0

Goss Aleesh
Thirsty River
Tiss Danssir
Elona Reach
Mugra Swiftspell
Ferndale
Migraine*
Pytt Spitespew Ring of Fire
Panic*
Moles Quibus Hell’s Precipice
Power Block* Lyssa’s Cursed Perdition Rock
Power Leech** Seaguard Hala Boreas Seabed
Psychic Distraction** Mesmer’s Construct Sunjiang District
Psychic Instability** Chazek Plague Herder Unwaking Waters
Recurring Insecurity** Xisni Dream Haunt Mourning Veil Falls
Shared Burden** Deeproot Sorrow Mourning Veil Falls
Shatter Storm** Mina Shatterstorm The Undercity
Signet of Midnight* Malus Phasmatus Perdition Rock
Stolen Speed** The Afflicted Meeka Dragon’s Throat

5.3. PvE Speed Checklist (Prophecies Campaign)
If followed, this checklist will get you through the original PvE storyline with all 70 core and Prophecies-only mesmer skills learned. Note that if you miss one of the unique skill trainer locations, you can always wait until you reach Ember Light Camp (reached after clearing mission #21, Thunderhead Keep), since all non-elite skills in this campaign can be purchased from that trainer. Remember that receiving a skill as a quest reward doesn’t cost any skill points or gold, so getting skills that way is preferable to purchasing them, when possible.

0

Lion’s Arch; you also can take Canthan characters to Tyria by requesting the “Chaos in Kryta” quest in Kaineng Center.

Elite Skill Captured From?? In??
Arcane Languor** Bound Kitah Tahnnakai Temple
Crippling Anguish Yxthoshth
Salt Flats
Barl Stormsiege
Frozen Forest
Jonar Stonebender
Ice Caves of Sorrow
Fuury Stonewrath
Thunderhead Keep
Bezzr Wingstorm
Drazach Thicket
Echo
Rwek Khawl Mawl
Perdition Rock
Mohby Windbeak
Gyala Hatchery
The Time Eater
Eternal Grove
Energy Drain Snik Hungrymind
Witman’s Folly
Snik Hungrymind
Spearhead Peak
Gambol Headrainer
Ice Floe
Siska Scalewand
Archipelagos
Energy Surge Balasi the Arcane
Iron Mines of Moladune
Melek the Virtuous
Ring of Fire
Milefaun Mindflayer
Arborstone
Expel Hexes** Jun the Purifier Bukdek Byway
Fevered Dreams* Plexus Shadowhook Abaddon’s Mouth
Illusionary Weaponry* Seear Windlash
Talus Chute
Didn Hopestealer
Snake Dance
Digo Murkstalker
Iron Mines of Moladune
Ineptitude* Wyt Sharpfeather Mineral Springs
Keystone Signet* Rune Ethercrash Spearhead Peak
Lyssa’s Aura** Hai Jii
Nahpui Quarter
Mantra of Recall* Facet of Chaos
Dragon’s Lair
Featherclaw
Snake Dance
Mantra of Recovery Ayassah Hess Dunes of Despair

0

Destiny’s Gorge
Animal Mask (AL 60, Inspiration Magic +1) C Barton Smallwood C wants 5 Shriveled
Eyes

Diviner’s Ascent
Jeweled Staff (Illusion Magic 20/20) C Cinder Linnwood C in deserted camp north of
Elona Reach zoneline C wants 5 Bleached Carapaces
Cane (Domination Magic recharge 20%) C Luvwen Underwood C next to Elona Reach
C wants 5 Minotaur Horns

Prophet’s Path
Stylish Attire (AL 60) C Kyle the Rich C In the oasis C wants 5 Losaru Manes

Salt Flats
Imposing Mask (AL 60, Domination Magic +1) C Kelsay Pradist C east from Seeker’s
Passage C wants 5 Jade Mandibles

5.2. Elite Skill Capture Chart (Updated for Factions)
The following chart lists the elite skill boss names and zones in which they appear. Ordinarily, the positioning of bosses within a mission or adventure zone is random, so it’s hard to say exactly where a given boss will show up. With that in mind, a good way to go about capturing is to get in a group with other players who are also interested in capturing skills. That way, if you run into nothing but bosses from classes besides your own, the effort won’t be a total waste. This is especially helpful in the case of Perdition Rock, which has more elite skill bosses than any other zone. And yes, Snik Hungrymind appears in both Witman’s Folly and Spearhead Peak.

