Gw2 how many character slots
Posted by: Menadena. I have 15 characters: all 3 armor classes for the 5 races. I never understood the concept of mains vs alts well, things like keyrunners I guess but while some I use everywhere in PVE some are less-than-ideal like the charr guardian I created early on …. Posted by: seacanari. To make things fair to my characters I cycle them and log into the last character in my list for dailies, if I log in early enough they get taken to Tequatl.
After that I do my dailies on that character or pick someone that can do my dailies easier. Each of my characters run something different, some are sandboxes that are waiting for a build idea. I like different play styles. There are practical reasons for many characters, I have a friend that has 18 Mesmers and she keeps them stationed at different jumping puzzles for dailies. I love all of my characters because they make me happy?
Posted by: Alga. I have literally 70 characters. Maxed out till the limit. I really love playing as my other characters, I try to keep changing them Daily but of course I do have my "main". Dwayna uses her Winged longbow along with her outfit and her backpack. Grenth uses his daggers, "Tear of Grenth", along with his backpack. And the list go on.. I have three Asuran characters and three Charr characters, main reason to represent their cutural storyline and armorweight aswell.
I also try to get all weightarmor pieces for the human characters as I find the armor fit them best. Main reason I have so many characters is I guess that I like to change to a different character, armorstyle and different weapon gameplay. I will keep going if ANet decide to add more slots in our upcoming expansion,. Posted by: Rauderi. Posted by: DeanBB. Posted by: Endless Soul. Endless Soul.
Posted by: sorudo. Posted by: TheOrlyFactor. I have 27 character slots. Of those slots, 15 are used. Of those 15 I have 13 Asura and 2 Humans.
Probably another Asura or Human. Depends on where the story I have for them goes whether or not another Asura or Human is needed. Posted by: Phaedryn. Why have multiples of the same class? I get people who did it in the past to have multiple builds, but now switching builds is fairly trivial.
A couple of reasons. One is for different playstyles and for different looks which is important in a cosmetic based game. I have a Norn necro and a sylvari necro. One is a reaper and the other is a minion master. They look completely different and I get to choose a different armor set for each. A second reason is animations. I have a Norn warrior and a Charr warrior. I am, personally, more interested in the mechanics of a class than I am in the cosmetics so I can understand why this motivation for multiple characters of the same class escaped me.
Posted by: Liewec. Posted by: Daddicus. I have four mules non-playing storage locations. I play the other thirteen characters each at least once or twice a week.
Many of the characters were created because I want to play through all of the original storyline missions. Still a matter of convenience as swapping gear or traits repeatedly can lead to errors at the worst time.
For me and I suspect many others cosmetics is a big part. Also, I like leveling and exploring maps, so new chars allows this. Until we get build templates and the like, it tends to be easier to have a character on hand with all the necessary gear and build already equipped.
Posted by: Jenstone. I love alts. I love what they bring to the table, the ability to personalize each one,. That developed into having one of each profession for each race. With the exception of Charr I only have 4 of them , I have a character for almost every need. Each is set up slightly different, with a different role, its own trinkets, its own armor.
I did this because I completely detest moving trinkets and armor around, total waste of time. I have 2 characters that I raid with, 4 characters that I fractal with. All the others work through living stories. So for me, its worth it. Generally, farming certain maps and events Domain of Istan or Drizzlewood Coast if you have access to Path of Fire expansion, or The Silverwastes if you have not , as well as doing higher fractal tiers T4 have been proven to be quite profitable.
The level cap remains at 80 even with the release of the Heart of Thorns and Path of Fire expansions. For PvE, Guild Wars 2 uses a dynamic level adjustment system that scales high level characters down to match the area in which they play.
This ensures that a higher level character never feels that a level is too easy for them to return to, making all content, "end-game" content. Additionally, a higher level character can not grief lower level areas, by killing every thing in sight. In World vs World and structured PvP, all characters are scaled to level 80, however only sPvP characters will also see their weapons scaled up. The time needed to go up one level should always be about the same.
On average it would take about 60 hours of game time played to reach maximum level, which is about half of what it would take in other MMOs. An experienced player can also greatly reduce that time so it's more like a ballpark figure for your first character. There are also earnable rewards ingame that provide level ups or can boost your character to a fixed level instantly. Think of achieving level 80 as the "end of the beginning.
There are five races in the initial release: asura , charr , human , norn , and sylvari. There are appearance differences and unique customization options for each race. Each race comes with a number of racial skills which give them a unique flavor. For example, the norn are able to shapeshift into animal forms and the asura are able to use golems. These utility skills are weaker than equivalent skills provided by a profession. ArenaNet wants the choice of race to have a significant effect on gameplay but, at the same time, for races to be equally effective at playing all professions; for this reason, there are no racial traits.
The Heart of Thorns expansion adds a ninth profession, which is only available to players who purchased the Heart of Thorns or Path of Fire expansions:. The two expansions add Elite Specializations , which provide an extra trait line to choose from at level 80, another weapon per class, more skills, and sometimes overhaul how the class works to make a different playstyle possible. Elite Specializations are unique per profession and are only unlockable if players have the expansion that the specialization came with.
