26 Apr 2006 at 03:14 - 20
Advice:
Money:
-Lion's Arch and beyond: Salvage EVERYTHING that isn't relatively good, white armors, blue/white weapons, maybe even purple/gold if thy have garbage mods.
-Learn the better farming spots for your class.
-READ the forums, look for up and coming news and play the market. For instance, Factions is coming, prices on basic materials is theorized to go up, everyone's stockpiled. In 6 months when you're better off, there's another release coming, read the market, learn what will be needed in that release, join the frenzy.
-Get a basic grasp for what stuff is worth, rarely back down from prices, and try not to overinflate the value of your item, act like you know what you're doing and most rip artists will back off.
Combat:
-Speak to your team, don't be scared to ask what you need to bring, or what works. Make sure your team knows what they're doing or you'll waste 15-60 minutes.
-If you're in a cookie-cutter build area, ask around what the required builds are for you class BEFORE you get into a group. Intense farmers won't be interested in telling you what to do in the middle of a run.
-Warriors, for all their generic stigma ARE the aggro controlers, let them do their jobs, don't run ahead of them.
-Monks, for all their general stigma are neither invincible, nor GOD. Protect them if you can, and do not let them push you around. There's always another monk hiding somewhere who isn't stuck up.
-Mesmers, these players are "usually" 2nd or 3rd chars, players weilding them generally know what their doing, and appreciate it if you don't bother them about their builds. Mesmers are specialists of causing havoc, this lends them to having many, many varying, but successful builds.
-Necros, not much to say about necros, what you see is what you get.
-Rangers, someone else will have to comment on them, I don't have a ranger.
-Assassins, we have yet to see the full potential of this class, but it's safe to say, they will be useful, but only if they don't play as a Warrior.
-Ritualists, again, no comment, never played one.
-Elementalists, your Spikers (Air Magic), Nukers (Fire Magic), Wardens (Earth Magic), and the under-used Aquamancers (Water Magic). Still recovering from brutal beatings by the nerf (downgrade of skills) bat this class tends to be build intensive, revolving around one Magic style per build, on occasion you'll find dual-magic Eles.
Terminology/Build References:
-Stance Tank: A Warrior that generally uses multiple stances to stay alive.
-55 "Class": A player who has created a class that has 55 hit points and uses a special build to farm very difficult areas. See forum for Details.
-MM: A Minion Master, a necromancer who specializes in raising vast armies of undead and keeping them alive.
-SS: A Necromancer who runs a build revolving around the skill "Spiteful Spirt"
-Bonder: A special monk whos build revolves around the skill "Protective Bond"
-Runner: Someone who takes you where you want to go for a price. Please don't use these services till you have at least 2 characters that completed the game. Or even better, never use them.
-Tombs: A PvE dungeon type area located in a former PvP area of the same name.
-FoW: Fissure of Woe, another dungeon style area, a of the 55ers.
-UW: Underworld, another home of the 55ers, even more difficult them FoW.
-ToA: Temple of Ages, starting point of both FoW and UW.
-LA: Lion's Arch, a city about 1/3 the way through the story, trading hub for weapons/runes.
-HoD: Henge of Denravi, City located 1/2 way through the story, special crafted items.
-Crystal Desert: This area is far more difficult then previous areas including the test of Ascension, basically, a big noob filter. City is Amnoon Oasis.
-Drok's: Droknar's Forge, final major town, best armor, trading hub for everything, but mainly materials/weapons and powerleveling, for those who got run there.
-Infusion: A special attribute applied to armor to fight the special enemy of that area. If I told you any more then that it'd be a spoiler.
-THK: Thunderhead Keep, a difficult mission for the unpracticed player, noob filter.
-15^50: Common short hand that represents the modification of a weapon doing +15% dmg while health is above 50%.
-10/10 Sundering: Common shorthand for the maximum value of the sundering mod. +10% armor penetration/10% of the time.
-Zealous/Vamp. 1:1-1:4: Short hand for Zealous (energy) and Vampiric (health) mods. the first number is the amount of denegeration to that "bar", the second value is the number of points you gain from an attack.
Example: 1:3 Vamp: You have -1 degeneration to your health, but steal 3 health every attack.
That's all I can do at the moment, my update is about to finish, will edit and add more later.