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<channel>
	<title>Guild Wars Guide</title>
	<link>http://guildwars.gamezguru.com</link>
	<description>Just guild wars guide weblog</description>
	<pubDate>Mon, 18 Jun 2007 05:35:32 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.1.3</generator>
	<language>en</language>
			<item>
		<title>Factions</title>
		<link>http://guildwars.gamezguru.com/factions/</link>
		<comments>http://guildwars.gamezguru.com/factions/#comments</comments>
		<pubDate>Mon, 28 May 2007 11:30:15 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Guild Wars Campaigns Factions]]></category>

		<guid isPermaLink="false">http://guildwars.gamezguru.com/factions/</guid>
		<description><![CDATA[This is a listing of Missions in   the Factions campaign.
Plot Missions
All plot missions are Cooperative Missions.
Characters from other campaigns will join the plot at the third mission, Vizunah Square. Note: Foreign   characters cannot earn skill points on the Shing Jea Island missions in normal mode,   although they can access [...]]]></description>
			<content:encoded><![CDATA[<p>This is a listing of Missions in   the Factions campaign.</p>
<p><H2>Plot Missions</H2></p>
<p>All plot missions are Cooperative Missions.</p>
<p>Characters from other campaigns will join the plot at the third mission, Vizunah Square. <em>Note: Foreign   characters cannot earn skill points on the Shing Jea Island missions in normal mode,   although they can access them. In Hard Mode foreign characters can earn skill points as   well as other mission rewards.</em></p>
<p><H3>Shing Jea Island</H3><br />
<DL><br />
  <DD><br />
    <DL><br />
      <DD>→ When you create your character in Cantha, you can either do Mantid Hatchlings quest given by Instructor Ng (you&#8217;ll get   basic information how to play the game and you&#8217;ll explore Monastery   Overlook a bit), or you can go directly to Shing Jea Monastery (go with Master Togo). Finish your Seek   Out Headmaster &#8230; quest and your profession   quests (both primary and secondary). Sometimes, you&#8217;ll have to talk to   Master Togo (two Audience with Master Togo quests).   Finally, finish A Formal Introduction. </DD><br />
    </DL><br />
  <DD><strong>1.</strong> <A title="Minister Cho's Estate (Mission)" href="/Minister-Cho's-Estate/">Minister Cho&#8217;s Estate</A><br />
      <DL><br />
        <DD>→ Finish a primary quest arc started   in Ran Musu   Gardens to eventually end up unlocking Saoshang Trail, which leads to Seitung Harbor. From this   location, follow primary quests taking you through Jaya Bluffs and later Haiju Lagoon to finally end up in Zen Daijun. </DD><br />
      </DL><br />
  </DD><br />
</DL><br />
<DL><br />
  <DD><strong>2.</strong> <A title="Zen Daijun (Mission)" href="/Zen-Daijun/">Zen Daijun</A><br />
      <DL><br />
        <DD>→ Travel by boat from Seitung Harbor to The Marketplace, which eventually leads you to Vizunah Square via Mayhem in the   Market.<br />
        <DD>→ If your character is from Tyria or Elona you will end up to Vizunah Square (Foreign   Quarter) after taking the Welcome to Cantha quest. </DD><br />
      </DL><br />
  </DD><br />
</DL><br />
<H3>Kaineng City</H3><br />
<DL><br />
  <DD><strong>3.</strong> <A title="Vizunah Square (Mission)" href="/Vizunah-Square/">Vizunah Square</A> (2 Party Mission) </DD><br />
</DL><br />
<DL><br />
  <DD><br />
    <DL><br />
      <DD>→ Travel to Nahpui Quarter via the quests Finding The   Oracle and Closer to the Stars. </DD><br />
    </DL><br />
  </DD><br />
</DL><br />
<DL><br />
  <DD><strong>4.</strong> <A title="Nahpui Quarter (Mission)" href="/Nahpui-Quarter/">Nahpui Quarter</A> </DD><br />
</DL><br />
<DL><br />
  <DD><br />
    <DL><br />
      <DD>→ Travel to Tahnnakai Temple via the quest To Tahnnakai   Temple. </DD><br />
    </DL><br />
  </DD><br />
</DL><br />
<DL><br />
  <DD><strong>5.</strong> <A title="Tahnnakai Temple (Mission)" href="/Tahnnakai-Temple/">Tahnnakai Temple</A> </DD><br />
</DL><br />
<DL><br />
  <DD><br />
    <DL><br />
      <DD>→ Do primary quests A Meeting With the Emperor and The Count&#8217;s   Daughter to gain access to Arborstone. </DD><br />
    </DL><br />
  </DD><br />
</DL><br />
<H3>Echovald Forest / Kurzick Area</H3><br />
<DL><br />
  <DD><strong>6.</strong> <A title="Arborstone (Mission)" href="/Arborstone/">Arborstone</A> </DD><br />
</DL><br />
<DL><br />
  <DD><br />
    <DL><br />
      <DD>→ Primary quests The   Convocation takes you to Boreas Seabed. </DD><br />
    </DL><br />
  </DD><br />
</DL><br />
<H3>Jade Sea /   Luxon Area</H3><br />
<DL><br />
  <DD><strong>7.</strong> <A title="Boreas Seabed (Mission)" href="/Boreas-Seabed/">Boreas Seabed</A> </DD><br />
</DL><br />
<DL><br />
  <DD><br />
    <DL><br />
      <DD>→ Do City Under   Attack which leads to Raisu Pavilion, there take and complete Battle in the   Sewers which leads to Sunjiang District. </DD><br />
    </DL><br />
  </DD><br />
</DL><br />
<H3>Kaineng City</H3><br />
<DL><br />
  <DD><strong>8.</strong> <A title="Sunjiang District (Mission)" href="/Sunjiang-District/">Sunjiang District</A> </DD><br />
</DL><br />
<DL><br />
  <DD><br />
    <DL><br />
      <DD><em>Note: After completing Sunjiang District you need to travel to Cavalon as a Luxon, or to House zu Heltzer as a Kurzick,   and complete the missions in the corresponding area. To get to either, you must   get the quest from Jamei in Maatu Keep. The two paths meet   again in Unwaking Waters.</em> </DD><br />
    </DL><br />
  </DD><br />
</DL><br />
<H3>Echovald Forest / Kurzick Area</H3><br />
<DL><br />
  <DD><br />
    <DL><br />
      <DD>→ The primary quest Journey to House zu Heltzer takes   you to House zu Heltzer, the Kurzick capital. Here, after Befriending the Kurzicks (collecting   10,000 Kurzick   Faction), gather The Defenders of the Forest, which   will eventually take you to The Eternal Grove. </DD><br />
    </DL><br />
  <DD><strong>9.</strong> <A title="The Eternal Grove (Mission)" href="/The-Eternal-Grove/">The Eternal Grove</A><br />
      <DL><br />
        <DD>→ Primary quest Into the Whirlpool takes you from the Vasburg Armory to the Unwaking Waters. </DD><br />
      </DL><br />
  <DD><strong>10.</strong> <A title="Unwaking Waters (Mission)" href="/Unwaking-Waters/">Unwaking Waters</A> (2 Party Mission) </DD><br />
</DL><br />
<H3>Jade Sea /   Luxon Area</H3><br />
<DL><br />
  <DD><br />
    <DL><br />
      <DD>→ The primary quest Journey to Cavalon takes you to Cavalon, the Luxon capital. Here, after Befriending   the Luxons (collecting 10,000 Luxon Faction), retrieve the Stolen Eggs, which will   eventually take you to Gyala Hatchery. </DD><br />
    </DL><br />
  </DD><br />
</DL><br />
<DL><br />
  <DD><strong>9.</strong> <A title="Gyala Hatchery (Mission)" href="/Gyala-Hatchery/">Gyala Hatchery</A> </DD><br />
</DL><br />
<DL><br />
  <DD><br />
    <DL><br />
      <DD>→ Primary quest Journey to the Whirlpool takes you   from the Leviathan   Pits to Unwaking Waters. </DD><br />
    </DL><br />
  </DD><br />
</DL><br />
<DL><br />
  <DD><strong>10.</strong> <A title="Unwaking Waters (Mission)" href="/Unwaking-Waters/">Unwaking Waters</A> (2 Party Mission) </DD><br />
</DL><br />
<H3>Kaineng City</H3><br />
<DL><br />
  <DD><br />
    <DL><br />
      <DD>→ Primary quest Taking Back the Palace will lead you   back to Kaineng Center and further to Raisu Palace. </DD><br />
    </DL><br />
  <DD><strong>11.</strong> <A title="Raisu Palace (Mission)" href="/Raisu-Palace/">Raisu Palace</A><br />
  <DD><strong>12.</strong> <A title="Imperial Sanctum" href="/Imperial-Sanctum/">Imperial Sanctum</A> </DD><br />
</DL><br />
<DL><br />
  <DD><br />
    <DL><br />
      <DD><em>Note: Mission numbering here represents the missions&#8217; order in the plot.   Notice that there are two different missions under the number 9, which are both   needed for completing the 13 Canthan missions, in order to get the Protector of Cantha title. Unwaking Waters and Vizunah Square, on the   other hand, which have two different starting outposts, are actually single   missions and must only be done once each.</em> </DD><br />
    </DL><br />
  </DD><br />
</DL><br />
<H3>Missions and primary quests sequence</H3></p>
<p><A title="image:FactionsMissionSequence.jpg" href="/images/FactionsMissionSequence.jpg"><IMG height="430" alt="image:FactionsMissionSequence.jpg" src="/images/FactionsMissionSequence.jpg" width="641" /></A></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Guild Wars Factions</title>
		<link>http://guildwars.gamezguru.com/guild-wars-factions/</link>
		<comments>http://guildwars.gamezguru.com/guild-wars-factions/#comments</comments>
		<pubDate>Mon, 28 May 2007 10:48:41 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Guild Wars Campaigns]]></category>

