Guild Wars Questions

Re-rolled as an Elementalist. Currently up to level 4 and really enjoying it a lot more than the warrior.

Can anyone recomend me a good profession to complement Ele?
 
Re-rolled as an Elementalist. Currently up to level 4 and really enjoying it a lot more than the warrior.

Can anyone recomend me a good profession to complement Ele?

You get to change your secondary profession as much as you want once you've ascended (happens later in the game) - so it's not really a long term commitment.

However, every class can benefit from having Monk as a secondary whilst levelling - if only for a proper resurrection skill. There are actually some fairly good Elementalist/Monk Heal/Buff builds - the Big mana pool and glyphs give you a lot of healpower, but for now i'd just focus on playing as a nuker and save a spell slot for the resurrection spell.

When you get access to it, pick up Rebirth - if your party of henchmen is wiping on a mission you can hoof it out of trouble, then res and summon everyone out of danger.
 
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Elementalists have a large energy pool, however most of their skills cost more to cast, meaning you will use that energy quickly. There is an attunement spell for each of the elements, so whichever element you are using (it's not really a good idea to mix them), use the relevent attunement skill.

Your basic profession choices, roll to Monk (for re-usable resurrection skills), Ritualist (same), Mesmer (skills in the inspiration line will help a lot with energy), you won't be offered Ritualist in pre-searing.
 
I just left pre-searing and the game seems like it really opens up. I use the American-english district and it seems much more busy compared to Europe-english.
 
I just left pre-searing as well and the game has went from "meh" to "yay!" really enjoying it now as a ele/monk. Can kill things pretty damn swiftly and having the henchies help :)

Looking forward to playing (hopefully) over the weekend!
 
I just left pre-searing and the game seems like it really opens up. I use the American-english district and it seems much more busy compared to Europe-english.

I just left pre-searing as well and the game has went from "meh" to "yay!" really enjoying it now as a ele/monk. Can kill things pretty damn swiftly and having the henchies help :)

Looking forward to playing (hopefully) over the weekend!

You have some of the best parts of the game coming up, the missions. They are sort of like big scripted out door dungeon crawls with boss fights and siege weapons whilst really driving the storyline forward.
 
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Start out in Prophecies up to Lions Arch. Then do the start of Nightfall to unlock some heroes (make sure to pick Acolye Sosuke over Acolyte Jin, elly hero = far far better than Ranger). Then do the Asura portal quest for EOTN and do it up to hall of monuments to unlock Vekk, Ogden and Gwen, and buy max armor from boreal station.

Having just recently levelled up a char in Prophecies, when you get to Lions Arch at level 10 or something and have access to a small team of level 8 henchmen, you will get *destroyed* trying to get access to Nightfall. The solution is to go outside and get access to M.O.X, then do the quick run through the start of GWEN so get the the dwarf and asura. You should have no trouble with the mission then.

For my money, I think Nightfall is the best starter campaign in terms of Story and mechanics. Prophecies is long and hard, and the Crystal Desert isn't much fun - but very important in terms of story. Factions is by far the weakest, with the worst story, horrible city maps and a gruesome Faction grind which you usually have to do to unlock some spells.

My main is an "Imbagon" - so basically a support character that's great at reducing incoming damage to my team.

I'm currently stuck trying to beat Slavers Exile with Heroes, but having a hell of a time with it as I have to respec my Paragon to have Assassin secondary. I can get through the last wing just fine, but the Boss I can't do :(

Not one of my heroes can kill the boss, he just spikes damage on them and they die to lack of healing. My char can take the beating indefinitely but cant scratch him. I maybe need to micromanage one of the necros or ritualists.
 
Elementalists are rubbish for the endgame / HM, you are better off with either a Mesmer or Necromancer, or if you have Factions a Ritualist.

Mesmers deal the highest damage in the game, and have the best equivalent of what could be considered 'crowd control' in GW.
 
