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Guild Wars: Jumping is way overrated

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 Rogue Nine
02-07-2008, 4:26 PM
#101
FYI, Apply Poison does not synergize well with Barrage, since Barrage removes all preparations prior to you taking the shots.
 Ztalker
02-08-2008, 4:54 AM
#102
I think she means the Bows with thew inherent Vampiric power. Thos have about the same function as Poison. The give the enemy an 3 HP drain on hit...so a -3 degen :)

Anyways, I do like the new skill updates. The boost of Healing Signet..phew...finally some room to breath. And the new Avatar of Grenth seems rather good as well. Several over-powered builds that rely on enchantments (enchant-W/Ele's, Mon/Wa's/ etc) are now a little less overpowered. :)

Although...I still have bad feelings about the nerf when they split up the Warrior damage. Before that, Warriors could block any kind of damage, including Ele. Now it's mainly melee :( And we warriors still get out-tanked by Dervishes because of it....
 stoffe
02-08-2008, 7:11 AM
#103
Although...I still have bad feelings about the nerf when they split up the Warrior damage. Before that, Warriors could block any kind of damage, including Ele. Now it's mainly melee :( And we warriors still get out-tanked by Dervishes because of it....

How did it work earlier? You could block any type of attack with blocking stances, including spells?

Haven't played a warrior for very long (roughly 2 weeks), but as it is I have trouble seeing how the term "tank" gets applied to them. My warrior seems to take a lot of damage whenever fighting something that's higher level than her (which is about 75% of the enemies in the game). Don't know how you're supposed to stand your ground and survive when you take routinely 40-80 damage from each blow enemies land on you. :/

Seems to be an awful lot of armor ignoring damage being thrown around in the game as well. Seems like any attack skill that gives a +damage bonus apply that damage unmodified after the base attack damage has been reduced by armor. So whenever an enemy grunt uses Power Attack for example I take at least 40-50 damage from that hit even if they are 10 levels lower than me and their normal attacks barely scratch me.

Not to mention the mass of enemies liking to keep Weakness and Blindness conditions on you, or toss nasty hexes whenever you charge at them. Must say that playing a caster is a whole lot easier so far. As a caster you can generally stay useful throughout a fight, and deal with powerful foes by sniping at them from a distance.

Still, playing as a melee grunt has been a surprising amount of fun the times when you fight something which you can actually reach, manage to hit and can hurt without getting the damage back tenfold. :) Just too bad there are so many parts of the game that seems so melee unfriendly that I need someone to babysit me through it to be able to proceed with the plot.



Jimbo was looking at all my different characters that I've created in GW (I'm up to 8) and said "So, this is the game for people with multiple personality disorder?"

I guess my disorder isn't quite as severe yet. :) I got an elementalist, a necromancer, a monk, a dervish and a warrior so far. Of those the necromancer has proven most adept at staying alive, though the elementalist can cause some major pain to enemies if I'm with someone who can keep them away from me. :)
 Eiganjo
02-09-2008, 1:16 AM
#104
I too have severe problems getting my melee characters through the games. By the time my war. reaches the caster, she is usually half dead, not to mention that the damage output just doesnt seem to be enough.
But well, there is still some people that handle playing warrior pretty well, so I guess it is more a problem of the way some people play the proffession.
If it is a pvp match, like a 1on1, I definatly think they are too easy to shut down. Compare that too casters: How many skills actually cause dazed-condition? And if, they usually dont apply it for a long enough time. Not to mention that most caster proffessions have better condition removal.
My personal opinion is, or what I like best if warriors do it, is a damage-taker build. Endure pain, dolyak signet, basically everything that can keep em alife and the main point of attention, so that casters can take the part of dealing out some massive damage.
 stoffe
02-09-2008, 7:05 AM
#105
My personal opinion is, or what I like best if warriors do it, is a damage-taker build. Endure pain, dolyak signet, basically everything that can keep em alife and the main point of attention, so that casters can take the part of dealing out some massive damage.

This is the part I'm having trouble figuring out how to do, so far. How can you make your warrior a damage taker when half the sources of damage ignore armor (attack skills, health degeneration, life steal etc), and you don't have much more health than any other class?