		<guid isPermaLink="false">http://guildwars.gamezguru.com/guild-wars-factions/</guid>
		<description><![CDATA[




Guild Wars Factions is the second campaign of Guild Wars, released on April 28, 2006 in North   America. It is set in the Eastern-styled world of Cantha.
Professions
In addition to the six core professions introduced in Guild Wars   Prophecies, players will be able to choose from two additional professions   were [...]]]></description>
			<content:encoded><![CDATA[<table border="0" cellspacing="0" cellpadding="0" align="right">
<tr>
<td><img src="/images/GWFB.jpg" width="272" height="350" /></td>
</tr>
</table>
<p><strong>Guild Wars Factions</strong> is the second campaign of Guild Wars, released on April 28, 2006 in North   America. It is set in the Eastern-styled world of Cantha.<br />
<H2>Professions</H2></p>
<p>In addition to the six core <A title="Professions" href="/Professions/">professions</A> introduced in <em>Guild Wars   Prophecies</em>, players will be able to choose from two additional professions   were introduced in <em>Guild Wars Factions</em>. </p>
<p><BR><br />
<IMG src="/images/Assassin-icon-small.png" alt="Assassin" width="25" height="20" border="0" /> <strong><A title="Assassin" href="/Assassin/">Assassin</A></strong> </p>
<p><DL><br />
  <DD>The Assassin walks the shadows, a deadly viper ready to strike at the heart   when an enemy least expects it. Wearing only lightweight armor, they have   mastered the ability to move as shadows, avoiding damage by not being there when   an enemy&#8217;s strike lands. Assassins are masters of their chosen weapon, the   dagger, and are experts at inflicting Critical Strikes that cause massive   damage. Assassins are trained to efficiently link attacks together in a chain to   give added combat bonuses. Their other magical skills include hexes that lower a   target&#8217;s defenses and protect the assassin from harm. </DD><br />
</DL></p>
<p><BR><br />
<IMG height="20" alt="Ritualist" src="/images/Ritualist-icon-small.png" width="25" /> <strong><A title="Ritualist" href="/Ritualist/">Ritualist</A></strong> </p>
<p><DL><br />
  <DD>Where a ranger lives as one with the spirit world, a ritualist can and will   be its master. Ritualists shield their eyes to better commune with spirits that   grant great power and protection. Ritualists channel other-worldly energies from   the Mists and commune with spirits through mystic Binding Rituals, bending them   to aid their allies or punish their foes. The energy channeled from the Mists   powers ritualist skills, enhancing the deadliness of an ally&#8217;s weapon and   wreaking havoc on an enemy&#8217;s health. The ritualist can also use the remains of   the dead to defend the living, not by reanimating corpses as a necromancer   would, but through the ritual use of urns and ashes. </DD><br />
</DL><br />
<H2>Cantha</H2></p>
<table border="0" cellspacing="0" cellpadding="0" align="right">
<tr>
<td><A title="Continent of Cantha" href="/images/CanthaMap.jpg"><IMG height="169" alt="Continent of Cantha" src="/images/CanthaMap.jpg" width="225" /></A></td>
</tr>
</table>
<p>The continent that <em>Guild Wars Factions</em> is based on offers a myriad of   opportunities for the player. </p>
<p><H3>4 Distinct Regions</H3><br />
<DL><br />
  <DD><strong>Shing Jea   Island</strong><br />
      <DL><br />
        <DD>A large island and rural area to the west </DD><br />
      </DL></DD></DL><br />
<DL><br />
  <DD><strong>Kaineng City</strong><br />
      <DL><br />
        <DD>A sprawling metropolis and capital city </DD><br />
      </DL></DD></DL><br />
<DL><br />
  <DD><strong>Echovald   Forest</strong><br />
      <DL><br />
        <DD>A petrified forest and home of the Kurzicks </DD><br />
      </DL></DD></DL><br />
<DL><br />
  <DD><strong>The Jade Sea</strong><br />
      <DL><br />
        <DD>A sea turned into solid jade and home of the Luxons </DD><br />
      </DL></DD></DL><br />
<H3>Guild Halls</H3></p>
<p><em>Factions</em> saw the introduction of 4 new stylised halls </p>
<p><DL><DD><UL lastCheckbox="null"><br />
      <LI>Isle of   Weeping Stone</LI><br />
      <LI>Isle of   Meditation</LI><br />
      <LI>Imperial Isle</LI><br />
      <LI>Isle of Jade</LI></UL><br />
</DD></DL><br />
<H2>Storyline</H2></p>
<p><em>Factions</em> offers a slew of themed missions, quests, and rewards. </p>
<table border="0" cellspacing="0" cellpadding="0" align="right">
<tr>
<td><a href="/images/FactionsMissionIcon.png"><IMG height="108" alt="" src="/images/FactionsMissionIcon.png" width="108" /></a></td>
</tr>
</table>
<p><H3>Missions</H3><br />
<DL><DD><UL lastCheckbox="null"><br />
      <LI>13 Co-operative <A title="Missions (Factions)" href="/Factions/">Missions</A></LI><br />
      <LI>5 <A title="Challenge mission" href="#">Challenge   missions</A></LI><br />
      <LI>2 <A title="Elite mission" href="#">Elite missions</A> </LI><br />
</UL></DD></DL><br />
<H3>200+ Quests</H3><br />
<DL><DD><UL><br />
      <LI>Quests </LI><br />
</UL></DD></DL><br />
<H2>Player versus Player</H2></p>
<p><em>Factions</em> adds new angles to pvp. </p>
<p><H3>Alliance Battle</H3><br />
<DL><br />
  <DD>Alliance Battles are where the Luxon and Kurzick factions battle for control   of towns on the game map. Each faction is represented by a team of twelve, split   into three squads of four. Players form squads of four which are randomly teamed   with two other teams for the match. </DD><br />
</DL><br />
<H3>Competitive Missions</H3><br />
<DL><br />
  <DD>In these missions, two random teams of eight compete to reach specific   objectives. If a player dies they respawn in the base and are able to rejoin the   fight to meet the objectives. When the match finishes the players are returned   to a waiting area to start the next battle. </DD><br />
</DL></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Prophecies</title>
		<link>http://guildwars.gamezguru.com/prophecies/</link>
		<comments>http://guildwars.gamezguru.com/prophecies/#comments</comments>
		<pubDate>Mon, 28 May 2007 10:12:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Guild Wars Campaigns Prophecies]]></category>

