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How to not suck in Guild Wars

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Here are some tips that every player should be required to know to join in a team in Guild wars.

1: Never try to fight a larger team than you are in.

If you are alone, do not try to solo a group of 2 or more people. A really good player with the right build can solo two people, but no more. If you try to 1v5, who do you think will win?

2: Kite

Kiting is a fancy term for moving away from damage. Kiting is the best defensive tactic in the game. Without a speed boost, a melee character’s damage drops to zero when you’re moving away from him. Even with a speed boost, he can only do about 40% his of regular damage to you. Lowering damage is a good way to not suck, because damage makes your health go down. If you’re not already aware (I’m sure someone isn’t), you die when your health goes below 1.

3: Pay attention to your immediate surroundings.

If you see a bright, fiery torrent of visual effects culminating at your location, do not stop to take a picture. Get the hell out. AoE is the number one killer of morons in this game. You can make it seem like you aren’t a moron simply by moving out of large, glowy visual effects.

4: Keep an eye on your compass at all times.

First of all, the default compass is too small. Your compass should be big enough that you can make out the pixels on the picture of the map.
Watching your map is the best form of awareness you can have in this game. Glancing at it for half a second tells you where you, your allies, and nearby enemies are, and where each of them is heading. Without your compass, you cannot see large groups of enemies sneak up from behind you. It also lays out important locations, such as shrines.

5: Be aware of what your target(s) is doing.

If you are trying to kill a melandru dervish, don’t do it with Searing Flames. It won’t work. Every day I see at least one person try to Rotting Flesh or Searing Flames or Pin Down a melandru dervish. Likewise, if your target has interrupts on his bar, do not try to cast a 2 second spell near him. This is common sense stuff. Be awake when you play with other people.

6: Read each skill on your bar before entering a mission.

You would be surprised how many players, especially in RA, have no clue what most of their skills do. Assassins: Most of your opening attacks require something. Don’t finish a combo if your first attack misses. Steady Stance warriors: USE STEADY STANCE! I’ve knocked down more steady stance warriors using heal sig than I can count. I’ve seen even more of them knock themselves down. Dervishes: Do not use wearying strike on a full target if you’re not in God Mode. You will be unpleasantly surprised that your next Wild Blow will do 27 damage instead of 92.

7: Keep the party window open and pay attention to it.

The number one reason why idiots don’t use res sig in RA is because they don’t bring one. The number two reason is because they never look at their party window. If you can’t res sig a dead ally within 4 seconds of his death, you shouldn’t be pvping. No, res sig is not a skill that “only helps recover from failure,” it’s a skill that “gives your party 500 health, 15 energy, and 7 extra skills.” Res sig is the most powerful skill in the game, bring it.

8: Know what each profession’s roles are.

If you are a warrior, do not attack other warriors. They have 96 armor most of the time, meaning you’re doing about half your regular damage to them. Kill casters first, they’re squishy. Likewise, if you are a healer, do not tank damage. You will die. The point of being a healer is to make people live, not to absorb damage. Also, healers, never bring resurrect skills. A healer who wastes 3-6 seconds to res a teammate is losing 3-6 seconds of healing, which is all the time a decent warrior needs to score another kill.

9: PvE builds do not work in PvP.

If you just started pvping, but have been pveing for a long time, do not use your favorite pve build. You will lose. If you are totally clueless as to what to run, ask someone who pvps often. Even if it’s a skill-less gimmick, running a bad build that wins is better than running a bad build that loses.

On a similar note, do not run “survival builds” in pvp. Running a build made solely for surviving does two things to your team: You just lost one player worth of support, and you just lengthened the time it takes to wipe by 30 seconds. Not only do survival builds not work, they also waste everyone’s time. Running builds fall into this category. Use builds which either help your team, or hurt the other team.

10: Know how to win the map you’re in.

If you happen to be in a match where wiping the other team is not the main objective, don’t make it your main objective. It’s like playing ping pong only to hit the ball as hard as you can instead of aiming it at the other side of the table. While hitting a ping pong ball 100 feet across the room is amusing, it doesn’t make you win.

This guide is only a rough idea about pvp, but there are some basic requests, such as a high level and good items. That’s the foundation of victory. If you don’t have them, you should go back to farm enough some good items or enough gold to buy some. And I recommend you to form a team in which the members you familiar with. Good luck!

Author:shardfenix

Tomb of the Primeval Kings - a Primer in Guild wars

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Mightiest of the mighty, bravest of the brave will enter and do battle with other eight man groups to make it to the top, the Hall of Kings and beyond.

This is a test of skill, time, and team work, using your skills along with others only then can you defeat others. In this part, there are some different kinds of battle, so there can’t be a same way to win. Change your strategy as the situation changes.

The Beginning

In the beginning of the Tomb, you will meet with your permanent companion, the Ghostly Hero, who seeks glory in the Hall of Kings. Your first mission is to protect the Ghostly Hero as he convinces the gods to grant you a chance to begin your epic journey to the Golden Halls. Here it’s teamwork. This stage really shows your compatibility with the others in your group, and whether you will survive in fights.

To protect the Hero is to kill all the monsters that attack him, such as Fallen Ghouls, Terrors, Underworld Lords, Undertakers, and Hellfire Mages. There is one monster that does not attack the hero, and it is your ticket to a morale boost. The Rift Warden, a difficult and noble opponent, brings one down and you gain a two percent morale boost. The more Warden’s you kill the more morale you earn.

The Clash of Swords, Eve of War

Two-group Collisions

One group vs. the other. The first thing you want to do is take the monks of the other team; this allows no healing and possibly resurrection. The next thing you want to do is take the other team’s monk, taking away their healing. After that, do away with the Mesmers, Necromancers, and Elementalists since these three do the most excessive damage. Then kill the rangers and warriors. This is most basic and standard tactic, and usually the base of all plans. It’s nearly impossible to win without anyone’s death, but a good conjugation will make them lose more.

Three-group Collisions

Three groups vs. each other. Slightly different from Two Group, in three groups it’s more defensive than anything. The easiest thing would be to wait for one group to be defeated, then strike on the remaining group while they are healing and are weak/injured resurrecting. Try to avoid to be the target of the other two teams.

