Guild Wars 2

Players: MMO
Publisher: NCsoft
Genres: Action, Adventure, RPG
Release Date: September 21, 2011
Developer: ArenaNet
MSRP: $59.99
Platforms:
In the world of Tyria, 250 years after the players defeat the Great Destroyer in the Eye of the North expansion, five elder dragons sleeping beneath the continent have awoken, causing widespread destruction to Tyria and corrupting its inhabitants. The once dominant humans of Tyria are in decline, supplanted from most of their land by disasters and war, and the dwarves are all but extinct. Old and new races alike have begun to rise in the resulting power vacuum. Old cities have been destroyed and rebuilt, kingdoms seized and reformed by new rulers. The continents of Cantha and Elona, introduced in separate stand-alone campaigns, have been cut off by politics and the dragons. The advancement of time is reflected in the changes in culture, including armor and clothing, as well as in the advancement of in-game technology and a unified common language.

Guild Wars 2 Review, 10.0 out of 10 based on 1 rating

When I first saw Guild Wars 2 at the Penny Arcade Expo in 2010, I was astonished that ArenaNet was seriously trying to make this game–A game that felt so much like World of Warcraft that I was clearing the demo with muscle memory. At the same time, however, the game itself was fantastic, even in a pre-alpha state. Fast forward a year, as Angry Joe and I had the pleasure of taking on a monstrosity of a dragon now known in the aforementioned MMORPG as Tequatl the Sunless before the huddled masses on the first day even set foot on the floor. It was truly an experience to behold, as while my Asuran Engineer rattled around with a rifle larger than he was, he also had access to a flamethrower. I spent the next 10 minutes waddling around the swamp, setting things on fire with an almost manic glee.

During the next year, my Guild Wars 2 excitement waned with the release of The Old Republic and my absolutely unhealthy addiction to League of Legends. Closer to launch, I didn’t really know what to expect as to keep myself interested. That’s not to say that I didn’t keep tabs on the title, noting that the MMO centered around its PvP aspect with an interesting take on gameplay, skill gain, and exploration.

When I logged in on the 25th of August, I knew that there was a little more to it than that.

PROS Excellent varied class gameplay, Massive world with much more for future expansions, Amazing lag-less PvP battles
CONS Camera can be unwieldy at times, Some storylines are a little brittle and frayed at the ends, Deceptive questing, No face-to-face trading
WTF?! The Quaggan Teeth Fetish

250 years have passed since the defeat of the Great Destroyer at the hands of the Deldrimor Dwarves, the Norn, the Asurans, and the Humans in the original Guild Wars title.  While many thought that the defeat of the arch nemesis of the Dwarven God would seal peace for the moment, it only began as a cascade for the real threat: The Elder Dragons. In fact, the Great Destroyer had partially succeeded in his plan in waking his master, the elder dragon known as Primordius. While the great beast only stirred, it still caused the Asurans to be driven from their subterranean home, and caused the Dwarves to sacrifice their mortality to become creatures of stone, dedicated to eternally fighting the minions of the dragon in the depths of Tyria.

Over the next few centuries, many unsettling events occurred. The Charr, still on the warpath, take the human settlement of Ascalon City, only to forgo it as the Foefire, a clash of magic from both Human and Charr, wiped out the bipedal beasts and resurrected the fallen humans to forever protect the land. Instead of prodding further into eastern human lands, the Charr establish a city of their own, and eventually rebelled against the gods that granted them power. The humans, after centuries of fleeing from threats like the Charr and the Centaurs, will make their last stand in the northeastern plains of Kryta if worse comes to worse. The Sylvari, a race of plant-like beings, began to appear near the Tarnished Coast, close to the Rata Sum, the new capital city of the Asurans, seemingly out of nowhere.

YOU STEPPED IN THE WRONG NEIGHBORHOOD, MOTHAFUCKA!

But this all pales in comparison to the awakening of the Elder dragons. Primordius, the dragon of the flames, awakened and drove the under-dwelling races out. In the icy realm of Frostgorge Sound, Jormag, the dragon of ice, awakened, driving the Norn, the bear-like Kodan, and the Quaggan of the north, out of the mountainous range. Zhaitan, the dragon of undeath, awakened under the sunken human continent of Orr, driving the land mass back to the surface and enthralled the dead Orrian humans to life to wage war against the races along the southern coast. Kralkatorrik, the dragon of the crystals, awoke and left its mark upon Ascalon, its golden breath corrupting everything that was organic, and left a portion of the once human homeland in a darkened crystalline biome. Five years after Kralkatorrik’s awakening, your character begins his or her story in the land of Tyria.

