Soldato
any of u guys married? i am so i am a casual gamer. anyone thats married and is a hardcore gamer will be divorced soon
I'm a gamer, but then so is my wife
We put in a good few thousand hours on Guild Wars between us
any of u guys married? i am so i am a casual gamer. anyone thats married and is a hardcore gamer will be divorced soon
I'm a gamer, but then so is my wife
We put in a good few thousand hours on Guild Wars between us
A new blog has been posted about the combat in GW2, it may make an intrestering read (and also bring the thread back on topic.)
Here
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.
I really like the sound of that
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.Ive just started EotN and would join up. But you'll have to stop writing ect instead of etc... ;P
Not sure if anyone has seen these videos, posted today.
http://games.on.net/article/11816/Broadside_of_Guild_Wars_2_Footage_Hits_the_Internet
Not sure if anyone has seen these videos, posted today.
http://games.on.net/article/11816/Broadside_of_Guild_Wars_2_Footage_Hits_the_Internet
- 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
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
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
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.
- 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.
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.
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.
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.
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
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.
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.