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Old Apr 11, 2011, 06:27 PM // 18:27   #21
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I say Fisherman's Haven or Quarrel Falls. If you like snow go with Yaks Bend. You can eat seafood at FH and maybe visit the mystery floating ship. You could grow crops at Quarre Falls. You can get by the fire in yaks and eat yak for lunch.
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Old Apr 11, 2011, 06:47 PM // 18:47   #22
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My elementalist will return to the Ascalon settlement to help out in any way he can: being a town guard, escorting merchants, teaching younger elementalists, whatever he's needed for. He will occasionally return to Ascalon to help his old friends there since he feels a bit guilty for leaving the country.

My necromancer, bothered by how every necro's minions look the same, will focus her efforts in becoming a minion fashion designer in whatever region has the most necromancers who might be open to such a thing. My paragon, being a beta male and one of her best friends, will work alongside her as her personal bag carrier and mannequin whenever a minion is not available. My monk, her other best friend, will attempt to help out, but will probably spend most of her time on the floor drunk and passed out.

My assassin will return to Shing Jea to help Yuun with his skateboard designs, and will play around with surf board designs. He'll keep up with his talents for the sake of self-defense, but will otherwise leave behind his life as an assassin in favor of developing, participating in, and maybe teaching recreational activities.

My ritualist will also return to Shing Jea Island, but to teach at the Monastery instead. In addition to being a ritualist teacher, he'll do whatever he can to be in charge of the orientation lectures if for no other reason than because the res shrine lesson gives him a excuse to legally kill people. He'll take his vacations and sabbaticals in either the Tarnished Coast or in Vabbi since they're major regions for learning.

My ranger will join the Zaishen order so he can work at the menagerie.

My mesmer, having failed every time he's attempted his lifelong dream of having a scantily clad lady of the night on each arm, will give up on that and craft small female dolls instead. He won't get much business, though, since most people find him a bit creepy.
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Old Apr 11, 2011, 06:58 PM // 18:58   #23
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Buy up as much property and land in kryta now and hope my decendants make a killing later on.
Within easy reach of a major port so escape by sea is a must in case I choose badly.
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Old Apr 11, 2011, 07:22 PM // 19:22   #24
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I dunno I'm a fan of the underworld. Preferably the labyrinth. You've got lots of room, it's pretty airy so it keeps cool in the summer and for the winter you can always snuggle up to an aatxe or two. Who will also rip apart any intruders. It's a win win.
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Old Apr 11, 2011, 08:41 PM // 20:41   #25
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My guild hall actually has some nice homes on its island(wizards). I even picked out my house complete with grape crop and a nice big bees nest for fresh honney.

With my boat tied up at the small village I can make the trip to LA quickly and easily whenever I feel like an adventure.
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Old Apr 11, 2011, 09:25 PM // 21:25   #26
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Well, I already decided long ago before the GW2 stuff started really getting announced that my main character settles in Vabbi and becomes a priestess of Lyssa at some point. So then I guess her descendant(s) slip out of there before Palawa Joko completely cuts off the continent. They'd probably end up in one of the towns in Kryta or Maguuma.
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Old Apr 12, 2011, 08:33 PM // 20:33   #27
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Seeing has how most of our players seem to be rich (4g is outrageous for a head of lettuce, an entire well equipped island is about 7k, and 5k is a very generous bribe. I have a hunch obsidian armor is worth a good bit more than all of Kryta), perhaps it is not a question of where to settle, but how many places would we like to have homes in? The filthy rich have 22 homes in the real world, why not our toons in GW? So here are the places that would be good to build in, with some practical uses other than pure greed as well:

Battle Isles
Guild Halls are under 10k each. Buy as many in whatever styles you like.

Istan
The ruins and secluded little island to the east of the isle of Shekah seem ideal. I assume someone will complain if you take Fahranur as you own. With this nice little island you can build a cabana, run a base of operations for Istan out of the ruins in secret after Joko takes over, and you are a short boat ride to both Kamadan and the mainland, for when you feel like some shopping.

Kourna
Sadly I assume the Sunspear Sanctuary will be overrun by undead, otherwise this is obviously the best spot to make your own. Failing this one can always get an apartment in Gandara, which seems to be the biggest city that isn't a shanty town in this world. For a strategic place to make an abode that can help the order of whispers get about under Joko would be the Bahdok Caverns. Lots of room, hidden, and easy travel between Kourna and Vabbi.

Vabbi
Difficult one, but there is a mysterious canyon to the north near the hidden city and the Holdings of Chokhin. Likely unknown to most, well placed and when the Elon gets diverted you will still have water as yours comes form a different source. Same reason for owning as all Elonian property,trading and wandering about the nearby towns and an underground base against undead oppression.

