15 Jun 2009 at 08:37 - 12
Indeed, i'd recommend the same.
- Use an interupt if you have it. You get skills as quest rewards (based upon your proffesions at the time of doing the quest), trough a point-award system (in factions/nightfall) or by buying it from skill trainers.
All skill trainers sell a select set of skills. However, all skills you have unlocked on your account (trough a previous character or pvp) are available from all skill trainers, provided the skill is a core skill or that skill is in the same campaign.
I.e. a prophecies only skill, once unlocked, can only be bought from skill trainers in the prophecies campaign.
- Use the maximum team size. The reason there are henchman, and heroes later on, is because the game is designed arround party play. Not using the maximum party size will significantly affect your game.
- Guildwars isnt designed about levelling, but about tactics. Lvl20 is the maximum you can reach, which is generally about 2/3 into prophecies... then you still got the entire factions, nightfall and possible eye of the north.
If you got a problem, analyze the situation and change your build/gameplay accordingly.
F.ex. Use your current healing signet issue. Its got a 1 or 2 second cast time, so you can interupt it and prevent the heal.
However, during the cast time the user is also under -40 AL which means taking double damage from all attacks. So instead of interupting it, you can also keep up your preparation (most likely read the wind at your stage) and make sure Power Shot is available when the signet is used and basicly take him out before the heal hits.
- Another note is attributes. Your weapon and pet's regular damage from attacks is also based on your attribute score. If your weapon's requirement is higher then your current investment in that attribute, you will only deal a small portion of the min-max damage.
If the requirement is the same aor more s your investment, you will deal exactly min-max damage (ofc lowered by armor).