Howdy all,
First off my gaming background is EQ, WoW, and Vanguard. I played this game when it first came out for about an hour and don't even remember how I played. Might of been a beta thing, so I don't know anything about this game.
I have been reading several sites trying to learn about this game. The more I read the more questions and confused I get. I think most of it will just have to be learned through playing. However I have some questions I believe can easily be answered.
First off professions. I don't really understand the secondary profession. Are all the skills available to you for both professions? or just half?
Say you start the game as a warrior and then choose necro as secondary. Could you use all necro skills and be as effective as someone who's primary was a necro? Basically what are the penalties to the secondary prof.? if any.
Second, before I start playing is there a lot of grouping in this game? The main reason I liked EQ and Vanguard was the grouping aspect. I see that there are the equivalent of mercenaries in this game(heroes and henchmen). I don't want to start playing if I will be going solo the whole time.
Also, I read the game is instanced. Is it instanced like diablo 2 is on battle net? you can create your own game for just yourself? Also how many people game be in one game?
As I said my main goal would be to group and play with a guild. Are there guilds that allow new comers to join?
Are there any classes to avoid? I don't want to play a character if it's impossible to get grouped. Any recommendations besides monks, I don't think I would like their play style.
Any info. would be greatly appreciated.|||As to skills for secondary professions, you are open to all. You just have to either capture them (mostly elite skills...will be explained in game) or purchased. The only "penalty" is that you won't get all attributes of your secondary class. (P.S. You won't be limited to just one secondary profession. You can only "equip" one at a time, but later in the game, you will have a chance at being able to change that secondary profession.)
In your example: a war/nec would be able to have all the skills of a necro, but you'll have energy as a warrior (which is bad for any caster, as you usually need a good deal of energy to cast stuff). And you won't have the benefit of the Soul Reaping attribute that necro primaries have (when something dies and you have ranks in it, you'll get energy back). There are benefits to having secondaries, though.
I would recommend finding a good guild/alliance to group with. Pugs (pick up groups) have almost all but died in the game.
Its not quite like D2 (as in D2, maps change each time you make a new game, in GW, the map stays the same...mobs are mostly at the same place every time you enter explorable areas). You'd group up in a town, and then leave. Only you and your teammates have access to that instance. So, if someone leaves, and you'd like to get another teammate, you'd have to go back to a town to pick another up (luckily, hero/hench don't rage quit on you). As to how many that can be in that instance with you is up to the area. Some are as low as 2 (only one area of the game), highest is 12 (elite areas), but most areas are limited to 8 people.
I would probably avoid assassin (Factions-only) for now. They would probably be the hardest to get a group/learn to play, although you might be one of those that catch on quick to how to play them well.|||1) Professions: all skills from the secondary are available to you, and you can invest attribute points in most attributes of your secondary, so... most skills are usable. Of course, warriors may have a difficult keeping up the energy demands of costly spells... but you can use those if you want to.
Penalties are:
1) you can't put points into the primary attribute of the secondary profession. So your W/N can't put points into Soul Reaping, as such, skills from that line will remain weak.
2) you can't use runes to boost skills of your secondary. This is a small bonus, so most of the time it can be ignored, but if you use skills of your primary they'll be slightly stronger.
3) Usually, primaries go best with their own skills. Of course, this is a question of making the skills work, and not at all a rule. For example, necro summon skills are costly. But the ritualist can make use of them well by using some energy management skills in the Spawning attribute. Likewise, Warriors, Sins, and Rangers can make good use of scythes (the Dervish's weapon). Generally, casters can't fight, and melee'rs can't cast. There are plenty of exceptions though.
About grouping... the best is to join a Guild. Likelihood is that you'll find it hard to group at the beginning, but for more advanced (endgame-ish) gaming, grouping occurs more often. If you do zaishen quests & missions, for example, finding a PUG is easy. There are plenty of Guild that take newcomers.
Instances are not quite like Diablo 2, because the towns and outposts are not instanced. The instance only begins when you exit town, and start questing or doing missions.
All professions are roughly equally good. Mesmers and assassins are harder to play well, and assassins are more risky because they are melee with relatively low armor. Ritualists, necros, eles, and rangers, are probably the more versatile professions. Ritualists and necros are easy to fit into groups, but generally, any profession is welcome. Except perhaps assassins because they get a bad rep for dying easily (they are not meant to tank).
(note: I won't talk about perma assassins, or 600/smite monks, because really, you should enjoy the game first before you learn to farm)|||Secondary professions are usually ment as complimentary to the primary.
As said, you're usually limited on what you're capable of with the secondary due to your primary.
(warrior class trying to run a caster primary usually means low energy regeneration and pool to use skills from. Thus, trying to cast a 15 point spell on a warrior means you've used up 3/4 of your energy, and it takes a while at 2 pips regen to get it back.)