Your character can be one of the five major races (Human, Charr, Sylvari, Asuran, or Norn) and one of eight classes (Guardian, Warrior, Ranger, Thief, Engineer, Necromancer, Elementalist, Mesmer). After a fair amount of body customization options for your character, you are given a few multiple choice options to pave the beginning of the road of your character’s story, like a unique piece of equipment, your starting disposition towards others, and the settings and events for your first two major quest lines.

The Engineer: Come for the superpowered turrets, stay for the flamethrower!

The story itself is interesting as the initial premise of each race starts out strong and when you start to feel that the plot itself is starting to lose steam, you are thrust into a decision of how the quest should play out. A player would have to put in hundreds of hours to see every branch of every quest for every race, if not more. However, the quests themselves are somewhat of a problem, as the first two major storylines, one of your race’s troubles, and one that you will choose early on, end very abruptly with some of them leaving some very large loose ends hanging without resolution and characters that were incredibly helpful never appear again. Because, you know, elder dragons the size of cities aren’t THAT much of a big deal.

One of the biggest features of Guild Wars 2 pre-release was its combat system, and while I was always skeptical of its predecessor’s take on combat abilities, the heir to the throne does incredibly well incorporating ten hotkeys into combat. Five skills are governed by the weapon you have equipped, which you will learn skills for as you gain experience from enemies, three for your main hand weapon which include swords, maces, axes, two for the offhand items like magical foci and daggers, and the full five total for two handed weapons like greatswords, spears and rifles.

Elementalist forged weapons can be used by all classes and are some seriously badass tools of mayhem.

Each class can only wield certain weapons, but each weapon fits well with the classes that I had the chance to play extensively. Most classes, but not all, can learn to swap weapons on the fly, allowing for the convenience to deal with changing situations in the middle of combat or to extend damage. A good example would be a Warrior switching from his wide-slashing greatsword to a pair of axes to deal more damage to a tight cluster of foes while the greatsword’s skills are on cooldown. The other five skill slots that are given to you progressively over your leveling career are your utility slots. These abilities are earned through skill points gained either by leveling up or through map exploration and focus on granting utility, crowd control, indirect forms of damage, or damage over time effects, with one hotkey slot dedicated to self-healing.

This self-healing slot is a vital point to make about ye olde role trinity of MMORPG’s in the past and how they apply to Guild Wars 2. While the roles of Tank, DPS, and healer technically exist, Guild Wars 2 blurs the lines when it comes to group situations both in dungeons and when dealing with world events. There are very few classes that can actually heal other classes, and those skills either have incredibly high cooldowns, low healing, or regeneration over time effects. While you are able to quickly regenerate while at low health, these moments can be separated far and in between actual battles.

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  1. September 29, 2012 at 09:39pm
    In response to Article
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    u make such awesome reviews

  2. September 21, 2012 at 04:53am
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    Great review, I’ve been playing for a month and my only gripe is the the mixed quality in the storylined. I’ve played all five races now and by far the worse was the Norn, fallowed by the Humans. I feel like a Barbie doll running around stiffly too which doesn’t help. If you want to experience the best this game has to offer play as a Asuran, or even more so Charr. Their animations are great, though the Charr storyline is a notch better than the Asuran.

    That being said, incredible stuff.

  3. September 17, 2012 at 11:50pm
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    Im glad Im not the only one who noticed the camera is kinda wonky.. I was starting to think it was just me.

    For me.. GW2 is kinda underwhelming. It has a lot of really great concepts, but I really think the weapon-skill system falls flat. I say this only from perspective of someone who play caster classes, but I think is done horribly for the elementalist and necromancer, especially elementalist. It seems to me that every weapon has 1-2 useful spells then piles of junk.
    Another huge detriment to this is that it appears the best damage for both “casters” are the weapons that force you in to near-melee range. Considering this game has some of the squishiest casters I’ve seen since EQ this is a very bad thing, especially when your “high damage” weapons aren’t very high damage.
    I’ve also noticed your non-weapon skills, for the most part, are extremely situational and ranging from feeble at best to useless at worst.
    On top of all of that, there’s either a bug or a horrid design choice which is causing necromancer pets to not regenerate hp out of combat. Meaning you’ll be resummoning what are pretty wimpy pets to begin with constantly if you wanted to play a pet user.

