I’d like to point out the fact that Plant based monsters have been present in the Maguuma jungle for as long as Guild Wars has been around; thorn stalkers are some of the first enemies you fight upon getting into the jungle. It’s not so farfetched that at least one of these types of plant based life would develop the intellect and will to be an honest to goodness race, as seems to be the case with the sylvari.
Keeping in mind that there’s an extremely human looking Charr in the loading screen for Diessa Plateu, I’d say it’s more likely the artist simply didn’t know. That happens from time to time, I imagine.
I’d like to point out a bit of a fallacy here. Necromancers aren’t the support type; if built correctly, we can deal a good amount of damage, tank a lot of damage, and hit things with status effects to whittle them down as well. I play a Minion Master Necro with a Staff/Dagger and Warhorn, switching when necessary. All my skills are taken up by minions, and so far they’ve been ripping even bosses apart in PvE, and in my brief foray into PvP they did quite well as well.
So, while I wish they’d fix the numerous issues with the Flesh Golem (grunts sound like a charr, it rushes off to fight everything in a 50 meter radius without letting you know first, andit has no walking animation, which is weird for the elite skill because all the other minions have a walking animation other than the wurm) I wouldn’t say that Necromancers are weak. I’ve also been able to work out a very good condition build which can murderize enemies very quickly. We’re not looking at a support type here when we can do damage like I’ve been doing.
Yeah, I have to agree with Bard there. No idea how good at making more the Mursaat are, though it’s sort of suggested they’re not fast breeders.
Still, it’s quite hard to make an entire race go extinct. If I had to hazard a guess, I’d say Lazarus went to a hidden Mursaat settlement and told them about the hero of guild wars 1. That’s just my take on it though.
Arenanet has some “Really cool plans” for the Mursaat according to Lindsey Murdoch, but exactly what those are haven’t really been addressed. Given the lack of seeing them a lot in the game thus far, this definitely supports the idea that we’ll be having stuff to deal with them later in an expansion or add-on
Source: http://wiki.guildwars.com/wiki/User_talk:Linsey_Murdock/Lore1#Asura_and_Mursaat
Agreed. We see this little rat thing pop out of the ground, and despite all of the ones I’ve seen rushing headlong into the fight, Only one in my entire time playing a necro has actually made an attack. And it only got to make on attack before its health degeneration wiped it from existence.
One way of handling how terrible this is would be to not have a degeneration effect, but limit us to only having one jagged horror at a time; you know, as per standard among necrominions. As it is right now, it simply dies so fast that it’s honestly and truly completely useless.
interestingly, while this doesn’t happen for the turrets, I’ve noticed it happens for weapon kits; a charr flamethrower actually looks like a charr design, versus the more bog standard for humans. not that a flame thrower really is ever bog standard, but still.
For those who aren’t aware of it, there’s a small fishing village on the edge of Viathan’s Arm, which I believe is called Triskell Quay.
I was minding my own business, wandering around the town when I noticed that one of the fishermen by the docks was on the ground, waiting to be revived. I didn’t think much of it at the time, and the fisherman standing next to him was being decidedly unhelpful, ignoring his fishing buddy’s life or death struggle three feet away, so I decided to help out and get myself a small amount of experience, going over to heal him.
Half way through, something happens. I’m not watching it; I’m watching the fisherman’s health bar slowly rise, but I turn to look in a moment. It’s dark and long, and leads all the way out from the water. A split second later, I realize it’s a harpoon, and before I can even stop healing, the line goes taut and the fisherman vanishes beneath the waves.
Cue Event: Fighting off Krait Slavers
I spend the next ten minutes fighting them on my own, since no other players are in the area, but as an elementalist, I simply didn’t have the ability to fight and dodge shots from close to ten krait at once.
I die, and when I come back, the event is over; all the villagers have been captured. They’ve gotten away with the goods, and Triskell Quay is quieter for it. But no, I can’t let this happen. I wasn’t able to protect them, but I won’t let my weakness get in the way of their lives. This simply won’t fly.
So I swim out to the larder in the middle of the lake – once again, alone – And after a good fifteen or twenty minutes, I’m fleeing from three krait as the last slave swims to safety. It feels like a job well done, even if I’m unable to escape before I’m run through.
I have to admit, when a game is capable of shocking a player like that, and then getting them to feel like they have a duty to those they couldn’t protect. Good job, Arenanet. Seriously, good job.