A Guide to becoming better Guildwars player.
zwei2stein
(Was this ever done before? Some kind of "readme" for newbies?, oh and btw, this is directed at PvE crowd mostly.)
Hello, there.
You might be newbie, wet behind ears. Or you might be seazoned player with loads of titles on your main character and who thinks he knows how to play. There is one thing you need to realize, its deceptive nature of GuildWars.
a) There is always room for improvement, your trusty build might have worked for you just fine, but it can work better.
b) Guild wars is team game, even if you play with heroes and henchmen, team is always there. Recognize that sometimes your inability could have been masked by excelent perfomance of your teammates. Inverselly, if team fails, dont ever blame other players, try to look for your error (which of course, could have been accepting party of incompetent people.)
c) When sometimes in game gives you hints or gives you pointers, consider them. If someone laughs at specific skill you equiped, ask him why its wrong choice, even if he kicked you from party for that, he can stll give you insight (that is more important tha being in party with kicking jerk).
Now that I made you hate me a little, let me apologise, but what I outlined is true: most people rather blame others than themselves, refuse to listen to advice and refuse to improve.
---
Now, before you enter explorable area or mission, you have to have decent build.
If you ever followed debate about builds, you might have noticed cookie cutter label, and lots of implied negativeness about it. On the other hand people talk about snowflake builds and their implied betterness. Dont join either side, care oly about builds that work and builds that dont work for you. Never stop using build because you see it being overused, if anything, overusedness of build is sign that you are on right road.
Your profession is basis of your build. Common early mistake is using your secodnary profession too much. Get to know purporse of your chosen profession in your party. Only after you got experienced enough with your primary profession you should be experimenting with secodnary skills.
If you find out that ideal use of that profession is not your playstyle, dont work around it. Also, if you find youself using too many skills from secodnary profession, you are better of making primary character of that profession.
If you have i.e. Assassin that stays long in fights and tanks oponents, you should make warrior.
Similary, commonly seen Monk/Elementalist player who use fire magic to do damage should create elementalist and play him instead. (And vice versa for E/Mos who want to heal.)
Next mistake is pet abuse. While pets are cool to have, they usually mean sacrificing skillslots that could have been used for achieving your goals, not mentioning blackout caused by pet death that could mean life or death for couple of party members if pet master was monk.
Another mistake is going "all out Damage" which usually means that physical damage dealer has most of their skillslots filled with attack skills and similary, spellcaster skillbar filled only with offensive skills. Mirror of this are "all out healing" build where monk takes lots of healing spells with little thought an without ability to support their usage.
Spreading attributes: Be wary of using skills from too many skill lines. Ideally, you shouldhave to invest only in two or three skill lines.
We now get to how your build should look like, ideall build does not go to extremes, is usually focused on its purporse and should have ability to withstand lack of monk attention for short period of time.
With outline like this:
1) "Business" skill
2) "Business" skill
3) "Business" skill
4) Business skill enhancer
5) Energy management
6) Self healing
7) Defensive skill
8) Resurection skill
Which gives you solid baseline. Once you get comfortable running your build of choice, look for skills you never use and find replacement for them, do same with skill you use most - look, for example for elite skill that is its enhanced version or look for skills that have great comboability with it.
Look for multi purporse skills, and skills which are usefull to party too. For example, warrior might use "Watch Yourself" in defensive slot to give party damage reduction, just as Curses necromancer can use Enfeebling Blood to weaken group of enemies.
Since its best to get lead by example, look for working builds, PvP primers in oficial pages contain waried working builds which while not being suitable for PvE give good idea how decent build looks.
For example, baseline warrior build should look like this before you start fine tuning it:
1) Sewer Artery
2) Gash
3) Dragon Slash
4) Flail
5) Enraging Charge
6) Healing Signet
7) "Watch Yourself!"
8) Resurection signet
Anyone experienced can tell you that while this build is kinda decent it requires a lot of improvement.
/Too tired to write tactics talk about rushing, non rushing and stuff/
Hello, there.
You might be newbie, wet behind ears. Or you might be seazoned player with loads of titles on your main character and who thinks he knows how to play. There is one thing you need to realize, its deceptive nature of GuildWars.
a) There is always room for improvement, your trusty build might have worked for you just fine, but it can work better.
b) Guild wars is team game, even if you play with heroes and henchmen, team is always there. Recognize that sometimes your inability could have been masked by excelent perfomance of your teammates. Inverselly, if team fails, dont ever blame other players, try to look for your error (which of course, could have been accepting party of incompetent people.)
c) When sometimes in game gives you hints or gives you pointers, consider them. If someone laughs at specific skill you equiped, ask him why its wrong choice, even if he kicked you from party for that, he can stll give you insight (that is more important tha being in party with kicking jerk).
Now that I made you hate me a little, let me apologise, but what I outlined is true: most people rather blame others than themselves, refuse to listen to advice and refuse to improve.
---
Now, before you enter explorable area or mission, you have to have decent build.
If you ever followed debate about builds, you might have noticed cookie cutter label, and lots of implied negativeness about it. On the other hand people talk about snowflake builds and their implied betterness. Dont join either side, care oly about builds that work and builds that dont work for you. Never stop using build because you see it being overused, if anything, overusedness of build is sign that you are on right road.
Your profession is basis of your build. Common early mistake is using your secodnary profession too much. Get to know purporse of your chosen profession in your party. Only after you got experienced enough with your primary profession you should be experimenting with secodnary skills.
If you find out that ideal use of that profession is not your playstyle, dont work around it. Also, if you find youself using too many skills from secodnary profession, you are better of making primary character of that profession.
If you have i.e. Assassin that stays long in fights and tanks oponents, you should make warrior.
Similary, commonly seen Monk/Elementalist player who use fire magic to do damage should create elementalist and play him instead. (And vice versa for E/Mos who want to heal.)
Next mistake is pet abuse. While pets are cool to have, they usually mean sacrificing skillslots that could have been used for achieving your goals, not mentioning blackout caused by pet death that could mean life or death for couple of party members if pet master was monk.
Another mistake is going "all out Damage" which usually means that physical damage dealer has most of their skillslots filled with attack skills and similary, spellcaster skillbar filled only with offensive skills. Mirror of this are "all out healing" build where monk takes lots of healing spells with little thought an without ability to support their usage.
Spreading attributes: Be wary of using skills from too many skill lines. Ideally, you shouldhave to invest only in two or three skill lines.
We now get to how your build should look like, ideall build does not go to extremes, is usually focused on its purporse and should have ability to withstand lack of monk attention for short period of time.
With outline like this:
1) "Business" skill
2) "Business" skill
3) "Business" skill
4) Business skill enhancer
5) Energy management
6) Self healing
7) Defensive skill
8) Resurection skill
Which gives you solid baseline. Once you get comfortable running your build of choice, look for skills you never use and find replacement for them, do same with skill you use most - look, for example for elite skill that is its enhanced version or look for skills that have great comboability with it.
