Guild Wars 2: Tyrian Travels (Pt. 6)

It’s time for a shake up!

Though, if I were you, I wouldn’t put Charr into a bag and shake them up- that would probably lead to several bouts of mauling and maiming. Unfortunately, the Guardian that has been so prominently featured in the Tyrian Travels series will be leaving us soon. It’s a tough call to make as she is one of my Lvl 50 characters but I feel it needs to be done. I’m not usually one to delete characters (especially the very first ones I make) but server limits, her current set of traits and skills, and other factors make this a slightly necessary action.

This means that the Mesmer will take the place of the original (and best) of my characters now.

The reasons for the shake up are few but valid (in my opinion). I’ve spent a day or so collecting materials and building her a whole new set of gear, then another day testing out a solid skill set, and then (after taking her out to a Lvl 50 area) realised it didn’t really work out. I’m not entirely sure what is wrong with her (but I could guess) but there’s something wrong.

It comes to something when, even with the range bonuses, a lightly armoured Mesmer can take down several Lvl 54s at Lvl 51, yet a Guardian struggles to fight more than one thing at a time without some degree of difficulty. I suspect, as the class is solid, that the problem lies with the way I’ve built her. Most likely due to the fact that I made several (likely poor) decisions about her traits and skills over time and so she’s kind of watered down. She could be doing more- but she isn’t- and it’s likely I could salvage her but I wonder if it is really worth it. To bring her into the realms of staff wielding (the only weapon she hasn’t tried) is possible, but, unless I collect every Hero Point on the map, it’s going to hinder her for quite some time to come.

Getting to Piken Square was half the battle after the Searing. Getting away from it again was the other half.
Getting to Piken Square was half the battle after the Searing. Getting away from it again was the other half.

That said, there will be a replacement Guardian.

I’ve managed to get the new Guardian to nearly the same crafting discipline levels as the old one right out of the gate (with about 20-50 points difference overall). So her crafting disciplines are fine, she managed to get to Lvl 15 just by crafting items from creation, and she’s wielding a staff which is actually working out quite well.

On the brighter side of the news- the Mesmer finally found Piken Square! Or what was left of it. It wasn’t really as impressive as I’d expected, it also seems a little more southward than anticipated, and a bit smaller. Still, at least I know it exists. He’s also up to Lvl 60 so he’ll be doing all of his personal story bits and pieces soon! I’ve also been lurking in the Gem Store after getting a good price on a 2000 Gem card. Bought the Living World Season Two pack while it was on sale and picked up the seventh, and final, character slot reserved for a Necromancer.

While my other classes (the Ranger, Elementalist, Warrior, and Thief) are all at Lvl 31, too.

This is the first soft cap for their levelling process as they’ll unlock their Elite skills around then. Which means, if nothing else, their build will be solid and they’ll have access to their entire build options. The Necromancer will likely be made a little later after the Guardian reaches at least Lvl 31 as well. Hoping to get her to Lvl 50 rather quickly to replace the lost Guardian.

Have a nice week, all!


Guild Wars 2: Tyrian Travels (Pt. 1)

Let’s start another series of posts, shall we?

One great thing about finally opening the floodgates on the whole gaming angle is that I get to talk about all kinds of things that, while relevant, and definitely interesting (at least to me), have fallen into a time period before Moggie’s Proclamations started. For instance, Returning to Tyria introduced a topic that I haven’t really talked about here. Not because I didn’t want to but because it’s very hard to bring it up randomly. Likewise the Memories of the Vault post was only possible for the same reasons.

I am slightly hesitant to start new series of posts around a particular game, however.

In the case of many MMOs there is always a ramp up period where you’re getting things in order, choosing your build, acquiring cool items, spending time crafting, and generally developing the character until the level cap. At such time it’s pretty much business as usual. You go out, you do whatever you set out to do, and you come home. You don’t really take much time developing your items or skills past that point- besides necessary upgrades- as you’ve settled on what you want. There’s a lot to talk about during the levelling process, though.

In the case of Guild Wars 2 there’s a lot you can do during the levelling process. Due to the lack of traditional questing you could spend the entire time just running around gathering crafting materials, taking part in events, and doing your story missions. Especially if you have a crafting discipline or two. Then you get experience from actually making the items, too.

Quite a haunting place. What with the ghosts and all.
Quite a haunting place. What with the ghosts and all.