How would you for example stay alive long enough to be useful when trying to "tank" dinosaurs, when each of them has an uninterruptable attack skill that does 120 unconditional damage (while healing them for an equal amount), inflicts a deep wound and bleeding?

My warrior currently has AL 80 armor upgraded with a Dreadnought insignia on each piece (+10 AL vs elemental damage) and a rune of superior absorption (3 damage reduction vs. physical damage), a shield (with a 20% chance for 5 damage reduction vs. physical damage) and a weapon with an "of Defense" upgrade (+5 AL), and using the "Watch Yourself!" shout (+17 AL for 10 seconds) whenever I'm able. With this setup I have 560 health.

As for things like dolyak signet, how effective are these with the current monster AI? Isn't the significant movement speed slowdown a serious liability when most melee enemies like to run around a lot, and has a particular fondness for chasing your casters? (Which is a mixed blessing I guess, I've mostly managed to stay alive so far due to the fact that the enemies spend most their time chasing my heroes around and merrily ignoring me. :)) Endure Pain has a pretty short duration, and while I guess it helps keep you alive against massive damage spikes you'll die as soon as it expires unless you get healed up.

Another thing that's problematic is the huge number of enemies that have some form of skill that gives them 75% block chance. How can a warrior deal with those, other than hang back and twiddle your thumbs waiting for it to (hopefully) wear off and that they can't keep it up indefinitely? There are a few "cannot be blocked" skills, but since you can't hit the enemies it's hard to build up the adrenaline to use them as often as would be required.

Playing as a warrior has made me painfully aware of the vast number of enemies in the game possessing skills that cause conditions and cast nasty hexes. :) At least a dervish has skills to deal with this (Avatar of Melandru, Avatar of Dwayna). This will certainly take some getting used to, the life of a caster is so much easier. :)

(I do have a well documented tendency to over-think things, but I dislike dying so it's better to over-analyze in advance than die a lot while trying to figure out what works by trial and error. :))
 Eiganjo
02-09-2008, 12:11 PM
#106
For Damage takers, Vengeful was Khanhei works really well, since it is life stealing everytime you get hit. Use Vengeful Weapon for the time it recharges. Other than that you could use Mist Form or Obsidian Flesh, depending on whatever area you are in.
And if I am right, there are 14 warrior skills that give you anywhere from 50-100% blocking chance.
And you were talking about the dinosaurs,which are mostly assasins or warriors I belief. The raptors (they are sins, right?) could be dealt with using anti-critical strike skills, like dulled weapon or Stone Sheath, since alot of assasin skills depend on critical strikes. Also spells like diversion, which disable spells or skills, and that way break a sins attack chain work nice. Even though in that area Id choose Mist Form, since it makes you completly immune to melee attacks. (combined with 20% enchantment mod and glyph of swiftness it can be kept up most of the time)

If you are looking to deal damage, there are a lot of weapon enhancing spells, like Splinter Weapon (my fav.), Vengeful Weapon, any kind of rit weapon spell really, Conjure Frost/Flame/Lighting, Anthem of Flame,...

So yeah, I do want to comment that I do not have tested any of these ideas btw. I have seen it here and there, and some are just theories I just came up with, but I guess it might be worth looking into.
 Ztalker
02-09-2008, 12:19 PM
#107
stoffe wrote:
How did it work earlier? You could block any type of attack with blocking stances, including spells?


From the July 2006 update database from GW wiki:
Updated Warrior Ascalon and Knight's Armor sets so that the damage reduction applies only when the corresponding location of the body is struck. The damage reduction applies only to physical damage, and the amount of reduced damage was increased from 2 to 3.
Updated shields, armors, and runes with damage reduction abilities so that they only reduce physical damage.

So...you know all those warrior armors have a base armor. Mostly 80. They then all had a +20 armor bonus atop of it. After the update, it became 80 base armor and +20 vs Physical damage. The Warrior shields also changed, giving only protection from physical damage. :(
Thus, all base magic classes with a +armor skill (Armor of Earth, etc) could boosts themselves to 80 and give all warriors a heavy bash in the face because Warriors aren't/weren't that strong in matters of damage output. Warriors were simply outtanked by...Monk/Warriors and sometimes even Assassins in this time.