		<guid isPermaLink="false">http://guildwars.gamezguru.com/prophecies/</guid>
		<description><![CDATA[This is a list of all the missions in Prophecies, taking you   through the storyline, as well as   some quests connecting the missions. Characters from non-Prophecies campaigns   who travel to Tyria will join the   storyline at Lion&#8217;s Arch,   with the quest Report to the White [...]]]></description>
			<content:encoded><![CDATA[<p>This is a list of all the missions in Prophecies, taking you   through the storyline, as well as   some quests connecting the missions. Characters from non-Prophecies campaigns   who travel to Tyria will join the   storyline at Lion&#8217;s Arch,   with the quest Report to the White Mantle. </p>
<p><H3>Ruins of Ascalon </H3></p>
<p><strong>1. <A title="The Great Northern Wall" href="/The-Great-Northern-Wall/">The Great Northern Wall</A></strong> </p>
<p><DL><br />
  <DD><em>Scout for the attacking Charr army.</em> </DD><br />
</DL></p>
<p><strong>2. <A title="Fort Ranik" href="/Fort-Ranik/">Fort Ranik</A></strong> </p>
<p><DL><br />
  <DD><em>Push back the invading Charr army   and retake the Great Northern   Wall.</em> </DD><br />
</DL><br />
<DL><br />
  <DD>→ Travel from Frontier   Gate to Ruins of Surmia (Quest: Ruins   of Surmia). </DD><br />
</DL></p>
<p><strong>3. <A title="Ruins of Surmia" href="/Ruins-of-Surmia/">Ruins of   Surmia</A></strong> </p>
<p><DL><br />
  <DD><em>Rescue the soldiers taken prisoner by the Charr.</em> </DD><br />
</DL></p>
<p><strong>4. <A title="Nolani Academy" href="/Nolani-Academy/">Nolani   Academy</A></strong> </p>
<p><DL><br />
  <DD><em>End the siege of the academy and assist Prince Rurik in saving the city of Rin.</em> </DD><br />
</DL><br />
<H3>Northern Shiverpeaks </H3><br />
<DL><br />
  <DD>→ Travel from Yak&#8217;s Bend to Borlis Pass (Quests: The Road to   Borlis Pass and The Way is Blocked). </DD><br />
</DL></p>
<p><strong>5. <A title="Borlis Pass" href="/Borlis-Pass/">Borlis Pass</A></strong> </p>
<p><DL><br />
  <DD><em>Negotiate passage to Grooble&#8217;s Gulch and shelter for the Ascalon   refugees led by Prince Rurik.</em> </DD><br />
</DL></p>
<p><strong>6. <A title="The Frost Gate" href="/The-Frost-Gate/">The Frost   Gate</A></strong> </p>
<p><DL><br />
  <DD><em>End the siege of the Stone Summit, clear the pass for the Ascalon   refugees and open the Frost Gate.</em> </DD><br />
</DL><br />
<DL><br />
  <DD>→ Travel from Beacon&#8217;s Perch to Gates   of Kryta (Quests: To Kryta: Refugees, To Kryta: The   Ice Cave and To Kryta: Journey&#8217;s End). </DD><br />
</DL><br />
<H3>Kryta </H3></p>
<p><strong>7. <A title="Gates of Kryta" href="/Gates-of-Kryta/">Gates of   Kryta</A></strong> </p>
<p><DL><br />
  <DD><em>Negotiate asylum and secure a safe place for the Ascalon refugees to   settle in Kryta.</em> </DD><br />
</DL><br />
<DL><br />
  <DD>***<em> Characters from other campaigns will begin here.</em>***<br />
  <DD>→ Travel from Lion&#8217;s   Arch to D&#8217;Alessio Seaboard (Quest: Report to the White Mantle). </DD><br />
</DL></p>
<p><strong>8. <A title="D'Alessio Seaboard" href="/D'Alessio-Seaboard/">D&#8217;Alessio Seaboard</A></strong> </p>
<p><DL><br />
  <DD><em>Lend aid to the White   Mantle in their fight against the undead. Protect Confessor Dorian.</em> </DD><br />
</DL></p>
<p><strong>9. <A title="Divinity Coast" href="/Divinity-Coast/">Divinity   Coast</A></strong> </p>
<p><DL><br />
  <DD><em>Administer the Test of the Chosen and lead them to Loamhurst.</em> </DD><br />
</DL><br />
<H3>Maguuma Jungle </H3><br />
<DL><br />
  <DD>→ Travel from Druid&#8217;s Overlook to The Wilds (Quest: A Brother&#8217;s   Fury). </DD><br />
</DL></p>
<p><strong>10. <A title="The Wilds" href="/The-Wilds/">The Wilds</A></strong> </p>
<p><DL><br />
  <DD><em>Hunt down the Shining   Blade, and rescue the Chosen they   have kidnapped.</em> </DD><br />
</DL></p>
<p><strong>11. <A title="Bloodstone Fen" href="/Bloodstone-Fen/">Bloodstone   Fen</A></strong> </p>
<p><DL><br />
  <DD><em>Seek the truth about the White Mantle and what they are doing to the Chosen.</em> </DD><br />
</DL><br />
<DL><br />
  <DD>→ Travel from Quarrel   Falls to Aurora Glade (Quests: White Mantle Wrath:   Demagogue&#8217;s Vanguard, Urgent Warning). </DD><br />
</DL></p>
<p><strong>12. <A title="Aurora Glade" href="/Aurora-Glade/">Aurora Glade</A></strong> </p>
<p><DL><br />
  <DD><em>Escape the chasing White Mantle and gain access to the Henge of Denravi.</em> </DD><br />
</DL><br />
<DL><br />
  <DD>→ Travel from Henge of Denravi to Riverside Province (Quest: Passage Through The Dark River). </DD><br />
</DL><br />
<H3>Kryta </H3></p>
<p><strong>13. <A title="Riverside Province" href="/Riverside-Province/">Riverside Province</A></strong> </p>
<p><DL><br />
  <DD><em>Steal the Scepter   of Orr from the White   Mantle.</em> </DD><br />
</DL></p>
<p><strong>14. <A title="Sanctum Cay" href="/Sanctum-Cay/">Sanctum Cay</A></strong> </p>
<p><DL><br />
  <DD><em>Deliver the Scepter   of Orr to Vizier   Khilbron and escape the White Mantle.</em> </DD><br />
</DL><br />
<H3>Crystal Desert </H3><br />
<DL><br />
  <DD>→ Travel from the   Amnoon Oasis to Augury Rock for Ascension (Quest: Sands Of Souls). </DD><br />
</DL></p>
<p><strong>The Ascension missions:</strong> </p>
<p><DL><br />
  <DD><em>Note: The Ascension missions can be done in any order.</em><br />
  <DD>After each mission you will be returned to Augury Rock. </DD><br />
</DL><br />
<DL><br />
  <DD><strong>15. <A title="Dunes of Despair" href="/Dunes-of-Despair/">Dunes of   Despair</A></strong><br />
      <DL><br />
        <DD><em>Help the Ghostly   Hero reclaim his throne in the Temple of Ascension.</em> </DD><br />
      </DL><br />
  </DD><br />
</DL><br />
<DL><br />
  <DD><strong>16. <A title="Thirsty River" href="/Thirsty-River/">Thirsty   River</A></strong><br />
      <DL><br />
        <DD><em>Annihilate 6 teams of Forgotten to prove yourself worthy of Ascension.</em> </DD><br />
      </DL><br />
  </DD><br />
</DL><br />
<DL><br />
  <DD><strong>17. <A title="Elona Reach" href="/Elona-Reach/">Elona Reach</A></strong><br />
      <DL><br />
        <DD><em>Gather the three Vision Crystals and   bring them to the Ghostly Hero to focus the sight of the Gods of Tyria on you.</em> </DD><br />
      </DL><br />
  </DD><br />
</DL></p>
<p><strong>18. <A title="Augury Rock" href="/Augury-Rock/">Augury Rock</A></strong> </p>
<p><DL><br />
  <DD><em>Defeat your Doppelganger to Ascend.</em>. </DD><br />
</DL></p>
<p><strong>19. <A title="The Dragon's Lair" href="/The-Dragon's-Lair">The   Dragon&#8217;s Lair</A></strong> </p>
<p><DL><br />
  <DD><em>Gain audience with the oracle dragon Glint by defeating her six facets.</em> </DD><br />
</DL><br />
<H3>Southern Shiverpeaks </H3><br />
<DL><br />
  <DD>→ Travel from Droknar&#8217;s Forge to the Ice Caves of Sorrow (Quest: Seeking the Seer). </DD><br />
</DL></p>
<p><strong>20. <A title="Ice Caves of Sorrow" href="/Ice-Caves-of-Sorrow/">Ice   Caves of Sorrow</A></strong> </p>
<p><DL><br />
  <DD><em>Rescue Shining   Blade leader Evennia from the White Mantle and the Mursaat.</em> </DD><br />
</DL></p>
<p><strong>21. <A title="Iron Mines of Moladune" href="/Iron-Mines-of-Moladune/">Iron Mines of Moladune</A></strong> </p>
<p><DL><br />
  <DD><em>Get your armor infused by a Seer, then kill the traitor Markis.</em> </DD><br />
</DL></p>
<p><strong>22. <A title="Thunderhead Keep" href="/Thunderhead-Keep/">Thunderhead   Keep</A></strong> </p>
<p><DL><br />
  <DD><em>Win the fortress of Thunderhead Keep back from the   Stone Summit, then defend it against the Mursaat siege.</em> </DD><br />
</DL><br />
<H3>Ring of Fire Islands </H3><br />
<DL><br />
  <DD>→ Travel from Ember Light Camp to the Ring of   Fire (Quest: Final Blow). </DD><br />
</DL></p>
<p><strong>23. <A title="Ring of Fire" href="/Ring-of-Fire/">Ring of Fire</A></strong> </p>
<p><DL><br />
  <DD><em>Get into Abaddon&#8217;s Mouth, to gain access to the Door of Komalie.</em> </DD><br />
</DL></p>
<p><strong>24. <A title="Abaddon's Mouth" href="/Abaddon's-Mouth/">Abaddon&#8217;s   Mouth</A></strong> </p>
<p><DL><br />
  <DD><em>Open the Door of Komalie,   which is supposed to hold behind it the only way to defeat the Mursaat.</em> </DD><br />
</DL></p>
<p><strong>25. <A title="Hell's Precipice" href="/Hell's-Precipice/">Hell&#8217;s   Precipice</A></strong> </p>
<p><DL><br />
  <DD><em>Defeat the Lich Lord and   stop his army of Titans.</em> </DD><br />
</DL></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Guild Wars Prophecies</title>
		<link>http://guildwars.gamezguru.com/guild-wars-prophecies/</link>
		<comments>http://guildwars.gamezguru.com/guild-wars-prophecies/#comments</comments>
		<pubDate>Mon, 28 May 2007 09:31:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Guild Wars Campaigns]]></category>

