text:
'Gay' Execution in Iran Halted by Chief Justice
IGLHRC cites global protest as central
NEW YORK, November 14, 2007 – The impending death sentence of Makvan Mouloodzadeh, a 21-year old Iranian citizen found guilty of multiple counts of anal rape (ighab), allegedly committed when he was 13 years old, has been halted, it was learned today.
Today, the New York-based International Gay and Lesbian Human Rights Commission (IGLRC) has learned that the Iranian Chief Justice, Ayatollah Seyed Mahmoud Hashemi Shahrudi, has nullified the sentence, describing the death sentence to be in violation of Islamic teachings, the religious decrees of high-ranking Shiite clerics, and the law of the land.
"This is a stunning victory for human rights and a reminder of the power of global protest," said Paula Ettelbrick, IGLHRC's executive director, who on November 5 sent a letter in Persian and English asking that Iranian authorities intervene to halt the execution.
The verdict in Mr. Mouloodzadeh's case was questionable from the outset, IGLHRC maintains.
Although no one ever accused him of rape, the court declared otherwise. All parties involved in the case told the court that their statements during the investigation were either untruthful or coerced. The investigation was also riddled with procedural irregularities.
Recognizing that the death sentence in this case violated both international law and the Penal Code of the Islamic Republic of Iran, IGLHRC took action.
In addition to writing letters to the Iranian authorities, IGLHRC issued an action alert on November 5, 2007, which prompted other human rights advocates to similarly object. Activists from around the world responded by sending over 100 emails demanding an immediate halt to Makvan's execution.
Other human rights organizations, including Amnesty International, Human Rights Watch, and the Iranian Queer Organization issued action alerts of their own.
"It is absolutely imperative that we halt the deplorable use of the death penalty to force social conformity," said Ms. Ettelbrick. "We hope that Makvan's case and the profound rejection of the death penalty by the Iranian Chief Justice sets the course for the future in Iran."
After a designated group of judges from the Chief Justice's office formally nullifies the court's decision, the case will be sent to a local court for retrial.
Click to view image: '122795-053406.jpg'
By: andy_harrington78
In: Iran, Middle East
Tags: Iran, execution, gay, war, bomb
Views: 26983 | Comments: 10 | Votes: 0 | Favorites: 0 | Shared: 1 | Updates: 0 | Times used in channels: 1
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- Viewing Profile: Reputation: Freze
FrezeMember Since 24 Jan 2009
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#3798729 Swifty's 1-shot Macro is getting out of hand.
Posted Tosan on 03 November 2012 - 01:34 AM
#3794520 Arena representation
Posted WildeHilde on 24 October 2012 - 03:26 PM
Arena representation based on class
warrior 19.93% 353
hunter 16.32% 289
paladin 13.61% 241
druid 12.37% 219
shaman 11.58% 205
mage 9.09% 161
priest 8.13% 144
dk 3.39% 60
warlock 3.39% 60
rogue 1.36% 24
monk 0.85% 15
Total 100% 1771
Top 10 arena comps in 3v3
1. Warrior Paladin Hunter
2. Warrior Hunter Druid
3. Warrior Paladin Death Knight
4. Priest Mage Druid
5. Warrior Paladin Druid
6. Warrior Hunter Shaman
7. Warrior Mage Druid
8. Warrior Death Knight Druid
9. Warrior Paladin Mage
10. Warrior Paladin Priest
#3793164 Vexxius Returns - WMD (Clips ft. Skype)
Posted Vexxius on 20 October 2012 - 10:13 PM
I'd like to present my first MoP 3v3 video, Vexxius Returns - WMD (Clips ft. Skype).
This video primarily consists of mostly WMD (a few Warrior/Ret/RShaman clips thrown in there as well).
Please remember to like, comment and subscribe should you find my content interesting!
I hope you enjoy!
- Vexx
P.S.: If anyone is good with Sony Vegas render & project properties settings, I'd greatly appreciate it if you could advise me about how I could improve the quality of my videos. I feel like my videos are a bit too blurry. If you could PM me about this (or post here) that would be excellent.
#3792570 DDOSing bads
Posted Konfucius on 19 October 2012 - 04:35 AM
#3787110 Gladiator's Wands
Posted Unseenz on 05 October 2012 - 05:20 PM
#3786989 BM Damage explanation
Posted Kettu on 05 October 2012 - 10:47 AM
8 sec combat log against some 3v3 team (game lasted that long), you make your conclusions. (at ~2.4k mmr)
Didn't bother counting how much dmg that is cause their entire team including pets died.
There is no bug with pets, all pets do the same amount of dmg, they don't ignore resi, they just do too much damage in general. Luckily 95% of hunters, including many hunters here got _no idea_ how BM works it seems. Like, why would you spec your 5 pets defensively when playing BM lol?. Also I have yet to meet a hunter in arena who knows in which order he needs to press these 3 skills: Stampede, Cooldown Macro, Lynx Rush. Hard game.
PS: If you get crit by 120k blink strike, you might survive it, if you get crit by 450k lynx rush, you're dead LOL
Here's what the scoreboard usually looks like:
#3768813 #1 PvP Server?
Posted Jah2828 on 14 September 2012 - 11:28 PM
Snutz, you talk about "competition" on ladders when you sat your nightfall team the entire season. So did a number of other players worth competing against. Nightfall had potential, but it was ruined because of teams like yours, whether they get banned for account sharing, or they just choose to sit a team the entire season. Almost all of the top 15+ teams were inactive aside from a couple. I haven't seen you playing ladder all season aside from sales on random BGs. I don't think someone like you or your teamates should be the ones to decide what BG people play on when you don't even play on it lol.
#3725086 All Female + Bailamos RBG Team History
Posted Bailamosx on 04 July 2012 - 11:22 AM
Also: <Girls Should Be Healers> looking for masculine, take charge men and submissive, quiet women. (Women please have 525 tailoring/cooking)
#3756226 First ever 5.01 3v33 tourny
Posted Dakkrothy on 01 September 2012 - 03:52 AM
#3740378 How To Mesmer - sPvP - In work, feedback appreciated
Posted Blowi on 08 August 2012 - 03:57 PM
INFO: 8th September will I be leaving for 4 months where I'll be going to Bangladesh in order to do charity work on St. Matthew Schools. My job is to help maintain the schools, and help the younger children with educating themselves. I'll probably still have internet access a couple of times, but I'll be nowhere near as active as previously. If you notice any changes in-game or anything related to this guide, or me I'd love to get a PM about it. Takes for the support so far guys, I really appreciate it. I'm far from done with the guide, and I'll keep it updated and still work on it as best as I can while I'm in Bangladesh.
Best regards,
Greetings fellow Mesmers and newcomers to this lovely profession! The purpose of this thread is to help you as much as possible to get into the profession. I'll do my best to give you some tips and also explain various aspects about the Mesmer. I will largely be discussing the PvP aspect of the Mesmer and more than likely will not be touching the PvE side. All information (builds, thoughts, comments, etc.) are related to PvP, so please keep this in mind.
-- If you have anything to add or anything, be free to PM me --
Mesmers are maestros of mirage. They weave mental magic that confounds, controls, or evokes emotion in their enemies. With a wave of the hand, they can shatter their own illusions to produce even greater special effects. As a scholar profession, mesmers wear light armor.
The mesmer profession is capable of producing a good amount of control or burst when needed. At the moment the mesmer excels at 1v1 and 1v2 in sPvP compared to a larger fight where they tend to fall a bit off compared to other professions. This doesn't mean it's not useful in a 4v4, since we have Chaos Storm, Time Warp, Stealth and we are good at removing conditions and boons to help our allies.
You may use a lot of different builds with your Mesmer. Some of them are based around shattering your illusions, while others will make you stronger for keeping an illusion up. If you like a profession where you can be difficult to kill once you master: The use of illusions, shatters and other subsequent tools given to us through weapons, then you will love this mind twisting Mesmer.
Furthermore, if you're looking for a profession which is hard to master (in my opinion) and enjoy being rewarded for outplaying the opponent, then I would definitely recommend Mesmer. You can really feel when you outplay an opponent and trust me, it feels great!
There are ten possible weapon sets for this profession and two while underwater. The mesmer can switch between two weapon sets while in combat.
I'll go through each weapon and explain the use of the skills, and my thoughts on each weapon.
- Two-handed
- Greatsword — Used as a ranged weapon
- Staff — Focuses on giving conditions to foes and boons to allies
- Greatsword — Used as a ranged weapon
- Main-hand
- Off-hand
- Aquatic
Spatial Surge
- This is a pretty straight forward skill: The further away you are, the more damage it does to your target. However, remember that if you create clones through dodging, they will copy your #1 attack. So in this case, you will have a couple of clones doing laser beams from a distance. Also, it makes a sound that you will either hate or love.