Look for multi purporse skills, and skills which are usefull to party too. For example, warrior might use "Watch Yourself" in defensive slot to give party damage reduction, just as Curses necromancer can use Enfeebling Blood to weaken group of enemies.
Since its best to get lead by example, look for working builds, PvP primers in oficial pages contain waried working builds which while not being suitable for PvE give good idea how decent build looks.
For example, baseline warrior build should look like this before you start fine tuning it:
1) Sewer Artery
2) Gash
3) Dragon Slash
4) Flail
5) Enraging Charge
6) Healing Signet
7) "Watch Yourself!"
8) Resurection signet
Anyone experienced can tell you that while this build is kinda decent it requires a lot of improvement.
/Too tired to write tactics talk about rushing, non rushing and stuff/
combatchuck
Nicely written. I'd also like to point out that having a hyper-focused skill bar is just as bad as one that's spread too thin. For example, if you're a monk, you don't want to put all your power into straight healing. Consider shuffling a little around to put something into protection for condition or hex removal, or divine favor for the great energy management skills. If you specialize too much with one attribute line, there will be gaping holes in your ability.
For example, let's look at a very common healing skill bar.
Healing Prayers 12; Divine Favor 12
[skill]Orison of Healing[/skill] [skill]Healing Breeze[/skill] [skill]Word of Healing[/skill] [skill]Heal Other[/skill] [skill]Heal Area[/skill] [skill]Heal Party[/skill] [skill]Healing Touch[/skill] [skill]Rebirth[/skill]
At first glance, that bar looks like it has some awesome healing ability. It does, but your energy wouldn't last 30 seconds into a fight. What do you do when one of your casters is being smacked around by warriors? You sure can't afford to spend a bunch of skills (and energy) on them, ignoring everybody else. What do you do when you're facing monsters that spread poison or disease?
A more advanced monk build would generally focus on Protection and Divine Favor, and for good reason.
[skill]Shield of Absorption[/skill] ... [skill]Zealous Benediction[/skill] or [skill]Blessed Light[/skill] ... [skill]Reversal of Fortune[/skill] ... [skill]Mend Ailment[/skill] or [skill]Mend Condition[/skill] ... [skill]Signet of Devotion[/skill] [skill]Gift of Health[/skill] [skill]Smite Hex[/skill] [skill]Rebirth[/skill]
Any seasoned player will recognize the basis of this build, and for good reason. It spreads attributes a little bit, and allows you to deal with a much broader range of situations. This doesn't only apply to monks, of course. Any class will suffer from focusing too much on one attribute, ignoring the others.
For example, let's look at a very common healing skill bar.
Healing Prayers 12; Divine Favor 12
[skill]Orison of Healing[/skill] [skill]Healing Breeze[/skill] [skill]Word of Healing[/skill] [skill]Heal Other[/skill] [skill]Heal Area[/skill] [skill]Heal Party[/skill] [skill]Healing Touch[/skill] [skill]Rebirth[/skill]
At first glance, that bar looks like it has some awesome healing ability. It does, but your energy wouldn't last 30 seconds into a fight. What do you do when one of your casters is being smacked around by warriors? You sure can't afford to spend a bunch of skills (and energy) on them, ignoring everybody else. What do you do when you're facing monsters that spread poison or disease?
A more advanced monk build would generally focus on Protection and Divine Favor, and for good reason.
[skill]Shield of Absorption[/skill] ... [skill]Zealous Benediction[/skill] or [skill]Blessed Light[/skill] ... [skill]Reversal of Fortune[/skill] ... [skill]Mend Ailment[/skill] or [skill]Mend Condition[/skill] ... [skill]Signet of Devotion[/skill] [skill]Gift of Health[/skill] [skill]Smite Hex[/skill] [skill]Rebirth[/skill]
Any seasoned player will recognize the basis of this build, and for good reason. It spreads attributes a little bit, and allows you to deal with a much broader range of situations. This doesn't only apply to monks, of course. Any class will suffer from focusing too much on one attribute, ignoring the others.
combatchuck
sorry, double post
bhavv
Dont forget channeling on that monk bar :P
Channeling in PVE is simply crazy energy management for monks. Mobs of 5+ enemies suddenly become fun.
Channeling in PVE is simply crazy energy management for monks. Mobs of 5+ enemies suddenly become fun.
pork soldier
Learn to res AS SOON AS SOMEONE DROPS.
Learn that protting (stopping damage) is far better in most cases than healing after the damage hits.
Learn that protting (stopping damage) is far better in most cases than healing after the damage hits.
Narcism
Quote:
Originally Posted by pork soldier
Learn to res AS SOON AS SOMEONE DROPS.
Learn that protting (stopping damage) is far better in most cases than healing after the damage hits. |
Learn that kiting and prekiting are "prots" that don't even take skill slots. Talk about value!
pork soldier
Quote:
Originally Posted by Narcism
As an addition.
Learn that kiting and prekiting are "prots" that don't even take skill slots. Talk about value! |
Learn to pre-prot when you know someone is about to take damage, ie: prot spirit the assassin that's the first to rush in.
As a bonus, cover the prot spirit with rof so the important enchant doesn't get stripped first.
Miral
Quote:
Originally Posted by pork soldier
Learn to res AS SOON AS SOMEONE DROPS.
|

and also know that protting is all enchantments, which can be stripped or even be detrimental if against necromancer mobs. one chillblains and all protection is gone.
here's the monk build I came up with a long time ago that still works quite well in most situations:
12+3+1 Healing Prayers, 12 Divine Favor, 3 Protection Prayers
[skill]Orison of Healing[/skill][skill]Dwayna's Kiss[/skill][skill]Word of Healing[/skill][skill]Healing Touch[/skill][skill]Healing Seed[/skill][skill]Mend Ailment[/skill][skill]Smite Hex[/skill][skill]Rebirth[/skill]
replacing rebirth with resurrection signet, rebirth signet, flesh of my flesh, or a non-resurrection skill as needed. works really well alongside a protection monk or with a ritualist or paragon. Healing Seed is mostly used on the tank just before he enters agro range to keep him alive while he generates hate, as well as on NPCs that the party has to escort.
wetsparks
This thread should be stickied. To many people dont understand energy management and defining roles.
Each class has its upsides and downsides, and you cant maximize its upside and limit its downside without spreading out your skills to much and making yourself pretty much worthless to your team.
P.S. With a healing skill bar like Miral's, you could use [skill]resurrection chant[/skill] which gives them a lot of life when the come back to life like a rez sig does.
Or you can use [skill]renew life[/skill], even though you have to touch your dead party member which can be hazardous if it is a warrior inside a mob, it still heals nearby party members.
Quote:
Originally Posted by zwei2stein
If you have i.e. Assassin that stays long in fights and tanks oponents, you should make warrior.
Similary, commonly seen Monk/Elementalist player who use fire magic to do damage should create elementalist and play him instead. (And vice versa for E/Mos who want to heal.) |
P.S. With a healing skill bar like Miral's, you could use [skill]resurrection chant[/skill] which gives them a lot of life when the come back to life like a rez sig does.
