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Game Bot .info
 
GW Classes
 
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Assassin
 
Assassin (Click for More Detailed Files) A swift, silent master of shadows, daggers, and death. The Assassin can chain together increasingly deadly strikes that target a foe's critical areas, killing quickly and efficiently.

Attributes

Critical Strikes (Primary Only)
For each rank of Critical Strikes you have you gain an additional 1% chance to critical hit. You gain +2 Energy whenever you score a critical hit in this way.

Dagger Mastery
Dagger Mastery increases the damage you do with daggers and your chance to inflict a critical hit when using a dagger. There is a 2% chance per rank of Dagger Mastery that attacks from your daggers will double strike. Many skills, especialy dagger attack skills, become more effective with higher Dagger Mastery

Deady Arts
No inherent effect. Many Assassin skills, especially those related to harming enemies, become more effective with higher Deadly Arts.

Shadow Arts
No inherent effect. Many Assassin skils, especially those related to defense and moving as a shadow become more effective with higher Shadow Arts.


Skills  |  Armor | Runes
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Dervish
 
Dervish (Click for More Detailed Files) Dervish Attributes

Mysticism (Primary Attribute)
Whenever an Enchantment ends, you gain 3 Health for each rank of Mysticism and 1 Energy for every 2 ranks of Mysticism.

Scythe Mastery
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.

Wind Prayers
No inherent effect. Many Dervish Spells, especially those dealing with movement or cold damage, become more effective with higher Wind Prayers.

Earth Prayers
No inherent effect. Many Dervish Spells, especially those dealing with defense or Earth damage, become more effective with higher Earth Prayers.

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Elementalist
 
Elementalist (Click for More Detailed Files) The Elementalist is a master of arcane lore, calling upon natural forces to rain down destruction upon foes. The Elementalist is a weak profession for melee but is the strongest direct damage profession. In fact, the Elementalist is capable of dealing more damage than any other class through magic.

Because of this, the Elementalist combines very well with just about all other classes. Spells become available for you to use in virtually all situations; from ranged to point blank the Elementalist can be very brutal when played correctly.


Attributes


The Elementalists focus their abilities into 5 main attributes. These are:

Energy Storage (Primary Only) – Placing a point in Energy Storage will raise the maximum amount of energy your character may possess. For each point added to Energy Storage, you will raise your max storage by 3 additional points. For example, if your character has 32 points of Energy Storage, your maximum storage capacity will be increased by 96 points.

Fire Magic – Placing points into the Fire Magic attribute increased the effectiveness of your Fire Magic spells. This may manifest itself as additional damage, increased skill effect duration and/or effectiveness, etc…

Air Magic – Placing points into the Air Magic attribute increased the effectiveness of your Air Magic spells. This may manifest itself as additional damage, increased skill effect duration and/or effectiveness, etc…

Earth Magic – Placing points into the Earth Magic attribute increased the effectiveness of your Earth Magic spells. This may manifest itself as additional damage, increased skill effect duration and/or effectiveness, etc…

Water Magic – Placing points into the Water Magic attribute increased the effectiveness of your Fire Water spells. This may manifest itself as additional damage, increased skill effect duration and/or effectiveness, etc…



Starting Armor and Skills


All beginning Elementalists start with basic armor which gives a total of +10 to max energy supply and +2 to energy regeneration.

Choosing Elementalist as your primary profession will give you access to the following skills:
  • Flare
  • Fire Storm
  • Aura of Restoration
  • Ward Against Melee
  • Glyph of Lesser Energy


As a secondary Elementalist, you will only receive Fire Storm and Glyph of Lesser Energy.


For additional information on the skills an Elementalist receives, see the Guild Wars Skills List.


Skills  |  Armor | Runes
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Mesmer
 
Mesmer (Click for More Detailed Files) The Mesmer profession combines personal charm and charisma with magic in order to thwart the damage-dealing capabilities of others. In addition, the Mesmer can create mass confusion and chaos to further reduce the fighting capabilities of its foes.

One of the main Attributes available to the Mesmer, if used as a primary, is Fast Casting. Fast Casting allows a Mesmer to combine extremely well with other magic heavy professions. The slow casting Elementalist can benefit from this trait enormously.

The Mesmer does not only combine with other magic wielders easily, even the Warrior class can benefit from other attributes and skills possessed by the Mesmer; such as Energy Theft and Empathy. This however, does not require being a Mesmer Primary since Fast Casting is not a require element to make this combination work efficiently.


Attributes


The Mesmer profession focuses its abilities into 4 Attributes. These are:

Fast Casting (Primary Only) – This attribute allows you to speed up the time it takes to cast any spell in your repertoire. As mentioned before, this attribute is particularly useful for Primary Mesmers using slow casting spells from another secondary profession.

Domination – Placing points into the Domination attribute increases the effectiveness of your Domination Skills. These skills typically focus on manipulation an opponents energy reserves or imposing your own will upon a foe.