Six-team Wars

Here you will find six other teams, forty other opponents. It’s this simple to explain. Kill the priests, then the players. Here it requires a great deal of protecting your fort and your priest, as well as your monks. Let the other players come to you, then as they gain DP, kill their priest. After you defeated your opposing team as first seen on the radar, wait for other teams to suffer defeat. Then, as the last couple of teams are standing priestless and with death penalty, strike smoothly and swiftly to finish off all others.

King of the Center Shrine

Here you must take your hero and attune to the center shrine before the end of the time given to you. There are two strategies used most often for this event, Blitzing and Stalling. Blitzing is a warrior taking the Ghostly Hero and hitting sprint, thus attuning him to the Center Shrine. Another tactic is waiting out the battle, for other teams to suffer a defeat in the hope that it has not been two minutes. After two minutes the party holding the shrine gains a morale boost.

Relic Running

This is where a member of your team runs over to the opposite teams territory, grabs the relic and runs back to your hero, giving the hero the relic. The team with the most stolen relics wins. The other team gets sacrificed. Here it’s a difficult game of kill the carrier. The only catch is you have to protect yours at the same time. Your best bet would be to have a warrior run the relic, with a monk on the warrior at all times.

While you may not fight through these tombs in the above order, usually, after you complete the list of tasks above, you will find your way into the Hall of Kings!

The Most Difficult of All Tasks

My recommendations for assembling a crew:

Get two Warriors, preferably a Warrior/Monk for tanking purposes.

Elementalist; one or two is fine. Have a monk/necro/mesmer secondary.

Necromancer; again one or two. Have a monk/mesmer/elem secondary.

Mesmer; one or two. Have a monk/necro/elem secondary.

Rangers; one is fine, preferably a monk that’s equipped with all the skills, especially exploding skills. They can do a lot of damage over time to whole groups. Elementalist secondary will chew apart crowds if used right.

Monks; get two with a MESMER secondary. This helps them because they can block most incoming attacks. If you have two fully loaded, you shouldn’t go down without a giant battle.
Tips

While Rangers and Warriors can go out to battle, all magic based characters should stay in close to the monks, within running distance of the healing ring spell. This keeps the monk protected and it’s easier for them to heal. The spells go quite the distance on the compass besides. Note: with such a tactic, any attacking warriors will die quickly.

Move more in a pattern. If you scatter you’re easy game to get picked off.

Quitting - Often non-guild groups will be broken apart due to a member leaving, which starts a chain. A way to prevent this is to make friends and stick with them during battles. Don’t quit till the last person being able to resurrect is dead.

Resurrecting - This is a simple task. Save your res for the monks.

Chasing - This is always a tough situation. I find it best, if you chase, to bring a partner. This kills the opponent faster and allows you to take less damage if he makes it back to his group. That is, instead of one person getting nailed with spells, both of you do, reducing the chance of anyone getting killed. Of course, there is always some chance of death.

Friends - If you find a group that goes to the top, you should always add them to your friends list!

Disclaimer

These are simple tactics and tips for those who are still getting used to or have never tried the Tombs in the never ending battles of Guild Wars. People who have fought often in the Tombs are ready for everything and there are generally no surprises.

There are many factors which can affect the results of the battle, and many of them depend on your game experience and luck, what you can only do is to get yourself fully armed, using all of your gold to buy the most powerful items, that’s the foundation of victory.

Author:Lucadius_The_Noble

Some Things Every GWer Should Know

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Introduction

Strategy is a very important factor of a battle, whether in a Guild Battle, or in a Tombs of the Primeval Kings battle. There are two castles and a massive wood with paths between the two. The castles feature two gates with locks, three floors, turrets, walls, NPC Archer and Footmen defenders, a Guild Thief to open enemy gates, and of course, the Guild Lord of whom you defend.
Strategies

In my opinion, dubbed the “backstab” maneuver, this requires you to go out through the side gate. From there, you have to walk along the very edges of the wood. Stay off the pathway. In this way, the opposing Guild will be unable to detect you on the mini-map. Once the enemy castle is in physical view, dispatch your Rangers to take out the Archers on the walls. Have your Warriors defend them, and the magic-based classes behind them. Have the magic classes cast an attack spell, such as Meteor Storm (Recommended). After these NPCs are dealt with, fall back, as the opposing team will have figured this out by now. Defend your position, try to overpower them. Have your Guild Thief brought in, and open the gates. Slaughter the NPC defenders. In all, there should only be about four Archers and 2 Clerics left, on the highest floor, defending the Guild Lord. From then on, it should be easy to take the castle and kill the enemy Guild Lord. As you go in for your second assault, have someone bring in the flag and take over the flag stand. Once you’re inside, take out the clerics first, then the archers. However, if the enemy team is regrouping and attacking, focus all your firepower onto the Guild Lord. This maneuver should work effectively and well, if everything here is followed.

The standard assault plan should be made for any well-organized team. As soon as you spawn out onto the battlefield, have someone grab the flag, and have everyone rush to the middle, where the flag stand is. From there, wait. Do not put in the flag. If the opposing team has not yet reached your position yet, feel free to take out the 2 Footmen and Archer. It’ll make it easier. When they come in, have the flag carrier drop it, and when the opposing team rushes in, push them back. However, let them put in the flag. Right after they deposit the flag and claim the flag stand, pick up your own and put it in. From thereon, engage the enemy team. If you lose, gather at the front gate, because that’s naturally where they’ll come in. If you win, however, push onwards and eliminate the Archers. Bring in the Guild Thief, open the gates, and proceed to kill the NPCs, and advance towards the Guild Lord. Basically, the latter of the backstab maneuver, as seen above.

The catapult tactic. This is a thoroughly new tactic, and it’s very unpredictable. The trebuchet is dropped on a different side in every battle, so this tactic will have to be used randomly. The entire venture is very simple. In order to be able to operate the trebuchet, you must find the repair tool, and from there, operate it. Operating the trebuchet alone, is a danger. You risk killing teammates, not to mention the fact that you’re exposed and a sitting duck to any Warriors or Rangers. On the other hand, the trebuchet can cause massive damage to your enemy, when used correctly. It has everything. Splash damage, unlimited ammunition, and instant killing power.

Strategies can also be used off the PvP battlefield. A well-organized formation or strategy can help you complete a mission quickly, or take out a difficult mob, such as Rotscale.

