Guild Guide

  Guild Guide                    Getting Started                    How NOT to die    
 

When you leave town after the Searing, you're going to need a group. At first, you can only have a party of four, but as the game progresses, you'll be able to have more in a group. When forming a group, make sure:

  *The Tank to Healer ratio doesn't exceed 3 to 1

 

*You have a strong Tank so your Rangers, Eles, Necros, and Mesmers don't have to worry about getting mobbed.

 

*Your team isn't full of n00bs, because there's nothing more frustrating than being the only one with any clue as to how NOT to die continuously.

(These morons, having no clue as to where to go or what to do next, decided to just stand around.)

 

As long as you have a good, well balanced team, your all set, right? Wrong. Dead wrong. I know more than once I've been disappointed by what looked like a good team. The healer quit because he was tired of lagging so much, out Tank, Ele, and Mesmer ran around in circles and drew all over the minimap, and me and the other Ranger stood there, wondering how we got stuck in a group with a bunch of hyperactive 3-year-olds.

   

Without the Warrior, this Mesmer wouldn't stand a chance.

 

Here's an example of a Warrior who has no idea what's going on or what to do about it.

 

Here we have an Elementalist trying to tank. The lesson of the day: Don't use an Ele to tank.

 

This warrior doesn't have a group, and therefore must have a deathwish.

   

A group of warriors, kicking butt and taking names against some undead.

See, forming a group is so easy, even the Charr can do it.

 

   

This warrior, although being pummeled, has a Monk healing him, so he should survive.

This Elementalist is pointing out nereby enemies to his partner.

 

   

Follow these guidelines, and he won't have to eat your soul.

 
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