		<guid isPermaLink="false">http://guildwars.gamezguru.com/guild-wars-prophecies/</guid>
		<description><![CDATA[




Guild Wars Prophecies or Prophecies, initially known simply as Guild Wars, is the first released campaign of Guild Wars. The release date was April 28, 2005. 
  Professions
Guild Wars Prophecies provided the players with the six core   professions that are currently featured in every Guild Wars installment. 

   Warrior 

Those [...]]]></description>
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<tr>
<td><img src="/images/Hall-of-heroes-poster-page.jpg" width="300" height="424" /></td>
</tr>
</table>
<p><strong>Guild Wars Prophecies</strong> or <strong>Prophecies</strong>, initially known simply as <strong>Guild Wars</strong>, is the first released campaign of Guild Wars. The release date was April 28, 2005. </p>
<p>  <H3>Professions</H3></p>
<p><em>Guild Wars Prophecies</em> provided the players with the six core   professions that are currently featured in every <em>Guild Wars</em> installment. </p>
<p>
  <img height="20" alt="Warrior" src="/images/Warrior-icon-small.png" width="25" /> <strong><a title="Warrior" href="/Warrior/">Warrior</a></strong> </p>
<dl>
<dd>Those who choose to follow the path of the Warrior have chosen a profession   dedicated to up close and personal violence (and they love every minute of it).   The Warrior is the quintessential hack-and-slash fantasy hero: tough, strong,   and an expert at wielding melee weapons on the battlefield (in other words, what   many MMO gamers call &quot;the tank&quot;). Warriors are masters of the axe, the sword,   and the hammer; though most choose to focus on one weapon over the others. With   their heavier armor and damage absorbing runes and shields, Warriors can soak up   the abuse that other characters in the group can&#8217;t handle, and give other   professions in the party such as Rangers or Elementalists the distance needed to   make use of ranged abilities. Many Warrior skills are powered by adrenaline, a   special power pool generated as the Warrior fights, instead of Energy. This   means the Warrior, already a profession with low Energy regeneration, will still   have plenty of skills to use even when Energy runs out. A Warrior&#8217;s tactical   skills are often defensive in nature and help you both protect and lead your   troops. Strength is the Warrior&#8217;s primary attribute; greater Strength lets the   Warrior improve all Strength-based skills and more readily pierce an opponent&#8217;s   armor. </dd>
</dl>
<p><img height="20" alt="Ranger" src="/images/Ranger-icon-small.png" width="25" /> <strong><a title="Ranger" href="/Ranger/">Ranger</a></strong> </p>
<dl>
<dd>The Ranger is more in touch with living nature than any other profession.   Where the Elementalist harnesses and tames the power of the elements, the Ranger   lives as one with life in all its abundance, and utilizes unique survival skills   that come from this connection. Rangers can perform Nature Rituals that   manipulate the environment to hinder enemies, or draw on the power of the   wilderness to heal and assist allies in battle. The Ranger can also tame the   beasts of the wild and command them to fight at the Ranger&#8217;s side. The Ranger is   the master of the targeted distance attack and Rangers get the most out of   ranged weapons like bows. The Ranger&#8217;s primary attribute, Expertise,   demonstrates the benefits of communing with nature. Attack skills and   Preparations (e.g Apply   Poison) will use less energy with the more points you pour into Expertise.   In a party, the Ranger is often called upon to pull foes toward the group with a   well-aimed arrow. Rangers combine effectively with any secondary profession that   performs well at a distance. </dd>
</dl>
<p><img height="20" alt="Monk" src="/images/Monk-icon-small.png" width="25" /> <strong><a title="Monk" href="/Monk/">Monk</a></strong> </p>
<dl>
<dd>The Monk can speak directly to the gods to open a conduit for divine magic   that can heal and protect allies in battle or unleash holy power upon the Monk&#8217;s   enemies. The Monk&#8217;s connection to the gods is illustrated in the primary Monk   attribute, Divine Favor, which grants extra healing ability and makes Monk   skills more effective. Monks often choose to focus on one of the other   attributes. Healing Monks build up the Healing Prayers attribute to revive   allies and mend their wounds. Smiting Monks put points into Smiting Prayers,   which inflict damage on foes and work especially well against undead enemies.   Protection Monks pump up the Protection Prayers attribute and use magic that   prevents allies and themselves from taking damage. The Monk is the definitive   Guild Wars &quot;support profession,&quot; and will probably never have to wait for a   group invitation. Combined with a secondary like Warrior or Ranger, Monks can   also be quite effective when it comes to hurting the enemy. </dd>
</dl>
<p><img height="20" alt="Elementalist" src="/images/Elementalist-icon-small.png" width="25" /> <strong><a title="Elementalist" href="/Elementalist/">Elementalist</a></strong> </p>
<dl>
<dd>The Elementalist commands the four elemental forces: earth, air, fire, and   water. With magic derived from the very foundations of nature itself,   Elementalists can inflict more damage in a single strike than any other   profession. There are as many types of Elementalists as there are elements and   ways to combine them. Some Elementalists choose to study two or more elements to   maintain broad discipline, though many prefer to focus on one unique element.   Earth magic triggers quakes and volcanoes, envelops foes in solid rock, and can   add to the strength and stamina of allies. Air magic is driven by the power of   storms and lightning, granting allies greater speed or targeting specific foes   with a focused, high-damage attack. Fire magic is often considered the most   purely destructive form, inflicting searing pain and damage on multiple enemies.   The magic of Water is highly manipulative. Water magic summons ice and mist to   slow enemies down and blur their vision, inflicts freezing cold damage, and even   protects allies from other forms of magical attack. The primary Elementalist   attribute, Energy Storage, gives the Elementalist the highest maximum Energy in   the game. This makes other professions that use a lot of Energy, like the Monk   or the Mesmer, natural choices for an Elementalist&#8217;s secondary class.   Elementalists should never be at the fore of melee combat, but when surrounded   they can tap into a full staple of handy area-of-effect skills just in case. </dd>
</dl>
<p><img src="/images/Necromancer-icon-small.png" alt="Necromancer" width="25" height="20" border="0" /> <strong><a title="Necromancer" href="/Necromancer/">Necromancer</a></strong> </p>
<dl>
<dd>The Necromancer wields the power of death itself, a power no enemy can stand   against forever. The dark arts of the Necromancer—Curses, Death Magic, and Blood   Magic—usually take a toll on the caster by forcing a sacrifice of Health, but   the harm that befalls a Necromancer&#8217;s foes in return makes this a small, if   painful, price to pay. Necromancers can command the corpses of their enemies (or   even allies) as deadly foot soldiers using Death Magic, while Blood Magic drains   Health from foes and transfers it to the Necromancer. Curses hurt the   Necromancer, but hurt the Necromancer&#8217;s opponents even more by sapping enemy   Enchantments and healing abilities. Necromancers keep their Energy bars full   with Soul Reaping, the primary Necromancer attribute, which feeds upon the   deaths of others. The Necromancer requires patience and discipline to master. </dd>
</dl>
<p><img height="20" alt="Mesmer" src="/images/Mesmer-icon-small.png" width="25" /> <strong><a title="Mesmer" href="/Mesmer/">Mesmer</a></strong> </p>
<dl>
<dd>Mesmers are the mental masters of illusion, control, and domination,   subverting an enemy&#8217;s Energy for their own purposes and supporting the entire   party in battle with powerful, mind-bending magic. Domination skills put Mesmers   in command of a foe&#8217;s Health and Energy, while Illusion can inflict damage, slow   an enemy, and drain away the powers of those that oppose them. The Mesmer can   call on Inspiration to steal Energy directly from the opposition, and the   primary Mesmer attribute Fast Casting works just like it sounds—you can sling   your spells at a much higher rate than any other profession. The Mesmer is   powerful as a damage-dealing spellcaster, a support player, or both. They should   usually avoid the front lines, but can turn the tide of most any fight in   seconds. </dd>
</dl>
<p>  <H3>Tyria</H3></p>
<table border="0" cellspacing="0" cellpadding="0" align="right">
<tr>
<td><a title="Continent of Tyria" href="/images/TyriaMap.jpg"><img height="169" alt="Continent of Tyria" src="/images/TyriaMap.jpg" width="225" /></a></td>
</tr>
</table>
<p>The continent that <em>Guild Wars Prophecies</em> is based on offers a myriad   of opportunities for the player. </p>
<p>  <H4>6 Distinct Regions</H4></p>
<dl>
<dd><strong>Ruins of   Ascalon</strong></p>
<dl>
<dd>A kingdom ravaged by war and destruction </dd>
</dl>
</dd>
</dl>
<dl>
<dd><strong>Shiverpeak Mountains</strong></p>
<dl>
<dd>Snowy mountains plagued a by a brutal civil war </dd>
</dl>
</dd>
</dl>
<dl>
<dd><strong>Kryta</strong></p>
<dl>
<dd>Beautiful grasslands and small forests guarded by the White Mantle </dd>
</dl>
</dd>
</dl>
<dl>
<dd><strong>Maguuma   Jungle</strong></p>
<dl>
<dd>A lush forest area overrun by plantlife </dd>
</dl>
</dd>
</dl>
<dl>
<dd><strong>Crystal   Desert</strong></p>
<dl>
<dd>An arid desert inhabited by the ghosts of former warriors </dd>
</dl>
</dd>
</dl>
<dl>
<dd><strong>Ring of   Fire Islands</strong></p>
<dl>
<dd>A hellish chain of islands ruled by volcanoes </dd>
</dl>
</dd>
</dl>
<p>  <H4>Guild Halls</H4></p>
<p><em>Guild Wars</em> features eight guild halls </p>
<dl>
<dd>
<ul lastcheckbox="null">
<li>Burning Isle </li>
<li>Druid&#8217;s Isle </li>
<li>Frozen Isle </li>
<li>Hunter&#8217;s Isle </li>
<li>Isle of the Dead </li>
<li>Nomad&#8217;s Isle </li>
<li>Warrior&#8217;s Isle </li>
<li>Wizard&#8217;s Isle </li>
</ul>
</dd>
</dl>
<p>  <H3>Storyline</H3></p>
<p><em>Guild Wars</em> offers a slew of themed missions, quests, and rewards. </p>
<table border="0" cellspacing="0" cellpadding="0" align="right">
<tr>
<td><a title="List of Prophecies missions" href="/Prophecies/"><img height="92" src="/images/MissionIcon.png" width="92" /></a></td>
</tr>
</table>
<p>  <H4>25 Co-operative Missions</H4></p>
<dl>
<dd>
<ul>
<li><a title="List of Prophecies missions" href="/Prophecies/">Missions</a> </li>
</ul>
</dd>
</dl>
<p>  <H4>205 Quests</H4></p>
<dl>
<dd>
<ul>
<li>Quests </li>
</ul>
</dd>
</dl>
<p>  <H3>Player versus Player</H3></p>
<p><em>Guild Wars</em> is as much a PvP-oriented game as it is PvE. </p>
<p>  <H4>Random Arenas</H4></p>
<dl>
<dd>Random teams of four compete against each other for various objectives. </dd>
</dl>
<p>  <H4>Team Arenas</H4></p>
<dl>
<dd>Pre-arranged teams of four compete for various objectives. </dd>
</dl>
<p>  <H4>Heroes Ascent</H4></p>
<dl>
<dd>Teams of eight progress through several stages to battle for <em>Favor of the   Gods</em>. </dd>
</dl>
<p>  <H4>Guild Battles</H4></p>
<dl>
<dd>Two guilds stage a battle at one of the guild&#8217;s hall. They tactically   compete to control a flag stand and ultimately kill the opposing team&#8217;s guild   lord. Wins in Guild Battles are recorded for the ladder during tournament   seasons. </dd>
</dl>
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		<item>
		<title>Dervish</title>
		<link>http://guildwars.gamezguru.com/dervish/</link>
		<comments>http://guildwars.gamezguru.com/dervish/#comments</comments>
		<pubDate>Mon, 28 May 2007 08:33:28 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Guild Wars Professions Dervish]]></category>

