- Viewing Profile: Reputation: Shemsu
ShemsuMember Since 16 Jun 2012
Offline Last Active Sep 26 2013 06:12 PM
- Group Members
- Active Posts 44
- Profile Views 922
- Member Title Fahrar Cub
- Age 33 years old
- Birthday July 1, 1981
Posted Soki on 14 April 2013 - 11:45 PM
It's that so many other utilities for Thieves suck.
3s Immobilize every 45s?
3s chill every 45s?
1.5s knockdown every 30s?
+1 initiative every 10s; and on-use shadowstep to target?
summon a thief that scorpion-wires at random times?
3simmobilize and poison every 30s?
I'd rather they buff existing skills (or make new ones altogether because these ones are BORING) than nerf the ones that are useable.
Posted phantom reverie on 28 February 2013 - 06:47 AM
First off this is the PVE forum.
In low lvl fractals and dungeons thieves are 2nd rate warriors.
In high lvl fractals (40+) thieves are nothing compared to a guardian (warriors are pretty useless too).
In low ranking SPVP thieves are good because lower ranked players tend to wander around the map aimlessly.
In higher ranked SPVP thieves stealth is counter intuitive for capping points.
I don't see how thieves are anything but average.
In PVP and WVW thieves are only good for taking advantage of bad players... I currently only play my guardian now due to fractals and when I do go into SPVP or WVW thieves don't give me any problems in capping points, zergs, and when I am alone (very rarely) I just walk away...
As for rangers and necros, all the others classes are OP compared to you guys in any type of gameplay.
Posted ShezuTsukai on 26 February 2013 - 07:44 PM
I simply resuggest what many others have answered to this question: make a thief, play, and learn the weaknesses and tells of what they are trying to do. Then you will see how easy it is to beat all but the best in any class.
Posted st_clouds on 26 February 2013 - 07:12 PM
With thieves I feel either they are OP or they are not even viable.
Although, a step in the right direction would be to nerf infinite stealth.
Yes, because in GW1 assassins were a requisite in organized matches *snicker* *snicker* Must be why you see so many axe warriors, thumpers and so few assassins.
And not sure what you're talking about, their dps is actually pretty low esp in GW2. Compared axe warrior that can pretty much spam eviscerate like there's no tomorrow. Sure backstab is big, but it's very situational, and it's much harder to satisfy that condition than just spamming eviscerate. Their other good attack HS is also very situational to be worthwhile 75% of the time. There are counters to each and they're fairly easy.
Oh and snares/chill work wonders on them, but no that'd actually require some thinking.
Posted Lordkrall on 18 February 2013 - 11:19 AM
No matter what they do there will always be people that don't like it.
I for one don't really care, I did not play to level, I leveled while I played, didn't even think about it most of the time.
Posted Killyox on 18 February 2013 - 10:29 AM
People who want character progression, can still do so. People who want to start with gearing up for a final build straight away, can also do just that. It would fit into their "play the game to have fun now"-philosophy. Although I don't know how much of that philosophy still stands.
You'd still have to run your toon to where you want it, and they might have to look at level- and lootscaling a bit more, but it's a valid option.
Guess i am happy you are not GW2 designer.
Posted Strawberry Nubcake on 18 February 2013 - 09:47 AM
Believe it or not, some of us don't live in Orr or camp dragons. There is actually a whole world to explore and Anet has been trying to make the loot more appealing.
Posted ShezuTsukai on 22 December 2012 - 04:23 PM
I am a thief. But I don't like the fragility of the backstab build so I run S/D. No I can't drop someone in three seconds but the same time a BS thief can't drop me. Roll for Initiative is the thief "get out of jail free" move. When something hits me that I can't see I roll. Then lock down the now visible thief (because he attacked to start chain) and down them in three shots because BS thieves have no health or armor.
So find your classes stun breaker and use it. And you too will laugh at BS thieves.
Posted syrin on 29 September 2012 - 11:15 AM
Posted RangerSR25 on 12 September 2012 - 05:08 PM
Hate you? Don't flatter youself - that would suggest I care about you or your mindless, insipid garbage at all; you should sit back and be quiet while adults are having a conversation.
