equipment slot is not listed on the tooltip, but these are most likely a general accessory slot item) While those listed here are exotic quality, they’re similar to ascended quality items in the sense that they contain no upgrade slots, instead coming pre-loaded with specific attribute increases. (an example of this can be seen to the right)

 

Here’s a youtube Video from Wolfsgorawr

Metal Gear Solid The Phantom Pain Trailer

This Trailer is set after the events of the NES METAL GEAR series.The man with the prothstetic arm is BIg Boss after some tragic actions during the NES games.If you watched the MGS Ground Zeros trailer there is a man with a BURNT face revealed .this may be the guy with bandages around his head guiding “BIG BOSS” to safety.If you didn’t know BIG BOSS would have hallucinations which may explain the giant whale.there is also use of the “crawling system” from the FOX ENGINE

METAL GEAR SOLID GROUND ZEROES Full Gameplay Demo + Trailer

It look awesome and cant wait to play it for real.

Lets not tempt us for long

The Game Play of MGS ground zero

 

Trailer for MGS Ground Zeroes

 

(From Examiner.com)

Metal Gear Solid: Ground Zeroes” is coming and people know the game will be an open-world, but people may not know exactly how long Kojima Productions will make this game.

According to a report from VG24/7 yesterday, “Metal Gear” creator Hideo Kojima revealed that people will be able to play over four days worth of gaming before fully completing this next installment of the franchise.

“[It’s] set in a very open world where players can wander around and explore freely. Players should still be able to find new sights and worthwhile adventures after having played the game for as many as 100 hours,” Kojima said.

Kojima has also stated before that this “Metal Gear Solid” iteration will be bringing more new elements to the series than ever before.

“I’ve always said that I want to work on original properties, but ‘Metal Gear’ offers plenty of benefits.

“The Fox Engine, for example, took a lot of time and money [to create]; we were only able to develop it because it was intended for the next ‘Metal Gear.’

“In the next game, I’m introducing concepts intended for entirely new intellectual properties using the ‘Metal Gear’ brand,” Kojima said.

Do you think you will be able to complete the over 100 hours of gameplay from “Ground Zeroes?”

Metal Gear Rising Story Cut Scene TGS 2012

(From Game Informer)

What originally started off as Metal Gear Solid: Rising, a stealth game focused on the events of Raiden between MGS 2 and MGS 4 has turned into the action-packed Metal Gear Rising: Revengeance set after the events of MGS 4.

Producer Yuji Korekado worked on Rising until it was scrapped due to a lack of focus, and then rebuilt the title from scratch when Platinum Games joined the Metal Gear pursuit.

“The script really didn’t match the game design that Platinum Games wanted to go with,” Korekado said. “And it was very binding because it was between Metal Gear Solid 2 and Metal Gear Solid 4, and we moved it past 4 for the next script. It really gave them a lot more freedom.”

With a new focus in mind, Metal Gear Studio and Platinum Games chose to build the story and gameplay around the theme of action.

“We really designed this game around action, and that’s how we moved forward,” Korekado said. “That’s really the first element that we built on. We wanted to redefine Metal Gear, really add to the saga. There’s a new character, it’s a new genre, it’s action-based. It’s more an expansion of what Metal Gear would be. We would like to change your definition of what a Metal Gear game is. Not just stealth, but redefining it based on what this game is all about.”

Not only did Korekado want to change the perception of what can be considered Metal Gear, but also the appeal of the lead character Raiden.

“People who didn’t like Raiden, we think they can enjoy the development, the growth of Raiden in this new game. We hope that fans can enjoy the growth of Raiden as a character, as a human—cyborg—and enjoy the game entirely.”

 

 

Cyborg Ninja Samurai Raiden ~~~

 

Call of Duty : Black Ops 2 Review

This is from G4TV

Call of Duty continues to march out a game every year, but has it managed to stay in line with what gamers expect from the series? How do you keep a game fresh, while keeping it the same? Is Call of Duty: Black Ops 2 a game you’ll want to buy or put on your wishlist? Find out in our full review below!

The Pros
  • Cinematic storyline with branching moments feels truly epic
  • Multiplayer has been kicked up several notches
  • New options add lots of replay value
The Cons
  • Was the zombie mode worth the hype?
  • Strike Force levels have atrocious AI
Gameplay video

Call of Duty: Black Ops 2 Review:

The Call of Duty franchise has continually steamrolled the competition, and as Call of Duty: Black Ops 2 releases this holiday season, it enters a field crowded with competition. Just the past few weeks alone have brought us Borderlands 2Halo 4 and Medal of Honor: Warfighter, with two of those games dominating our free time, and the other one… not. And that’s just the recent FPS lineup. Suffice it to say, there are plenty of games to divert your attention right now.

