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Games - Professions in the Guild Wars Universe


In the PC game Guild Wars, there are six professions available which are combined as primary and secondary classes for a variety of different character types. For example, players can choose to be an Elementalist for their primary class and a Necromancer as their secondary class, creating an Elementalist/Necromancer character. The number of possible combinations will increase with the release of Guild Wars: Factions
in the spring quarter of 2006, as that game will add the Assassin and Ritualist professions.

Primary professions directly affect the appearance of a player's in-game character and armor and the type of runes which can be applied to the armor. In addition, each profession has a primary attribute which is not available to a player's character when chosen as the secondary profession.

List of Professions

Elementalist

Elementalists are most similar to arcane magicians in most fantasy settings. They use elemental fire, water, ice, lightning, air, and earth to deal damage to enemies, or to a lesser degree to provide beneficial status to allies and detrimental status to enemies. Primary Elementalists also have the highest maximum total energy out of all the classes through the Energy Storage attribute.

Related to Energy Storage, Elementalists are the only profession that can suffer from a status called "Exhaustion," which is often an attribute of higher level skills. Exhaustion reduces an Elementalist's total energy by 10 and is indicated in effect by greying out part of the energy bar. Total energy will gradually replenish to normal at a rate of 1 point every 3 seconds. This effect will stack if multiple spells with Exhaustion are cast, and energy can drop to below zero.

  • Energy Storage (Primary Attribute): Energy Storage increases an Elementalist's maximum energy by 3 per level. This trait also increases the effectiveness of several spells involving the restoration of health or energy.
  • Air Magic: Air spells center mostly around the application of electricity or wind for damage, such as Lightning Strike, which can penetrate armor to cause higher damage, or status effects
    , such as Windborne Speed, which increases an ally's movement speed. Most Air Magic skills affect a single target and are often accompanied by a secondary effect, such as becoming blinded or knocked down. Air is sometimes considered to be the most difficult element to master, however it offers great power in the right hands. Air is also used for spiking
    .
  • Fire Magic: Fire spells center mostly around the application of fire for damage over an area, utilizing area-of-effect
    spells such as a large Fire Storm attack, which deals fire damage over a short amount of time, or a Meteor Shower, similar to Fire Storm, but has higher damage and also knocks down the enemy. Both spells are favored by nukers
    . Fire is the most commonly chosen element for Elementalists, especially for first time Elementalists.
  • Earth Magic: Earth spells focus on the defense of the Elementalist and his or her allies. Earth magic includes wards, which can be placed on the ground to create an area of protection for team members which cannot be dispelled. Several Earth spells utilize rock and stone for damage, such as Earthquake, which knocks down foes in addition to the damage it causes, and Obsidian Flame, which deals damage directly to an enemy, regardless of its amount of armor. Obsidian Flame is also used in spiking.
  • Water Magic: Water spells center mostly around the application of ice and water for damage and defense. Most damaging attack spells also have a secondary effect, such as slowing a player's attack speed or movement. Many Water spells are defensive in nature, such as Armor of Frost, which increases armor against physical damage but creates a vulnerability to fire. Water is commonly referred to as the Elementalist's "support" line.
  • Unique Skill Sets:
  • * Glyphs: Glyphs consist of spells that alter some component of the next spell cast.
  • * Wards: Wards consist of spells that apply some benefits to all allies within its radius for a limited duration. Examples of Wards include Ward Against Elements and Ward Against Melee, which provide protection against elemental and physical damage, respectively.

Mesmer

Mesmers are a unique casting class who use magic which affects creatures, often in subtle ways. Their spells often have the result of "shutting down" enemies, making their spell-casting and physical attacks ineffectual. Mesmers can also learn to cast spells more quickly in combat.

[ Visit the complete Wikipedia entry for Professions in the Guild Wars Universe ]


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