Churning Earth

skills Comments Off
May 122010

Do you play in HARD MODE?
Are you an Elementalist?

You need to check out this skill
Churning Earth

Create Churning Earth at target foe’s location. For the next 5 seconds, Churning Earth strikes foes near that location for 10…34…40 earth damage each second. Any foe moving faster than normal when struck by Churning Earth is knocked down.

This skill is very effective in Hard Mode, since the enemy’s increased movement speed will result in a knockdown every time they move, even if they aren’t moving faster than they normally should be.

“normal speed” actually means the speed you as character move with normally.
this being said everything that moves faster than you will be KD.
Hard Mode creatures move 33-50% faster than normal (wiki)
so they will be KD.
even when slowed for lets say 25% they still move 8-25% faster than you and will still be KDed.

The Necromancer

skills Comments Off
May 092010

The Necromancer is the true Masters of death and sacrifice,
the Necromancer is one of Guild Wars most versatile classes.
Being able to give an offensive boost to allies, hex enemies,
leech health off of enemies or raise minions from corpses this class has a lot to offer.

While not outright offensive as some of the other classes,
Necromancers are one of the best support characters in the game.
With a wide array of skills spread along 3 attribute lines,
these guys and gals of the unholy can bring a lot to any team.

They are classified as casters, and as such they adhere to some guidelines that all casters should follow. First and foremost unlike warriors and rangers, equipment is not as important.
Even though there are some good necromancer armors your primary concern will be your energy pool. Necromancers start with 30 maximum energy and 4 of pips of regen.

Soul Reaping. Only primary Necromancers get access to this little beauty, the answer to your energy problems is Soul Reaping.
Unlike every other primary attribute, Soul Reaping has no linked skills.
That doesn’t make it a bad attribute though. What it does is for every death whether that be ally or enemy you gain 1 point of energy per point in this attribute.
So for example, if one of your allies die and you have a 7 in Soul Reaping, you would get 7 energy back.
You don’t even have to be in the midst of battle to get the benefit from this primary attribute since the range is quite large.

Death Magic. Instantly recognizable and very popular, this line is where your minions and corpse skills are. Necromancers are known to manipulate the dead and the Death Magic attribute gives you a lot of freedom to do so. From teleaportation via corpses, making them explode to do damage or raising a personal army of minions this line has some fun toys in it.
It also combines well with the other Necromancer lines, but is exceptionally good at taking advantage Soul Reaping. With this in mind your minions are just walking batteries and when they die, you gain energy back and just make more minions.

Blood Magic. Blood magic has a lot of spells that work on sacrificing health.
It is also the line that shows off one of the Necromancer’s best strengths support.
Blood Magic has skills that heal allies of health and energy, the ability to steal health from targets and some defensive skills to boot.
Even though some of the skills in this line cause you to lose health, the benefits usually outweigh the risk. Blood magic combines well with all the other Necromancer attributes perfectly.

Curses. The other major support line of the Necromancer class.
Loaded with skills that boost damage output, spells that give you health when someone attacks and even some skills to just give other classes a headache for trying to attack this is an offensive line that doesn’t show off high damage numbers but works indirectly.
Your teammates will thank you as this line makes taking out other classes easier.
Necromancers specialized in curses make great target callers since they are usually the first ones to debuff an enemy team.

Armor HeadGear

FAQ, skills Comments Off
Mar 282010

Armor HeadGear is a bit different then the rest of your armor.
Most headgear has a bonus of +1 to a single attribute. This “attribute headgear” is available for all attributes, although characters can only obtain attribute headgear for their primary profession’s attributes.
One of the way to manage your builds is to have a different HeadGear for each build.
For example on my warrior I have an axe, sword and hammer builds.
So I have 4 different sets of HeadGear for my builds.

I was guildwarsguru.com this morning and coma across this bit of information.
This is the best piece of advice I have seen on What makes a good build?

1) Have a purpose. For instance, a Monk can run Heal, Protect, or Smite. There are also ‘hybrids’ that use Heal and Protect. However, it would be bad to try and do all of it, so pick a purpose so you know what skills would help with the build.

2) Limit your attributes. 2-3 Attributes total allows for easier point distribution. 3-4 Attributes is possible, but more difficult to get the right point allocation. 5-6 is even possible, but extremely difficult. Stick to 2 or 3 attributes, max 1 and then decide based on the skills you use what should go into the others.

3) Use your primary attribute. There are builds that do not use the primary attribute at all, but until you get familiar with build making, make use of it. Not often is it the ‘main’ attribute for a build, but it is at times. For instance, Expertise allows Rangers to use their skills more often since it lowers the energy cost. But Marksmanship is where most of the attack skills are located, so Marksmanship is usually the ‘main’ attribute. However, some builds make use of skills like Glass Arrows and Point Blank Shot/Zojun’s Shot which are Expertise skills. That would mean Expertise would end up as the ‘main’ attribute.

4) Don’t forget about the secondary, but make it support the primary. Few builds make use of more secondary skills than primary. Usually you only need/want 1-2 skills from your secondary to do things the primary can’t (manage energy, remove conditions/hexes, etc.). Since most of the skills used from a seconary class are support skills, they usually don’t need many, if any, attribute points. This allows easier allocation for the primary class attributes.

5) TEST IT! Don’t jump into a mission and be mad because a build was horrible. Use it first to see if it does what you need/want it to do. If playing with other people, don’t use an untested build or they will think you are a noob and leave or kick you.

6) Always be willing to change it. Skill changes happen, and sometimes you just overlook a better option. Always be willing to adjust things, even if it is working well. You never know when it may work BETTER.

Title Based Skills

skills Comments Off
Oct 032009

Title based skills are unlocked by doing quests and/or earning rank in the titles.
You can see all the title skills here
Nightfall
There are not a lot of title based skills for Nightfall
Lightbringer skills 3 skills
Sunspear skills 1 skill

Eye of the North
Now on the other hand there is a ton of skills in GWEN
Asura title track 13 skills…… a handy skill [Air of Superiority]
[Light of Deldrimor] Deldrimor title track 15 skills.. a must have for dungeons
[Ebon Vanguard Assassin Support] Ebon Vanguard title track 13 skills… I use this one a lot
[Raven Blessing] Norn title track 26 skills has some cool skills

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