Archive for the Character Builds Category

Rush’s Guide to Smoother Dungeons

Posted 01/01/13 by

Well hey guys, apologies for the lack of content from me during the past few months. I have been hammering away at school, but now I actually have the free time to write up another handy dandy article!

In this guide, I will be sharing with you my preferred team composition for faster, safer, and smoother dungeon runs. During this guide, you may be all like “Wha? What about this class for this spot”, to which I will reply “Who’s writing the guide, me or you?”. No, that won’t happen, I am too nice to say that, but seriously, keep that stuff to yourself for now.

We’re going to take a step by step look by shoving our metaphorical microscope into each piece of the “smooth dungeon” pie.

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Some facts about GW2 skills you might have missed…

Posted 12/10/12 by

A few tips everyone can use...

A few tips everyone can use…

So you think you are a Guild Wars 2 pro by now, right? You have your favourite skill rotations programmed into muscle memory, efficiently dispatching foe after foe? But don’t be fooled. The true martial artist doesn’t stop at being an efficient killer… the true martial artist seeks true mastery of his weapons.

Here’s a few advice for those grasshoppers who really want to become pros at the game. Here’s a few ways to really take advantage of your weapons’ strength.

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The Ancient Guardian Art of Bashing Faces

Posted 01/10/12 by

Welcome to Guardian weapons training. My name is Zervish Alaris, I will be your instructor today. This training is meant to give you a brief review of weapons and how to use them. It is not an in-depth analysis however… for this, you should talk to a scholar, or try it out on foes in the field.

Without further delay, I introduce you to your new friends…

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Greatsword Guardian Leveling Build

Posted 23/09/12 by

 

 

 

 

 

 

 

 

 

 

 

Since Guild wars 2’s release I have been busy leaving a lot of bodies in my wake, instead of writing up new articles. I am back to share with you the leveling build I used.

I will be covering the full monty so get yourself some coffee, maybe a beer if you’re that guy, and sit down for a bit while you read this.

I clocked 75h 20m from 1-80 with this build, so it works. Proof will be at the bottom of the article.

This build will allow you to fight enemy groups up to around 8, depending on the enemies you are fighting. Intelligent play will allow you to fight 2-3 veterans at once, and stand up against a champion in group fights.

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Combat Training 101

Posted 04/09/12 by

Noob press here

Noob press here

Welcome to Combat Training 101. My name is Zervish Alaris. I am a Guardian. I will be drawing specific examples from my own experience, however, I mean for this class to be useful to most professions.

We will be covering basics of weapon selection, combat movement, combat awareness, and numerical advantage.

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A Scholar Eye on the Party Guardian

Posted 08/06/12 by

I said party guardian, not disco guardian.

I said party guardian, not disco guardian.

Today I explore the guardian’s ability to boost his allies both offensively and defensively. Guardians have many tools to use on allies, including virtues, healing magic, and protective bubbles. If you like the idea of an armoured character taking care of allies, look no further. This primer will give you all that you need to know to get started.

I will focus on guardian skills that have a direct effect on allies such as virtues, shouts, symbols, and healing spells, as well as those that provide protective barriers. Even focusing on this single aspect, the list is very long, and I may have missed some. This means that the party guardian will have a lot of flexibility on how to make his build, and play a support role.

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A Scholar Eye on Minionmancy

Posted 29/05/12 by
Bone Minions

Bone Minions

If you like a small army of minions, look no further. This primer will give you all that you need to know to get started.

I will focus on necromancer summoning skills as well as traits that directly modify minions.

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Random Comments that Didn’t Fit in the Other Articles

Posted 29/03/12 by

I do love quick notes.

I do love quick notes.

In this article, I’ll be making random comments on quest types, professions, maps and traveling, grouping quick, and UI.

Enjoy!

Quest types – Made for Diversity

Yes, it’s an MMO, so you will have to kill stuff, help people, collect junk. It’s unavoidable. However, ArenaNet has improved the formula quite a bit by:

(1) Making it feel alive. Stuff happens whether you are there or not, whether you participate or not. This may not seem important, but it makes the world feel alive, and makes the whole combat very fresh and dynamic.

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Playing Healer in a Healer-Less Game

Posted 28/03/12 by

You all heard ArenaNet saying that they nuked the trinity. No more tanking, no more dedicated healer… I guess they needed to keep the nuker so they could nuke the trinity. Well, what of those who like me loved to play healer? So I made as best as I could a dedicated healer, and gave that a try.

The Build

I picked Engineer as my Charr profession. And yes, I made my Charr black-and-white striped if you must know. I choose the Engineer because that gave her access to many healing skills.

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Rofltations, Spam on Recharge, and Other Terrible Ideas

Posted 26/03/12 by

Rotation guide for noobs.

Rotation guide for noobs (edited from the official GW2 Wiki).


If someone tells you that Guild Wars 2 gameplay is all rotation or spam-on-recharge, then they are playing like scrubs. It’s that simple. I played Mesmer and Engineer mostly but also other professions, and I can think of many times when I used a skill at the wrong time and regretted it.

In fact, it’s harder to come up with weapon skill examples that should be spammed on recharge.

The following is based on my PvE experience, but of course applies even more to PvP. I’ll talk mostly about Mesmers and Engineers because I played those two professions the most, but I have found the same general principles to apply across all professions with very rare exceptions.

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Traits: An Analysis

Posted 14/03/12 by

It seems that the trait system is complicated enough for the min-max crowd to sweat over it for a long time. Meanwhile, here’s a handy guide for the rest of us.

The big 5: Each profession have 5 trait lines, which can be roughly described as pressure, criticals, defense, healing/support, and profession-specific. Each boosts 2 attributes that are most closely linked to how that given profession fulfills this role. For example, for all professions the pressure trait line increases power and condition duration, except for guardian which increases power and boon duration. However, as guardians rely on boons more for damage, this is understandable. Likewise, the elementalists’s four first trait lines are fire (pressure), air (criticals), earth (defense) and water (healing/support), with the fifth tied to arcane and attunement swapping. So if you remember pressure, criticals, defense, healing/support, and profession-specific, it should be easy to see where you need to invest your attribute points.

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Musings of an Arm-Chair Mesmer – Part I: Weapon Themes

Posted 02/03/12 by
Mesmer Concept Art

Mesmer Concept Art

Previously, I wrote up an initial synthesis of what was known about the mesmer profession then. With the closed beta weekend, a lot of new information has emerged giving the community a much deeper inside look into the workings of the illusionist. Another round of synthesis is necessary.

Now before we start, I just wanted to say that this article is not meant to be an all authoritative source of truth. It is merely an article written out of passion for the profession, meant to start a discussion among the many arm-chair mesmers (for this is all we can be at this time) out there in the community. With that in mind, let us dig deep into the details and just focus on the different land-based weapon sets!

As with other professions, each weapon wielded by the mesmer contains a certain theme. Recognizing these themes can help putting together a build that will ultimately match a player’s preferred play-style.

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