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