Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- What is this category?
- Guild Wars Prophecies New Game+ All Missions. Mean I'll play through all 25 missions of the Prophecies campaign with a pre-existing character that already has access to everything.
- Will you do mission bonuses?
- No. The category only requires the primary objectives to be completed. The bonuses would make this category much longer.
- Hard Mode?
- No. Hard Mode would make me unable to run through some of the missions and sections that can be run through in Normal Mode so it would be quite a bit slower.
- What's world record?
- As far as I know, this run/category hasn't been done before. I believe the only Guild Wars speedrun has been Factions NG Any%
- How long do you expect this run to take?
- It's hard to say but I'd estimate 12 to 15 hours. I wouldn't be surprised it if ends up taking closer to 18 or 20 though. Some of the late game missions can get pretty long and don't have much potential for running past stuff.
- Does this run use glitches?
- No, I'm not aware of any glitches that could be used in the run.
- Why Warrior?
- Warrior is the best profession for running through missions and are pretty good at soloing combat when necessary.
- What about secondary professions?
- I mostly don't use secondary profession skills but some builds could utilize Ranger or Mesmer skills to make some sections easier.
- How often will you do this run?
- Pretty rarely. Because of the length of the run I don't have many opportunities to do it.
- Will you do NG instead of NG+?
- Very unlikely but I wouldn't rule it out completely.
- Will you do other campaigns?
- Possibly Factions since it's quite a bit shorter. Probably not Nightfall because I just don't like that campaign as much. Probably not Eye of the North for the same reason but also because it doesn't have a rigid defintion of 'Mission' like the other campaigns so the category would have to be re-defined.
- Will you do co-op runs?
- I'm open to doing co-op runs. I think they could be fun to do and also a lot faster than solo runs.
- Will you use consumables/ConSet?
- Since it's NG+ I don't think they should be banned but I won't be using them for this run because I'm just too lazy to farm enough ConSets for the whole run.
- I'm interested in doing this run, can I have your notes?
- Sure! Here you go:
- General Notes
- -movespeed caps at +33% so alternate between Charge and a stance (probably Sprint) to be at near-max speed constantly
- Profession
- Warrior
- Builds
- Running
- Spring, "Charge!", Storm Chaser, Dodge, Balanced Stance, Endure Pain, Healing Signet, Troll Unguent
- Damage/Running Hybrid
- Cyclone Axe, Power Attack, Penetrating Blow, Tiger Stance, Healing Signet, Endure Pain, Sprint, "Charge!" (sometimes switching out a skill for Balanced Stance)
- Augury Rock Solo
- Deadly Riposte, Gladiator's Defense, Frenzy, Ebon Vanguard Assassin Support, Feral Aggression, Comfort Animal
- Teamcomp
- Standard team comps unless otherwise noted
- 4
- heal monk
- minion master
- spike damage elementalist (fire or air)
- 6
- heal monk
- prot monk
- minion master
- interrupt mesmer
- spike damage elementalist (fire or air)
- 8
- heal monk
- prot monk
- smite/support monk
- minion master (or SS Necro for final missions)
- interrupt mesmer
- spike damage elementalist (fire)
- spike damage elementalist (air)
- Missions
- Great Northern Wall
- run build+items, heroes irrelevant
- talk to calhaan
- run to cutscene
- run back, talk to calhaan
- Fort Ranik
- hybrid build
- run straight to final trebuchet
- if fast enough, can kill boss with it
- if not, just run up to boss group and kill them
- Ruins of Surmia
- hybrid build
- bring fire spike ele, meteor, fireball, etc
- escort Rurik, he attacks everything
- have to get to the captives and free them all (3 houses)
- escort rurik and erol to the gate
- run around to open gate (careful when running past groups, heroes can get stuck)
- escort rurik again :(
- put mages on pedastal things and defend
- rurik has to finish his dialogue so can only be finished so quickly
- Nolani Academy
- hybrid build
- open gate, clear front, escort rurik to the end
- can run up stairs to kill end boss to finish early
- Borlis Pass
- BRING BALANCED STANCE
- Run thru first section, lighting beacons
- one or two heroes can die, it'll be ok
- blow up gate w/keg
- take out ballista
- open gate
- more ballista
- talking to rurik starts a cutscene, dead heroes are broght back to 1 hp
- run torch straight to the three beacons and light them
- The Frost Gate
- run past minotaur groups to first bunch of stone summit
- run past most stuff but kill engineers at ballista to make rurik move forward
- arhcers and ice golems spam slows which is annoying but whatever
- get up to gear level, use it on mechanisms and wait
- order heroes to kill stuff while you use them
- Gates of Kryta
- run to the first gate
- kill groups of warlocks+rangers until gate opens (3 groups)
- talk to toriimo
- keep running, talk to hablion to trigger cutscene
- murder all the undead until hablion is happy and ends mission
- D'Alessio Seaboard
- run forward to village, clear out the undead
- talk to gate guard
- run past everything & dorian to final village
- kill tree boss, talk to dinas
- Divinity Coast
- run to where the eye is, talk to guy to trigger cutscene
- go up hill to bathe, have to kill mergoyles to get the buff
- only the three at the top, not the ones on the side path
- go back and get eye
- can't run past everything or else eye resets back to spawn so you have to kill everything
- The Wilds
- kill first group then trigger entangling roots and kill it
- it blocks exits so you have to fight it, killing first group guarantees that heroes make it in to help
- run/fight to second entangling roots
- run along path to trigger cutscene
- run/fight to third entangling roots
- there's a lot of garbage along the way and roots+2 monks=hard to kill solo, so best to play it safe and keep heroes alive
- lots of rangers w/pin down so easiest/safest to just kill it all
- run ahead to cutscene, kill the spiders, mission end
- Bloodstone Fen
- run thru everything until bloodstone at the end
- cutscene brings heroes to you so it's k
- kill all the white mantle to end mission
- Aurora Glade
- fight way thru as normal, need heroes for damage
- at pedastals, run crystal to the three things and cutscene away
- kill henge guard+enemies with it to end cutscene
- Riverside Province
- run thru entire area up to dinas in temple, cutscene revive
- run scepter to bridge, try to get around boss, kill if you can't
- hopefully heroes aren't all dead to help kill bridge guy
- Sanctum Cay
- take scepter, run to vizier w/cutscene revive
- fight rest of the way, defend boat
- Dunes of Despair
- run up to first bridge, avoid centaurs, make sure hero doesn't die
- secodn brdige, go inside, stand around
- Thirsty River
- just kill fast whatever
- Elona Reach
- runnable
- Augury Rock
- use the build np
- The Dragon's Lair
- casual strats
- Ice Caves of Sorrow
- disable two catapults, cutscene, cross bridge
- get keg, explode door, go thru cave
- use keg to free evennia
- escort her thru rest of mission (can't run or she will die)
- Iron Mines of Moladune
- run first half up to Sear, cutscene revives allies, fight the rest
- Thunderhead Keep
- **bring balanced stance for kd spam
- kill everything in city, meet jalis
- go to fort
- defend fort for like a million years
- Ring of Fire
- make sure to have a bow
- switch out MM for ???
- let first mursaat group run away, go around and fight way to first cutsceen
- at gate: pull groups away, fight seals one at a time
- two seals inside gate: kill right one, ignore left
- seal to open door to level, cross bridge and murder
- Abaddon's Mouth
- kill everything
- in final room, take it slow and kill adds as they spawn or they can overwhelm
- Hell's Precipice
- kill stuff as normal
- at portal section pull w/bow
- for lich fight:
- flag heroes to center of stone to avoid lava
- just be careful or whatever
- kill adds
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement