A missed session Guild Wars session last week, with both of us finding Real Life to be growing ever more intrusive of late, and I wonder if this gradual but suddenly noticeable shrinking of my spare time is just bad timing and bad luck, or something more fundamentally life changing; me growing up finally perhaps. Anyway, no such impediments this week as we plunged on into Destruction Depths, the next and penultimate step in the Eye of the North campaign.
Our various allies, who we’d spent much of the campaign trying to get on-board, are all now in place, and its time for the big push on the Central Transfer Chamber, which is a kind of hub for all these mysterious Asuran stargate whirling portal things, but more importantly, is right next to Destroyer HQ.
What followed was perhaps one of the most gruelling EoN Dungeons we’d faced yet. Several levels of the Ice Cavern architecture, including a number of modularly reused rooms I’d already seen in the Darkrime Delves dungeon, and others. The ensuing dungeon crawl wasn’t especially a technical exercise, but was still quite hard work, all in all, with lots of waypoint objectives along the route that saw us swamped with sudden ‘hold the fort’ multi-wave Destroyer ambushes. In particular, the cave where the Norns are making a stand was extremely brutal, and saw us quite comprehensively -60%’ed and quite harshly camped on a nearby shrine. Luckily, and unlike the usual ‘Mission’ format, there are shrines in here, so you can only really lose this romp if you run out of dogged determination.
The most problematic monsters tended to be the those big circular saw-blade Destroyers who hit very hard, and are usually at the core of a big double group of the more usual low-grade (ha!) L28 Destroyer Yard Trash. You get three golems to help, and those did to some extent, although it took a while to realise that setting them all to [Melee] was probably the best plan, rather than mucking about with the [Ranged] and [Defense] modes. They’re not bad fighters in themselves, but their real strength is in their sheer size, and three of them pushing up front to melee forms a pretty impassible wall, which many monsters are physically unable to get through. This makes life a lot easier for our predominantly Ranger Beastmaster Pets team.
A fair amount of dying (on both sides) later, we’d pushed to the gate and through, and arrived at the Central Transfer Camber itself. This is much more technical task and clearing this room safely involves a lot of precision work with pulling, waypoint flags, staircases and the like. The chamber is dominated by a L30 Elementalist disc Destroyer with Mind Burn – quite lethal, and it took a few goes to thin out it’s accompanying minions a bit. The final assault, when it came was greatly aided by the three golems going in hard and effectively trapping the boss between themselves. Our healing Monks were flagged just out of the disc’s reach, but close enough to heal the golems, and from that point, it was just a frantic DPS race against it’s own regeneration, which we won.
Well, I say ‘won’ – I spent most of that stage dead, having been burned to death while reactivating the golems, inert from the last failed push. Being dead allows one all sorts of tranquility with which to observe proceedings, and lets you work out what is actually going on without all that fleeing for one’s life distracting. I highly recommend it!
Luckily, at that point, we get another outpost – the Central Transfer Chamber itself, meaning that the somewhat intermittent network disconnects of the night (’007′s in GW parlance) won’t make me have to go all the way back to the Eye of the North and do the whole thing again. Here we find the main Dwarven attack force, now transformed into living stone. This makes them all go a bit berserk, and they’ve now all quite happy to throw themselves at the oncoming Destroyer army, despite our concerns about there being a somewhat infinite amount of Destroyers, and only so many Dwarves, fire-proof or not.
At this point, Gwen, showing an almost Mesmer-like presence of mind and insight, makes an interesting comparison between the Dwarves and the Destroyers, and hits upon a winning plan, which predictably enough, involves heading to the side-chamber, and last mission – A Time For Heroes.
The last mission turned out to be a lot easier than the previous penultimate dungeon romp, and indeed, a great deal easier than Nightfall’s big gigantic floating head boss level, significantly easier than the rambling and tortuous final lava level fieldtrip of Prophecies, and much easier than the Super-Mega-Shiro-AKIIIIIIIIIIIIIIIIRA!-Showdown, and only took us two goes.
