Guild Wars 2

Would anyone thats playing guild wars willing to meet up and form a guild to get to know each other, and have a laugh.

I have stopped playing but will get back into it, I will happily lead a OCGW guild. Just an idea im throwing out there.

Played over 10,000 hours (bit more i think) and got 12 level 20's. Just title farming now :)

If anyones up for it just post here and we can start forming a list ect.
 
Would anyone thats playing guild wars willing to meet up and form a guild to get to know each other, and have a laugh.

I have stopped playing but will get back into it, I will happily lead a OCGW guild. Just an idea im throwing out there.

Played over 10,000 hours (bit more i think) and got 12 level 20's. Just title farming now :)

If anyones up for it just post here and we can start forming a list ect.

Ive just started EotN and would join up. But you'll have to stop writing ect instead of etc... ;P
 
I really like the sound of that :)

I've got to stop reading about this game. Their design perspective is spot on. I love the burdens they have identified and are challenging. They don't make GW unplayable, but they do hinder enjoyment. GW lore, with the pricing model and a more enjoyable gameplay experience sounds like a winner.
Ive just started EotN and would join up. But you'll have to stop writing ect instead of etc... ;P
I've recently started playing again, been a bit busy this year but will jump on when I can. Master Gord is my in game name.
 
I still play GW with my guild, we dont really do the grind, but do hit up the elite areas every now and then for some fun,

My only concern about GW2 is the way they are setting the skills, Anet are basically telling you what skills you can and cannot use in an area/ with a weapon set etc, i think they are doing this to try and get away from solo farming in GW2, i think if they restrict it to much it may very well back fire on them badly.
 

I watched the 10 minute gameplay, my opinions:

- What looks like the Grasping Earth spell looks AWESOME.

- Did I see the healing Ankh icons from GW1 monk spells? Looks like monk spells are in the game but without a dedicated healing class, I would assume that choosing Dwayna as your god would give you access to the healing spells with the Ankh icon. Elementalists have a healing rain spell which might have been the fountain thing in the video (of a healing fountain).

- One problem I see is that stuff has WAY too much HP, they've gone from hundreds to thousands. Each battle takes a lot longer that GW1 fights do. I would hope that there are fewer fights in that case, and that there is a much lower quantity of enemies than in GW (GW had far too many enemies, with each mob dying a lot quicker basically).
 
- One problem I see is that stuff has WAY too much HP, they've gone from hundreds to thousands. Each battle takes a lot longer that GW1 fights do. I would hope that there are fewer fights in that case, and that there is a much lower quantity of enemies than in GW (GW had far too many enemies, with each mob dying a lot quicker basically).

From what i've gathered you'll hopefully be fighting things with much larger groups than the simple team of 4 or 8 from GW1, the charr video when they're battling the big dragon was a good indication of that.

Really looking forward to it :)
 
That video got very boring after the first 5 minutes... with absolutely no context it just looked like endless cluster****s with animations on the ridiculously excessive side. There just seemed to be fireballs and walls of fire and meteor showers everywhere, all combat animations looked more or less the same so god knows what the warriors were doing. I'm really not too sure i like the way the combats gone in this game. It just has the appearance of any generic MMO with outlandish special effects played as individual people who might need to band together for hard encounters rather than you working as part of a team.

I assume that would be a Rangers Healing Spring.
 
Oh yea, you cant manually select your whole skill bar anymore, the first 5 skills are locked to your weapon choice, so theres not going to be as much build customization as there was in GW1.

From what i've gathered you'll hopefully be fighting things with much larger groups than the simple team of 4 or 8 from GW1

GW1 party sizes were simple? The party size requirements in GW1 were a lot larger than in most other games where a lot of content can be played solo or or with just a few people. GW is one of the few games where a party is required throughout the whole game, and they had to add henchmen and heroes because most people wouldnt be able to get through the game otherwise as there are never enough people to do whatever you might be wanting to.

