Posted July 04, 2012

Feel free to deliver proof if you think I'm wrong, but I honestly don't think you can.
Note: There is a possibility that you didn't mean "levels" in your above statement (I sure hope so), but even then I can't see how it could possibly be true, since there's not a single mob of 20+ monsters (let alone 30+ or 40+) in the entire game. There are some mobs of eight or more monsters each which keep running into each other, but those just require a bit of thought on how to defeat them. You don't run into all of them at once, instead you put a bit of thought into it, look at the movement patterns, and then attack at the points when you can get a single mob without attracting the others in the vicinity.

Each time I get a new skill, I don't "put it in my book because it doesn't add to my preferred build" - instead, I look through my library for other skills that would provide good synergy with it, I start experimenting with it, and it's absolutely marvelous what you can make out of a seemingly "useless" skill if you just spend a little thought on it.
Again, my impression is that you never actually played GW - you played a bastardized vision of GW as a regular RPG like WoW or Diablo, and totally missed the actual game.

Here's an example from the Crystal Desert: Most players get thoroughly stomped when they first meet Hydras. These T-Rex like monsters have an absolutely devastating meteor/fireball attack, and if you spent the whole game trying to find a "main build" that works for every monster, then you won't be able to defeat them. At all.
However, if you start actually watching what the Hydras do, you'll find out that they take a full two seconds of casting time before they can deliver these devastating spells. And once you know that, you look into your skill board, and find out that there are interrupt skills that you may have never used before. And _then_ you adapt your build and find out that Hydras are pretty much laughable enemies - you just interrupt them; if you have the right skills you can even make the interrupt damage them, and they turn into pussies.
Or, you spend a bit of time and think about why those Hydras kept killing you, and find out that both of their main attacks knock you down, so that you keep losing time getting up before you can even react. And then you find skills in your library that prevent knockdown, so you equip those.
Or, you realize that the Hydras do devastating attacks, but not _many_ of them (because they take so long to be cast). And then you tell your monk to play not as a healer (trying to heal the repeated massive damage spikes), but as a bonder, who prevents the damage from occurring. Being a bonder can be a massive energy drain, but then you find a way to deal with that - for example, if you have a Necromancer in your group, you can skill him into a mana battery, who keeps supplying the monk with energy, so that the monk can maintain the bonds (which prevent 90% of the damage).
Or, you try to turn the Hydras' massive damage against them, with reflection skills. And so on.
That's how this game is played. You watch, analyze, experiment with your skills, and succeed by being flexible and creative. And that's exactly why I enjoy GW much more than "regular" RPGs.
Post edited July 04, 2012 by Psyringe