		<guid isPermaLink="false">http://guildwars.gamezguru.com/dervish/</guid>
		<description><![CDATA[




The Dervish is a holy warrior who wields a scythe with a martial prowess that enables   him or her to lash out at multiple enemies. Dervishes wade into battle with   powerful enchantments and   prayers that grant them haste, protection, healing, and elemental fury. Their   faith and service [...]]]></description>
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<td><img src="/images/Dervishs.jpg" alt="A male and female dervish" width="250" height="417" /></td>
</tr>
</table>
<p>The <STRONG>Dervish</STRONG> is a holy warrior who wields a scythe with a martial prowess that enables   him or her to lash out at multiple enemies. Dervishes wade into battle with   powerful enchantments and   prayers that grant them haste, protection, healing, and elemental fury. Their   faith and service to all the gods of Elona gifts them with the unique ability to   become a living embodiment of a god&#8217;s will. The Dervish class is exclusive to   the Guild Wars Nightfall campaign. </p>
<p>Bearing a pious heart, dervishes wear hooded robes and bracers as a symbol of   humility. The base armor rating of dervish armor is the same as for <A title="Ranger" href="/Ranger/">rangers</A> and <A title="Assassin" href="/Assassin/">assassins</A>. </p>
<p><H3>Attributes</H3><br />
<H4>Mysticism (Primary)</H4></p>
<p>Mysticism, the Dervish&#8217;s primary attribute, gives you 1 Health for each rank   of Mysticism and 1 Energy for every 3 ranks of Mysticism whenever an Enchantment   on you ends. </p>
<p><H4>Earth Prayers</H4></p>
<p>Many Dervish Spells, especially those dealing with defense or Earth damage,   become more effective with higher Earth Prayers. </p>
<p><H4>Scythe Mastery</H4></p>
<p>Scythe Mastery increases the damage you do with scythes and your chance to inflict a critical hit when   using a scythe. Many skills, especially scythe attack skills, become more   effective with higher Scythe Mastery. </p>
<p><H4>Wind   Prayers</H4></p>
<p>Many Dervish Spells, especially those dealing with movement or cold damage,   become more effective with higher Wind Prayers. </p>
<p><H3>Common usage</H3><br />
<H4>Combat</H4></p>
<p>Dervishes wield scythes, a weapon with a high damage output. With the ability   and skills to inflict damage upon multiple adjacent foes, movement and   positioning, as well as careful maintenance of enchantments, become very   important for maximum effectiveness. </p>
<p>While dervishes can easily decimate high-leveled groups single-handedly and   sport excellent prowess in battle as well as the ability to embody the gods of   Tyria, they are not all-powerful or invincible. Many of their skills affect only   those that are adjacent to them. </p>
<p><H4>Running</H4></p>
<p>The Dervish can be combined with the <A title="Assassin" href="/Assassin/">Assassin</A> as a secondary profession to create an   elite-runner that can escape from and survive extremely dangerous situations.   The best Dervish runners primarily ferry other players through the Southern   Shiverpeaks. </p>
<p><H4>Tanking</H4></p>
<p>While only having an initial max armor rating of 70, a dervish&#8217;s use of multiple enchantments to   sustain increased health regeneration and armor makes it an excellent profession for tanking. Because of its larger energy reserve over the <A title="Warrior" href="/Warrior/">Warrior</A> the dervish Obsidian Tank is   becoming especially popular for high level farming in areas like the Underworld and the Fissure of Woe. </p>
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		<item>
		<title>Paragon</title>
		<link>http://guildwars.gamezguru.com/paragon/</link>
		<comments>http://guildwars.gamezguru.com/paragon/#comments</comments>
		<pubDate>Mon, 28 May 2007 08:28:31 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Guild Wars Professions Paragon]]></category>

