One of the things I like about Guild Wars so much is the tactical and strategic aspect. Right before I exit a city or outpost and enter a dangerous area littered with scary creatures, figuring out how to prepare myself with what sort of skills and how to outfit myself with which weapons or armor is one of my favorite things. For example, taking Kindle Arrows (Wilderness Survival) with you is a good idea when you need to take the action to some of those nasty ice creatures.
Unfortunately, it's not always so simple to figure out which creatures are vulnerable to what kind of damage. I've been trying to read up on it, and just now I found out that certain plants, if not all plants, are actually vulnerable to fire damage! And that skeletons are more vulnerable to blunt damage than slashing damage.
Finding the information for the vulnerabilities for monsters is proving to be a little more difficult than I thought. I was hoping for those wiki websites to have some detailed information on which creature is most vulnerable to what, creature by creature. But that is not the case. Right now I need to know if Charr are more susceptible to cold damage than physical damage. The answer is probably yes, because Charr mostly inflict fire damage and worship the Gods of Fiery Doom and whatnot, but I need to be certain!! I don't want to outfit my sword with an icy hilt for nothing.
Right now I'm collecting swords and all kinds of hilts and pommels, so that I always have the right sword for the right type of beast.
Detailed information on mobs and their vulnerabilities (?)
Tahlia Tane
Seef II
As a rule, mobs that attack in melee (e.g., Sand Drakes) have extra AL against physical. Ranger mobs have extra AL against elemental. Obvious weaknesses, like holy v. undead or fire against ice golems, are exploitable.
What's irritating is when some plants (those aloe guys in Proph) take extra from fire/slashing, but others (level 20+ NF plants) don't. Anet needs to be consistent.
What's irritating is when some plants (those aloe guys in Proph) take extra from fire/slashing, but others (level 20+ NF plants) don't. Anet needs to be consistent.
Tahlia Tane
Quote:
Originally Posted by Seef II
What's irritating is when some plants (those aloe guys in Proph) take extra from fire/slashing, but others (level 20+ NF plants) don't. Anet needs to be consistent.
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chichory
Quite awhile ago i set out to make a list, but gave up soon after. Heres how i planned to do it>
1)Get 5 axes from a collector with 15% in stance and purchase one 15 % in stance battle pick.
2)Purchase a fire, ice, lightning and ebon axe haft.
3)Put the elemental mods on the axes so you should have a Fiery Great Axe, Ebon Great Axe, Lightning Great Axe, Icy Great Axe, a unmodded Great Axe and a Battle pick(or any piercing axe) all with 15% in stance.
4)Put 12(or 16, does not matter as long as it does not change once set) points in Axe mastery and bring Wild blow(your only attack) and other skills to stay alive exept you may not bring any stances (to keep the 15% always out)
5)Go out and hit things with wild blow with all the different axes and you have recordings for every damage but blunt. Note however be careful of things which bring skills that prevent crits as this destroys the whole process. It is rare to come by them however and it is easy to work with them.
But yeah i gave up after it got alittle boring as you can probably guess
1)Get 5 axes from a collector with 15% in stance and purchase one 15 % in stance battle pick.
2)Purchase a fire, ice, lightning and ebon axe haft.
3)Put the elemental mods on the axes so you should have a Fiery Great Axe, Ebon Great Axe, Lightning Great Axe, Icy Great Axe, a unmodded Great Axe and a Battle pick(or any piercing axe) all with 15% in stance.
4)Put 12(or 16, does not matter as long as it does not change once set) points in Axe mastery and bring Wild blow(your only attack) and other skills to stay alive exept you may not bring any stances (to keep the 15% always out)
5)Go out and hit things with wild blow with all the different axes and you have recordings for every damage but blunt. Note however be careful of things which bring skills that prevent crits as this destroys the whole process. It is rare to come by them however and it is easy to work with them.
But yeah i gave up after it got alittle boring as you can probably guess
Doomus
It's pretty obvious that Ice Golems, for instance, are vulnerable to fire and that fire imps are vulnerable to cold. But always wondered if earth elementals (sand elementals, boulder elementals, cracked mesas, stone shard crags etc) were more vulnerable to lightning damage - air being the opposite element of earth. Might have to test that out one day.
arcanemacabre
Quote:
Originally Posted by Tahlia Tane
I don't see what's so inconsistent about that, it's more than reasonable to assume that high level plants know about their weakness and learn to defend themselves against it and against enemies that try to exploit that weakness. If anything it's more consistent. It's just that I want to know about it.
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Now, when it comes to certain mobs, like imps, I could understand a wiser, higher level little demon learning the ways of defending their weaknesses. But dumb animate monsters...? No. Then again, this is Anets game, they have the last word on the "intelligences" of their monsters. Personally I would much rather wider varieties of strengths and weaknesses than mere class dependancies. However, that belongs in Sardelac, I suppose.
phallanxian
i wish different enemies had different levels of AI for instance kournans or margonites had better AI than plants or insects
FyrFytr998
Well a former guildy of mine did extensive research on foes when it was just prophecies. Basically it came out like this.
Vs. Melee Enemies: Use an elemental weapon opposite the habitat they are in. Or in general use a neutral elemental weapon like Shocking or Ebon. Although I'm not sure about Ebon's neutrality in NF.
Vs. Rangers: Any non-elemental type weapon, preferably Sundering or Vampiric.
Vs. Casters: Any type of Weapon will do.
I usually rocked a Sundering and Shocking Weapon set to great effect.
As I had stated, prior to NF's release. All enemies in Tyria and Factions had neither a resistance, nor a vulnerability to Earth Damage. So it was a pretty consistent damage dealer against non Ranger types.
My guildies best results came when he made specific "Slaying" type weapons with the correct elemental attribute attached to it. Like say for instance, a Fiery Longsword/Axe of Dwarfslaying vs the Stone Summit. Lol, needless to say, he had little to no storage in order to kill everything.
Vs. Melee Enemies: Use an elemental weapon opposite the habitat they are in. Or in general use a neutral elemental weapon like Shocking or Ebon. Although I'm not sure about Ebon's neutrality in NF.
Vs. Rangers: Any non-elemental type weapon, preferably Sundering or Vampiric.
Vs. Casters: Any type of Weapon will do.
I usually rocked a Sundering and Shocking Weapon set to great effect.
As I had stated, prior to NF's release. All enemies in Tyria and Factions had neither a resistance, nor a vulnerability to Earth Damage. So it was a pretty consistent damage dealer against non Ranger types.
My guildies best results came when he made specific "Slaying" type weapons with the correct elemental attribute attached to it. Like say for instance, a Fiery Longsword/Axe of Dwarfslaying vs the Stone Summit. Lol, needless to say, he had little to no storage in order to kill everything.