    Im not saying it’s bad, not by a long shot, and I want to like it a lot more than I do since everything outside of the combat really works to bring me in. But, because of the skill distribution and relative weakness of them, the combat itself feels really bleh to me.

    • September 18, 2012 at 12:39am
      In response to Sylveria
      VN:F [1.9.21_1169]
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      All weapon skills yar usefull even even in the case of Necromancer and Elementalist (played a lot of them in beta, didn’t have time to play them now, went to max my main fist). You just have to know how and why to use them. Admittedly Elementalist is considered one of the hardes classes for solo play.
      Mesmer(the third Caster) has one of the best Mele DPS.

      I don’t think necro pets are supposed to regenerate, they were meant more of an expendable minions, especialy at later levels where traits give you even more pets spawning left and right. – There is even someone who posted pictures of soloing the Explorable mode (Hard mode) of the level 80 dungegeon.

      • September 18, 2012 at 11:24am
        In response to erunno
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        I actually had a little bit of guff about all the light armor classes because of their wild difference in power and utility.

        Elementalists are fun for a while, but I can definitely see them getting a buff in the future, as they are probably the weakest class in PvP, given their reliance on vitality to stay alive against classes who dont need it (EX: Warriors).

        I played a necro for a while as a condition damage based skill build, so I rarely had any constructs out aside from the Blood Fiend. The fact that the cooldowns begin when the pets die really puts them at a disadvantage when they are all taken out as they have significantly less hp unless you have traits for vitality. Also, I rarely found myself using their one useable skill.

        Mesmers, on the other hand, are brutal. Even a mediocre Mesmer can dominate multiple people with a sword and pistol/GS build. It’s so easy to stack confusion (deals damage every time a confused enemy uses a skill) and watch them just kill themselves on your illusions, while the ones who actually focus the mesmer cant hit them due to the phase evasion sword skills.

        • September 18, 2012 at 08:28pm
          In response to James C.
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          PvP is something diffirent altoghether. Yes mesmers are a very good class. While Elementalis is realy realy hard (becouse it lacks weapon switching) you can get more versatility with conjured weapons, but I admit I’m not good in PvP with elementalist, but I’ve seen some very good Elementalist PvP videos.

          In sPvP there will probably more balancing.

          • September 19, 2012 at 01:56pm
            In response to erunno
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            You know, I’m actually going back to what Spoony said about wizards in 1st edition D&D in his Counter Monkey videos. Elementalists are like the wizards back then; they have low HP, low armor class, suck at melee, and everything and everyone is trying to kill you. So you have to be pretty hardcore to pull off an elementalist class effectively in PvP since it is one of the hardest classes in GW2 period.

  4. September 17, 2012 at 10:07pm
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    Honestly, I’ve been playing this game and it is FANTASTIC! This is definitely an MMO I will be sticking with for years to come/

  5. September 17, 2012 at 07:26pm
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    I’m looking forward to when my copy arrives. Just curious, but which of the races have the best stories in your opinion?

    • September 17, 2012 at 07:32pm
      In response to BookwormOtaku
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      I’d have to go for Asuran, mainly because they have the tech savvy of gnomes, the political weaving like goblins, and they basically do not give a fuck.

      • September 17, 2012 at 08:09pm
        In response to James C.
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        I totally agree. Asurans are total BAMFs in Guild Wars 2, and when you get into their lore, they’re even MORE badass!

        Not only are they the reason why there’s technology in this world, but they created the Asura Portals and Waypoints scattered throughout Tyria.

        They’re the reason why they don’t need airships in this world in other words.

        • September 18, 2012 at 04:15am
          In response to DaBlaze
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          Actualy Asura are best known for magical devices not mechanical invention. Mechanical devices (including the printing press) are mostly Char thing.
          Asura ARE most fun becouse of their banter and their snark (they have the most of both).