But Activision’s powerhouse title wants all eyes trained on it at launch as it tries to beat the massive “biggest entertainment launch ever” already set by its predecessor, Call of Duty: Modern Warfare 3. So how does it stack up?

 

 

There’s a 2 on the Box For A Reason!

Black Ops 2 is a sequel in both title and story, although it does not pick up immediately where the first game left off. Instead, we’re years in the future, where the present time is now 2025. You’re still playing as Mason, although this time it’s David Mason, son of Alex Mason from the original Black Ops. He’s visiting Frank Woods, his father’s old (literally) partner who has information about Raul Menendez, and possibly a terrorist attack on the United States.

That’s where the train begins to pull out of the station in Black Ops 2, and it will take you on a wild ride around the world, and jump through multiple points in time. You’ll be back in the boots of Alex Mason, running missions again alongside Woods, and you’ll encounter historical figures in the game, like Oliver North and Manuel Noriega, who they casually nickname “Pineapple Face.”

You’ll see the bond between Woods and the elder Mason deepen, based on missions they carried out post Black Ops, and you’ll also find out just who Raul Menendez is, and why Treyarch considers him to be “the most dangerous terrorist since Bin Laden.” Although you’ve played through the campaign at least once, you’ll probably conclude that Menendez is much, much worse.

Zombie Trailer

But for the majority of the game, you’ll be doing duty as David Mason and often following directly in your father’s footsteps as you trail Menendez and try to stop a global terrorist event by his hands. During your time as David, you’ll be partnered up with fellow soldier Harper, voiced by and modeled after Michael Rooker who does a fantastic job throughout this game. We’re just glad he never went full Merle Dixon on us.

The team was extremely proud to be able to bring screenwriter David S. Goyer in as a story consultant on this title, and it shows in the plot. This is a massive story with some truly horrific moments embedded in it. It entwines a fantastic story into the plotlines of Black Ops, and does a commendable job of pushing us 13 years into the future. While the Rare Earth Elements storyline might seem farfetched at first, if you do a little digging into the science behind it, you’ll find that it is eerily on target.

Little things like the fact that some of the missions (and a multiplayer map) take place aboard an aircraft carrier named the USS Obama, and the usage of biometric identity bracelets that insert your image into advertisements aboard a luxurious floating city seem grounded in the reality of today. Then there’s all of the future tech you’ll get to play with, like wing suits and flechette guns with exploding rounds. Most of the really nifty toys aren’t available in multiplayer, giving the campaign another notch in its replayability belt.

Black Ops 2

Replay’s The Thing

Speaking of replay, while the game has a fairly epic campaign that should take about eight hours to complete in full, for the first time in a Call of Duty game, there are finally reasons to replay the campaign besides just upping the difficulty level. There are branching decisions throughout that will affect your story, and ultimately the ending of the game.

Some of these decisions will also trigger Strike Force levels, which are optional levels that will appear from time to time within the game. While you don’t have to take part in these at all, your decisions here will also affect the endgame. Plus, you can also fail these levels, although you can try to replay them if you have the resources. But they will only be available for a limited time, and once the window closes, they are gone forever.

The branching events in the campaign are where the story treads into the “interactive storytelling” realm. Sometimes these can be somewhat trivial and cosmetic, and at other times they can have a bearing on future campaign events and on Strike Force levels. You can easily identify these moments as they happen in the campaign with certain achievements, or you can see them in the level menus where your progress is marked.

Black Ops 2

Case in point on the trivial side: During a later mission to a luxurious floating city, Harper remarks that if he was on his own time, he would get some “hot chick” action. When I replayed the game, in an earlier mission, where we were fleeing the wrath of Menendez, I accidentally steered our car under a jet of flame, badly burning half of Harper’s face. When made our way to the floating city, and Harper makes his “hot chick” remark, one of the other characters quips, “Not with that face.” Ouch!

With these decisions and levels boil down to is a first for the franchise: multiple endings. While it isn’t a new idea in the video game industry, it’s a novel approach for Call of Duty, and it will make you want to replay the campaign more than once.

