I figure that I've become comfortable enough with the game to review the professions a bit. I couldn't find many in-depth ones when the game was released, so I figured I would write one for anyone just coming in. I know that this sort of thing is the first thing I look for when starting a new game.
So, in Guild Wars 2, we have a grand total of eight professions to choose from! Like many online games, these classes are split up into characters that wear Light, Medium, and Heavy armor. For Light characters, we have Elementalists, Necromancers, and Mesmers. For Medium characters, we have Engineers, Rangers, and Thieves. Finally, for Heavy characters, we have Guardians and Warriors.
Elementalists, fittingly enough, control the four elements of fire, water, earth, and air (although air is more like lightning, honestly). Unlike most character types, they cannot swap their weapons out mid-battle, but they make up for it by being able to swap their elements. This essentially gives them four different playstyles with one weapon. This certainly allows for them to be a bit less monotonous. If you get bored of Fire, you can switch to Air, or Earth, or Fire. They can also be excellent support. A staff-wielding Elementalist attuned to Water can deal out some of the best healing in the game. They're pretty easy to just get into and play, although you should remember to not just use one attunement, as you need to train the skills for all four in order to play the most effectively.
Necromancers can summon undead minions to fight with them. They also have a special Dark Shroud form that makes them invulnerable to damage, and dish out quite a bit as well. They are masters of negative conditions, and have two weapons that make them particularly skilled in kiting. They have a bit of a learning-curve, in my opinion, but once you're used to them, they are very interesting things to play as.
Mesmers are an interesting character-type. Their attacks are based primarily no their ability to summon clones and phantasms. In other words, at any one time, there can be quite a few of you fighting. These clones are very fragile, however, and need to be used with a bit of caution. They are also excellent for supporting a group. They have a very high learning curve, and are really not recommended to new players.
Engineers specialize in guns and explosives. They can summon turrets to assist them, and can also drop explosives on the ground. They, like Elementalists, cannot swap their weapons during battle, but to make up for it, they instead have many different Kits that they can equip to get a whole new playstyle (and you don't even have the level any skills for them!). These guys can also have a pretty tricky learning-curve, but it's not as bad as a Mesmer's.
Rangers have many different pets that they can call out to help them in battle, and are specialists with the bow. They're excellent at long-range damage, while their pets close the distance. An issue I have with them is that they start with an axe instead of a bow, which really doesn't show off their true talents. If you're intending to play one, get yourself a bow A.S.A.P. A shortbow is fast and great for 1v1, while a longbow is slower but deals nice AoE.
Thieves are fast hitters from the shadows. Unlike most games, you can only stay stealthed for short bursts of time. This is honestly one of the professions I know the least about, so bear with me here. I believe they have traps and poisons to help them out. They also can strike extremely quickly, and enemies generally go down pretty fast. If you like flipping through the air, a dual-dagger Thief is probably for you. From what I've played with one, which isn't much, they don't have too steep of a learning-curve.
Guardians are bulky, damage-absorbing tanks. In addition, they are also pretty effective at supporting their allies. They deal lots of damage as well, so don't think that they're just meat-shields! They're a bit like more magically-inclined Warriors. A greatsword-wielding Guardian is a true might to behold. They're not very difficult to learn how to play, but they have a steep learning curve for WvWvW, as their only ranged weapon is the Staff, which certainly isn't the highest hitter.
Finally, we have Warriors. This is the other class I don't know much about, but they seem to be a Jack-of-all-trades sort (without magic though). They can use most, if not all, melee weapons, but they can also equip a longbow and attack with that. Like most Warriors in online games, they seem to be the simplest to just pick up and go. They can also place down banners, which support their allies. Unlike their Guardian allies, Warriors are a bit easier for WvWvW with the addition of longbows.
If you're brand-new, I highly recommend checking out the Elementalists, Thieves, and Warriors. These are probably the most new-player-friendly professions. If you're brand-new, I would have to advise avoiding Mesmers and Engineers until you're more used to the game. I do recommend trying them out at some point though! They're very fun, but do take some getting used to!
