View Full Version : Guild war veterans will you be coming back for factions?
Demonshadow9
04-18-2006, 07:46 PM
I know I will, my guild is re organizing itself for factions( we were in stasis for awhile due to issues) . Now that most of the members are accounted for we are setting our sights on the expansion. Im planning on making a Ritualist/monk as they are two classes I havent played yet. Should be fun to start fresh , I also plan to involve myself alot more with the pvp as now their is much more at stake then HoH and favor, such as territory and epic quests.
I will most definatly be joining the luxon , as they are nomadic pirates with giant turtles with cannons on their back and the Kuzurick are emo goth samurai people :eyebrow:
and even though we dont know what we are fighting about we are prepared to kill the others side's men, women and children.. just because :mwah:
Niner
04-18-2006, 08:20 PM
Eh, I'll play. Looks like it'll be fun. I'm pretty keen on that Assassin class, looks sexaaay.
Liegenschonheit
04-18-2006, 08:21 PM
No, definetly not. I have four lvl 20 characters, all of them in full 15k armour, and I am totally and utterly DONE with guildwars.
Senshi
04-19-2006, 06:04 AM
hmm... am I ready for Factions?
you tell me ;)
I'm gonna make an A/R so I can be a ninja and have a ninja dog (or better yet... Ninja Tiger/crane/crab) :p
and just so you know people... Temple Strike. For. The. Win.
samurai
04-19-2006, 11:10 AM
I've played from day one and haven't stopped. So no, I won't be coming back but I'll be staying...
Temple Strike seems like one of the best new elites right now, but it'll be pretty easy to stop also.
Senshi
04-19-2006, 01:56 PM
its as easy to avoid as any other attack... but once it hits... consider that person fcuked.
put into the right attack combination, it is the ultimate monk rape skill
Retlor
04-19-2006, 02:27 PM
I thought about it, but in the end I got bored of Guild Wars.
I completed it and I still come back for the odd PvP battle, but Factions probably won't tempt me back.
samurai
04-19-2006, 03:39 PM
But the Assassins attack string gets totally screwed if one hit missess. Not only that, but there are too many Condition removals and Daze will most likely be priority #1. Temple Strike will only really be powerful in RA.
RuKiAsShAdOw
04-19-2006, 04:00 PM
I will definitely comeback for Factions...sad to say mostly cuz I dont wanna waste the $50 I spent on it. My 'guild' went nutz while I was sorta on hiatus from playing comp games(little technical problem). The leader went crazy and booted a bunch of people and then ended up leaving, so needless to say it is now small and relatively unorganized...
Demonshadow9
04-19-2006, 04:22 PM
its as easy to avoid as any other attack... but once it hits... consider that person fcuked.
put into the right attack combination, it is the ultimate monk rape skill
As samurai stated you are assuming you wont miss, that is a mistake . The ele's will throw down ward against mele , the mesmers will make you sorry for coming close( empathy and clumsiness > meele) and come factions , the Rit will become supplemental healers that will help the monks heal while they try to get away from you. Not to mention the following rit skills
Displacement - Binding Ritual
Create a level 1-8 Spirit. Attacks made by foes within its range are "evaded." Every time an attack is evaded in this way, this Spirit takes 70-54 damage. This Spirit dies after 30-54 seconds.
Rupture Soul - Spell
Target allied Spirit is destroyed. All nearby enemies are struck for 50 lightning damage and become blinded for 3 seconds.
The first one is self explanatory. If you go after a monk ( presuming they are working as a team and are within range) a rit can simply kill a spirit , many of which deal dmg or heal when they die, damaging you, blinding you ( y goodbye thar sequence attacks) and you eat whatever the spirit dying effect was. This leaves you two options, retreat using your shadow skills , or eat an axe/sword/hammer skill to the face because the warriors have most likely caught up to you know.