		<guid isPermaLink="false">http://guildwars.gamezguru.com/paragon/</guid>
		<description><![CDATA[




Paragons are the guardian angels of Elona, the champions of humanity against evil   forces. The shining white and gold armor is symbolic of their role as the   exemplary and steadfast guardians of all mankind. 
Paragons rally allies with chants and shouts which both protect them and   increase their combat [...]]]></description>
			<content:encoded><![CDATA[<table border="0" cellspacing="0" cellpadding="0" align="right">
<tr>
<td><img src="/images/Paragons.jpg" alt="A male and female paragon" width="250" height="417" /></td>
</tr>
</table>
<p><STRONG>Paragons</STRONG> are the guardian angels of Elona, the champions of humanity against evil   forces. The shining white and gold armor is symbolic of their role as the   exemplary and steadfast guardians of all mankind. </p>
<p>Paragons rally allies with chants and shouts which both protect them and   increase their combat effectiveness. They have a large base of energy, but only 2 pips of energy   regeneration. Many of their skills require adrenaline to use. </p>
<p>Paragons are ranged fighters, throwing one-handed spears at their enemies. A   variety of shields are available with   paragon attribute requirements (Motivation and Command). </p>
<p><H3>Attributes</H3><br />
<H4>Leadership (Primary)</H4></p>
<p>The Paragon&#8217;s primary attribute, Leadership, you gain 1 Energy for each ally   affected by one of your Shouts or Chants (maximum 1 Energy for every 2 ranks). </p>
<p><H4>Command</H4></p>
<p>Many Paragon skills, especially those that protect your allies or increase   your tactical position on the battlefield, become more effective with higher   Command. </p>
<p><H4>Motivation</H4></p>
<p>Many Paragon skills, especially those related to Energy management or that   inspire your allies, become more effective with higher Motivation. </p>
<p><H4>Spear Mastery</H4></p>
<p>Spear Mastery increases the damage you do with spears and your chance to inflict a critical hit when   using a spear. Many skills, especially spear attack skills, become more   effective with higher Spear Mastery. </p>
]]></content:encoded>
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		<item>
		<title>Ritualist</title>
		<link>http://guildwars.gamezguru.com/ritualist/</link>
		<comments>http://guildwars.gamezguru.com/ritualist/#comments</comments>
		<pubDate>Mon, 28 May 2007 08:24:15 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Guild Wars Professions Ritualist]]></category>

		<guid isPermaLink="false">http://guildwars.gamezguru.com/ritualist/</guid>
		<description><![CDATA[