Or you can use [skill]renew life[/skill], even though you have to touch your dead party member which can be hazardous if it is a warrior inside a mob, it still heals nearby party members.
Kakumei
Quote:
Originally Posted by zwei2stein
With outline like this:
1) "Business" skill 2) "Business" skill 3) "Business" skill 4) Business skill enhancer 5) Energy management 6) Self healing 7) Defensive skill 8) Resurection skill |
Miral
Quote:
Originally Posted by wetsparks
This thread should be stickied. To many people dont understand energy management and defining roles.Each class has its upsides and downsides, and you cant maximize its upside and limit its downside without spreading out your skills to much and making yourself pretty much worthless to your team.
P.S. With a healing skill bar like Miral's, you could use [skill]resurrection chant[/skill] which gives them a lot of life when the come back to life like a rez sig does. Or you can use [skill]renew life[/skill], even though you have to touch your dead party member which can be hazardous if it is a warrior inside a mob, it still heals nearby party members. |
those two rezzes would also work, yes.
oh, and it should be of note that my monk almost never has under 25 energy when running that bar except for right after using rebirth
-Loki-
Quote:
Originally Posted by zwei2stein
1) Sewer Artery
|
Chicken Ftw
Quote:
Originally Posted by pork soldier
Learn to res AS SOON AS SOMEONE DROPS.
|
If you meant as some other profession, then yes. Using res right after someone drops is usually one of the keys to preventing wipes. I'd like to add, if you're the last player alive, the situation's horrible and you still have a res, don't waste it. You'll just give someone else extra DP, and if your res was res sig, it's gone. Just wait for the res shrine to kick in.
wetsparks
Miral, the energy management part wasnt meant to you. It was meant to the people I've seen that run similar builds to what combatchuck posted. Spamming healing breeze as if it was the greatest skill ever and when the party is starting to loose health across the board spamming heal party a couple of times and they are worthless for 10-15 seconds because they have no energy.
I noticed the spelling mistakes but I dont remember grammar mistakes, but writing is definately not my strong suite. Just think that some players should realize that mending+healing breeze is not the shiznit and that your build can always get better. Sometimes it takes getting out of the game for some to realize it.
I noticed the spelling mistakes but I dont remember grammar mistakes, but writing is definately not my strong suite. Just think that some players should realize that mending+healing breeze is not the shiznit and that your build can always get better. Sometimes it takes getting out of the game for some to realize it.
arcanemacabre
Quote:
Originally Posted by Chicken Ftw
Using res right after someone drops is usually one of the keys to preventing wipes. I'd like to add, if you're the last player alive, the situation's horrible and you still have a res, don't waste it. You'll just give someone else extra DP, and if your res was res sig, it's gone. Just wait for the res shrine to kick in.
|
Roshi_ikkyu
Monks are only as good as the materials provided, like builders.
If you insist on run a retarded build that causes you to take heavy dmg, don't rant when you die.
Losing 10-15% of your health is not reason enough to spam HEAL!!!
If you insist on run a retarded build that causes you to take heavy dmg, don't rant when you die.
Losing 10-15% of your health is not reason enough to spam HEAL!!!
Avalon4000
I'm just going to throw something out there and you can tell me if this is a "good" combination.
[skill]Healer's Boon[/skill] + [skill]Restore Life[/skill]
Most people don't like Restore Life because it's a so called "touch res"... But when the strongest (?) res skill in terms of restored Health/Energy is given the casting time of a Res Signet, it can have some uses. At least I think so.
I am looking for ideas to improve this part of my job (ressing) so if anyone has a better suggestion feel free.
[skill]Healer's Boon[/skill] + [skill]Restore Life[/skill]
Most people don't like Restore Life because it's a so called "touch res"... But when the strongest (?) res skill in terms of restored Health/Energy is given the casting time of a Res Signet, it can have some uses. At least I think so.
I am looking for ideas to improve this part of my job (ressing) so if anyone has a better suggestion feel free.
Kook~NBK~
One of the biggest mistakes players make when out and about is "Bad Aggro." To prevent this blunder, there are some very simple things you can do:
1. Warriors in front, Casters in back(outside warrior's aggro circle if possible.)
2. Patience is a virtue! Watch mob patrol routes. If you KNOW that there's only one group in the area, let the tank go in and draw aggro so everything's beating on him. (Hopefully your monks are ready with prot spells & quick heals)
3. Wait for multiple mobs to split up and then bring one mob at a time to you. A Longbow is a very useful thing to get a mob's attention. Even if you only hit for 2-3 damage, they'll come to you. This is especially helpful when there are nearby mobs on the other side of the one near you. It's better than using the edge of your aggro bubble because with the longbow you have a bit more range and better control on who you're targeting.
4. Don't pull mobs toward rez shrines. If you're near one, pull them away from it. That way, if you do wipe, you've got a better chance of being out of aggro range when you're brought back to life there.
5. Know your party's limitations! If you do over aggro, be prepared to run. Be sure that everyone's on the same page on this one. If someone says "RUN" do it!
6. After particularly long battles, waitfor everyone to re-charge before tackling that next group. There is nothing worse than aggroing a fresh mob when half of your party is low on energy, especially when it's your monks that are depleted. 0 energy = 0 heals!
1. Warriors in front, Casters in back(outside warrior's aggro circle if possible.)
2. Patience is a virtue! Watch mob patrol routes. If you KNOW that there's only one group in the area, let the tank go in and draw aggro so everything's beating on him. (Hopefully your monks are ready with prot spells & quick heals)
3. Wait for multiple mobs to split up and then bring one mob at a time to you. A Longbow is a very useful thing to get a mob's attention. Even if you only hit for 2-3 damage, they'll come to you. This is especially helpful when there are nearby mobs on the other side of the one near you. It's better than using the edge of your aggro bubble because with the longbow you have a bit more range and better control on who you're targeting.
4. Don't pull mobs toward rez shrines. If you're near one, pull them away from it. That way, if you do wipe, you've got a better chance of being out of aggro range when you're brought back to life there.
5. Know your party's limitations! If you do over aggro, be prepared to run. Be sure that everyone's on the same page on this one. If someone says "RUN" do it!
6. After particularly long battles, waitfor everyone to re-charge before tackling that next group. There is nothing worse than aggroing a fresh mob when half of your party is low on energy, especially when it's your monks that are depleted. 0 energy = 0 heals!
freekedoutfish
Quote:
Originally Posted by zwei2stein
c) When sometimes in game gives you hints or gives you pointers, consider them. If someone laughs at specific skill you equiped, ask him why its wrong choice, even if he kicked you from party for that, he can stll give you insight (that is more important tha being in party with kicking jerk).
|
I personally find that kind of behaviour to be the back-bone as to why the community in GWs is so childish at times.
When ever I have seen another team members build and not quite agreed with it, I have politely made a suggestion to change it or i've asked do they have this alternative skill.