Senshi
04-19-2006, 07:56 PM
Yeah but all you guys are acting like you are out there yourself with nobody to rely on... yeah you can get blinded or hexed... but a build that is built around assassins would have priority one condition/hex removal... and yeah you can get shutout with ineptitude, blinding flash, etc. but remember that in GW every skill they bring to counter you is one skill less to counter some other person...
its true that there are alot of condition removals... but they require time to activate save contemplation of purity, and that still removes enchants so that places them in a potentially precarious situation as well... time to activate = easily broken up by daze... granted something like Matyr will be a problem, but that has kind of a long cooldown...
the thing about daze, and why it has never worked before is because chars that used it 1) couldnt keep it on people (an Assassin with the correct build could keep it on permanently) or 2) couldnt attack fast enough where it was viable - can you imagine an Assassin with maxed out Dagger Mastery and something like Tigers fury attacking a dazed opponent?
plus there are things like "Blind Fury" where a blinded foe (TS blinds as well as dazes) cannot block or evade thus negating things such as wards...
also, you mentioned that if you mess up their string they are effed... while true in some cases and some elites (like moebius strike), TS on the other hand is a straight up off-hand... you just land a leading and your TS is setup, and with a fast recharge leadup you should have no problems...
Also, concerning the two ritualist skills that Demonshadow mentioned - 1) that spirit looks easily killable itself and 2) if your rupturing all your spirits just to counter an Assassin, your in trouble yourself - and if warriors (assuming they are in the build) are after you and not your own squishies, then they are in trouble...
Not to mention that the Assassin is - in itself - a wildcard kind of character... basically they are all percentages (which makes alot of people thing they suck - they look at 11-17 on the daggers and assume they do no damage)... Critical strikes and dual strikes is where the damage comes from... when an assassin goes in he may not get anything done... but then again he may go in there and turn the tide of a battle...
and I'm not saying that TS is the end all be all of GW skills... I'm just saying with some work and facing a team not adequately prepared for an assassin assault - you could really make a successful team build around it, and really hit a team where it hurts - their monk....
plus samurai is right in saying that TS is an ultimate RA dominator...
Demonshadow9
04-19-2006, 08:52 PM
Also, concerning the two ritualist skills that Demonshadow mentioned - 1) that spirit looks easily killable itself and 2) if your rupturing all your spirits just to counter an Assassin, your in trouble yourself - and if warriors (assuming they are in the build) are after you and not your own squishies, then they are in trouble...
Not to mention that the Assassin is - in itself - a wildcard kind of character... basically they are all percentages (which makes alot of people thing they suck - they look at 11-17 on the daggers and assume they do no damage)... Critical strikes and dual strikes is where the damage comes from... when an assassin goes in he may not get anything done... but then again he may go in there and turn the tide of a battle...
and I'm not saying that TS is the end all be all of GW skills... I'm just saying with some work and facing a team not adequately prepared for an assassin assault - you could really make a successful team build around it, and really hit a team where it hurts - their monk....
plus samurai is right in saying that TS is an ultimate RA dominator...
I dont have to rupture all the spirits , just one to buy time. 3 seconds of blind resets you chain and allows the monk to heal and adjust.Also it gives a bit more time to lay down a new spirit or if I need or grab some urn of ash.Also if you read my post it said I
was depending on my team on keeping the warriors from making me go squish.Nothin works with out teamwork. As for the spirits being killed soon enough its true, just be carefull you dont pick one with knock down or blind you could end up in a bad situation
samurai
04-19-2006, 09:17 PM
Yeah but all you guys are acting like you are out there yourself with nobody to rely on... yeah you can get blinded or hexed... but a build that is built around assassins would have priority one condition/hex removal... and yeah you can get shutout with ineptitude, blinding flash, etc. but remember that in GW every skill they bring to counter you is one skill less to counter some other person...
its true that there are alot of condition removals... but they require time to activate save contemplation of purity, and that still removes enchants so that places them in a potentially precarious situation as well... time to activate = easily broken up by daze... granted something like Matyr will be a problem, but that has kind of a long cooldown...
the thing about daze, and why it has never worked before is because chars that used it 1) couldnt keep it on people (an Assassin with the correct build could keep it on permanently) or 2) couldnt attack fast enough where it was viable - can you imagine an Assassin with maxed out Dagger Mastery and something like Tigers fury attacking a dazed opponent?
That was my point. You're NOT out there by yourself and that's why TS isn't too great. You'll have someone else to rely on to remove the conditions. Besides RA, that's why it'll be quite powerful there.