The most basic formation/strategy. Damage dealers are put out in front, with melee characters in the very front, the ranged characters behind them, and finally, the healers and elementalists. This should get you through most monsters or groups of monsters quickly.

There are many factors which can affect the results of the your battle, and many of them depend on your game experience and luck, what you can only do is to get yourself fully armed, using all of your gold to buy the most powerful items, that’s the foundation of victory.

Author:Riklaunym

Guide to GvG in Guild Wars

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Introduction

Guild combat is some of the best gameplay Guild Wars has to offer. Part of its appeal, in my opinion, is that it involves two teams on equal footing with the same objectives—killing the Guild Lord. The Tombs Arena offers a variety of different forms of combat, from capture the flag to king of the hill. Typically, however, there are numerous outside elements that can affect result of a match. For example, your team could destroy three teams in a 5-team free-for-all, for example, only to be charged from the rear by the last team, resulting in a possible loss. Or you could hold the center in a king of the hill for 9 minutes only to have two teams rush you with 16 players, concentrating fire on your hero, who is killed and replaced with only a few seconds to spare. The Tombs can be an exciting and fun place to compete, but in my opinion guild combat is where the most all-around talented groups will shine.

Of course, getting into a guild that can field a competent group can be an obstacle in itself. But with the matching system that is based off the ladder, teams should be able to compete against guilds of similar ability, thus making for an exciting fight, regardless of their ability (or lack thereof). This guide is to explain its character and some basic strategies to employ when competing in a guild combat.

The Basics

Something should be pointed out about general rules for guild combat. First, if you are dead you will automatically be resurrected every time the game clock reached an even-numbered minute. For example, resurrections (including the Guild Thief but no other NPCs) are done map-wide at 2 minutes, 4 minutes, etc on the game clock. If your Death Penalty is at -60%, you cannot be resurrected by the Resurrection Shrine and can only be resurrected by another party member. The only way to win in a guild battle is when one of the Guild Lords is killed or if a team completely quits the match. There is a flag stand in the center, which will accept the flag from either team. Once planted, a timer is started. Every 2 minutes the team controlling this flag stand will receive a Morale Boost of 10%, up to a maximum of 10% above base stats.

Each team starts inside their keep. The Guild Lord resides at the back of the keep, surrounded by 2 Arcanists, which are powerful Elementalists. The Guild Thief also starts here. Scattered around the ramparts are various Ranger NPCs with 3 NPC Footmen outside the main gate. Down the stairs from the Guild Lord are the Resurrection Shrine and the team’s flag. The keep is completely enclosed, with two entrances/exits. The main exit is the quickest path to the center, while the “side” exits lead to a path around the outside of the map. Each gate has levers on each side that can open the gate. Inside, levers can be used by anyone at any time. Outside, levers can only be used by the members from that keep or by the opposing team if they have their Guild Thief with them. The Guild Thief is an NPC that will follow you much like the Hero does in the Tombs. The only way inside an enemy’s keep is through use of the Guild Thief, rushing in when opened by the opposing team or an ally operating the lever from the inside or through Necromancer teleportation spells.

A new addition to guild combat is the catapult. There are two catapults on the map, each on a hill facing the main entrance of each keep. Anyone can operate the catapult if they are carrying a Repair Kit, which are located around the map. Although slow in firing, they launch a massive area-of-effect stone which randomly lands somewhere inside the keep its facing. Obviously, if you’re anywhere near the point of impact, you can expect to be eating grass waiting for a resurrection.

Basic Strategy

Avoid bringing henchmen into battle unless absolutely necessary. They are pretty decent when it comes to PvE, but in player combat they just don’t have the capacity to function even close to the level required for success.

Don’t charge through an enemy gate without support. Too many people try chasing someone down after they’ve run inside, while the gate closes behind them, thus separating them from the rest of their group. If you’re going to charge a door, make sure most of your party is with you.

Don’t wander around the inside of your keep if the other team is operating the catapult. This is just plain wrong. At the point of impact, the catapult does roughly 900 damage, with the numbers diminishing as distance from the center increases. It is quite easy to have your entire group decimated by a single catapult shot. It’s best to regroup near the Resurrection Shrine or other area safe from catapult fire.

Don’t kamikazes the flag stand trying to plant your flag if the enemy holds the center. All this will accomplish is you dying in a location where you will be difficult to resurrect and the other team will just replant their flag before your first morale boost.

Refrain from playing with the catapult unless the opportunity arises. If the other team is fighting you in the center, operation of the catapult is quite the waste of time. The catapult is indeed a fun toy and can be powerful against base campers and the like, but should only be used under certain conditions. Screwing around with it while your team is getting crushed in the center will make you unpopular in a hurry.

Always keep an eye on the radar. Some teams will try and go around the outer paths in an attempt to charge the Guild Lord without having to fight through you. Nothing is worse than having the upper hand and controlling the center, only to lose because no one paid attention to their radar or the condition of the Guild Lord.

If your team is suffering from high death penalties, charging the other team is typically unwise. The best chance you have for a comeback is to use the NPCs inside your base as additional fighters and work on defending your Guild Lord. If you successfully repel an attack by the opposing team, everyone will get a 16% morale boost from the 8 kills, and while the enemy waits to be resurrected, your team can plant its flag at the center and attempt to defend it for the Morale Boost. Being on the offensive is not necessarily the best strategy.

Advanced Strategy

I am not going to go into details about specific party builds and character classes to bring to a guild battle. That determination is up to the guild and what team strategy they want to employ. But there are some tactical options to consider, independent of the type of group composition you bring into battle. They are described below.

Victory through Attrition

The idea behind this approach is to get your group’s morale maxed at +10% while causing the enemy to incur death penalties. Your team should concentrate on gaining the center and planting their flag as soon as possible. Once this is accomplished the catapult should be employed, while the rest of the team concentrates on taking out the NPC’s around the periphery of the enemy base while repelling every new attack. If successful, your team will eventually be able simply to overwhelm the enemy, due to their high Death Penalty, killing them off after their resurrection and then finishing off the Guild Lord.

If you find yourself the victim of this approach, the best counter is to attempt to cut your losses and defend your Guild Lord, in an attempt to gain morale boosts through kills and an eventual retake of the center and the flag stand. Once the opposing team is maxed at 10% Morale Boost, worrying about the center is a waste of time. They can hold it for the next hour and it won’t give them any additional benefit. Make sure that you avoid areas that the catapult can reach; otherwise, it will destroy your party, causing your members to incur greater and greater Death Penalties. If your Death Penalty is too high to attempt a center retake, just concentrate on defending, since this is likely your best chance at winning.