Games do have a "spirit" - not in the metaphysical sense but a game is a virtual community and for the large majority of people you seem incapable of comprehending, the game is about time spent in a collective effort with others. I get a kick out of rezzing a stranger, or jumping in when I see somebody getting overwhelmed, just like I stop on the real life highway if I see a car broken down. Although likely beyond your grasp, the term "spirit of the law" applies as well, in that players agree to a license that strictly prohibits botting. Thats a cold, hard rule not subject to your interpretation.
What does NOT exist is "AI rights" or your ludicrous notion of bigotry - you are merely spewing the language of political correctess and it is laughable. Botters are parasites, a cancer on the fabric of a social experience the rest of us are trying to enjoy within the rules. I will hunt them and slaughter them whenever I find them and hope to rally as many other players to that cause.
Posted RangerSR25 on 12 September 2012 - 04:37 PM
Posted Trife on 12 September 2012 - 04:36 PM
They can't kill steal from you, they can't take your drops, what's the problem here?
Bots have no place in games. If you can't be there to play the game, you should be logged out, period...
Posted Mordakai on 12 July 2012 - 11:57 PM
Lethality wants GW2 to be more like WoW.
GW2 adds legendary weapons.
Lethality still hates GW2.
Look, there is nothing "hypocritical" about this. All GW players accepted FoW armor, probably the most grind-tastic item in GW. BUT, it was cosmetic only... we (as a community) are not against "grind" for cosmetic. That is what we've been telling you the "endgame" is about... "cosmetic grind" (if you choose), rolling alts, or PvP.
What most in the community is against is having to grind to complete content: We don't want to HAVE to do a Dungeon multiple times in order to advance to the next Dungeon.
It's all about options and playing the game you want to play, the way you want to play it.
Posted Maldeus on 05 September 2010 - 01:48 PM
Also, to other lore buffs, I am not as buffy a lore-person as some of you, so if there are any mistakes in this, it would be appreciated if you would point them out so I can correct them.
In the beginning...
Not much is known of the world before the Six Gods found it, except that five Elder Dragons (named Primordus, Jormag, Zhaitan, the unnamed Deep Sea Dragon (nicknamed Bubbles by yours truly, it seems to have caught on), and Kralkatorrik) lived there. 10,000 BE, approximately 11,000 years before the start of Guild Wars 2, the last of a massive race of creatures called Giganticus Lupicus, or true giants, died out. Some theorize that the Elder Dragons may have fought with the true giants, and that the true giants may have been exterminated by them. Perhaps the extermination of the giants led to a scarcity of food that led to their Elder Dragons' long hibernation. Or maybe the Elder Dragons predate even the true giants, and the two races never met. We don't really know.
There was an entity worshipped by the Dwarves named the Great Dwarf, who fought with the Great Destroyer. The Great Destroyer was a general of the Elder Dragon Primordus, who went to sleep with his master. According to Dwarven legend, the Great Dwarf shall one day awaken and do battle with the Great Destroyer at the end of the world. Two races of spellcasters called the Seers and the Mursaat also lived at around this time. At an unknown point in time, the two would go to war, and the Mursaat would exterminate the bulk of the Seers. As of the events of Guild Wars 1, there is only one known survivor.
At some point, the Charr clans were united by the first Khan-Ur, and conquered all the lands east of the Shiverpeaks, before the Khan-Ur died and there was a civil war between his four children, who each founded a legion. These became the Flame, Blood, Ash, and Iron legions. Some of them get along with each other better than others. It was also at some point during this time that the Charr first came into contact with the Norn in the Shiverpeaks. The two developed a mutual respect for one another based on the fact that they were both good at killing things.
Rise of Mankind
When the Six Gods found Tyria, the Elder Dragons were already asleep. The Six Gods were Dwayna, Goddess of life and air, Grenth, god of death and cold, Balthazar, god of war and fire, Melandru, goddess of nature and earth, Lyssa, goddess of chaos and illusions, and Abaddon, god of knowledge and water. Before Grenth, there was another, crueler god of death named Dhuum, and Abaddon's place among the pantheon is also relatively recent. Balthazar has a half-brother named Menzies who is not a god, but does appear to be immortal, which raises the question of what exactly one must do to be a god. The Six Gods' servants were snake-like people called the Forgotten, who arrived in Tyria in 1769 BE.