This is the reason why the insignia of 'Armor +20 when you have 13 Strenght' is so popular. It changes it all back...but at a heavy cost. (If you have one attribute in 13, no other attribute can turn 16. So only primary Strenght W's can use it properly).

Also, the Warrior's uber-skill Gladiators Defense (which would at least grant them protection from physical harm) was nerfed down with it. :( That skill used to be active for about 20 seconds on Tactics 16....now it's 11....
 Ztalker
04-10-2008, 8:07 AM
#108
I'm using Rebirth on "Guildwars: Jumping is way overrated" !

Completely forgot about this, but Guild Wars 2 is coming. There's a small wiki with released information, and the end of Eye of the North showed some interesting stuff as well. :D

http://wiki.guildwars.com/wiki/Guild_Wars_2)

Thoughts? Returning elements? What do you want to see?
 Jae Onasi
04-10-2008, 9:13 AM
#109
Aw, they're taking out click to walk. I use that all the time. I'd like to see the target tags to stay more stable. I hate it when I'm trying to target something and the minion tags move around and make my target tags move around. That drives me crazy.

I'm trying to figure out what advantage they're going to give Asurans. If there are skills based on levels of sassy arrogance, they'll be shoe-ins. :D

Otherwise, I'm looking forward to what they're going to do with this. I'd love to see what the beta version looks like.
 Miltiades
04-10-2008, 10:02 AM
#110
Well, it seems in GW2, you'll also be able to jump! :p

Seriously, I'm really looking forward to GW2. Improved graphics, new races to choose from, higher level cap, and so forth... All to my liking. :)
 Samuel Dravis
04-10-2008, 1:41 PM
#111
To be honest I'm none too sure about raising the level cap. A higher level cap would only mean more grinding. 20 works fine and it's relatively easy get a character "up to speed" (that is, playable in the more interesting areas). I guess that making the level cap take (significantly) longer to get to is what I object to, not necessarily the number of levels that can be reached.
 Inyri
04-10-2008, 2:43 PM
#112
Perhaps some people think it's too easy and too quick to get to level 20. I went from 1 to 20 in about 7 days. Not that I'm objecting -- my character is level 20, but by no means would I say she's ready to run out and face anything. Frankly I think the number of levels in GW is kind of irrelevant -- it doesn't mean much... except that you get to be a stick person for April Fools. :p
 Miltiades
04-10-2008, 4:40 PM
#113
Perhaps some people think it's too easy and too quick to get to level 20. I went from 1 to 20 in about 7 days.
Factions, probably? In Prophecies, it takes much longer, I think.
 Inyri
04-10-2008, 4:41 PM
#114
Nah, my first one was prophecies. I'm just a mad woman. :p
 Miltiades
04-10-2008, 4:45 PM
#115
Nah, my first one was prophecies. I'm just a mad woman. :p
I won't deny. :P It took me two weeks, at least, to get to 20 with my first character, I think.
 Inyri
04-10-2008, 5:09 PM
#116
Pfft, you obviously weren't playing enough. The first week is when you quit your job to play!

..
..

<3
 Samuel Dravis
04-10-2008, 5:31 PM
#117
Perhaps some people think it's too easy and too quick to get to level 20. I went from 1 to 20 in about 7 days. Not that I'm objecting -- my character is level 20, but by no means would I say she's ready to run out and face anything. Frankly I think the number of levels in GW is kind of irrelevant -- it doesn't mean much... except that you get to be a stick person for April Fools. :pI guess it's similar to the problem with rank (in high-end HoH battles). You've got to have rank before people are willing to take you in their teams, but you don't get rank without being taken...

Personally I loved how Factions cut down the time to get to level 20. The people that didn't know how to play by level 20 probably won't know any more by the time they get to level 30, or whatever the new max cap is. That's certainly true, as nearly everyone in Guild Wars is level 20 (and has been for some time) but many of them still have no idea how to play effectively.

Essentially I see adding more levels (read:grinding time) as just another thing like rank: you have people that require you to have it, and it doesn't necessarily make you any better at playing the game. I would like it if GW2's level system keeps the short time to the max levels.
 Inyri
04-10-2008, 5:34 PM
#118
That's certainly true, as nearly everyone in Guild Wars is level 20 (and has been for some time) but many of them still have no idea how to play effectively.*waves hand frantically* Ooh, me, me!

