For my first charecter, I am thinking about making a MO/ME (Monk/Mesmer, if I have that right)
Do you think it is a good starting charecter, or should I go for an easier one?
Monks and Mesmers
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Interesting CC, why? Looks? Primary? Armor? Runes?
It depends on the role you want your character to fill. I play a Mo/Me that is a primary healer. Fast casting would give me limited benefit, as it would just cause me to run through energy a bit faster. It may help against enemy mesmers trying to time a counter, however a 6s resurrect is still going to get blocked.
Mo/Me offers Divine Favor and it's linked skills. Df offers a bonus to each heal used. For a primary healer it would seem that MOST of the time Mo would be the superior primary. (El not included)
It's not a difficult character to play, per se. There are things to get used to, and the style is different from most. For a primary healer often you are concentrating on your players locations and life bars, rather than the enemy team, but once you begin to focus on your team rather than the action it becomes fairly straight forward. The subtle nuiances of energy management and spell timing and placement come with practice.
Have a great time, I enjoy playing as a Mo/Me much more than I thought I would. There is a certain satisfaction in watching one little warrior henchman take on 3-4 Charr including a boss and not losing more than half his life. It may take a little while, but it's still pretty funny.
Matt
It depends on the role you want your character to fill. I play a Mo/Me that is a primary healer. Fast casting would give me limited benefit, as it would just cause me to run through energy a bit faster. It may help against enemy mesmers trying to time a counter, however a 6s resurrect is still going to get blocked.
Mo/Me offers Divine Favor and it's linked skills. Df offers a bonus to each heal used. For a primary healer it would seem that MOST of the time Mo would be the superior primary. (El not included)
It's not a difficult character to play, per se. There are things to get used to, and the style is different from most. For a primary healer often you are concentrating on your players locations and life bars, rather than the enemy team, but once you begin to focus on your team rather than the action it becomes fairly straight forward. The subtle nuiances of energy management and spell timing and placement come with practice.
Have a great time, I enjoy playing as a Mo/Me much more than I thought I would. There is a certain satisfaction in watching one little warrior henchman take on 3-4 Charr including a boss and not losing more than half his life. It may take a little while, but it's still pretty funny.
Matt
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Depends on how many Mesmer skills you take.
Empathy is good for killing meleers, backfire for casters.
You can also do Power Spike to help out with killing casters (and preveting a bit of damage from the spell they would've cast).
Also you could do Conjure Phantasm to just drain health constantly.
Empathy is good for killing meleers, backfire for casters.
You can also do Power Spike to help out with killing casters (and preveting a bit of damage from the spell they would've cast).
Also you could do Conjure Phantasm to just drain health constantly.
J
Z
Melee-wise... a Mo/Me would get destroyed by just about anything else. If you really want to melee and stay with a mesmer, i;d highly recommend running an "Illusionary Weaponry" build (My pug got destroyed in tombs cuz of two of these). However, you could try those farm builds located all over these boards, however, those are not very team oriented (solo build).
Hope this helps.
Hope this helps.
t
One melee monk build that you might consider would be the Zealot's Fire build:
http://www.guildwarsguru.com/forum/s...ad.php?t=19467
It does all of its damage at melee range, but it doesn't actually use a melee weapon. It's very effective for farming, but it may run into problems in most situations.
http://www.guildwarsguru.com/forum/s...ad.php?t=19467
It does all of its damage at melee range, but it doesn't actually use a melee weapon. It's very effective for farming, but it may run into problems in most situations.
that makes it a little less foggy for me. so a Mo/Me would be a good build. I am planning to get GW tomarrow. Me and my friends are going to try to stay the same level, and party to lvl up. So would that be a good build If I mainly stay in a party?
one thing, I have asked this before, but I could not desipher what they were saying.
Does anyone know the COMPLETE SPECS on creating a guild?
(ie. price to start, cape cost, sigil cost etc.)
one thing, I have asked this before, but I could not desipher what they were saying.
Does anyone know the COMPLETE SPECS on creating a guild?
(ie. price to start, cape cost, sigil cost etc.)
S
J
Sure they do...just like having real players collecting the stuff. The only difference is that when an item drops for another player, everyone sees it. When an item drops for a henchie, nothing at all drops.