In the chart that follows, * next to a skill name means that it can only be captured somewhere on Tyria, the continent on which the original Prophecies campaign takes place, while ** means that a skill can only be captured on Cantha, the continent on which the Factions campaign takes place. For skills that are known to appear on both Tyria and Cantha, the Canthan locations will be listed last. If your account has access to both the original Guild Wars and Guild Wars: Factions, you can take your Tyrian characters to Cantha by requesting the “Brother Mhenlo’s Request” quest from Firstwatch Sergio in

0

5. Appendices
This section contains information that doesn’t fit directly elsewhere in the guide, or
info that’s just easier to use set off by itself. You can find consolidated information on collectors and elite skill capturing here, as well as a checklist to get you through the entire PvE game, learning all mesmer skills, as quickly as possible.

5.1. Collector List
Few roleplaying characters can complete their arsenal of special weapons without paying a visit to a collector. This appendix lists the most powerful mesmer items available from collectors in Crystal Desert and beyond; use it well to equip yourself for the final missions or PvP combat. Crystal Desert’s collector versions of the 60 AL Stylish Attire (good for equipping yourself before you reach Droknar’s Forge) are also included.
In the list that follows, some staves and foci are listed with Attribute 20/20 next to them in parentheses (example: Domination 20/20). The 20/20 means the item has both “Improves Casting Speed using ‘Attribute’ Skills (Chance 20%)” and “Improves Skill Recharge using ‘Attribute’ Skills (Chance 20%)” on it as equipped effects. Canes that have only one or the other are listed as either ‘Attribute’ casting speed 20%” or “‘Attribute’ recharge 20%.”
All canes/staves/foci on this list have a rank 9 requirement in the listed attribute.
Also, all canes and staves have max damage (11-22), and foci have max energy (+12), unless otherwise noted. If you’re not sure where to get a particular collector item, check the item reference below the main list.

Note: the collector list is a work in progress; more locations will be added as the guide is updated.

Arid Sea
Cane (Illusion Magic recharge 20%) C Sir Pohl Sandbert C south of the zoneline to
Skyward Reach C wants 5 Dune Burrower Jaws
Stylish Footwear (AL 60) C Sir Kaufman C near fallen statue connecting two mountains
in south-central part of zone C wants 5 Massive Jawbones

0

In all tournament battles, the importance of having a good team strategy cannot be
overstated. Pickup groups rarely do well here, so you’ll be relying on friends and Guild Mates to come together and formulate a strategy that can defeat the various foes you’ll face in the course of the tournament.

4.2.6. Guild vs. Guild (GvG)

GvG battles, accessed via the Guild Hall, pit eight members of your guild against
eight members of another in a large-scale battle. In a guild battle, your team will have to defend its Guild Lord NPC (who is also supported by a team of other NPCs) from attacks by the enemy team while also trying to slay the opposing team’s lord. As an added venue for combat, a flag stand located near the center of the arena will allow the team that controls it (by carrying their team’s flag to the stand) to gain a morale boost every two minutes, in order to shrug off some of the death penalty that piles up over the course of the battle.
In this format, equipment and upgrades that boost health max are usually better
than equipment/upgrades that boost armor, mainly because the health bonuses and penalties from equipment are not affected by death penalty. Likewise, using Major and Superior attribute runes in GvG is often less wise than doing so elsewhere, due to the large DP you’ll accumulate in a typical match, unless your build needs the extra benefit from those runes in order to be effective.
In GvG, the roles your team would like you to play may vary more than in Tomb
matches. Besides the “usual” 8v8 theme builds preferred for those matches, you may also have uses here as a flag runner (using Illusion of Weakness, Illusion of Haste, Distortion or a resistance stance, etc.) or base defender (using damage spells, degen, and snares to help kill attacking foes). As usual, check with your team beforehand to see what roles still need to be filled.

0

What you’ll need to do in each case will depend on your specialization. If you’re set up to shut down fighters, be prepared to run back to your shrine to deal with offensive warriors who’ll use Sprint or “Charge!” to dash past your party and aim for your priest. If you’re set to shut down casters, you’ll want to stay with your team as it progresses, make enemy monks useless, and then shut down the priest himself when your party reaches the resurrection shrine. If you’re using degeneration, energy sapping, or any other annoying offensive theme, try to lure one foe away from the crowd for a duel (standing on the ice is particularly effective for luring some warriors), kill that foe or snare him/her, and then run back to join your party.

