Tuesday, 2 April 2013

The Battle for Stone Mist Castle

The Battle for Stone Mist Castle

"We had held the castle of Stone Mist for three straight days now, and for the most part it had withstood the occasional attack from our nearby enemy, the Riverside Alliance. From the battlements you could see their castle on the horizon, where they would optimistically build a Trebuchet now and again, and attempt to bombard us. But our walls were strong, supplied with almost limitless stone from the nearby quarry, which our Dolyaks carried under guard from our troops.



I looked up at the mighty battlements and towers that made Stonemist the opposing sight it was, twisting upwards and outwards, cannons and arrow-carts bristling from the tops of its double walls, and in the morning sun, the glint of swords from troops patrolling the battlements or just watching out to the distance.

Word had reached us that the supplies seemed a little low, and I was asked to investigate where the Dolyak pack had got to with its latest shipment. I called a couple of friends to me, and we headed out along the path from the Castle to our nearest supply depot. It was not long before we encountered the mangled body of our pack, stone and wood strewn across the road. But we could not stop for long, as the Riverside scout group who were tucked behind the treeline began firing arrows across the nearby embankment. We rushed back to report this to the Commander who was busy reinforcing the castle.

However, as we approached, the attack began.

This was not a normal attack. Hundreds of men and women (and Asura) were approaching from the North, and behind them, Catapults were firing upon our walls. As we rushed to our Commander to coordinate a reply, the outer walls crumbled, and in they spewed, rushing into our courtyard like a swarm, and spilling up the stairs onto the top of the outer wall. We began firing back, and our force ventured up the steps from the opposing side, attempting to push them back out whilst we repaired the wall. But alas, their numbers were too many, and too coordinated. 


We were pushed back and back, as they burst through the gates of our inner wall. Only our Lord and our Commander stood between the attackers and their victory, so we retreated back to the Lords Room, a central circular room, with three corridors in, and stairs leading up around the outside of the room to the next level. Our Lord stood in the centre, an opposing figure in the semi-darkness. Our Commander, flanked by our Guardians took up position around the Lord, dropping defensive spells and buffs onto him, whilst we troops, now backed up with almost a hundred strong, circled him and attempted to block the corridors.

In they came, Riverside, the evil troops, but we held them back, throwing spell after spell into the corridors, until they were a bubbling cauldron of orange flame, purple magic, and blue frost. And yet still they came, sheer numbers managing to push us back inside the Lords room, our Commander screaming 'to me, stack on me, buff, hold steady' whilst we squeezed closer to the Lord, some throwing flaming spells from the stairs, or just using the confusion to pick off attackers. As our troops fell, our support began hastily resurrecting them, whilst the Guardians tried to shield them from the oncoming magical maelstrom.



'Reinforcements incoming', yelled out our Commander, evoking a cheer from the almost exhausted troops. 

Our Mesmers quickly charged up the stairs to the outside balconies, opening portals to the battlements below, urging our reinforcements to jump through and flow down the stairs. 'Push, push, push,' screamed the Commander over the brown noise of the magical attack, our troops responding by slowly pushing the attackers back through the corridors, ressing those who fell behind them. 

Reinforcements had arrived


As we forced them through the doors, our repair team rushed in, sealing the doors behind our forces. Those still inside rushed up to the gutter like ledges and windows, raining fire, ice, wind, arrows and lead shot down upon the thrashing squirming bodies below. Arrowcarts and cannons cut through the swath of troops, whittling down their numbers rapidly.

Finally, the attackers losing heart, we managed to push them back through the walls, mopping up the few we had missed with one to one engagements, but it was done. We had successfully defended our home one more time, and now just had the bags to collect and the walls to rebuild. This would not be the last attack that night....."

Our Castle Lord had survived to fight another day

Super Adventure Fun Box

It's April, and in the land of Tyria, something new has appeared.

The Asura, Moto, has built a 'Super Adventure Box' filled to the brim with... well, adventure.


Inside this box is a magical land, like no other found in Tyria before.


But Oh No! The Princess has been stolen!


It's up to us, a small band, to bring her back!


If we don't succeed, I can barely imagine what will happen to us....


Guild Wars 2 WvWvW - An Overview

A Land in Turmoil - a quick overview


In order to understand GW2 WvWvW there are a few game mechanics you need to know:

Firstly, anyone and everyone can res a downed team mate by running up and pressing F. When you die you have a “knocked down” effect first, where you have a small health bar but are stuck on the floor. You also have a self heal spell (as well as one offensive spell), but it’s very vulnerable and only really works if you are alone and not anywhere near damage. Ress-ing a team mate takes around 4-5 seconds, although you can stop and come back if you need to. Multiple people can res the same person, reducing the timer to around 2 seconds.

Targetting Reticules in GW2

Secondly, a lot of spells or attacks (including heals and buffs) within the game are unlocked AOEs which are set off by placing a round targeting reticule onto the ground (varying in size depending on the spell) and which effect anyone who is within the circle, or who walks through it whilst it is active. Non-AOE Spells which do not use this reticule can be used by clicking on a target as usual, although they can also be used with no target - just by pointing yourself in the right direction and using it. Anyone in its line of fire or area of effect will be hit. Also, anyone who is on the very edges of the reticule can be hit by magical “splash damage”, although they take less damage than a full force. 
Target reticules can go horizontally onto walls and cliffs too, bending around the angles – so placing the bottom half of the target circle on a castle wall would mean half of it would bend down vertically and hit anyone running past the inside of the wall. Splash damage can go through wooden walls and gates.
When a team is trying to get through a corridor into a keep, the central section just turns into a magical maelstrom, where no one can enter for long.