- If you are using GS, this skill can be pretty good if you use it well. It'll bounce fairly fast and do decent damage, plus leaves an illusion at the first target hit. The boon you receive is Might which increases your damage. It applies vulnerability now as well. It'll bounce twice onto your enemy. Really use this well, and the cooldown isn't even long!
- This is hard to use, but removes a boon and does it in AoE. You have to land it yourself, and the animation is quite long. Takes a while to get used to. I'd suggest to play around with this and try to land with combined with some sort of CC for best use.
- A really strong phantasm, it is also extremely annoying for the enemy due to its way of attacking. It basically spins through your enemy and applies a cripple and damages everyone it hits in its spin. This means it puts itself at a distance from the enemy, so he will have to use a specific target spell or wait until it's in range, though it spins really fast.
- A good spell to peel for someone, protect yourself or knock someone away from a capture point. The range on the knockback is pretty good, and you can really set a distance between you and your enemies if you time it well.
- Greatsword Training - +50 power while wielding a greatsword.
Greatsword is a pretty strong weapon at the moment, and its only major issue is #3 being rather sluggish with its animation. You are locked in place for quite a while, besides that the #4 and #5 are both amazing. The damage you get from #2 is also great, especially if you are standing right next to the enemy. I really suggest to try this weapon out and play with it, another thing which can be quite bothering is the amount of "casting" you do, and can get stuck in #1 channel. You are easy to interrupt and can be a little inbetween pressure.
Winds of Chaos
- This is a pretty good spam spell. When you spawns illusions while wielding this weapon, they will copy this attack. They might not inflict huge damage, but the conditions or boons from those attacks are the real deal. Your illusions applied burning, it scales with your burning stats. So in theory it's pretty good damage from illusions.
- An amazing spell. You can use this to escape from someone. It's also on a fairly low cooldown. It's a great counter to those professions that rely on being in range to deal damage. Just remember, it won't break a stun, however you can use it while stunned! This means you can still put yourself at distance from burst.
- Basically, you can use Phase Retreat during a stun, but it won't remove the actual CC on you, but you can still get a distance between the enemy and you. Amazing if a warrior knocks you down and wants to unleash hundred blades.
- A good range on this phantasm, and he works really well with your #1 attack. His damage will increase really fast. It's 10% extra PER unique applied condition. It's really worth the use, but watch out with shattering it, or replacing it too fast; its cooldown is sadly rather long.
- An amazing spell. Probably one of the best a mesmer has for almost anything. You're fighting a thief or warrior sitting on you? Pop that combined with a chaos storm, and they will be pretty scared. It also works on ranged attacks. It grants you 5 seconds of protection upon use, this is insanely good. Remember though that you can only get the protection from Staff, not through combos.
- Again a Chaos spell. Both Chaos Armor & Storm both amazing. This is such a great spell for defending a capture point as it almost takes up the entire space, leaving them to take damage and conditions while the mesmer gains boons. It's brilliant in a larger team fight as well.
- Another thing is the psychological aspect of it. A lot of people see this huge storm and they rather stay away until it ends. Basically, if people back down from staying in the storm you will have time to gain the advantage, get your health back up, conditions on you will most likely decrease and so forth.
- Chaotic Dampening - +50 toughness while wielding a staff.
It's really amazing. It does everything. It gives you offensive pressure, defensive boons and situations. You can escape from someone. It's one of the best weapons for a mesmer in sPvP by far. The utility is just too great to say no to. It offers so much utility as well, plus the iWarlock does a good amount of damage from a far distance.
Ether Bolt → Ether Blast → Ether Clone
- This is a Chain spell. Basically you attack a target one time, and it'll do the Ether Bolt, you then have the option to use Ether Blast for a few seconds.
- This opens the last stage of the chain, Ether Clone, which in this case is a little higher damage and you create an illusion. It's a decent #1 because the damage isn't the worst, however you should really watch out with overriding important illusions/phantasms through the spam of this skill.
- If you use Illusionary counter, you will block an attack. However, if you use Illusionary Counter but it doesn't seem anyone is going to attack you, then you can terminate the counter and use Counter Spell, which will blind your enemy. However it doesn't do both.
- It's a decent spell, but the cooldown is rather long. 12 seconds until you can block again, and if you use it mindlessly you won't block an important spell, so it's rather tricky to use efficiently. Remember that you don't have to stand still for the block to work.
- This spell is pretty much the main reason you would use Scepter. It's a channel spell where it attacks the enemy 5 times if you channel it from the start until the end. Each attack it'll deal damage and apply a stack of Confusion.
- Malicious Sorcery -+50 Malice when wielding a scepter.
It's decent for a confusion build since you can spam illusions and apply confusion with each shatter, plus 5 stacks on a target from 1 spell is good. The #2 was recently buffed in its modifier which means higher damage. The Scepter doesn't really allow burst, but more damage over time. It's a really dangerous weapon in a confusion based build now.
The sword can be used in both slots and 2 swords at the same time if that is what you want. I've split them up so you can see what you gain from each hand.
Mind Slash → Mind Gash → Mind Stab
- This is another Chain spell. It's really great and I use it a lot when I'm playing. It deals decent damage, and first 2 attacks apply vulnerability, however the 3rd deals huge damage and it removes a boon from the target. That is really good.
- Most likely one of the best spell for a mesmer in the game. It's incredible, I love it with all my mesmer heart. You can use this to avoid damage, deal huge damage to everyone in front of you. The only downside of the spell is that you stand still while channeling it, but you can interrupt the channel if target should break your CC or run away. It works really well with proc sigils such as Earth and Air as well.
- Another spell which is insanely good for a mesmer, the is our only real gap closer. The way it works is that you send out an illusion which applies cripple, and you can then for a few seconds swap position with the illusion. This action will immobilize the target for 2 seconds which leaves a good window to use Blurred Frenzy. The cooldown isn't bad either.
Illusionary Riposte → Counter Blade
- Works the same way as your #2 on Scepter.
- If you use Illusionary counter, you will block an attack. However, if you use Illusionary Riposte, but it doesn't seem anyone is going to attack you, then you can terminate the counter and use Counter Blade, which will Daze your enemy. However it doesn't do both.
- Not really worth relying on in my opinion.
- This phantasm behaves like a ranged one staying still while the skill is on cooldown. On refresh he re-leaps at the target. It'll deal around 3k damage per leap and if you are specced into illusion damage it can crit for around 5.5k, and it performs a combo each time it leaps. Its attack rate is rather fast. It's worth playing around with.
- Blade Training - +50 precision while wielding a sword.
The main-hand is amazing and really allows your mesmer to be offensive while still keeping a lot of measures to escape, defend yourself and in general be a threat. This is a weapon I use all the time on my own mesmer. Really worth trying.
It has some potential, the #4 can be decent if you get the benefit of dazing all people in a line each target, and the #5 will do decent damage as well, but as I've said - It's trick to rely on as it can so easily be ruined.
Temporal Curtain
- This is a really good spell. It's great for the mobility which a mesmer deeply lacks compared to a lot of other professions. This speeds you up and slows the enemy, however the Focus itself isn't that much of a good off-hand either.
- Temporal Curtain when activated you can activate again and it will drag all enemies into the middle of the curtain.
- This is decent, it reflects all projectiles but the issue why I don't like this spell is that it's staying stationary while doing so. You move around a lot in sPvP and a lot of enemies can easily put out of position with spells. It's just not worth relying on.
- Warden's Feedback - Focus skills reflect projectiles.
The mobility this offers is great, but besides that it's not worth running around with. The 2nd activation on focus is amazing though, you can really mess with peoples mind when you use that, combined with some time AoE damage it can leave people with very little health. However, unless they change the #5 I think it'll stay like this for a long time.
Phantasmal Duelist
- One of your highest damage spells in the game. It'll unload upon an enemy with 8 attacks each time. It deals really good damage, and it works really well with the trait where illusions apply bleeding on crit combined with the Fury on illusions.
- Another insanely good spell overall for sPvP. It'll do 3 shots where the first target it hits is stunned for 2 seconds, the 2nd is dazed for 2 seconds and the 3rd is blinded for 5 seconds. This offers good CC which is needed for other our damage to work.
- Duelist's Discipline - Increases pistol attack range for you and your illusions.
This is by far the best off-hand for a mesmer at the moment it offers everything you want as a mesmer, utility, control and damage. The iDuelist is great for stacking up bleeds, he attacks fast and does a good amount of damage. The pistol is really amazing for 1v1 or a larger team fight.