Black Ops 2

A Strike Against Strike Force

While we fully support branching storylines and welcome decisions that have a direct affect on the outcome of your game, unfortunately these Strike Force levels are a bit of a misstep. First of all, they are meant to be strategic. Offering the player a satellite level top-down view of the battlefield, you can issue rudimentary commands to your units like move and attack.

Unfortunately, the artificial intelligence in these units just isn’t enough to get the job done, and after much frustration you’ll find that it is often much easier to jump down into a single soldier unit to get the job done. A good example of this was in a level where we had to plant three beacons at different locations on at a cargo ship port. After issuing movie commands to our units, they would frequently get pinned down by enemy fire, or easily taken out by gunfire.

While part many Call of Duty multiplayer matches involves you lone-wolfing it, we didn’t expect to be leaving squads and units behind in the campaign in order to secure or complete objectives. Thankfully you can gain the ability to continue trying Strike Force levels as you complete campaign missions, but they vanish after you progress past a certain point so if you’re a completist you’ll have to act fast or forego that level forever.

Our advice: after beginning a Strike Force level, figure out the objective, and then issue rough move commands to your units before jumping into a single soldier and then go Rambo on the situation.

Black Ops 2

Loading Out

Another first for the Call of Duty series is the ability to change up your loadouts before missions, giving you variety to how you play the single player missions. You’ll encounter challenges in each mission that will require certain weapons, and besides just completing a missions, you can now stat-track each one as well to see what your “score” was. While this doesn’t create a massive different, it is nice to see some variety here, and to select your preferred weapon set before launching a mission.

The loadout changes carry over into multiplayer as well, where the biggest change to that mode comes in the form of the new “Pick 10” system. Now you can pick only ten different items: weapons, perks, attachments, wildcards, etc. to outfit yourself with before a match begins. As you progress through multiplayer, you can gain wildcards that allow you to carry two primary weapons, or have more than one Perk 1 and so one, but you continually have to juggle your ten so you don’t go over.

Black Ops 2

Multipass, No Leeloo Dallas Required

If you’ve ever glanced at the top of the online gaming charts for the Xbox 360 and the PlayStation 3, then you know that Call of Duty titles frequently own the top slot. But this presents the developers with a unique problem where they need to innovate, while adhering to the adage ‘If it ain’t broke… don’t fix it.” So while they haven’t radically changed multiplayer, they have definitely kicked it up several notches.

First and foremost is through the Pick 10 system, which introduces arguably the largest change to single player since perks were first introduced. The one real effect that the system has is that it will cause you to constantly fiddle with your loadouts. In Black OpsModern Warfare 3Modern Warfare 2 and so on, players tended to find a loadout they preferred, and would just stick with it.

With Pick 10, you’ll find yourself diving into the menus between matches to change something minor, or alter your loadout completely by equipping two primary weapons, or by equipping no weapons whatsoever (which equips your melee blade by default) and trying to rank up your knife. It’s a simple system, but one that provides a ton of variety. We just wish it had a giant slot machine handle built in that could dial up a random loadout at any time.

Black Ops 2

There are multiple new attachments in the game that are unlockable as you rank up your weapons, many of which are new to the game. These include millimeter-wave scanners that can show enemies through obstacles, and shock charge grenades that stun enemies that get near them. Taking a page from Gears of War, your assault shields can now be embedded in the ground as well, giving you portable cover that you can move and place at will.

Scorestreaks are now replacing Killstreaks, and those have been tweaked as you would expect and updated with “future” 2025 weaponry. Some of these changes are small, but extremely welcomed. Sentry Guns now fight autonomously, or you can jump into them at any time to take control. The same goes for the Autonomous Ground Robot drone that you can jump in and out of.

Easily the most useful and devious Scorestreak at our disposal was the Guardian. This sets up a microwave-based turret that can be aimed in one direction. It will cause an enemy to slow down, become disoriented, and if they don’t get out of the way of the beam fast enough it will kill them. In one of our Search & Destroy matches, a teammate planted the bomb and set up a Guardian on the bombsite. He was subsequently killed, but the lone remaining enemy could not get close enough to disarm the bomb without cooking himself. Ultimately, he sacrificed himself while trying, giving us the win.