But its extremely rare that I've ever come accross a player who has had a really bad build. To the degree they deserve to be kicked. But even if I have seen an extremely bad build, myself and the other team members have tried to explain why its bad and asked them to change.
Then if they dont, you have the right to kick them.
An example being an elemental who wanted to join a HM pug I was in. Me being an elemental I knew instantly what is good and bad, and this players build was unbelievable.
It took ages just to make him ping his build to check, but once he did, I nearly died. No attunement, 3 scattering spells and 2 that caused exhaution and most were high energy spells.
I tried to ask where his energy would come from, but he didnt answer and just spammed his energy level to the team. The leader whispered me to ask if she should kick him and I said yes unfortunately!
But that in a rare example of when a player is being a complete noob and refusing to accept advice. Most times a players build may look strange, but the player is good at using it.
The player who is kicked, shouldnt have to ask the leader why their kicked. The leader should have the decency to explain first, and justify it before kicking them.
Miral
Quote:
Originally Posted by wetsparks
Miral, the energy management part wasnt meant to you. It was meant to the people I've seen that run similar builds to what combatchuck posted. Spamming healing breeze as if it was the greatest skill ever and when the party is starting to loose health across the board spamming heal party a couple of times and they are worthless for 10-15 seconds because they have no energy.
I noticed the spelling mistakes but I dont remember grammar mistakes, but writing is definately not my strong suite. Just think that some players should realize that mending+healing breeze is not the shiznit and that your build can always get better. Sometimes it takes getting out of the game for some to realize it. |

bungusmaximus
My two cents:
-Communicate, if people want to embark into something hard, help eachother along with checking builds. If I ask someone to bring a specific skill and he/she simply doesn't answer he gets the boot. People not talking are scary and unpredictable imo.
-If you embark into something new, don't be afraid to say so and to ask for advice/skills to bring. When I monked for the first time in the Deep once the teamleader explained very clearly to me what to bring and how to play the Deep, we finished in a breeze. If someone kicks a cooperative person that is just new to a mission he's most likely to be a jerk anyway.
-Communicate, if people want to embark into something hard, help eachother along with checking builds. If I ask someone to bring a specific skill and he/she simply doesn't answer he gets the boot. People not talking are scary and unpredictable imo.
-If you embark into something new, don't be afraid to say so and to ask for advice/skills to bring. When I monked for the first time in the Deep once the teamleader explained very clearly to me what to bring and how to play the Deep, we finished in a breeze. If someone kicks a cooperative person that is just new to a mission he's most likely to be a jerk anyway.
sweat man
wow, sorry those were some poooooooooooooooor monk bars, HEALING BREEZE wtf?
xD
here are a few examples of monk bars i use
prot: 15 or 16 heal: 9 devine favour: 9 or 10, rest in insperation
restore condition, gift of health, reversal of fortune, sheilding hands, spirit bond OR protective spirit, holy veil, power drain, guardian OR aegis, sheild of
absortion
prot: same as above ^^
Sheild of Deflection, gift of health, reversal of fortune, sheilding hands, sprit bond, holy veil, draw conditions, channeling, aegis
heal: 15 or 16 heal, 11 in devine, rest in insperation
LoD, infuse health, dwaynas kiss, orison, holy veil, draw conditions, channeling, sig of rejuvination, + 1 other cheap heal
for my warrior i use: 16 sword, 13 strength
crippiling slash, gash, sun and moon slash, flail, enraging charge, bulls strike, dblow, res sig
xD
here are a few examples of monk bars i use
prot: 15 or 16 heal: 9 devine favour: 9 or 10, rest in insperation
restore condition, gift of health, reversal of fortune, sheilding hands, spirit bond OR protective spirit, holy veil, power drain, guardian OR aegis, sheild of
absortion
prot: same as above ^^
Sheild of Deflection, gift of health, reversal of fortune, sheilding hands, sprit bond, holy veil, draw conditions, channeling, aegis
heal: 15 or 16 heal, 11 in devine, rest in insperation
LoD, infuse health, dwaynas kiss, orison, holy veil, draw conditions, channeling, sig of rejuvination, + 1 other cheap heal
for my warrior i use: 16 sword, 13 strength
crippiling slash, gash, sun and moon slash, flail, enraging charge, bulls strike, dblow, res sig
ensoriki
Short and sweet
Warriors don't try to be an ele, use your warrior skills
Warriors Don't think being W/mo means you won't die
Warriors be humble
Warriors Sins pwn you
Warriors Don't run into a mob without your groups opinions first
Sins Your not a warrior, your smarter
Sins Hit and run
Sins You rock
sins Remember to Aod/Shadow meld/Shadow walk/dark escape/dash etc.
Sins stop SInning its a crime
Monks: don't spread attributes to far
Monks: Protection is grand in pvp
Monks: Healing is Fine in Pve
Monks: If your going to smite, warn people
Monks: Dwayna isn't Jesus
Dervish: Follow everything in the warrior guide but the sin thing
Dervish: Sins are a little bit better
Paragon: Delete your character and choose something else
Mesmer: Base your build on what will happen 1-3 interrupts for pve
Mesmer: Bring spellcaster counters and 1-2 anti melee
Necro: whatever...most of you know what your doing.
Rit: PLace spirits properly
Ele: Nuking isnt going to win everything
Ranger: Interrupts are your Strength.
Talk everything with your Party members
Don't talk to henchies unless you want to go to an asylum.
See how easy that is?
Warriors don't try to be an ele, use your warrior skills
Warriors Don't think being W/mo means you won't die
Warriors be humble
Warriors Sins pwn you
Warriors Don't run into a mob without your groups opinions first
Sins Your not a warrior, your smarter
Sins Hit and run
Sins You rock
sins Remember to Aod/Shadow meld/Shadow walk/dark escape/dash etc.
Sins stop SInning its a crime
Monks: don't spread attributes to far
Monks: Protection is grand in pvp
Monks: Healing is Fine in Pve
Monks: If your going to smite, warn people
Monks: Dwayna isn't Jesus
Dervish: Follow everything in the warrior guide but the sin thing
Dervish: Sins are a little bit better
Paragon: Delete your character and choose something else
Mesmer: Base your build on what will happen 1-3 interrupts for pve
Mesmer: Bring spellcaster counters and 1-2 anti melee
Necro: whatever...most of you know what your doing.
Rit: PLace spirits properly
Ele: Nuking isnt going to win everything
Ranger: Interrupts are your Strength.
Talk everything with your Party members
Don't talk to henchies unless you want to go to an asylum.
See how easy that is?
combatchuck
Sweat man:
That first one I posted was intended to be a poor monk bar. The second is a perfectly capable and long-lasting PVE skill bar.
As for channeling in that build, I've never had a need for more energy. I can usually keep a party of 8 alive in FOW (normal mode, haven't done HM yet) by myself. The limiting thing for me is usually the long cooldown of my big spells, not energy.
That first one I posted was intended to be a poor monk bar. The second is a perfectly capable and long-lasting PVE skill bar.