The Sneak Attack

The Guild Lord is tough to kill, but if an entire group concentrates its damage on him he can be taken out rather quickly. The idea behind this strategy is to rush the Guild Lord without having to fight the opposing group. Because of the radar this tactic can be difficult to pull off, but with a well executed plan it can be done. One way this can be accomplished is by attempting the following:

Send two players out your side gate and have them run towards the first intersection. They will be decoys and should not be the main damage dealers, since you will need them for killing the Guild Lord. Also, they should not constitute all your healing ability, since you will need that too. The job for these two is to get the enemy to chase them from the center, far enough away to where they do not notice the main group moving around the opposite side of the map.

The rest of your group gets the Guild Thief and proceeds out the main gate. They are not going towards the center; however, they will be following the outside path towards the enemy’s side gate. Once at this gate, the Guild Thief is used to gain entrance and then a mad rush is made at the Guild Lord with the expectation that he can be killed quickly.

This concludes the overview of the arenas. Try out which ones you like best and come up with your own tactics to better control the maps. Good luck!

Although difficult to execute, this method of attack can result in a swift victory for your team if done successfully.

Conclusion

There are many factors which can affect the results of the GvG battle, and many of them depend on your game experience and luck, what you can only do is to get yourself fully armed, using all of your gold to buy the most powerful items, that’s the foundation of victory.

Author:WoogiB’s

Definitive Guild Wars 2 keys to win

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Firstly, in my and many players’ opinion, aesthetics. Aesthetics are extremely important to anyone that enjoys RPGs. Sometimes they may not realize this, but subconsciously, you feel ‘better’ about your character, the ‘better’ he looks, even if you aren’t a spectacular player.

GW itself, in my opinion, lacks in this area. Character models feel skinny, flimsy, and being anchored to the ground(Something else I’ll get to) doesn’t help.

My first suggestion, would be to give people a wide variety of armor looks. So I’m level 1 wearing a loincloth. It doesn’t have to be boring because I’m starting out. Make that loincloth impressive, make it fit well on the characters model. If he’s a mage, give it glowing runes, if he’s a warrior, have it blood stained and menacing looking.

My second suggestion under aesthetics is, availability and customization. I feel that guild wars 2 needs unprecedented, never before seen levels of customization. Let’s pretend I’m a fresh level 40 (I’m just picking a random number for maximum level, maybe you will need a power leveling) I have some neat gear, nothing too fancy. There’s no reason that it can’t look impressive and tailored towards what the person wants their character to be.

A lesson to be learned from WoW in this regard: In WoW you had people fresh at the max level wearing a boring sea green hood, with a yellow robe and tattered amices that didn’t match. So you may need our help to be equipped with proper items.

If a net can make a superior play style and combat system, they have no excuse to not make an aesthetically pleasing game as well.

Let me choose how to look. If my elementalist/sorcerer/mage (Whatever GW2 will have) loves to focus on casting frost/ice spells, let his armor reflect that. Give me the ability to add frozen spikes on my clothes, let water vapor hover around me. If I’m a necromancer, let random black shadowy faces float out of my body, etc.

Something I think that would really help people get into the game more and feel “cool” would be this level of aesthetics. I don’t think it’s unreasonable to create a system which allows for this.

Okay, you get the idea with gear/clothes.

Animations. Some animations in GuildWars are rather yawning. Others fit well.

This is another big thing aesthetically. If I’m going to potentially spend a year or more playing a character, his action animations had better feel impressive. A big bulking warrior with clinking steel and a mighty war hammer dripping with blood swings it and it looks like he’s scratching his ass, there are problems.

Casters should get relative animations that fit their class, as should melee. An assassin should appear to be delivering decisive stabs not wildly flinging his arms. (They don’t now, I’m just saying)

The “feel”

Guild wars for all its excellent fun has one glaring fault. It feels clunky. When rubber banding was a larger issue, it made the game really un-fun. Freedom of movement needs to be a huge priority in the next installation. No more feeling like we are bumper cars. (I realize in the GW 2 wiki they mention a Z axis, which is an excellent start)

I don’t care how stupid it looks. Let people jump up and down having a conniption fit if they want to. If it means I can feel like my character is an extension of myself, and its comfortable to play, so be it. ‘

A persistent world, with the exception of private areas, be it dungeons, battle areas, guild cities, is a must-have. The days of instancing are over. I don’t care how you people get the money to make it happen, it must.

Progression:

I think the fast leveling cap is very important. However I think there should be 3 Separate levels. A basic leveling system like 1->20, think of it as an extended training time to familiarize players, and a chance for them to taste the other possibilities.

level type 2 would be a strictly PVE level. Make this level un-capped. There are people out there who enjoy just gaining those levels.

level type 3 would be strictly PVP, again, make this un-capped, there are people who hate killing mobs and leveling, and just want to crush skulls.

Gear as a factor:

Gear, in my opinion, is one of the most touchy subjects out there in regards to RPGs. MMO or Otherwise.

My opinion is this, I think its absolutely retarded someone can, in some games, merely sit long enough, gear out, then go beat up people in PVP just because of the color of their armors title. No.

Gear should work in an intuitive and fresh manner. The gear should award you points that let you change its looks, more impressive, more adorned, let collecting a set of gear award you a title regarding to the armor, If a necromancer happens to acquire his dream set, for arguments sake, is called Plague weaver’s Embrace, let it unlock a title where your name would become “Tommy the Plague bringer” etc. (My thoughts on gear are not yet complete, saving some space here, and to remind myself)

Gear should, in a sense, work similar to how it does now, but I really think that allowing gear to determine encounters is just laziness from the developer which brings me to my next point.

Skill,Talent, Ability, Teamwork, etc.

That should be any encounters determining bottom line. PVP is unpredictable. There’s no reason PVE can’t be either. Hopping online to look up a strategy should be a thing of the past. An unpredictable PVE might sound harsh, but look at it this way, wouldn’t leveling an alt be much more interesting if Ascalon, scenery aside, wasn’t the same each time?

