and my fourth grade English teacher, for teaching me to never use the word "stuff" I don't know why; it just drove her up a wall.
Section Copyright 2007 Strad Kirk Michael. All rights reserved. Usage rights are exclusive to shadowduck and any other sites/persons of Taka's choosing. Do NOT post this section or this guide without permission.
=============================================================================== 3b. Monk The monk is one of the two support classes in Guild Wars. Monks are healers, use spells which protect themselves and other allies, and can deal damage using Holy Magic. Monks are one of the two classes that can resurrect players using a skill that does not disable itself after one use per quest. Monks have four attributes available to them: Divine Favor (primary), Healing Prayers, Protection Prayers, and Smiting Prayers. Divine Favor offers a healing bonus of 3 health per point spent in this attribute when casting a monk spell on a target ally (or yourself). So if I cast a healing spell on myself and my level in Divine Favor is 2, I would be healed for 6 + the effect of the spell. Each of the other three monk attributes does not have an effect other than raising the effectiveness of skills tied to them. Note, that any Monk can use the Resurrect skill, and the amount of health/energy given to the revived ally is the same for everyone not affects by attributes. Healing Prayers is an attribute tied to as the name implies healing spells. A monk specialized in healing prayers will be able to heal himself and others in the party while in battle. There are various healing spells that heal only one player, and one that heal the entire party. Note, any party healing skills will not heal NPCs (Allies) or pets in a particular mission with you such as Master Togo. To heal Togo for example, you must target him directly. Henchmen however are healed when using party healing skills. Protection Prayers deals with preventing damage from being dealt to a player or redirecting it to the monk. Skills in protection prayers can also raise health and energy of players. Smiting Prayers is the damage attribute for Monks. Smiting Prayers deals with dealing Holy damage to foes your party will face. Holy damage is a special type of damage that ignores armor. So the skill will do exactly the damage listed to all foes regardless of their armor. Holy magic will be dealt double to any undead type creature you might face such as the minion of a Necromancer. A skill listed to deal 15 damage would deal 30 to an undead type creature for example.
3c. Necromancer Necromancer (Necro for short) is the class of death and minions. Necros exploit corpses, steal life using drains and deal curses to foes. Necros attain their energy to cast spells from the death of other creatures around them. Necros are the only class that can create minions to assist the party in a battle. Necros have 4 attributes: Soul Reaping (primary), Death Magic, Blood Magic, and Curses. Soul Reaping gives Necro 3 points of energy per point invested in the skill whenever a creature (player or foe) dies near the Necro. Obviously, investing some points in this skill is the key to not running out of energy as a Necro. The other three attributes again, have no effect other than raising the effectiveness of the skills tied to them. Blood Magic deals with stealing health from foes via drain spells or by touching them. A drain spell is different from a damage spell as all health lost by the foe is gained by the Necromancer at the same time. Most drain spells drain health over time and add it to the Necromancer's total. A Necromancer can also deal Shadow damage, which like Holy damage ignores armor.
Death Magic is magic that deals with corpses. A player specializing in death magic is often called a Minion Master (or often just MM in game). Necromancer's experience in Death magic can create minions to fight for the party by using the bodies of dead foes or allies. Each corpse can only be used once, after that it turns blacks and it not useable again. Death magic can also deal damage by create exploding corpses, and be used to give health to the caster.
Curses deal with spells which hinders foes with various negative effects such as disease and poison which damage the player over time (and can add up quickly). Generally, a Necromancer specializes in one of the three magic types available, and adds remaining attribute points in soul reaping, and one attribute from their secondary class.
3d. Mesmer Mesmers are the class which uses magic to create problems for other players and foes. Mesmers can steal health, interrupt a player's actions, or cast other spells (generally Hexes) that generally hinder (and usually annoy) the player or foe. The Mesmer like most other classes has three classes of magic and one special skill. The primary attribute of the Mesmer is Fast Casting. The three magic attributes are: Domination, Illusion, and Inspiration. Fast Casting for each point invested slightly speeds up the casting time of your speeds. Exactly how much seems to be a mystery however. Domination magic is for controlling the actions of other players, Illusion Magic is used to interrupt players, change their actions and really annoy them in a PVP environment, Inspiration Magic is for energy stealing, and how a Mesmer keeps their energy up.
3e. Elementalist Elementalist is the profession of the elements or what most players would consider the Mage. Elementalist's spells come from the 4 elements of the earth (Fire, Wind, Earth, Water). The Elementalist can deal more damage than any other character in a short amount of time. Elementalists also excel in spells that affect multiple foes close to target foes. These spells are called Area of Effect (AoE) spells. There are 5 attributes available to the Elmentalist: Energy Storage (primary), Fire, Air, Water, and Earth.
Energy Storage is one of the best primary attributes in the game. The effect is very simple, for every point invented the max energy on your character is raised by 3. Since Elmentalist spells require lots of energy to cast, this is very helpful. It is not uncommon to see Elementalists with 75 or more energy available. Energy Storage also has a very powerful spell tied to it called Aura of Restoration. This spell lasts one minute at a time and heals the Elementalist for between 152 and 400% of the energy spent to cast spells while its effective. This works for ANY spell from any class, so this is indeed powerful. However, to counterbalance this, certain Elementalist spells cause Exhaustion. This is a condition that lowers your max energy (it will show up as gray on your energy bar). The energy is gained back on time a few points per second but slower than normal regeneration. So, while your character's max energy is high, casting three or four spells which cause Exhaustion is worse than running out of energy, because your energy will be slower to regenerate. Keep this in mind as you play this class.
