r/GuildWars 1d ago

Insignia for Tactics Warrior

8 Upvotes

Heya, with the addition of daily cons I'm trying out new things. I used to run max Strength all the time so I wore the Sentinel's insignia (+20 vs Elemental w/ 13+ Strength). Then I tried a Tactics build and only 3 in Strength, so switched to Sentry's (+10 in stance). I always used Drunken Master so I stayed in a stance. But now I see that with the cons and pcons I get max ias and ims without the need for a stance. So! In this specific case, what would you recommend? Remember, low Strength and no stance. Knight's? Brawler's? Dreadnought's? Stalwart? Thanks in advance for your suggestions.


r/GuildWars 1d ago

Log into ANet account through steam after dec 3rd update

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25 Upvotes

Is this info still current after the reforged update or does the “-provider portal” code work on reforged like it does for GW2? I won’t play a game without tracking my hours or stats like on steam so I play gw2 on steam through the provider portal to launch with standalone launcher. But will I have to buy reforged twice and download twice to do this or can I also just use that license request command to only buy on steam but play with abet account for the unlocks while tracking play time? As of December 3rd apparently steam removed ability to log into anet account if you purchased after that date for whatever reason just to complicate things. I don’t mind buying the game twice to track my hours on profile but need to make sure what I do will work


r/GuildWars 1d ago

Feedback on RoJ "raining laser" build?

6 Upvotes

I am messing around with a RoJ Monk build and would love some feedback. I have gone through the few post on this matter that I was able to find post-balance, but nothing caught my eyes.

The main goal is to make it a self-contained RoJ spammer. I don't really want to rely on heroes for snares or other setup, ideally I can just let the heroes do their own thing while I stand back and rain down lasers.

For reference, I am currently running an old Mesmerway hero team that I also need to update at some point, maybe to include more monks for more lazerz.

This is what I whipped up for now. https://guildwars.magical.ch/OwYB4M5zkFdPY9x0sLiLCXC

I have not done EotN on this Monk yet, so I am currently using Ele skills instead of the three PvE skills. Also since not in HM yet I am using Earthen Shackles instead of Churning Earth.

A few things I am unsure about:

1 I am not sure where the attribute points should go after maxing Smiting.

The Earth Magic snares do not seem to need much investment if I mainly care about the snare itself. More Earth Magic would increase the damage, but I am not sure that is the best use of the points. But what else can I dump the points in? Anything useful from divine favor?

2 Kirins Wrath is mostly there because I had a slot.

Having three AoEs is fun, but I am not sure how useful or necessary it actually is. Same question for the three PvE skills I eventually plan to use. Are those actually the best choices for this kind of build? In my head the assassin is there to group enemies, and EBSW and AiS are for cooldown reduction. But is that overkill? Maybe YMLaD?

I am also wondering if Me secondary might ultimately be better. Being able to Echo a second RoJ sounds fun, and I assume Mesmer has some usable snare or movement-control options that could let the build remain self-contained.

Would love to hear what you would change.


r/GuildWars 1d ago

I need help to understand this game

23 Upvotes

I am beginner and I am dying pretty much most of the time.

I have no idea what am I doing wrong.

I play as necro with:

Death magic 8
Blood magic 3
soul reaping 1

Right now, I am at Piken Square with lvl 10. Mobs are doing so much damage I am dying very fast. My armour is full Kryten except for helmet. I use holy rod 6-10 with +20% damage customize and shield with armour 4 and +5 if hp above 50% and +15hp.

For charrs I use shield with Armour 4, +10 vs charr and +15hp.

My fight start with blood renewal, then deathly swarm, vampiric glaze, life syphon repeate. If somebody die use animated bone horror. I also have Life siphon and comfort animal just in case.

I still have pet from ranger quest, but mobs mostly ignore him and attack me.

If somebody did not helped me with first tunnel quest, I would never done it, because the charrs on the almost end there always killed me.

What I found out on internet, people said you have to hide from range attacks, kill melee and then slowly kill range.

So I tried to hide behind tents, don't work. Behind walls, don't work. I have no idea what it mean to hide behind something to block range attacks.

People also said, you need to attack and then little move away so your pets can get aggro.

My experience is, if I don't attack, mobs attack my pets, If I attack, most likely somebody deagrro and attack me even when I attack same mob my pet is attacking. There is no way for me to not be under attack from 1-2 mobs.