Humans originated from the southern continent of Cantha, which was home to the second campaign of Guild Wars 1, Factions. In 510 BE, the Canthan clans were united under Kaineng Tah, the first Dragon Emperor, establishing the Dragon Empire of Cantha, which has heavy east Asian influences. Soon afterwards, the German-inspired Kurzicks and the dark age Greek-inspired Luxons broke off from the Empire proper, becoming vassal states. These two vassal states do not get along.
In 205 BE, Humans arrived in Tyria, but they were not alone. The Charr, then a primitive, possibly nomadic culture, had already conquered the lands east of the Shiverpeaks up to the borders of what was then the Crystal Sea. Meanwhile, Humans also appeared on Istan, an island just off the continent of Elona, and in the Elonian valley on the mainland. Elona is just south of Tyria, the two being separated only by the Crystal Sea, as opposed to the vast ocean separating Cantha from the other two continents. The Primeval Kings established their rule over Elona in 200 BE from the city of Fahranur on Istan, and a seafaring faction of Humans called the Margonites set up shop on the coasts north and west of Elona in 175 BE.
In 100 BE, the Humans formed the Kingdom of Ascalon, just north of the Crystal Sea, which was ruled over by King Doric. The Ascalonian territory was taken from the Charr, who had previously taken it from other, unknown races. There is quite a bit of debate over which of the two races, if any, deserves Ascalon. Regardless, in the year 1 BE, Abaddon gave magic to the races of Tyria, and specifically the Humans. Unfortunately, magic was a bit too much for them to handle, leading to devastating wars.
King Doric of Ascalon begged the gods to take magic away before it annihilated the Human race completely. The gods sealed the magic of the world into a massive stone which was broken into five pieces (aggression, denial, preservation, destruction, and the keystone) and then dropped inside a volcano on the Ring of Fire just off the continent of Tyria. This limited the power of magic. This was followed by the Exodus of the Gods, which is the dividing event on the Mouvelian Calendar (BE stands for Before Exodus, AE stands for After Exodus). The volcano would later erupt, spitting the five bloodstones out across Tyria. One landed in the Shiverpeaks, one in Maguuma Jungle, and one in the Ring of Fire. The location of the other two is unknown.
Abaddon threw a tantrum over this, and attempted to overthrow the other Five Gods with his servants, the Margonites of the Elonian coasts. He was defeated and imprisoned within the Realm of Torment, in the Mists beyond Tyria. Margonite civilization promptly collapsed. During this war, the Crystal Sea was transformed into the Crystal Desert, linking Elona and Tyria.
After The Exodus
The peninsula of Orr, west of the Crystal Desert, became an independent nation. By 29 AE, the Primeval Kings had begun burying their dead in the Crystal Desert. In 174 AE, the Forgotten withdrew to the Crystal Desert, leaving the world of men. In 300 AE, Kryta became a colony of Elona, before becoming an independent nation in 358. This marked the beginning of the shared history of the five major nations in Tyria. The three Human kingdoms of Ascalon, Kryta, and Orr, the Dwarven Deldrimor Kingdom, and the Charr Legions to the north of Ascalon.
Around this time, a band of pirates known as the corsairs began to plague Elona, and in 456 the reign of the Primeval Kings was ended by the Scarab Plague in Elona. In 583 AE, a warring states period known as the Shattered Dynasties begins in Elona, which comes to an end in 640 AE, and in 757 AE, Palawa Joko established his Bone Palace in the Desolation, just south of the Crystal Desert. This was the beginning of the shared history of the four major nations of Elona. Istan, ruled by a council of elders, Kourna, the breadbasket and military power, Vabbi, a cultural center ruled by merchant princes, and the Desolation, ruled over by the powerful lich Palawa Joko and his undead hordes. The sulfurous wastes of the Desolation are toxic to mortals, and can only be crossed by riding the Junundu Wurms (or else by being dead).
Seeds of Evil
In 860 AE, Palawa Joko conquers Vabbi and comes for Kourna, but is met by Turai Ossa at the battle of Jahai. Turai defeats Palawa Joko and imprisons him. From then on, the position of Warmarshal of Kourna, which is both a military and civil position, is always held by a member of the Ossa clan.