As for channeling in that build, I've never had a need for more energy. I can usually keep a party of 8 alive in FOW (normal mode, haven't done HM yet) by myself. The limiting thing for me is usually the long cooldown of my big spells, not energy.
sweat man
exactly, all my spells noted in those bars are 2-6 second cool downs, which is fine, u dont want to overheal, it is also important that people learn to preprot, it is easy to RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO over a sin, since the majority of their damage through a spike revols around a hex, since the hex is applied moments before the damage, there is time to apply sheild of absorbtion, spirit bond, or remove the hex, also, remember players dont need to always be at max health, sitting at around 75-80% while working on more important changes in events. prot > heal.
Skuld
what the hell ensoriki?
Ecklipze
Quote:
Originally Posted by ensoriki
Short and sweet
|
Ephraim Floreaux
Quote:
Originally Posted by ensoriki
Short and sweet
Warriors don't try to be an ele, use your warrior skills Warriors Don't think being W/mo means you won't die Warriors be humble Warriors Sins pwn you Warriors Don't run into a mob without your groups opinions first Sins Your not a warrior, your smarter Sins Hit and run Sins You rock sins Remember to Aod/Shadow meld/Shadow walk/dark escape/dash etc. Sins stop SInning its a crime Monks: don't spread attributes to far Monks: Protection is grand in pvp Monks: Healing is Fine in Pve Monks: If your going to smite, warn people Monks: Dwayna isn't Jesus Dervish: Follow everything in the warrior guide but the sin thing Dervish: Sins are a little bit better Paragon: Delete your character and choose something else Mesmer: Base your build on what will happen 1-3 interrupts for pve Mesmer: Bring spellcaster counters and 1-2 anti melee Necro: whatever...most of you know what your doing. Rit: PLace spirits properly Ele: Nuking isnt going to win everything Ranger: Interrupts are your Strength. Talk everything with your Party members Don't talk to henchies unless you want to go to an asylum. See how easy that is? |
Well, let's start with your first problem, there are few things that are "better."
I have a friend that is an absolutely AMAZING paragon, they're a good class, IMO there are no such things as bad classes just classes that didn't work for you.
As an avid mesmer you're right about one thing, interrupts are indeed our friends, it's one of the things A-Net has blessed us with. But we also make AMAZING de-geners so...take your pick.
I dunno, henchies aren't so bad for just running a few quests, just remember their limits (I.E. smart as pumice).
Rangers are good for WAY more than just interrupt- point trapping, "as one" builds, need i mention the conditions.....
Otherwise you brought up alot of good points
(especially about the warriors:P)
Until then it seems that you are a very experienced player that knows alot...respectfully yours,
Ephraim
englitdaudelin
I think having a clue about the area(s) and missions you're entering is vastly underrated. Hopefully someone in the party has the sense to point this out.
Missions such as Unwaking Waters, in which you'll flat out croak without some interrupts, become pretty darn fun WITH the proper skills.
Areas heavy in melee mobs require a bit more melee defense--stances and absorptions and the spells that cause misses and reduce damages; areas with heavy caster activity require a few more interrupts, a little more hex removal, a little more shutdown mesmer action.
Kaineng city, for instance, has three distinct groups to contend with: marksman- and assassin- heavy Am Fah who inflict condtions and try to spike a target. Useful skills for yourself: a stance defense or spell to reduce damage, to endure the initial spikes. Useful skills in party: condition and hex removal.
The Jade Brotherhood: warriors, ele's, rits, and mesmers. Hexes and elemental damage from rits, mesmers, and eles. So, ward against elements, interrupts where possible, and anti-warrior skills.
The balanced groups of occassional afflicted pose the more diverse challenge: rits, sins, warriors, monks, rangers, eles. Interrupts and anti-melee attacks can work well (such as mesmer or necro skills).
I'm sure the phrase is overused...but synergy. I like the way certain skills mesh. Consider Fragility, which causes damage every time a foe suffers from or recovers from a new condition. A ranger can add: poison and bleeding, without an elite spot. For a mean elite, add Ineptitude, which does 100+ damage and causes blindness: so a r/me can cause the degen, the 100+ damage, and then 15 damage for each condition that goes on--and if they are removed, 15 more damage for each. They mesh so well!
So, my 2cents.
Missions such as Unwaking Waters, in which you'll flat out croak without some interrupts, become pretty darn fun WITH the proper skills.
Areas heavy in melee mobs require a bit more melee defense--stances and absorptions and the spells that cause misses and reduce damages; areas with heavy caster activity require a few more interrupts, a little more hex removal, a little more shutdown mesmer action.
Kaineng city, for instance, has three distinct groups to contend with: marksman- and assassin- heavy Am Fah who inflict condtions and try to spike a target. Useful skills for yourself: a stance defense or spell to reduce damage, to endure the initial spikes. Useful skills in party: condition and hex removal.
The Jade Brotherhood: warriors, ele's, rits, and mesmers. Hexes and elemental damage from rits, mesmers, and eles. So, ward against elements, interrupts where possible, and anti-warrior skills.
The balanced groups of occassional afflicted pose the more diverse challenge: rits, sins, warriors, monks, rangers, eles. Interrupts and anti-melee attacks can work well (such as mesmer or necro skills).
I'm sure the phrase is overused...but synergy. I like the way certain skills mesh. Consider Fragility, which causes damage every time a foe suffers from or recovers from a new condition. A ranger can add: poison and bleeding, without an elite spot. For a mean elite, add Ineptitude, which does 100+ damage and causes blindness: so a r/me can cause the degen, the 100+ damage, and then 15 damage for each condition that goes on--and if they are removed, 15 more damage for each. They mesh so well!
So, my 2cents.
Alex the Great
Quote:
Originally Posted by englitdaudelin
I'm sure the phrase is overused...but synergy. I like the way certain skills mesh. Consider Fragility, which causes damage every time a foe suffers from or recovers from a new condition. A ranger can add: poison and bleeding, without an elite spot. For a mean elite, add Ineptitude, which does 100+ damage and causes blindness: so a r/me can cause the degen, the 100+ damage, and then 15 damage for each condition that goes on--and if they are removed, 15 more damage for each. They mesh so well! . |
i'm sorry but i have never seen an ineptitude ranger
more efficient would be this bar
screaming shot, burning arrow, apply poison, fragility, distracting shot .........
but that would need attributes in Marks, wildy, expertise, and illusion so meh
RANGER/ MESMERS = INTERUPTERS
arcane conundrum is your god
anyway instead of investing in illusion would'nt it be more effectivce to invest in water magic of the ele and use conjure frost? either way rangers arnt Dps
but i seee your point about synergy
Quru
DERVISHES! You are not a tank. In not-high-end areas you can mostly try to be tank with Avatar of Balthazar and it might work 'cause you can hit many enemies at one time. BUT! You still have that 70AL, not 80. And you don't own a shield. Warriors tank, ok.