The room is basically entirely made of lava. There was some nonsense about ‘try to stand on the hardened lava’, and our first failed attempt was spent mostly trying to find this supposed safe place to stand, all the while plinking at the odd Destroyer and getting burned to death. We couldn’t find it, and all got burned to death.
Second go went much better, as we decide to effectively ignore the environmental challenges of the room and just all pile on! Three healing monks with Light of Deliverance, a moderate power party-wide heal instead of the usual high-powered single target heal, seemed to be keeping comfortably abreast of the constant burnination, and a Motivation Hayda using Song of Purification seemed to be helping with the Burning condition too.
Once cheerfully ignoring fire, Burning and all such problems to do with the room itself, it came as a bit of a surprise that The Great Destroyer doesn’t pose a huge threat beyond the difficulty of the room itself. He has some quite powerful Monster skills, certainly, but he seemed either not to be getting many of them out, or was being interrupted, or something.
Mind you, when you’re already ON FIRE, being breathed on by an angry dragon-thing loses a lot of its sting, and I suspect a lot of the difficulty of this encounter was negated by having just so much spammable party-wide healing on the team. (And a massive overload of sugary buff snacks left over from the last hopelessly difficult mission of course! All hail, the Sweetshop of Success!)
Teeth pulled, The Great Destroyer crumbled within about two minutes, seeing us win! Huzzah! Mind you, not to get too self-congratulatory about it all – there were people out in the CTC offering to run the mission – basically go off and solo it while you wait just inside the entrance, which is a bit demeaning for an end-game boss. Egads…I’m advocating….making an EoN boss… harder?
The final cutscene was quite satisfying, and contains a few teasers, hints, clues and the like, for Guild Wars 2. You’ll have to complete EoN for yourself to see that, but Somebody Keep An Eye On Livia, is all I’m sayin’. Still, vague in it’s promise as it was, at least it wasn’t a just a trailer video of World of Warcraft, as my friend somewhat spitefully remarked.
We’re both quite concerned on that score, with all this talk of more ‘MMO-like’ communally shared Explorable Areas and so on, and one of the main reasons I like Guild Wars as much as I do, is that the kinds of unrelentingly offensive human detritus found chat spamming abuse in many of the busiest lobbies, can do only that – chat spam in a lobby. They don’t get the chance to ruin my gaming day in any important way, in a real zone, but in Guild Wars 2, well….we’ll see…
The Roll End Credits bit takes place in the Dwarven Camp in Battledepths, and the ghost of Droknar himself hands out a key to a number of profession specific chests, allowing the purchase of a souvenir green weapon. I went with Droknar’s Illusion Staff in the end, after much dithering. The Domination Staff is slightly better than the one I already have, (from the Epilogue of Nightfall in fact), but I don’t have a decent Illusion staff, and if I’ve learnt anything from this expansion, its that flexibility is a good thing.
The fireworks burst and all the NPCs we’ve met on our journey turned out to offer congratulations, in a way that most MMOs cannot ever offer. Here’s the obligatory Post Victory Dance Party!
We took our completed Hero’s Handbooks back to Gunnar’s Hold and handed them into the Dwarf Recruiting chap for enough Dwarf faction to go from rank 4 to rank 6 instantly, and were given blank empty new books, so we can do it all again! In Hard Mode! I’ve never been one for a second go at Repeatable Quests in any game, and it turns out that the entire expansion is essentially that! We’ve still got the Dungeon Book to fill in yet though before I can think of EoN as truly ‘finished’ to my own satisfaction.
And there we go, all current Guild Wars editions complete. There’s a bonus mission pack I’m missing somewhere along the way, I think – telling the story of Gwen and some of the other major historical NPCs, but story-wise, that’s pretty much it until GW2, which I’m not certain I’ll get anyway yet. Mind you – my Mesmer still has a lot of gaps to fill in – cartography, skill collecting and so on.