The reason Daze was never used much before was not because it couldn't be kept up all the time (no condition can be kept up all the time), it was because it was hard to apply. Skull Crack and Concussion Shot were the only two skills capable of causing it before, and neither were reliable. And even if by chance you did get them off, they'd be removed within a few seconds.
Senshi
04-20-2006, 08:56 AM
Yeah but most teams come with 2-3 monks... you shut out those 2-3 monks with 2-3 assassins its over... Granted there are teams that have like /Mo's with condition removal, but you can always move to shut them out as well... and if they bring condition removal then again - thats one less thing they are capable of... they try bringing that many people to try and shut out 2-3 assassins then they will have problems...
as for Skull crack and concussion shot... Skull crack has to interrupt a spell for it to daze... Concussion shot, while not only taking a ton of energy at 25, also was fired by rangers... and the fastest ranger bow cant attack nearly as fast as an assassin...
I think comparing TS to them is a mistake... TS on the other hand only requires a only lead attack, and once it lands you can basically keep it on the person semi-permanently given it isnt removed... moreover once you get them dazed you can keep a constant barrage of dagger attacks to the point where they are lucky if they can even get a reversal off...
Moreover, SC and CS didnt blind as well... thats one more condition that they have to worry about removing... plus if your build is like mine it poisons and cripples as well... thats alot of conditions to try and remove, especially if your using something like mend ailment
Anyways... I dont have all the answers for a team build... but it just seems like to me that TS is capable of being a really good in RA, TA, GvG or whatever... only time will tell for sure cause all we are spouting off now is theories...
samurai
04-20-2006, 09:53 AM
Why would you bring 2-3 Assassins just to try and Daze three Monks? Even if you did bring so many Assassins, trying to Daze them all at the same time isn't going to be easy at all with all the kiting, crippling, and blinding. And you shouldn't be counting Condition removals out so much, most teams run 2-3 at least.
No matter how many conditions your Assassin can throw out, he can't compete with how many a lot of teams run. And if people can handle that, they can handle what your Assassin can throw at them. Not only that, but there are plenty of conditions that people won't even bother to remove unless they have extra Energy (Poison being one of them). And other things like Blind and Cripple is only removed depending on who they're on.
Senshi
04-20-2006, 11:08 PM
First of all, Im not saying that its the conditions that kill them... but with that many conditions, if you have a single condition removal spell like mend ailment, there is a chance that some condition like poison or blind gets removed instead of dazed... and the ones that remove all conditions have long cooldown times... all you would need is a window where the monk cant heal...
And why would I bring 3 assassins to daze 3 monks? because if I have 3 out of 3 dazed monks on a team... who is healing? and an assassin can make short work of a monk on his own... I'm not saying it wouldnt take work but with voice communication its not impossible...
And I'm not saying that it isnt counterable... every build is counterable... Im just saying that it has the potential... but fine if you think TS isnt that great then just keep thinking that... just dont be surprised...
samurai
04-21-2006, 11:19 AM
Restore Conditions and Draw Conditions (both of which are used a lot) do not have a long recharge. Even Martyr recharges fast enough to stop Daze everytime it goes off. Trust me, if the other team knows that you have TS, Daze is getting removed ASAP. You can go ahead and bring three Assasins, but the chances of you actually shutting down all three is very low. Kiting alone will guarantee that both or all three Monks won't be dazed at the same time. And I'm not trying to say it won't work either, I'm just trying to say that this is a lot easier to counter than most builds. All builds that revolve around one or only a few skills do.
RuKiAsShAdOw
04-21-2006, 03:02 PM
Man, it sounds like Senshi likes the assassin class a little too much. Senshi man, youre making the assassin out to be a total dominating class and not seeing the big picture. Its about teamwork and balancing your build, not finding 1-2 skills that might dominate the battlefield under a certain set of conditions. As for the bringing 2-3 assassins in a team at all, it is a bad idea to me cuz then ur heavily relying on close-range attack/condition applying, and seeing as you said that most teams have 2-3 monks, well, there goes over half your team right there. So what im saying is that no one class or skill set can dominate because baisically things will always arise where you'll have to rethink your strategy. Let the game come out and have people experiment and let them add updates and such as necessary to change around certain things before you make any pre-judgements.
Senshi
04-21-2006, 05:11 PM
OK...