Meanwhile in Tyria and Cantha, villainous things start happening. Specifically, the Burnt warband of the Flame Legion discovers fiery, godlike creatures called the Titans in a volcano called Hrangmer in 870 AE. The Titans are servants of Abaddon, and they use the Flame Legion to seize control of the Charr Legions. Meanwhile, in 872 in Cantha, the Emperor's personal bodyguard, a man named Shiro Tagachi, kills the emperor during the Harvest Ceremony, having been deceived by a servant of Abaddon into believing that the Emperor was going to have him killed if he did not strike first. Shiro Tagachi is cut down soon after by the famed assassin Vizu and the champions of the Luxon and Kurzick clans, Archemorus and Saint Viktor (respectively). Just before he dies, Shiro lets out a scream which causes the Jade Wind, which turns the trees of the Kurzicks' Echovald Forest to stone and the water of the Luxons' Jade Sea to, well, jade.
In 898, Ascalon finishes the Great Northern Wall, a project spanning centuries, to hold back the Charr hordes to the north, and with that out of the way they're free to help start the Guild Wars in 1013. These continue until 1070, when they're peacefully ended just in time for absolutely everything to go to Hell at once.
In 1070, the Flame Legion use the Cauldron of Cataclysm to bring down the Searing on Ascalon, which, among other things, results in the disappearance of a ten year old girl named Gwen (she will be important later on). They're able to overwhelm Ascalonian forces and press on to Orr, where Vizier Khilbron, also tricked by a servant of Abaddon, blows the entire country up using a magic scroll of ancient, forbidden, unspeakable evil. By 1072 AE, the Ascalonians have managed to push the Charr back to what's left of the Wall, and continue to desperately hold the line against the Charr invaders.
Meanwhile in Kryta, the Charr have also attacked, but are repulsed by a new religion/homicidal death cult called the White Mantle, who, led by their founder Saul D'Alessio and aided by their Unseen Gods, are able to drive the Charr from Kryta. After Saul's purported death in the final battle with the Charr, Confessor Dorian becomes the new leader of the Mantle.
Meanwhile, in an action completely unrelated to the Charr (for once), Deldrimor erupts into civil war between the Deldrimor Dwarves and the Stone Summit, a band of xenophobic Dwarves bent on world domination.
In 1072 AE, Rurik and Player One leave Ascalon with a large number of Ascalonian refugees, believing the fight against the Charr to be hopeless, and cross the Shiverpeaks into Kryta (incidentally, the Stone Summit kill Rurik along the way) just in time to see it attacked by an army of undead from Orr, which they promptly send fleeing back into the sea with their tail between their legs. Player One is set up for a bright career with the White Mantle just before being assigned to chase a band of Krytan rebels called the Shining Blade into the Maguuma Jungle where they're hiding out. Because the rebels are always the good guys, it turns out the White Mantle are sacrificing a special group of people called the Chosen atop one a Bloodstone in Maguuma Jungle (it's unknown which bloodstone this is).
Player One and the Shining Blade make a deal with Vizier Khilbron, who turns out to be alive. They steal the Scepter of Orr from the White Mantle and give it to him, and in exchange he uses its power to help the Shining Blade, except it turns out the Shining Blade have been sold out by a guy named Markis and now everyone's either captured, dead, or hiding in the parts of the Shiverpeaks we didn't go to when we crossed over to Kryta last paragraph. Player One goes to the Crystal Desert in order to ascend because there's a dragon there named Glint who made a prophecy that said someone fitting Player One's description would go there and ascend, and we need some reason to go to a desert inhabited only by a totally non-hostile race of snake people (the Forgotten, in case you have).
After ascending and possibly smacking Glint around for no good reason except that there's a mission bonus for doing so, Player One arrives in the Southern Shiverpeaks just in time to destroy the Stone Summit, kill the White Mantle, and save the Deldrimor Dwarves from certain destruction. He then chases the White Mantle and their Unseen Gods, the Mursaat, who are actually just a race of powerful spellcasters who allegedly can turn invisible, to the Ring of Fire. At Vizier Khilbron's request, Player One storms the Mursaat fortifications at the Ring of Fire and uses the Scepter of Orr to open the Door of Komalie.