Being level 20 just means you've managed to get xxx amount of XP. Doesn't mean anything more than that, as I can personally attest to. There are still skills to get, armor to save for, finesse and technique to learn... And oftentimes most of the plot to still get through. :p
 Miltiades
04-10-2008, 6:52 PM
#119
Essentially I see adding more levels (read:grinding time) as just another thing like rank: you have people that require you to have it, and it doesn't necessarily make you any better at playing the game. I would like it if GW2's level system keeps the short time to the max levels.
Yes, you've got a point there. GW's all about choosing the right skills (and using them effectively) and balancing out your character's attributes. I haven't played WoW, but from what I've read, all that time levelling to Level 70 is boring, and then the real exciting stuff begins. GW's system was far better, IMO. Still, I see them compensating the raising of the level bar in some way. It could still work without it getting boring.
 stoffe
04-12-2008, 7:30 AM
#120
Well, it seems in GW2, you'll also be able to jump! :p

Seriously, I'm really looking forward to GW2. Improved graphics, new races to choose from, higher level cap, and so forth... All to my liking. :)

What has seriously changed GW2 from my "must buy" to "wait and see" list is that they've made the world persistent rather than instanced, in effect making it more like traditional MMOs. This is a huge step back in my opinion, and I can only hope it does not ruin the game.

The instanced game world allows you to play at your own pace and style with the people of your own choosing, and things will (mostly) be where you expect them to. It also makes the game blissfully free from the idiots who enjoy ruining the experience for other players by confining meeting them to towns where they can't do very much.

If the worldspace is persistent and shared it allows other players to interfere with your games, and you may find creatures/monsters/bosses you are to deal with have already been killed by other players. Or someone might swing in and deal the killing blow to some big tough enemy you've spent a lot of time and resources fighting, denying you the reward. If you fail a quest you can't just rezone, start over and try again. This will lead to lots of pointless waiting and less doing what you want to do when playing.

Even if they can't kill you directly other players may aggro huge mobs of enemies and lead them right to you, park them at area entrances, resurrect shrines etc.

It also allows even less of the game world reflecting what happens along the main plot, even though there was fairly little of that in GW to begin with. But it sounds like there won't even be a main plot in GW2. :confused:

Seems to me like they are abandoning their original niche which appealed to people like me who aren't too fond of traditional MMOs, in order to compete more directly with the likes of World of Warcraft by following the standard issue MMO concept more closely. I think this design decision is a big, game-ruining mistake, but I guess time will tell. :indif:
 Jae Onasi
04-12-2008, 7:58 AM
#121
Missions are supposed to be instanced, but I agree that I don't want to deal with the abject stupidity that I find in town. I usually turn off the local channel in town to avoid listening to the "OMG, let's get our characters to f***!!one11!!one!". If the world is persistent, I'll have to listen to it to make sure some idiot isn't coming up behind me to do something stupid "Oh, there's a n00b!! Let's get the monsters to mob them and watch them die!!" I don't like my game experience ruined repeatedly by 12 year old idiots who have nothing better to do than ruin things for people. Since Anet apparently doesn't like to deal with problems reported to them (I reported a mission bug the other day. The response was--and I'm not kidding--'report it on one of the fansites we watch'), I'm not feeling too sanguine about them taking care of problem children and griefers.
 Miltiades
04-12-2008, 1:03 PM
#122
Hmm, yeah, that's one of the things that may turn out worse. They're trying to copy WoW in some ways, but they really shouldn't. WoW's not that great, anyway... :xp:
 Inyri
04-12-2008, 1:51 PM
#123
Seems to me like they are abandoning their original niche which appealed to people like me who aren't too fond of traditional MMOs, in order to compete more directly with the likes of World of Warcraft by following the standard issue MMO concept more closely. I think this design decision is a big, game-ruining mistake, but I guess time will tell. :indif:Agreed. There's a reason I don't play traditional MMO's and it's not because I'm cheap. Well... maybe a little bit...

If the world is persistent, I won't be playing it. 'Nuff said.
 Mikouen
04-12-2008, 5:34 PM
#124
Even in "persistent world" MMOs, the only thing that's remotely persistent is the geography, regardless.