I’ve mostly enjoyed Eye of the North. Its been pretty difficult a lot of the way through, but then it truly is an Expansion; an add-on, rather than a side product like the first three campaigns. To get the most out of it, you will have ideally completed one of the existing campaigns, and have a fairly tricked out main character whom you know how to play well in a variety of different situations.
It also greatly expands on the ‘Things To Do When You’ve Won’, and each Dungeon is a similar kind of thing to the Underworlds and Domains of Anguishes and Tombs of Primeval Kings. The whole thing does seem to have been designed with end-game repeatability in mind more than anything else, adding an extra layer of, well, raid-culture I suppose, to GW, very much in line with current MMO philosophy. Unlike most MMOs however, this is still a kind of casual ‘raid-lite’ in execution and while hard work, I’ve not seen anything so far that two, three or four friends, couldn’t just roll up to one evening and do well at. Horses for courses, but personally, I do prefer something more accessible and less dependent on military precision and teamspeak shrieking.
Thank you for bearing with me this far – I’ve tried to make it as gruelling for you as it was for me! A special thank you to all members of the Tuesday N00b Club, past and present, many of those missions looked extremely difficult to solo, if not technically impossible, so I really couldn’t have done it without you all!
And now, it’s time to head off into the sunset of low-grade completionist box-ticking, and wary and guarded curiosity about Guild Wars 2…
The ‘winning’ build turned out to not be that special actually – a hybrid Domination/Inspiration thing, thrown together in a hurry after my previous Volfen build turned out not to be that useful in a place where ranged attack is better than melee. Mantra of Flame, of course, and Energy Surge/Cry of Pain/Backfire/Empathy – all solid staples of a plain old Damage Mesmer build.
So instead, here’s today’s build:
The [verb, present continuous tense] of [noun, plural]
Any/Any
Any 8-12, Any 8-12, Optional Any 3-8
Yes that’s right, flush with egomania at completing EoN on N0rM4l m0d3, I’m now putting forth opinion on every profession, all at once! Muaha! Well, kind of. More general build tips actually, and things to look out for when trying to pick eight useful skills out of a thousand.
Primary
If you are a Mesmer/Dervish, you are always going to be a Mesmer, but the Dervish bit can be changed. It makes sense therefore, to have something in the build that is based on your Primary, since you’re stuck with it anyway. Builds containing skills entirely from a Secondary Profession can work, but often require the backup of that class’s runes, armour, energy regeneration, or Primary Attribute to get the most out of, and are likely to be hard work for a Secondary alone. If you are an Me/A and desperately want eight Assassin skills with three that come from Critical Strikes, you probably ought to be thinking about making an A/Me alt instead.
Nothing wrong with Me/A mind you, but a Primary is slightly more than a Secondary, and it pays to play to your strengths where you can.
Primary Attribute
The Primary profession can put points into their Primary Attribute, which a Secondary cannot. These are listed here (the green exclamation marks). As well as adding power to skills that a Secondary cannot improve, the attribute often confers an extra passive bonus which may suggest one type of build over another. e.g Divine Favour adds bonus healing to spells that target allies – suggesting a healing type of support build for Primary Monks. Expertise reduces the cost of Attack Skills, Rituals and Touch and Ranger Skills – suggesting a fast, cheap spammable build made mostly of bow and pet attacks and such. This Primary Attribute needn’t necessarily be maxed, but since you are that Primary Class in the first place, it can pay to consider what tools you have that no-one else does.
Conversely, Secondary Professions should consider the other profession’s primary attribute linked skills very carefully before adding them to the build. With an linked attribute of 0, very few of these retain an effect useful enough to be worth using up a slot for.
Attribute Points
Once all the relevant quests are doled out and completed, you’ll finish up with 200 Attribute Points. These can be split several ways, but the rank of the attribute you split them into directly powers most numbers of a linked skill. It pays therefore, not to spread yourself too thin, or all of your skills become quite toothless. In general, look to specialise; two skills at 12, or a 10/10/11 split if need be. The higher the attribute, the more powerful your skills. Once these skill points are assigned, look to be using skills from those attributes only, where possible.