Necros! Just bring SS and spam it as fast as you can. Everyone is happy. But it's boring. That's why I don't PUG much with my necro. SS is good skill, but some people think that it's only what necros can do. With MMing. WHY THE HELL MMING AND SSING ARE ONLY THINGS THAT PPL THINK NECROS CAN DO? Rangers could interrupt, trap, DPS etc. and they still get to PUGs. I have degen-enchantment-remove build and no one will take me. And that build worked.
Necros! Just bring SS and spam it as fast as you can. Everyone is happy. But it's boring. That's why I don't PUG much with my necro. SS is good skill, but some people think that it's only what necros can do. With MMing. WHY THE HELL MMING AND SSING ARE ONLY THINGS THAT PPL THINK NECROS CAN DO? Rangers could interrupt, trap, DPS etc. and they still get to PUGs. I have degen-enchantment-remove build and no one will take me. And that build worked.
Abedeus
Two words - Ursan Blessing + Drunken Master.
Using that elite you can BLAZE through dungeons, High-end areas (DoA, Deep/Urgoz, FoW), end-game missions and areas (Realm of Torment, fight against Shiro/Lich, Great Destroyer)... Im just waiting for farming using Ursan - maybe use it, get Protective Bond, other bonds, Spell Breaker? The only problem will be... e-denial ;d
Using that elite you can BLAZE through dungeons, High-end areas (DoA, Deep/Urgoz, FoW), end-game missions and areas (Realm of Torment, fight against Shiro/Lich, Great Destroyer)... Im just waiting for farming using Ursan - maybe use it, get Protective Bond, other bonds, Spell Breaker? The only problem will be... e-denial ;d
Vlatro
A few newbie pitfalls:
More monks does not equal a better party. Most endgame / elite areas can be vanquished with a single hero or player monk (with the appropriate skills of course). Many parties stick around in a town, often for half an hour or more, spamming "LF Monk". That should immediately tell you something about the party: They are not well balanced, people can not take care of them selves if separated from the party etc. There are a few areas (specifically for farming parties) that demand a build with multiple monks, and additional healing is always welcome, but be prepared to survive with one monk, or even no monks. Every profession has some type of healing and damage reduction skills, make use of them. Your job is first and foremost to do damage. You can't do that if your dead, thus survival is vital with or without secondary support.
Evasion is better than healing. Keep that in mind when setting up hero builds. Hero AI is mediocre at best, they will take damage and stress your healer beyond their casting speed or energy capacity. Find cheap skills to reduce or avoid damage sources, freeing up your healer's energy for when things get real dicey. Consider Mesmer and Assassin secondaries for your heroes, as both can evade attacks at a very low cost for a long duration.
Every region comes with it's own unique challenges. One simple build can get you through most of the game, but you'll struggle. Guild Wars is very focused on strategy, you'll have to adapt to new areas by changing you skills, weapons, armor, or party configuration. The game rewards creativity and risk taking. Builds like the "55 monk" are ingenious, lowering your health to an obscenely low level, then using newbie skills to stay alive. It contradicts conventional reasoning, yet the skills synergize well when used in a clever fashion. The same applies to most good builds. The obvious "High health + High Damage" is never as effective as finding your niche in a party.
Don't beg. People don't hate newbies, we all hate beggars. Rather than spamming "Help Me" in a chat window, if you should find yourself stuck, check out the wiki articles on the mission/quest your doing, check YouTube for video tutorials, or ask a guild or alliance member for advice instead of help. When you think "This is hard I need help", do your research, then go to chat and say "Does anyone need help with this mission?" You'll get into a better group, faster.
Try a few professions for a little while before getting too far in the game. People have vastly different play styles, so finding the right character for you is essential to your enjoyment of the game. Play to level 10 on a character, then make a new one and try that from the beginning again. If you like "Hack&Slash" you'll love a warrior, but you're not likely to enjoy a mesmer as much. If you prefer a more strategic approach, the mesmer is your ticket. Almost everyone I've met began with a warrior, just because it's familiar enough, and easy to pick up. Most of those people abandoned that character now, in favor of another profession. If you don't try them all, you'll never know which is the best fit for you.
Ergonomics. Keep the computer desk clean, Keyboard and mouse at a comfortable level. Take your wallet out of your back pocket so you ass doesn't fall asleep half way through the Domain of Anguish. Take a minute to get ready before play, to ensure distractions are minimized and you can devote your attention to the game. Your team mates are depending on you. Get a drink, go to the bathroom, THEN join a group. Doing those things during a mission annoys others and leads to confrontation. Take breaks when needed and when appropriate.
Find a good guild when starting out. By good, I mean FULL, avoid any new start-ups, you want at least 50 members. A good guild should have active players who have been in the guild for at least 6 months. Veteran members are generally more helpful than other newbies. Many new players immediately want to start their own guild. That is a mistake. Master the game first, meet some good, helpful people along the way, then focus on starting a guild. Players can smell a newbie guild leader from a mile away, and they won't acknowledge you as their superior in your guild. You can only command respect through experience. They are looking for a leader who can mentor them, or at least compete with them.
When looking for a guild, try to join with any real-life friends you may have in the game. Be sociable, talk to your guild, greet new members, help your fellow guildmates. The advantage gained by having a constant group allies for your missions or PvP can not be overstated. Heroes and henchmen do not compare to a real player. The game can be played completely solo, and if that's your preference, a guild is not necessary, however you'll not be as proficient as a good human team.
Also look for a guild with a common schedule. If you work or go to school, the times when you are able to play are probably limited to a few hours on any given day. If you live in a different time zone (or continent), it will be hard to interact with your guildmates.
Find a guild that compliments your own dedication to the game. Some people play an hour a week. Some people Play many hours per day. Some people play consistently between releases, while others grind through each new campaign quickly, then put the game down until more content is added months later. If you can only play for short periods of time, once in a while, you will not be happy in an elitist guild, where the average member has 3000+ hours invested in the game.
More monks does not equal a better party. Most endgame / elite areas can be vanquished with a single hero or player monk (with the appropriate skills of course). Many parties stick around in a town, often for half an hour or more, spamming "LF Monk". That should immediately tell you something about the party: They are not well balanced, people can not take care of them selves if separated from the party etc. There are a few areas (specifically for farming parties) that demand a build with multiple monks, and additional healing is always welcome, but be prepared to survive with one monk, or even no monks. Every profession has some type of healing and damage reduction skills, make use of them. Your job is first and foremost to do damage. You can't do that if your dead, thus survival is vital with or without secondary support.
Evasion is better than healing. Keep that in mind when setting up hero builds. Hero AI is mediocre at best, they will take damage and stress your healer beyond their casting speed or energy capacity. Find cheap skills to reduce or avoid damage sources, freeing up your healer's energy for when things get real dicey. Consider Mesmer and Assassin secondaries for your heroes, as both can evade attacks at a very low cost for a long duration.