Showing posts with label tips. Show all posts
Showing posts with label tips. Show all posts
Sunday, September 9, 2012
Saturday, September 8, 2012
GW2: How to get to the Desider Atum Vista
I've been seeing people having a lot of trouble getting to this particular vista, so I decided to make a quick tutorial about it. Desider Atum is in Metrica Province, otherwise known as the Asura starting area.
Find the particular vista and the ramps that appear to lead up to it. Stand in front of the ramp that the Armor Merchant, is standing next to.
Turn your camera to the right.
If you look near the brightly colored plants, you should see a series of blocks sticking out of the wall. Climb up those.
On the next platform, there's more blocks. Jump up those as well.
On the third platform, there's a series of blocks and a set of stairs. Go up the stairs this time.
On the final platform, if you keep walking, you should see the vista. Jump off the side to it.It's possible to miss, so you may have to climb back up.
Also of note, taking either the third set of blocks or the stairs near where you jump to the Vista is where you can find the Jeweler and Artificer.
Find the particular vista and the ramps that appear to lead up to it. Stand in front of the ramp that the Armor Merchant, is standing next to.
Turn your camera to the right.
If you look near the brightly colored plants, you should see a series of blocks sticking out of the wall. Climb up those.
On the next platform, there's more blocks. Jump up those as well.
On the third platform, there's a series of blocks and a set of stairs. Go up the stairs this time.
On the final platform, if you keep walking, you should see the vista. Jump off the side to it.It's possible to miss, so you may have to climb back up.
Also of note, taking either the third set of blocks or the stairs near where you jump to the Vista is where you can find the Jeweler and Artificer.
Monday, September 3, 2012
Reasons Why NOT to Attack Stonemist
I've been playing the Eternal Battlegrounds in GW2 all day today...and why does everyone always go for Stonemist when there are different targets that would be easier to take if they'd just help? I don't get it!
So, here's a list of reasons why not to attack Stonemist Castle!
1. The size
Stonemist is giant. As such, it's very, very difficult to take down. Even with a fairly large attack-force, it's not going to go down very quickly. Even once you're inside the outer wall, you still have more to break through.
2. The value to the other team
If the team holding Stonemist loses it, that's 50 points they just lost. As such, they're going to be pretty protective of it. Most likely, their entire world will be over there helping to fend your small-in-comparison crew. Unless you've got a whole lot of seige equipment, they're likely going to wipe the floor with you. By seige equipment, I mean a fair amount of trebuchets, catapults, arrow carts, and ballistas. Not to mention the flame rams. If you can get a couple siege golems in there, all the better.
3. You're much more useful elsewhere
Fighting a near-endless battle where the most likely outcome is failure is not a good use of resources. You could be helping to take down a keep or something.
4. You get the other side's attention
Here's a question for you: If another side was attacking your Stonemist, would you let them get away with it? Probably not. You would want revenge, most likely. You would want to take out their resources and cut them off from your controlled areas. Well, guess what? That's their state of mind as well.
5. You're going to be outnumbered
Stonemist is the most valuable area in the Eternal Battleground. As such, it's going to be extremely well-protected. Not only by the holding team, but also by your other rival team. They want Stonemist just as much as you do, and they're willing to fight you for it. So no matter what, you're going to have the holding team attacking you from above, and possibly the rival team attacking you from the ground. The holding team themselves are a major threat, as it is their own territory. It'll be easy for them to flank you, or fire at you from above.