The Prestige
- This gives stealth for 3 seconds and blinds enemies for 5 seconds, and when the stealth ends you will inflict everyone with burning for 3 seconds. The damage is decent, and it is a great escape tool, but you can easily access the needed tools through utility instead if needed.
- One really good thing about this spell is that it's multiplied for each target it hits. So if you hit 2 targets, the burning will last for 6 seconds. I think this goes all the way up to 15 sconds, or more. I've at least got it to 15~ seconds.
- It'll apply retaliation to allies and confusion to its target which lasts 9 seconds. That is quite a while, but it's not really anything impressive. It requires you to be close to get the boon, the damage it deals isn't impressive either.
- Cleansing Conflagration - Torch skills remove conditions.
It's decent for a condition based build, but as I said you can easily find the tools in Utility if needed. I would hope for a change to #5 in order for this to be really useful.
I've honestly not done any underwater combat at all, so I'll wait with judging these weapons.
Stab → Jab → Evasive Strike (chain)
Feigned Surge
Illusionary Mariner
Siren's Call
Spinning Revenge
Illusionary Whaler
Illusion of Drowning
Shatters and illusions are what seperates mesmer from other profession. I'll explain the shatters fairly quickly and go through the use of each of them.
Traits affecting all shatters
- Rending Shatter - Shattering illusions causes vulnerability for 8 seconds to nearby enemies.
- Shattered Concentration - Shatter skills also remove a boon on hit.
- Restorative Illusions - Heal a small amount when you shatter illusions.
- Shattered Conditions - Using a shatter skill removes a condition.
- Vigorous Revelation - Shattering illusions grants vigor to nearby allies.
- Illusionary Retribution - All shatter skills inflict confusion.
- Illusionary Invigoration - Recharge all of your shatter skills at 50% health (90-second cooldown).
- Illusionary Persona - Shattering illusions creates the shatter effect on you as well.
- Shattered Strength - Shattering illusions gives you might.
Destroy all your clones and phantasms, damaging nearby foes. 15 seconds cooldown.
- This is used as your burst, often you want to have 3 illusions up for maximum damage, but not always needed. When you activate shatter, you can summon new illusions without them overriding the current ones because they are already "set to explode" if you may say so. This is a good thing to keep in mind.
- Mental Torment - Mind Wrack causes 20% more damage.
- Precise Wrack - 10% higher critical-hit chance with Mind Wrack.
Destroy all your clones and phantasms, confusing nearby foes. 30 seconds cooldown.
- If you are anything except for condition based this isn't worth using, unless the target already has confusion stacks on him or you are traited for a condition removal, healing or something. As this really lacks damage output, compared to often keeping illusions up. Though it's very situation based, so play around with it a little and see when you feel it's right to use.
- Confusing Cry - Cry of Frustration grants retaliation.
Destroy all your clones and phantasms, dazing their target. 45 seconds cooldown.
- This is a really strong shatter, but it's important to remember that daze cannot stack in this game, so if you are using daze when 3 illusions are already at the target, they will all daze and it'll only be 1 second. Though, if you have a ranged illusion up, and a melee you can daze with the melee and then the ranged illusion will reach your target a couple of seconds after. This is really good to mess with people. Rather long cooldown, so save it for when you can interrupt a heal or when they are about to set up a rotation of damage on you.
- Imbued Diversion - Diversion hits multiple targets.
Destroy all your clones and phantasms, gaining Distortion for each one shattered. 60 seconds cooldown.
- A really good spell, it's really strong. You can use it during CC as well, this makes it possible to completely block the damage when an elementalist knocks you down, a warrior hits his stun and is going all out with his hundred blades. You can also you this while channeling a stomp which secures a 100% kill. It's really great, but make sure not to use it bad as you will end up being punished for it and the cooldown is rather long. And always try to get 3 illusions if you can, but it's not always needed.
- Remeber the illusions shatter instantly, they don't have to reach a target first.
- Masterful Reflection - Distortion grants reflection.
Clones — Have the caster's appearance, main-hand weapon, and name. Clones are attributed with low health, low damage and will use the slot 1 skill associated with the caster's weapon. These are often the ones you want to shatter, use as meat shield to block projectiles and such. They are fairly easy to generate.
Phantasms — Have the caster's appearance with a purple glow, but have the name of the skill (e.g. Illusionary Duelist) instead of the caster's name. They have their own weapons that range in different appearances and behaviors. Phantasms are attributed with higher health and higher damage than clones.
It's important to keep this in mind as you can someone lose a fight if you used your shatter wrong, and killed those 2 phantasms you just created.
I'll go through the spells available to pick from where we have signets, mantras, utility and 3 elites. This will help you get a better understand of the spells.
Ether Feast
- Heals yourself after 2 seconds of channel, heals 650~ extra for each illusion. 20 seconds cooldown.
- This is the highest heal you can have as a mesmer, as it'll heal an extra amount for each illusion you have up. A max of 3 illusion. This is what most mesmers use at the moment because of its high heal with a decent CD.
- Heals yourself instantly. 8 seconds cooldown.
- Works like any other mantra, you can charge it up and then use when needed. The issue with this is, it may be good for the first but after that the cast time is just too long for its heal to work out in sPvP. I realize this isn't the case in hot join sPvP, but I'm trying to share my opinions mostly on tournament play.
- Heals yourself instantly, and reflects a projectile for 1 second after use. 30 seconds cooldown.
- This will heal you for a lower amount that Ether Feast, but it'll give you 1 second of reflection where the 1st projectile that hits you during that second will be reflected. This is rather hard to use, and if you cannot use it properly or the enemies don't have anything worth reflecting it's not really worth picking up.
Mantras are spells you can activate twice after 4~ seconds of casting time for an effect. You have 2 charges of each mantra.
Mantra of Concentration
- 2x Breaks stun and gives you 2 seconds stability on use.
- This is a decent mantra as it offers a stun breaker and stability for 2 seconds where you cannot be CC'd. This is really good to secure a stomp, or escape a tricky situation where you are the target. This is fairly good with the trait though that allows you to activate it again, this is 6 seconds of stability combined with 3 stun breakers! This cannot be used to get out of a knockdown though, remember that!
- 2x Dazes your target for 1 second on use. 20 seconds cooldown.
- Fairly decent spell. You have 2 two interrupts combined with your other spells as a mesmer this can be really huge when fighting someone who relies on casting a lot. It'd suggest to try this out and go for an interrupt build where you deal damage at the same time.
- 2x Damages your enemy on use, scales with power. 1 second cooldown.
- Decent damage, you need the trait which allows you to use three times for the damage to be worth while. It's decent burst though if all three crit, it can really be good for the initial engage and take an enemy by surprise.
- 2x Removes all conditions on use. 15 seconds cooldown.
- This is the same as Concentration. It removes 2 conditions per use, and it can be really great in a fight if you are focused, however we already have a couple of ways to get conditions off. Which is why it might be a little lacking. It's still worth taking up if it's a heavy condition based team you are up against.
- Harmonious Mantras - Mantras can be activated three times before needing to be channeled again.
- Empowering Mantras - Increases damage for each readied mantra.
- Mantra Mastery - Mantra cooldowns are reduced by 20%.
- Protected Mantras - Increases armor while casting Mantras.
- Restorative Mantras - Heal allies when you cast a mantra.
Signets are spells where you have an activation spell and a constant passive spell.
Signet of Domination
- Stuns your target for 2 seconds. 45 seconds cooldown.
- The passive increases condition damage.
- Really great spell. It has a fairly long cooldown so make sure to use it right, and not waste it. Those 2 seconds stun is what you need to land the perfect burst, interrupt a heal or escape. Really a good spell.
- Resets all shatter skills. Cooldown 90 seconds.
- The passive increases your illusions health by 50%
- Not a bad signet at all, but it sort of works against each other as the activation resets all your shatter skills which is really good, but the passive increases the health by illusions/phantasms by 50%. However, it might work still as you can always save the reset if you quickly need that 2nd burst or distortion to survive a tricky situation.
- Copies your boons to all nearly allies. 45 seconds cooldown.
- The passive generates a random boon every 10th second.
- This is another good signet, as you can get a lot of valuable boons and the whole copy mechanism is really strong. Let's say you have 8 stacks of might, and you copy this to someone else, they will also gain those 8 stacks combined with his current stacks of might. This can really help in a team fight.
- Blinds nearly enemies for 3 seconds and break stun. 35 seconds cooldown.
- The passive increases boon duration by 10%.
- I've not really played with this a lot, but it can be decent against melee profession who are just sitting on you, but I think any of the other signets outshines it.
- Signet Mastery - Signet cooldowns are reduced by 20%.
- Blurred Inscriptions - Activating a signet grants you 1 second of Distortion.