Every region comes with it's own unique challenges. One simple build can get you through most of the game, but you'll struggle. Guild Wars is very focused on strategy, you'll have to adapt to new areas by changing you skills, weapons, armor, or party configuration. The game rewards creativity and risk taking. Builds like the "55 monk" are ingenious, lowering your health to an obscenely low level, then using newbie skills to stay alive. It contradicts conventional reasoning, yet the skills synergize well when used in a clever fashion. The same applies to most good builds. The obvious "High health + High Damage" is never as effective as finding your niche in a party.
Don't beg. People don't hate newbies, we all hate beggars. Rather than spamming "Help Me" in a chat window, if you should find yourself stuck, check out the wiki articles on the mission/quest your doing, check YouTube for video tutorials, or ask a guild or alliance member for advice instead of help. When you think "This is hard I need help", do your research, then go to chat and say "Does anyone need help with this mission?" You'll get into a better group, faster.
Try a few professions for a little while before getting too far in the game. People have vastly different play styles, so finding the right character for you is essential to your enjoyment of the game. Play to level 10 on a character, then make a new one and try that from the beginning again. If you like "Hack&Slash" you'll love a warrior, but you're not likely to enjoy a mesmer as much. If you prefer a more strategic approach, the mesmer is your ticket. Almost everyone I've met began with a warrior, just because it's familiar enough, and easy to pick up. Most of those people abandoned that character now, in favor of another profession. If you don't try them all, you'll never know which is the best fit for you.
Ergonomics. Keep the computer desk clean, Keyboard and mouse at a comfortable level. Take your wallet out of your back pocket so you ass doesn't fall asleep half way through the Domain of Anguish. Take a minute to get ready before play, to ensure distractions are minimized and you can devote your attention to the game. Your team mates are depending on you. Get a drink, go to the bathroom, THEN join a group. Doing those things during a mission annoys others and leads to confrontation. Take breaks when needed and when appropriate.
Find a good guild when starting out. By good, I mean FULL, avoid any new start-ups, you want at least 50 members. A good guild should have active players who have been in the guild for at least 6 months. Veteran members are generally more helpful than other newbies. Many new players immediately want to start their own guild. That is a mistake. Master the game first, meet some good, helpful people along the way, then focus on starting a guild. Players can smell a newbie guild leader from a mile away, and they won't acknowledge you as their superior in your guild. You can only command respect through experience. They are looking for a leader who can mentor them, or at least compete with them.
When looking for a guild, try to join with any real-life friends you may have in the game. Be sociable, talk to your guild, greet new members, help your fellow guildmates. The advantage gained by having a constant group allies for your missions or PvP can not be overstated. Heroes and henchmen do not compare to a real player. The game can be played completely solo, and if that's your preference, a guild is not necessary, however you'll not be as proficient as a good human team.
Also look for a guild with a common schedule. If you work or go to school, the times when you are able to play are probably limited to a few hours on any given day. If you live in a different time zone (or continent), it will be hard to interact with your guildmates.
Find a guild that compliments your own dedication to the game. Some people play an hour a week. Some people Play many hours per day. Some people play consistently between releases, while others grind through each new campaign quickly, then put the game down until more content is added months later. If you can only play for short periods of time, once in a while, you will not be happy in an elitist guild, where the average member has 3000+ hours invested in the game.
~ Dan ~
Quote:
Originally Posted by freekedoutfish
If someone kicks you from a party without any explanation and it was simply because they didnt like your build. Is their opinion really worth asking?
I personally find that kind of behaviour to be the back-bone as to why the community in GWs is so childish at times. When ever I have seen another team members build and not quite agreed with it, I have politely made a suggestion to change it or i've asked do they have this alternative skill. But its extremely rare that I've ever come accross a player who has had a really bad build. To the degree they deserve to be kicked. But even if I have seen an extremely bad build, myself and the other team members have tried to explain why its bad and asked them to change. Then if they dont, you have the right to kick them. An example being an elemental who wanted to join a HM pug I was in. Me being an elemental I knew instantly what is good and bad, and this players build was unbelievable. It took ages just to make him ping his build to check, but once he did, I nearly died. No attunement, 3 scattering spells and 2 that caused exhaution and most were high energy spells. I tried to ask where his energy would come from, but he didnt answer and just spammed his energy level to the team. The leader whispered me to ask if she should kick him and I said yes unfortunately! But that in a rare example of when a player is being a complete noob and refusing to accept advice. Most times a players build may look strange, but the player is good at using it. The player who is kicked, shouldnt have to ask the leader why their kicked. The leader should have the decency to explain first, and justify it before kicking them. |
Darkside
Quote:
Originally Posted by Quru
DERVISHES! You are not a tank. In not-high-end areas you can mostly try to be tank with Avatar of Balthazar and it might work 'cause you can hit many enemies at one time. BUT! You still have that 70AL, not 80. And you don't own a shield. Warriors tank, ok.
|
Standard warrior would have 80 from armor + 16 from shield so that's 96 total.
My Dervish has 70 from armor +10 from blessed insignia + 24 from great dwarf armor or conviction (depends on build) that's 104 total.
Obviously a warrior can also bring armor boosting skills just showing that a Dervish can also tank with the right build.
GOM
Quote:
Originally Posted by ensoriki
Short and sweet
Warriors don't try to be an ele, use your warrior skills Warriors Don't think being W/mo means you won't die Warriors be humble Warriors Sins pwn you Warriors Don't run into a mob without your groups opinions first Sins Your not a warrior, your smarter Sins Hit and run Sins You rock sins Remember to Aod/Shadow meld/Shadow walk/dark escape/dash etc. Sins stop SInning its a crime Monks: don't spread attributes to far Monks: Protection is grand in pvp Monks: Healing is Fine in Pve Monks: If your going to smite, warn people Monks: Dwayna isn't Jesus Dervish: Follow everything in the warrior guide but the sin thing Dervish: Sins are a little bit better Paragon: Delete your character and choose something else Mesmer: Base your build on what will happen 1-3 interrupts for pve Mesmer: Bring spellcaster counters and 1-2 anti melee Necro: whatever...most of you know what your doing. Rit: PLace spirits properly Ele: Nuking isnt going to win everything Ranger: Interrupts are your Strength. Talk everything with your Party members Don't talk to henchies unless you want to go to an asylum. See how easy that is? |
Ns.....
GOM
Quote:
Originally Posted by Ephraim Floreaux
Well, let's start with your first problem, there are few things that are "better."
