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显示标签为“,Buy Cheap gw2 gold”的博文。显示所有博文

2012年10月14日星期日

How to quickly to get gw2 gold in guildwars 2 game?


Someone told me,you want to spend as much time doing events as possible. There may be events with such quick spawn rate that they are worth camping, but I wouldn't expect those to remain as they are.
The best way will always be to travel around and keep an eye on the map for events. Sometimes you will be notified of an event far away. You can also learn the location of NPCs that start events so you can travel to these NPCs throughout the zone and see if they are up.it is always best to play with other people. You can spread out to hunt for events and alert one another when one is found, and you will earn gold and drops faster with other players as well in order to .
Well,may be it's right,but I t.hink you can follow my advice,if it is possible it can help you a lot.
The first is to Follow the main story lines in the game. You can get many guild wars 2 gold by taking part in the dynamic events to get gw2 gold as rewards.  Leveling up and finish the researching the map will also help you to get more golds and gems as rewards. If you are lucky, you may be able to get interactive rewards from the chest on your way.
The second method is to remember the place that has rich mines, do the mining to earngw2 gold. It is fast and full of fun. The third way is to choose a good profession to do some crafting practise and upgrading, and sell the gears and materials you get. 
This requires more patient and wisdom, and some times, it may also need some good luck, But this can really bring you lots of benefits if you insist on and do it really well. The Fourth way is to Repeating killing some certain kinds of bosses to get aboundant drops and golds.
In order to competing with spreadsheet warriors. Who will be willing to buy the things off you so they can salvage them. Thus you have two choices:
- Sell the item to them unsalvaged for a guaranteed amount
- Salvage it and risk losing the item. Spreadsheet warriors can make up for this risk by salvaging in volume, and by using 
whichever salvage kits gives the optimal expected profit (change of recovery*recoverd upgrade value – cost of salvage).
Fine Materials (Totems, Bones, Blood etc) can also help players get GW2 gold fast in the game, which could still fetch a bit though, if you are not using it yourself. Overall crafting from day one is going to be an expense, so unless you want to do it 
because you enjoy it, consider holding off until you can afford to buy the low level mats, and the rest of the world has had time to gather zillions of ore and place it on the TP.

2012年7月25日星期三

weaves together three story types ,Guild Wars 2



ArenaNet Continuity and Lore Designer Jeff Grubb claims that there are three types of stories that players will encounter in Guild Wars 2, and he's written up an informative post explaining how the team has woven these tales into the game. "This is an underlying theme of the game -- people coming together and cooperating to fight a greater foe," Grubb explains.
激战2预览拇指 

The first type is what he calls Story of the World. This is the over-arching narrative that deals with the biggest threat to the world (the Elder Dragons) and how it is to be countered. Guild Wars 2)ArenaNet chose to use dynamic events to tell these stories so that players are gradually made aware of the threat.

The second story type is your personal one, which tells of your own rise to power, fame, and glory in a variety of ways. Finally, there's the story of the five central iconic characters in the game (Destiny's Edge) and how they relate to you and each other.
Guild Wars 2 on the three stories it tells
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GW2 guid ,Black Sheep


Guild Wars 2 Engineer
I could count on one hand the number of Engineers I’ve seen in my time playing Guild Wars 2. Perhaps I’m unfortunate to not encounter more, but I find myself shouting with excitement when I do encounter one. When I ask the player how he or she finds the profession, as I always do, I’ve never received any response other than “It’s OK”. Buy Cheap Guild Wars 2 gold,Hardly a ringing endorsement. 
The Engineer is often seen as a convoluted profession that stands unique against all others. Buy Cheap Guild Wars 2 gold, Kits, Tool belt skills, turrets, elixirs with random properties and no second weapon are a melting pot of ideas and influences and all, to some degree, play a key part in bringing the profession into some sort of odd cohesion.
At times I can understand the lack of enthusiasm around the profession.  The clash of ideas and aesthetics are at times confusing.  Is it an eccentric alchemist, with its use of chemical elixirs or is it technology based with its use of flamethrowers and turrets? Does it really need either?  
Part of my primary complaint with the Engineer is that the profession has spread itself so thinly across so many avenues that I’m not sure anyone knows what its true purpose is.  Many of the principal design decisions behind the Engineer, however, I believe are functional and reasonably refreshing. 
Being restricted to only one weapon set at a time, while seemingly dull in comparison to the Elementalist, is more than acceptable in the knowledge that you technically have at your disposal 4 kits and 2 additional weapons sets (Bomb, Grenade, Medical and Mine Kit as well as Elixir Gun, Flamethrower and Tool Kit). 
In addition, you also have access to 6 turrets, all entirely unique in their damage dealing, 5 elixirs that all serve individual purposes, from invulnerability to guaranteed boons or group revival, and 4 gadget skills that aim to free you from or prevent you being stunned.  
The choices before a player when entering the Mists for the first time are incredibly daunting and the options, when combined with traits are seemingly endless.  However, it quickly becomes apparent that there are gaping flaws in the engineer’s current skill sets and design and that beginning to rectify them is a task I wouldn’t wish upon anyone. 

