Guild Wars: GvG Team Positioning
- Map categorization and schematics.
- Positional play and nomenclature.
- Basic movement and tactical play.
.comment-link {margin-left:.6em;}
Games offline and online. Technology. Random stuff.
The plan is to roll out the second and more-final version of the permanent update around February 2nd. Then, you guys hammer on them, assess, post, the designers read, and some final tweaks are made.
Testing probably will go like this:
* Test
* Rollback, make a large number of adjustments based on primary test <-- where we are just now
* Test
* Tweak, while leaving the changes in the game
I will ask about that, maybe there will be a rollback, but I think it is more like as I outlined above.
Surge SpikerESurge is good but if it was me, I'd be tempted to run a little more defensive with Blinding Surge and then Diversion instead of Blackout. I do love a bit of Blackout though.
Fast Casting: 12 (11+1)
Domination Magic: 14 (12+2)
Air Magic: 5
Energy Surge [Elite] (Domination Magic)
Spiritual Pain (Domination Magic)
Wastrel's Demise (Domination Magic)
Shatter Enchantment (Domination Magic)
Gale (Air Magic)
Blackout (Domination Magic)
Glyph of Lesser Energy (Elementalist other)
Resurrection Signet ()
Shadow Light HealerIn RA I had Shield of Absorption instead of Spirit Bond. Anyway, the whole point of this character is that it sacrifices utility for better survivability via the assassin skills but I was so terrible I was dying all the time anyway.
Monk/Assassin
Divine Favor: 14 (12+2)
Healing Prayers: 9 (8+1)
Protection Prayers: 9 (8+1)
Shadow Arts: 7
Blessed Light [Elite] (Divine Favor)
Gift of Health (Healing Prayers)
Reversal of Fortune (Protection Prayers)
Spirit Bond (Protection Prayers)
Mend Ailment (Protection Prayers)
Shadow of Haste (Shadow Arts)
Dark Escape (Shadow Arts)
Signet of Devotion (Divine Favor)