The Wintersday Jumping puzzle ought to remind you more than a little of a certain Thorny clocktower. Luckily for you, it seems ArenaNet heard many of our complaints, and they made some design changes that makes the Snow Globe Jumping Puzzle far less stressful, while still feeling challenging and fun.
Getting There: The Jumping Puzzle can be accessed right in the middle of Lions Arch! Simply Talk to the Festive Youth standing to the the north of the Seasonally-Appropriate-Mystic-Forge, and you’ll be whisked off to jumping, frustration, and a good helping of loot!
There are multiple parts to the puzzle. You start jumping from platform to platform (the platforms are appropriately shaped like snowflakes). After that, you navigate through a field of presents. After that, you walk along a path with dangerous rolling snowballs running by you constantly. Lastly, there is just one last area to move through – a field of small objects to climb up. Once you’re at the top, jump into the massive, glowing box to complete the puzzle and open a chest full of goodies.
If you like Guitar Hero type games, you will love this game.
A whole group of players play in four choir sections with three players each. When you choose where to play from, you have upper, middle, lower parts to chose.
There are six different songs and one free play in each game. Play the right notes to heal during songs, take damage for the wrong notes (or right notes played at the wrong time).
If you lose all your health, you are kicked out until the next song starts. You need to clear 100pts to get an award chest.
Fans of games like Capture the Flag are going to enjoy Snowball Mayhem! It’s played by two teams and won by getting 500 points through either capturing Wintersday gifts or stopping the other team in that goal.
Beginning the game is easy. Just talk to the NPC in the center of Lion’s Arch (he’s the asura on the barrel) to be sent to a red or blue base in the snow globe arena. Once there, you will need to select one of three rolls to play: Heavy Gunner, Support or Scout. Each roll brings different tools to the battlefield.
All three roles have a sixth skill unique to your profession. It acts as an additional defensive or offensive option. You’re also able to switch roles during the match, but you must port back to your base to do so.
All three rolls have five specific skills that are unique to them, and you choose a fresh role after every respawn. Here is a quick outline of the three choices: Heavy Gunner, Support or Scout. (more…)
Welcome back to Big Swords & Butterflies! This week we’re going to continue to cover the individual utility skills of the Mesmer, and I’m going to go out on a limb here and make a bold statement right from the start.
So there are twenty different utility slot skills that Mesmers have available to them at this point in Guild Wars 2. As you know by now, you can pick three of these skills to have active at any time, and they are assigned numbers seven through nine on the skill bar. Personally, I switch my utility skills up quite a bit depending on situation. Portal will come out, naturally, for jumping puzzles. Null Field and Feedback will be on the bar in dungeons and other group functions. Arcane Thievery is a favorite sPvP skill of mine. Decoy and Veil are good if you’re on the run. But, there is one skill that’s always in my skill bar, unless I happen to be underwater: Blink.
I seriously have not moved Blink out of my slot number 7 since August. It’s that good. It’s that versatile. As far as I’m concerned, it’s synonymous with being a Mesmer. No other profession gets the privilege of having a utility skill even close to being this useful. No other profession gets the privilege, nay, the responsibility of moving where ever they want instantly in a range of 900. The lesser professions may try, but they all fall short. They have shorter ranges, longer cooldowns, or predefined targets that limit true mobility. Throw in the correct trait bonuses and you can be teleporting at 1200 range every 24 seconds. All I can say to the 85%ish percent of you out there that don’t play Mesmer is this: Eat your heart out. (more…)
Mad King History:
This year’s Halloween event includes an encounter with the well-known jokester, the former ruler of Kryta, the completely insane, Mad King Thorn. Those of you who played the original Guild Wars will remember the yearly return of Mad King Thorn every October 31st, and for those new to the game, here’s a little History of Mad King Thorn written by GWI’s Wormwood, or visit the GW1 Wiki for a little backstory.
“Mad King Thorn is a former king of Kryta, known for his jokes and his insanity. Although it is unknown when he lived, much is known about his reign. During his reign, Kryta suffered a severe famine while Thorn held exquisite banquets for his courtiers. This made him unpopular with the commoners, an effect he exacerbated by once having a number of villagers skinned alive.
His cruel and insane rule was ultimately brought to an end when an enraged mob stormed his castle. Many of his staff fled, leaving him to his death, which was effected with a carving knife. After his death, the mob is said to have been “very creative” with his corpse. Afterwards, his palace and most of his possessions and courtiers were set ablaze.”
Mad King Thorn Abilities
- Slash: (light damage) Straightforward melee attack
- Mad King Shield: (light damage, chilled) Distance based, chain effect damage. Hops from player to nearby player. 4 Hops max. Hits apply 2s of chilled condition.
- Night Slash: (medium damage) Single direction ranged attack.
- Rending Night: (medium damage) Cone shaped ranged attack
- Pumpkin Bomb: (medium damage) Every 15 seconds MKT raises a random pattern of exploding pumpkins. Explosions happen over 3 seconds which cause AOE damage.
- Scarecrow: (light damage bleed, fear) Instantly casts Crows (light bleed damage) when appears. Scarecrow will cast AOE fear after 5 seconds.
- Teleport: Every 28 seconds MKT will teleport behind the furthest player within his ranged attack distance.