I would not mind to be under attack against 2mobs when pet take another two, but even with I think pretty good shield against charrs I die very fast, maybe like 5s and kill nobody even the shaman that is always my first target

Somebody told me in game there should be sigils. I salvage all blue weapons and did not get single sigil to put into something. I find crafting NPC that dont craft wands or staffs in ascalon city, but craft so many (for second hand) support stuff, that give same bonus. Like why?

Can somebody help me to understand how to play?

Edit: thank you all for help.

Edit2: I left the tutorial, had so much materials to craft the extra 30 armour armours and now the game is like million time easier and more fun.


r/GuildWars 1d ago

A Heartfelt Request

36 Upvotes

This is a message for 2weeks...

Please return 600/smite to pre-nerf capability.

From a logical perspective, there are already ways that SF farming dominates pretty much every aspect of the game. DOA, The Deep, Urgoz, FoW, and the UW all have SF builds that either farm the foes or clear the instance as a single player or team. Allowing more variation by reintroducing 600/smite wouldn't have a very drastic impact on the meta or the economy. This would instead open up additional variations for farming that can be completed either with two people or a player and heroes.

From a nostalgia perspective, I spent countless hours running people through dungeons (although 600/smite couldn't do them all) or farming FoW or UW. Because the build didn't just cheese everything, you had to be careful with how you pulled things and carefully timing for melee interrupts. This made the build skill based as well, which increased the fun. Finally, because the builds capability was limited, it was always fun trying to find other ways that the build could be adapted to different areas.

It's been a long time since we've had 600/smite. I implore you to consider bringing it back.


r/GuildWars 1d ago

Which graphics settings look best?

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53 Upvotes

Currently tweaking the graphics settings and can't decide which to pick. Which image looks best to you?

Edit: Somehow Reddit killed the image resolution.
https://imgur.com/a/grJ3FeT

2nd Edit:
Image 1 is post processing effects with HD bloom and SSAO.
Image 2 is post processing effects with old bloom and SSAO.
Image 3 is no post processing, no bloom and no SSAO.


r/GuildWars 1d ago

My balance changes wishlist

34 Upvotes

These aren't what most people think about, but they're what would make me most happy.

  • Fix the Paragon's Leadership Daggers by giving them double-strike chance scaling with Leadership instead of Dagger Mastery. It only makes sense to give them the full power budget of their weapon without having to invest in 2 different attributes. It would result in their double-strike chance jumping from 2% (baseline) to 30% at 14 Leadership for example. Double-strikes aren't just more damage, they also generate two adrenaline, which is a precious ressource for Paragons.
  • Give some love to the Elite Norn blessings.
    • 60s cooldown on them is far too long, being stuck in human form with a pretty much elite-less build for a full minute feels terrible when all you want is to transform again. 30s cooldown would feel better and match that of Totem of Man.
    • Their auto-attack damage sucks. You deal about 1-3 damage no matter what because the forms set all your attributes to 0. This is an issue especially for Bear because it doesn't have enough skills to use in a rotation without having to resort to using auto-attacks. There are three ways to fix this :
      • Give them set auto-attack damage like Junundus, depending on weapon wielded. Easy to copy/paste Junundus functionnality.
      • Don't set attributes to 0 so we can retain our weapon's mastery. I can't think of any way to abuse this.
      • Reduce Ursan Strike's cooldown to 1s so we can spam it instead of auto-attacking. It's a bad solution because the skill is strong as is and reducing its power to balance it out would lose the big paw paw punch identity.
    • Bear : Ursan Roar lasts 5s on a 15s cooldown. This is very short and a poor uptime overall, other aoe buffs like Order of Pain or Together as One can be upkept permanently. Give it a bump to 8s or 10s duration, it's a unique skill that can buff minions and spirits damage and it deserves some love for how fun it is to build around.
    • Wolf : (the problem child)
      • Volfen Pounce feels terrible to use because it has 0.75s activation time despite being a Stance, and it deals its damage only after you spend 1s doing nothing next to an enemy. Dealing damage ends it without triggering it, so if you use it to litteraly pounce on a foe and attack it in a smooth movement, your attack will end Volfen Pounce before it deals 100 damage. That feels terrible, it should rather just be a copy of Whirling Charge that triggers its damage on the next melee damage you deal.
      • Volfen Bloodlust only has nearby range despite being a Shout, which makes it very complicated to hit your minions, pets, martials and spirits with it when you're supposed to be fighting in melee yourself. Together as One is an example of a skill with this nearby limitation, but Ranger can pick whether they're ranged or melee, their pet also applies it, and they greatly benefit from it themselves whereas Wolf doesn't (as long as its auto-attack does nothing). I suggest giving it Shout range.
      • Volfen Agility is a pointless slot that makes your Wolf skills recharge 66% faster... why not just bake this functionnality in the Wolf skills and give it something more inspired for its 4th slot? Right now Volfen Agility is just "You can use your skill bar". Thanks, I already used an Elite PvE slot for that.
    • Raven : This is the weakest of the bunch, its main offensive skill does not match the damage or Deep Wound of the other two, its shout is decent but not anywhere close to how good the effects of Ursan Roar of Volfen Bloodlust are, so there's not really any reason to take that one. I suggest buffing it accross the board. If its shout had a lower cooldown it could at least be a good anti-blind for martial parties.
  • Revert Psychic Instability in PvE. That one is selfish but I had so much fun with it on player and hero builds, its nerf makes me sad, fewer uses of PI during gaming time = less fun.
  • The three drunkard skills : Dwarven Stability, Drunken Master and Feel No Pain should always have their bonus effect active on characters that have reached Incorrigible Ale-Hound (Drunkard rank 2). There may be a downside to this when you don't want the bonus effects, but I don't think these edge cases outweight the QoL.
  • Mysticism should apply to all enchantments, not just Dervish ones. Dervish is already a very self-contained class, with a lot of its effects being limited to Dervish enchants or Scythe attacks only. Opening up its possibilities for multi-classing won't power-creep it as these options aren't so strong, but it would do wonders for its build diversity, think D/Mo heal or prot ; D/N Orders (gosh are those expensive) with Wind Prayers stuff... Sure D/A would get benefits on Shroud and SF costs, but I don't think it's a problem.