*edit*
as for the points samurai brought up: yeah kiting does screw up melee alot... but the way my assassin build works it counts on them to try and kite for it to be truly effective...
*edit* edited for content by Senshi.
Demonshadow9
04-21-2006, 05:52 PM
Im torn between elites:
Grasping Was Kurrong {Elite} - Spell
Hold Kuurong's ashes for up to 15-51 seconds. When you drop his ashes, all nearby foes are struck for 5-41 damage and knocked down
Signet of Spirits {Elite} - Signet I like this one best
You gain 1-6 Energy for each spirit in the area (maximum 5-17 Energy).
Attuned Was Songkai {Elite} - Spell
Hold Songkai's ashes for up to 45 seconds. While you hold her ashes, your spells cost 5% less Energy to cast
On a side note I can see this making quite a chain reaction with the spirits death effects.
Signet of Creation - Signet
All Spirits and animated creatures in the area gain +1 Health regeneration. After 30 seconds, those spirits and creatures are destroyed.
Course its situational , but most spirits wont live past 30 seconds anyway, and these will give the knock down/evade spirits more durability.
If a necro is kind enough to death nova some towards the end , there will be a BIG boom. It also provide great back up for necro's . Give the minions a liitle more time and then watch the necro gain mp with soul reaping all at the same time . 10 recharge is going to be annoying bit it would be broken otherwise.
edit- be easy on the kid senshi ,I think he was just going with the flow .Which happened to be disagrement with you.And rukkia dont jump into conversations when youre not sure about something, it gets you flamed >_>
Senshi
04-22-2006, 12:05 AM
I'm not pissed that he disagreed with me... samurai and you disagree with me but I got nothing but love for you guys... I'm pissed when I clearly outline my position in clear and coherent wording, and people are "assuming" what I'm implying or telling me what I'm saying just to sort of "jump on the bandwagon" against me...
With that said granted I blew up a little bit, and I apologize for it - thus I'll edit the original post for content.
Anyways - back on the conversation at hand:
I'm kinda wondering what PvE will be like for ritualists... like will you be able to use spirits (save in specific situations)? cause some spirits take a lot of time to cast and lay down no? and they also have long cooldown times?
With the pace that PvE is fought at, I can kinda see a group running through a mission (especially if you have an impatient warrior >_>) - Ritualist sort of spends all his time laying down a nice selection of spirits, and then they pick up and move away...
Seems like you might be having to rely solely on ashes and weapon spells in PvE in alot of cases.
But yeah, I think that spirits will definitely be a powerful force in PvP tho...
Demonshadow9
04-22-2006, 07:08 AM
http://www.gamespot.com/pc/rpg/guildwarsfactions/news.html?sid=6148088
More info about the game including titles and buying npc for your guid hall
And a side note: I think assasins roles will be more shadow step -> hit a few times with the element of surprise -> shadow step ends and you teleport back. In otherwords run in , spike , run out , and I must admit its what theyre good at it. But shuting down stuff? Leave that to the mesmers they already do it better then anyone else and can do it instantly. But thats just me ...which reminds me how the hell am I supposed to lay down spirits with them around....it will be interupted way too frequently. Sigh
If anyone wants to look at the new classes skills or is new and wants to see the old ones too use this link:
http://www.guildwarsguru.com/skill.php
samurai
04-22-2006, 12:36 PM
I would think people would go W/A if they just want to teleport in and spike. Which I'm sure we'll see quite a bit of when Factions is released. I think Assassins will be used mostly to make splits more viable in GvG again. They can get you into the enemy base without the thief and make better use of something like TS. Which works great with less people (especially since mass condition removals tend to stay with the offensive team), though I still think TS isn't going to be great in 8v8 combat.
Senshi
04-22-2006, 12:53 PM
nah I dont think W/A would really be effective for spiking... maybe hammer warrior because of Knockdown... But I just think that Warriors need to be constantly attacking something to be truly effective, unlike Assassins who can unleash their entire string in one fell swoop without having to have hit anything previously. Because the thing is if a warrior can afford to just be in the middle of the fighting why wouldnt he? Assassins have to run out periodically just to keep themselves alive. Thats the only way I was ever really effective during the preview weekend. If I stayed there fighting when I was getting hit I would get taken out pretty easy, but by running off I was able to get them off me and heal a little bit then run back in.
