Unless that's your idea of fun or you're on your second character, rushing to 80 makes you miss some of what the game has to offer. That would be the excellent world-building and story-driven events and quests in the game. Moreover, you can actually learn a lot about the game mechanics and some good deals for gear when you take your time and explore.
It also gives time for you to accumulate a good amount of the game's many currencies if you don't rush. So make sure to participate in a lot of active events or groups instead of solo-rushing to For players who bought the game through the expansions, they'll probably be elated that they were given an item called the Level 80 Boost.
It lets your newly-created character become level 80 and the game also teleports them to an endgame area. The problem is, most new players who do this are left clueless as to what they need to be doing to enjoy the game or progress further. That's because levels 1 to 80 are considered as a tutorial for Guild Wars 2 both mechanically and mentally to familiarize yourself with the game world and how events work. Simply ignore this Level 80 Boost if you're new to the game.
If you do happen to accidentally use one, then just create a new character and start from scratch instead. This doesn't exist in Guild Wars 2 at least not as clear cut as in others. Each class has a complete kit that allows them to sustain themselves. They can heal, deal damage, and avoid or absorb damage thanks to the dodge mechanic. So unless you're playing Raids or Fractals, you don't need to worry about your role in combat.
With that said, some classes in Guild Wars 2 are more complex than others. Keeps are hardest to take. They've got tough NPC defenders, walls, gates and a boss lord. That's without human-controlled defenders. You'll need a full complement of siege weaponry to break a keep: the options are Trebuchet, Arrow Carts projectile launchers , Catapults, Ballistae and Siege Golems a slow, robotic juggernaut. Building siege weapons requires "supply", which players can deliver.
If you're defending, "supply" comes from caravans, which will need protecting. Guilds can claim keeps and upgrade them. ArenaNet says a winning team will be one that breaks off into guilds and tries to obtain multiple objectives at once.
The keep's structure can be upgraded by paying gold and then waiting for worker NPCs to do their thing. The keep's guards can be upgraded too, by paying gold. This will be guarded by a boss called the Keeper. While level 1 characters will be boosted to level 80, they'll not be as powerful as someone who's naturally risen through the ranks. A natural level 80 will have "a clear advantage", although the fight won't be over in one hit.
Anybody can man a siege weapon, help repair walls, or go hunt down enemy dolyaks, so even new characters can still be useful in the Mists - as long as they pick their fights wisely," explained Ferguson.
You'll gain experience and new items during world versus world battles as well. Killed enemy players drop loot, but you won't lose any of your own if you die. One of the things that separates the game is its World vs World PvP system, pitting players of different servers against each other in a battle for dominance which does, in fact, grant every player on the dominant servers passive benefits.
One of the problems of WvW is the advantage some servers can get simply due to having more people. Arenanet may have an answer for that unfairness. The answer is a new map, The Edge of the Mists. The limit number is split equally among all three worlds. World versus World has a reward system that outputs rewards both passively over time, and through active gameplay.
The passive reward system utilizes a similar structure to the system in Verdant Brink , with some alterations. For active rewards, defeating enemy players and NPCs drops gear and loot bags,. Maintaining Participation allows the player to gain progress towards their chosen WvW Reward Track and to gain Pips towards their Skirmish reward track.
These two tracks are the primary reward sources in WvW. Players may gain the following as rewards primarily through active gameplay, but also through reward tracks, though to a lesser extent:. There is no reward for capturing Alpine Borderland's Ruins except for Dailies.
The image to the right illustrates the score interface used in Borderlands and Eternal Battlegrounds , located at the top of your screen when inside those locations. Edge of the Mists uses a different interface. Opening your World vs World window default B will reveal 4 tabs:. Many servers and guilds utilize community Voice chats in addition to in-game text-chats. Locating a voice server address is generally as easy as asking Map or Team chat once within a Borderland.
WvW is first and foremost, a Player vs. Player game-mode. You are rewarded with loot and World Experience for killing enemy players. Killing an enemy player in WvW will result in gaining world experience and loot. Loot often includes Badges of Honor , but is otherwise randomly generated. The defeated player does not actually lose anything through being defeated, and they may take armor durability damage. The only areas safe from combat are Spawn Points. The names of players from other worlds are not shown.
Guild tags are still shown, appended to their name. Enemy players cannot see your name or anything you type in any chat, with the exception of whisper or guild chat. Emotes still log a description in emote chat, though the description will read as "Silver Invader laughs with Bronze Soldier", eliminating any names.
Spawn points are waypoints that exist in each battleground. There are two types of spawn points: those which are permanently open and those that must be activated or built towards. Each World versus World map includes three permanent waypoints, one for each team, to allow basic access to the map regardless of which team is dominating. These waypoints cannot be used by enemy teams and are protected by Legendary Defenders.
Each spawn point includes a set of NPCs where players may repair their armor, sell loot, or buy blueprints. There are several paths out of each spawn location. It is difficult for an enemy team to camp a spawn directly, as players and most NPCs in the spawn area are invulnerable and the multiple exits are usually impossible to block.
Waypointing to a permanent waypoint will automatically repair your armor. Other waypoints can be added to some objectives through objective upgrades and the Emergency Waypoint Tactic. These waypoints provide quicker access across the map.
A waypoint cannot be used if the objective it is housed in is under attack, with the exception of Emergency Waypoints. Emergency Waypoints are visible even if you are on a different WvW map. Players in WvW may only revive downed or defeated players from their own team. Reviving a defeated player requires the reviver to be out of combat; the same mechanism is valid for any NPCs.
If a player enters combat while reviving a defeated player or NPC, they may continue the revive channel. If the revive channel is broken, the reviver will be unable to restart reviving the player or NPC until they are once again out of combat. Unlike in PvE, only one player may rally off a single kill.
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