- Cleansing Inscriptions - Activating a signet removes a condition.
Archane Thievery
- Steals all boons from your enemy, and gives him your condition instead. 90 seconds cooldown.
- This is a decent spell, but I think the cooldown is rather long to make it worth of taking up an utility slot.
- Teleports to your targeted location and breaks stun. 30 seconds cooldown.
- I've not really felt it was needed to use this spell, as with #3 on Sword being fixed, we have a gap closer if you are using MH Sword, plus we already have a lot of tools to escape and avoid damage. The stun breaker is of course nice, and perhaps if you are not using sword and you feel like you are lacking a gap closer, this might be it for you.
- Allows allies who die in the area of the Illusion of Life to get up and fight for a certain amount of time, and if you down someone during that you will remain alive.135 seconds cooldown.
- I've played a little around this, and I think we might see more of this spell in the future, if you are facing a strong burst team this can be really good to get back up and continue the fight. I see a lot of potential with this spell.
- Absorbs an incoming projectile attack and lets you send it back to an enemy for 4 seconds. 15 seconds cooldown.
- There is some potential if you are fighting someone who uses this, but it requires a good amount of skill and fast reaction to use this properly, but the cooldown isn't awful so perhaps this is worth testing and toying with on release.
- Far-reaching Manipulations - The range of your manipulation skills is increased.
- Master of Manipulation - Manipulation skills have 20% shorter cooldowns.
- Reflects projectiles around your enemies for 6 seconds. 45 seconds cooldown.
- I don't really find this to be very useful, as it relies on the enemies using a lot of projectile based spells which isn't always going to happen, I cannot think of a situation where it is beneficial. It might be different when game is released.
- Creates a field which removes boons from enemies and conditions from allies every 2 seconds. 45 seconds cooldown.
- A really strong spell which I recommend almost any mesmer picks up when you are playing a tournament game, simply because of how strong it can be in both regards of offensive and defensive.
- Create a portal yourself and allies can go from one point to another. 60 seconds cooldown.
- This is fun, but I've not really found any use in sPvP, or perhaps I've not given it a fair chance. The good thing is when you place your first portal, you have quite a bit of time before you need to place your 2nd. This allows for a rather huge distance, I suppose it's fast to swap from 1 point to another for quick defending.
- I am certain you can make some good play it with if you are up against a high mobility team in tournament play (which you are aware of) as this could certainly help in Kyhlo to help defending the trebuchet or taking down theirs, moving from waterfall to middle in Foefire and so forth, but honestly I think you need way more organized teams and game knowledge for this to be optimized perfectly.
- This is also extremely good for repairing your own treb in Kyhlo. USE IT IF YOU ARE ON TREB!
- Give yourself and allies stealth when they run through your wall. 90 seconds cooldown.
- This is actually a much stronger stealth that your elite. The wall lasts 8 seconds, and your stealth from the wall lasts 4 seconds, however if you pass through the wall it refreshes your stealth. This can be pretty good in a large teamfight as people will lose target and you can really get the edge there.
- Confusing Enchantments - Glamour skills cause confusion for 5 seconds to foes who enter or exit their areas.
- Glamour Mastery - Glamour skills recharge 20% faster.
- Temporal Enchanter - Glamour skills last longer.
- Dazzling Glamours - Glamour skills blind foes at target location.
- Gives you stealth for 3 seconds, breaks stun, and creates an illusion. 40 seconds cooldown.
- This is a pretty strong spell, the stealth is really good in this game as you cannot be seen in stealth unless you break it yourself by casting a damage spell onto the enemy. It's good to get a stomp in, or take people by surprise as you open up on them.
- Creates 2 illusions of yourself, and breaks stun. 45 seconds cooldown.
- This is decent, but I'd say that Decoy is mostly always a better pick unless you are built around shatters only.
- Summon an illusion that redirects half of your incoming damage to itself. 30 seconds cooldown
- This is decent against high burst teams, combined with the 50% extra health from a signet its cooldown isn't that long, and it's worth picking up if you are focused a lot. It'll tank quit a bit of damage for a short cooldown.
- Summon a phantasm who removes boons from enemies and conditions from allies. 20 seconds cooldown.
- This is decent as well if you are against a heavy condition based team, as its cooldown isn't too long, however its attack speed isn't the best. You can of course improve this through traits, but without it's around 8 seconds per attack. Still good!
Mass Invisibility
- You and your allies gain stealth for 5 seconds. 90 seconds cooldown.
- Honestly, I don't find this to be worth of an elite, sure the CD isn't too long but if you really want to pick up a stealth as mesmer, you have Veil. The other 2 elites outshine this by a lot.
- Transforms your enemy into a Moa! 180 seconds cooldown.
- This is also a really strong elite, it goes through stability as well. This means you can moa a necromancer's elite, a guardian's elite and so forth. It is really strong 1v1, or 1v2 if you need to wait for an ally to arrive. It's good to have if you are engaging a point where the other team only has one player standing, basically they aren't capable of doing anything but running for 10 seconds.
- Gives everyone in the Time Warp quickness for 10 seconds. 210 seconds cooldown.
- This is an insanely strong team fight spell, quickness is in my opinion a way too strong buff, and this gives it to everyone inside the Wrap for 10 seconds? Yes please! You can use this to win the initial fight when you're waiting in Foefire for middle, since it's very crucial to get that point. This Elite will help you get that edge.
I'm not saying all builds that I'm going to create will be viable for top play, but the game isn't only about top play. Some of these builds are just for fun, or perhaps they will all be viable when game is released. No one knows.
It all depends on how you build your team composition as well.
If you have a build which you believe should be added, I'm more than happy to hear from you!
Sword/Pistol & Staff
Sword/Pistol & Staff v2
Greatsword & Staff
Scepter/Pistol & Staff
Sword/Pistol & Staff Hybrid
Sword/Sword & Staff
Sword/Pistol & Staff
Greatsword & Staff
Sword/Pistol & Staff
Trait info here
I'll talk about the use of combo spells which adds another layer of depth to the sPvP in GW2 and how you can use those effieciently, this knowledge will improve greatly as game is released but it's to help you get an idea and what to look for.
I'll also try to give some helpful tips with a couple of spells and such.
What do you mean by combos?
Combos, also called cross-profession combos or skill combinations, happen when skills interact with each other to create an additional effect. A skill must be a combo field or a combo finisher to be combined, which is an effect which is included in the skill description. For a combo to occur a combo field skill is used creating an area effect and then one or more combo finishers can interact with the field to create a combo. The largest number of combos are available through two characters of different professions working together but combos can also be created with two of the same profession or a single character.
The combo field, or initiator, is a skill that creates an area effect of a particular type. The type is a recognizable element or characteristic which determines the effect they cause on a finisher; for example, a Flamewall will allow some eligible finishers to inflict burning. Fields are either a circular field or a linear "wall". For circular fields, all finishers will combo if they activate while the character is inside the field. For linear combo fields, leap and projectile finishers will combo so long as they pass through the combo field on the way to their destination.
The combo finisher is a skill which causes movement through or within the initiator's field such as creating a projectile or spinning or jumping the player. An eligible initiator augments the finisher by adding damage or creating other effects. For example, using Cyclone Axe near a Flamewall throws fire projectiles in different directions. Finishers can only interact with one initiator at a time.
Whenever a combo is created, a notification will show on the player's screen, acknowledging it and indicating which skills were used to create the combo. However, the indicator's appearance is independent of whether the combo was actually performed - for example, using Vital Shot only has a 20% chance of triggering a combo, but the indicator will still appear to notify the player of the combo whether it was performed or not."
These two pictures will help you get an understanding about them as well:
Good and easy selfmade mesmer combos
Ethereal: Chaos Storm, Null Field, Time Warp and Mirrored Feedback.
Light: Temporal Curtain and Veil.
As a mesmer you have 2 projectile attacks (Mirror Blade & Trick Shot) and Illusionary Duelist's bullets are projectile, each of them. This means that combined with an ethereal field you will be able to apply confusion upon the target which is hit by the projectile.
1. Place a chaos storm upon yourself and make your duelist stand inside it, 20% chance to proc confusion on each bullet.
2. Throw your mirror blade or launch your trick and make sure your projectile crosses through an ethereal field and you will inflict confusion which is 100% guaranteed when it's done by yourself.
1. Place a temportal curtain and make your duelist shoot through it, and it will remove a condition, same goes for the Mirror Blade & Trick Shot. This can come quite in handy if you are against a heavy condition based build.
As a mesmer you don't have any whirls yourself, but two of your illusions do: Illusionary Warden and Phantasmal Berserker. Both of them are capable of applying confusion bolts.