But who ever said they had to have one set role or playstyle?
I'm kinda interested in a W/A that uses daggers and gladiators armor... sounds like fun if nothing else :)
Demonshadow9
04-23-2006, 02:23 PM
Well the thing is we simply wont know until it comes out and people have had a few weeks of playing around with the skills to know what will work or not. Then arena net nerfs something and we start all over again...j/k.But honestly I have had seen people talk about nerfing the new jobs before the game has even come out.Anyway the build you run will simply reflect your goals in the match and the role your team asks of you. That said it will be interesting to see which predictions of ours comes true and which one come back and smack us across the face . Such as TS becoming a problem for me , even though curently do not believe it will hinder me to much. Im also interested in how my rit/mo is going to compliment the teams real monk. Will I expected to be a full blown healer? supplemental healer? zone control? ( spirits ) or Will they expect me to help nuke with lightning spells and ashes? It will be interesting to see which is truly effective.
samurai
04-24-2006, 10:09 AM
People spike with Warriors now, so there's no question that they are effective. All you have to do is build up your adrenaline before spiking, it's pretty much the same thing as the Assassin's combo-string. There's plenty of Warrior spiking in GvG, and teleporting to your target is going to make it a hell of a lot easier than running towards your target. And it'll make kiting a lot harder now because you can't see the Warriors charging towards you anymore.
Senshi
04-24-2006, 11:37 AM
People spike with Warriors now, so there's no question that they are effective. All you have to do is build up your adrenaline before spiking, it's pretty much the same thing as the Assassin's combo-string. There's plenty of Warrior spiking in GvG, and teleporting to your target is going to make it a hell of a lot easier than running towards your target. And it'll make kiting a lot harder now because you can't see the Warriors charging towards you anymore.
Yeah I know that they do big damage spikes, but I was mostly refering to how they still DPS as well as well... was just miswording on my part to say they arent effective at spiking.
Still tho, basically the only teleport skill that would really work like that for warriors is maybe Death's Charge which is the shadow step to target foe one (the other one - aura of displacement I think its called - would be a total waste of an elite for a warrior I think)... But then the question is, what are you going to replace DC with? Charge/Rush?
cause its like once you SStep to em whats to keep them from just kiting then save maybe a knockdown string or a cripple? I can see it now... you Shadow step you get maybe a hit or two in, and then they start running, by the time you fill the gap again they have probably already run back and have been healed etc. Unless you can kill them or severly disable them in 1 or two hits I cant see it as effective against kiters... you need some sort of speed to keep the distance closed.
And if you have both Charge/Rush and Death's charge, isnt that a bit redundant with 2/7 skills just to try and handle kiting, when Charge/Rush in itself is effective enough... While the element of surprise is one thing as you might catch someone off guard, I just see Charge/Rush as generally a better "gap closing" tool that can handle more situations.
It just seems to me that shadow stepping and the Shadow Arts line in general is an almost necessity for Assassins since mobility is their key to survival as well as effectiveness. While mobility is definitely important for warriors as well, I think its not *as* important since they have great armor/survivability, and their current selection of warrior skills already works well for them in most situations. Hell, playing the assassin I wish I had the Strength attribute for charge sometimes.
If you got W/A for anything I think it would be for the Deadly Arts line which adds a buncha crazy attacks and effects to increase your damage potential.
samurai
04-24-2006, 05:58 PM
Kiting isn't as important if the Warriors can teleport to them because they're supposed to die as quickly as possible. If they're not dead in under two seconds your spike has already failed and you're just trying to overwhelm them. If your target isn't expecting you to teleport to them I would think two hits from a Warrior is not out of the question. And if Kiting is a big problem even with teleport, we'll simply just not see them or people will start bringing Hammer Warriors. The recharge is already a horrible 45 seconds, so I don't know how many people are even going to experiment with it.
I don't know many people actually run both Charge and Rush, but a lot people usually run 3/7 (2/7 at the very least) anti-kiting skills already. You have one speed boost and usually Bull's Strike and/or Shock. And one thing teleporting can do better than any speed boost is it can bypass all snares, which there are way too goddamn many of right now.