Desolation
Somewhat hard to stay hidden from Joko here I would imagine, but if you make your home deep enough in the Ruins of Morah you may be fine. Good Proximity to the Lair of the Forgotten, The Mouth of Torment, and the transport to Tyria.

Realm of Torment
Can't say this one sounds pleasant, but if you feel like keeping tabs on what Kormir is up to in her new domain, I believe the Ebony Citadel of Mallyx needs a new owner.

Jade Sea and Echovald Forest
By interesting coincidence The Deep and Urgoz's Warren have lost their main occupants as well! Easy access to Cavalon and Haus Zu Heltzer, in a location where neither group will probably want to be moving in. Although if the Jade Sea starts to melt you will need to do some waterproofing.

Kaineng City
Given the run down nature of most of this town, the upscale section of the center seems an obvious choice. There is a lovely pagoda that would also serve as a good stop for smuggling non-humans out by boat after they get banned.

Shing Jea
While taking control of Lake Puang would be lovely, someone would once again probably have a nasty word or two to say about it. However a dark set of steps leading to a door deep in a chasm in Jaya Bluffs provides an excellent replacement with an all important port. You might be able to take over the duties of the now dead monks in Sizhou Hall as well.

Crystal Desert
The sandy urban town square left in the Arid Sea would be a good location to choose. A short trek to the lake around the mesa to get water, plenty of room, and once again close to the teleport to the Desolation. Also the view with Siliss Yassith is amazing.

Maguuma
The druids' home of Denravi would make a very useful hideout, given that only those that have been there before can find it again. Doubtful that the Shining Blade will find much need for it after they have retaken Kryta, and its a short stop Zinn's lab, or to Ventari's for all your trading needs.

Kryta
Wizard's Tower. Galrath wanted in, Verata wanted it, Marron too. There has to be something in there worth claiming it as your own, and even if there isn't who doesn't like castles on floating islands? Opening up a shop in the Ascalon settlement to help out might also be a good idea.

Northern Shiverpeaks
Beacon's Perch and Deldrimor Bowl are necessary acquisitions. Mainly for the hot spring vacations. But for those that need more reason than that, you can maintain the Frost gate and storm beacons that will lead to safe, reliable passage through the Shiverpeaks.

Southern Shiverpeaks
Droknar's Forge and Port sledge will be very isolated with the Dwarves absence. You can maintain these structures and possibly work on building better ties with the Avicara, they will have plenty more mountain to claim now.

Ascalon
Nolani Academy and Drascir. At Nolani you will serve as an extra barrier to protect Rin, and with the addition of one wall be quite well protected yourself from attack. The Portals linking it to Drascir make you able to treat them as one structure, and as the old capital is also surrounded by a wall it can serve as a great launching point for missions north of the wall. Not to mention there is an opening into the rift located there. If you dig around a bit to find the catacombs you can build an impressive network of shortcuts around Ascalon.

Tarnished Coast
An island next to Ventari's in Arbor Bay will serve an excellent location to get to know the budding Sylvari race. Also you are quite close to the Asura capital of Rata Sum, yet far enough away to be safer from experiments gone wrong.

Ring of Fire Islands
Right in the middle of the volcano of course. Building a structure strong enough to withstand lava may be tricky, but you'll have good access to your own Bloodstone and a watchful eye on the door of Komalie.

Far Shiverpeaks
We already have taken control of the hall of monuments, so that doesn't need to be said. Other than this, building a home and exploration platform in the bottomless pit of course!

Charr Homelands
The dragon waking up might cause a mudslide on your house, but it will be a lovely pre-like place until then. Not many structures to refurbish, so building a nice Ascalon style house above the waterfall in Grothmar is the order of the day. Best to learn more about the charr now if we are going to be one in 250 years.

Orr
Great opportunity to test your underwater workmanship, and when Arah rises to the surface again and everyone wants to move back in, you will have already staked your claim on a part of the area.

The Underworld
Grenth is still upset with me for stealing his laptop, so this is a little tricky. I'm sure there is extra room in the Hall of Judgement though, and I've heard it is actually quite nice behind the doors. You'll have to wait until a player is being banned to get out again though.

The Fissure of Woe
The houses near the wailing lord look cozy, but something about the name suggests little peace and quiet. The Tower of Courage would do nicely though, good view to watch the battles and a stone's throw from the eternal forgemaster.

The Hall of Heroes
Very luxurious, if you can stand pvpers coming and going all day long

Airship
With all the traveling the globe that will need to be done, one of these would really come in handy. Now that the Asura are living above ground, I'm sure they can agree. If you start working with them now it will be done in no time, complete with its own black jack table.

The Island
Here is where you can really build your dream home, perhaps big, perhaps small, with gardens or pools, gazebos overrun with wisteria or whatever might suit one's fancy. Quick boat ride to the city of terribly lost adventurers in the delta as well. Best of all, nothing is likely to happen here for a very long time, leaving your little paradise free of danger.
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