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Originally Posted by Vespiion
I feel kind of... Isolated.
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That's because the bulk of the playerbase is years ahead of you and off playing the endgame content. Eventually you'll reach more populated areas.
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I'm doing the Prophecies campaign, and am confused about the game progression,
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The main plot follows a series of primary quests (press L to view your quest log; primaries are at the top) and missions (town has a special icon, press the "begin mission" button in the party menu). In addition to that, there are numerous optional side quests and areas, including "elite" areas which offer extra challenge, added story, and special loot. Completing the game once opens up hard mode, which allows you to redo everything at a higher difficulty level; and also opens up vanquishing, which is clearing an area of all monsters on hard mode difficulty.
Character progression is simple. Everything before level 20 is just training. Getting to lvl 20 is relatively fast an easy (although slower in Prophecies than the other chapters). Each character has access to 2 quests that give 15 attribute points each. You should do these as soon as they are available. Skills are available from a number of sources, several of which effectively bypass the old restriction imposed by limited inventories at early trainers. Around the time you reach level 20, you will find quests that allow you to change your secondary profession at will. Beyond that, titles are available. A few titles drive certain skills, but they are otherwise just for show.
I guess a word on the relationship of the different chapters is in order. Prophecies, Factions, and Nightfall are "h" shaped. Native characters progress through the plot from beginning to end. Characters from another campaign arrive by boat partway through the plot at around the point that native characters are hitting level 20. (Once you have access to the boat, you can travel between campaigns at any time.) Eye of the North is 100% level 20 content.
Give the crafter some cash and raw materials, and out pops the desired item. (Get raw materials (1) directly from drops, (2) from salvaging junk drops, (3) from rare material crafters, (4) from the material/rare material trader, or (5) from other players.)
Armor crafters in pre-level 20 areas offer armor with increasing AL the further you get. Eventually you reach crafters who offer "max armor." (In prophecies, this is at Droknor's Forge.) After that, some towns may have a crafter who offers "prestige armor," which is more expensive max armor with a different, fancier look.
Weapon crafters follow the same trend of non-max items in low level areas, working up to max items in level 20 areas. On top of this, the type of magical properties on the goods they offer vary from crafter to crafter. (ex: One crafter will offer a sword with "+15% damage while health is over 50%" while another will offer an otherwise identical sword with "+15% damage while enchanted.")
I suspect that you will probably also want to learn about the rune/insignia system and the weapon mod system.
You might also want to look into collectors, who give you items in exchange for a some pile of icky monster parts. (ex: Find the right collector and he'll give you a nice axe in exchange for 5 heket tongues, or whatever.)
Put stuff in the box (or not -- blank offers are allowed), hit "submit offer," review the other person's offer, hit "accept" (or "cancel" or "change offer").
Or were you asking about the trader NPCs? Trader NPCs buy and sell fungible goods (materials, rare materials, runes, dyes, etc) at market driven prices. Their supply comes from what players sell to them, and the price fluctuates with supply. They also sink gold out of the game by taking a spread between their buy and sell prices.
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as the overall layout of the game.
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See my response to the first issue.
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I am also having trouble figuring out how to work my build and take full advantage of my skills and attributes.
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Making good builds rests on a foundation of understanding the game mechanics. Someone can just hand you a good build, but you won't know how to use it, or why it's good, or when it's not appropriate, or how to adapt it to special circumstances. Work on learning the mechanics (the damage equations, how armor works, how critical hits work, etc) as well as the execution-level skills of playing the game (kiting, pulling, abusing the monster AI, etc) before worrying about builds. If you finish the game with a terrible build but learn stuff during the process, you've done well. (FYI: Don't feel inferior if it takes awhile to learn. No one -- literally no one -- had what would qualify today as a good build until Factions had been out for over 6 months. It took us that long to really figure the game out. Heck, there's some ancient posts by Ensign recommending Mending wammos for PvP...)