    • September 17, 2012 at 09:22pm
      In response to BookwormOtaku
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      Depends honestly, as not all of the elements to the personal story are equal. I started off with a Sylvari who chose the vision of the Stag, and had fun with that, but then when I went back and chose the Green Knight instead I was bored to tears. However I have to agree with James and DaBlaze, that so far Asura seem to be the funnest. They’re masters of snark, and there’s something hilarious about watching a three foot tall creature taking on monsters twenty times their size and winning.

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Guild Wars 2 Review

Guild Wars 2 Review

Guild Wars 2 Review, 10.0 out of 10 based on 1 rating

When I first saw Guild Wars 2 at the Penny Arcade Expo in 2010, I was astonished that ArenaNet was seriously trying to make this game–A game that felt so much like World of Warcraft that I was clearing the demo with muscle memory. At the same time, however, the game itself was fantastic, even in a pre-alpha state. Fast forward a year, as Angry Joe and I had the pleasure of taking on a monstrosity of a dragon now known in the aforementioned MMORPG as Tequatl the Sunless before the huddled masses on the first day even set foot on the floor. It was truly an experience to behold, as while my Asuran Engineer rattled around with a rifle larger than he was, he also had access to a flamethrower. I spent the next 10 minutes waddling around the swamp, setting things on fire with an almost manic glee.

During the next year, my Guild Wars 2 excitement waned with the release of The Old Republic and my absolutely unhealthy addiction to League of Legends. Closer to launch, I didn’t really know what to expect as to keep myself interested. That’s not to say that I didn’t keep tabs on the title, noting that the MMO centered around its PvP aspect with an interesting take on gameplay, skill gain, and exploration.

When I logged in on the 25th of August, I knew that there was a little more to it than that.

PROS Excellent varied class gameplay, Massive world with much more for future expansions, Amazing lag-less PvP battles
CONS Camera can be unwieldy at times, Some storylines are a little brittle and frayed at the ends, Deceptive questing, No face-to-face trading
WTF?! The Quaggan Teeth Fetish

250 years have passed since the defeat of the Great Destroyer at the hands of the Deldrimor Dwarves, the Norn, the Asurans, and the Humans in the original Guild Wars title.  While many thought that the defeat of the arch nemesis of the Dwarven God would seal peace for the moment, it only began as a cascade for the real threat: The Elder Dragons. In fact, the Great Destroyer had partially succeeded in his plan in waking his master, the elder dragon known as Primordius. While the great beast only stirred, it still caused the Asurans to be driven from their subterranean home, and caused the Dwarves to sacrifice their mortality to become creatures of stone, dedicated to eternally fighting the minions of the dragon in the depths of Tyria.

Over the next few centuries, many unsettling events occurred. The Charr, still on the warpath, take the human settlement of Ascalon City, only to forgo it as the Foefire, a clash of magic from both Human and Charr, wiped out the bipedal beasts and resurrected the fallen humans to forever protect the land. Instead of prodding further into eastern human lands, the Charr establish a city of their own, and eventually rebelled against the gods that granted them power. The humans, after centuries of fleeing from threats like the Charr and the Centaurs, will make their last stand in the northeastern plains of Kryta if worse comes to worse. The Sylvari, a race of plant-like beings, began to appear near the Tarnished Coast, close to the Rata Sum, the new capital city of the Asurans, seemingly out of nowhere.

YOU STEPPED IN THE WRONG NEIGHBORHOOD, MOTHAFUCKA!

But this all pales in comparison to the awakening of the Elder dragons. Primordius, the dragon of the flames, awakened and drove the under-dwelling races out. In the icy realm of Frostgorge Sound, Jormag, the dragon of ice, awakened, driving the Norn, the bear-like Kodan, and the Quaggan of the north, out of the mountainous range. Zhaitan, the dragon of undeath, awakened under the sunken human continent of Orr, driving the land mass back to the surface and enthralled the dead Orrian humans to life to wage war against the races along the southern coast. Kralkatorrik, the dragon of the crystals, awoke and left its mark upon Ascalon, its golden breath corrupting everything that was organic, and left a portion of the once human homeland in a darkened crystalline biome. Five years after Kralkatorrik’s awakening, your character begins his or her story in the land of Tyria.