Black Ops 2

A La Mode

Multiplayer has also shaken up the modes this time around, and thankfully gone is the CoD Cash/Points system from the original Black Ops. So instead of Wager Matches you just have Party Games, but they bring back Sharpshooter, Gun Game, One in the Chamber, and Stick & Stones. Combat Training is also more integral to multiplayer as well, with up to three live players and three bots being able to take part in Bootcamp, where you can also rank up from one to ten. You can also play Objective modes with bots beyond level ten, although you’ll only earn half XP.

Objective modes are now round-based, so for instance in Domination, players will now switch sides in the attack and defend back and forth. There are some new modes as well, including Hardpoint, which is basically King of the Hill with a constantly changing target. Or it might be more appropriate to call it Headquarters… without the Headquarters. Custom Games are back as well, with multiple options to tweak including bots in all game modes, and the ability to change Pick 10 to Pick 3 up to Pick 17.

Also new is League Play, where you can team up and rank up as a league. There’s a large, ladder-based tier system in play here, framed loosely after the Diamond etc. ladders inStarCraft 2. However in our brief time with the game, we weren’t able to see how accurately it rates your play here. Although like StarCraft, you do have to participate in a number of placement matches before you get an actual ranking, which is promising. Hardcore Clan players, this is probably where you’ll want to take your teams to play.

Black Ops 2

Another addition is Multi-Team play, which has up to 18 players and six teams competing with each other. It’s somewhat chaotic when multiple teams are on the map, sometimes forcing you to try and work with another team if one of the others starts to pull way ahead. At least, it forces you to do that as much as you can in CoD multiplayer, where kill first, ask for cooperation later is normally the rule of thumb.

The Theater mode has been tweaked as well, with players able to store 20 clips (which can all be merged into one big clip), and the ability to attach the camera to objects in the game, like the Dragonfire quad-copter scorestreak, or the RCDX remote control car. You can also now CoDcast recorded games, which

But easily our favorite addition was the ability to create an instant highlight reel. Simply pull up a match and select this option, and a reel of your best moments in the game will be created on the fly. You can play with the settings for the moments it captures, but right out of the box it does a fine job of making a brag reel to share without all of the video scrubbing and editing.

How Prestigious is Prestige?

Prestige has also been revamped here, with level 55 as the target number for Prestige, and at 10 levels deep. But this time hitting Prestige does not wipe your slate clean. It now continues your level progression, and your weapon XP and attachments are not reset, nor are the challenges. Your unlocks stay unlocked. You’ll be able to choose one of three rewards whenever you hit the magic number, allowing you to add a new Create a Class slot (up to 5), get a Refund of unlock tokens, or get a Fresh Start which actually does reset all of your stats and kicks you back to level one.

Black Ops 2

eSports Are eHarmony For Some, Not For Others

Treyarch has bent over backwards to satisfy the eSports community with Black Ops 2, which includes the aforementioned League Play and also encompasses shoutcasting and livestreaming as well. With CoDcasting (their version of shoutcasting), there are multiple controls in the game that allow a commentator to navigate through any game with a variety of tools including picture-in-picture, map view, a score panel, name plates, and the ability to drop in and out of player conversations.

During our review event, professional shoutcaster Hastro watched a match we played in, and then CoDcasted out the entire game in commentary mode, and we captured the video here for you to watch. While it might only be a very small group of gamers that take advantage of this mode, expect it to pop up frequently as people try it out. One thing we learned: it’s tough to make an entire Call of Duty multiplayer match sound exciting the whole time.

You can also livestream your matches out directly to the web, giving everyone the ability to become a YouTube superstar. Again, this is going to result in a ton of content, but it will be up to you to separate the good from the bad.

The Undead Just Keep On Coming

Much has been ballyhooed about the new Zombie mode in Call of Duty: Black Ops 2, and while it initially feels huge, it’s not quite what we were hoping for. Black Ops provided a rich undead experience with so much Zombie DLC for the game made available after launch, including the fan-favorite Call of the Dead, and the Rezurrection DLC which was only zombie maps.

We fully expect that trend to continue, as right now Zombies in this game feels like only part of a sprawling puzzle that has yet to be unlocked. That doesn’t mean that the zombies aren’t fun here, we just expected something bigger given that the mode now has it’s own menu screen and selection system. Although it’s a statement unto itself that we’ve come to expect to much from this game mode, which almost felt like an afterthought when it was included with Call of Duty: World at War.

