Wednesday, April 2, 2008

Combat

A player selects eight skills (special abilities) from their two professions. Each skill has a governing attribute that determines its effectiveness; these attributes are assigned using a number of attribute points similar to the point-purchase system of D&D. Most skills have an energy cost that is forfeited at the beginning, and an activation delay during which the character is stationary and unresponsive. All offensive skills are either targeted at an enemy, or centered on the self; Guild Wars does not allow targeting a location or an area. Weapon attacks are performed automatically at a fixed rate and the player can freely choose when to start or stop such attacks. Players may also select allied targets for beneficial skills such as healing spells or enchantments.

http://www.gameogre.com/reviewdirectory/upload/Guild%20Wars.jpg

Guild Wars has been likened to collectible card games such as Magic:The Gathering because of the way skills are used in gameplay. A player must choose a limited number of skills from the pool of available skills prior to entering battles, similar to assembling decks of Magic the Gathering cards. The collection of chosen skills and attribute points is often referred to as a "build". Players may consider a specific strategy for the area they are entering, or use a general skill-set up which utilizes synergies between groups of skills. When a team is formed, the strengths and weaknesses of player professions is also taken into account, allowing players to specialize into particular tasks and allows more complex skill combinations.

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