Quote:
Originally Posted by Uli Barbarossa
I find my self leader of a full guild hall, with only 2 players. If anyone wants an invite just PM here on Guru with your character name.
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There's really no point in trying to (re)start your own guild this late in the game. If you want to join an active guild then maybe you should try
[LGiT] since they're the only guild that isn't based around speed-clearing and have posted in the last month. Otherwise, I would post in the
Looking for guild part of these forums.
Also, make sure that you are in the American English districts. And, if you really want to join a PuG, then go to the Great Temple of Balthazar and see what's the Zaishen Mission and Bounty. People tend to do those regularly.
Welcome back to GW. If you finish all 4 campaigns then make sure you have a look at the
GW Beyond content; the War in Kryta is especially good. And, if you get stuck somewhere, feel free to ask for help on these forums since there are plenty of experienced veterans who still lurk here
Quote:
Originally Posted by Bristlebane
And so am I. While I do look at PvX at times, I tend to always make my own builds.
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In the same line of thinking as you guys, I've been playing 2 of my characters with the following rules in order to make the game feel more fresh. I thought I would share in case anybody would be interested.
A.
1. My Primary profession must not be a spell-caster (I chose Ranger).
2. I must never choose a secondary profession for myself nor for my heroes.
In order to still have access to most of the game and not pick a secondary profession, you must start in Nightfall and get someone to run your character to Consulate Docks and then to Lion's Arch and Kaineng Center. You will not have access to most of the things in Elona and, obviously, you will not be able to make an Assassin or a Ritualist.
3a. I may only add heroes that are NOT Mesmers, Necromancers, or Elementalists. If I'm adding a Ritualist then I may not invest in Channeling Magic.
Basically, this prevent you from using most offensive spells. I had to allow Ritualist healers because I would only have access to one Monk hero, Ogden, and I don't like using henchmen. I also allowed Smiting Prayers and Communing because they both have very few offensive spells and several good skills that synergize with physical attackers.
3b. If the above rule (3a) is too restrictive then you may only add one type of each profession in the party. So only one Ranger (which will be me), one Monk, one Necro etc.
There are some areas that have far too much Blinding, Blocking or point-blank Area-of-Effect damage and doing the Riverside Province (the archers on the towers are difficult to attack without being obstructed), Eternal Grove (minions are extremely useful here), and Abaddon's Mouth (the enemies on top of the high walls can be a pain) would have been rather frustrating.
4. Equip yourself and your heroes only with Tengu weapons by completing Master Togo's Story.
Most of the time I use random green weapons but, this time, I wanted to actually buy the mods for the weapons that I needed for myself and for my heroes. One nice side-effect from this was that all of my casters now have spears so I never have to worry about an enemy casting Chaos Storm or Backfire on any of my heroes XD Hooray for abusing the AI!
If you wanted, you could also use
weapons from other families.
B.
You may only invest points in the following attributes:
Warrior: Strength, Tactics, Hammer Mastery.
Ranger: Expertise, Beast Mastery.
Monk: Divine Favor, Smiting Prayers.
Necromancer: Soul Reaping, Blood Magic.
Mesmer: Fast Casting, Illusion Magic.
Elementalist: Energy Storage, Earth Magic, Water Magic.
Assassin: Critical Strikes, Deadly Arts.
Ritualist: Spawning Power, Communing.
Paragon: Leadership, Motivation.
Dervish: Mysticism, Wind Prayers.