(PvE Rank skills are a useful alternative; Sunspear, Lightbringer, Norn, etc, maintaining a constant power based on your titles, but will not be allowed in PvP matches.)
Unattributed skills are something of an exception, requiring you only to have that class at all to be useful at full power. These are the ones with no green numbers in their text at all, but tend to be Signets, and other slow charging skills, and primarily concerned with Enchantment and Condition manipulation; rarely something to build a an entire skillbar around, although some of them can be very useful in combos. If it has no numbers in it’s text, it can neither heal nor hurt, directly.
Attributes
Consider what skills to bring from an attribute perspective. Each of a Profession’s Attributes tend toward different and specific kinds of roles. Healing Prayers vs Smiting Prayers is an obvious example. Domination Magic tends toward straight damage, while Illusion Magic is more about debuffs. Wilderness Survival is often about support and trapping, while Expertise is mixed bag of all sorts of skills. Water Magic does a lot with movement control, while Earth Magic is about defensive measures. Both do raw damage, but each has a different twist, as does Fire Magic and Air Magic.
Look for the overall themes behind each individual attribute, and especially when making dual profession builds, consider what themes work together, or complement each other well. Beastmastery is about pets. So, on the whole, is Death Magic. Illusion Magic and Curses are both quite similar sorts of thing. Earth Magic and Protection Prayers, and so on.
Having only two attributes maxed at 12 narrows down the possible skills considerably, allowing for a tight and focused build with enough ooomph to get a useful job done. There are enough different types of skill in each Attribute however, to still allow a bit of creativity.
Once a pair or trio of useful attributes are picked out, browse through the associated skills. Although cheating, it can pay to use the various wiki lists for this – it might be that there’s a perfect skill for what you’re trying to do, only it’s at an outpost you haven’t reached yet, or you haven’t gotten around to the specific skill capture you need.
A good skill bar should have:
An Elite Skill: You’re allowed one of these, and in general, if they aren’t outright I-Win Buttons, they’ll often be more powerful versions of normal skills, or cheaper, or faster, or party-wide or AoE instead of a single target. You can only have one of these however, so choose carefully, but unless working on a very specialised build, it pays to take something Elite.
Often this choice of elite skill will go a long way to dictating the shape of the rest of the bar, but if you can’t think of one to take, consider favourite non-elite skills and see if there isn’t a super-charged version of that. Empathy > Visions of Regret or Ineptitude, for instance, or Energy Burn > Energy Surge. In these cases, you’re allowed to take both the non-elite and elite counterparts for double trouble!
Energy Management: This is important for everyone, unless you’re a Warrior with eight Signets and Adrenaline Skills, in which case you’re wasting some of your potential! The amount and importance of energy recovery varies depending on the skill bar and native primary profession regeneration, but a good build will usually have one or two skills that help get energy back quickly. Often high Primary Profession Attribute can help with this for some professions. A 16 Expertise Ranger can generally avoid specific provision here, but for the rest of us a few direct hands-on skills can help, allowing much faster reuse of the rest of the bar.
Most professions have something that works here, although this may involve putting points in a support or non-damage attribute. The Mesmer gets most of these from the Inspiration Magic category, which doesn’t contain a great deal of offensive spells in general, so some compromise may be required. Elemental Attunements, Warrior Stances, Motivation and Mysticism – if the Primary profession can’t provide, make this a reason to be a particular secondary.
Energy Management comes in the indirect form of carefully picked other skills too – don’t go too crazy with all the 25-cost spells unless you’ve taken extra measures to power them. Consider 5-10 points skills and Signets (0-cost) unless you need a particular bigger skill.
Self-Heal: The monsters move fast and it is quite easy to become cut off from your tame Healing Prayers Monk, who might be busy anyway. In Random Arenas, its often possible to end up in a team with no healing whatsoever. I’m generally quite bad at this, but it’s a good idea to throw in a self-healing skill or two into the build, for that extra measure of redundancy and survivability. Obviously, Primary Monk Healing Prayers is the best at this, but again, everyone has something useful here.
