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Fem~Gri~La > Reviews > Guild Wars


Title: Guild Wars
Description: It's Free (Sorta)


Kago - July 25, 2005 03:23 AM (GMT)
I know it's not anime, but I was told I could put gaming type stuff in this area, so that's what I'ma gonna do. Anwho... back on topic.
Does anybody else here play Guild Wars? Does anybody else here know what Guild Wars is? No? Good, that means I get to explain it. (YAY!)
*Takes a DEEP breath*
Guild Wars is the "new" Fantasy Based MMORPG from ArenaNet, the people who brought you City of Heroes. But what sets Guild Wars Apart from games like, say EverQuest or World of Warcraft you ask? Well, for one thing, it has no monthly subscription fee. Thas right, it's FREE. Once you've got the game (which retails at about $50, give or take) and set up your account, thats it, no more money has too be spent... EVER! Kago likes free stuff, and you should too. Oh... wait we were talkin' about the GAME weren't we? It's pretty damn good too. The game plays out more like an adventure/hack-n-slash game than a traditional MMO. I've heard of it as being described as very Diablo 2-esque, except with more people. The only place you actually interact with other players is in Towns/outposts/etc. When you go out into the explorable areas, you (and whoevers in your group) get your own personal version of it. This is both good and bad. Good in that you don't have to worry about competition, bad in that YOU ARE ALONE (if you get in trouble, theres no help comin'). In addition to just wanderin' in the explorable areas between towns you can also acquire quests from people in town or in the area. Quests reward you with experience, items, and Skills (which are the heart and soul of this game). You'll also have to go on the occasional Mission (like an explorable area where you have a set goal) in order to advance the games story (yes the game has an ACTUAL STORY) forward and reach new areas. But the thing that really sets this game apart is the Skill system. Unlike most MMORPGs, which are level based, Guild Wars is more skill based (the level cap in GW is 20, as opposed to most gamjes where it's 50 or higher). When you start the game, (along with a name and gender) you choose a primary profession (Warrior, Ranger, Monk, Elementalist, Mesmer, or Necromancer) which grants you certain attributes (1 Primary only and at least 3 regular attributes) and determines your basic appearance (body shape and clothes, you get to pick your size and hair and stuff). The game then drops you into Pre-Searing Ascalon (AKA Newbie World) where you then acquire you're first skills and a secondary Profession (which gives you access to all of their skills, and most of their attributes). As you progress through the game you can acquire more skills, either from trainers or from quests, which increase your power. And as you level up you gain Attribute points, which you can pump into your attributes in order to make the skills associated with them more powerful (i.e. Elementalists Fire Magic makes their spells based on fire do more damage). But heres where the trick is, you can only have 8 different skills equiped at a time and you can't change them once you leave a town. So, in theory, you could have 5 monk/elementalists in front of you, all the same level, but each with a completely different skill set. And you could also have another monk/elementalist, of a lower level, who focuses solely on healing, and is more effective at it than those others who've spread their attribute points out more. It's this type of thing that makes this game interesting. And for those of you who don't like interacting with other people, you have the option of hiring computer controlled henchmen in towns to take with you while exploring and going on missions (though I wouldn't reccomend it for the missions).
And then we have the Guilds. The big thing about GW is that, technically, it's two games in one. Theres the RPG side (PVE) and the PVP side (you can create a level twenty PVP character right off the bat if you so choose). In the PVE game, all the new weapons, skills, runes (upgrades), and armor you find and collect become available for use in PVP character creation. Not only that, but in the PVE game, you can establish your own Guild, design a guild cape (which all Guild Members wear), and purchase a guild hall (which operates as your base in PVP games). All of this allows you're Guild to participate in tournaments and work your way up the Guild Ladder, which displays the best of the best guilds IN THE WORLD.
*stops and breathes for a minute*
Any questions? You can find out more info here.
If anybody wants to contact me in-game I currently have two characters, a Warrior/Mesmer (Kago Dracos) and a Necromancer/Elementalist (Krios The Soulless).

Suki_kitty - July 25, 2005 01:57 PM (GMT)
*super mega ultra GASP*.........*GASP*..............*GA-* No, I'm just kidding.

Really though, I did not expect to find anyone who played the ONE online rpg that I've gotten into here. Technically (like most of the games in our household) it belongs to one of my older brothers, but he got bored with it and asked me to play on his username. He already had three other characters and was in a guild, but I never really got in touch with the other members so I'm pretty lost on that section of the game :blink: . So most of the things you just posted were unknown to me.