Fire magic is the magic class for dealing damage to foes using various AoE spells and spells that target only 1 foe, but usually set them on fire which degenerates health quickly. Generally, AoE spells either cast at the location or the caster or the location of a target foe. All foes in the general area (around 20 feet) are effected by this spell as well. Most AoE spells last for 5-10 seconds and deal damage once per second. Water magic is the magic class for hindering moving or dealing damage to moving foes. Water's spells usually deal with ice or snow. These spells can damage the foe over a few seconds (like fire), or vastly hinder their movement by slowing them down up to 60%. A slow foe is one who is much easier to strike. There are also various skills in Water magic to cause knockdowns which render a foe helpless until he can get up. Air magic is the magic of lightning. Some of the most powerful spells in the game are available in this attribute. Such spells as Chain Lightning can be devastating to an opponent. Some Air magic spells also have armor penetration. Any skill which adds this value benefit notes this in its description. The penetration amount is usually 25%. So your foe's armor level is basically 25% lower against this spell. This is a very nice benefit indeed. Air magic also has spells which can knock a foe or group of foes to the ground. Gale is a good example of such a skill. The final attribute of the Elementalist is Earth magic. Earth magic is the mainly defensive attribute for Elemenalists. Earth spells generally protect the caster or their party from attacks or damage from foes. Earth does have some attack magic as such Stoning, but there are only a few attack spells to be found here. The dedicated earth mage is a support character built to protect the rest of the damage by reducing the chance a foe connects on an attack, or by raising the level of the party's armor. There are also spells here to increase the speed of the casters movement. As with the other classes, the best character will specialize in one of the magic classes, try to max out their Energy storage, and spend the remaining attribute points in their secondary profession.
3f. Ranger The last of the "core" (as ArenaNet calls the six professions which were available in the first game in addition to being available in Factions) profession is the Ranger. Rangers are archers, and generally attack with a bow. Rangers also have the unique ability to charm animals scatter through the game world, and have the animal join them in combat. Animal companions' level just like players and their attacks become more effective as they do so. The starting level and leveling rate is different for each animal that is available for charming in the game. Generally any animal whose name shows up in green can be charmed by a Ranger with the appropriate skill. Rangers have four attribute classes available for use: Expertise (primary), Beast Mastery, Marksmanship, and Wilderness Survival. Expertise lowers the amount of energy requires to cast Ranger preparations and attacks. For each point invested skills require about 3% less energy. Effective use of this attribute ensures a Ranger will rarely run out of energy. Beast Mastery as the name implies deals with animal companions. These skills are solely to enhance the effectiveness of your animal companion in battle, to heal it, or to bring it back to life in case it dies. Only a ranger can revive a fallen animal friend, Resurrection or other Monk spells do not work on animals. Marksmanship deals with making a Ranger's bow for effective. Like the weapon classes for a Warrior, each point invested in this attribute raises the damage of your bow and increases the chance of a critical hit. Generally, skills in this class raise the max damage one arrow can inflict modify the speed of your arrows, or the number of arrows shot at once. Any good attack ranger will spend attribute points in this skill. Finally, Wilderness Survival is the class of traps and other Enchantments that effect to environment as a whole. Traps are invisible to players and foes until stepped on, which triggers the trap rather negative effect. Rangers skilled in Wilderness Survival lay traps all over the field, hoping to catch an unsuspecting foe. Enchantments which affect the environment come in the form of rituals which appear in the game world can affect all creatures in range. Environmental enchantments affect all players and foes within range, not just foes hostile to party. Keep this in mind to use them effectively. The rituals modify everything from speed of bow attacks to dealing extra damage to foes struck.
The following four professions I do not really know enough about to write a decent write, so I will link you to excellent ones on GW Wiki. Go to http://gw.gamewikis.org/wiki/Profession. Then click on the the one of your choice for lots for information on that Profession!
3g. Assassin =============================================================================== 3h. Ritualist 3h.1- Introduction
Ok, as you all well know, I'm Taka. This is my second guide that I have sent to Justin, and once again, I hope to make this mini- -guide the G4TV for the Ritualist. While Guildwiki has a decent Rit guide, I thought to offer my experiences w/ the class, which, albeit getting to the mainland, I have still learned a lot since I first started, and have been looking at the skills for a long time now. I am trying to get today's Rits away from simple spirit-spamming and start getting them to actually do stuff that is worthwile, such as healing or nuking. So read on, Ritualists!
=============================================================================== 3h.2 Your Role in Battle
Ok, so you are a Ritualist. most people assume that you are a spirit spammer and, because of this, you sometimes have difficulty finding a group. first of all, don't spirit spam too much. A, it is cheap, and B, spirits can't move. Therefore, your minions cannot move how the Necro's undead pets do. Your main purpose is to help lessen the burden on healers, if only a little. You are supposed to combine the lightning damage of elementalists with the healing of monks. Don't believe me? ok, fine. Here is a setup for you:
You are with a group that has only one tank. There is a sin w/ your group as well. You have 2 monks, as well as a ranger, 2 nukers and a necro (who happens to be a Minion Master) in your roster. If your sin dies (which, if you are playing w/ bad sins, will happen very quickly), there is only one warrior, which can not take a beating from 4 level 22 afflicted w/out being healed every 5 seconds. What should you do in this situation? Quite simple: Bring something like Shelter and Union (you may want to bring Recuperation for a little bit of regen), as well as Spirit Light, Spirit Boon Strike, a good rez (Flesh of My Flesh?), a self heal (Generous Was Tsungrai works wonders), and maybe a spawning power skill or two, as well as something like Channeled/Channeling Strike (not quite sure which it is...). You help
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