The first part of our story follows the adventures of a fluffy Guardian.

Though, personally, I wouldn’t refer to a Charr as fluffy anywhere where they can hear you. You might get impaled, set alight, cursed, maimed, or have to give obligatory belly rubs every time you see them. It’s an interesting point (personally) to play as a Charr, considering in the first Guild Wars they were often considered one of the major enemy factions. It’s also interesting because there are several factions within the Charr, each following their own agenda, and each developing their newly founded empire. Not nearly as black and white as it might seem.

The Guardian strikes me as quite a diverse and many faceted class. You can seem to go down the road of emulating a Paragon, a Monk, or a Warrior/Monk with ease. Many of their skills seem to fall within defensive utility, but they can also heal, and bolster allies with various buffs, so they have a lot of room to develop whichever way you want to take them.

Initially I was set on the mace and shield combo. Though, as I play through further, and unlock more utility skills, I’m starting to lean towards the scepter. Perhaps with a few of the more offensive magical attacks in their arsenal. Still operating as a frontal damage soak but having more movement, healing, and supportive abilities. That said, before I can start to explore these possibilities I need to hit Lvl 45 and acquire a scepter. I already have a secondary specialisation almost entirely unlocked so that’s done, at least.

I’m firmly grounded in the greatsword as her alternate weapon set, though. Good mixture of damage, survivability, healing, and party buffs in that build. Need to decide on the stats I want on her equipment, though. Currently using +Power/+Precision which is working out pretty well. Which reminds me- I need to find out what Condition Damage does.

Have a nice week, all!


Returning to Tyria

I don’t even know how much time has passed between those days and these.

Guild Wars 2 was always a complicated topic of discussion for me. Those who have been around here for a while will know that Guild Wars provided many fond memories for me. It was the first MMO I played (before I even knew what an MMO was), I enjoyed the world, and I enjoyed the mechanics. However, when news came of the second installment, I was a little hesitant to pick it up as I never did buy nor play Eye of the North. So I always felt I’d be missing out. Which, ultimately, led to me not picking Guild Wars 2 up.

That said, with the recent news surrounding the core game, I put aside my indecision and finally took the plunge back into Tyria.

I chose a Mesmer and a Guardian for my free slots. The former was my favourite class from the previous title and the latter is something new (which reminds me of the Paragon/Monk). One of my biggest concerns (for lack of a better word) with Guild Wars 2 was the skill system, which, while still very tailored to adapting to any role, is now entirely based on your weapon(s). There are three additional skills along with a healing skill that you can assign but the bulk comes from the weapon(s). It’s… not as bad as I first thought it would be.

This is such a coordinated team effort.
This is such a coordinated team effort.

I’ve not had much experience with the underwater combat thus far but I’ve had fun switching between weapons and trying different builds. I’m settling on either the two-handed sword or a one-handed mace and shield for my Guardian, while the Mesmer feels great with a one-handed sword and pistol. That said, as I unlock more additional skills, this could be subject to change.

They’ve really hit the nail squarely on the head with the world and story, too.

For those who have played the first in the series there are a lot of references, locations to revisit, new story to learn, and general world evolutions to watch unfold. It’s rather haunting how perfect the return to Ascalon City was. After the Searing and then the events that led to the start of Guild Wars 2- it feels hollow, empty, and lifeless. Yet, at the same time, it still feels like the same city we all trained in Pre-Searing. Multiple starting locations are a feature, too. Thusly there are a number of solid, enjoyable, and well thought out improvements to be had.

Funnily enough- so is this.
Funnily enough- so is this.

There are far too many small details to talk about in a single post, though. For returning players who have enjoyed the first Guild Wars I would say that this has a similar level of charm with some really interesting additions/improvements. There are more account-wide unlocks now but the sense of individual progression remains for those who enjoy that (like me).

While there is also a great deal of freedom in how you choose to progress, where, and in which fashion. I don’t believe (as far as I’ve encountered) there’s anything like a Horde and Alliance system where certain races/factions can’t interact. When you open your map for the first time the starting areas for each race are all unlocked, and I’ve traveled between them without incident, so I do believe you’re free to mingle if you don’t enjoy the progression where you currently reside. Story missions seem to be region-locked, though. For how long I can’t say.

Still, I’ve been having a lot of fun with it so far. I hope that continues for some time to come!

Have a nice week, all!