Weapon Skills

Overall, I would consider I’m relatively happy with the standard weapons available.  The rifle is strange in that it acts more as a close quarter tool than the long-range equivalent of the Warriors and subsequently turns the Engineer into a midline fighter, leaving the profession with no true long range option for World versus World.  Skills such as overcharged shot also, at times, feel like they punish the Engineer unnecessarily when alternative profession such as the ranger have risk free knockbacks (overcharged shot launches you as well as your opponent back a great distance).  Jump Shot is also in need of some fine tuning as the animation is often slow to trigger and pathing in the air is often a little shaky. 
Where the pistol (and dual wielding pistols) is concerned, unlike the raw direct damage afforded by the rifle, it leans more into the realms of relying on condition damage and attrition, rather than through Power or Precision alone. Its use of bleeds, burns and poisons are at times incredibly limiting and based on the volume of skills available to other professions, can quickly be removed, resulting in a significant damage loss if that were to happen. 
As the only mainhand weapon useable with the shield (which is easily the best weapon available to the Engineer), you’re left with no options as to how you deal your damage from your main hand if you dislike kits or feel you cannot spare a skill slot to equip them.  Evening out the pistol so that each of it skills is first and foremost direct damage, comparable to that of the rifle,  would go some way in reducing an engineers need to unnecessarily stack condition damage and thus spreading itself even thinner.

Weapon Kits

I believe all the weapon kits available to the Engineer are, in some form, in desperate need of change or revision and that based on this, I currently avoid using them.  Principally, I believe that the Engineer at level 7, just like every other profession, should unlock a second weapon slot. Once the player has unlocked either the Elixir Gun, Flamethrower or Tool Kit skills, the individual can then equip one of these as their second weapon, without sacrificing a skill slot.  
This would really lend itself to supporting those who choose a turret playstyle (who would obviously equip Tool Kit, to be able to repair them) or pistol and shield (who are potentially seeking the support provided by Elixir Gun or more offensive play of the Flamethrower).
It could be argued that the ability to equip multiple kits and thus gain access to dozens of new skills shouldn’t permit a second weapon set, but this unnecessary restriction (and mindset) only serves to reinforce the convoluted image of the profession.  
The fundamental question we need to ask ourselves is would it really unbalance the profession to see it have a second weapon set, determined by a single weapon kit of your choosing? Any other kits the player wanted access to would then be at the cost of a skill slot. 
In terms of physical skills, all weapon kits need a damage increase across the board, with all three dealing pitiful numbers.  The Tool Kit in particular is at times woefully inadequate; Smack damage is too low, though the turret repair is a wonderful nod to Team Fortress 2.  Box of Nails is entirely unimaginative, has too smaller radius and lasts too little time (2 seconds, really?).  Magnet is notably worse than Backdraft but does blend well with Pry Bar. Gear shield is excellent though its cooldown feels overly long and finally Pry Bar’s cooldown is far too long, especially in comparison to Air Blast.  This leaves the question; “why take Tool Kit over Flamethrower?”
Where the Elixir Gun and Flamethrower are concerned, the Elixir Gun in particular really needs Tranquilizer Dart revising so that it deals a good punch of damage but also causes weakness and vulnerability, rather than a random chance of either.  The other skills I really enjoy, but they still require a huge damage increase leaving the weapon almost exclusive to a group use only.  
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The changes I would make to Flamethrower are that it should cause burning by default across all its skills (why on earth do I need to trait this?) but also have Flame Blast fire directly at my target rather than have it in its current form, as an inaccurate lumbering boulder that often explodes having passed your opponent by.  I would also increase the range of all the skills. Flamethrowers are capable of firing across great distances. 
Finally, I would like to see all Kits (including devices) remember that I’ve set skill 1 to auto-attack as default.  It’s incredibly frustrating to equip the flamethrower, set skill 1 to auto attack only to have to re-set it every time I’ve unequipped the weapon. 