Elementalists are rubbish for the endgame / HM, you are better off with either a Mesmer or Necromancer, or if you have Factions a Ritualist.

Mesmers deal the highest damage in the game, and have the best equivalent of what could be considered 'crowd control' in GW.

They are a good choice for just playing through the game tho :) Mesmers are pretty hard to play, quite technical I found and very very twitchy playstyle.

Edit: And you really need to know each of the mobs and there abilities inside and out to get the best from them - at least when you play shutdown.

Necros are fairly easy to play, particularly as a MM - but find that dull as hell and prefer them as blood and/or curses. Blood especially. Ritualist graphics always put me off them - but seeing what my Heroes can do, they are extremely powerful as healers or damage.
 
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You dont play PVE with a mesmer as shutdown, all you need for that is Panic which is a prophecies skill, and Job done. The rest of the skills would be stuff like Wastrels, Mistrust, Unnatural Signet, Spiritual pain, overload, chaos storm all of which put out more DPS than ellys can on HM. In fact, Arcane Echo > Chaos Storm >>>>>>>> All damage that elementalist AoE spells can deal.

Or for a full damage spec, you simply spam Ineptitude / Clumsiness / Wandering eye and watch everything kill itself. It requires absolutely no technical skill whatsoever.

It requires far less skill than the elly's end game does, which is Ether Renewal prot / heal or even prot bond spamming.

They are a good choice for just playing through the game tho :)

Ellys rock at NM. Then when you've finished the game and turn on HM, everythings armor is buffed too high and their fire spells end up dealing around 20-60 damage, or within the time it takes to finish casting them, everything has already been killed by your heroes. The current meta end game has been based on packing as much armor ignoring damage as possible, while condensing healer spaces by using either an E/Mo infuse prot or a Soul Twisting + Shelter spam ritualist. People who still like to play their ellys for damage have been using Glyph of Sacrifice + Meteor Shower builds using Assassins Promise to instantly recharge them, along with PVE only skills like Finish Him and Pain Inverter.
 
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A lot of technical talk there :p

I just want a play through of each campaign to see the story and get a feel for the GW atmosphere pre GW2.

If I level my character to 20 will I be able to take that character into the expansions at level 20 or will I have to start someone new everytime?

Also a GW2 question, from reading around it looks although there will be no henchues or heroes in GW2. Am I right thinking that or have I grabbed the wrong end of the stick?
 
A lot of technical talk there :p

I just want a play through of each campaign to see the story and get a feel for the GW atmosphere pre GW2.

If I level my character to 20 will I be able to take that character into the expansions at level 20 or will I have to start someone new everytime?

Also a GW2 question, from reading around it looks although there will be no henchues or heroes in GW2. Am I right thinking that or have I grabbed the wrong end of the stick?

You can travel to any of the other games areas once you get to the port city of your respective continent.

There are no henchmen or heroes in GW2.
 
There are no henchmen or heroes in GW2.

have they said why not?

Things will be different with it changing to becoming a persistent world "full" mmo but keeping henchues is better, IMO, than making content soloable. Then it takes away the need to group if you can solo everything, henchies take away the needto group as well but it is still group content so a lot of people will still group over using henchies.

Strange decision to my mind, is there any stuff talking about the reasoningbehind the decision or was it a case of "it will be so" commandment with no explanation?
 
have they said why not?

Things will be different with it changing to becoming a persistent world "full" mmo but keeping henchues is better, IMO, than making content soloable. Then it takes away the need to group if you can solo everything, henchies take away the needto group as well but it is still group content so a lot of people will still group over using henchies.

Strange decision to my mind, is there any stuff talking about the reasoningbehind the decision or was it a case of "it will be so" commandment with no explanation?

Henchmen were just fillers for when you couldn't get enough players to compleat content. In GW2 most of the content (events) will scale depending on the number of players partisapating so this content can be compleated solo or with 50 other players around you.