The largest change to Zombies is the Tranzit system, which finds you and up to three other survivors struggling to stay alive at several different locations, which can be visited via an automated bus on a looping route. Starting out at a semi-destroyed bus depot, the animatronic bus driver (think Johnny Cab from Total Recall and voiced by Nolan North) will kindly honk before pulling out and taking the journey to the next stop. You can opt to stay on the bus (yes, it will get attacked by zombies on the way and while stopped), or stay at your locations. But as a warning: if you try to run from location to location without the bus, you’ll get attacked by these nightmare-inducing baby things that leap onto your skull. Don’t try it unless you have a death wish.

But Zombies is all about exploration, and to augment that fact the team has created “Buildables” in the world of Zombies now, giving players the chance to combine parts at workbenches in order to create useful items. For instance an electric fan and a dressmaker’s mannequin make a power turbine. Naturally, right? You can also find single-use items such as a ladder that can be attached to your bus to allow rooftop access, or a wedge for the front of the bus to shove zombies aside.

There are a wealth of secrets to unlock in here, just like any good zombies map, and while we like to think it will keep gamers busy for weeks, we have no doubt that there will be full unlock guides on YouTube by the end of launch day, augemented by the fact that Zombie games can now be loaded in the Theater. The development team definitely played coy with us here, and there’s still a lot to find even after our team managed to stay alive through 15 waves of zombies.

Zombies also adds a new grief mode where you can play another team of four (it’s always the FBI vs. the CDC, as an FYI) in humans vs. humans vs. zombies. The goal here is to outlast the other team, and thankfully there are some mechanics to aid you in that goal, like chucks of meat you can find and toss into the midst of the enemy team, bringing with it rabid hordes of the undead.

What we recommend: Jump into Survival which has up to four players trying to survive waves in the locations from Tranzit. The Buildables are still there, and it will give your team a chance to learn how they work without having to worry about multiple locations for now.

Black Ops 2

All On Accounta Pullin’ A Trigger

Honestly, the most impressive thing about Call of Duty: Black Ops 2 is that Treyarch and Activision didn’t just dump a few new maps and weapons in here and slap a “TWO” on the box. A ton of work has gone into this game from top to bottom, and it stands as a real testament to the developers who didn’t want to just coattail this one into the books. Nearly every system and aspect of the game has been tweaked or overhauled, and it certainly shows in the final product.

While the Strike Force levels are welcomed because of their eventual affect on the outcome of the game, the presentation and AI in them needs a serious overhaul. Call of Duty has always been about the first-person shooting experience, and attempting to add a strategic element to that could work at some point, but it doesn’t really come together here. Likewise, the Zombies mode feels slightly hobbled, and while that will probably be filled out via DLC, we would like a more complete package out of the box.

But despite the slight dings in Strike Missions and Zombies, the series continues to shine with its incredibly ambitious, globe-spanning, epic single player campaign, which is now augmented with an incredibly high replay factor. And it should come as no surprise that the multiplayer continues to shine, and will dominate the online game boards in the weeks and months to come. The series has come to be strongly identified by its online multiplayer, and the same holds true in this latest release. They’ve perfected the scratch to the itch you have when you feel the need to jump online and shoot things.

And as with most Call of Duty titles, stay tuned after the credits for something extra. Although this time, be prepared for the truly bizarre. Seriously. It still has us simultaneously scratching our heads and tapping our toes.

Guild Wars 2 Guide – Greatsword Warrior PVP

Guild Wars 2 Warrior Greatsword PvP Guide by Guttzu

Hello everyone, my name is Guttzu and welcome to my guide/review of the Warrior profession in Guild Wars 2. I want to start out by saying how impressed I was by the gameplay of Guild Wars 2. I played the game for the first time in the BWE3 but I was very pleased with how well everything flowed in sPvP. The maps were fun and the graphics were appealing. I played a warrior for 4 years in WoW but the UI and feel of Guild Wars 2, to me, surpasses WoW. Here is a little bit about my PvP past… I competed in high level arena during seasons 2 and 3 of WoW so I thoroughly enjoy the melee class which is why I stuck with Warrior for GW2! Ok enough about my gaming history; let’s get started with the build/review!