Titles are an excellent start. Some are unreasonable, some are pointless, others still are tied to strange logic, but whatever, they need to stay. There should be a plethora of them as well.

Cliché, but achievements. Achievements are a nice play style neutral way to progress. Have them award Alternative Spending Points(Which are, in affect, similar to extra skill ups in current GW, name is also very placeholder)

If you want to win, you should not be dropped off at the start line, so you can contact us and we can offer you the key to the victory glory. By the way, if you want to enjoy your game without the boring process of farming and finishing quests, www.ogpal.com will help you get rid of them. Our customer service will make sure you are more than satisfied with every purchase!

How to use your gold in guild wars(GW)?

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Here are some ideas.

Hairdressing in GW:
Players pay gold to change their hairstyle and colour. Some styles and colours could be available only through this method and not in character creation.
Hair colour could be changed, but it would fade over time, causing the players to spend more money renewing it.

Cosmetic customization of armour and weapons in GuildWars:
Players pay gold to change the look of their armour and weapons. This could be different models or additional colours, glows, sparkles and so on. These effects could be time-limited, so say you buy them for a day, a week, a month, whatever and have to buy them again after that. Also, if new customizations were released periodically the players would continue to pay for them because they were new and exciting.

Armour cosmetic maintenance in Guild Wars:
Armour could also become dirty over time, causing it to lose it’s shine and the colours to become dull. Players could then pay to have it cleaned, or pay even more to have it polished to a level of shine greater than it originally had.
This might be considered a hindrance to some, but if you think about it, it doesn’t change the game play at all, you don’t need shiny clean armour, so people aren’t forced to pay lots of gold every few days to keep it clean, but many would want to.

Rethink the dye system in GW:
Currently dye drops from monsters and is sold between players for ridiculous amounts of gold. This in no way benefits the economy since it merely transfers wealth from one player to another.
If dye was treated the same way that weapon customization currently is, it could be turned into a gold sink.
Players pay to have their armour dyed by a merchant. Mixing of colours could still be done, but it would all be done in a merchant window and not with physical, resalable inventory items.

Rethink the XP scroll system in GW:
Similar to the dye suggestion above.
Instead of XP scrolls being items that are resalable, they should be available as an effect that is bought from an NPC.
Players pay gold to an NPC to be ‘blessed’ with 2x experience for the next few minutes or however long those scrolls last.
Maybe you could pay more for longer duration or higher multiplier.

Gambling in GW:
“The house always wins”
Any properly run gambling institute takes more money than it gives out, thus creating a gold sink.

Personal housing and furniture for houses and guild halls in GW:
Just like the way guilds can buy Guild Halls, players would be able to buy personal houses. Furniture could be bought to decorate these spaces. Extra storage might also be included in these houses.

Taxidermy and other forms of trophies in GW:
Players could pay to have a monster that they had defeated turned into a statue to be displayed at their house or guild hall.
This would deteriorate (Rot, get dusty, etc.) over time and require an upkeep in gold to keep it in good condition.

Guild Hall expansion in GW:
Various additions to the guild hall could be bought for large amounts of gold, or perhaps rented for a lesser amount per day/week/month whatever.
Additions could include Guild practice PVP arenas, storage, etc. See long posts further down the thread for details.

Persistent message boards in GW:
Plays pay gold to post messages on a message board of some sort in town. These messages have a limited lifespan (24 hours was suggested) to reduce congestion.
Multiple boards could exist in each town. One for trading, one for guild information, etc.

Dancing Lessons in GW:
Players pay gold to learn the dances of other professions, or entirely new dances. They have a limited number of dance lots so that learning a new dance would usually replace an old dance. This means that if they wanted their old dance back they would have to spend money again.

Pay per View PvP in GW:
With observer mode on the horizon, another good gold sink could be paying to watch PvP and GvG matches.

By the way, if you want to enjoy your game without the boring process of farming and finishing quests, www.ogpal.com will help you get rid of them. Our customer service will make sure you are more than satisfied with every purchase!

Guild Wars Mesmer Introduction

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The Mesmer is a class that is unique to the world of Guild Wars.  Although it borrows from classic elements of Illusion and Manipulation Magic in other fantasy genres, the Mesmer class as a whole is a subtle combination of magic as an artform, a force to be controlled and composed.  Mesmers resemble thespians of the classical kind, harkening back to stage actors, gypsies, and jesters.

 

But their magic is far from only performance art.  The heart of Mesmer magic is the control of Energy and the ability to turn an enemy’s magic against itself.

 

The name Mesmer probably comes from the word “mesmerize”, which in turn comes from the name of German physician Franz Anton Mesmer (1734 – 1815), who discovered what he called “animal magnetism” and others often called mesmerism, the precursor to hypnosis.  Indeed, the Mesmer seems to be able to manipulate its opponents in subtle and unusual ways, similar to hypnosis.

 

The Mesmer is probably the most challenging class to play in Guild Wars.  Many of their strengths require much skill and quick timing on the part of the player. If you enjoy shutting down other spellcasters, countering their every move with subtlety and finesse, you will enjoy playing a Mesmer.

 

I am writing this guide as a personal challenge to create the best Mesmer guide that I possibly can.  By no means will this guide be a definitive final word, especially for a class as complex and subtle as the Mesmer.  I will do my best to keep this guide up-to-date, but there are hundreds of ways to play a Mesmer and thus one should read this guide with an critical, but open, mind.

 

Why Should I Play a Mesmer in Guild Wars?

===========================

* Not only do Mesmers have great Energy Regeneration (just like the other spellcasting classes), they also have many skills for Energy management, giving them the ability to replenish their Energy almost at will.

* Mesmers have the largest number of interrupts, allowing them to disrupt other

  people’s skills with ease.

* Mesmers have a large number of Damage Over Time (DOT) spells, including the

  iconic DOT spell, Conjure Phantasm.  DOT spells ignore armor, making them very

  useful for weakening heavily armored opponents.

* Mesmers have the unique primary attribute of Fast Casting, which allows them

  to cut down on the long casting times of many spells.

* Mesmers have excellent Hex and Enchantment removal, giving them a leg up on

  enemies that rely too heavily on spells.

* The long-lasting Mantras are some of the best stances in the game.

* Mesmers make an excellent secondary profession, as many of their spells have

  great utility for any build.

 

Why Shouldn’t I Play a Mesmer in Guild Wars?