Device Kits

Most of the device kits serve a purpose, though there are problems with all of them.  The first change I would recommend is that the Grenade Kit should function similarly to the Necromancers staff, by removing the ground targeting from skill 1 (Grenade) while retaining the ground targeting element of skills 2 to 5. Grenade should, when used, fly at your target similar to any other player projectile but cause a minor AOE explosion (similar to Explosive Shot).  This would add much needed mobility to the Kit.  I would also like to see, when using quick-casting and holding the right mouse button the cursor remain on the screen.  It’s currently impossible, in its current form, to see where you are aiming as the cursor disappears.
Mine Kit and Bomb Kit I would like to see merged, though the name Mine Kit retained.  Mines are OK for defending an area but are time consuming to lay, deal poor damage and the kit itself actually a little boring.  In contrast, Bomb Kit’s utility is wonderful but the playstyle enforced by it (dropping them at your feet with them on a very short timer) makes for a very clumsy, hit and miss method of fighting.  It feels incredibly impractical to run around placing bombs at your feet in the hopes someone stays in the blast radius.  I see it as a much more practical solution for each individual Mine to have the properties of Bomb Kit (Mine, Fire Mine, Concussion Mine, Smoke Mine, Glue Mine).  
This would still allow those who want to protect an area the opportunity to lay down defences, but would also still allow those who enjoy the uglier method of dropping bombs at their feet to do so (the mines would instantly explode the moment anyone was in their radius).
As for Med Kit? That’s just great as it is. 
Guild Wars 2 Engineers

Turrets

I have several issues with turrets.  The first is that Detonate needs to remain on the skill bar, and the overcharge needs to move to the Utility bar (F1-F4).  This would then allow turrets to benefit from Ingenuity.  Secondly, I would like to see the cooldown of re-using a turret after you’ve picked it up significantly reduced.  At the moment, picking up your turrets doesn’t feel like enough of an incentive when it only results in a 50% cooldown, especially when a fight could break out seconds later and leaving you with two unusable skill slots.  I don’t believe a cooldown of 5 seconds, after picking up your turret, is too unreasonable (the overcharge cooldown would remain the same). 
Thirdly, a rate of fire increase for all turrets and a damage increase would be more than welcome.  It is currently agonising waiting for Rocket Turret or Net Turret to fire and really undermines their use.
As an addition to the line-up and for something a little different, what about a Shield Turret? Acting similarly to Magnetic Field it could protect anyone inside the field or could be overcharged to push back foes. 

Elixirs

I love Elixirs. I think they are such a fun addition to the profession that really add an instant element of battle hardiness. My problem however is any random element, to any of the elixirs (this includes Elixir X).  The prospect of random effects can be approached either positively or negatively.  Some people embrace the prospect of the unknown, reacting accordingly. Some dislike the lack of a guarantee and will avoid their use at all costs. 
Primarily confined to the Tool belt skills, though Elixir U is guilty, I really have a significant dislike with randomness.  In competitive PvP, guarantees and knowing exactly what your skills will do can be seen as a cornerstone in planning and preparation.  On too many occasions have I died as a result of Elixir U or Elixir S’ tool belt skill giving me what I didn’t want, rather than what I did. 
I shouldn’t when trying to run away from a group of players have to cross my fingers and pray to the gods that Elixir S just might grant me stealth or Elixir U grant me Veil of Invisibility.  On the flip side, how am I suppose to adequately support my team with such randomness? I can’t possibly begin to help them through the use of my tool belt skills if what they need is a Smoke Screen, only for me to throw down Veil of Invisibility.  
There is a reason that Elixir B is as popular as it is and that’s because it provides three buffs that never change.  The tool belt component of the skill however is still as poor as the others.  Why not have it provide allies in the area with all three buffs (just like the primary skill) but increase its cooldown or lower the boon duration?
What I think each of these tool belt skills needs (including a total revision of Elixir U) is to have unique, individual skills, specific to the Engineer. 
  • Elixir B - Drink Elixir B, gaining fury, might and swiftness.
  • Toss Elixir B - Toss Elixir B granting fury and might to allies in the area.
  • Elixir C - Drink Elixir C, converting all conditions into boons (retaliation, vigor  and regeneration)
  • Toss Elixir C – Toss Elixir C, converting one condition into regeneration. 
  • Elixir R (remains the same) 
  • Elixir S (remains the same)
  • Toss Elixir S – Toss Elixir S granting stealth to all allies in the area. 
  • Elixir U – Drink Elixir U gaining Quickening Zephyr and Frenzy
  • Toss Elixir U – Toss Elixir U creating Magnetic Field at your location (the shield will push back foes after 3 seconds)
  • Elixir H – Heal yourself and gain protection and swiftness.
  • Toss Elixir H – Throw Elixir H granting protection and swiftness to allies in the area.
Where Elixir X is concerned, this too suffers the same problems of randomness.  Just as you were hoping for Tornado to knock the offending players from a keep wall, you get Plague.  Or just as you want to really beat a player down you get Tornado instead of Rampage.  Would it not be a better solution to see the Engineer adopt some elements of all these elites, while remaining in Engineer form?
For example, you drink Elixir X:
  • Gain Stability (15s) and Might (15s)
  • Become surrounded by a Locus Swarm (15s) that cripples and bleeds opponents.
  • Your skill bar is replaced with several or similar skills from Tornado and Rampage such as:
  • Skill 1: Chain Lightning
  • Skill 2: Dash
  • Skill 3: Dust Devil
  • Skill 4: Stoning
  • Skill 5: Stomp
Elixir X would then give the Engineer a very offensive based Elite, that shares all the components or influence from all 3 Elites the existing Elixir grants access to, but would still allow you to remain mobile.
To balance it, if that were a concern, you could always keep the health of the Engineer the same (rather than it increasing) similar in functionality to a Rangers Rampage As One. 

Final Thoughts

I’ve said a great deal about the Engineer and have tried, in some way, to really reign in some of my thoughts on the profession.  This piece could have potentially spiralled into more than twice the length it is now. Buy Cheap Guild Wars 2 gold, However,Buy Cheap Guild Wars 2 gold, I feel that I’ve gotten across my main concerns about the profession and more than I could have by providing feedback on a forum or bug report.  If ArenaNet were to implement what I’ve suggested (though this is all entirely subjective and I must stress that this entire post is all personal opinion) I would be incredibly happy with the Engineer and feel that it would bring much needed cohesion and competitiveness to the profession.  In its current form and based on much of its random play style (unless you ignore Elixirs entirely) I’m not sure it has any chance of competing against its rivals. 
Engineer Icon

GW2-wars 2 guides :Better Living through Inventory Management

GW2 Inventory Management

Better Living through Inventory Management

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Obtaining piles of shiny loot can be awesome, but figuring out what to do with the spoils of war after the fact can be a total drag. buy GW2 gold,In fact, the most common MMOG inventory management systems could easily go by the alias D.R.A.G. – Doesn’t Respect the Average Gamer.
GW2 Beta Disclaimer
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While there are still some aspects of inventory management in Guild Wars 2 that could be improved upon, overall ArenaNet has done a great job of giving players plenty of tools to work with. To that end, we’ve put together a collection of tips to help keep the inventory management mini-game from critting you for too much damage, and keep you out enjoying the rest of the game instead.

Stock Up on Salvage Kits

Perhaps the best purchase you will ever make in your journeys throughout Tyria, Salvage Kits are one of the absolute “must haves” for effective inventory management. GW1 players will already be familiar with the basics of salvage kits, but for those of you just joining the party in Tyria, here is a quick rundown of how they work.
While out adventuring, you’ll see certain loot drops labeled as a “salvage item”. Using a salvage kit on these will return a number of common crafting materials, but you can also salvage other items too. Armor and weapons that you don’t need or intend to sell should all be salvaged. Depending on the quality of salvage kit you use, you’ll have a progressively better chance of gaining rarer crafting materials,buy GW2 gold, or recovering upgrades from the item.
You will obtain Crude Salvage Kits early on through your personal story, but will want to purchase more kits whenever you’re at a vendor who sells them. Most general vendors will sell at least Basic quality kits, including the crafting vendors found in cities. However, as soon as you can afford to, you’ll want to begin stocking up on better quality kits. A vendor that’s universally easy to reach regardless of which race you’re playing is Salty Emil, located at the entrance to Hooligan’s Route in northwest Lion’s Arch.
GW2 Salvage Kits
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Bag Upgrades

GW2 Crafted Wool Bag
When you first exit the intro for your chosen race, one of your rewards will be a shiny new 4 slot bag. Not bad to start off with, but you’ll want to upgrade this and any other smaller bags you obtain through personal story or as drops early on. The concept here is pretty simple; the more bag space you have, the less frequently you’ll have to seek out the nearest vendor to clear more space.
Perhaps the easiest way to increase the size of your bags is through crafting. Armorsmiths, Tailors, and Leatherworkers can make new boxes or bags fairly cheaply, and can be a good choice for one of your 2 trades depending on which profession you’re playing since it will allow you to craft armor upgrades as you level.
With little cost and effort you’ll be able to upgrade to 8 slot bags, and will probably even be able to craft the 10 slot bags within the first few days of playing depending on how quickly you choose to advance your crafting skill level.
GW2 Rune of Holding
It’s worth mentioning that bags do require a Rune of Holding (shown above) to craft. This is smart for a few reasons, perhaps the biggest one being that it puts a base value on bags and helps keep the Trading Post pricing of bags somewhat in check. For example, it costs 2 gold for a Greater Rune of holding, so crafted 18 slot bags will most likely always sell to other players for at least that much.

Cosmetic Items, Consumables, and Collectables

This is really more a word of advice than an actual tip, but I thought it pertinent to mention regardless. In your Hero window, you’ll notice that you’ve got a separate tab for your Town Clothes. This is a cosmetic set of gear that you can swap out for various items such as the costumes that can be purchased for Gems. Some of the costumes are pretty cool, but don’t forget that a 5 piece set equals 5 inventory or storage spaces you’ll have to account for.
If you’re the type of gamer who likes to collect minipets, don’t forget that your account vault comes equipped with a dedicated section to store them in. You’ll only be able to store one of each type here, so if you ever obtain duplicates your best bet is to place them up for sale on the Trading Post. In fact, you should get into the habit of using the Trading Post as another method of getting items out of your bags and account vault that you don’t have a personal use for, and have a greater value to other players than what NPC vendors will offer.

Storage Vault

One of the very first waypoints you’ll want to unlock in the major cities will be the ones located next to the bank. This will allow you to quickly travel there to drop off crafting materials, item upgrades for your alts, or other collectables you want to store.
Storage space is exceedingly limited though, but it can still serve as a handy overflow for your bags if you’re a giant pack rat like me and hate to get rid of anything that might be useful at some point over the next 20 years. Thankfully there is a very simple way to increase your available storage – all it takes is a little dedication and time.
Under the Architecture category of the guild management Upgrades tab you’ll find a number of guild storage upgrades that can be researched. Regardless of what size your guild is, this should be the first group of unlocks you spend your Influence on. Larger guilds will like have them unlocked in a solid week of playing, but even smaller guilds should be able to unlock at least the initial Guild Stash fairly quickly.
GW2 Guild Storage Upgrades
While some guilds might scoff at the idea of letting their members join multiple guilds, allowing members to occasionally accrue some Influence towards a personal guild isn’t a bad idea as far as inventory management is concerned. Guild leaders who would deny their members such an obvious benefit via the multi-guilding system could really stand to learn a thing or two about keeping their guild members happy in my humble opinion.

A Word about Weapons

Before I scamper off into the aether, there is one final thing worth keeping in mind when it comes to inventory management. At present, weapons don’t have any form of dedicated inventory space, so the more weapons your profession can use, the more bag space you’ll need to sacrifice to keep a full set handy. This shouldn’t necessarily influence which profession you choose to play, but it’s something to remain conscious of all the same.
The total number of weapons each profession can currently use is as follows:
As you can see, there is a pretty major difference in the amount of bag space weapons will take up depending on your profession. I keep hoping ArenaNet will create a dedicated weapon inventory container to account for the massive disparity here, but so far no dice. At present, a warrior is far worse off than an Elementalist in terms of inventory space, and that honestly makes no sense on any level.
So until the above is address in some way, it is worth keeping in mind when first starting out. Think of it this way: your warrior will start with a 20 slot backpack + 4 additional slots from your intro reward. Of those 24 slots, buy GW2 gold,you’ll be left with a scant 13 open slots if you want to have 1 of each weapon available to unlock skills or try out different builds. Thankfully there is a bit of relief at level 7 when your second weapon set unlocks, but it still makes little sense that weapon storage should be a major concern for some professions, and not at all for others.
Have your own thoughts on inventory management in GW2, or tips you'd like to share with our readers? Toss 'em in the comments below!