*** This guide is intended for use in 5v5 or 8v8 sPvP. The build is focused around Greatsword + Axe/Shield and the Hundred Blades/Eviscerate weapon skills. I will keep this guide updated with other viable specs and playstyles. ***

Here is a link to the build:
Link to Build

Here is a quick link to all the warrior skills on GW2 Wiki: http://wiki.guildwars2.com/wiki/List_of_warrior_skills

Brief Warrior Intro

So you are saying to yourself, “Hey I want to play a warrior so I can run into battle and just button mash and kill everyone yeah, come at me bro!!!” As much as I would like to say that is the case for warrior in GW2, sadly, it is not. This build is more focused around timing your cool-downs and knowing when to burst a target down. I found the warrior to actually be a little squishy with this build but you have good mobility and can get around in combat. Your main focus as a warrior is to dish out consistent DPS and pressure a target until you need to burst them so let’s get into a list of skills and what they mean to you as a warrior. Note that you can reference all of these skills in the “warrior skills” link above.

Greatsword Skills:

1. Greatsword Swing -> Greatsword Slice -> Brutal Strike – (No recharge)

  • Greatsword swing is the first skill in this 3 skill chain. It is decent damage and it applies a condition called “vulnerability” for 8 seconds.
  • Here is a link for vulnerability: http://wiki.guildwars2.com/wiki/Vulnerability
  • Vulnerability is a nice condition because it lowers your target’s defense.
  • Defense is a value that is listed on the hero panel. Basically the lower your defense the more incoming damage you take. Higher defense means higher reduction to incoming damage.
  • Link to Defense stat: http://wiki.guildwar…nse_(statistic)
  • The next skill is Greatsword slice. This is the same thing as Greatsword swing.
  • The final skill is Brutal strike. It does a little more damage than the first 2 skills but does not apply vulnerability.
  • Note that all three of these have the same range of 130 which means you will be spamming this as your main skill when in face-to-face melee combat. Keeping vulnerability on your target will be very important because this lowers their defense which in turn means more damage to them by you and your teammates.

2. Hundred Blades – (8 second recharge)

  • This skill has great damage potential but must be cast in ideal situations since it is a “cast” skill with an actual cast bar. Only use this spell if you know you are going to land all of its strikes or most of them. Again, this has great potential for damage but you need to cast it intelligently. A key time would be when an opponent is knocked down.
  • With that being said, this skill is the reason you go Greatsword! There is ridiculous burst damage potential and if someone gets hit by a full cast of this they are hurting pretty bad afterwards.

3. Whirlwind Attack – (10 second recharge)

  • This attack whirlwinds you in a selected direction. It does decent damage and actually damages all foes in its path. The range on this is 450 so it is a decent distance from start to finish.
  • This is a great skill because it can be used as an escape, an initiator, or a way to boost your speed while running from point to point on the map.
  • This skill takes a little while to get used to since it is – Hit once to show your possible path then hit again to actually whirlwind along that path. If this was “point your cursor in the desired direction and hit one button to whirlwind in the desired direction” that would be awesome.

4. Bladetrail – (15 second recharge)

  • Throw your greatsword at your foe. It travels to your target and returns to you, crippling foes, (for 4 seconds), along its path. The range on this is 990 so it’s a pretty decent range to chuck your greatsword.
  • I like to use this sometimes as a finisher when an enemy is running away.
  • This is actually a pretty decent skill since it cripples everyone in its path. This means everyone it hits on its way to its target and then everyone it hits on the way back.
  • Here is a link to cripple: http://wiki.guildwars2.com/wiki/Crippled
  • You can also use this as an opener to cripple your foe for 4 seconds which means they will be limping when you get in melee range with them.

5. Rush – (20 second recharge)

  • This is your basic, “charge your opponent”, skill. It has a range of 1,200 and does some damage once you get close to your enemy.
  • This is an awesome gap closer when you need to switch targets or catch up to a target that is out of melee range and running away from you.
  • You can also use it to gain speed right out of the starting area to get to your designated cap zone quicker.

– I didn’t include the Greatsword burst skill because I never used it. –

Main Hand – Axe

1. Chop -> Double Chop -> Triple Chop – (No recharge)

  • The title of the skill says it all. Single chop, then chop 2 times, then chop 3 times. Nothing special just damage.

2. Cyclone Axe – (6 second recharge)

  • This is a good aoe damage skill since you spin around and attack all nearby enemies.
  • This also applies the condition “Vulnerability” for 8 seconds.
  • Here is a link to Vulnerability: http://wiki.guildwars2.com/wiki/Vulnerability
  • Vulnerability is a nice condition because it lowers your target’s defense.
  • Defense is a value that is listed on the hero panel. Basically the lower your defense the more incoming damage you take. Higher defense means higher reduction to incoming damage.
  • Link to Defense stat: http://wiki.guildwar…nse_(statistic)

3. Throw Axe – (10 second recharge)

  • You throw your axe and deal some damage. This skill also cripples your enemy for 4 seconds. The range is 900.
  • Here is a link to cripple: http://wiki.guildwars2.com/wiki/Crippled
  • I like to use this sometimes as a finisher when an enemy is running away.
  • You can also use this as an opener to cripple your foe for 4 seconds which means they will be limping when you get in melee range with them.