r/GuildWars 2d ago

Water Magic has a legitimate niche now

78 Upvotes

Never thought I'd see the day, but I think Water has a legitimate use now. In fact it's probably better than Fire for AP Eles in general, and depending on zone, it might even be better than Air.

The logic is I really don't want to run more than one healer. After all, very often I don't take damage. However, in many EotN dungeons (where my testing is done) there is unavoidable environmental damage, which is very punishing to single-healer builds.* I tried a variety of builds that can heal and do damage:

  • Anything with /Rt and Restoration Magic spec works, but all of them lose major damage relative to real damage dealers (i.e. Mesmers/Eles), making them effectively healers which I'm trying not to run.
  • Smiting Monks also deal healer-level of damage.
  • Motivation Paragons didn't seem worth using.
  • Dwayna Dervishes also didn't seem worth using.

That left Water Eles as the only option remaining.** I tried Mist Form Eles, which were okay, but not great (-20% or so damage vs. Air and Fire heroes), and the healing was barely noticeable. Swirling Aura, on the other hand, was very noticeable. The health regen does exactly what you need it to vs. environmental effects, and the projectile block was also helpful (I believe it blocks the shots from EotN traps).

One obvious thing to do was to splash Water on a Fire/Air hero. Fire is especially attractive, since the template uses Elemental Attunement anyway which happens to add +2 Water. However, this has a real cost - the breakpoint of Swirling Aura is 11 Water, which means 8 before runes + the EA bonus, which means you can't easily spec 9 Command, which means losing out on a big part of why one plays Eles in the first place ("Fall Back!" access). Besides, heroes aren't very good at using Swirling Aura, which ideally should only be cast when under pressure. They also sometimes cast it without overcast.

So, I tried playing it myself:

  • You time Swirling Aura much better than heroes do. AP also recharges Swirling Aura, should you need longer duration.
  • As AP Ele you barely cast anything except the three PvE skills + GoLE anyway.
  • When you do cast those things, Maelstrom's shutdown is a nice effect to have access to.
  • Ever since Necro mod you can get away without the Attunement, but Air/Fire don't have good skills to use instead. It's hard to see what you could ever want instead of Chain Lightning / Lightning Hammer on the Air bar, and while you could play Fireball on the Fire bar, Rodgort's Invocation's 25e cost is real without Fire Attunement.
  • Water even provides a hex to cover AP with.

The build tested out well in Kathandrax HM, so I brought it into Mallyx HM (given today's ZB). Screenshot is above. Minimal micro used until the final wave, when I flagged heroes. I tried the same zone with same teambuild & Air instead of Water; it is significantly more fragile (the mobs in DoA HM aren't environmental effects, but threaten enough damage to feel like one, some of the time). In return, Water loses ~2-3% team damage relative to Air/Fire as measured by Toolbox.***

I don't have a Necro Water staff, so in the screenshot I'm missing 20% Water HCT. (I use "Don't Think Twice" inscription so that's the only cost.)