Where a ranger lives as one with the spirit world, a ritualist can and will be its master. Ritualists shield   their eyes to better commune with spirits that grant great power and protection. 
Ritualists channel other-worldly energies from the Mists and commune with   spirits through mystic Binding Rituals, bending them to [...]]]></description>
			<content:encoded><![CDATA[<table border="0" cellspacing="0" cellpadding="0" align="right">
<tr>
<td><img src="/images/Ritualists.jpg" alt="A male and female ritualist" width="250" height="417" /></td>
</tr>
</table>
<p>Where a ranger lives as one with the spirit world, a <STRONG>ritualist</STRONG> can and will be its master. Ritualists shield   their eyes to better commune with spirits that grant great power and protection. </p>
<p>Ritualists channel other-worldly energies from the Mists and commune with   spirits through mystic Binding Rituals, bending them to aid their allies or   punish their foes. The energy channeled from the Mists powers ritualist skills,   enhancing the deadliness of an ally&#8217;s weapon and wreaking havoc on an enemy&#8217;s   health. The ritualist can also use the remains of the dead to defend the living,   not by reanimating corpses as a necromancer would, but through the ritual use of   urns and ashes. </p>
<p><H3>Attributes</H3><br />
<H4>Spawning Power(Primary)</H4></p>
<p>For each rank of Spawning Power, summoned or animated creatures gain 4% more   Health. Spawning Power also makes many Ritualist skills related to spirit   creatures more effective. </p>
<p><H4>Channeling Magic</H4></p>
<p>No inherent effect. Many Ritualist skills, especially those related to   lightning damage and energy, become more effective with higher Channeling Magic. </p>
<p><H4>Communing</H4></p>
<p>No inherent effect. Many Ritualist skills, especially those related to   summoning spirits, become more effective with higher Communing. </p>
<p><H4>Restoration Magic</H4></p>
<p>No inherent effect. Many Ritualist skills, especially those related to   healing, life stealing and defense, become more effective with higher   Restoration Magic. </p>
<p><H3>Common usage</H3><br />
<H4>Restoration</H4></p>
<p>Restoration magic is the healing branch of Ritualist skills. They can be as   powerful, or more, than its Monk counterparts, but they&#8217;re rarely as simple to   use, since its effectiveness often changes depending on conditional factors such   as the presence of Spirits nearby, whether you&#8217;re holding an item or not and if   the spell target is affected by a weapon spell. Nevertheless, a good Restoration   ritualist can keep a party alive with remarkable competence. </p>
<p><H4>Channeling</H4></p>
<p>Channeling skills are the most damage-oriented tools available to a   Ritualist. Rivaling in raw firepower some of the biggest guns Elementalists have   to show, Channeling spells such as Spirit Rift can obliterate enemies quite quickly.   However, as most skills of this class, they are not straightforward and often   have a catch to use, such as the 3-second delay in Spirit Rift or dealing   increased damage if certain conditions are met. The ability to summon   damage-dealing spirits and to support the party through weapon spells such as Splinter Weapon further   increases the usefulness of Channeling skills. </p>
<p><H4>Spirit wrangler/herder</H4></p>
<p>A Ritualist manager of offensive spirits that uses channeling skills like Painful Bond to increase   damage to foes done by spirits , Spirit Boon Strike to damage foes while   healing the spirits, and Signet of Spirits or Offering of   Spirit to gain energy when spirits are within earshot when Boon of Creation is not enough as energy   management. Spirits like Bloodsong, Pain, Anguish, Dissonance, and Shadowsong are seen often. Wanderlust is usually a favorite elite spirit to use   along with Earthbind to cause knock downs and Dissonance to   interrupt foes while they aren&#8217;t knocked down. </p>
<p><H4>Spirit spammer</H4></p>
<p>A ritualist which focuses on summoning spirits as often as possible with   skills like Ritual Lord, Weapon of   Quickening, and sometimes with the ranger stance Serpent&#8217;s   Quickness to reduce recharge times of binding rituals and an energy   management skill, Boon   of Creation. They can either be offensive or defensive spirit spammers. </p>
<p>The offensive variety is like the spirit wrangler but spams attack spirits   and uses skills such as Rupture Soul to damage foes before summoning the   destroyed spirit, Explosive Growth to damage foes, and Doom to damage foes along with spirits. </p>
<p>The defensive variety uses protective spirits such as Shelter and Union in that order and healing spirits like Life, Recovery, Recuperation. Spirit to Flesh and Spirit&#8217;s Gift are used to provide additional   healing. Skills such as Signet of Binding and Signet of   Creation provide prolong life to a spirit for a limited time to keep spirits alive enough to summon replacements. </p>
<p>Note:Before the Soul Reaping nerf, they were used as a battery to provide energy to necromancers. </p>
<p><H4>Minion bomber</H4></p>
<p>Minion Bombers are a quite unique breed of Ritualists. Relying heavily on   Necromancer skills such as Death Nova and Animate Bone Minions, the goal of a Minion   Bomber is to create a quick army of disposable creatures and explode them on his   enemies. Ritualist/Necromancer characters are well suited for this task, thanks   to skills like Explosive Growth and Signet of   Creation. While a Necromancer can use more or less the same tactics,   Ritualists do it with far greater style. </p>
<p><H3>Secondary professions</H3><br />
<H4><A title="Warrior" href="/Warrior/">Warrior</A></H4></p>
<p>Defensive stances from the Tactics line combined with defensive Item Spells can offer protection   against foes. Shouts such as &#8220;Shields Up!&#8221; or &#8220;Watch   Yourself!&#8221; can provide defensive benefits to most of your party. The elite skill Spirit&#8217;s Strength can be used for a large   damage boost combined with a melee weapon and warrior Attack Skills to function like a warrior. </p>
<p><H4><A title="Ranger" href="/Ranger/">Ranger</A></H4></p>
<p>The Ritualist&#8217;s Spawning Power can be used to reinforce nature spirits with additional health. </p>
<p>Serpent&#8217;s   Quickness or Quickening Zephyr can reduce the lengthy recharge times on Spirits in place of Ritual Lord to use another elite. Ranger traps can be used to protect vital spirits or allies. </p>
<p>Weapon spells like Splinter Weapon and   certain Bow Attacks like Dual Shot or Barrage can provide spiking potential. </p>
<p>Many running skills like Storm&#8217;s Embrace, Natural Stride, and Storm Chaser can be used. </p>
<p><H4><A title="Monk" href="/Monk/">Monk</A></H4></p>
<p>Monk skills can provide additional condition removal and give the ritualist hex removal. Skills such as Martyr or Draw Conditions can be used with Resilient Was   Xiko and Resilient   Weapon to put conditions on a single person best able to handle them. </p>
<p>Attuned Was   Songkai can be used to spam Heal Party or high costing Protection   Prayers spells. </p>
<p>Smiting Prayers skills like Zealot&#8217;s   Fire can be used with spammable weapon spells like Vengeful Weapon to help   the ally and punish melee foes who are harassing spell casters or melee   characters who are taking damage. </p>
<p><H4><A title="Necromancer" href="/Necromancer/">Necromancer</A></H4></p>
<p>Spawning Power can provide more health to minions at the cost of lower level   minions. Spawning Power skills can make great use of minion creation skills to   add damage and energy management when summoning minions in a large group and the   use of skills like Death Nova to damage foes when minions fall in battle(also with the help of Dark Bond to redirects damage dealt   to you to one of your minions) which is common in Minion Bomber builds. </p>
<p>Attuned Was   Songkai and Awaken   the Blood(+2 to Blood &amp; Curses) could be used to spam Life stealing spells in Blood Magic line or spam curses. </p>
<p><H4><A title="Mesmer" href="/Mesmer/">Mesmer</A></H4></p>
<p>Ritualists can make use of mantras to gain armor against elemental attacks   and gain whenever hit by elemental attacks. Mantra of Resolve is used to protect against interrupts which is useful when summoning spirit. Arcane Echo is used to increase the damage potential of channeling magic builds and   enable ritualists to farm with Vengeful Was Khanhei effectively. </p>
<p>They can also make use of stances like Physical or Elemental Resistance and an addition of   hex removal. Also, mesmer interrupts make a nice addition to the three ritualist interrupts. </p>
<p>The Mesmer skill Signet of Midnight can be to blind the user   and the foe while taking advantage of Resilient Weapon and Resilient Was Xiko. </p>
<p><H4><A title="Elementalist" href="/Elementalist/">Elementalist</A></H4></p>
<p>Air Magic skills can be used   to inflict damage with armor penetration or conditions like weakness from Enervating Charge or Glimmering Mark which can be combined with the Channeling Magic lightning spells for an   effective blinding ritualist. Many glyphs can be used to reduce recharge time   and energy cost on spells in the ritualist&#8217;s lineup or to help spread item and   weapon spells. Note that binding rituals are unaffected. </p>
<p>Several knock down skills   from the Earth Magic line   can benefit greatly from Earthbind spirit. </p>
<p>Ward spells can help   protect the party in addtion to a defensive spirit like Union to stay alive longer. Ward Against Foes can be used to slow down   melee foes that are aiming to destroy the spirit. Note that wards do not affect   spirits. </p>
<p><H4><A title="Assassin" href="/Assassin/">Assassin</A></H4></p>
<p>Assassin skills from the Shadow Arts line is used primarily for mobility   purposes to evade and escape from attacks with Dark Escape, Death&#8217;s Retreat, and Return allows to shadowstep to a safer location or for   defensive purposes with skills like Feigned Neutrality and Shroud of   Distress. Note that shadowstepping will cause a bundle item like an urn and   ashes to drop which can be used as an advantage depending on the bundle being   held. </p>
<p>Spirit Walk allows   efficient travel between spirits to use skills that require the ritualist to   &#8220;touch&#8221; their spirits to work or to just escape to spirit that may not be near   the foe. Swap allows the ritualist to switch   places with a spirit like Destruction, Shadowsong, or a minion while escaping   from the foe. </p>
<p>Spirit spammers can make use of Assassin&#8217;s Promise to increase mobility by   recharging slow recharging spirits with energy return provided that the hexed   foe is killed in time. </p>
<p>Spirit&#8217;s   Strength can be combined with daggers and dagger attack skills for a large   damage boost to function more like an assassin than a ritualist. </p>
<p><H4><A title="Paragon" href="/Paragon/">Paragon</A></H4></p>
<p>Vocal was   Sogolon can be used to make all shouts and chants last longer. There are many   good candidates within the Motivation line that will give healing and energy to the party. Signet   of Synergy could be used as a substitute Ghostmirror Light as Ritualists usually do   not utilize enchantments. </p>
<p>The command skill &#8220;Stand Your Ground!&#8221; can be used to   provide armor for nonmoving allies, mainly spell casters. &#8220;Help Me!&#8221; could be used to make other allies&#8217;   Spells targeting you cast 50% faster last longer just in case you’re being   targeted. </p>
<p>The leadership skill Hexbreaker Aria can be used as an unlinked   conditional hex removal. </p>
<p><H4><A title="Dervish" href="/Dervish/">Dervish</A></H4></p>
<p>Ritualists can make use of skills from the Wind Prayers attribute like Featherfoot Grace to move and remove conditions quicker. Earth Prayers such as Veil of Thorns can be used to cripple the attacking   foe and escape. </p>
<p>Spirit&#8217;s   Strength can be combined with a Scythe and Scythe attack skills for a large   damage boost to function more like a melee fighter than a ritualist. </p>
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		<item>
		<title>Assassin</title>
		<link>http://guildwars.gamezguru.com/assassin/</link>
		<comments>http://guildwars.gamezguru.com/assassin/#comments</comments>
		<pubDate>Mon, 28 May 2007 07:20:40 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Guild Wars Professions Assassin]]></category>

		<guid isPermaLink="false">http://guildwars.gamezguru.com/assassin/</guid>
		<description><![CDATA[




The Assassin walks the shadows, a deadly   viper ready to strike at the heart when an enemy least expects it. Wearing only   lightweight armor, they have mastered the ability to move as shadows, avoiding   damage by not being there when an enemy&#8217;s strike lands. 
Assassins are masters of their [...]]]></description>
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<td><img src="/images/Assassins.jpg" alt="A male and female assassin" width="250" height="417" /></td>
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</table>
<p>The <STRONG>Assassin</STRONG> walks the shadows, a deadly   viper ready to strike at the heart when an enemy least expects it. Wearing only   lightweight armor, they have mastered the ability to move as shadows, avoiding   damage by not being there when an enemy&#8217;s strike lands. </p>
<p>Assassins are masters of their chosen weapon, the dagger, and are experts at   inflicting Critical Strikes that cause massive damage. Assassins are trained to   efficiently link attacks together in a chain to give added combat bonuses. Their   other magical skills include hexes that lower a target&#8217;s defenses and protect   the assassin from harm. </p>
<p><H3>Attributes</H3><br />
<H4>Critical Strikes (Primary)</H4></p>
<p>For each point spent on this primary attribute, the Assassin gains an   additional 1% chance to score a critical hit. Assassins also gain Energy   whenever they score a critical hit in this way. </p>
<p><H4>Dagger Mastery</H4></p>
<p>Boost the Dagger Mastery attribute to boost the damage the Assassin inflicts   with daggers and the chance to land a critical hit with a dagger. Many skills,   especially dagger attack skills, become more effective with increased Dagger   Mastery. This attribute also improves your chance of performing a Double Attack   and striking with both daggers at once. </p>
<p><H4>Deadly Arts</H4></p>
<p>Increase the Deadly Arts attribute to improve the duration and effectiveness   of Hexes and other skills that make a single enemy vulnerable to the Assassin&#8217;s   strikes. </p>
<p><H4>Shadow Arts</H4></p>
<p>Put points into the Shadow Arts attribute to improve skills that boost the   Assassin&#8217;s defenses and allow instantaneous shadow movement. Shadow Arts also   contains some healing skills. </p>
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		<title>Elementalist</title>
		<link>http://guildwars.gamezguru.com/elementalist/</link>
		<comments>http://guildwars.gamezguru.com/elementalist/#comments</comments>
		<pubDate>Mon, 28 May 2007 07:08:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Guild Wars Professions Elementalist]]></category>