Early game tutorial content was a party size of 4, the first game was a party size of 6 for the most part, and then they made the main parts of the rest of the series require a party size of 8. There were a few end game areas that had a 12 man party size as well.

That was one of the faults of the game, it ended up too big and bloated with all the expansions, with the players spread out far too much all doing different content. Also too many people that played GW1 were beyond terrible and you would end up failing too much in bad groups, hence most people stopped playing together and started playing solo with AI.

I personally enjoy being able to customize my whole group and choose my own team builds in GW1, and I can do that now with the 7 hero update.

Actually, thats probably whey they went and locked the first 5 skills you have, so it completely avoids the terribly annoying noobs issue. ..... ...... Sounds like dumbing down for the people who sucked at the first game when you think of it that way. Bah!

Though hopefully it should be a bit more like DDO regarding how good at the game most people who play are. I've never had a problem with random grouping in DDO, just about everyone could play the game well. GW1 was usually such a difficult chore when playing with other people, you would get heavily weighed down and burdened when playing with anyone that couldnt even make a more useful skill bar than Alesia - she who most would consider to be a completely bat crap crazy retard.



Most people would end up dead because Alesia would start casting her 6 second cast time res instead of healing. Or, most people would end up dead because their human teammates were even worse :p

Oh the good old days of the complete mind numbing torture that Thunderhead Keep was :(

I remember once when a uni friend started playing, he was having a seriously hard time getting through prophecies and was stuck on the last couple of missions on the fire island. He had tried Ring of Fire 3 or 4 times with other people and kept on failing and couldnt believe how hard the game was. So I decided to help him and turned up at the outpost:

Me - 'Are you going to leave your group then and join me?'
Him - 'What? Why? I thought you were helping me?'
Me - 'I am helping you, we dont need the rest, we'll be fine with henchies'
Him - 'Surely this mission cant be done with henchmen, its too hard!'
Me - 'I came to help you, not your lame group, we'll be fine with henchies'
Him - 'Ok, but really, you had better be good!'

He finally leaves his group and joins me. He was a Spiteful Spirit necro, and I had the oldskool renewal meteor shower build, plus 6 henchmen, and the quest = steamrolled with ease. I stopped helping people after that though, it just wasnt worth it. Let them think the game is actually hard like I used to when I was also a sucky noob :D
 
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From what I gather the 'locking' down of skills is to make characters more versatile.

Lets say in GW I'm an elementalist about to spend a couple of hours in a high level dungeon. I have to have either been in there before or read on wiki that the mobs inside are resistant to fire and make sure I'm running a build that doesn't favour fire. In GW2 I think the idea is that I'd walk into the same dungeon, notice that fire doesn't work and say switch to water spells without having to zone back to town and swap out 8 skills.
 
From what I gather the 'locking' down of skills is to make characters more versatile.

Lets say in GW I'm an elementalist about to spend a couple of hours in a high level dungeon. I have to have either been in there before or read on wiki that the mobs inside are resistant to fire and make sure I'm running a build that doesn't favour fire. In GW2 I think the idea is that I'd walk into the same dungeon, notice that fire doesn't work and say switch to water spells without having to zone back to town and swap out 8 skills.

And what a great way to make sure that everyone playing an elementalist also always has a decent skill bar as well :p

It will ruin the whole load of early day fun like GW had though, when monks were running around trying to do everything with 55 hp builds, and warriors were taking mending or firestorm :D

ATM I'm trying to complete the hardest quest in GW with a 7 hero party - The Four Horsemen in the Underworld. I've tried a few times and just get owned horribly, but at least I get lots of Ectoplasms out of it.
 
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And what a great way to make sure that everyone playing an elementalist also always has a decent skill bar as well :p

It will ruin the whole load of early day fun like GW had though, when monks were running around trying to do everything with 55 hp builds, and warriors were taking mending or firestorm :D

ATM I'm trying to complete the hardest quest in GW with a 7 hero party - The Four Horsemen in the Underworld. I've tried a few times and just get owned horribly, but at least I get lots of Ectoplasms out of it.