Walls and gates can be damaged and destroyed (and repaired).

Thirdly, anyone can “dodge” spells or attacks by double tapping the direction key they want to dodge in.

Waiting for Battle

Next, every class has some sort of short term speed boost (there are no mounts). Some of these can be placed on the ground and anyone who runs across them will be hit and get the effect. This also applies to buffs (same as the spells above). Anyone close to you when you buff will also receive the effect. Healers can also drop bandage bags onto the floor, and team mates running over them will collect them and receive a short heal.

The Commander has a symbol above them at all times

Finally, someone who has enough money and time can purchase a “Commander” badge. This can be turned on and off, and shows up on the map no matter where they are. They act as a central point for people to gather, and can issue instructions. Most of them also sit on TeamSpeak and lead the battle, but the badge cost is very restrictive – so only people in big PVP guilds with experience tend to have them. Typically you will not see more than 3 commanders at once on a map, although normally only 1 is around.

Oh, and the point of it all - Ranks and Phat Loot. When you kill (or 'tag') a enemy player, you have the chance to nick some loot from them (although not actually from them personally, from a loot table). They have the same chance to drop decent stuff as the mobs in the game, and lots of cool rare expensive gear drops fairly frequently during big battles. You also get badges, which you can save up and exchange for more phat loot (the same loot as you find in the PVE dungeons in fact, giving you an alternative to running the dungeon route). You also get rank points which give you ranks, which in turn give you access to more stuff and PVP points which you use to further build your character. The ranks go up to around 2,000. I am rank 7!

The WvWvW Map - Four in One


Guild Wars 2 WvWvW pitches three servers against each other in a week long battle, across four maps. Three of these maps are identical, consisting of a large fort in the far North of the map, two smaller castles in the bottom left and right, and various smaller towers, castles and supply outlets scattered across the area. Each server “owns” one of these maps each, with the owning server getting the larger fort at the top, and the two other servers get smaller castles in the bottom left or right of the map. A forth map, the Eternal Battleground, has a castle base for each of the three servers at the edges of the map, with a huge fortress in the centre (Stonemist Castle), and lots and lots of smaller castles, towers and supply depots scattered around. Each map is roughly the size of “Antonica” from EQ2. Travel between maps is by way of portals in your “base”, although each map is seen as its own game with its own chat and commanders.

At the start of the game all points are unclaimed. To claim them you have to break in (breaking down the walls or gates) and kill the Keep Lord (a powerful NPC in the centre) and then stand within a control circle for an amount of time (around 10 seconds). During this time no enemy can be within the circle (i.e. you have to have killed or pushed out everyone from the keep).
Every 10 minutes the game notes who owns what and points are allocated to each server. PVE game stats for that server are effected by this (i.e. XP gain % or Magical Item Find % may increase depending on how much your server controls).

Each Keep, Castle, Fortress etc can also be upgraded by the controlling side, using money and supplies, and can be made stronger, with new things added such as Cannon Upgrade areas and crucially, Waypoints (click to teleport there).

Supplies are carried by pack animals, and are brought from the edges of the map to the supply areas (slowly). The enemy can kill your pack animals, and can take over and steal your supply depots. Players can go to their supply areas and pick up supplies, and carry these with them – using them to repair castle walls and gates, build defences and create golems. Supplies carried on you can be taken between maps and between gameplay sessions.

The Golem is a force to be reckoned with. If you're a wall.

To build defensive or offensive items, you first have to buy a blueprint (with either silver/gold or WvW Badges), then use the blueprint at the point you want to place it, and drop it down. It then appears on the floor as a small scaffold  and anyone can then assist in building it, using their supplies. Items include Trebuchets (firing from great distances), Catapults, Mortars, Cannons, Arrow Carts, Rams, Burning Oil or Golems. Golems are mobile machines controlled by one player each, which move very slowly, but can take down castle walls very quickly. They can Waypoint around the map like a player, but if they enter combat they are quickly overcome. As they are quite expensive, they are usually saved up within the castle.

Building a hasty Catapult during a battle

The game can show up to 300 people on screen at once, as well as a further unlimited number that will just show the name plates. There is a cap on the server size, and typical battles will be a few hundred strong. Server Zergs can be several hundred per side, although this is not typical, and battles can last from a few minutes to many many hours.

There is much more than just battles in WvW however - with Skill Challenges, Jumping Puzzles, Raid Bosses, Events and more, as well as scouting out the enemy, gathering supplies and upgrading the castles. But the battles, with their tactics, are the most fun.


Stories and shots from some of the battles on our server will be posted shortly!

Sunday, 31 March 2013

First voyage to the Battle Grounds

The Border Lands and Eternal Mists

I have now fully explored the turbulent war torn lands of the Borders and the Eternal Battleground, and taken some snaps on my journey. Below are a selection of the ruins, castles and sites that I found.

Of course, being a ravaged land, I also had a chance to take plenty of more... violent shots. I will save these for a separate post.

I should, of course, also point out that the below snaps were taken from places "my land" held....



The Temple of Thunder, in Devilheart Lake



The mighty Stonemist Castle (EB)




Sunday, 3 February 2013

Metrica Province

As Metrica Province was my homeland, I thought I would post some older shots from when I was young