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I usually have very irregular playtimes, which means I don't quite enjoy grouping (obviously because of having to leave in the middle of something, etc), so henchmen (and possibly also heroes, I don't know yet!) are a feature which I really like. My question is, is it possible to play through the entire storyline of all 3 campaigns and the expansion by only using henchmen and never grouping? I know that may sound quite antisocial, but hey, it's the way I like it.
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It is quite possible to play through the entire game using only henchmen. There are, however, some parts of the game which are easier to handle if you group with others - but that's your call in the end.
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My first char and also the one I'm currently playing is an Ele/Mesmer around lvl 15 with which I'm exploring the storyline right now. I've chosen these professions because of the fact that I've always enjoyed casters. Yet, I was wondering, which other professions are good at solo PvE gameplay? I'm interested in Ritualists and Necromancers, thinking of combining the two. Do their summoning skills synergize well? Is this a good idea at all? Would they be effective at solo play?
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The Rt/N is a good combination, as the Ritualist's primary attribute also gives a health boost to any necromantic minions you summon. Ritualists also have skills that are useful when you summon or destroy creatures, which also kick in when you summon minions (as well as spirits). The N/Rt is also powerful, and can make for an exceptional caster of Ritualist spells using the Necromancer's primary attribute as an energy battery.
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Also, I've heard Mesmers are not quite effective at PvE gameplay, yet I love the concept of this class. Perhaps if I combined one with, say an Ele, would the added plethora of offensive skills ease the gameplay?
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The main focus of PvE gameplay is to kill things as quickly as possible. This can put Mesmers at a disadvantage, because while Mesmer skills are exceptionally powerful they require longer periods of time to be fully effective. If you play alone, this is less of an issue as you can use an AI team to draw fights out longer, thus letting your Mesmer skills reach a fuller potential. And yes, you could combine a Mesmer primary with another spellcasting secondary - the Mesmer's primary attribute accelerates the cast times for all spells and signets, not just the Mesmer's native magic.
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Other questions: It seems like Dervishes aren't exactly casters, but they do have some really fun spells which I guess I'd enjoy experimenting with. Are they still melee when utilizing their different forms/avatars? Granted, I haven't quite researched this class, but Earth/Wind Prayers reminded me of casters.
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Dervishes are still melee when using their avatars, but their melee attacks are given additional effects on top of the basic properties of the weapon you wield. I would class Dervishes as "meleemancers", using magic to enhance their melee strength and endurance.
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How about Ritualists? They do have some offensive spells, right? Are they worth using, or are they mainly support classes?
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Ritualists are primarily support casters, although they are capable of doing some impressive nuking if you plan ahead a little. Some of their better damage options involve casting a spell on an ally, so even though they tend to take a back seat in the party they can still pump out some impressive damage by channeling their strength through others.
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And what's up with Paragons? I know they use spears, but all the various Shouts seemed quite magical too, so I'm not quite sure whether they are more melee or caster-oriented... If anyone could clear that up, I'd be grateful.
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Paragons are primarily martial characters. Their shouts and chants are very powerful party support abilities, but they are not magical in nature (which on the plus side means that enemies can't forcibly strip them off once they're on, much like the Paladin's auras in WoW). I tend to think of Paragons as being like cheerleaders with attitude - shouting commanding and motivational lines while dealing some impressive damage from the midline.
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Oh and are Necromancers effective when not using minions but simply offensive spells? I know that would make them look like Elementalists, but I'm still interested.
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Necromancers do have a number of very powerful curses which can inflict a great deal of pain on opponents. Many necromancers use curses instead of minions, and still prove to be a valuable asset to a team.
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One last thing about professions: What are some fun pure caster combinations? And which combination would be the best from a purely survivalist standpoint (= playing through the storyline using henchmen and without dying a lot)?
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When in doubt, take Monk or Ritualist as a secondary. Those professions have access to hard rez skills, allowing you to revive your party over and over again if things take a turn for the worse.
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And the real last thing: I have to admit I'm a long time WoW-player and as some of you may know the real game begins at the level cap there. While I really enjoy the storyline part of Guild Wars, I'm interested what the "endgame" of this game is like? What do you do once you've played through the various campaigns and the expansion? Dungeon grinding for better items? Is there anything similar to the raids in WoW, in case anyone knows those?
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You won't need to grind for better equipment in Guild Wars. Gear with max stats is commonly available at very reasonable prices (or even for free, if you take advantage of collector NPCs dotted around the game world). There are flashier options for gear, although these have exactly the same stats as their more mundane counterparts despite the elevated price tags.
In the expansion, you'll find a place known as the Hall of Monuments, where you can record your characters' accomplishments for posterity (and for unlocks when GW2 comes along). You can grind for special character titles which can be displayed in the Hall (some titles also improve the effectiveness of certain PvE-only skills, so the grind can be worth it), record your wardrobe of prestige armor sets and your collection of rare weapons, and there's even a podium for your minipet collection.
PvE also offers a few "elite" areas, which are more difficult than regular areas. These special missions have additional rewards for completing them. They're not quite as large scale as WoW's raids (most use the standard party size of 8, though two of them allow a party of 12), but that just adds to the challenge. You'll also find that after you complete a campaign, you gain access to Hard Mode. Hard Mode allws you to replay the whole game again with a much higher difficulty setting (and vastly improved loot drops to boot).
You also have the option of diving into PvP - any level 20 character can enter the main PvP arenas. PvP ranges from the regimented team and tactical structures of GvG (Guild versus Guild) to the insane mayhem of AB (Alliance Battles, which would require you to have Factions and be in a guild that is aligned with wither the Luxons or Kurzicks). There's a PvP arena to suit everyone's tastes, I think, so it's worth looking into.