* Burst Skill – Eviscerate – (10 second recharge)

  • Finally your bread and butter burst move!!!
  • Leap at your foe with a devastating attack. Effect increases with adrenaline level.
  • Basically the more adrenaline you have the more damage this will do. Note that your adrenaline is measured in 3 levels.
  • The main thing I like about this skill is that it comes with a leap. This means that this is a great gap closer and finishing move on low health targets. The leap range is 300 so it is a decent short range gap closer.

Off Hand – Shield

4. Shield Bash – (25 second recharge)

  • Bash your foe with your shield and stun them. You also leap to your enemy as the combo finisher.
  • I found this skill great to use when someone is in decent range and casting heavily on you. Pop this skill and it shuts them up. Range is 300 so you need to judge the distance correctly.
  • The stun is for 1 second. It doesn’t sound like a lot but that is 1 second that the enemy isn’t doing anything. This is a good skill and another form of a short range gap closer for the warrior.

5. Shield Stance – (30 second recharge)

  • Block incoming attacks for 3 seconds.
  • This is a great skill when you are getting focused and need 3 seconds of blocking all incoming damage.
  • Note that you are able to run around when this skill is active. You do move slower when this skill is active but hey it’s blocking all incoming damage bro, you can’t have your cake and eat it too!

Slot Skills

1. Mending – (20 second recharge)

  • This is your healing skill.
  • Heal yourself for 5,560 and remove 2 conditions.
  • Basic healing skill but knowing when to heal is important. If you heal too early then it is a waste but if you heal too late you could miss it and end up dying.

2. Bull’s Charge – (40 second recharge) 

  • Charge your foe and knock down fleeing foes.
  • This is a great closing skill to use. It also causes a 2 second knock down plus some damage when you hit your target at the end of the charge.
  • The range on this is 600 so you have a decent distance to get to your target.

3. Endure Pain – (90 second recharge)

  • Take no damage from incoming attacks for 5 seconds. Also, this skill breaks stun.
  • This is an awesome skill since it makes you invincible for 5 seconds and breaks stun. Use this if you are being heavily focused then once this skill runs out you can swap to shield stance and block incoming attacks for 3 seconds. If timed correctly that is 8 seconds for no damage while you are still hitting on your foe.
  • This is also a good skill if you are low and need to get a heal off but are being focused. You can also pop this when you want to stay in combat for a full 5 seconds and dish out DPS and not worry about incoming damage.

4. Frenzy – (60 second recharge)

  • Frenzy to gain Quickness. Take 50% more damage for the duration.
  • Note that both Quickness and Frenzy only last 4 seconds each.
  • This is a skill that needs to be used with caution since you take 50% more damage when it is activated.
  • Link to Quickness: http://wiki.guildwars2.com/wiki/Quickness
  • Link to Frenzy: http://wiki.guildwars2.com/wiki/Frenzy_%28effect%29
  • Quickness is awesome because it makes your Hundred Blades twice as fast which means insane DPS if you can land the full cast of Hundred Blades.
  • You can negate the 50% more damage effect by popping Endure Pain first then hitting Frenzy which means you take no damage for 5 seconds but you are swinging twice as fast and not taking 50% more damage, come at me Bro ahhhhh!!!

5. Elite Skill – Signet of Rage – (60 second recharge)

  • This is an awesome buffer skill.
  • The passive gives you adrenaline and activating it grants you might, fury, and swiftness for 30 seconds each.
  • Might is a boon which increases power and condition damage and stacks in intensity.
  • Link to might: http://wiki.guildwars2.com/wiki/Might
  • Fury is a boon that increases your chance to score a critical hit by 20%.
  • Link to Fury: http://wiki.guildwars2.com/wiki/Fury
  • Swiftness is a boon that increases movement speed by 33%.
  • Link to swiftness: http://wiki.guildwars2.com/wiki/Swiftness
  • Basically once you pop your signet you become captain BAMF that has increased everything and hits like a truck and runs like a cheetah.