Your character can be one of the five major races (Human, Charr, Sylvari, Asuran, or Norn) and one of eight classes (Guardian, Warrior, Ranger, Thief, Engineer, Necromancer, Elementalist, Mesmer). After a fair amount of body customization options for your character, you are given a few multiple choice options to pave the beginning of the road of your character’s story, like a unique piece of equipment, your starting disposition towards others, and the settings and events for your first two major quest lines.

The Engineer: Come for the superpowered turrets, stay for the flamethrower!

The story itself is interesting as the initial premise of each race starts out strong and when you start to feel that the plot itself is starting to lose steam, you are thrust into a decision of how the quest should play out. A player would have to put in hundreds of hours to see every branch of every quest for every race, if not more. However, the quests themselves are somewhat of a problem, as the first two major storylines, one of your race’s troubles, and one that you will choose early on, end very abruptly with some of them leaving some very large loose ends hanging without resolution and characters that were incredibly helpful never appear again. Because, you know, elder dragons the size of cities aren’t THAT much of a big deal.

One of the biggest features of Guild Wars 2 pre-release was its combat system, and while I was always skeptical of its predecessor’s take on combat abilities, the heir to the throne does incredibly well incorporating ten hotkeys into combat. Five skills are governed by the weapon you have equipped, which you will learn skills for as you gain experience from enemies, three for your main hand weapon which include swords, maces, axes, two for the offhand items like magical foci and daggers, and the full five total for two handed weapons like greatswords, spears and rifles.

Elementalist forged weapons can be used by all classes and are some seriously badass tools of mayhem.

Each class can only wield certain weapons, but each weapon fits well with the classes that I had the chance to play extensively. Most classes, but not all, can learn to swap weapons on the fly, allowing for the convenience to deal with changing situations in the middle of combat or to extend damage. A good example would be a Warrior switching from his wide-slashing greatsword to a pair of axes to deal more damage to a tight cluster of foes while the greatsword’s skills are on cooldown. The other five skill slots that are given to you progressively over your leveling career are your utility slots. These abilities are earned through skill points gained either by leveling up or through map exploration and focus on granting utility, crowd control, indirect forms of damage, or damage over time effects, with one hotkey slot dedicated to self-healing.

This self-healing slot is a vital point to make about ye olde role trinity of MMORPG’s in the past and how they apply to Guild Wars 2. While the roles of Tank, DPS, and healer technically exist, Guild Wars 2 blurs the lines when it comes to group situations both in dungeons and when dealing with world events. There are very few classes that can actually heal other classes, and those skills either have incredibly high cooldowns, low healing, or regeneration over time effects. While you are able to quickly regenerate while at low health, these moments can be separated far and in between actual battles.

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  1. September 29, 2012 at 09:39pm
    In response to Article
    VN:F [1.9.21_1169]
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    u make such awesome reviews

  2. September 21, 2012 at 04:53am
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    Great review, I’ve been playing for a month and my only gripe is the the mixed quality in the storylined. I’ve played all five races now and by far the worse was the Norn, fallowed by the Humans. I feel like a Barbie doll running around stiffly too which doesn’t help. If you want to experience the best this game has to offer play as a Asuran, or even more so Charr. Their animations are great, though the Charr storyline is a notch better than the Asuran.

    That being said, incredible stuff.

  3. September 17, 2012 at 11:50pm
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    Im glad Im not the only one who noticed the camera is kinda wonky.. I was starting to think it was just me.

    For me.. GW2 is kinda underwhelming. It has a lot of really great concepts, but I really think the weapon-skill system falls flat. I say this only from perspective of someone who play caster classes, but I think is done horribly for the elementalist and necromancer, especially elementalist. It seems to me that every weapon has 1-2 useful spells then piles of junk.
    Another huge detriment to this is that it appears the best damage for both “casters” are the weapons that force you in to near-melee range. Considering this game has some of the squishiest casters I’ve seen since EQ this is a very bad thing, especially when your “high damage” weapons aren’t very high damage.
    I’ve also noticed your non-weapon skills, for the most part, are extremely situational and ranging from feeble at best to useless at worst.
    On top of all of that, there’s either a bug or a horrid design choice which is causing necromancer pets to not regenerate hp out of combat. Meaning you’ll be resummoning what are pretty wimpy pets to begin with constantly if you wanted to play a pet user.