Kind of a rip-off for those who actually wanted a persistent world when they signed up.
 RedHawke
04-12-2008, 10:29 PM
#125
What has seriously changed GW2 from my "must buy" to "wait and see" list is that they've made the world persistent rather than instanced, in effect making it more like traditional MMOs. This is a huge step back in my opinion, and I can only hope it does not ruin the game.
It is sad to hear that GW is going with more 'traditional' non-instanced play.

The instanced game world allows you to play at your own pace and style with the people of your own choosing, and things will (mostly) be where you expect them to. It also makes the game blissfully free from the idiots who enjoy ruining the experience for other players by confining meeting them to towns where they can't do very much.
I agree... it is what made me try DDO. (Of course they also had "No grind" on the DDO box but that was utter bollux! :lol: )

Missions are supposed to be instanced, but I agree that I don't want to deal with the abject stupidity that I find in town. I usually turn off the local channel in town to avoid listening to the "OMG, let's get our characters to f***!!one11!!one!".

Since Anet apparently doesn't like to deal with problems reported to them (I reported a mission bug the other day. The response was--and I'm not kidding--'report it on one of the fansites we watch'), I'm not feeling to sanguine about them taking care of problem children and griefers.
Reading this makes me want to hug the DDO servers and GM's (I dislike the GM's mind you)... Wow! Just wow!
 Mikouen
04-13-2008, 5:08 AM
#126
To my understanding, it's less a case of the entire world being persistent, and more a case of "mix and match".

Hoping it is the latter, otherwise my interest certainly won't extend beyond the beta.
 Point Man
06-25-2008, 12:59 AM
#127
Jae got me into Guild Wars, and I have to say it's the most gaming fun I have had since KotOR. While the game itself is great, what really makes it stand out is the guild I got into. Jae, Rogue Nine, Stoffe, Inyri, and I are all in the same guild, and they and others have helped me a lot in figuring out how to get through some of the more difficult parts. The people in our guild are also great at answering questions or providing resources to get that max armor for your survivor character.

I hope that GW2 does not change the fact that when I enter an explorable area, it is my private little world. I would seriously hate it if the problems of WoW make their way into GW.
 stoffe
07-04-2008, 11:13 AM
#128
Special event in Guild Wars this weekend, the Dragon Festival, with a bunch of extra minigames, quests and mission(s). All fun and games... in theory.


Allow me to vent some frustration over this thing that someone presumably intended as entertainment; the special "mission" of the Dragon Festival where you're supposed to deal with invading monsters and close the rifts they emerge through.

The design philosophy of this mission appears to be:
Gimp the player by only allowing a 4 man party instead of the usual 8.
Let's use the hardest enemies in the game, the lot from The Underworld and Realm of Torment will do.
Set up half the enemies as ambushing pop-ups, and the other half on long, unpredictable intersecting patrols to make any attempt at pulling and aggro management futile.
Oh, and when the poor fools who play this inevitably fail and die, don't let them adjust their party and try again for another 8 hours.
And finally let's round off with a pathetic reward for the lucky few who actually manage to survive, as final insult.


Needless to say, the end result was about as fun to play as pulling out all your teeth without anesthetic. Things like that makes you wonder if game designers really try to produce entertainment or if they find some sick pleasure in making other people annoyed. :)
 Ztalker
07-05-2008, 5:24 AM
#129
I couldn't agree with you more, Stoffe.

I realised that GW was dying a few months ago. I watched at all my characters, all equiped with 15k armor...and I couldn't bring myself to play. And an event like the Dragon festival won't do that either. I hope they come with some new content soon.. :(
 Web Rider
07-05-2008, 1:22 PM
#130
I tried playing with the 2 week demo very very long ago, friend gave me one of his "trial" codes. Can't say I ever got into it, I didn't play any other MMOs at the time so it's not like I had anything to compare it to. Dunno why I didn't really like it, maybe it was the MMO part being mostly limited to the towns, the rest of the world seemed so empty even Oblivion had more life to it. Never understood anything beyond the basic classes either, too confusing.