As you've prob'ly guessed, I only have one character; Luithia Clen who's a Ranger/Elementalist. I also, um, don't have a clue how to contact you so...*waits for a reply*

Kago - July 28, 2005 08:15 AM (GMT)
Because I'm bored, and in a Guild Wars kind of mood, I'm gonna write a bit more about the game. For those of you out there who feel like buying this game, but don't know what professions you want, or those of you who've been reading this and are just confused about what we're talkin' about, I'm gonna help you out. I now present too you, Kago's Guild Wars Guide to Professions (Ver. 1):

The Warrior
Attributes: Strength (primary), Axe Mastery, Sword Mastery, Hammer Mastery, Tactics
Also referred to as Tanks or Meat Shields, the Warrior is Guild Wars one and only Melee profession. The purpose of the warrior is to get up close and personal with the enemy and keep them busy while the Casters and Rangers blast them from afar. In order to accomplish this task warriors naturally have the highest natural life points, attack power, and defense in the game which is supplemented by the fact that they also get the best weapons (in terms of sheer attack power) and the best armor (in terms of defense). And, by adding points to their attributes, they only get stronger. But their insane physical capabiities are offset by the fact they have the lowest energy pool, making them very poor spell casters. Luckily alot of their skills require little or no energy to use.

The Ranger
Attributes: Expertise (primary), Marksmanship, Wilderness Survival, Beast Mastery
Where as Warriors are the masters of melee combat, Rangers are the masters of ranged combat and when it comes down to it, a ranger can dish out just as much punishment as a warrior can. With their bows Rangers have the best non magical ranged attack in the game as well as the second best armor, which suits them just fine, as their role is to provide ranged support for the warriors, casters, and pets. Their best skills include the ability to use various kinds of arrows (explosive, poisonuos, crippling, etc.) and the fact that they can charm an animal and keep it as a pet (making them a two for one deal).

The Monk
Attributes: Divine Favor (primary), Healing Prayers, Smiting Prayers, Protection Prayers
The Healer, monks are the one profession that no good group should ever be without. Though capable of dealing some decent damage with their smiting abilities (especially against undead), the monks true calling is in the healing department. While all the classes have a skill or two that allows them too heal themselves, monks put them all too shame with their group heal spells and the ability to resurrect fallen characters. While monks don't get much in the way of equipment, they don't really need it. Any good group knows that the key too staying alive is keeping their monk alive (but that doesn't excuse the monk from being stupid).

The Elementalist
Attributes: Energy Storage (primary), Fire Magic, Air Magic, Water Magic, Earth Magic
The classic casters, Elementalists are generallt viewed as the heavy artillery of Guild Wars (hence the term Nukers). Not only do Elementalists get the highest energy pool in the game, in terms of raw fire power, Elementalists are near the top. Among the air and fire spells are some of the highest damage spells there are. But blasting things to kingdome come isn't all elementalists are good for (though it is what they excell at). While their water elemental spells aren't quite as damaging as some of their fire and air spells they do give negative effects to their enemies, making them easier targets for your team mates. And their earth element spells can give a much needed defensive boost to your allies making them better able to protect you.

The Mesmer
Attributes: Fast Casting (primary), Illusion Magic, Domination Magic, Inspiration Magic
Probably the most neglected of the professions, Mesmers are nothing to scoff at. While not as outright powerful as Elementalists or Necromancers, Mesmers have their own set of skills that set them apart, namely their insanely fast casting speed. Mesmers are the masters of the DoT (Damage over Time) spell, but most of them require that you're enemy do something in order for them to take effect (attack, cast, etc). This is where their insane casting speed comes in. A well played mesmer can have an entire opposing force hexed and taking damage before the warriors ever reach each other and long before an elementalist (on either side) can ever get a shot off.

The Necromancer
Attributes: Soul Reaping (primary), Blood Magic, Death Magic, Curses
Necros are the support casters, able to do a little bit of everything, from direct damage to healing. Unfortunately for the Necro, this versatilty comes with a price. In order to cast some of the more powerful spells, they either need to sacrifice some of their health or have a fresh corpse nearby. Luckily for them this is offset by two factors 1) their soul reaping and life drain spells give them the best self health regeneration in the game and 2) in a game like this you're gonna run into a lot of dead things. As stated earlier, Necros provide support in whatever area the group is lagging in. Need tanks? They can summon minions from the corpsed of the fallen to fill in the ranks. Need direct damage? They can suck the health right out of their opponent with their life drain spells. Enemy too tough? They can curse them and make the weaker. Monk unable to keep up with the healing? They can turn a corpse into an area affect heal spell. There really isn't much a necro can't do, even if they can't do it as well as somebody else.

And, as I stated in my last post, you can combine any two professions you want to make your own custom proffesion. Be it a warrior/necromancer who summons minnions to fight beside him or Ranger/Elementalist who rains fire on her enemy while her pet keeps it busy, the choice is yours.

So please, please go give the game a try. It's awesome. And if you need any help, just give me a tell and give ya a hand. I've already ran Suki through the first couple missions, so she can attest that I know what I'm doing (for once).




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