Have done that many of times... need some help? Can tank, damage or heal :)
 
Oh, wow! This pic actually made me lol:

Claude.jpg


For anyone not familiar with the first game or what the pic is referring to:

http://wiki.guildwars.com/wiki/Claude

- He uses Blood Ritual often on party members with low energy in and out of combat.

- The health sacrifice required by Blood Ritual may be too taxing to monks when he uses it too frequently.

:D
 
Oh yea, you cant manually select your whole skill bar anymore, the first 5 skills are locked to your weapon choice, so theres not going to be as much build customization as there was in GW1.

Aye... there goes epic customisation possibilties. Still, might not be as bad as it sounds.

That was one of the faults of the game, it ended up too big and bloated with all the expansions, with the players spread out far too much all doing different content. Also too many people that played GW1 were beyond terrible and you would end up failing too much in bad groups, hence most people stopped playing together and started playing solo with AI.

I disagree. The addition of Alliances made it much easier to either create or organise in advance a trip to certain elite areas (particularly Urgoz and Deep), it also made it actually possible to organise a team for FoW or UW that wasn't full of complete retards. I'm sure people who did UW in the early days have fond memories of this:

"Don't take any quests from the Reaper"
*Invincible Aatxe and some very fragile NPC souls needing escort appear on the map making it absolutely impossible to finish.*
/facepalm

GW1 was usually such a difficult chore when playing with other people, you would get heavily weighed down and burdened when playing with anyone that couldnt even make a more useful skill bar than Alesia - she who most would consider to be a completely bat crap crazy retard.

Ah the joys of those henchman :D Least Anet have a good sense of humour when they turned Alesia into a Wammo in the Norn Tourny and had dialogue where she got touchy because no one wanted to team up with her :D :D

Oh the good old days of the complete mind numbing torture that Thunderhead Keep was :(

The good ol' days :D Towards the end of Prophecies i'd just join THK pug groups for the pure lols of how badly some of them could fail. Terrible monks, terrible warriors, idiots who thought they could make it through with uninfused armour, ragequits, was brilliant.

I remember once when a uni friend started playing, he was having a seriously hard time getting through prophecies and was stuck on the last couple of missions on the fire island. He had tried Ring of Fire 3 or 4 times with other people and kept on failing and couldnt believe how hard the game was. So I decided to help him and turned up at the outpost

Heh. RoF wasn't that bad, it was Abaddons Mouth that was... i forget the number of times i've failed it because people couldn't kill the Monk boss, then all you had to do was turn up with a Mesmer or Ranger and interrupt its Orison and it was instant win. But nah, everyone knew fire damage was tha best even if it caused next to no damage on Mursaat bosses :p

From what I gather the 'locking' down of skills is to make characters more versatile.

Lets say in GW I'm an elementalist about to spend a couple of hours in a high level dungeon. I have to have either been in there before or read on wiki that the mobs inside are resistant to fire and make sure I'm running a build that doesn't favour fire. In GW2 I think the idea is that I'd walk into the same dungeon, notice that fire doesn't work and say switch to water spells without having to zone back to town and swap out 8 skills.

The first time perhaps. Like, right after its been released, when nobody knows what to expect. After that either *you* should know what to expect, or *you* could ask your alliance for tips or *you* could ask the group leader/members what they want you to run.

ATM I'm trying to complete the hardest quest in GW with a 7 hero party - The Four Horsemen in the Underworld. I've tried a few times and just get owned horribly, but at least I get lots of Ectoplasms out of it.

Heh, lucky for you. I went in to kill some Charged Blackness earlier (found an old bounty on my ranger). First i forgot to change it to HM, then i forgot to change my bar and went in with 2 blank skills, then i thought i'd try Escort of Souls and got massacred by the first mob of 9 Mindblades ><
 
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