I've thought about picking it up since I'm somewhat bored with WoW atm, but I just can't find it in myself to drop that much money(even though I just did for some comics).
 Inyri
07-05-2008, 3:42 PM
#131
Guild Wars is infinitely better if you play it with other people. It's not a game designed to be played alone.
 Point Man
07-09-2008, 12:20 AM
#132
Guild Wars is infinitely better if you play it with other people. It's not a game designed to be played alone.

Agreed. It's the guild that makes the game. I happen to be in an awesome guild with...Inyri.
 Rogue Nine
07-09-2008, 3:16 AM
#133
Flattery gets you nowhere, Jim! I've tried, believe me. :s
 Jae Onasi
07-09-2008, 12:03 PM
#134
Well, Ztalker and Web Rider, any time you feel like playing, just let us know. We'll come and make a merry band of players. :)

Regarding the Dragon festival--the quests were fun. The mini-games every 2 hours were amusing and rather profitable--I made probably close to 5k gold worth of tokens running around collecting the little glowing balls and evading the monsters. That's not including the approximately 50 gifts I got after the mini-game, 4 of which had a nice bonus of 1000 gold for me.

The missions, however, were not just hard, they were stupid-hard, as in the design was so ridiculously difficult the only way you could possibly survive was if you were an elite and very experienced player, which I'm not. The only person I know who made it through those missions routinely plays in the elite dungeons in hard mode and has played regularly since Prophecies came out. If the reward had been worth it I would have stuck it out and tried a few more times, but I decided it was worth more just running around Cantha with my various characters to do the quests. Anyway, I generally had a good time at the festival, especially since it brought in guild members we don't normally see very often.

The only thing that bugs me right now is that they nerfed Shadow Form about 2 days after I put together my armor for the perma-sin build, so I never really got a chance to use the build. Fortunately it's still usable with a couple modifications, and I didn't have to buy the shadow arts rune (which was running at 18k at the time) since I got it in a drop. I understood why they did it (ecto and obsidian prices were bottoming out), but it would have been nice to get a little gold out of it. :D
 Inyri
07-09-2008, 12:05 PM
#135
Flattery gets you nowhere, Jim! I've tried, believe me. :sPfft, when do you ever flatter me? :p

Besides, that sounded more like Jim agonizing over having to admit he was in a guild with me. I feel the lurve.... :(
 Point Man
07-13-2008, 2:51 PM
#136
Pfft, when do you ever flatter me? :p

Besides, that sounded more like Jim agonizing over having to admit he was in a guild with me. I feel the lurve.... :(

It was meant to be positive. I leave the negative stuff for face-to-face.
 jawathehutt
08-09-2008, 12:28 PM
#137
I just got back into this game and made a E/N prophecies. Im level 8 and about to leave presearing, Im wondering what a good build is for E/N, I remember back when I first started playing firestorm could kill anything since monsters just sat there and took the damage instead of fleeing but I guess that patched that so I dont know what is really powerful anymore, anyone have any suggestions?
 Miltiades
08-09-2008, 12:47 PM
#138
Yes, that has been patched, but I think for PvE the element Fire is still very effective. My E/Mo is a Fire Elementalist, and did a great job. Don't remember it's build, though, it's been a while. I think I used Fire Storm a pretty long time throughout the Prophecies campaign, however. Lava Font, too.
 stoffe
08-09-2008, 4:06 PM
#139
I just got back into this game and made a E/N prophecies. Im level 8 and about to leave presearing, Im wondering what a good build is for E/N, I remember back when I first started playing firestorm could kill anything since monsters just sat there and took the damage instead of fleeing but I guess that patched that so I dont know what is really powerful anymore, anyone have any suggestions?

Firestorm is still useful and can do tons of damage, though you have to be more careful about when you use it. Often enemies might run out of it, but have usually taken a fair amount of damage already. Also, if enemies are snared, crippled or but in a position where they can't easily move away (bodyblocked by warriors in your party or necromancer minions for example) you can make them get hit by the full duration.