It turns out Khilbron, who is literally a goatee-sporting vizier with a Russian accent, is actually a bad guy, which surprises Player One for some reason. Khilbron is actually the Lich Lord, leader of the undead forces that attacked Kryta, and opening the Door of Komalie has allowed the Titans, the gods of the Charr, to be unleashed upon the world. At this point, Player One kills all the Titans on the Ring of Fire Islands Chain, then Khilbron, completing the Flameseeker Prophecies Glint made way back when.
Master Togo, the half-brother of Emperor Kisu of Cantha, is minding his own business and running Shing Jea Monastery, located on the island of Shing Jea and which Player Two happens to attend, when a plague that turns people into mutant zombie things called Afflicted breaks out. They eliminate the plague from Shing Jea but discover the ridiculously large capital of Cantha, Kaineng City (which currently takes up about half the continent due to an incredible overpopulation problem), has also been hit by the Affliction, the densely populated urban sprawl causing the plague to spread much more rapidly.
In Kaineng Center they meet up with Player One, who's just arrived from Tyria, and discover that the malevolent spirit of Shiro Tagachi has come from beyond to plague Cantha once more, and is causing the plague. They also discover that he's looking for some book or scroll which apparently contains some very important piece of information for him. It is discovered that Shiro is trying to bring himself back into the physical realm. The players get the Urn of Saint Viktor from the Kurzicks and the Spear of Archemorus from the Luxons and use them to defeat Shiro. Then they're asked to pick a side in the renewed war between the Kurzicks in the Luxons, but instead they do the missions for both of them because you need them all to get the Protector title. Then Shiro, who is the primary antagonist of the game, returns in time for the final confrontation. Players One and Two are surprised, for some reason. The Kurzicks and Luxons agree to put aside their differences long enough to stop the entire continent from being consumed by Shiro's plague.
They seek out the help of the dragon Kuunavang at the Harvest Temple, where Shiro killed his emperor way back when. Kuunavang's advice boils down to "go kill him," so they do. In order to revive himself, he needs to spill the blood of the royal family, so Shiro and his army of bound spirit minions (because his plague monsters were so last level) storm the palace. The players confront him in the palace with Master Togo, who bravely sacrifices his life to save his half-brother. At this point, Shiro is brought back anyway, because Master Togo is also of the royal line. Players One and Two immediately kill him.
Three years later (making the date 1075 AE) in Istan, Player Three has just joined a member of an organization called the Sunspears, who are basically like the Justice League but instead of seven guys with superpowers it's a whole army of regular guys. The basic concept, however, is the same: Defend the three nations of Elona (Istan, Kourna, and Vabbi) from criminals and supervillains. The Sunspears are led by a woman named Kormir, who investigates the ruins of the ancient capital city Fahranur, thus helping to trigger Abaddon's awakening by mistake (though no one knows that the various nasty monsters unleashed from Fahranur are related to Abaddon yet). She decides to leave and round up Players One and Two from their respective continents to help out, leaving the Sunspears in the hands of Jerek, a petty, bureaucratic Sunspear who is quite possibly the least qualified person in the entire organization to be running things in Kormir's absence.
The Corsairs are causing more trouble than usual, and a bit of investigation from a Vabbian girl named Tahlkora leads her to believe that Warmarshal Varesh Ossa of Kourna is intentionally stirring the pot as part of an evil plot to unleash the fallen god Abaddon upon the world, all at the bidding of her mentor and most trusted general, General Kahyet. Because Tahlkora is a foreign stranger and Varesh Ossa is the leader of one of Istan's greatest allies, Tahlkora is not believed. She and Player Three disguise themselves as Corsairs and meet up with General Kahyet, who tells them that Kourna will pay them money to go do evil Corsair things, just before Tahlkora reveals that she and Player Three (not to mention Koss, Dunkoro, and Melonni, three other NPCs picked up along the way) are actually disguised Sunspears. General Kahyet then tries to kill them, and Player Three kills Kahyet, thus depriving the heroes of a perpetrator to interrogate and unearth the rest of the conspiracy. Good job, Tahlkora.
Having just killed a high-ranking member of the Kournan military, a trial is held to see whether Player Three and the Sunspears are unearthing an evil conspiracy or a part of one. Kormir returns just in time to resolve the trial in favor of Player Three by power of shouting and acting authoritative. The Sunspears then launch an attack on the Moon Fortress of Gandara in Kourna, which leads to what is probably the coolest mission in the entire game. Unfortunately, it ends with Varesh Ossa summoning a demon named the Hunger, smashing the Sunspears, and capturing Kormir.