1. Make sure that your phantasms cross/spin through an ethereal field such as Chaos Storm when reaching the enemy, this way they will shoot out confusion bolts.
1. When your phantasms whirl through your Veil or Curtain it will shoot out cleansing bolts which will remove conditions, again this shouldn't be underestimated in a team fight!
You have two leaps yourself, Phase Retreat and Swap and then your Illusionary Swordsman leaps each time he attacks.
1. Placing down an ethereal field and using one of these is an incredible way of generating an extra chaos armor which you should try to utilize as best as possible if you are using the weapons required for these spells. This will help with survivability, apply extra pressure and keep you in the middle of the heat.
1. You will gain retaliation when you leap through your curtain or veil. This can be pretty neat for some extra damage returned to the enemy.
1. If you need to escape from people chasing and you are using Sword as MH it can sometimes really trick them if you send your #3 onto the furthest away enemy and wait a couple of seconds, even if the illusion dies you can still swap if the timer isn't up, and then swap position. Often helped me escape tricky situations.
2. I recommend binding Inventory to a fast key and organize it on your UI so it pops up right at your mouse, for me it's on the right side where I have Focus as 1st item available and then Greatsword. This is simply because sometimes it's really good to swap into GS and knock people away from a point if you really need to neutralize. Focus offers a lot of mobility, quickly place #4 on the ground and go back to your real Off-hand.
3. Distortion and Decoy can both be used to secure a stomp, can be used while channeling the stomp.
4. The #2 on Sword MH is really great as it gives Evasion during its channel. This can be used offensively, if an elementalist is riding the lightning toward you, and you begin to use this - You will win the trade, same with a warrior using Eviscerate on you and so forth. It's also really good to quickly avoid a lot of damage if you are immobilized and don't have any CC breakers.
5. If you have already activated a shatter effect, you won't lose those illusions by generating new ones. You can also summon while casting a new illusion/phantasm.
6. Phase retreat is not only great for escape, if you quickly turn your back with a fast mouse turn you can use it to teleport toward people. This is great for chasing people, requires a bit of practise but give it a go!
7. When you are defending as a mesmer and people are approaching, more than you can handle and you ask for help - placing down a #4 in Focus is a great way of slowing them down. Remember, you don't get into combat until you actually take damage yourself, this way you can prolong the enemies from reaching you, thus giving more time for allies to arrive.
When you are playing as a mesmer people will often think are you immortal if you are fighting 1v1 simply due to our amount of immunities, but with mesmer we aren't tanky as a warrior or a lot of heals as a protective guardian. We are avoid all damage or avoid none, since we take a lot of damage if it should hit us.
When you are playing a mesmer you want to analyze the fight and decide rather easily when and how you will engage the fight. In a real 5v5 we aren't capable of soloing a player insanely fast when fighting in a large teamfight. We are good at helping with a kill due to our quick burst, daze, stuns and we can quickly engage an opponent and deliver burst and get out.
As a mesmer you don't want to be one of the people in the front, but you can follow up with the needed spells for that moment. Cleaning, a chaos storm, a daze or perhaps a stun on the warrior who is smashing your elementalist or an immobilize on the guy with stability trying to kite. Your decisions are game changing, so communicate with your team - ALWAYS - and judge the situation.
When you are defending and people are approaching I often like to summon my illusions when they are at a far distance as this is will get damage out without me being close to them, they are in combat thus moving slower, and you have the advantage. A reminder; you don't get in combat until you take damage! This means you can easily swap back and forth with your weapons which is something you should abuse and make them cry when they are 60% and just reached you.
Here I'll go some of the basic things, not really 100% mesmer related but I wish to deliver a whole package for a sPvP mesmer.
Please don't start a discussion about whether clicking is fine or not.
If you are not binding most of the spells that you use in sPvP you will be facing a disadvantage. If your opponent is faster than you all the time, especially if it's same class, then they will always have and edge to win that fight which may very well lose you the match.
What I think most people are doing wrong is making their keybindings too difficult. If you are wasting too much time reaching a spell that you use a lot, like using "K" for an elite, it's quite stupid. It's a very important spell for your class, and if I need to reach back and forth constantly, it's simply a waste of time and your precious energy!
Try to keep it simple and within reach. I recommend binding weapons display as well, to stop casting instead of turning with mouse or pressing esc.
When you are making keybindings ask yourself this:
- Which spells do I use the most?
- Which spells are based on fast reaction, timed usage and position required?
- Is this keybind appropriate for this spell?
There are a couple of things I think a player should remove/change in order to become faster and more precise with your actions. Remember though that this is purely based on my opinion, and if this isn't working out for you find what does the trick for you, and stick with it.
1. Enable Fast-Cast ground targeting
- This speeds up your use of Chaos Storm, Null field and such. Sometimes you need a clutch placement, and you'll only have to click once instead of twice where you first place it as well.
- I personally removed the chance of doing a double tap for a dodge, I use V to dodge and that only. I prefer that instead of accidentaly using a dodge which you can easily get punished for.
- Again, this is personal experience but I really hate the auto attack being activated, you can remove this by holding down CTRL and right clicking on the icon. It sometimes attacks and takes up time where you should have used another spell.
- Again, if you are quickly swapping to another target just to CC them, you don't want AA to prolong the amount of time you are spending on that target. These things may be small, but it's still important.
- Enable Show Skill Recharge, this will show you the exact amount of seconds before your skill is ready again. This isn't enabled by default for some reason, but you should really have this on as you can properly time your spells between weapon swaps then.
As the game gets released I'll love if people who streams will PM me with their stream and I'll add it to my list of streams. This should make it easy for people to specificly find mesmer streams.
I'll also begin to add up to date movies and organize those by spec, type of PvP, commentary and such.
Tournament games
Tournament games w/ commentary
Blowi:sPvP games
sPvP games w/ commentary
I'd like to thank those who have given me inspiration, help or basically anything made possible so that I could make this guide. Should you notice any mistakes regarding the facts I've written, English language, wording and so forth please PM me with the change and I'll correct ASAP. I hope you enjoyed the guide.
- Usk Delt is the man who delivered my all these amazing banners, title everything! I simply asked in Guild skype conversation if anyone had some knowledge with making pictures and such, and this guy said he would help. Been impressing me each time with the designs, keep up the good work man. You're the boss!
- I've borrowed the charts from a thread by Gelroller. Thanks a lot! (If you read this) Link
- Starcookie & Rudy helping with some wording and spelling.
I really hope you have enjoyed, and perhaps learned a little about the mesmer and if you are up for playing it when the game is released. As I said earlier, I'll keep working on this guide and make sure it's up to date when game is released, and I suspect several changes to come. If you have any things that should be added, questions, or anything - please don't hesitate to either PM me, or write here.
Updates to the guide
v1.1 - August 3th, 2012: Changed a lot of wording and spells
v1.2 - August 4th, 2012: I've added some more information to the combo section, fixed spellings, links and wordings.
v1.3 - August 5th, 2012: Changed the order of content, added Match Ups and Traits.
v1.4 - August 13th, 2012: Added Playstyle section.
v.1.5 - September 1st, 2012: Changed some things, added builds and fixed changes since release.
Follow Team Paradigm for more guides and videos to come!
Team Paradigm Website
Team Paradigm Youtube
Alright, time to give me the feedback and everything!
#3696496 Streaming Program
Posted Jenkin on 01 May 2012 - 02:35 PM
Only helping junkies
#3695288 Mage stats on TR
Posted Xandyn on 29 April 2012 - 03:53 AM
Ermurazorqt, on 28 April 2012 - 10:23 PM, said:
Shakez, on 28 April 2012 - 11:11 PM, said:
your crits do 15% more damage, but my spells crit 15% more often.
well first of all you don't crit 15% more often, you just have a CHANCE to crit 15% more often, which is not a guaranteed chance and will never be, meanwhile my damage is guaranteed to be higher with more mastery, and no, mastery does not only increase damage on my crits, it increases damage on all frozen spells.
with the way that WoW arena works it's always going to be better to go for guaranteed damage than RNG, because you want to be as consistent as possible.
Meanwhile crit might be a good investment, say you play 500 games, do you imagine how many of those games you having 5% more crit will mean nothing, because either a) you would have crit even with 60% crit, or b ) you don't crit at all even with 75% crit?
And now, how many games will you having more mastery or intel mean nothing? None! Not to mention mastery stacking is way more efficient than crit, so the difference between say 11 mastery and 12 is actually quite huge, much more than 20% crit and 21% crit.
And I find 60% critical chance to be very optimal, anything more is going to make you lose damage/burst, not gain.
I'm pretty sure there was some math done ages ago that proves stacking crit over 20% becomes inefficient for frost mage.