That's not to say you CAN'T use some skills, often I've seen warriors go necro because of certain touch skills. A useful skill in this instance is plague touch. Say you get blinded, you can use plague touch to send the blindness to the foe you're fighting.
Other classes can use some skills and abilities better then their primary users.
An example of this is assassins using scythes. Because of their high crit hit rate, they tend to hit harder at times. And have good energy regeneration to keep going.
I've seen warriors work good as paragons, or as spear throwers.
A common throwback is warriors taking Monk secondary, they can use mending and some other heal skills to get heath back as they fight.
The trick in picking a seconday profession is to find the skills that compliment without being a burdon.|||Quote:
A common throwback is warriors taking Monk secondary, they can use mending and some other heal skills to get heath back as they fight.
No. No. No.
You didn't just send him off on the mending+healing breeze wammo trip, did you? Ouch.
If a warrior chooses monk as secondary profession, he should bloody well do it for the re-usable resurrection skill and for Strength of Honor, not for mending and some other heal bull****. Or for Mending Touch (removes a condition, like blind or crippled.)|||Just a note: A WARRIOR DOES NOT USE MENDING AND HEALING BREEZE. Remember that, and you will be better than many.|||Quote:
I've seen warriors work good as paragons, or as spear throwers.
A common throwback is warriors taking Monk secondary, they can use mending and some other heal skills to get heath back as they fight.
Noa, please say that this part was a joke, if not it'll be the first time in forever that I've seen someone refer to mending as anything other than a joke. Even primary monks shouldn't use this terribad skill.
Quote:
(note: I won't talk about perma assassins, or 600/smite monks, because really, you should enjoy the game first before you learn to farm)
Alaris, I agree that new players shouldn't try farming right away but letting them know what it is and how some people do it is probably a good idea so they know a little more what the game is about (at least for some of the players). Such builds that were mentioned are ways to make money or beat parts of the game faster/more efficiently with less party members.
The thing about gw is that a lot of the good drops from mobs drop more if you have less party members and even though the game was originally designed for 8 people, some skill bars allow people to do parts of the game with as few as one person. Skill updates sometimes make doing this easier, and sometimes make it harder. Anet has told us recently that in Febuary the specific builds that Alaris mentioned are going to be nerfed so it will once again be made more difficult.
People will always find a way though, it happens when there are thousands of skills in the game many of which build off of each other to become better than they normally would be.|||I should add that farming / running builds are not normally mean (or capable of) getting you through the game. Rather, they are tailor-built to specific challenges so that you can quickly and repeatedly beat them.
At this stage, you shouldn't worry about it. GW isn't a game where farming is important, and frankly, you can get enough money through normal play and hard mode to get just about everything you need.
Farming is really only needed for elite vanity and some titles, which you can always create a dedicated farmer character when you get there.
Getting back at the topic.
A warrior will almost always have difficulty generating energy to use spells. Instead, he generates adrenaline to fuel his attacks. So a warrior using monk spells to heal himself is generally not as good as a monk using those skills on a warrior. Bring defensive skills instead.
Mending gives the illusion of having no cost while maintained, but in fact it eats up 50% of your energy regen. And the healing you get isn't useful most of the time (when you don't need it) or too weak to matter (when you really need it). Plus it'll cost you some attribute points.|||A common concept among newbies might be the following: "I need mending to counter the health loss from my vampiric weapon."
This is also wrong on just too many levels.
1. If you use vampiric weapons, you can use one of your other weapon to wield a non-vampiric weapon for the times when you do not want your health to deteriorate.
2. Health loss from a vampiric weapon is good insofar as it draws the attention of the monsters quite efficiently onto you instead of your team mates. It's very useful if for instance your monks aren't wasting time, trying to run away from a foe.
3. The monks are your counter for the health loss, as far as weapon swapping doesn't cut it.
4. Relying on an enchantment that eats up half of your energy is stupid against foes with enchantment removal skills. You cast it, they remove it (probably hurting you but good while doing so), you are out of energy to cast it again for the next couple of minutes.
5. And finally, if you really think that you need to "counter the health loss" from your vampiric weapon, then just use [[Watchful Spirit] instead of Mending. Watchful Spirit requires no attribute point investment and it will regenerate two pips. If you want Mending to do that, you need at least 3 points in healing prayers. For a beginner, that's 3 attribute points that you rather want in Strength or your weapon's attribute, or even in Tacticts for "Watch Yourself" and Healing Signet.|||Thanks for the replies, I really didnt mean to start a discussion about war's and necro builds. I was just using them as an example
I just bought the game online, I still need to buy Eotn. I have another question. At NCsoft store I see all these "skill unlock packs" I am confused by them. I bought the trilogy pack what is the benefit of buying these? Extra skills or I get access to all the skills at level 1? Are they necessary for me to get access to all skills in the game or what?
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