Melonni, one of the Sunspears hiding in the Kournan countryside with Player Three, is originally from Kourna, and her village is willing to help hide her and her allies. Fortunately, they have a very large cave with a small monster infestation problem which, once cleared out, makes for a convenient Sunspear Sanctuary. Player Three then goes about rescuing other Sunspears (including Koss) and eventually determine they must find a way into Vabbi, convinced that they must enlist the aid of the Merchant Princes in fighting Varesh if they are to prevent Nightfall and the rise of Abaddon. The way is blocked, however, by the Fortress of Jahai. They meet up with three new allies. First is Zhed Shadowhoof, a centaur whose people have been enslaved by the Kournans who are promptly freed by Player Three. The other two are Margrid the Sly, a Corsair, and the Master of Whispers, the leader of a secret organization dedicated to protecting Elona from supernatural threats. Margrid offers to help the players save Kormir, while the Master offers to help the players save Kourna from a demon known as the Drought who's wreaking havoc with the River Elon, threatening to send the entire continent into famine. There is only time enough to do one or the other, so Player Three must choose.
Regardless of who they choose, their new ally leads them into Vabbi (they kill the Hunger along the way), where they're unable to convince the merchant princes to join the war against Kourna. Meanwhile, the Margonites, now twisted into demonic servants of Abaddon, have joined Varesh's human forces in chasing the Sunspears into Vabbi. Eventually, an attempt is made on Prince Bokka's life when he treats Player Three and the Sunspears to a performance in his personal amphitheater. Princes Bokka and Mehtu go into hiding, while Prince Ahmtur rallies his forces to single-handedly defend Vabbi against an army of invading Margonite demons. Margrid the Sly goes to convince the hiding princes to come out (and also loot the vaults where they're hiding), while the Master of Whispers helps Ahmtur hold back the hordes. Player Three is a schrodinger's hero who simultaneously helps both allies at the same time until he is observed.
Night begins to fall across Elona, swallowing up portions of the land in demon-filled nightmares which Player Three is able to hold back by killing Harbringers of Nightfall and a demon named the Blasphemy. They do this with the help of the Kournan General Morgahn, who defects from Varesh's forces after she leads the Blasphemy to massacre the servants of Lyssa in Vabbi. Varesh and her Margonite Army head into the Desolation, while Palawa Joko is freed from his bonds. Zhed Shadowhoof and his freed centaur clan catch up with Palawa Joko and turn him over to Player Three, who makes him a deal: Help Players One through Three cross the Desolation and in return the players won't set Palawa Joko on fire. It's a compelling argument.
Palawa Joko shows the players how to cross the desert in Junundu Wurms before heading to his Bone Palace, where he begins rebuilding his army of the undead. The players, having bigger fish to fry, chase Varesh Ossa to the edge of the Desolation, where she attempts to break open the Realm of Torment and unleash Abaddon upon the world. Players One, Two, and Three, with the help of General Morgahn, kill her (twice), but the gateway is opened anyway. For once, the surprise of the players is justified.
The players head into the Realm of Torment, where they find the Forgotten desperately trying to maintain order as the demons, Margonites, and other servants of Abaddon have taken over their former prison. Amongst the servants of Abaddon are the bound spirits of Shiro Tagachi and the Titans who briefly served Vizier Khilbron. These two have also come to serve Abaddon in the Realm of Torment (which is apparently Tyrian Hell), however the players kill them both before moving on to Abaddon himself. They kill Abaddon in what is possibly the most anti-climactic mission of the entire game, thus saving the world. Then Kormir, who they meet up with in the Realm of Torment, absorbs Abaddon's power, finishing him off permanently and becoming the new Goddess of Truth. Water, which was once Abaddon's element, is eventually shuffled over to Lyssa, for some reason.
Okay, Eye of the North and interim coming soon to a forum near you!
And, naturally, by "soon" I meant "almost a year later." That's what everyone means when they say "soon," right? Worth noting it's been over a year since I played Eye of the North and I'm mostly doing this because I hate leaving things unfinished, so much as I'm trying to be funny and accurate, this next bit will probably fall flatter than the rest. Also, it appears as though sometime in the past year I learned the true meaning of Christmas, but I'll do my best to forget it again just for you.