If you want specific feedback, you can post builds here... and watch them get torn to shreds. Most people will give useful comments on why just about every aspect of your build is bad, and why certain alternatives are better. If you understand the "why" part, fantastic; if you don't, make a mental note of it and come back to it when you're farther along in the learning process.
I'd generally avoid PvX because the results of its vetting system represent a consensus of idiots. Asking PvX to rate or revise a build is kind of like asking a bunch of teabaggers to vote on where Obama was born. The end result is that most of the the "great" builds on PvX tend to be unusually bad variants on builds that were mediocre to start with. (That's something you have to be wary of on these forums as well (Grenth knows we certainly have our share of idiots), but at least forums empower you to make somewhat informed judgments on whom to listen to by encouraging people to back up their assertions with reasoned explanations and making past comments searchable.)
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Originally Posted by Nilator
They all have their ups and downs.
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Let me follow up on this. While Nilator's summary is correct for most of the normal mode storyline, things do change late game and in hard mode. I suppose you should be aware of these things, even though they are not relevant to you now, and won't be for a long time.
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Warriors - Bulky and in your face. Can hit hard but also have high levels of health and armor.
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This is pretty much a constant. (Note, however, that warriors do not have any innate health benefit over other classes -- just a large armor bonus.)
Additionally, warriors have access to an amazing skill called "Save Yourselves!" which allows them to greatly reduce the damage the rest of the team receives.
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Necromancer - Focuses on death and degeneration. Can raise minions which can be fun, also has amazing energy management.
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Degeneration turns hopelessly weak by level 20 and should be ignored as a damage dealing option. Minions are indeed fun, and remain strong throughout the entire game (except, of course, places where the monsters don't leave usable corpses). Where the necro really shines, though, is its ability to team up with physical damage dealers to produce large amounts of armor-ignoring damage. (See my comment below on elementalists for an explanation of why this matters.) Curses and, to a lesser extent, Blood both offer this sort of "force multiplication" builds.
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Mesmer - Disruption and high damage.
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Mesmers have fantastic disruption, which becomes more important as monsters become more potent. This is why mesmers tend to be disfavored in early areas of the game. Their damage is not as spectacular as many people think that it is (it's showy, and that leads to cognitive bias), but it is respectable, and also armor-ignoring. (Again, see the elementalist comment.)
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Elementalist - Make lots of stuff go boom.
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This is true for most of the game in normal mode. Then things go bad. The problem with elementalists is that almost every spell they have is armor-sensitive, while monster armor climbs steadily through the campaign, and then jumps up a whole bunch more in hard mode. As monster levels go from 20 to 30, armor-sensitive damage falls 41%. Ouch.
There's a few things you can do to try to work around this. Mostly they involve air magic, cracked armor, and class-independent PvE-only skills.
Also, one very specific ele build turns out to be a far stronger healer than any monk.
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Monk - Make sure your teammates don't die, can do decent damage but I do not suggest it.
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This is pretty much the case throughout.
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Rangers - Kind of underrated, get's a pet and can do decent damage from afar.
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Yes, rangers are the red-headed stepchild of the GW classes. Hopefully a future update will improve them. For now, it's their sad fate to not do anything better than another class can do it.
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In total there are 10 professions and I have one of each.
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Yes, so a quick overview of the other 4:
Assassins and Dervishes are, for PvE purposes, basically warriors with more complicated skillsets. For starting out, use a warrior instead. (Thanks to the dual class system, Assassins and Dervishes also have access to "Save Yourselves" by going A/W and D/W.)
Ritualists are an odd-duck profession. One line is a combination of stationary attack summons and force-multipliers. One line is a combination of stationary attack summons and passive defense summons. And one line is more or less raw redbarup healing. They are reasonably good in any of these roles, though the stationary attack summons and passive defense summons tend to predominate.
Paragons are high-armor ranged attackers (which is somewhat silly because they rarely get hit). Their damage is not very good compared to warriors/assassins/dervishes. They offer a huge menu of party buffs, most of which are pretty weak. Their one claim to fame is that they can go P/W and use "Save Yourselves" to better effect than any other class, including primary warriors.