==============================

* Mesmers have the worst armor in the game, tied with Monks.  They are quite

  vulnerable to both physical and elemental attacks, although damage can be

  reduced by the various protective Mantras that they have.

* While Mesmers do have a few high-damage spells, overall they will inflict

  less damage per second than other classes.  Their main utility is preventing

  damage or healing by stopping enemy spellcasters, rather than dealing out

  large amounts of damage.

* While Fast Casting is sometimes useful, it is not as beneficial as other

  primary attributes.  You have to sink many points into Fast Casting to notice

  a substantial improvement, and there is only one skill linked to it.

* Mesmers lack a good self-heal compared to most other classes.  Only the

  Elementalist has worse self-healing capability.

* Several Mesmer skills do not appear to be useful without a lot of thought and

  experience in playing a Mesmer.  It is the least straight-forward of all the

  classes in Guild Wars.

* Using interrupts requires split-second timing and a careful eye, which gives

  the Mesmer a steep learning curve compared to other classes.

* In the holy trinity of “Fighter/Healer/Mage”, Mesmers are often ignored, as

  most people are looking for either a Monk or an Elementalist.  This is less

  true in PvP (where Mesmers really shine in shutting down PC spellcasters),

  but it can be difficult to find a group to do missions and quests in PvE.

* The Mesmer /dance emote leaves something to be desired, unless you are a big

  fan of Riverdance. *grin*

 

By the way, if you want to buy cheap GW gold? www.ogpal.com is always your best choice and after you register on our website with a verified paypal account, the items you buy will get you ogpoints which can be redeemed at next purchase. Our customer service will make sure you are more than satisfied with every purchase! Besides, if you want to get more power immediately, you can get your power stronger by Guild Wars Power Leveling on www.ogpal.com.

 

Source:  Eva admin

 

Armor List (I)

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Starting Armor (Base AL 5)

—————————

Dilettante’s Vest        Starting Armor

Dilettante’s Gloves      Starting Armor

Dilettante’s Hose        Starting Armor

Dilettante’s Footwear    Starting Armor

 

Ascalon City

============

Banoit (Base AL 15) Each piece costs 50 GW gold

——————————————————–

Discreet Mask            1 Pile of Glittering Dust

Rogue’s Gloves           2 Bolts of Cloth

Rogue’s Attire           6 Bolts of Cloth

Rogue’s Hose             4 Bolts of Cloth

Rogue’s Footwear         2 Bolts of Cloth

Stylish Gloves           1 Bolt of Cloth

Stylish Attire           3 Bolts of Cloth

Stylish Hose             2 Bolts of Cloth

Stylish Footwear         1 Bolt of Cloth

 

Corwen (Base AL 30) Each piece costs 150 GW gold

——————————————————–

Animal Mask              4 Bolts of Cloth, 1 Tanned Hide Square

Costume Mask             4 Bolts of Cloth, 1 Feather

Discreet Mask            2 Piles of Glittering Dust

Imposing Mask            4 Bolts of Cloth, 1 Steel Ingot

Sleek Mask               4 Bolts of Cloth, 1 Bolt of Linen

Rogue’s Gloves           4 Bolts of Cloth, 1 Leather Square

Rogue’s Attire           12 Bolts of Cloth, 3 Leather Squares

Rogue’s Hose             8 Bolts of Cloth, 2 Leather Squares

Rogue’s Footwear         4 Bolts of Cloth, 1 Leather Square

Stylish Gloves           2 Bolts of Cloth

Stylish Attire           6 Bolts of Cloth

Stylish Hose             4 Bolts of Cloth

Stylish Footwear         2 Bolts of Cloth

 

Piken Square

============

Harlan (Base AL 15) Each piece costs 50 GW gold

——————————————————–

Discreet Mask            1 Pile of Glittering Dust

Rogue’s Gloves           2 Bolts of Cloth

Rogue’s Attire           6 Bolts of Cloth

Rogue’s Hose             4 Bolts of Cloth

Rogue’s Footwear         2 Bolts of Cloth

Stylish Gloves           1 Bolt of Cloth

Stylish Attire           3 Bolts of Cloth

Stylish Hose             2 Bolts of Cloth

Stylish Footwear         1 Bolt of Cloth

 

Yak’s Bend

==========

Breyshaw (Base AL 30) Each piece costs 150 GW gold

——————————————————–

Animal Mask              4 Bolts of Cloth, 1 Tanned Hide Square

Costume Mask             4 Bolts of Cloth, 1 Feather

Discreet Mask            2 Piles of Glittering Dust

Imposing Mask            4 Bolts of Cloth, 1 Steel Ingot

Sleek Mask               4 Bolts of Cloth, 1 Bolt of Linen

Courtly Gloves           4 Bolts of Cloth, 1 Bolt of Linen

Courtly Attire           12 Bolts of Cloth, 3 Bolts of Linen

Courtly Hose             8 Bolts of Cloth, 2 Bolts of Linen

Courtly Footwear         4 Bolts of Cloth, 1 Bolt of Linen

Rogue’s Gloves           4 Bolts of Cloth, 1 Leather Square

Rogue’s Attire           12 Bolts of Cloth, 3 Leather Squares

Rogue’s Hose             8 Bolts of Cloth, 2 Leather Squares

Rogue’s Footwear         4 Bolts of Cloth, 1 Leather Square

Stylish Gloves           2 Bolts of Cloth

Stylish Attire           6 Bolts of Cloth

Stylish Hose             4 Bolts of Cloth

Stylish Footwear         2 Bolts of Cloth

 

Lion’s Arch

===========

Samuka (Base AL 30) Each piece costs 150 GW gold

——————————————————–

Animal Mask              4 Bolts of Cloth, 1 Tanned Hide Square

Costume Mask             4 Bolts of Cloth, 1 Feather

Discreet Mask            2 Piles of Glittering Dust

Imposing Mask            4 Bolts of Cloth, 1 Steel Ingot

Sleek Mask               4 Bolts of Cloth, 1 Bolt of Linen

Courtly Gloves           4 Bolts of Cloth, 1 Bolt of Linen

Courtly Attire           12 Bolts of Cloth, 3 Bolts of Linen

Courtly Hose             8 Bolts of Cloth, 2 Bolts of Linen

Courtly Footwear         4 Bolts of Cloth, 1 Bolt of Linen

Rogue’s Gloves           4 Bolts of Cloth, 1 Leather Square

Rogue’s Attire           12 Bolts of Cloth, 3 Leather Squares

Rogue’s Hose             8 Bolts of Cloth, 2 Leather Squares

Rogue’s Footwear         4 Bolts of Cloth, 1 Leather Square

Stylish Gloves           2 Bolts of Cloth

Stylish Attire           6 Bolts of Cloth

Stylish Hose             4 Bolts of Cloth

Stylish Footwear         2 Bolts of Cloth

 