I have a friend that is an absolutely AMAZING paragon, they're a good class, IMO there are no such things as bad classes just classes that didn't work for you. As an avid mesmer you're right about one thing, interrupts are indeed our friends, it's one of the things A-Net has blessed us with. But we also make AMAZING de-geners so...take your pick. I dunno, henchies aren't so bad for just running a few quests, just remember their limits (I.E. smart as pumice). Rangers are good for WAY more than just interrupt- point trapping, "as one" builds, need i mention the conditions..... Otherwise you brought up alot of good points (especially about the warriors:P) Until then it seems that you are a very experienced player that knows alot...respectfully yours, Ephraim |
GOM
Quote:
Originally Posted by Vlatro
A few newbie pitfalls:
More monks does not equal a better party. Most endgame / elite areas can be vanquished with a single hero or player monk (with the appropriate skills of course). Many parties stick around in a town, often for half an hour or more, spamming "LF Monk". That should immediately tell you something about the party: They are not well balanced, people can not take care of them selves if separated from the party etc. There are a few areas (specifically for farming parties) that demand a build with multiple monks, and additional healing is always welcome, but be prepared to survive with one monk, or even no monks. Every profession has some type of healing and damage reduction skills, make use of them. Your job is first and foremost to do damage. You can't do that if your dead, thus survival is vital with or without secondary support. Evasion is better than healing. Keep that in mind when setting up hero builds. Hero AI is mediocre at best, they will take damage and stress your healer beyond their casting speed or energy capacity. Find cheap skills to reduce or avoid damage sources, freeing up your healer's energy for when things get real dicey. Consider Mesmer and Assassin secondaries for your heroes, as both can evade attacks at a very low cost for a long duration. Every region comes with it's own unique challenges. One simple build can get you through most of the game, but you'll struggle. Guild Wars is very focused on strategy, you'll have to adapt to new areas by changing you skills, weapons, armor, or party configuration. The game rewards creativity and risk taking. Builds like the "55 monk" are ingenious, lowering your health to an obscenely low level, then using newbie skills to stay alive. It contradicts conventional reasoning, yet the skills synergize well when used in a clever fashion. The same applies to most good builds. The obvious "High health + High Damage" is never as effective as finding your niche in a party. Don't beg. People don't hate newbies, we all hate beggars. Rather than spamming "Help Me" in a chat window, if you should find yourself stuck, check out the wiki articles on the mission/quest your doing, check YouTube for video tutorials, or ask a guild or alliance member for advice instead of help. When you think "This is hard I need help", do your research, then go to chat and say "Does anyone need help with this mission?" You'll get into a better group, faster. Try a few professions for a little while before getting too far in the game. People have vastly different play styles, so finding the right character for you is essential to your enjoyment of the game. Play to level 10 on a character, then make a new one and try that from the beginning again. If you like "Hack&Slash" you'll love a warrior, but you're not likely to enjoy a mesmer as much. If you prefer a more strategic approach, the mesmer is your ticket. Almost everyone I've met began with a warrior, just because it's familiar enough, and easy to pick up. Most of those people abandoned that character now, in favor of another profession. If you don't try them all, you'll never know which is the best fit for you. Ergonomics. Keep the computer desk clean, Keyboard and mouse at a comfortable level. Take your wallet out of your back pocket so you ass doesn't fall asleep half way through the Domain of Anguish. Take a minute to get ready before play, to ensure distractions are minimized and you can devote your attention to the game. Your team mates are depending on you. Get a drink, go to the bathroom, THEN join a group. Doing those things during a mission annoys others and leads to confrontation. Take breaks when needed and when appropriate. Find a good guild when starting out. By good, I mean FULL, avoid any new start-ups, you want at least 50 members. A good guild should have active players who have been in the guild for at least 6 months. Veteran members are generally more helpful than other newbies. Many new players immediately want to start their own guild. That is a mistake. Master the game first, meet some good, helpful people along the way, then focus on starting a guild. Players can smell a newbie guild leader from a mile away, and they won't acknowledge you as their superior in your guild. You can only command respect through experience. They are looking for a leader who can mentor them, or at least compete with them. When looking for a guild, try to join with any real-life friends you may have in the game. Be sociable, talk to your guild, greet new members, help your fellow guildmates. The advantage gained by having a constant group allies for your missions or PvP can not be overstated. Heroes and henchmen do not compare to a real player. The game can be played completely solo, and if that's your preference, a guild is not necessary, however you'll not be as proficient as a good human team. Also look for a guild with a common schedule. If you work or go to school, the times when you are able to play are probably limited to a few hours on any given day. If you live in a different time zone (or continent), it will be hard to interact with your guildmates. Find a guild that compliments your own dedication to the game. Some people play an hour a week. Some people Play many hours per day. Some people play consistently between releases, while others grind through each new campaign quickly, then put the game down until more content is added months later. If you can only play for short periods of time, once in a while, you will not be happy in an elitist guild, where the average member has 3000+ hours invested in the game. |
Being a Monk myself I have been in pick-up parties where I find my self working one or two players all the time.. This tells me that they have no healing or protection going on in the build they are using. This group I was with not to long ago, I had this one player going down all the time, I could not keep this player up with out fear of running out of energy and hurting the rest of the group. So after rez-ing this person a number of times, I just left them for dead and worried about the rest of the group. I know this must have been mean, but what is one to do ?
Another thing I try to tell my guild friends is that my skills can only work so far out side of my aggro, so don't go wondering off on a Sunday walk...

RotteN
Quote:
Originally Posted by Avalon4000
I'm just going to throw something out there and you can tell me if this is a "good" combination.
[skill]Healer's Boon[/skill] + [skill]Restore Life[/skill] Most people don't like Restore Life because it's a so called "touch res"... But when the strongest (?) res skill in terms of restored Health/Energy is given the casting time of a Res Signet, it can have some uses. At least I think so. I am looking for ideas to improve this part of my job (ressing) so if anyone has a better suggestion feel free. |
btw, [skill]Death Pact Signet[/skill] does a way better job in terms of casting time, amount of gained health and amount of gained energy
Quote:
Originally Posted by Darkside
Standard warrior would have 80 from armor + 16 from shield so that's 96 total.
My Dervish has 70 from armor +10 from blessed insignia + 24 from great dwarf armor or conviction (depends on build) that's 104 total. |
The point is warriors can naturally soak up damage, without doing anything special for it.
pakhavit
Quote:
Originally Posted by Alex the Great
i'm sorry but i have never seen an ineptitude ranger
more efficient would be this bar screaming shot, burning arrow, apply poison, fragility, distracting shot ......... but that would need attributes in Marks, wildy, expertise, and illusion so meh RANGER/ MESMERS = INTERUPTERS arcane conundrum is your god anyway instead of investing in illusion would'nt it be more effectivce to invest in water magic of the ele and use conjure frost? either way rangers arnt Dps but i seee your point about synergy |
Burning arrow + apply is most Efficient bar with 2 interupt
Burning arrow,Distact shot,salvage shot,whirlign defend,apply poison,mend touch,Pain inveter,sunspear sig
Damager from Bow itself is like nothing ,Degen from poison and burning work better.
concentrate and interupt all healing skill, or spammable skill that dangerous. (like sf)
Know your enemy skill bar and learn what time they will use it.
ex. Margonite = Heal sig(40%),Mystic heal(other 70%),Faithful intervention(20%),Leader comfort(30%),Parasitic bond
when you start fighting long enough you will most likely learn when they gonna use heal skill and you need to interupt it.
while you hit other enemy, look for the one with low health and prepare to interupt it.
2 hench monk is enough for Vanquishing and all 8 people party in hard mode, To tank you don't need any skill
hench monk can keep you up at all time.
well that's my play style thou it's work for me ^^''
<god r6 ranger