Everyone is a healer – only the mechanism of the heal varies, so be aware of whatever conditions your heal comes with; Warriors lose AC while using their heal, Ritualists generally need nearby spirits to heal well, Paragons need other teammates in earshot, the more the better! Be aware of what you need, and again, this heal will often dictate some of the other necessary skills to go in the bar.
Look for straight heals where possible – these are easier to manage and control, but large and long regenerations are perfectly viable alternatives here, if a bit more haphazard and vulnerable to spike damage.
Self-Defence: This can be as simple massive self-healing, as above, but try to dedicate one or two buttons to protecting yourself a bit. Stances work best here – often cheap, fast and lasting. Enchantments are also effective here, although can be interfered with much more easily. Look to be increasing AC where possible, or reducing incoming damage in any other ways available – improved Dodge, Evade and Block for instance, or specific resistances to particular damage types. For a Primary Warrior, just being dressed is often enough here, but as noted above, even pure casters cannot guarantee being on the back row the whole fight – GW monsters are generally more picky than that, so being able to survive a few rounds of melee until the rest of the team scrapes it off can help tremendously.
Careful choice of appropriate Insignias is a must here too – pick out the most useful based on what you’ll be doing. In general these aren’t that expensive, and a fresh set of five can make a lot of difference to a different or new experimental build.
Combos: With all that out of the way, the bar can be put together in earnest. It helps to pick an overall ‘focus’ here – Damage, Support, Debuff, Healing, Interruption, etc. Guild Wars is a lot more forgiving and nebulous than most games when it comes to archetypal ‘Class Roles’, but they are sort of there still, in a way.
By now, you’ll have used up a few slots, but try to build at least one overly-clever combo sequence in the remaining space. Try not to get too extravagant here though – keep the runs to two or three skills at a time. Much longer combination attacks risk most yard trash dying before they can be applied, or in boss fights, something going wrong half way through (Interrupt, disabled, knockdown, energy running out, etc). Look for clever AoE effects where possible for day to day PvE work.
The trick here is in the details. There are very few ‘Do X damage to target’ skills, and most skill descriptions are stuffed with ‘whiles’, ‘ifs’, ‘buts’, ‘whens’ and so on. Examine all of these clauses carefully. A simple example is Sever Artery (If this attack hits, the opponent begins Bleeding for 5…21 seconds, losing Health over time) followed by Gash (If this attack hits a Bleeding foe, you strike for 5…17 more damage and that foe suffers a Deep Wound, lowering that foe’s maximum Health by 20% for 5…17 seconds.) Perhaps follow up with “Victory Is Mine” (Elite Shout. You gain 10…56 Health and 3…6 Energy for each Condition suffered by target foe.) on the now Bleeding and Deep Wounded foe – both of which count as Conditions – or the Mesmer’s Unattributed Epidemic, (Spread all negative Conditions and their remaining durations from target foe to all foes adjacent to your target.)
In general, the more complex the skill description, the more elaborate the accompanying combo has to be, but the cheaper the skill is to use in the first place, so this kind of showing off can be quite economical too. Many of Guild Wars’ best skills are conditional in this way however, so being able to put simple chains together is a must when thinking about builds.
Fill the remaining space with a few cheap standalone skills that augment your chosen role, heals, interrupts, bow attacks, melee attacks, etc.
(For the more advanced, Inter-Skillbar-Combos are the way to go, where it becomes about picking the best 64 skills, rather than the best 8. At its simplest, this can merely involve being reasonably sure that your friend is going to be Crippling the enemies a lot of the time, thus removing the need to bring your own Cripple skill, and letting you go right to skills that require a Crippled target. Greater Conflagration and Winter in one Ranger’s Skillbar, and Mantra of Frost in all the others, is another example of a team build rather than a single build. Mind you, as noted above, some degree of self-sufficiency is still helpful for those moments when you’re caught alone.)
