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Guild Wars 1: Campaigns Rundown

Feb 12th, 2016
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  1. Guild Wars 1: Campaign Rundown [Release Order]
  2.  
  3. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4. 1) Guild Wars: Prophecies (Continent of Tyria):
  5.  
  6. - OVERVIEW: "Prophecies" kicked off the party. It didn't add anything special, it couldn't, it was just there
  7. first.
  8. - STORY: Fight the Charr for your home, no matter how far away it takes you.
  9. - THOUGHTS: Kinda slow fairly early in the campaign, but it noticeably ramps up. Great start to a legacy,
  10. although I'm not necessarily glad to have started on it. Overall VERY memorable, diverse, lengthy, and epic.
  11. #BunnyLandNever4get
  12.  
  13. ༼ つ ◕_◕ ༽つ ༼ つ ◕_◕ ༽つ Added 6 "new" classes: (You only get those 6, idc what you own, doesn't matter.)
  14. ༼ つ ◕_◕ ༽つ༼ つ ◕_◕ ༽つ༼ つ ◕_◕ ༽つ ༼ つ ◕_◕ ༽つ
  15. a) Warrior: Tanky mo'fucka with a sword/axe/hammer/shield/whatever, have it your way. Be a DPS
  16. monstrosity or an inconquerable tank, actually... ¿por qué no los dos? Go for it champ. If you die, blame
  17. monk.
  18. b) Ranger: Marksmanship, Wilderness Survival, your typical bow-laden hunter trope. Focus on devestating
  19. bow techniques, preparations and spirits, a myriad of skills, or maybe see what that animal campanion of
  20. yours can do?
  21. c) Monk: Heal? ✔️ Protect? ✔️ Cleanse? ✔️ Wait you wanna smite? Go for it 🔥🔥🔥 A surprising amount of
  22. depth, and a dizzying skillcap, not actually that boring of a "healer" class (op in alien swarm too, fgts).
  23. d) Necromancer: Blood magic, death magic, curses and bile. Giant undead behemoths or swarms of
  24. undead minions. That's just scratching the surface. All sorts of beautifully grotesque carnage and
  25. schenanigans.
  26. e) Mesmer: JimmyRustles.webm. A combination of 'concentrated bullshit extracted from the blue color in
  27. Magic' crossbred with 'a pile of dev abandoned necro skills deemed "too evil" for humanity's future.' Loved
  28. universally for spamming all sorts of spells that change your various keybinds into "spill spaghetti all over the
  29. floor and your team" buttons.
  30. f) Elementalist: Avatar. White and black skin, not blue. Captain Planet some motherfuckers. Tons of
  31. glorious fire, brutal hails of ice and steam, hitting big enemies with bigger rocks, or the power of a storm with
  32. mastery over air and wind. Pick two if you want, or three. We won't judge you.
  33.  
  34. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  35. 2) Guild Wars: Factions (Continent of Cantha):
  36.  
  37. - OVERVIEW: "Factions" was the first expansion, and added cool PvP shit like faction based pvp battles for
  38. territory, and ownership of the various towns in the contested areas, on top of standard objective and/or kill
  39. based PvP game modes.
  40. - STORY: Find out what the plague afflicting your continent is, and put it to an end.
  41. - THOUGHTS: Very fun initial campaign, hiccups a bit in the middle, but very intense and enjoyable latter
  42. half.
  43.  
  44. ༼ ºل͟º ༽ ヽ( ͡° ͜ʖ ͡°)ノ Added 2 new classes: (still get to use original six even w/o Prophecies, no Para/Derv)
  45.  
  46. a) Assassin: Dual daggers, shadow arts, uncompromising brutality, inconceivable speed, orgiastic
  47. efficiency, S-Class Rank 13. Mostly a bunch of "stab shit and make it die", but that's hardly a bad thing. Some
  48. variations in what you kill best, and sometimes crossover weapons from other classes with weird builds. You
  49. know what you're gonna get with this, lol.
  50. b) Ritualist: Communes with, summons, channels, and generally fux wit spiritz in a variety of ways.
  51. Summon an army to stand still and fling tapioca at your foes like a bunch of boomerang-weilding monkeys.
  52. Maybe focus on protective/defensive spirits, enchantments, and spells. Maybe work with spirits and some
  53. interesting skill interactions to be a nuanced spellcaster. Severely underrated class.
  54.  
  55. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  56. 3) Guild Wars: Nightfall (Continent of Elona):
  57.  
  58. - OVERVIEW: Added heros as a conventional replacement to the mercenary system. Mercs are your
  59. baseline AI companion. Basic preset level-appropriate skills/armor/weapons, inflexible strategically, no room
  60. to micro them, and they share your gold income while travelling with them. Heroes are the Enlightenment to
  61. this tireless Dark Age. They come with scaling gear to not be a burden, but you have the full ability to re-
  62. arrange their equipment, upgrade/replace bits, set up their skill bar, assign skill points, control their
  63. movement, micro skillcasts, etc. It's a big deal, ok?
  64. - STORY: Nightfall is approaching, there's something dark looming on the horizon, and forces far beyond
  65. the scope of human comprehension threaten to swallow the world you hold dear. Fight.
  66. - THOUGHTS: Solid campaign throughout, watch out for suspicious looking 30,696ft Go-Kart rides. My
  67. personal favorite, although probably a biased opinion.
  68.  
  69. ᕦ( ͡° ͜ʖ ͡°)ᕤ(~˘▾˘)~ Added 2 new classes: (get to use the Prophecies-Six as well regardless what games are owned, no
  70. Assa/Rit)
  71.  
  72. a) Paragon: Spear chucker. Use chants/shouts/etc (reactively!) to buff your allies in numerous ways, abuse
  73. your latent tankiness, and enjoy a combat style that highlights irreconcilable differences inherent in melee vs
  74. ranged. Full on support, straight up glass-cannon offense, and everything inbetween is possible.
  75. b) Dervish: Enchantment-focused vanguard unit, focus on devestating AoE melee scythe basic attacks +
  76. skills, enchantments that really do almost anything (Layer endless defenses/Curiously empowered stats and
  77. weapon effects/Synergize with other abilities). Lacks the tankiness of warrior/paragon, but with noticeably
  78. increased ability to use spells and abilities.
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