If you're planning on taking Stonemist, your best bet is at the start of a new match, when it isn't yet controlled. Even then, it's going to take some serious organization from your team. You need to collect the resources to build a ram and other siege equipment as quickly as possible. You also need to have a very significant portion of your team on the offensive, while still having enough to protect any attacks on your current territory. If another team takes the castle before you, it would probably be your best bet to fall back as honorably as possible and work on taking smaller territory. Remember: Two keeps add up to the same amount of points as Stonemist, and they're considerably easier to take. Still hard, yes, but easier than the castle. Once Stonemist is captured, consider it a near-impossible task without a huge force. If you think you have enough people, double that amount, and you may have enough.
So, here's a list of reasons why not to attack Stonemist Castle!
1. The size
Stonemist is giant. As such, it's very, very difficult to take down. Even with a fairly large attack-force, it's not going to go down very quickly. Even once you're inside the outer wall, you still have more to break through.
2. The value to the other team
If the team holding Stonemist loses it, that's 50 points they just lost. As such, they're going to be pretty protective of it. Most likely, their entire world will be over there helping to fend your small-in-comparison crew. Unless you've got a whole lot of seige equipment, they're likely going to wipe the floor with you. By seige equipment, I mean a fair amount of trebuchets, catapults, arrow carts, and ballistas. Not to mention the flame rams. If you can get a couple siege golems in there, all the better.
3. You're much more useful elsewhere
Fighting a near-endless battle where the most likely outcome is failure is not a good use of resources. You could be helping to take down a keep or something.
4. You get the other side's attention
Here's a question for you: If another side was attacking your Stonemist, would you let them get away with it? Probably not. You would want revenge, most likely. You would want to take out their resources and cut them off from your controlled areas. Well, guess what? That's their state of mind as well.
5. You're going to be outnumbered
Stonemist is the most valuable area in the Eternal Battleground. As such, it's going to be extremely well-protected. Not only by the holding team, but also by your other rival team. They want Stonemist just as much as you do, and they're willing to fight you for it. So no matter what, you're going to have the holding team attacking you from above, and possibly the rival team attacking you from the ground. The holding team themselves are a major threat, as it is their own territory. It'll be easy for them to flank you, or fire at you from above.
If you're planning on taking Stonemist, your best bet is at the start of a new match, when it isn't yet controlled. Even then, it's going to take some serious organization from your team. You need to collect the resources to build a ram and other siege equipment as quickly as possible. You also need to have a very significant portion of your team on the offensive, while still having enough to protect any attacks on your current territory. If another team takes the castle before you, it would probably be your best bet to fall back as honorably as possible and work on taking smaller territory. Remember: Two keeps add up to the same amount of points as Stonemist, and they're considerably easier to take. Still hard, yes, but easier than the castle. Once Stonemist is captured, consider it a near-impossible task without a huge force. If you think you have enough people, double that amount, and you may have enough.
Saturday, September 1, 2012
GW2: Tips for World vs. World
I started WvW a little while ago, so here's some tips from newbie to newbie.
1. Just get in there and do it!
Don't sit around thinking about whether you should or not! If you have any urge at all to start WvW, go for it! I've found that it's a nice environment that is friendly to new PvPers.
2. Don't stress too much about your profession.
All the professions have their own strengths and weaknesses. Personally, my go-to PvP girl is an Elementalist that wields a staff. I love raining meteors from the skies! If you're really worried about it, try a class that can fight from a range; it's a bit easier that way.
3. The most important task is not always out in the front-lines.
Sometimes, especially if you're a ranged profession, you'll be most valuable on the top of your keep, fighting from above. Sometimes you'll be most useful manning a ballista or a battering ram. Sometimes the most valuable job of all is to repair the keep gates after the enemy gets pushed back.
As far as I can tell, however, escorting Dolyaks is generally not where you're needed.
4. Know where you need to be and be there.
If the enemy's at your keep, you need to be there. No exceptions. I don't care if there's an epic battle on the bridge to the enemy's fortress, you should be guarding your territory. It's more important to keep the territory you have than it is to gain more (or die).
5. If someone says they need reinforcements, head there.
Self explanatory. If you're within a reasonable running distance, and available, head on over immediately!