Training an elite specialization is fundamentally the same as a core specialization, however you must be level 80, own the respective expansion, and all core skills and specializations must be fully trained. Elite specializations gradually unlock the specialization specific traits and skills at the same time. The first trait costs 25 hero points to train. Upon training the first trait you will also unlock the respective specialization collection.
It costs hero points to fully unlock an elite specialization and all points can only be obtained through completing hero challenges or purchased from a Heroics Notary. Each class has one skill slot reserved for a self-heal. There are also support skills that will heal allies, although most of these are weaker than self-heal skills. With the expansions a few builds emerged that excel at keeping your group alive through heavy pressure, be it strong AoE healing, mass condition cleanse, protection from damage or providing heavy regenerative support to the party, even if they are not necessarily a dedicated healing specialization.
Something to note is that there are no skills which directly target allies; any skills which affect the user's allies will do so because the allies are in the area of the caster, in the area of a ground-targeted ability, or in the area of an enemy who is struck by a skill with a secondary effect.
The intention is to give support classes an outlet for their protective nature while also requiring them to be fully aware of the battlefield, instead of just watching their allies' health bars. You unlock skills with Hero points from either Level rewards or Hero challenges found throughout the maps.
The first weapon skill and one healing skill are available from the start of the game. Weapon skills are unlocked as your character progresses in level, all other skills are unlocked by spending hero points in the hero panel interface.
Hero points are obtained by leveling up or finishing hero challenge events on a map. You can unlock all the core skills and traits with just leveling to max level so completing the hero challenges is generally optional. The Guild Wars 2 skill bar has ten skills. The first five skills are determined based on your profession and your currently equipped weapon set or bundles , such as wielding a rock, using a siege weapon or carrying a bucket. The last 5 skills are selected by the player: the sixth slot is reserved for healing, the next three slots for utility skills, and the tenth for an elite skill.
Each profession and elite specialization also has its own mechanics, which may grant additional skills shown above the weapon skills, and in some cases, may also temporarily change your weapon skills. Armor, weapons and trinkets will all affect your stats and boost your attributes, depending on upgrades and bonuses.
Each piece of equipment also has a minimum required level in order to use it, with those specified for higher levels offering better bonuses. Back items are a type of gear, sharing characteristics of both trinkets and armor. You must periodically repair damaged armor or it will become broken and ineffective.
Level 80 is required to equip it. Legendary equipment has identical power to their ascended equivalents. Ascended equipment is Account Bound and therefore not available on the trading post.
It's more reliable to craft ascended armor and weapons rather than relying on loot drops. Ascended trinkets are available from merchants. Certain legendary weapons may be purchased from the trading post. Cosmetics, prestige, and convenience. Legendary gear is very expensive and time-consuming to craft, and typically has much more grandiose visuals than other skins. The stats are identical to ascended gear, but unlike ascended or lesser gear, players may change the attribute bonuses of their legendary equipment at any time while out of combat.
This includes any newly added stat combinations that are added to the game later on. Legendary armor even allows to swap out Runes and Infusions without any cost or loss. Each playable race starts in a different area and has a different storyline. However, friends playing different races can meet up after completing a short tutorial and traveling via an asura gate to a racial capital city of their choice.
All accounts also have the first waypoint of each starting zone unlocked, which can be used to switch to another zone should the player wish to switch between zones. Each race also has a specific capital city that is not shared with another race as well. This can be accessed at any time to sell or buy items right from the interface of the game.
However, if you need to pick up money or items, you have to visit a Black Lion Trader , who is available in any of the cities in-game, as well as in several other zones. A temporary Black Lion Trader can also be summoned using a consumable item bought from the store, however this is completely optional.
However, each character will have access to a home instance in their race's capital; it is personalized according to the character's biography choices. Players have a couple of customization options available for their home instance: Gathering nodes are available from living story chapters as well as the Trading Post or Black Lion Chests.
Also, there are various cats in the world that one can convince to permanently show up in one's home instance if given a treat. Guild Halls offer some amenities of player housing from other games such as item decoration, a separate instance for players to zone into, and unique bonuses such as selectable buffs and harvesting nodes.
Players must be in a guild that has unlocked a Guild Hall in order to use these benefits, and the guild must have unlocked these specific benefits to begin with. You no longer have to speak to an NPC: most events will begin without player intervention, putting an end to the green exclamation points that hover above NPC heads in many games. However, some events still require manual activation, for example hunt and slay the giant boar.
Yes, at least, most of the time. You can participate in your personal storyline, crafting, and dynamic events without anyone else around, if you choose. Any dynamic event listed as a Group Event will be difficult or impossible to complete alone. Dungeons for example are intended to be completed by five people but the community has shown that dedicated players can solo most of them if they don't pose hard restrictions i. The game actually has three types. There are Fractals of the Mists , which are core game.
These are 5 player content and can be found in the Mistlock Observatory , which you can access from Lion's Arch. Raids , which were introduced with the Heart of Thorns expansion.
These are 10 player content and can be found in the Lion's Arch Aerodrome , which you can access from Lion's Arch. These are player content and can be accessed from Eye of the North. Sign Up for free or Log In if you already have an account to be able to ask and answer questions.
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