Flame and frost update

Discussion in 'Guild Wars 2' started by Undeadmonkey, Apr 23, 2013.

  1. Offline

    Undeadmonkey Veteran BOON

    https://www.guildwars2.com/en/the-game/releases/april-30-2013/

    April 30, 2013

    In secret foundries deep beneath the Shiverpeaks, the Molten Alliance forges deadly new weaponry that combine the fiery power of the Flame Legion with the iron might of the dredge. There, Alliance weapon smiths test their creations on innocent captives, perfecting their cruel technology until it is ready to unleash on all of Tyria.
    In the last chapter of the Flame and Frost series, you’ll strike at the heart of the Molten Alliance with your comrades Rox the charr and the norn Braham. Take the battle into the enemy’s weapons facilities and defeat a final hybrid menace unlike any Tyria has ever seen!
    New Features

    New Story Dungeon – Molten Weapon Facilities!

    Prepare for an underground raid against the Molten Alliance in our brand-new Living Story dungeon! Fight alongside Rox and Braham on this final mission against the combined forces of the dredge and Flame Legion, which culminates in a boss battle that will go down in Guild Wars 2 history!
    [IMG]
    Limited BETA – Custom PvP Arenas & Spectator Mode

    [IMG]
    Custom PvP arenas allow players to host private matches, and customize their map settings! Spectator Mode allows invited players to observe a live PvP match from within the game. On April 30, we’re rolling out both of these in limited beta. Initially, creating a custom arena will be limited to a small pool of players, but playing in custom arenas and access to spectator mode will be available to all players. Read on for more details!
    New World vs. World Abilities

    Give your character an edge in the Mists with expanded WvW abilities. Become a battlefield menace with the brand new Arrow Cart Mastery ability! Make NPCs fear your name with five formidable new levels in the Guard Killer ability line!
    [IMG]
    New Guild Missions

    [IMG]
    Gather your guild mates for brand new challenges! Transform into quaggan for a cool new guild rush through the icy waters of Frostgorge Sound and track down 30 new guild trek locations scattered all over Tyria!
    Guild Siege Weapons and Back Banners

    Deliver death on the battlefield in the name of your guild!
    Now you can purchase powerful WvW guild siege weapons or fly their colors proudly with new back banners.
    [IMG]
  2. Offline

    Ebel Veteran BOON

    Let warriors already wear banners on their back. -.-
  3. Offline

    Xelendar Veteran BOON

    Concerning the banners just have one question: if theres a strong wind from North-Northeast... will Katiechops fly?
  4. Offline

    Tarsius Community Member

    But the Flying Scotsman is a karma train
  5. Offline

    Ilyria Veteran BOON

    Arrow cart mastery will be mine mouahahahaha :D
  6. Offline

    Screenager Community Member

    now the arrow cart mastery is imo one of th best things thats been added it really allows a small bunch of defenders to hold off a zerg... Defenders have had too tough a time of it for a long time and the community in general has gotten used to jsut being able to karma train forts... Forts should be hard to take they are fortified for gods sakes.
    anyhow ac mastery <3
  7. Offline

    Mattfs Community Member

    I don't know if youre trolling or not!
  8. Offline

    Jasra Community Member

    I think french like this, it's called Heavy rain :)
  9. Offline

    Katiechops Guild Master

    he ain't he talking form the view point of a small guild group being able to fuck over a entire zerge using them cause they OP, SUP AC's were OP before the talents and AC buffs, they only failed due to no one manning them if they were manned they worked on zerge already!
  10. Offline

    Screenager Community Member

    yup, the fact of the matter is that YES it does make it very hard to approach a door and in open field combat they are a pain in the arse but I've found that it jsut means that you have to approach things in a different manner. In open combat have a strike team ready to pull off and hit the AC in the back, feign attacks and pull defenders away... its all about learning how to manipulate the opposition on a larger meta so the AC's become useless to them .

    Take a tower build the AC's and wait for the zerg with 5 men... while the other 25 go take their keep while they try to rush your 5 defenders and leave nobody on their keep... this has worked repeatedly for me since the AC change cam ein... jsut hitting something head on with no thought to the current mechanics of the game and its overall meta is always going to end up with people moaning :)
  11. Offline

    Screenager Community Member

    i gie those numbers cause 30 mens a decent sized guild raid or small raid + pugs :)


    plus i do admit they need to be nerfed down a bit but I would say that based on the t1 situation having op'd acs to give the outmanned defenders is a chance is clearly the design intent here and it works
  12. Offline

    Tarsius Community Member

Share This Page

Facebook: