Thursday, 16 August 2012

it was the last one

Killing guild lords is a little more tricky than just running up to Chief Utahein or Svanir, too. For one thing, each lord starts off safely behind the walls of a team's base. These walls can be taken down only by direct damage and are the only way to get at the guild lords. Attacking the walls alerts your enemy to your intentions, so clandestine operations are a bit delicate. After you get through the walls of the enemy's base, there are guard NPCs to deal with, even if not a single enemy player comes to defy you.

That doesn't sound like so much for the hotjoinable matches, which can (and did, at pretty much any time the sPvP servers were stable over the course of the weekend) hold more than five players to a side (which is the restriction on tournament sPvP), but it's certainly enough to make sure that smaller teams are on their toes and quick on their feet. Man, this map (in which I had a great deal of fun) was accompanied by so much other great stuff this weekend. I tried to keep my paws off the Sylvari starting area (despite rolling two Sylvari because my gosh they're so cool) and instead spent most of my time exploring the Asura territory very thoroughly (here's looking at you, flame elemental of utter torment), dallying with city exploration, and (in the very last hours of the weekend) running the Ascalonian Catacombs dungeon once again.

This Guild Wars 2 beta was possibly more exciting for me than any of the previous ones. It was bigger in pretty much every sense -- more areas, more races, more PvP,WOW Gold Cheapest, more people. It was still rife with its fair share of technical issues, but those issues did not seem to really define the norm. And most importantly, it was the last one, which left each experience flavored with the subtle taste of anticipation.

Each lord is guarded by NPCs. And because ArenaNet wants to remind you that Ascalon as you knew it is dead and Guild Wars is the past, all these NPCs are quite naturally ghosts. This map has the most moving pieces, as it were, of any sPvP map we've seen so far. Not only are you keeping an eye on the opposing team, but you're also duking it out for three control points, trying to be all menacing and aggressive regarding enemy walls and menacing and defensive regarding your own while beating the ever-loving ectoplasm out of the hostile NPCs.

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