4.2.5. Heroes’ Ascent (HA)

Heroes’ Ascent is an ongoing, single-elimination tournament in which teams of
eight fight a series of battles against other such teams. Those who reach the top of the tournament get to do battle in the Hall of Heroes, where each victory puts the winning team’s region of the world one step closer toward acquiring the favor of the gods.
Most tournament teams will want you to perform one very specific role: disabling
enemy casters using your Domination spells. Whether you do this via shutdown, energy denial, interruption, or a mix of the three is largely a matter of personal and team preference. Naturally, practicing with such builds in the Random and Team Arenas is a good way to prepare to use them in tournament combat. Other roles you might play during tournament matches include shutting down fighters and removing enchantments/hexes. Degeneration and fragility theme builds tend to be less useful here than elsewhere due to the prevalence of hex removal and skilled healers.
As for the battles themselves, the mission objectives will vary wildly from match to
match. The first battle is always a fight versus a team of mobs; defeating them quickly will give your team a morale boost for use in the first “real” battle. For your own part, you’ll want to keep tabs on the enemy monks during this fight. Later battles involve everything from 8v8 priest annihilation battles, to large free-for-all battles among multiple teams, to “king of the hill” matches like the one that occurs in the Prophecies PvE game during the Aurora Glade mission. Check out ArenaNet’s official article on the tournament battle order at:
http://www.guildwars.com/competitive/articles/buildsnguilds/8v8-heroesascent.php
for a well-written overview.

0

The frozen river here is exactly like the one in the Shiverpeak Arena: stand still on it,
and you’ll suffer 70% movement reduction for 5 seconds.
The priest at your team’s resurrection shrine will periodically resurrect fallen team
members C as long as the priest himself stays alive. The same is true for your opponents’ priest.
When under attack, the priest will try to heal himself using Heal Area. Whether you’re
attacking or defending, you can take advantage of this AoE healing by standing next to him.
If you play a Me/Mo and plan to fight in the Team Arenas often, consider bringing
spell-based resurrection (probably Resurrect, Restore Life, or Rebirth) instead of a signet just for the sake of this arena. If you end up in a battle in which both priests die early, your ability to cast rez quickly (because of Fast Casting) could turn the battle around.
See the discussion below for information on keeping your priest alive and defeating
your opponents’ priest.

All kinds of debates have occurred over just how worthwhile it is to try to protect
one’s priest, as opposed to rushing the one in the enemy team’s camp. Since there are a few avenues of attack and defense in this arena, it’s not surprising that battles here can involve very strange positioning and tactics. Usually, though, fights here work out in one of three ways:

Case one: Both teams rush the other team’s priest along different paths and kill him,
immediately turning the match into a normal game of survival PvP. This is very common.
Case two: One team rushes while the other mostly defends its shrine. If the
defenders win with their priest intact, they counterattack the enemy shrine and (usually) overwhelm the priest and rezed team. If the defenders lose, the rushing team basically has won.
Case three: Both teams meet each other along the same path (usually the upper
path, since few players enjoy fighting on ice) and fight. The winning team then presses onward to the enemy altar and tries to end the match. Or, if there’s no clear winner, a couple of caster killers (possibly including you if you’re spec’d that way) rush the enemy priest at just the right moment and kill it, practically assuring victory for their team.

0

If possible, wait for the enemy team to capture the obelisk before placing your own flag
there. That way, both flags will respawn at their initial positions, and your team will have the flag. Alternatively, if you’re carrying a movement-boosting skill, you might capture it right away, let the enemies retake the obelisk, and then run back quickly to get your own flag again.
If the enemy team ends up controlling the obelisk, avoid fighting near it so that it won’t
blast you.
The lower path that travels under one of the bridges and the roof of the large building
both offer great cover from enemy projectile attacks, as do the cubbies between the stairs and the wall of the building. Consider moving to one of these locations if you’re running a build that doesn’t require line of sight for its skills to hit.
Trapper rangers have an annoying habit of laying traps on the stairs and especially
right next to the flag stand, so watch out for them, especially when holding the flag.