The fire skill set I currently use on my elementalist uses AoE spells that deal damage over time, and seems to work well against most groups of enemies I've tried it against so far. (If you're interested the skill template code is: OgdToYm6xpYQMKi+ClBwYBiMAA)

If you prefer more direct damage spells, things like Fireball, Rodgort's Invocation and Liquid Flame are pretty powerful.
 Jae Onasi
08-20-2008, 11:49 AM
#140
Seen on a thread at mmorpg.com (http://www.mmorpg.com/discussion2.cfm/thread/194683) and at massively.com (http://www.massively.com/2008/08/14/new-hero-added-to-the-guild-wars-npc-line-up/) about a new hero to be added to the hero lineup. It's an Asuran construct named M.O.X. (http://wiki.guildwars.com/wiki/M.O.X._the_Golem). I think that's going to create some very amusing screenshots....
 Miltiades
08-20-2008, 11:53 AM
#141
Hehe, Golem hero, must be fun.
 Ztalker
08-20-2008, 1:54 PM
#142
Hmmm..an update...I hope it'll be something like Sorrow's Furnace. I loved that place! :D

And still, school's going fubar, it might be wise to switch back from WoW (with the money-pressure) to Guild Wars. Alfred, fetch me my Elementalist cane (and Droknar's sword while you're at it....)
 stoffe
09-09-2008, 7:06 AM
#143
Having played Guild Wars for a while now I've gotten to the point where I've explored most of the normal areas of the game, so I thought it might be interesting to take a closer look at the so called "elite" areas of the game as well and see what they have to offer. Since these places likely are a lot harder than the parts of the game where I usually play, I guess using heroes and henchmen, if even possible, would make it much too challenging.

So I'm wondering if any of the GW-playing people around here would be interested in teaming up for doing any of these areas :)

Slavers' Exile
Sorrow's Furnace
The Underworld
Domain of Anguish
The Deep
Urgoz Warren
 Saber-Scorpion
09-09-2008, 9:08 AM
#144
well i haved played guild wars it is a great game but i personally think Swg And WoW is better i like that you can be higher level so here is how the level is for each online game i played

Swg=90
WoW=70 soon 80
GW=20
 Ztalker
09-09-2008, 9:11 AM
#145
I might reinstall GW over the course of the next days, Stoffe. Maybe I can come along...my guild has kicked me anyways :xp:

I'll need some time to get back at though. All builds must have changed and nerfed...
 Rogue Nine
09-09-2008, 9:21 AM
#146
well i haved played guild wars it is a great game but i personally think Swg And WoW is better i like that you can be higher level so here is how the level is for each online game i played

Swg=90
WoW=70 soon 80
GW=20
Guild Wars isn't about level grinding. To base your opinion of a game off of how big the number is next to your name is a little pathetic. :rolleyes:
 Saber-Scorpion
09-09-2008, 2:07 PM
#147
well i do know it's not about level grinding but still it felt so low level with just 20 levels but partly i don't like it i because when i installed Gw a couple a weeks ago made a new charater an Assassin/Warrior it worked fine for a long time but the there was just missions all the time and i died a lot i'm very skilled at the game but i could not get it to work without me at least dying once it's still a great game but i just got angry for failing over and over again i don't get angry in WoW or Swg because i almost always make it and then one reason is my best friend is playing Swg and my other friends WoW
But GW is still good game but it's not for me
 Corinthian
09-09-2008, 2:32 PM
#148
SWG is one of the worst MMOs on the market.
 Saber-Scorpion
09-10-2008, 10:16 AM
#149
Yeah i know people hate Swg but one has to make the best of it and still it's one of my favourite games nobody is going to change that.
Now when they shut Swg down for this Kotor MMO i be missing it :( i mean it's according to me one of the best games i ever played but i will surely just change to this kotor MMO and i do hope they make it really great but if i don't like i just start playing WoW again.:D
Now this thing with that Swg is a crappy game according to that it can't be that bad i see when i play it loads no enormous people playing it and for one thing i asked in the cantina not so long ago i asked all that was in there if they like this games i mostly got yes for answer so it can't be that bad
 Jae Onasi
09-15-2008, 10:05 PM
#150
This isn't a 'rag on SWG' thread, it's a GW thread. ;)

I might reinstall GW over the course of the next days, Stoffe. Maybe I can come along...my guild has kicked me anyways :xp:

I'll need some time to get back at though. All builds must have changed and nerfed...

Aw, Ztalker, you can come play with me anytime. :)
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