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Guild Wars (Prima Official Game Guide) Paperback – June 7, 2005

3.7 out of 5 stars 34 customer reviews

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Product Details

  • Series: Prima Official Game Guide
  • Paperback: 224 pages
  • Publisher: Prima Games (June 3, 2005)
  • Language: English
  • ISBN-10: 0761548904
  • ISBN-13: 978-0761548904
  • Product Dimensions: 8.5 x 0.5 x 10.8 inches
  • Shipping Weight: 1.4 pounds
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (34 customer reviews)
  • Amazon Best Sellers Rank: #1,863,011 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

By Indy Reviewer VINE VOICE on June 24, 2005
Format: Paperback
Prima's Guild Wars guide is yet another example of why Prima should simply not be publishing for online games as the rapid change of content in them makes it extremely difficult to create something that's not dated upon publication. In sum, this guide helps somewhat with understanding characters and has decent maps, but as a strategy guide it's useless. Given much of Guild Wars is an instanced, static environment it is a better guide than most of their MMORPG work, but I do take 2 stars off as the errors are annoying and any help with strategy lacking throughout.

First, the positives. This is actually not a bad character reference for both PvE and PvP especially if you're unfamiliar with classes besides your own. That is, while some of the information on skills has been sadly inaccurate since even before launch (so that if you're actually going to use a skill because you're playing a class you're better off finding out what it does from your favorite fansite forum), it does serve as a good primer for what your teammates in PvE and opponents in PvP can in fact do for and to you if you haven't spent the time playing the class yourself. Second, the maps are actually quite good. While you can certainly download more basic ones through the web, these are a step ahead. PvE maps do have mob and quest locations distinctly labeled with numbers in their actual location, which will save you time your first or second run through. Content updates are already starting to shred locations a bit, but its otherwise ok. Finally, several references aren't bad. The drop guide is actually quite good, as is, surprisingly, the mob guide.

Where this gets two stars knocked off is on incompleteness of the reference materials and strategy section.
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Format: Paperback
Guild Wars is massive multiplayer game which is regular updated and changed by the game designers. It's a wonderful game that has many aspects of strategy gaming, role playing, and player versus player combat. While creating a guide for such an in-depth game seems to a logical course of action, Prima Games fails miserably in delivering gamers a reliable, interesting resource.

The guide is beautifully constructed with a map (in the print version only) and colorful artwork. The problem has to do with the guide's content - it isn't to be taken lightly when it's mentioned that the game is updated frequently: almost all of the material found within the guide is out dated. This is noticeable in that many of the spells that are mentioned in the guide. The spells mentioned have very different stats in the game than they do in the book.

Make no mistake... you cannot use this book as a "starting point" for figuring out new strategies to implement in the game. Being "out dated" for a book detailing strategies for a massive multiplayer game means it is useless and in many cases amusing.

One terribly frustrating thing with being out dated is the large sections pointing at places in the game where skills can be bought or captured. All of the locations mentioned in the book are wrong (not just some of them, all of them). With all due respect to the book's author and Prima Games, even more frustrating is that the strategies in the book (had they been based on accurate skills and spells) are horrible as are the characters builds that are mentioned. One can easily find better builds past and present by searching the net.

Recently an online version of the game guide has become available... a digital version which promises to be as up to date in the future as it can be.
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Comment 29 people found this helpful. Was this review helpful to you? Yes No Sending feedback...
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Format: Paperback
This review is only for the PVE (player vs. environment) portions. I have not read the PVP (player vs. player) portions.

The maps are awesome because they clearly show the walkable routes, as opposed to the freely available maps online that are simply screenshots of fully explored maps (from which it's impossible to discern routes). So you can easily glance at the maps in this book and know where the dead ends are and how best to get from A to B. Not only that, but many of the mission objectives and bonuses are correctly labeled on the maps. There are a few typos, but nothing major.

The listings of skills derived from quests are woefully inadequate. First of all, the table formatting is messed up, and the majority of skills are listed in the wrong columns. But even if you have the patience to look up the professions of all the skills yourself, the listing is still incomplete. It only covers about the first 1/2 of the game, and the listing inexplicably stops there. And finally, the guide of course cannot accomodate dynamic game updates, and several new skill-granting quests have already been added since this guide was published.

I found the descriptions of the six character professions to be at best naive, and at worst downright misleading. They encourage some skill combinations that simply don't make sense and miss some combinations that I have found to be the most fun and useful in the game. For example, they suggest that a warrior/necromancer use the blood magic line. But that line is more advantageous for a spell-casting profession that need not be in the heat of melee battle. The curses line is much more useful for a warrior, due to skills like Mark of Pain.

Please do yourself a favor and avoid reading the silly profession discussions.
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