6. Don't worry about your level or equips so much.
You're all bumped up to level 80 anyway, and you'll survive just fine as long as you stay at a range when possible. Even if you do die, it's not that big of a deal, really. Just make sure that you have the weapon you want, and try to have your skills trained before starting (but that's not really necessary. They'll be all trained up before you know it).
7. If you see an unguarded enemy Dolyak, take it down.
This is pretty self-explanitory. If there are guards or enemy players nearby, don't attack it without a group.
8. If you want something different to do, try escorting your world's dolyaks.
It's a bit dangerous, but somebody does have to do it. Groups are safer, but even one player can sometimes discourage a single enemy to steer clear.
9. Supply camps are almost more important than keeps themselves.
If you have the option between protecting a keep and protecting a supply camp, I would say to think it through rather than just rushing to your keep. Which is closer? Supply camps often have less people attacking and guarding, so I generally say protect it; but honestly? If you're all the way across the map and the keep is closer, or if you're already right near the keep, then head to the keep. By the time you make it to the camp, the battle will probably be over.
I hope these tips are a bit helpful to anyone who's a bit wary about starting WvW. I've found it to be a pretty friendly community; on my server, at least. Jump on in!
If you're new to WvW and happen to be on Isle of Janthir, feel free to come and find me; I can show you the ropes. Ophelia Violet is the character. Cardboard Viking is the ign. :)
1. Just get in there and do it!
Don't sit around thinking about whether you should or not! If you have any urge at all to start WvW, go for it! I've found that it's a nice environment that is friendly to new PvPers.
2. Don't stress too much about your profession.
All the professions have their own strengths and weaknesses. Personally, my go-to PvP girl is an Elementalist that wields a staff. I love raining meteors from the skies! If you're really worried about it, try a class that can fight from a range; it's a bit easier that way.
3. The most important task is not always out in the front-lines.
Sometimes, especially if you're a ranged profession, you'll be most valuable on the top of your keep, fighting from above. Sometimes you'll be most useful manning a ballista or a battering ram. Sometimes the most valuable job of all is to repair the keep gates after the enemy gets pushed back.
As far as I can tell, however, escorting Dolyaks is generally not where you're needed.
4. Know where you need to be and be there.
If the enemy's at your keep, you need to be there. No exceptions. I don't care if there's an epic battle on the bridge to the enemy's fortress, you should be guarding your territory. It's more important to keep the territory you have than it is to gain more (or die).
5. If someone says they need reinforcements, head there.
Self explanatory. If you're within a reasonable running distance, and available, head on over immediately!
6. Don't worry about your level or equips so much.
You're all bumped up to level 80 anyway, and you'll survive just fine as long as you stay at a range when possible. Even if you do die, it's not that big of a deal, really. Just make sure that you have the weapon you want, and try to have your skills trained before starting (but that's not really necessary. They'll be all trained up before you know it).
7. If you see an unguarded enemy Dolyak, take it down.
This is pretty self-explanitory. If there are guards or enemy players nearby, don't attack it without a group.
8. If you want something different to do, try escorting your world's dolyaks.
It's a bit dangerous, but somebody does have to do it. Groups are safer, but even one player can sometimes discourage a single enemy to steer clear.
9. Supply camps are almost more important than keeps themselves.
If you have the option between protecting a keep and protecting a supply camp, I would say to think it through rather than just rushing to your keep. Which is closer? Supply camps often have less people attacking and guarding, so I generally say protect it; but honestly? If you're all the way across the map and the keep is closer, or if you're already right near the keep, then head to the keep. By the time you make it to the camp, the battle will probably be over.
I hope these tips are a bit helpful to anyone who's a bit wary about starting WvW. I've found it to be a pretty friendly community; on my server, at least. Jump on in!
If you're new to WvW and happen to be on Isle of Janthir, feel free to come and find me; I can show you the ropes. Ophelia Violet is the character. Cardboard Viking is the ign. :)
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