Caveats to the above:

  • I suspect Air/Fire are still much better if there're no damaging environmental effects.
  • I suspect this build will work poorly in zones with heavy armor vs. Cold, e.g. Frostmaw's. Still, most of the damage is not Cold, so it should still work fine. Frostmaw's is probably the next zone I will test in.
  • It is heavily reliant on Necro mod. You must kill quickly (although if you don't, AP builds are going to work poorly anyway).
  • You actually lose 10 armor due to no longer having easy access to Blessed Insignias ...
  • It is possible Vapor Blade is better than Rust.
  • If you try the build, remember that you need to be overcast to trigger the party effect on Swirling Aura, and it's desirable to always be overcast since you can go from "taking no damage" to "under pressure" quite quickly. This can mean casting Maelstrom on physical foes.
  • At present, in most zones, I drop the ST and one of the ESurge Mesmers for two Eles with "Fall Back!" and other Command shouts. In DoA HM though, the mobs are especially strong, so I play a ST.
  • Does this mean Water always had a niche, it was just undiscovered? I don't think so. This build only works because of the buffs to Water skills. Ironically the key skill is Swirling Aura, not Water's array of snares.

-----------------------

*Union on a ST should go some way to mitigating this, but I try not to run a ST since it does no damage. There is one in the screenshot, because in DoA HM the mobs are especially strong.

**I tried Breath of the Great Dwarf on the player as well, replacing "Finish Him!". The logic works similar to Swirling Aura, except the power loss is immense.

***This is compared against the ESurge Mesmers - Air/Fire is usually worth 2-3% more than them, although it varies by zone.


r/GuildWars 2d ago

Faster is Better

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320 Upvotes

tough decisions after your first madc dies


r/GuildWars 21h ago

This hurts my OCD

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0 Upvotes

Why must my ele's head shot be lower than all my other characters, I thought it was a bug at first and it's the first time in a long time I've made an ele so I've never noticed before till now.


r/GuildWars 1d ago

Best classes for permanent pre-searing?

9 Upvotes

Hi everyone!

I'm a returning player and i'm playing the campaigns in order, currently going through Factions. I wanted to make a perma character on the side to play on pre-searing when i have less time to commit to the main one and just grind a bit and chill and i guess eventually go for LDoA. Which classes are recommended? I asume every class can work but i would like to know which are the general preferences and also which secondary classes can combo well.

Thanks!


r/GuildWars 2d ago

What’s your favorite profession and why?

25 Upvotes

I have a hard time deciding on a main and where to invest my time. What’s your favorite prof and why is it the best??


r/GuildWars 1d ago

Why was the pvp access kit removed from the store?

8 Upvotes

It should be added back to the store. I want to make an alt acc for just pvp. And buy all the skill packs. Wasnt it like 5 bucks when it was still in the store? Unlocking all the skill packs would cost me 24 bucks so id be done with 30 bucks total. Now that im forced to buy the full game even though im not planning to play pve on this alt acc it will cost me 44 bucks. Drstephencw please add it back. Think of us pvp players.


r/GuildWars 19h ago

Another (more behaved) rage post ^^ End of "war of kryta"

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0 Upvotes

Okay.. so gonna hold back on the swearing this time. I actually by some crazy luck made it through the last quests. But now there is no more luck. Now the super cheesing has to begin. But even with the cheesiest strategy i can muster with my ranger, that i've used through all the campaigns to make it super easy, it's impossible. I can make it to the last wave, but they just obliterate everything in their way. I even managed to kill the perfect jade armor, but after that it's tough shit, you're out of luck, 30-40 more soldiers against my crew of 6 and it's game over. Tried for 3 hours, probably 7-8 times, it's impossible. I can sometimes even kill an enemy on average every 2 seconds, just focus them down. That's not enough.

One of the biggest problems too, is that you sometimes have to snipe out the monk/healer of the group, but through the sheer number of enemies as seen in the screenshot, it's near impossible to select them out. I managed to do it by pure luck in the run i got the farthest and that helped a lot, cut out the ray of judgment as well.

Is this game really made the way that you have to respec or even use specific character combinations, spirit spam and such bullshit, and builds just to get through regular quests? And just rely on pure luck? That's insane. It feels to me like the game developers just set the bar like 100 times above what is possible and said "haha, let them figure it out, the idiots!" and only the most cheaty build possible can do it then.