Illusions – Placing points into the Illusion attribute increases the effectiveness of your Illusion skills. Illusion Skills typically manipulate a target opponent or group of opponents minds; creating a false reality for them to be distracted by while the real combat continues to ensue.

Inspiration – Placing points into the Inspiration attribute increases the effectiveness of your Inspiration skills. Inspiration Skills typically effect your allies in combat; boosting morale and temporarily increasing their statistics.


Starting Armor and Skills


All beginning Mesmers start with basic armor which gives a total of +10 to max energy supply and +2 to energy regeneration.

Choosing Mesmer as your primary profession will give you access to the following skills:
  • Phantom Pain
  • Conjure Phantasm
  • Energy Trap
  • Ether Feast
  • Imagined Burden


As a secondary Mesmer, you will only receive Conjure Phantasm and Imagined Burden.

For additional information on the skills a Mesmer receives, see the Guild Wars Skills List.


Skills  |  Armor | Runes
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Monk
 
Monk (Click for More Detailed Files) The Monk profession is the healer of Guild Wars. In addition to healing, the Monk also has the ability to buff both themselves and party members. With the Primary / Secondary Profession setup of Guild Wars, this does not necessarily make them just a support class. Monks are most often seen taking an offensive role during combat in addition to their healing support.

In addition to their healing support, Monks also receive offensive skills as well. These are generally located under their “Smiting Prayers” set of skills. With such a wide variety of options for skills, the Monk can combine very well as secondary profession for virtually any other class to produce a strong character. Warrior/Monks, Ranger/Monks, Necromancer/Monks, and Elementalist/Monks are all very common.


Attributes


The Monk profession focuses its abilities into 4 Attributes. These are:

Divine Favor (Primary Only) – Putting points in this attribute adds extra points of healing every time you use a healing skill on an ally. All skills called from Divine Favor recieve a duration and effectiveness boost.

Healing Prayers – Placing points into the Healing Prayers attribute increases the effectiveness of your Healing Prayer Skills. These skills typically focus on restoring health to others.

Protection Prayers – Placing points into the Protection Prayers attribute increases the effectiveness of your Protection Prayers Skills. The skills provide buffs to your allies, including yourself.

Smiting Prayers – Placing points into the Smiting Prayers attribute increases the effectiveness of your Smiting Prayers skills. These are the offensive abilities of the monk. Not only will you deal holy damage in many forms, you will also have the ability to buff party members’ offensively as well.


Starting Armor and Skills


All beginning Monks start with basic armor which gives a total of +10 to max energy supply and +2 to energy regeneration.

Choosing Monk as your primary profession will give you access to the following skills:
  • Bane Signet
  • Orison of Healing
  • Heal Area
  • Healing Hands
  • Retribution
  • Resurrect


As a secondary Monk, you will only receive Orison of Healing, Healing Hands, and Resurrect.

For additional information on the skills a Monk receives, see the Guild Wars Skills List.


Skills  |  Armor | Runes
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Necromancer
 
Necromancer (Click for More Detailed Files) The Necromancer profession is unholy damage dealer for Guild Wars. The Necromancer specializes is draining the life and energy from others or sacrificing corpses and health to inflict massive amounts of damage. You’ll also find the Necromancer quite at home raising the dead from their slumber to keep a few minions around.

Necromancers, much like the other classes, are well balanced to combine with all other classes. Choose a class like Monk to pair with and you’ll find yourself healing your own health while siphoning it off to dish out additional damage. Join with a class like Warrior and you’ll be able to maintain your own health levels by stealing your opponents.


Attributes


The Necromancer profession focuses its abilities into 4 Attributes. These are:

Soul Reaping (Primary Only) – Placing points in this attribute will increase the amount of energy a Necromancer receives when any creature falls in combat.

Curses – Placing points into the Curse attribute increases the effectiveness of your Curse Skills. These skills allow the Necromancer to lay curses on others or even himself... This, of course, comes at some sacrifice or another…

Death Magic – Placing points into Death Magic attribute increases the effectiveness of your Death Magic Skills. These skills focus on direct damage from the Necromancer but still mix in a few enchantments as well.

Blood Magic – Placing points into the Blood Magic attribute increases the effectiveness of your Blood Magic Skills. Blood Magic focuses on hexes and enchantments; once again sacrificing health, minions, and/or corpses.


Starting Armor and Skills


All beginning Necromancers start with basic armor which gives a total of +10 to max energy supply and +2 to energy regeneration.

Choosing Necromancer as your primary profession will give you access to the following skills:
  • Deathly Swarm
  • Life Siphon
  • Vampiric Touch
  • Animate Bone Horror
  • Blood of the Master


As a secondary Necromancer, you will only receive Life Siphon and Vampiric Touch.

For additional information on the skills a Necromancer receives, see the Guild Wars Skills List.


Skills  |  Armor | Runes
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Paragon
 
Paragon (Click for More Detailed Files) Paragon Attributes

Leadership (Primary Attribute)
You gain 1 Energy for each ally affected by one of your Shouts or Chants (maximum 1 Energy for every 3 ranks).