It's worth mentioning, though, that for the most part, GW has not been set up as a game for a single character played solo (at least not later on, anyhow). There are many areas that a solo character can farm in. One of the most ludicrously powerful builds for soloing (with a marked vulnerability to enchantment removal) is an mo/ele using (IIRC) ether renewal and zealot's fire.
Personally, I'd say choose your primary profession based on what appeals to you out of the box and then play around in pre-searing, doing all the secondary profession quests to get a real feel for what style of play you enjoy.
The point with GW is that, with the variety in the skills and attribs as well as the fact that one can only take 8 skills at a time, one Mo/Me may be *utterly* different to another, so it's extremely diffiicult to generalise about what is or is not a good combo.
Also (this is a slight spoiler) although you need to pick your secondary class in pre-searing, you get the chance to change it after the "Crystal Desert" around level 20 or so. So, choosing the "wrong" secondary class (if there even is such a thing?) is not a final and irrevocable decision. It'd hamper you....sure!....but it wouldn't be a quit and restart situation.
It's worth mentioning, though, that for the most part, GW has not been set up as a game for a single character played solo (at least not later on, anyhow). There are many areas that a solo character can farm in. One of the most ludicrously powerful builds for soloing (with a marked vulnerability to enchantment removal) is an mo/ele using (IIRC) ether renewal and zealot's fire.
Personally, I'd say choose your primary profession based on what appeals to you out of the box and then play around in pre-searing, doing all the secondary profession quests to get a real feel for what style of play you enjoy.
The point with GW is that, with the variety in the skills and attribs as well as the fact that one can only take 8 skills at a time, one Mo/Me may be *utterly* different to another, so it's extremely diffiicult to generalise about what is or is not a good combo.
Also (this is a slight spoiler) although you need to pick your secondary class in pre-searing, you get the chance to change it after the "Crystal Desert" around level 20 or so. So, choosing the "wrong" secondary class (if there even is such a thing?) is not a final and irrevocable decision. It'd hamper you....sure!....but it wouldn't be a quit and restart situation.
G
Does anyone know the COMPLETE SPECS on creating a guild?
(ie. price to start, cape cost, sigil cost etc.)
last time I checked
100 gold to register a guild
2000 gold for a guildcape
sigil can be won, and I think people sell it for like 30.000 gold
Mo/Me is a nice built I'd say Mesmer can deal enough damage on it's own or just drain energy from opponents while you heal with your Monk skills.
(ie. price to start, cape cost, sigil cost etc.)
last time I checked
100 gold to register a guild
2000 gold for a guildcape
sigil can be won, and I think people sell it for like 30.000 gold
Mo/Me is a nice built I'd say Mesmer can deal enough damage on it's own or just drain energy from opponents while you heal with your Monk skills.
ok, thanks. I got a completely different answer from another guy.
question;
1- Reccomended lvl for starting guild
2- does each person buy cape (sold seperate for each person),
or Is it a one time buy, and everyone gets a cape when they join
3- Registering guild costs 100 gold, is that hard to get, because that seems a EXTREMELY small amount of money.
question;
1- Reccomended lvl for starting guild
2- does each person buy cape (sold seperate for each person),
or Is it a one time buy, and everyone gets a cape when they join
3- Registering guild costs 100 gold, is that hard to get, because that seems a EXTREMELY small amount of money.
P
Quote:
Originally Posted by Isaacp
ok, thanks. I got a completely different answer from another guy.
question;
1- Reccomended lvl for starting guild
2- does each person buy cape (sold seperate for each person),
or Is it a one time buy, and everyone gets a cape when they join
3- Registering guild costs 100 gold, is that hard to get, because that seems a EXTREMELY small amount of money. 1. Don't think it matters much. Hitting 20 also doesn't take very long, though, especially compared to max levels in other MMOs.
2. One-time, everyone in the guild gets it.
3. It's an extremely small amount of money.
question;
1- Reccomended lvl for starting guild
2- does each person buy cape (sold seperate for each person),
or Is it a one time buy, and everyone gets a cape when they join
3- Registering guild costs 100 gold, is that hard to get, because that seems a EXTREMELY small amount of money. 1. Don't think it matters much. Hitting 20 also doesn't take very long, though, especially compared to max levels in other MMOs.
2. One-time, everyone in the guild gets it.
3. It's an extremely small amount of money.