Having henchmen would also just look silly in an open world, having a bunch of ai following everyone everywhere would look terrible.

There are probable other reasons as to why henchmen are not in GW2, perhaps search guru for any dev posts.
 
have they said why not?

Things will be different with it changing to becoming a persistent world "full" mmo but keeping henchues is better, IMO, than making content soloable. Then it takes away the need to group if you can solo everything, henchies take away the needto group as well but it is still group content so a lot of people will still group over using henchies.

Strange decision to my mind, is there any stuff talking about the reasoningbehind the decision or was it a case of "it will be so" commandment with no explanation?

In GW2 you can still group up, or not group up. The content around you will scale in difficulty to the number of people around.

Some content wont be soloable like Dynamic Events and big bosses, but the explorable world and personal story line which are most of the game will bo soloable.

Dynamic Events also dont require you to actually form groups - the idea is that everyone and anyone can join them, so people will turn up regardless. For organised grouping there will be dungeons with a 5 player party size, down from 8 in GW1, but if you've played GW1 for a while you will know that this is a good idea - You an almost never make a full group of 8 in GW1, and finding healers is almost impossible, hence why people use heroes and hench. Also heroes and hench were incredibly more capable than the average pug group, which led to loads of people abandoning grouping altogether because most pugs in GW1 literally sucked and were a terrible playing experience (Join a pug in GW, chances are you will lose. Join a pug in DDO, chances are you will win easily, even though a lot of the content is harder).

The main problem with GW1 was far too many skills, giving players complete freedom over their skill choices, and the majority of the skills being incredibly weak and imbalanced. In most balanced RPGs, you can build your characters in almost any way and they can still be very capable. In GW you needed to run specific meta builds or at the least be better than the henchmen ... That sounds easy but it is incredibly unbelievable how many people would simply load up the most abysmal skill bar imaginable, plus if you tried to help them by giving them a skill bar, the chances were that they would suck at playing it.

GW2 will be a lot different to that with 5 of your skills being determined by your weapons, fewer skills overall and no more secondary profession which = far easier balancing for the devs, and much lower learning curve for the average RPG / MMO player. The learning curve in GW1 was incredibly high, particularly when the game first released and most of the community simply tried to play it like other MMOs / RPGs (I wanna make a paladin, a warrior that also helps the party. Ok, lets see .... Healing Signet for self heal, Frenzy and Power Attack to kill things faster, Mending to become invulnerable and tank, Healing Hands for more tankage, healing breeze to cast on my allies to heal them, and Restore Life to resurrect dead people ....).

And thus was born the legendary Wammo, the single most useless player build ever invented in Guild Wars.
 
I can see the idea behind the difficulty scaling but allowing solo play promotes solo play these days, though I guess I can see both sides depending on how you look at it.

The dynamic events are a great feature, from what I gather from reading a lot of your typical quest hubs will be replaced by dynamic event areas. I think they will be limited to an extent in how unique they can be but they are a really interesting, and much more dynamic, alternative to bog standard quest hubs.

On topic, still loving GW. Had a few fights in the Charr lands which are fun.
 
Look around for the NPC's named [* Travel], ie [Tyrian Travel], [Canthan Travel], [Elonan Travel]

As I know you were in pre-searing the person you need to speak to is just to the left of the boat about 15ft from the water.

If there was one failing in the recent update which brought in Embark Beach, is that all the (no disrespect intented) newbies, would end up there (cos they clicked on a person with a green marker), then once @ Embark, they would then be completely clueless about how to get back to where they were.

Embark is meant to be a starting point (or gathering point) for PvE players, where you would pick up the daily Zaishen Quests, have access to all the various merchants, and then be able to port to where you needed to go. Go idea in practice, but because it was brought in so late in the games life, any new players would be like, wtf!!
 
Found it eventually. I basically done whatyou described. It was flagged as a quest for me and when I followed I was stuck as lvl 9 in a zone full of 20's without a clue what was going on :p
 
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