Spear Mastery
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.

Command
No inherent effect. Many Paragon skills, especially those that protect your allies or increase your tactical position on the battlefield, become more effective with higher Command.

Motivation
No inherent effect. Many Paragon skills, especially those related to Energy management or that inspire your allies, become more effective with higher Motivation.

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Ranger
 
Ranger (Click for More Detailed Files) The Ranger profession follows the “walk softly but carry a big stick” philosophy. Agile and quick, good with animals, and extremely accurate with a bow. The Ranger has the ability to charm animals in order to take pets. Pets may even evolved over time to produce a new type of creature with expanded skills and abilities.

In addition to the Ranger’s animal charming skills, the Ranger may also choose to specialize in Marksmanship. There are some very powerful combinations of skills for the bow which can unleash some devastating, attacks at a distance, on your enemies.

The Ranger like all other professions, are excellent when paired with just about any other profession. It’s merely a matter of Spec-ing your character to meet your own personal taste.


Attributes


The Ranger profession focuses its abilities into 4 Attributes. These are:

Expertise (Primary Only) – Placing points in this attribute will reduce the cost of all Attack skills. This includes Warrior attack skills as well. Points in Expertise will also increase your ability to lay traps and other preparation skills

Beast Mastery – This ability increases the effectiveness of Ranger skills which effect your animal companion.

Marksmanship – Placing points in Marksmanship effects the Ranger’s bow skills. This is generally where your real damage will come from if you are playing a Ranger as your Primary Profession.

Wilderness Survival – Placing points into the Wilderness Survival attribute increases the effectiveness of your Wilderness Survival Skills. These skills include traps, preparation skill, and nature rituals.


Starting Armor and Skills


All beginning Rangers start with basic armor which gives a total of +10 to max energy supply and +2 to energy regeneration.

Choosing Ranger as your primary profession will give you access to the following skills:
  • Dual Shot
  • Ignite Arrows
  • Edge of Extinction
  • Dodge
  • Troll Unguent


As a secondary Ranger, you will only receive Dual Shot and Dodge.

For additional information on the skills a Ranger receives, see the Guild Wars Skills List.


Skills  |  Armor | Runes
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Ritualist
 
Ritualist (Click for More Detailed Files) A living conduit to the Spirit world, the Ritualist spawns powerful Spirit allies that inflict harm on foes, and can channel restorative magic that heals and protects injured companions.

Attributes

Restoration Magic
No inherent effect. Many Ritualist skills, especially those related to healing, life-stealing, and defense, become more effective with higher Restoration Magic

Channeling Magic
No inherent effect. Many Ritualist skills, especially those related to lightning damage and Energy, become more effective with higher Channeling Magic.

Spawning Power (Primary Only)
For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health. Some Ritualist skills, especially those related to spirit creatures, become more effective with higher Spawning Power.

Communing
No inherent effect. Many Ritualist skills, especially those related to summoning spirits, become more effective with higher Communing.


Skills  |  Armor | Runes
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Warrior
 
Warrior (Click for More Detailed Files) The Warrior profession is the brute force of the group. An excellent tank and combined with different professions allows him to fulfill slightly different roles. Adding in healing, additional damage, buffs, or debuffs is merely a matter of choosing a Secondary profession to fulfill the needed role. See the other Professions in this section to get a better idea of what capabilities they all have.

The Warrior is definitely the easiest profession to combine with others. This, however, will most likely not remove you from the tank category. You will find the Warrior most at home with one weapon or another in their hand. Their abilities are strongly geared towards melee.

In addition, the Warrior may also need to use adrenaline to active some skills. Adrenaline is gained by dealing damage to creatures. The more damage you deal, the faster your adrenalin increases. Once you have broken combat for more than 20 seconds, your adrenaline will wear off.


Attributes


The Warrior profession focuses its abilities into 5 Attributes. These are:

Strength (Primary Only) – Placing points in this attribute will increase all of your linked skills as well as add an additional %2 armor penetration bonus per rank.

Axe Mastery – This ability increases the effectiveness of Warrior skills which use the Axe.

Hammer Mastery – This ability increases the effectiveness of Warrior skills which use the Hammer.

Swordsmanship – This ability increases the effectiveness of Warrior skills which use the Sword.

Tactics – Placing points into the Tactics attribute increases the effectiveness of your Tactics Skills . These skills include shields and other temporary buffs as well as offensive attacks and defensive stances…


Starting Armor and Skills


All beginning Warriors start with armor which gives a total of 150 armor. This armor is weak against lightening however..

Choosing Warrior as your primary profession will give you access to the following skills:
  • Frenzy
  • Counter Blow
  • Hammer Bash
  • Healing Signet
  • Sprint


As a secondary Warrior, you will only receive Frenzy and Spirit.

For additional information on the skills a Warrior receives, see the Guild Wars Skills List.


Skills  |  Armor | Runes
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chubaka123
28/11/2007 12:39
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chubaka123
28/11/2007 12:31
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02/10/2007 04:21
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29/09/2007 18:02
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