Bergen Hot Springs

==================

Kailan (Base AL 39) Each piece costs 250 GW gold

——————————————————–

Animal Mask              6 Bolts of Cloth, 1 Tanned Hide Square

Costume Mask             6 Bolts of Cloth, 1 Feather

Discreet Mask            3 Piles of Glittering Dust

Imposing Mask            6 Bolts of Cloth, 1 Steel Ingot

Sleek Mask               6 Bolts of Cloth, 1 Bolt of Linen

Courtly Gloves           6 Bolts of Cloth, 1 Bolt of Linen

Courtly Attire           18 Bolts of Cloth, 3 Bolts of Linen

Courtly Hose             12 Bolts of Cloth, 2 Bolts of Linen

Courtly Footwear         6 Bolts of Cloth, 1 Bolt of Linen

Performer’s Gloves       6 Bolts of Cloth, 1 Bolt of Silk

Performer’s Attire       18 Bolts of Cloth, 3 Bolts of Silk

Performer’s Hose         12 Bolts of Cloth, 2 Bolts of Silk

Performer’s Footwear     6 Bolts of Cloth, 1 Bolt of Silk

Stylish Gloves           3 Bolts of Cloth

Stylish Attire           9 Bolts of Cloth

Stylish Hose             6 Bolts of Cloth

Stylish Footwear         3 Bolts of Cloth

 

Beetletun

=========

Shanda (Base AL 39) Each piece costs 250 GW gold

——————————————————–

Animal Mask              6 Bolts of Cloth, 1 Tanned Hide Square

Costume Mask             6 Bolts of Cloth, 1 Feather

Discreet Mask            3 Piles of Glittering Dust

Imposing Mask            6 Bolts of Cloth, 1 Steel Ingot

Sleek Mask               6 Bolts of Cloth, 1 Bolt of Linen

Rogue’s Gloves           6 Bolts of Cloth, 1 Leather Square

Rogue’s Attire           18 Bolts of Cloth, 3 Leather Squares

Rogue’s Hose             12 Bolts of Cloth, 2 Leather Squares

Rogue’s Footwear         6 Bolts of Cloth, 1 Leather Square

Stylish Gloves           3 Bolts of Cloth

Stylish Attire           9 Bolts of Cloth

Stylish Hose             6 Bolts of Cloth

Stylish Footwear         3 Bolts of Cloth

 

Quarrel Falls

=============

Saphir (Base AL 39) Each piece costs 250 GW gold

——————————————————–

Animal Mask              6 Bolts of Cloth, 1 Tanned Hide Square

Costume Mask             6 Bolts of Cloth, 1 Feather

Discreet Mask            3 Piles of Glittering Dust

Imposing Mask            6 Bolts of Cloth, 1 Steel Ingot

Sleek Mask               6 Bolts of Cloth, 1 Bolt of Linen

Enchanter’s Gloves       6 Bolts of Cloth, 1 Pile of Glittering Dust

Enchanter’s Attire       18 Bolts of Cloth, 3 Piles of Glittering Dust

Enchanter’s Hose         12 Bolts of Cloth, 2 Piles of Glittering Dust

Enchanter’s Footwear     6 Bolts of Cloth, 1 Pile of Glittering Dust

Stylish Gloves           3 Bolts of Cloth

Stylish Attire           9 Bolts of Cloth

Stylish Hose             6 Bolts of Cloth

Stylish Footwear         3 Bolts of Cloth

 

By the way, if you want to buy cheap GW gold? www.ogpal.com is always your best choice and after you register on our website with a verified paypal account, the items you buy will get you ogpoints which can be redeemed at next purchase. Our customer service will make sure you are more than satisfied with every purchase! Besides, if you want to get more power immediately, you can get your power stronger by Guild Wars Power Leveling on www.ogpal.com.

 

Source:  Eva admin

 

Things to Avoid Ranger in Guild Wars

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Don’t try to do everything in Guild Wars

==========================

A common temptation in Guild Wars is to try to do everything available to a particular class.  This temptation is especially inherent in the Ranger class, as Rangers are among the most versatile and widely-spread classes.  I can’t remember how many times I’ve seen a Ranger who tries to squeeze Bow skills, Traps, Stances, Preparations, Spirits, and a Pet into their skill bar. While it is fun early in the game to experiment with all sorts of skills, later in the game such a character becomes increasingly spread thin.  Learn which skills are the most useful to you, and specialize rather than diversify.  Find a niche in your group and fill it.  Remember, you can always change your build at any time when you are in town, so prepare the most effective combination for any given mission, instead of doing everything.

 

Don’t overspecialize in Guild Wars

====================

The opposite of the above mistake is the overspecialized ranger, one who carries a full skillbar of Marksmanship skills (and no Res Signet, I might add) while falling under an onslaught of Mountain Trolls because he/she forgot Whirling Defense.  Generally this is only a problem with Marksmanship, although I’ve seen folks who take their Traps way too seriously.  In general, most of the Ranger skill lines are effective in 2-3 skill “clumps”, which you alternate between in combat… a Ranger does NOT have enough Energy to continually use bow attack skills, and the recharge times are quick enough on their skills to make it unnecessary to bring more than 3. Always leave room for some healing or defense and that 8th slot for your Res Signet or Signet of Capture.

 

Don’t drag along a Pet in Guild Wars

=========================

Unless you are willing to be a full-time Beast Master.  Pets can be helpful in early PvE game without many points in Beast Mastery, but as the game progresses, you’ll find the Pet to be more and more of a liability unless you start to invest heavily in Beast Mastery.  It’s almost an “all or nothing” affair.  In order to have an effective pet, you have to treat it just like a weapon, and an exclusive weapon at that.  If you aren’t willing to put most of your points into Beast Mastery and devote 4 to 6 slots to your Pet, leave it behind.  You can always decide to become a Beast Master at a later date.