		<guid isPermaLink="false">http://guildwars.gamezguru.com/elementalist/</guid>
		<description><![CDATA[




Elementalists command the four elemental   forces: earth, air, fire and water. With magic derived from the very foundations   of nature itself, Elementalists can inflict more damage in a single strike than   any other profession. There are as many types of Elementalists as there are   elements and ways [...]]]></description>
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<p><STRONG>Elementalists</STRONG> command the four elemental   forces: earth, air, fire and water. With magic derived from the very foundations   of nature itself, Elementalists can inflict more damage in a single strike than   any other profession. There are as many types of Elementalists as there are   elements and ways to combine them. Some Elementalists choose to study two or   more elements to maintain broad discipline, though many prefer to focus on one   unique element. </p>
<p>Earth Magic triggers quakes and volcanoes, envelops foes in solid rock and   can add to the strength and stamina of allies. Earth Magic is especially   powerful against fighters with many skills that cause blindness and knockdown or   weaken attacking foes. </p>
<p>Air Magic is driven by the power of storms and lightning, granting allies   greater speed or targeting specific foes with a focused, high-damage attack. </p>
<p>Fire Magic is often considered the most purely destructive form, inflicting   searing pain and damage on multiple enemies. </p>
<p>Water Magic summons ice and mist to slow enemies down and blur their vision,   inflicts freezing cold damage and even protects allies from other forms of   magical attack. </p>
<p>The primary elementalist attribute, Energy Storage, gives elementalists the   highest maximum energy pool in the game. This is useful as a buffer for exhaustive and high energy skills,   but should not be seen as energy management. </p>
<p><H3>Attributes</H3><br />
<H4>Energy Storage (Primary)</H4></p>
<p>The Elementalist&#8217;s primary attribute, Energy Storage, increases maximum   Energy and boosts skills that help regenerate Energy. </p>
<p><H4>Air Magic</H4></p>
<p>Air Magic increases the duration and effectiveness of the Elementalist&#8217;s Air   skills, which pierce armor, cause Blindness, and knock enemies flat. </p>
<p><H4>Earth Magic</H4></p>
<p>Build up Earth Magic to increase the duration and effectiveness of the   Elementalist&#8217;s earth skills, which can protect both hero and ally or inflict   damage on opponents that ignores their armor. </p>
<p><H4>Fire Magic</H4></p>
<p>Improve Fire Magic to increase the duration and effectiveness of the   Elementalist&#8217;s fire skills, which inflict fire damage and can affect large   areas. </p>
<p><H4>Water Magic</H4></p>
<p>Allocate points to Water Magic to increase the duration and effect of the   Elementalist&#8217;s water skills, which slow enemy movement and turns the blood of   foes to ice. This line of skills includes many snares, these skills are helpful   in pvp battles were you need to slow down a enemy. </p>
<p><H3>Common usage</H3><br />
<H4>Echoing</H4></p>
<p>Due to the slow recharge of some very powerful nuking skills, some   elementalist choose to use the <A title="Mesmer" href="/Mesmer/">Mesmer</A> skills Arcane Echo and the   elite Echo which allows an E/Me to repeat   his/her strongest spells upon a target. Using both the echo skills, area of   effect spells like Meteor   Shower and Rodgort&#8217;s Invocation can be cast up to   three times in seconds. Using this tactic, the Elementalist can potentially   triple their damage per second (DPS). The elite elementalist skill Glyph of Renewal also   allows the caster to instantly regain the skill they just cast. Either of these   methods delivers high damage output in a very short amount of time, but may also   drain the elementalist&#8217;s energy in a very short amount of time if proper energy   management tactics are not taken. </p>
<p><H4>Nuking</H4></p>
<p>In PvE gameplay, the Elementalist can usually be found filling a heavy damage   role called a &#8220;nuker&#8221;. The role of a nuker is to inflict large amounts of damage   over a given area in a short period of time weakening or killing whole groups of   enemies. This is typically done using Fire Magic, which lends this role its   nickname, but other elements are being used with the introduction of some new   skills like the elite skill Sandstorm. An efficient nuker will usually remain   behind a set of tanks while they casting   spells from a distance. In PvE, a nuker may   effectively take out an entire group at once just by understanding the effects   of their skills on the enemy AI. </p>
<p><H4>Spiking</H4></p>
<p>Spiking is the art of focusing a lot of damage on a single target during   (very) short period. For example, an Elementalist who uses Air Magic to deal a   large amount of damage to a single target concentrates its power inflicting more   damage on a specific target with 25% armor penetration against that target.   Another example of spiking is the Earth Magic skill Obsidian Flame, which is sometimes used by teams   during GvG casting it all at the same time at one target to take it out in just   2 seconds. </p>
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		<item>
		<title>Necromancer</title>
		<link>http://guildwars.gamezguru.com/necromancer/</link>
		<comments>http://guildwars.gamezguru.com/necromancer/#comments</comments>
		<pubDate>Mon, 28 May 2007 07:02:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Guild Wars Professions Necromancer]]></category>

		<guid isPermaLink="false">http://guildwars.gamezguru.com/necromancer/</guid>
		<description><![CDATA[




Necromancers wield the power of death itself   - a power no enemy can stand against forever. The dark arts of the necromancer   usually take a toll on the caster by forcing a sacrifice of health, but the harm   that befalls a necromancer&#8217;s foes in return makes this a small, [...]]]></description>
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<td><img src="/images/Necromancers.jpg" alt="A male and female necromancer" width="250" height="417" /></td>
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<p><STRONG>Necromancers</STRONG> wield the power of death itself   - a power no enemy can stand against forever. The dark arts of the necromancer   usually take a toll on the caster by forcing a sacrifice of health, but the harm   that befalls a necromancer&#8217;s foes in return makes this a small, if painful,   price to pay. </p>
<p>Necromancers can revive corpses as deadly foot soldiers using Death Magic,   Blood Magic steals health from foes and Curses wreak havoc among the   Necromancer&#8217;s opponents by sapping enemy enchantments and muting their healing   ability. Necromancers keep their energy bars full with Soul Reaping, the primary   necromancer attribute, which feeds upon the deaths of others. </p>
<p><H3>Attributes</H3><br />
<H4>Soul   Reaping (Primary)</H4></p>
<p>Soul Reaping, the Necromancer&#8217;s primary attribute, improves your ability to   gain energy whenever a creature near you dies. For each point you have in Soul   Reaping you will gain 1 energy when a creature near you dies (halved for   Spirits). You can only gain energy this way once every 5 seconds. </p>
<p><H4>Blood   Magic</H4></p>
<p>Blood Magic adds to the duration and effectiveness of skills that steal   Health from enemies and give it to you. </p>
<p><H4>Curses</H4></p>
<p>Add points to Curses and boost the duration and effectiveness of Curse   skills, reducing your enemies&#8217; effectiveness in battle. </p>
<p><H4>Death   Magic</H4></p>
<p>Increase Death Magic to augment the duration and effect of skills that deal   cold and shadow damage, as well as those that summon undead minions for you to   command. </p>
<p><H3>Common usage</H3><br />
<H4>Energy support</H4></p>
<p>Energy support necromancers, often called &#8220;batteries&#8221; or &#8220;BiPs&#8221;, use the   elite skill Blood is   Power to supply their allies with energy. For casters such as the <A title="Elementalist" href="/Elementalist/">Elementalist</A> and the <A title="Monk" href="/Monk/">Monk</A> this is extremely beneficial as it allows   them to continue using their skills without running out of energy. Batteries are   very popular for supporting Bonding Monks and Nuker Elementalists in areas like the Fissure of Woe. </p>
<p><H4>Minion Masters</H4></p>
<p>Often referred to as MMs, minion masters use Death Magic to animate a small   army of undead creatures from the corpses of fallen victims and allies. MMs are   extremely popular in all areas of gameplay taking some of the pressure off the   team when being swarmed with large or numerous groups of enemies. </p>
<p><H4>Cursing</H4></p>
<p>Another common necromancer build uses curses (hex spells) to drain an enemy&#8217;s health or inflict   damage whenever any enemy attempts to attack or use spells. One such build uses the elite hex spell Spiteful Spirit more   commonly referred to as an SS for short. This build excels at wreaking havoc on   enemy groups and is commonly used throughout the game. </p>
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