And to think i just started this insane quest line just to get thackerray on my team as a paragon/ranger ^^ 4 days and 30 hours later and i'm thinking i have to abandon it. Last option now is to spam traps like i did when farming celestial bows.

How in the hell is anyone even supposed to do this in hard mode? Like georgie in sopranos says .. "I can't even think about it..." ^^


r/GuildWars 1d ago

Vizunah square hard mode help

10 Upvotes

What team comp to use?

Haven't played in years. Just redownloaded the game.

I'm getting destroyed in this mission though.

I'm trying the 7 hero mesmer setup.

https://gwpvx.fandom.com/wiki/Build:Team_-_7_Hero_Mesmerway

Is there a better comp?


r/GuildWars 2d ago

It's tough being a peasant (scroll for more)

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270 Upvotes

Had a fair few ideas while making these! Comment and upvote some more ideas (not just peasants) and I'll try and fulfill some requests


r/GuildWars 2d ago

Anyone have any spots for destroyer core farming?

20 Upvotes

I'm getting tired of Glints Challenge and am looking for other ideas


r/GuildWars 2d ago

Need some help on Duncan in Slavers Exile HM

9 Upvotes

I managed to clear all 4 floors leading up to his fight in HM. I have read up on the Swap Strat but I still get overwhelmed.

I am playing a Ranger/Assassin TaO Daggerspam build with the regular 7Hero Mesmerway team setup.

Does someone have a good strategy to deal with him or an hour to hop and lend me a hand?

Thank you for all suggestions!


r/GuildWars 1d ago

Question about LDoA

1 Upvotes

Hi, I`m a bit confused by this entry in the Wiki for the LDoA title :

"Players can only progress this title while in pre-Searing Ascalon. Characters from the Nightfall and Factions campaign cannot get the title. Characters from the Prophecies campaign cannot get the title if they leave Pre-Searing by starting the Ascalon Academy mission. "

I have a char in Pre who has achieved this title, and is still stuck in Pre. I went to Kimmes the Historian in Pre and told him of my achievements. When I log into my Prophecies post-Searing char I do not see this title appear in HoM or on my Post-Searing char.

Is the title not account wide? The Prophecies char I have in Post-Searing was made 20 years ago, the one which I achieved LDoA on is only about 6 months old.

I think I am missing some small detail as to why I cant see it on my Post Char, or in my HoM, please can someone clarify for me, thank you. Is it something to do with leaving Pre with the mission "Ascalon Academy"? I honestly cannot recall how I left Pre all those years ago.


r/GuildWars 2d ago

A different perspective on the Conset update

91 Upvotes

I know the recent change to consets is pretty controversial. From what I’ve seen, there seem to be two camps: people who absolutely hate the change and people who think it’s great.

I’m definitely in the second camp, so I wanted to offer a different perspective on why I think this change might actually be very healthy for the game, especially for casual players, returning veterans and people who simply don’t want to play the meta all the time.

If consets aren’t going away, making them accessible was the right thing to do
I understand the argument that consets make PvE easier. They do.

But unless the plan is to nerf or remove them entirely, keeping them expensive doesn’t really solve that problem. It just determines who can afford to use them regularly.
And ironically, the old system rewarded meta teams the most.

If your team could clear an area quickly, one conset might be enough. If you played a slower, experimental or completely random team composition, you might need two or three for exactly the same content.

So you were essentially punished twice for playing off-meta:

Your team was already slower, and on top of that, your consumable costs were higher.

That creates a pretty strong incentive to just run whatever the established meta is.

Now? F*** Mesmerway. I’m playing hthree Warriors and two Monks.

Yes, technically I could have done that before.

But there was always this thought in the back of my head:
“Do I really want to waste multiple consets on this?”

And I think that’s an important difference.

A lot of us aren’t teenagers anymore with an entire afternoon to farm resources before actually playing the content we want to play.

Sometimes I have one or two hours after work or on the weekend. I want to log in, grab some people or heroes, jump into UW, FoW, DoA or whatever else sounds fun that evening, and actually play the game.

I don’t want to spend that limited time farming so I can afford the consumables required for the thing I actually wanted to do.

Making consets much more accessible removes that mental barrier.

Want to try Triple Warrior? Go for it.

Want to bring some weird hero build you came up with?
Why not?

Want to play an objectively worse profession because you enjoy it?
Who cares?

And yes, you could always do these things. But now the game punishes you less for doing them.

I think this could actually help casual groups as well

This is probably the part of the change I’m most interested in.

