Guild Wars Domain of Anguish: There and back again

GWIt was just recently when Guild Wars first opened its Domain of Anguish. It’s amusing how discussions about the place spread like wild fire among adventurers and yet, the number of people going there remained scarce.

Most probably, it’s because of its mysterious and dangerous nature. Who would, tell us, in their right minds venture inside a domain that has the word anguish following it?

True enough, the latest rendition of The Scribe bears the headline: “Domain of Anguish Lives Up to Its Name.” Quite scary, huh? Actually, the place is scary especially when you consider the sheer ferocity and destructive powers of the Domain’s protectors. However, The Scribe assures that some have successfully made it to the inner regions alive.

Unfortunately, the old GW adage “Kill the Monk first” doesn’t ring true in this wretched place. There are certain points, however, which adventurers have to consider if they want to make it alive or even stand a chance. First, make sure that your party is well-balanced. Spike attack will work better if your little band of brothers have different proponents.

Stealth, as always, is invaluable. Please take note that many Patrols wander the domain, grouped into parties much like your own. More importantly, refrain from casting Area of Effect attacks. Accordingly, enemies within the Domain of Anguish become enraged when significantly injured.

And please, please, learn to drop the macho hero attitude sometimes. It is not cowardice to run. If you don’t believe us and want to pursue, go ahead. But consider The Scribe’s last words of warning:

Do not feel obligated to fight to the last man! If your party is in certain peril, it is both honorable and sane to withdraw from combat to regroup and reorganize. Don’t look at it as fleeing, but rather, as a tactical withdrawal.

GWIt was just recently when Guild Wars first opened its Domain of Anguish. It’s amusing how discussions about the place spread like wild fire among adventurers and yet, the number of people going there remained scarce.

Most probably, it’s because of its mysterious and dangerous nature. Who would, tell us, in their right minds venture inside a domain that has the word anguish following it?

True enough, the latest rendition of The Scribe bears the headline: “Domain of Anguish Lives Up to Its Name.” Quite scary, huh? Actually, the place is scary especially when you consider the sheer ferocity and destructive powers of the Domain’s protectors. However, The Scribe assures that some have successfully made it to the inner regions alive.

Unfortunately, the old GW adage “Kill the Monk first” doesn’t ring true in this wretched place. There are certain points, however, which adventurers have to consider if they want to make it alive or even stand a chance. First, make sure that your party is well-balanced. Spike attack will work better if your little band of brothers have different proponents.

Stealth, as always, is invaluable. Please take note that many Patrols wander the domain, grouped into parties much like your own. More importantly, refrain from casting Area of Effect attacks. Accordingly, enemies within the Domain of Anguish become enraged when significantly injured.

And please, please, learn to drop the macho hero attitude sometimes. It is not cowardice to run. If you don’t believe us and want to pursue, go ahead. But consider The Scribe’s last words of warning:

Do not feel obligated to fight to the last man! If your party is in certain peril, it is both honorable and sane to withdraw from combat to regroup and reorganize. Don’t look at it as fleeing, but rather, as a tactical withdrawal.

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