I don't think we'll be seeing W/A with Deadly Arts. That'd be very similar to a War/caster concentrating on casting spells. Though I'm sure we'll see a lot of secondary Assassins using some of those skills, a lot of them have potential. I don't think a Warrior has the Energy to keep a lot of those skills up and they definitely don't have the time to stop and cast them.
Senshi
04-25-2006, 10:17 AM
I don't know many people actually run both Charge and Rush
I was saying charge/rush as in charge or rush... not both
I don't think we'll be seeing W/A with Deadly Arts.
I dont know about that with things in deadly arts like Siphon Speed... they move 15% slower and you move 15% faster for only 5 nrg... and 5 sec cooldown you can keep it on them constantly provided they dont remove it...
and I didnt notice it before but Dark Prison is pretty awesome for what you were talkin about... Shadow step to target foe then they move 33% slower... recharge is a bitch tho at 60...
also things like Scorpion Wire ("GET OVER HERE!"), Expose Defenses, Crippling Dagger, Enduring Toxin, and that Elite Shroud of Silence could all be useful to a warrior, and most dont carry that large of an energy cost...
samurai
04-25-2006, 11:19 AM
I didn't like Siphon Speed. I found my target getting that one second headstart while I'm casting it too much of a hassle, if they were running then SS would usually run out soon after I'd just caught up to them. And speed boosts are more important for you to catch them rather than slowing them down. So if it gets removed, that's it. Like you said though, the recharge is nice and that's a huge plus. Though I doubt we'll be seeing it on primary Warriors, they need Rush or Sprint to cancel Frenzy and five Energy every five seconds is A LOT for them.
A lot of the the other skills have potential, but we don't see W/N's running around with Barbs or Weaken Armor or other things like that. People will almost always run away from Warriors unless they're casting something, so Warriors can't afford to stop and cast a spell. Especially not something like Enduring Toxin where it can wear out in three seconds if the target just stops for a brief second. I haven't checked all the skills, but I know there are a couple more like that.
Senshi
04-26-2006, 03:44 AM
Tonight around 12:00AM PDT (I think thats 3:00AM PDT on East Coast - but I suck at time conversions) those with preorder get their headstart on the game... hope to see you guys there (even tho I'm having to work on final papers and study for my exams so I dont get to play much ;_;)
BTW congrats on graduating samurai... I'm sure this thread was of some help ;)
Demonshadow9
04-27-2006, 11:49 AM
Bah , Gamespot wont give me my copy till tommorow. I just finished finals too. God damn it someone give me first impresions >_>
edit-They sent me my code via e-mail so im about to start playing . YES!
Senshi
04-27-2006, 03:22 PM
I'm working my ass off on a paper right now thats already an hour late and havent gotten hardly any time to play it... GOD DAMN YOU FINALS!!! but what playing time i snuck in was fun....
Oh and BTW Temple Strike got nerfed to hell (they changed the cooldown from 12 to 25)... so yeah... all that previous debate is for naught...
Demonshadow9
04-28-2006, 10:43 AM
Well my rit/mo is well underway at lvl 13. The new tutorial place is very fun and pretty. Also I like the new monsters and creatures there as well. Is also a good thing that you can go back because once you leave the island all monsters jump to lvl 20 .Its also weird to have one of your 15 attribute quest in the "pre-searing" place , but whatever they even give you a lvl 20 ally. The rit spirit skills are very fun to use and since they have ranged attacks they are very useful.Blinding song>warriors.However I noticed that the monsters ignore everything and everyone else and attack me and that gets old fast. I have to go to gamestop later today and pick up the "real" game today.
Senshi
04-29-2006, 03:37 PM
I'm having alot of fun on Factions... hard to get groups and stuff for assassins tho :\
Anyways if you guys wanna play with me sometime my Assassin is Orochi Jin (O.J. for short - or as I like to call him: the Juice)
Also, me and a friend are thinking about starting up a guild... if you want in let me know...
RuKiAsShAdOw
05-01-2006, 03:22 PM
I might just take you up on that guild offer mainly cuz my old guild is now in shambles, which is one thing that demoralized me from playing GW. I have 2 GW accounts, only one with Factions though.
Accounts:
Vivi Firestarter(w/o Factions)
Laura Devine(w/ Factions)
Only new Factions character I created was an assassin, though I havent played much so I dont even have a 2ndary profession yet.