It's hard to explain, I'm not good at maths either, if we put a computer to play your geared character in 1000 arena games, and mine, mine would do more burst and damage overall. Perhaps there would be a few games where yours would do better because of RNG, but mine would win overall by a large margin.
And it's just one of these situations where I know, because I have tried and experimented running crit before, and for a lot of games too, and it's just not as good.
However it's just my opinion, I'm not saying I'm 100% right, I probably am though. Perhaps it comes down to your gameplay too, so don't get too offended or something.
p.s. your shoulder gem on live mage is wrong!!
2 Mastery > 1 Intel.
30 Intel + 20 Mastery > 40 intel. (because 20 mastery > 10 intel)
Only worth it if you had an epic gem, where 30 intel + 20 mastery < 50 intel. (20 intel>20mastery)
#3695023 Tier 1 Mage TR Comps
Posted Saikx on 28 April 2012 - 06:47 PM
#3681913 Xandyn interview
Posted Tristràn on 10 April 2012 - 04:07 PM
(found this on forums so decided to share)
Props to Hildegard for taking time to make this
Xandyn for answering
Xandyn plays a mage in World of Warcraft, participates at tournaments and is considered to perform very well. When reading over AJ I thought of an angry kid at first, but it turned out, that he is not only relaxed and healthy looking, but has insights some may call wise. We talked about past tournaments, gameplay as well as the boosting business and its aftermath.Hildegard: Hello Lukas and welcome to the "Forscherliga Interview". My first question is always the same in every interview: What did you eat today?
Xandyn: 3 hard boiled eggs with mayo ;D..
Hildegard: Well, eggs sound healthy.
Xandyn: yeah they are if you eat the whites, which I don't
Hildegard: OK, it seems like you did not include diet into your training program, yet.
Hildegard: When I read over your posts on the AJ forum the whole pvp community sounded like a bunch of whiny "Sissies", !@#$%ing about the game. Are things that bad?
Xandyn: Things aren't necessarily that bad, balance game the game is at quite a good state, RLS and triple DPS obviously being a bit over the top, however if you compare ^-* or ATC in WotLK to RLS now, well, it's much different, RLS can be a beatable comp by certain setups, while !@# was the king, I think in general the game is balanced quite well right now, a slight change to rogues/warlocks and retribution paladins, and it would be great. However, that's not the problem, first and huge problem is people just got bored of the game and the mechanics, like CS 1.6, it's a great game, right? But do people play it as much as they used to years ago? Nope. Because you just get bored of the same game, no matter how good it is. And another thing that contributes to the boredom of WoW is $%^-ed up queue times, they should either open a perma arena pass realm, or merge all BG's into one, 10 min + queues aren't fun, and any other game offers instant play.
Hildegard: MoP starts out fresh with lots of changes. Do you think that will revive the interest?
Xandyn: for the first season yes, afterwards things will just keep getting worse and worse, because people are just losing the general interest in game, not even the game state or whatever, but WoW is a very old game, and every game eventually dies, no matter how many expansions you bring.
Hildegard: Did you take a look at GuildWars2, a game many proclaim as the next generation MMO, that will take PVP & E-Sports to the next level.
Xandyn: I have and I don't think it could ever be as good as WoW was, or is. Simply the mechanics suck, the feel of the game sucks, WoW was and still is such a great MMO because of the smooth control, and the feeling. When you play WoW you forget you even play the game, that's how good the game mechanics are, it's just soooo smooth compared to any Korean-type MMO, GuildWars 2 is just another Aion-Lineage type MMO, obviously improved a lot, but I doubt it's gonna be a very huge success, most likely it will be a good MMO, but WoW-good? No..
Hildegard: Could you give an example of how the mechanics are different to WoW?
Xandyn: The movement and the control of your character is just very different compared to WoW, it has a clunky, delayed feeling to it. Whereas in WoW the control is just as smooth as for example of any FPS game.
Hildegard: You are known to be a very avid forum poster, that does not back off flame wars and likes to provoke. True?
Xandyn: Haha, yeah I get a bit too into it sometimes, I was born and raised on the internet, just different games and forum boards before WoW. So it's something I've naturally developed to do. I was perma-banned on AJ for a while, however the ban is lifted now with a promise of mine to not get into flame wars anymore, haha.
Hildegard: How long will you keep the account?
Xandyn: Meh, I don't think I will ever get into the drama or flame wars of forums anymore, I used to care a lot about what people think of me, and how I perform in arena, etc., however the longer you play the game, the more you start to understand, that it just doesn't matter what people think, if they aren't your partners
Hildegard: Most people, gamers or not, spend their life trying to impress people they don't like.
Xandyn: yeah I suppose I agree with that statement, and I try to become someone who just doesn't care, I think the best people out there are the ones who don't care what others have to say about them, both in real life and in-game
Hildegard: I could not agree more. Did the self-confidence come from your success in games or do you have another source?
Xandyn: I think Khuna has been a huge influence of my self-confidence development, he always would tell me 'dude, just don't give a !@#$ what they say, why would I play with you if you weren't the best?'. Because it's true, in WoTLK, I was decent, not as good as someone like Raiku or Flyn for example. And I played with Khuna in WoTLK, but he ditched me. I understood the move, I simply wasn't good enough. So I improved my UI, binds, attitude, and played A LOT before Cata was coming I already started practising upfront with all the new spells and changes
Even before Cata was out, I already knew almost as much as I know now. So I improved a lot compared to WoTLK, and it has nothing to do with Cata gameplay I think, I just got a lot more awareness, in general my big plus is the awareness I've got. I could play WoTLK now, and be TONS better than I used to be.
Hildegard: Do you use addons to enhance your awareness?
Xandyn: I both use, and don't use addons. I think AddOns are VERY bad for your awareness. However, I think the look of customized UI is more pleasant to my eye, I hate the look of default UI, however due to big hopes of taking BlizzCon 2012, I play with default now, and I'd say my awareness is better without any addons running.
Hildegard: So, how exactly did you train your awareness. Did you use special techniques or simply played a lot?
Xandyn: Just played a lot, and tried to look at what's going more, than actually focusing on my own stuff. I'd say I still need to improve on my positioning, sometimes I have a bit weak positioning, but as far as seeing what abilities the enemy team uses, or predicting when they will use it, etc., I think I'm really good at that. People say my damage is the best part of my gameplay, and I guess I could agree to that. I have developed a playstyle of the mage, that I haven't seen anybody use. Where I don't need to cast a single spell to keep doing damage. Sure you can keep spamming lance, but will you do as much damage as I do? I doubt so. Almost never do I ice lance without a FoF proc, however I keep lancing the entire game. So people get puzzled how I pull it off, and I guess it's a secret of mine However I can say that the water elemental change, where they removed pet freeze reset upon resummoning elemental has crippled my damage a lot and it removed a lot of skill-cap, at least for me. Timing your pet resummon correctly, and building it into your rotation wasn't easy.
Hildegard: Is part of your success that you do not stream and by that show everyone how you play?
Xandyn: Nah, I would really like to stream, thing is people know how I play, they just don't know how to do it, and I doubt by watching my stream you'd be able to copy my gameplay. And I will stream actually, in 2 months after I move, and get a better connection. I'm also writing a HUGE detailed guide on arenajunkies for mage and RMP (two separate guides).
Hildegard: Care to spoiler a bit?
Xandyn: Haha, well it will just be two big guides, with how to play mage, me discussing every ability of mage and how I use it, why use it in this situation or not, etc., how I pull off so much damage without casting. The other guide will be an RMP guide, after NAO (may-april) however.
I'll talk about almost everything RMP needs to know.
#3693275 Differences between ATR & Live
Posted Tosan on 26 April 2012 - 12:32 AM
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text:
Hey guys, i'm new to jeeps and this forum.
I've seen pictures of Cherokees with roof racks holding a full size spare. My Cherokee has a full size spare and I was wondering if any of you have experience with roof mounted spares. I know it gives more room inside, but would be harder to get down if needed. Also, I am moving to Dallas Tx after I sell my house so it seems the roof mounting may not be good for the rubber.
Do any of of you prefer roof mounting spares and what benefits did you get from it? I have a lab who will ride in the back and he would like the extra room, but it isn't critical for that.
What about mounting it on the rear hatch? Have any of you done this? I imagine the Jeep hatch would need beefier telescoping arms to hold it open if it is possible.
I'd love to carry two full size spares. Anybody mount a second spare tire carrier on the other side of the cargo area?
Thanks for your help!


text:
Czech President Seeks Deeper EU Role for Country
The Czech Republic is turning over a new leaf aimed at winning it a bigger say over decision-making in the European Union where it has been somewhat isolated by its eurosceptic leaders in the last decade.
