Gamer's Mantra When I visit cities, I try to monitor the local channel. If I see any questions I can answer, I usually reply with the info. Despite the game having been out for a while now, there continues to be quite a bit of new blood joining our ranks which is good to see. Unfortunately, there seems to be a lot of misunderstanding or ignorance as well. I recently had one discussion much like this: ...after answering a question about sword upgrades...[Newbster the Noo] ok. Should I switch to ax? I have a good 1. You think ax is better? [Lord Kalendraf] Sword and Axe are fairly similar. If you have a nice axe, you can try it to see how you like it compared to sword. [Newbster the Noo] Hm.. guess I can delete to make an ax one instead. [Lord Kalendraf] Why delete? You can use the refund points and take points out of swordsmanship and put them in axe instead. Or you could create another character - you can have up to four. [Newbster the Noo] I don't want to waste refund points. I have other chars, so I'll go delete one. Thanks. [Lord Kalendraf] You know you continually earn refund points. You get one every 250 exp. They are meant to be used for this kind of thing. [Newbster the Noo] Really? I never knew that. Thats cool. I'll try it. [Lord Kalendraf] Good luck. For some reason, the entire concept of using your refund points to retool your character seems to have been lost among a sizeable share of the players. In the case of a new player, it's understandable. However, even experienced players seem to be overlooking or ignoring this powerful ability to change-up their character. I've seen some 20th level characters in the Crystal Desert, Southern Shiverpeaks or Ring of Fire areas bemoan the fact that their current build seems lacking. Yet, they show no interest in trying to change up their character, even temporarily, to attempt to overcome this perceived weakness. This is like another discussion I had recently: ...after answering a question about an elite water skill...[Supercool Leet Ele] I really hate all the waiting. No one seems to want hydros. I guess water or cold doesn't seem that useful against the monsters here. [Lord Kalendraf] You could always switch over to fire, air or earth skills for just this area, then switch back. [Supercool Leet Ele] Nah. Too much work. And I just blew all my money on this hydro armor. [Lord Kalendraf] Huh? You know you can wear any type of armor regardless of your elemental focus. [Supercool Leet Ele] Really? Well, I have all my ranks stuck in water magic anyways. [Lord Kalendraf] Use your refund points to remove your water magic points and put them into something else. Later, you can change them back. As long as you have the skills you should be set. [Supercool Leet Ele] Got quite a few fire skills since I started that way early. But I'm a hydro now. Changing would be too hard. ...conversation ended before Kal could convince him otherwise... Changing your character build is not a hard task in Guild Wars, and it certainly shouldn't scare anyone away. For many classes, doing so is a rather simple matter of swapping points from one attribute to another. Refund points are there to be spent, and you'll earn them back at a very quick pace, so you should have no fear in using them. The other aspects of changing a build are primarily skills and equipment. By doing quests, you'll gain access to a sizeable number of skills to use. If that's not sufficient, you can always track down the various skill traders to find which additional skills you might want to use. Eventually, you should have an adequate selection of skills to choose from for every attribute. For equipment, your character might need a new weapon, a new off-hand item and possibly a new headgear to fully change their build. Most of the remaining armor should not need to be changed. When applying a rune that adds to one of your character's attributes, it's usually a good idea to put it on the headgear that increases the same stat. This way, you only have to swap 1 piece of armor to change your attribute focus. For items, you can obtain "perfect" max-damage weapons and max-energy focus items from the collectors in the Crystal Desert and regions past that. So if you need a new one for the new build, this is a possible way to obtain them fairly easily. Switching builds will no doubt take some practice with the new character setup, but you can begin by using a template that you are familiar with. The template concept attempts to take a more generic view of the character, and then allows you to swap skills for the new build that will fulfill a similar role. By doing this, the player can begin using the character in a way that behaves somewhat similar to their previous build. Later, after more experience, they can change up the character again to refine it, but this serves as a good starting point. To help illustrate this template idea, here's an example that takes a PvE Fire elementalist, then creates a template of it, and uses it to create an Air Elementalist: Current Character - Elementalist / Mesmer Level 20Fire Magic: 13 (11 + 2) Energy Storage: 10 Inspiration: 10 Items - Fire Wand (11-22, req 9 fire magic), Flame Artifact (+12 energy, req 9 fire magic) Armor - Geomancer gear + Flame's Eye (w/ lesser rune of fire) Skills: Aura of Restoration Fire Attunement Firestorm Fireball Immolate Flare Energy Drain [e] Drain Enchantment Template view - Elementalist / Mesmer Level 20 Elementalist Primary Attribute: 13 (11 + 2) Energy Storage: 10 Mesmer Support Attribute: 10 Items - Elemental Wand (11-22, req 9 elemental magic), Focus Item (+12 energy, req 9 elemental magic) Armor - Any gear + elemental eye (w/ lesser rune of that element) Skills: Slot 1: Health Gain skill, 10 energy Slot 2: Elemental Attunement, 10 energy Slot 3: Area of Effect skill, 15 energy Slot 4: Big Damage / limited AoE skill, 15 energy Slot 5: Single Target Damage w/ side effect skill, 10 energy Slot 6: Quick, cheap Single Target Damage skill, 5 energy Slot 7: Energy gain skill, 5 energy Slot 8: Utility skill, 10 energy Air build - Elementalist / Mesmer Level 20 Air Magic: 13 (11 + 2) Energy Storage: 10 Inspiration: 10 Items - Air Wand (11-22, req 9 air magic), Storm Artifact (+12 energy, req 9 air magic) Armor - Geomancer gear + Storm's Eye (w/ lesser rune of air) Skills: Slot 1: Aura of Restoration Slot 2: Air Attunement Slot 3: Chain Lightning Slot 4: Lightning Orb (not AoE, but that's ok) Slot 5: Enervating Charge Slot 6: Lightning Strike Slot 7: Energy Drain [e] Slot 8: Drain Enchantment In this example, the mesmer skills didn't change at all, but in theory they could have. By keeping the energy use and casting times similar, the resulting character should function somewhat similarly to the previous character allowing the player to make an easier migration to the new build. There will obviously be some major differences between playing a pyromancer and an aeromancer, but the player won't be starting from ground zero when trying out this new element. Also, in this example, only 1 armor piece (the headgear) had to change, which helps keep the change more manageable. A similar templating process can be used to try out new builds for other classes as well. Our characters in Guild Wars are very flexible. We shouldn't think of ourselves as locked into being full-time hammer warriors, pyromancers or healing monks. The refund points allow us a much greater range of flexibility than that. While our current character setup might indeed be one of those, we're always just a few refund clicks, skills selects and equipped items away from a completely different build. I encourage everyone to try using their refund points more often. As you gain experience, you continually earn them, yet they will just go to waste if you don't spend them. Using them can help you test out other builds at any point in the game, and you might very well come across something that works better for you. Experimenting like this can help improve your game play by making you more familiar with the various skills and attributes. It can also help keep the game fresh. Refund Points - Use 'em or lose 'em! |