4.2.4. Team Arenas

This competitive mission, accessible in the role-playing game from Droknar’s
Forge, is very much like the Random Arenas, except the teams of four are pre-arranged by party invitation in the mission preparation area. You and your friends (or just a group of random people) can meet in a district of the preparation area, invite each other to a team, and then enter the arenas against other teams arranged in this way. This is the first PvP format that will let your team devise a strategy before starting the mission and set your up skills to complement each others’ builds.
When building your character for this format, you can be more specialized than
you could in the Random Arenas. For example, if you know you’ve got one or more highly skilled healing/protection monks on your team, you might consider going in with no self- healing skills, opting instead to bring extra interrupts, hexes, or some of those “alternate skills” that fit with the theme of your build.
The Team Arenas have a total of six potential battlefields: the same five arenas
used in the Random Arenas format, plus a sixth arena, home to an annihilation match with a twist:

Deldrimor Arena
Match type: Priest Annihilation

0

The bridges here are very narrow, making them a prime target for trappers. If your
team has one or more warriors, try to stay behind them when crossing so that they can block the paths of foes trying to rush you.

Fort Koga
Match type: Annihilation
The little cubbies directly beneath this arena’s two bridges are excellent spots from
which to cast hexes and other mesmer spells, since they offer tremendous cover from projectile attacks. When hiding in one of the cubbies, watch out for enemy warriors who will come down and try to pin you into a corner. If you see one headed for your cubby, get outside before he/she reaches you unless you’re confident you can solo the warrior while in range of melee attacks.
The low walls surrounding the fort’s upper level do practically nothing to interfere with
projectile attacks. If you’re up top and being focus-fired with projectiles, you’ll need to go all the way down into the courtyard, into one of the cubbies, or simply retreat in order to avoid them.
The double ramp leading down from the center of one side of the fort is an excellent
place for escaping an enemy ranger who is using a bow. Just keep running in a circle up, down, and around the ramp area, always keeping the ramp wall between your character and the ranger. If done correctly, the ranger’s view will be continually obstructed, and you can cast your spells in peace.
If you’re using a build that fights well one-on-one, such as a degeneration or fragility
build, consider breaking off from your team at the start of the fight and going through the courtyard to try and lure one opponent away to his/her doom. If the enemy team is wise to your actions and attacks you all at once, pull back and rejoin your own team.
As usual, the bridges here are frequent targets for trapper rangers.

Heroes’ Crypt
Match type: Obelisk Annihilation
At the start of the match, you’ll probably be a good candidate for carrying the flag,
unless you’re running a build like Illusionary Weaponry that requires that you be able to attack. If an allied ritualist wants to use it as a held item, though, be sure to let him or her have it.

1

The center of the arena will give you some cover against projectile attacks from the
other side of its walls, though you may need to move around a bit to find a safe spot. If a ranger or elementalist is pursuing you, duck around one of the barricades to interfere with their projectiles before countering with spells of your own.
When your team is on the offensive, try to stay at the top of the small staircases or on
the higher parts of the sand dunes. They provide enough of a height difference to
make the “high ground advantage” possible for your cane/staff attacks.

D’Alessio Arena
Match type: Annihilation
The rocky mountain with the bridge on it is helpful as a safe haven for raining hexes
from above, since it offers cover against projectile attacks. If you actually stand on the bridge itself, though, you can be hit from directly below. If you cross the bridge going toward the poison marsh area, you can also try hiding behind the large rock that divides the path, circling around it to keep it between you and your opponents as you cast your spells.
In general, avoid the poison marsh in the island’s interior. If a battle is close, and it
ends up being just you versus one foe, consider luring that foe into the marsh and snaring him/her with a hex like Imagined Burden. This will make sure that foe keeps suffering from the poison for as long as possible, giving you an advantage.
Look out for ranger traps on the path leading up the mountain.

The Crag
Match type: Point Match
There’s plenty of high ground here, along with some degree of terrain obstacles. If an
enemy ranger is perched on one of the cliffs, either avoid it altogether or hug the cliff wall as you ascend it to attack; hugging the wall will make most projectiles miss unless the attacker is standing on the very edge next to where you’re running.
Most players are smart enough to avoid running through the lava here, for fear of
suffering from Burning and Crippled, but the game’s auto-attack pathing will sometimes run people through it unexpectedly. To take advantage of this, try standing diagonally across a pool of lava from where an enemy warrior is standing and hope he comes rushing over to you, stepping into the lava briefly in the process. If you have Fragility in your lineup, you can get some hits from it in this way.

« Previous PageNext Page »