Czech President Milos Zeman, who replaced the anti-European Vaclav Klaus last month, took his first symbolic steps Wednesday towards giving the country a more central role in helping Europe evolve.
Mr. Klaus and several Czech Prime Ministers have in recent years obstructed, delayed or watered down a series of EU initiatives such as the Lisbon Treaty and Banking Union proposals.
European Commission President Jose Manuel Barroso was alongside Mr. Zeman when he signed an addendum to the Lisbon Treaty that established the European Stability Mechanism, the euro zone's bailout program.
Despite both houses of the Czech parliament earlier voting in favour of the ESM, Mr. Klaus had refused to sign it, describing it as a "monstrous and absurd thing" that would erode the country's sovereignty.
Nevertheless, Mr. Zeman's signature has no real impact on the ESM which became active last year and applies only to states within the currency bloc.
Immediately after putting pen to paper, Mr. Zeman and Mr. Barroso raised the EU's blue and gold flag above the historic Prague Castle, the seat of the Czech Presidency, for the first time. (Video here.)
"It's a symbol of our entrance into the main current of European integration," Mr. Zeman said.
Mr. Barroso said both events were important signs of the Czech Republic's further commitment to the EU, adding that signing up for the ESM demonstrates Czech cooperation and solidarity with fellow EU states, a key step for future growth.
"The Mechanism is necessary to gain trust, which is important for future investment. Because without trust there won't be investment" and new job creation, Mr. Barroso said.
Mr. Zeman said that, as well as a common market, the EU needed a unified foreign policy, common defence and common fiscal policy, including the gradual harmonization of tax regimes.
"I highly appreciate Mr. Barroso's recent comments in which he suggested the future of the EU is in a European federation," Mr. Zeman said.
Write to Sean Carney at email@example.com


text:
Credit: 401(K) 2012 on Flickr, under Creative Commons
NEW YORK (WOMENSENEWS)--You are a college senior, set to graduate in just a couple of months with a 3.3 GPA. You have applied for a job as a public relations specialist. You have an impressive resume and several experiences and skills to bring to the table, and you're thrilled to be back to discuss the final details, including salary and starting date.
Your prospective employer offers a starting salary of $44,000, but you've done your research and have established your own target salary of $53,000. What next?
To figure that out, nine college students--eight female and one male--gathered on a recent Thursday afternoon in Benedict's Room, a large, sunny meeting space at the College of Mount St. Vincent in Riverdale, N.Y., and broke into pairs to play the role of interviewer and candidate.
As the applicants tried to get their target prices met, the inexperienced interviewers nodded along, trying to decide how to best stick to their own targets as the three instructors walked between the round tables monitoring the nervous, sometimes giggling attempts at bargaining. After the 10 minutes were over, each pair turned back to the front of the room to report their final salary. Some students were able to reach the higher end of the spectrum between $44,000 and $53,000, grinning as their interviewers admitted that they were good at negotiating. Others weren't as successful.
The small session at this school, a longstanding Catholic liberal arts college, is part of a large effort to help female college graduates get a better career start.
A group called the Women Are Getting Even, or WAGE Project, plans these "Start Smart" workshops in conjunction with the American Association of University Women (AAUW), a nonprofit organization based in Washington, D.C.
The big picture focus is on helping to narrow the gender wage gap that last year left U.S. women--statistically speaking--working until April 8 of this year to catch up with male earnings in 2013.
$1.2 Million Less Earnings
A college-educated woman will earn $1.2 million less than her male counterpart over the course of her working life, according to the WAGE Project and AAUW.
On average in 2012, women from the age of 16 in the United States made 77 percent of what their male counterparts did. The state with the highest disparity was Wyoming, where women's earnings were 64 percent of male earnings. Women's wages were highest relative to those of men--at 90 percent--in Washington, D.C.
Future pay raises depend on your first salary, so it is vital for women to start at a good base because closing the gap once you've started is not easy.
The five-year-old partnership now conducts the workshops at between 350 and 400 college campuses across the country a year.
It's an important effort because female college grads are prone to taking the first job they are offered, even if the salary is too low, says Annie Houle, national director of the WAGE Project, based in Brookline, Mass. "We're being called upon by campuses who are realizing that these women are going out into the world and they need this kind of information."
In addition to running the workshops, the WAGE Project trains facilitators from different states to spread its reach. Women are encouraged to participate at any campus, take part and in turn can hold workshops on their own campuses.
Maria Ellis, an AAUW member and one of the speakers at the Mount St. Vincent workshop, stresses the importance of applying to more than one position and being prepared for the interview. "If you're not assertive and you don't do your research and you don't negotiate, it's going to be expensive, you're going to leave some money on the table," Ellis says. "We want to encourage you to know your worth and to negotiate for it."
Setting a Target
A big message delivered at the workshop is to set your target and minimum price and know your value by researching salaries in the field.
"You can speak to others about salary, it's not a taboo topic," says Mary Logan, a member of the Pay Equity Outreach Group of AAUW-Westchester-NY and one of the speakers at the workshop. "The more you know the better." In addition to researching salaries, Logan urges young women to find out about benefits and understand they are part of measuring a job's value.
The tone in which you discuss your qualifications and how you match your employer's needs is also very important, says Roli Wendorf, co-director of the Pay Equity Outreach group at AAUW Westchester, and a regional field manager for the Start Smart workshops in Southern New York and Connecticut.
You have to be persuasive, but pleasant, says Wendorf. "Women walk this tightrope," she says of the balance between being perceived as too pushy or assertive and being a pushover. "It is not a fair yardstick, but it is something that women have to deal with."
Learning to negotiate a fair salary is only one part of closing the college-educated wage gap, since, Wendorf says, biases persist on the part of managers. And research has shown that those biases keep women out of the highest-paying executive positions.
But college grads who are prepped for the first interview can at least get themselves off to a stronger start. To that end Wendorf says it's important to let the employer make the first salary offer so the applicant doesn't wildly undershoot what an employer might have in mind as a range.
If you are asked about your preferred salary before you've received a job offer, "you can say you would like a competitive salary, a fair salary, a market salary . . . a salary that is appropriate to (your) qualifications, something like that without saying the number," says Wendorf.
"I learned a lot about things I had no idea about," says Marina Hanna, a Mount St. Vincent freshman who attended the workshop. "I thought (the wage gap) was a tired statistic but now I understand that it's really a problem these days and I think the only way for women to fix it is to be aware of what's going on."
Reem Zubaidi is an editorial intern for Women's e News. She is a third year student studying journalism at Northwestern University in Qatar.
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The complaints started when the ball field disappeared. And neighbors wondered when tennis courts long in disrepair might reopen.
City leaders say environmental concerns in an area prone to flooding prompted the changes on the lower end of the park. And the tennis courts await funding for a master plan that includes converting them to another use, such as basketball.
During a meeting of Roanoke City Council Monday morning, city staffers outlined the park's master plan that includes major improvements.
"If nothing else," said Roanoke City Council Member Anita Price, "this allowed us the opportunity to realize how important is it to never forget citizen engagement and input."
In the last month, city leaders have held one meeting with community leaders and they plan another with the neighborhood.
"So now the time is appropriate," said Assistant City Manager Brian Townsend, "to update the Washington Park Master Plan so we can see what the community's priorities are in terms of improvements to the park."
Part of the problem was the economic downturn, that caused the city to eliminate funding for capital improvements in city parks.
That spending is slowly coming back, but needs in all of the city parks will compete for the money.
Neighbors of Washington Park should see some improvements in the next year.
But some of the more ambitious plans will have to wait until more money becomes available


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Political Problems In Nepal
Over the recent years Nepal has been the subject of ever-changing political environment and is today probably the worst politically managed country in the whole of South Asia. In the recent months it has been observed that the political life in the country has been disrupted mainly for two regions- the February 1st authoritarian move taken by King Gyanendra and the failure of the political parties to establish law and order before the royalist takeover.
It is very difficult to actually find the root cause and prime cause of the political problem in Nepal today. There is great pessimism in the world today and countries wonder whether the political situation in the country will actually improve or not. The current unrest in the country is due to the political problems between the king, the Maoist rebels and the political parties that have resulted in the current impasse. There are people who are aware of this problem however the unfortunate thing is that nothing has been undertaken to find a solution to this problem.
The security forces of Nepal are controlled by the Monarchy but due to some of its undemocratic moves it has created strife in democratic forces and this in turn has prompted republicanism. Due to this popular support for the monarchy is declining and political activists have already taken to the streets to revolt against the monarchy. The main political party that has launched a People's War against the monarchy is the Maoist party of Nepal. This party embarks to get rid of monarchy and seeks to instill the fundamentals of communism in the country.
