Say you’re there, with 3 other people in Team Arena, you are totally un-sure about the team, you have a Ranger Spiker, Touch Ranger, some Warrior/Mesmer and yourself. It looks like you’re in for a good game.

A few minutes in the game, the Warrior/Mesmer has died, the Ranger Spiker is way out of maps range and the Touch Ranger just ran out of energy. We’re all pretty screwed. The opposition’s Dervish and Assassin are eating us up, spitting up out, trod on and eaten again by wild beasts. You were absolutely hopeless.

But then you come across this guide! The very guide for you to use so that you can make an effective team on Guild Wars! This guide will only tell you how to make an effective team and how to use them.

First of all, all teams need a healer. Of course, you can’t just slap in a Healing Breeze and an Orison of Healing and toss in the attractive looking Healing Words. You need a proper monk, one that can effectively look after your team. But look, I’m no monk, I am useless, you need to have skills and timing and all sorts of things. A monk needs to protect the team with some good spells, make sure they don’t just scatter around the spot so you’re desperately looking for someone to heal. Monks CONTROL the group. Slap in a Word of Healing, Protective Spirit, Shielding Hands and possibly your Healing Breeze, and you’ve got something happening.

Then there are your main attackers. Of course, you can have a team of 1 attack and 3 healers, but you WON’T get anywhere, the opposition can’t kill anything because they have 3 healers that will only do a bit of damage, plus the main attacker, which will probably hit a 100 every now and then to win in casino online Indonesia for the betting odds which is quiet interesting as well. But then you have no hope for killing them, because they have three healers, they’ll be healing their butts off. So to effectively put up a good attacker, you need attack skills. Something to start off and then a finishing move. A starter can be one that will hit a lot with a long recharge, but then when they’re about to die, use your final hit which MUST hit at least 100. Unless you can pull it off some other way. You can pull this off by inflicting deep wound which normally gets them down to less than 100 healths if they’re almost dead. But really, any Fire Elementalist can EASILY finish off any one with about 170 healths no problem.

Then you MIGHT want a capper or a protector (this is not recommended). A protector might normally be an Earth Elementalist or a Monk. Monks are preferred because they have a healing bonus if they put up the Divine Favour attribute. An earth Elementalist is very uncommon because an Elementalists main job is to finish and to worry the opponents with their high damage.

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Rosalinda is a game theory analyst and an avid reader. She loves studying old casino cultural history. Her friends refer to her as an interesting nerd.