Senshi
05-03-2006, 03:12 PM
nah my friend decided not to go along with it... besides... he doesnt have factions and I really wanna join a Kurzick guild...
but so far besides O.J. Ive been working on a ranger... Trying to get her the Survivor title which is kinda hard (have to get to 20 without dying)... only have about less than 40K XP to go I think til I get it...
Demonshadow9
05-03-2006, 04:48 PM
Senshi , you dont have to be in a guild to declare an alliance . After the 8th (sun jiang district) mission you get to pick your primary mission , one takes you to the kuzricks and you ally yourself with them the other to luxon. Wow I actually used the strat guide for something other then reading the lore or looking at skills >_>.I just made it there myself after that I will ally myself with the luxons...cause giant turtles are cool.
P.S. -Reading over the elite missions some of them sound extremly frustrating.
Senshi
05-04-2006, 12:28 AM
I figured as much about that... but I still want to join a Kurzick allied guild however...
btw got to 20 without dying for my ranger Glade Warden - so now she has survivor title...
However, much to my chagrin there is ANOTHER level that is "Indomitable Survivor" at 500k+ Xp points, and something tells me Im gonna wannt go for that one, despite the fact that its like 4 times harder than just trying to get to 140K for Survivor
Demonshadow9
05-10-2006, 12:14 AM
Well I beat the game awhile back and have 70% of the map together.I ended up playing a Healing rit/mo and .I also got into a good guild with cool people .So far im pleased with most of factions , my one complaint is that pve bosses do obscene damage with their spells...200+ from deep freeze, 160 from ride the lightning...thats insane.Senshi add me to your friend list , Tomas El Sabio...Anet should add a friends chat,it would be more convient then whispers.
Senshi
05-17-2006, 05:58 PM
OK will do... but I dont know if I'm allowed to associate with Suxons :P
Also Glade Warden is very close to getting Indomitable Survivor (under 200K to go) I'm running outta quests for her to do in Cantha I might have to go to Kryta with her...
also... KvL is extremely fun... I have a very fun assassin build (that doesnt use temple strike I might add)...
AoD ftw (least in terms of KvL)
*edit* well so much for indomitable survivor... with 140K to go I get hit by a ****ing "ray of judgement" for 210 damage (which is like half your HP) by one of those ****ing boss mobs and die... god words cannot express what I am feeling right now. I wanna throw my computer against the wall...
when you said "my one complaint is that pve bosses do obscene damage with their spells..." you werent bullshitting... that spell was complete and utter bullshit
samurai
05-20-2006, 11:40 PM
Oh man, I HATE Alliance Battles. They wouldn't be so bad if you could actually play them with 12 members of your own Alliance and win land that way. To me they're just a bigger, worst version of RA.
Senshi
05-21-2006, 02:07 PM
Well I liked RA so to me KvL is even better...
It is true that half the time people dont know wtf they are doing in there ho which bites... and the wait can be seriously effing annoying...
Demonshadow9
05-21-2006, 02:12 PM
Well I liked RA so to me KvL is even better...
It is true that half the time people dont know wtf they are doing in there ho which bites... and the wait can be seriously effing annoying...
That can be an advantage to take yesterday for an example. My team had NO monks or healers and we won quite easily. Hell it was over pretty quick too.
and yes they did have healers and a more well rounded group but they just tried to "camp" on the inside while the turtles blasted the hell out of everything. I have also began playing a lightning based dmg rit build....very fun.
Edit- I warned you senshi , the bosses are no longer anything to sneeze at. On a happier note , I have all but 1 elite and 2 or 3 regular rit skills to go to complete the branch. Kinda makes me wish I had spent time unlocking in tyria instead of only playing 2 classes >_>
samurai
05-21-2006, 06:11 PM
Those "people" are what makes RA and Alliance Battles the WORST places to PvP. I hate those team members who insist on guarding the Dragon Roost while the other team has ALL of the other control points. At least that's how it was the last time I touched Alliance Battles over a week ago. I really wish they would add an organized version of this, like TA for RA.
my friend's copy is soo messed up his character takes two steps then just glides.
Pedro The Hutt
05-22-2006, 06:09 AM
Reinstalling is the way to go! Or heck, perhaps deleting and downloading the client if the problem persists. >.>;;
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