Counters: A good build will have weak spots. It can’t be helped and is a part of the way the game works. It might rely on Enchantments a lot, and so be vulnerable to a number of enchantment removal skills. It might be entirely melee, and so be vulnerable to knockdown and cripple attacks, or plain kiting. Some of these holes can be plugged; throw in a stance or two to reduce enchantment dependency, become an Assassin secondary and use Shadow Steps to get about quickly, that kind of thing. With only eight skills however, not all of the bases can be covered, so the trick is to be aware of what might go wrong and if a simple solution can’t be found beforehand, just fade in to the background for those particular fights.
My favourite Build-o-the-Week is the Me/A Illusionary Weapon one, but if IW itself is ever disenchanted off me, or interrupted or disabled, I become essentially useless. When this happens, I just have to survive as best I can and let the other seven members of my team sort out that particular kind of monster. Once we’re onto something different, I’m back to it, hacking away with gleeful abandon. Even soloing, you aren’t the only person there.
Purpose
On a more general note, it’s worth considering the type of challenge you’re about to face as you stand in the Outpost, fiddling with the bar.
Locality; many enemies in Cantha specialise in Lightning damage, rather than Frost (Shiverpeaks) or Fire (Much of Elona). Pay attention as you rampage and you’ll gain useful tips on refine the ‘Standard’ build, for local use. There is a kind of logic to the Geography of GW – Fire creatures near volcanoes, ice monsters up in the mountains, and so forth. Use this!
PvE: PvE tends to come in two types – overland yard trash clearance, where all-out large AoE straight damage is the best bet – fast and furious, and Boss Fights, where interrupts, conditions and personal survivability become more important, and it’s a good idea to have different builds ready for each, depending on which lobby you’re about to leave.
PvP: My limited experience of the various PvP arenas suggests that other players tend toward the PvE Boss type more than anything else, but mobility becomes a much more important aspect – line of sight, runspeeds, and so on. Other players won’t just stand there and take it. Much of PvP is about potions and numbers, things the skill bar won’t specifically help with. Do remember to bring a Resurrection Signet with you if the battle type has no auto-res though; Random Arenas in particular, an area where all builds need to be fairly self-sufficient. See a lot of shouting about that!
Running, Farming, Soloing, Doing It Properly, etc: All these ways to play require different things from a build, and should dictate the above choices of Elite and normal skills.
Equipment
Fairly important and an often overlooked part of the build; make sure you have the right kind of weapons, focus, armour, insignia and runes to go with the build. This can be a bit pricey on a frequent basis, so best reserved until you’re fairly happy the build is useful and indeed enjoyable and that you’re going to be using it a lot.
Even with an especially clever build, don’t overlook basic weapon damage, a useful way to whittle a monster down while waiting for recharge times to align. Make sure whatever weapon you have is a Max Damage one, and look for enhancements that augment the kinds of activity you’ll be doing; +Enchantment Duration, +Health, +Energy and so on. Settling for a +18% Chance instead of a +20% Chance buff can save you a lot of money, and gives you most of the effect.
Be wary of overdoing it with Skill Runes – even Minor Runes that you aren’t using effectively could use up spaces for useful Vitae Runes. In general, one Superior Rune is about as much health hit as you’d want, if you need a specific attribute as high as possible. Avoid Superior-ing two or more. The health hits all add up, and do make a difference, especially when Mr DP comes to stay.
For particular favourite builds that pass muster, a dedicated set of armour kept in the in the Xunlai Chest is often worthwhile.
Experiment
Of course the real mark of a good build, is ‘Does it work for me?’, and the best way to find that out, is put it through it’s paces out in any number of explorable areas, or the Random Arenas, as appropriate. Only through a fair bit of romping about against a variety of different opponents, can you test this stuff out properly, and it might turn out that the killer PvP build you though would own Heroes’ Ascent, is in fact excellent for killing Shiro. Lots of testing, that’s the key! As regular readers will know by now, a lot of this stuff looks much better on paper than in practice…
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