The Actual Build and Traits selected

Strenght: 10 points

  • V-Berserkers Power. Increase damage by 2-5% depending on how much adrenaline you have. With this build you are building adrenaline extremely fast so this is a nice damage boost.
  • Another viable selection would be II-Restorative strength acting as a debuff remover when you use your heal because it removes cripple, freeze, immobilize, and weakness

Arms: 30 points

  • V-Rending Strikes. This has a 33% chance to apply “Vulnerability” on critical hits.
  • Link to Vulnerability: http://wiki.guildwar…i/Vulnerability
  • X-Momentous Greatsword. Gain might on a critical hit with a greatsword. Might is an awesome buff.
  • Link to Might: http://wiki.guildwars2.com/wiki/Might
  • XI-Furious. Critical hits grant an extra adrenaline strike. Boosting your adrenaline means you can use adrenaline needing skills quicker like Eviscerate which does more damage based on what level your adrenaline is at.
  • Link to what Adrenaline is: http://wiki.guildwars2.com/wiki/Adrenaline

Discipline: 30 points

  • V-Heightened Focus. This is a great damage booster. Gain 2% critical hit chance for 1 stage of adrenaline, 5% for 2 stages, and 9% for 3 stages. Run faster while wielding melee weapons. You run faster how awesome is that!
  • III-warriors Sprint.
  • XI- Quick Bursts. Burst skill cooldowns are reduced by 20%. This means that you can cast your eviscerate more frequently which equates to more damage.
  • Another viable skill would be X-Mobile strikes, movement skills break immobilize. You could replace either III or XI with X.

Sigils on Weapons

Greatsword: Sigil of Superior Accuracy – Gives +5% Critical chance.

  • +5% crit is nice because the build revolves around damage and other skills give increased crit chance.

MainHand/Axe: Sigil of Intelligence – Your next attack after swapping to this weapon in combat has a 100% critical chance.  

  • Here is where your eviscerate comes in and wrecks for insane crit damage. Here is how you pull it off… You build up 3 levels of adrenaline, swap to your axe/shield and immediately hit eviscerate dealing crazy amounts of damage. This can be very devastating and almost surprising when you see the big crit numbers.

OffHand/Shield: Sigil of Superior Battle – You gain 3 stacks of might for 20 seconds when swapping to this weapon while in combat.

  • This is a nice buff with might when you swap over to axe/shield from your greatsword.

Amulet and Jewel

Berserkers amulet and Berzerkers Jewel

  • These are amazing together. This is what I ran all BWE3 and it worked very nicely. The + to critical damage is awesome.  The precision buff is nice as well. Precision increases your Critical Hit chance.
  • Precision link: http://wiki.guildwars2.com/wiki/Precision

Armor Runes

Superior Rune of Divinity: +10 to all stats and 3% critical damage

  • Put this on all your armor pieces. You are going for crit and this boosts your crit damage.

Combinations

  • Your main damage combo is – Pop your trinket, pop frenzy, bull rush or charge, now you can either greatsword swing once to apply vulnerability + Hundred blades or just hit Hundred blades if they are dumb enough to stand there. If you start taking damage then pop endure pain. If they ignore you then don’t bother with ignore pain and save it for later when you need it.
  • After this initial burst you will have them down pretty low so keep smacking away with greatsword swing and keep in range with your gap closing skills.
  • Once you have built up 100% adrenaline you want to be using your greatsword and when the burst opportunity arises switch over to axe/shield and immediately hit eviscerate. Watch the big number pop up and your opponent act confused because your just WTF hit them for a BAMF ton of damage.
  • This is my usual charge in combo but the other skills work well together so theorycraft away as to what would be good situational combinations.

Warrior Videos

This is the warrior from Super Squad – Fredzw:

– Here is a link to his build: http://www.gw2build.com/builds/super-squad-fredzw-balanced-build-super-squad-fredzw-warrior-894.html
– You will notice that it is much more balanced than the typical glass cannon build. He uses Mace/Shield for his swap and the traits are more focused on survival.
-He is running Banner, Balanced Stance, For Great Justice, and traits that make shouts heal. This build is more about surviving the team fight while buffing teammates but still doing decent damage. The Mace/Shield gives good stuns and cc.

Thanks for reading!

Thank you for reading and I hope this has given you an insight into the warrior class. I will keep this guide updated and add to it after the game launches. Maybe add sections on matchups and other things. I learned a lot about the warrior class by doing this guide and I feel like it has made me more aware of what my class can do.