What you did like thread

Defender Of Orth

Frost Gate Guardian

Join Date: Jul 2005

Eternal Knights

W/Mo

Okay, we have 4 OMGFPESUX! threads, but lets post what we like about it



12vs12 PvP....thats just so much fun

New looks--- I know alot of you dont like it, but I love the new armors

Ritualist----I love how it cast, its vey fluent and its an orignal class

Areas----I think the areas in the game are AMAZING

New Pets----New pets!

^_^ <3 Anet

SilentAssassin

SilentAssassin

Wilds Pathfinder

Join Date: Dec 2005

Belgium

Remnants of Ascalon, KT alliance

R/N

I totally agree with you

I love the asian style, but that doesn't mean I want to play with asian looks, I would like to see alot more faces etc...

I love the armour styles, can't wait to see the 15k ones

new pets = darn awesome, I already love my white tiger

12v12 = its so darn cool, reminds me of my battlefield times

new classes = awesome, especially the ritualist is so creatif...

new weapons = omg, some of those weapons are just lovly

new skills = I've seen alot of the new skills and oh boy I am happy with them, I think my ranger - monk - warrior will be very satisfied

The areas are awesome, but I think there is maybe a bit to much of that wild area... dunno how to call it, the area left of jade sea, it looks abit to much of the same thing...

one thing I hope is that in the full game they will try to do a better job explaining how everything works, I am sometimes abit confused about what are the luxons, what they do and kurzicks, whats the difference between them etc...

Starsky-sama

Starsky-sama

Forge Runner

Join Date: Apr 2005

Land of the Z Chest \o/

[NOT]-Nomads of Turmoil.

W/

/Everything so far.

/g'day.

Labmonkey

Pre-Searing Cadet

Join Date: Mar 2006

Since you could hardly find anyone who *wasn't* a primary Assassin in the first day or so, nobody seemed to want Assassins. I tried a W/A build to have a go at Assassin skills in a team, and it's worked really well.

Assassin skills seemed to burn up my energy fast, even with Critical strikes, but adrenal skills don't. Combine this with a couple of the new Warrior skills and Shadow Arts and you have a hit and run Warrior that can jump right past the first enemies to hit tard targets! Also, heavy armour means you have more staying power than an Assassin.

The build looks like this at the moment, as I'm limited by the skills you get given at the start.

"Commando"
Skills:
Dragon Slash, Sever Artery, Gash, Signet of Strength, Tiger's Fury, Death's Charge, Viper's defense, Shadow Refuge.

Attributes:
Strength: 10
Swordsmanship: 10
Shadow Arts: 11

The tactic used is to trigger Signet of Strengh as soon as you enter an area, as it never expires, and will often recharge before you reach the enemy.
Pick whatever is going to cause your team the most annoyance (usually Ritualists) and charge.

If you get hit, use Death's Charge to reach the target faster and heal.
Combine Sever Artery and Gash for good effect (yeah, reminds me a bit of Assassin chaining).

Shadow Refuge is best used when you've only taken a bit of damage, as it takes 4 seconds to kick in. If you get badly whooped, use Viper's Defense, then Death's Charge to escape, heal, then renew the attack.

Any suggestions would be useful.

Defender Of Orth

Frost Gate Guardian

Join Date: Jul 2005

Eternal Knights

W/Mo

Quote:
Originally Posted by Labmonkey
Since you could hardly find anyone who *wasn't* a primary Assassin in the first day or so, nobody seemed to want Assassins. I tried a W/A build to have a go at Assassin skills in a team, and it's worked really well.

Assassin skills seemed to burn up my energy fast, even with Critical strikes, but adrenal skills don't. Combine this with a couple of the new Warrior skills and Shadow Arts and you have a hit and run Warrior that can jump right past the first enemies to hit tard targets! Also, heavy armour means you have more staying power than an Assassin.

The build looks like this at the moment, as I'm limited by the skills you get given at the start.

"Commando"
Skills:
Dragon Slash, Sever Artery, Gash, Signet of Strength, Tiger's Fury, Death's Charge, Viper's defense, Shadow Refuge.

Attributes:
Strength: 10
Swordsmanship: 10
Shadow Arts: 11

The tactic used is to trigger Signet of Strengh as soon as you enter an area, as it never expires, and will often recharge before you reach the enemy.
Pick whatever is going to cause your team the most annoyance (usually Ritualists) and charge.

If you get hit, use Death's Charge to reach the target faster and heal.
Combine Sever Artery and Gash for good effect (yeah, reminds me a bit of Assassin chaining).

Shadow Refuge is best used when you've only taken a bit of damage, as it takes 4 seconds to kick in. If you get badly whooped, use Viper's Defense, then Death's Charge to escape, heal, then renew the attack.

Any suggestions would be useful.
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1) How does that belong here?

2) It seems everyone wants to just wine..