 

This is not to say that there are no effective hybrid builds involving a Pet and other themes.  But these sort of builds are difficult to tweak, and you are too likely to be spread too thin (see “Don’t overspecialize” above) until you have the attribute points and the skills to compensate for it later.  You can ask yourself these questions:

* Do you have at least two Pet defensive skills (Call of Protection, Otyugh’s   Cry, and/or Symbiotic Bond)?

* Do you have at least one Pet Attack?

* Is your Beast Mastery greater than 10?

 

If you said no to any of the above questions, you probably should leave the Pet.

 

You are not a tank in Guild Wars

==================

While Rangers can be quite effective at preventing damage to themselves, you are still vulnerable to many skills and attacks.  If you are in a group with Warriors, let the Warriors do their job and tank the attacks.  Pound for pound, the Warriors will take less damage (due to Damage reduction and better armor), thus allowing healers to conserve more energy by casting healing spells less often.  This doesn’t mean that you couldn’t occasionally draw some fire away from the tanks (Throw Dirt is one of the best ways to do this), but unless no one else can do this job, avoid charging in the middle of the fray to take the brunt of the damage.  It is far more Energy-efficient for healers to aid the slowly-falling health bars of the warriors than the soon-to-be-dead foolish ranger.  Even with your defensive skills, you are going to take hits, and those hits are going to hurt… it’s not the frequency of the hits that taxes the average Monk healer, but the magnitude.

 

Don’t ignore Expertise in Guild Wars

======================

At first glance, Expertise may look like a bum deal to a new Ranger. After all, each point only reduces a small amount of Energy costs, and even then, it only applies to Ranger skills for the most part. Expertise is the linked attribute to some of the most powerful Ranger skills, like Whirling Defense, Lightning Reflexes, and Throw Dirt.  With high enough Expertise, a Ranger should never run into Energy problems.  A high Expertise greatly increases the staying power of the Ranger, and most rangers should invest some attribute points into Expertise.  My personal recommendation is a minimum Expertise of 8, when you reach the level 20 endgame.  This is the breakpoint that reduces 5 Energy skills down to 3 Energy, making those skills very easy to manage.

 

Nature Rituals are both friend and foe in Guild Wars

======================================

One concept that new players have a hard time grasping is the fact that Nature Rituals affect both allies and enemies in combat.  The trick to using Nature Ritual spirits is to find a way to benefit the allies more than the enemies.

For example, Favorable Wind is a popular Spirit that increases arrow attack speed and damage.  This Spirit is quite beneficial to Rangers (and other Archers) when going up against opponents who lack bows and arrows.  However, this Spirit also can mean the death of the party in areas where the enemy has archers, such as the Skeleton Archers in Gates of Kryta or the Avicara Fierces in the Shiverpeaks.  Leave the Favorable Winds spirit at home if you are going up against archers.

 

There is nothing wrong with being “just” a Ranger in Guild Wars

=================================================

As with all classes, there is nothing wrong with sinking all of your attribute points into your primary class.  While half of the fun of making builds is figuring out ways to combine the classes, often new players will start to sink their points into too many areas and end up with a sub-par build.  Focus on the basics of being a Ranger first, and you’ll be a lot more effective.  Note that this doesn’t mean that you should ALWAYS put points into Ranger attributes. But figure out the strengths and weaknesses of the Ranger first before you start compounding the strengths and weaknesses of your secondary class as well.

 

When being hit by an AoE spell in Guild Wars, MOVE!

=====================================

There are several AoE spells that target an area over a period of time. Most of these are static area of effects, and can only deal sustained damage on you if you stand still.  The simple solution, of course, is to move outside of the AoE and reduce the damage done to yourself.  However, I see a lot of people who just stand there and take it, oblivious to the damage numbers piling up.

 

Examples of this include Firestorm (a common Elementalist AoE), Chaos Storm (a common Mesmer AoE), Ice Imps with Maelstrom, Mahgo Hydras with Meteor Shower, and Sand Elementals with Eruption (which will blind you if you don’t move out of the area of effect).

 

By the way, if you want to buy cheap GW gold? www.ogpal.com is always your best choice and after you register on our website with a verified paypal account, the items you buy will get you ogpoints which can be redeemed at next purchase. Our customer service will make sure you are more than satisfied with every purchase! Besides, if you want to get more power immediately, you can get your power stronger by Guild Wars Power Leveling on www.ogpal.com.

 

Source:  Eva admin

Guild Wars Technical Questions

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Q. How do I display the FPS on my screen?

A. You can see the Frames Per Second of your game by adding the parameter -perf

to the end of the command line shortcut.  In other words, right-click your

Guild Wars shortcut icon and choose Properties. Under “Target”, add -perf to

the end of the line, like so:

Target: “C:\Program Files\Guild Wars\gw.exe” -perf

 

Q. Is there a way to automatically enter my password into the Guild Wars client?

A. Yes, there is.  The parameter -password “YourPasswordHere” at the end of the

command line shortcut will automatically enter your password when you boot up

your Guild Wars client.  In other words, right-click your Guild Wars shortcut

icon and choose Properties.  Under “Target”, add -password “YourPasswordHere” to

the end of the line, like so:

Target: “C:\Program Files\Guild Wars\gw.exe” -password “YourPasswordHere”

 

Q. I see folks with unusual symbols in their chat text, like stars and hearts. How can I do this?

A. The characters that you see are found in the Unicode character set, which is

supported internationally by most fonts, including the font used by Guild Wars.

You can put these in your chatbar by copying and pasting them from an outside

source, like the Character Map program available under Start > Programs >

Accessories > System Tools directory on Windows computers.

 

 

Simply select the character that you want, CTRL+C to copy them to your clipboard

and go into your Guild Wars game, click on your chatbar, and CTRL+V to paste the

character into your chatbar.

 

By the way, if you want to buy cheap GW gold? www.ogpal.com is always your best choice and after you register on our website with a verified paypal account, the items you buy will get you ogpoints which can be redeemed at next purchase. Our customer service will make sure you are more than satisfied with every purchase! Besides, if you want to get more power immediately, you can get your power stronger by Guild Wars Power Leveling on www.ogpal.com.

 

 

Source:  Eva admin