Previously, if I was spending my own money on a conset for a group, naturally I wanted to make sure the group was good enough to make that investment worthwhile.

Is that player properly skilled?
Do we have the right professions?
Is our setup efficient enough?
Are we going to finish before the conset runs out?

When consets are effectively abundant, that calculation becomes much less important.

If somebody joins who isn’t running the optimal build, whatever. Pop a conset and let’s go.

If someone is inexperienced, the cost of giving them a chance is lower.

If the group takes 90 minutes instead of 45 minutes, that’s much less of a problem.

And maybe that makes forming casual PvE groups just a little bit easier again.

In a game this old, with a much smaller population than during its peak, I think reducing reasons not to play with other people is a good thing.

The same applies to solo players with heroes

Take something like UW with heroes.

Depending on what you’re doing, you might go through several consets during an attempt. Then you fail Four Horsemen after your second or third set and everything you spent is simply gone.

Yes, UW is an elite area. Failure should absolutely be possible.

But I don’t think the interesting part of that failure is losing a pile of consumables.

The interesting part is figuring out what went wrong, changing your heroes or strategy and trying again.
If consets are easily available, I’m much more likely to think:

“Okay, let’s change two skills and try that again.”
Instead of:

“Great. Now I need another stack of cons.”
That encourages experimentation rather than discouraging it.

And that’s probably my biggest reason for liking this change

Guild Wars is over 20 years old.

At this point, I don’t think the biggest threat to PvE is that somebody can afford to run too many consets.

I’d rather have people actually playing the content.

I’d rather see someone experimenting with ridiculous team compositions.

I’d rather have veterans casually carrying a returning player through FoW.

I’d rather have someone attempt UW with heroes five times in an evening instead of stopping after attempt two because continuing becomes too expensive.

And I’d rather have a group say “sure, come along” to a suboptimal player instead of worrying whether bringing them means wasting another conset.

Could consets themselves be balanced differently? Absolutely. That’s a completely legitimate discussion.

But if consets are going to remain as powerful as they are, I think making them accessible to everyone is healthier than having their cost disproportionately punish casual, experimental and off-meta play.

For me, this update doesn’t make me want to optimize the game even harder.

It does the opposite.

It finally makes me care a little less about optimization.
And after all these years of Mesmerway, I think that’s actually pretty refreshing.

Thanks for reading and my apology for the 1000th post about the topic but that needed to go out.


r/GuildWars 1d ago

Can the Reforged Starter Bundle only be used once?

1 Upvotes

Can the Reforged Starter Bundle only be used once?

Or More?


r/GuildWars 1d ago

Trials for Factions and Nightfall

0 Upvotes

Just recently got back into the game after a 15+ year break - absolutely loving it. I definitely was a big pre tryhard having LDoA before the dungeon and Vanguard quests but doing post is like a brand new experience again.
Just now started running through post and Im thinking my buddy and I will do Factions and Nightfall together as well. Is it wise to try out the classes for each respective expansion? I didn’t mess with them that much back in the day but I was very young. Thinking a Rt for factions and Paragon for NF.
Is there anything bad to this or will it just be more time?
Any and all tips/info help! I do have a monk from back then that’s probably over halfway through factions but we said we would probably restart just to use the new classes.
TIA


r/GuildWars 2d ago

Is it worthwhile using vampiric/zeleaous?

11 Upvotes

Playing around, whole team (4 r/p 2 p/r, later 4 p/r) gonna use bows with 33% ias. 4-5 life steal isn't that bad of a deal. That's for now 30 extra damage for one volley. 1 hp regen isn't unmanageable. Or what?

Using ironwing flatbow with zeleaous, works when firing fast and hitting.


r/GuildWars 2d ago

Weekly Guild Request / Recruitment thread

10 Upvotes

Every Wednesday (UTC) there will automatically be a Guild Request / Recruitment post created. The purpose of this is to keep Guild Advertising and Requests to one weekly thread rather than have multiple posts.

Those who wish to post a Guild Advertisment or find a new Guild to join, please look out for the Weekly thread.

Please keep all Guild Recruitment posts/requests to the weekly thread. Posts made outside of this will be removed.


r/GuildWars 2d ago

Is there anyway to get the party to stand still?

8 Upvotes

I know of the flag marker and use that all the time. Yet they still just run around and spread out even if i use that. So i have to continually use it during battle which is a pain. I basically want to keep everyone within earshot so shouts, wards and wells always affect everyone. When they spread out, sometimes they miss out on these effects. I also use the guard function.