The Maoists are the main people who are in total control of the countryside of Nepal. This political party, however, over the years, have failed to gain public support because of the shocking brutality of their political actions. They are violent and their strike that shut down all the country are unwise and weaken the nepalese economy. This resulted in both national and international condemnation upon the rebels. After the latest ceasefire, the Maoists are now distancing themselves from their extremely violent actions of the past years. Though they may have reduced the shocking brutal activities of the past years the word, "terror" still remains central in the Maoist rebel's ideology.
The mainstream political parties in the country are not able to deal with the political situation in the country as they voice different opinions and have lost mass support. They need to generate public support and regain the trust of the people of the country. The authoritarian moves that were adopted by the King too failed to rebuild consensus with the people of the land and the common man is desperately looking for ways to a reconciliation that will put an end to all political turmoil.
There is one thing that should be noted that Nepal is not greater than the King, its political parties and the Maoists. They all should join hands together and march towards securing political stability and seek to cease political unrest in the country. Reconciliation is the need of the day and this is the reason why they should endeavor to achieve it at all costs to save Nepal from further turmoil.
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2012 Toyota 4Runner: Demonstrably Different
I know a lot of people with 4Runners. As a young man, with young man friends, the 4Runner's combination of practicality and capability makes them perfect for silly pursuits like fishing, shooting, and camping, and their larger interiors and fixed roofs can be a real boon in the wet Pacific Northwest, should your tent spring a leak. But there's another reason they've been so damn popular: customization. With an aftermarket that rivals that of its biggest rival, the immortal Jeep, the 4Runner's massive level of aftermarket support ensures that young guys can build their Toyota to do precisely what they want it to, or at least look like it does. But the mainstream aftermarket's days are numbered, and the 4Runner is a perfect example of why.
Almost a year ago, I found myself crawling up a snowbound trail in a 4Runner Trail Edition. Equipped with everything from locking differentials to what I can best equate to off-road cruise control, its rollicking forward progress was only brought to a halt by the encroachment of the trailside alder and a lack of commitment on my part. A few months later, I found myself in another 4Runner, but the only rocking motion this one imparted was a dull swaying brought on by the Oak Street bridge's expansion joints. Trading the Trail Edition's Crawl Control for something called X-REAS Sport Suspension, the 4Runner Limited with Navigation didn't even look like the burly black-clad Trail Edition I remembered. Sporting colour-keyed trim, big wheels, chrome highlights, and a sleeker profile overall, it was every bit as civilized as the Trail Edition had been rugged.
And the theme continued within. With everything from keyless entry and push-button starting to voice-activated navigation and heated seats, it's cabin was the very picture of the modern, suburban-dwelling, well-appointed SUV. But if the Trail Edition's wide console and thick door tops seemed great for map unfolding and torso-propping, the Limited's seemed better utilized by Blackberry stowage and elbow-resting. Of course, many of the same features, such as the unique roll-down rear window and excellent dashboard layout went absolutely unchanged, and were just as welcome in this, the most luxurious of 4Runners, as they were in the most rugged.
But, for all its similarities and differences, perhaps the most telling aspect of the more luxurious 4Runner was its driving manners. While the Trail Edition felt like a longer wheelbase variant of the softly suspended FJ Cruiser, the Limited was more like a giant Camry. Still copiously soft over undulations and bumps, the Limited felt as if it's body movements responded to inputs in a much more controlled manner; gone was much of the dive, squat, and body roll of the off-road prepared model. Making it feel a bit more comfortable on the highway, the difference was best experienced in an urban setting, where the controlled motions led to a much more confident driving experience. Instead of pitching and rolling around every corner, the 4Runner simply rounded them, its street-biased tires and 20" wheels making everything feel that much more responsive. Add in the interior amenities and logically laid-out cabin, and it was amazing how well the 4Runner found itself at home in the crushing confines of the downtown setting.
So, what does any of this have to do with the aftermarket? Well, if Toyota can build a 4Runner that emulates the behaviour of their consistently inoffensive Camry upon the same chassis off which the well-prepared Trail Edition is spun, how much room is there for third party companies? Sure, there will always be the guys that want to push the envelope, and for them, there will always be suppliers of 44" tires, massive axles, and huge lifts. But given the vast majority of enthusiasts aren't looking for anything that extreme, it's hard to envision how the aftermarket can hope to go toe to toe with the massive development dollars companies like Toyota are now dedicating to the enthusiast market. And few vehicles demonstrate that better than the versatile 4Runner. Want a vehicle that you can throw a tent on top of and crawl into Canada's vast wilderness with? A 4Runner can do that. Want an SUV that you can take the kids skiing in, but still pick your boss up from the airport with? A 4Runner can do that. And best of all, although whichever model you pick will undoubtedly have its own strengths and weaknesses, they're all capable of doing at least a little bit of everything.
|Test model
|2013 Toyota 4Runner
|Trim level
|SR5 Limited V6
|Price range
|$36,935 - $49,780
|Price as tested
|Warranty (basic)
|3 years / 60,000 km
|Warranty (powertrain)
|5 years / 100,000 km
|Fuel economy (city/highway/observed)
|17 / 23 / 14.6 l/100km
|Competitive models
|Ford Explorer, Jeep Grand Cherokee, Nissan Pathfinder
|Strong points
|Weak points
Editor's rating
|Fuel Consumption
|Pretty much middle of the road
|Value for Price
|Although the 4Runner is a decent deal, the Limited comes with a hefty premium
|Handsome, but it disappears in a crowd
|Soft, squishy, and plenty big enough to be comfortable for any length of time
|How does one measure the performance of such a vehicle?
|It's good... it's exactly what you expect... and in being so, doesn't break any new ground.


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Concert-goers filled the sanctuary at St. Frances Cabrini Catholic Parrish as the traditional handbell choir prelude music began. This year, three handbell choirs — from Columbine United, Heritage United Methodist, and St. Frances Cabrini churches joined together to offer up this uniquely beautiful music. An audience estimated at more than 700 people enjoyed the evening's concert of inspirational music.
Fewer golfers have walked the fairways of Foothills Park & Recreation District courses so far in 2010 compared to last year, leading the district to slash the department's 2011 budget by more than $200,000.
The 5 to 12 percent decline in golf course revenue reflects a trend seen in districts throughout the state, said Foothills golf director Tom Woodard, who blames the recession for the drop in rounds played.
Fluff waited helplessly in the February cold for humans who never returned home to their abandoned apartment.
The longhaired tabby cat, haphazardly splotched with matted fur, was eventually saved from freezing by a neighbor, who shortly surrendered Fluff to a shelter after determining that the small creature did not exactly flourish in a home with dogs and small children.
Upon her arrival at Table Mountain Animal Center, which has since been relocated under its new moniker, Foothills Animal Shelter, Fluff was examined, vaccinated and shaved.
Results of a months-long traffic study will determine whether safety modifications will be made to a crosswalk near Dakota Ridge High School where a student was critically injured in October, though Jefferson County is making no promises.
Traffic and engineering department employees are studying the flow of traffic on Coal Mine Avenue between West Bowles Avenue and South Ward Street, a move implemented following an accident at a crosswalk near the school that severely injured and hospitalized student Dallas Vosburg.
LAKEWOOD — Ron Woitalewicz, in August, would've taken this. The Dakota Ridge head football coach said he would've been ecstatic if he had been told at the beginning of the season that the Eagles would be playing in the 4A state semifinals with a shot at a state championship riding on the line. He would've taken it in a heartbeat.
Three Lakewood residents and two others were indicted Nov. 19 on 87 counts stemming from their alleged participation in an unusual identity-theft operation, the Jeffco district attorney's office announced Tuesday.
The Dakota Ridge High School wrestling program has been suspended for the 2010-11 season due to a lack of participants, head coach Larry May said.
Athletic director Matt Heckel made the decision to forego the wrestling season on Nov. 19 after the program only signed up 11 wrestlers a week after practice had started. Jefferson County District rules mandate that a program have at least 14 wrestlers in order to have a paid coach. May is not a credentialed teacher in Jefferson County schools.
Head coach: Steve Schimpeler
Assistant coaches: Gary Anderson, Jed Hess
Classification: 5A, Jeffco
2009-10 record: 20-5, lost to Highlands Ranch in second round of state playoffs
Top players: Dean Wright, Sr.; Kyle Evans, Sr.; Jensen Teague, Sr.
Season opener: Dec. 1, at Mullen, 7 p.m.
Follwoing is a list of all-conference athletes in the Jefferson County League for the fall sports season in cross country and boys soccer:
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