    Im not saying it’s bad, not by a long shot, and I want to like it a lot more than I do since everything outside of the combat really works to bring me in. But, because of the skill distribution and relative weakness of them, the combat itself feels really bleh to me.

    • September 18, 2012 at 12:39am
      In response to Sylveria
      VN:F [1.9.21_1169]
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      All weapon skills yar usefull even even in the case of Necromancer and Elementalist (played a lot of them in beta, didn’t have time to play them now, went to max my main fist). You just have to know how and why to use them. Admittedly Elementalist is considered one of the hardes classes for solo play.
      Mesmer(the third Caster) has one of the best Mele DPS.

      I don’t think necro pets are supposed to regenerate, they were meant more of an expendable minions, especialy at later levels where traits give you even more pets spawning left and right. – There is even someone who posted pictures of soloing the Explorable mode (Hard mode) of the level 80 dungegeon.

      • September 18, 2012 at 11:24am
        In response to erunno
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        I actually had a little bit of guff about all the light armor classes because of their wild difference in power and utility.

        Elementalists are fun for a while, but I can definitely see them getting a buff in the future, as they are probably the weakest class in PvP, given their reliance on vitality to stay alive against classes who dont need it (EX: Warriors).

        I played a necro for a while as a condition damage based skill build, so I rarely had any constructs out aside from the Blood Fiend. The fact that the cooldowns begin when the pets die really puts them at a disadvantage when they are all taken out as they have significantly less hp unless you have traits for vitality. Also, I rarely found myself using their one useable skill.

        Mesmers, on the other hand, are brutal. Even a mediocre Mesmer can dominate multiple people with a sword and pistol/GS build. It’s so easy to stack confusion (deals damage every time a confused enemy uses a skill) and watch them just kill themselves on your illusions, while the ones who actually focus the mesmer cant hit them due to the phase evasion sword skills.

        • September 18, 2012 at 08:28pm
          In response to James C.
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          PvP is something diffirent altoghether. Yes mesmers are a very good class. While Elementalis is realy realy hard (becouse it lacks weapon switching) you can get more versatility with conjured weapons, but I admit I’m not good in PvP with elementalist, but I’ve seen some very good Elementalist PvP videos.

          In sPvP there will probably more balancing.

          • September 19, 2012 at 01:56pm
            In response to erunno
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            You know, I’m actually going back to what Spoony said about wizards in 1st edition D&D in his Counter Monkey videos. Elementalists are like the wizards back then; they have low HP, low armor class, suck at melee, and everything and everyone is trying to kill you. So you have to be pretty hardcore to pull off an elementalist class effectively in PvP since it is one of the hardest classes in GW2 period.

  4. September 17, 2012 at 10:07pm
    In response to Article
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    Honestly, I’ve been playing this game and it is FANTASTIC! This is definitely an MMO I will be sticking with for years to come/

  5. September 17, 2012 at 07:26pm
    In response to Article
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    I’m looking forward to when my copy arrives. Just curious, but which of the races have the best stories in your opinion?

    • September 17, 2012 at 07:32pm
      In response to BookwormOtaku
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      I’d have to go for Asuran, mainly because they have the tech savvy of gnomes, the political weaving like goblins, and they basically do not give a fuck.

      • September 17, 2012 at 08:09pm
        In response to James C.
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        I totally agree. Asurans are total BAMFs in Guild Wars 2, and when you get into their lore, they’re even MORE badass!

        Not only are they the reason why there’s technology in this world, but they created the Asura Portals and Waypoints scattered throughout Tyria.

        They’re the reason why they don’t need airships in this world in other words.

        • September 18, 2012 at 04:15am
          In response to DaBlaze
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          Actualy Asura are best known for magical devices not mechanical invention. Mechanical devices (including the printing press) are mostly Char thing.
          Asura ARE most fun becouse of their banter and their snark (they have the most of both).

    • September 17, 2012 at 09:22pm
      In response to BookwormOtaku
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      Depends honestly, as not all of the elements to the personal story are equal. I started off with a Sylvari who chose the vision of the Stag, and had fun with that, but then when I went back and chose the Green Knight instead I was bored to tears. However I have to agree with James and DaBlaze, that so far Asura seem to be the funnest. They’re masters of snark, and there’s something hilarious about watching a three foot tall creature taking on monsters twenty times their size and winning.

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