Eye of the North
Three years pass. It's now 1078 AE and the Asura, a race of short, absurdly smart mouse/rabbit things who you should probably be familiar with because they're playable in the second game, are being kicked out of their houses. As a result of this, an earthquake in Kryta opens up a hidden underground cavern which is investigated by Player One. Here he meets a Dwarf named Ogden Stonehealer and an Asura named Vekk, who are running from Destroyers, minions of the Great Destroyer (remember him?), who's currently winding up Primordus' alarm clock to wake him up, something which can't possibly end well for Players One through Three. Player One, Ogden, and Vekk flee through a teleportation gate to an outpost far to the north of the rest of Tyria, which is itself just south of the Eye of the North.
Meanwhile in Istan, an earthquake opens up a hidden underground cavern which is investigate by Player Three. Here he meets a Dwarf named Ogden Stonehealer and an Asura named Vekk, who are running from Destroyers, minions of the Great Destroyer (remember him?), who's currently winding up Primordus' alarm clock to wake him up, something which can't possibly end well for Players One through Three. Player Three, Ogden, and Vekk flee through a teleportation gate to an outpost far to the north of the rest of Tyria, which is itself just south of the Eye of the North.
Meanwhile in Kaineng City, and earthquake opens up a hidden underground caver which is investigated by Player Two. Here he meets a Dwarf named Ogden Stonehealer and an Asura named Vekk, who are-I think you get the point.
Once Players One through Three reach the Eye of the North, they meet up with the Ebon Vanguard, a bunch of Ascalonians currently led by Gwen, the ten year old girl you lost track of back in Ascalon seven years ago. Gwen is standing in for Captain Langmar, who is unavailable because he was kidnapped by the Charr and couldn't reschedule. They also see a Norn named Jora, whom Ogden decides is going to be a powerful ally against the Destroyers because he's into tall women. The Norn are a race of eight-foot tall people who can't decide whether they want to be Native Americans, Vikings, or bears, and settle for going back and forth between all three. Vekk recommends the Asura as allies and Gwen recommends the Ebon Vanguard, because neither of them have very much imagination.
Players One through Three set off to recruit the Norn both before, after, and in between recruiting the Asura and the Ebon Vanguard because Jeff hates me. The Norn have no leaders, but some of them are more popular than the rest, so it's sort of like high school and the heroes are trying to make saving the world the new fad, which you'd think would be easier considering that the Norn live in the world. Regardless, Jora teams up with you right off the bat but only if you agree to sort out her family issues. Unfortunately, Jora had a run-in with the a sleeping champion of Jormag (previously said to be Jormag himself but later retconned for unknown reasons) which took away her ability to transform into a giant bear because this is the first game and we don't have that ability coded yet and permanently turned her brother Svanir into a giant evil bear. After killing Svanir in honorable eight-on-one combat and running off some Charr squatters from Jora's family home, the Norn agree to help you kill the Destroyers and start by destroying one of the Asura gates through which they're currently pouring through.
The Asura mostly lived underground right up until the Destroyers popped up and made "live" and "underground" mutually exclusive, so the Asura began moving to the city of Rata Sum in the Tarnished Coast, which is south of the Maguuma Jungle but curiously looks very much different, almost as though the creators of the world had several years of experience in crafting environments between making one in the other. The Asura plan to contribute the Genius Operated Living Enchantment Manifestation (GOLEM) to the Don't Get Eaten By An Eldritch Abomination From Before Time Was Counted Foundation (DGEbaEAFBTWCF). Because you can never have enough acronyms. The heroes help an Asura named Gadd and a Shining Blade Necromancer named Livia fiddle with a Bloodstone, then break into the lab of another Asura named Oola with the help of a disgruntled ex-employee named Blimm. The Destroyers are unsurprisingly not keen on allowing the GOLEM to be completed, so the Players kill lots of them and then GOLEMs are completed and kill lots more of them.
In the Charr Homelands, Pyre Fierceshot and his warband are attempting to lead a resistance against the Flame Legion because worshipping things is apparently not Charr kosher. This leads to an unlikely alliance between the Ebon Vanguard and the Charr rebels, who work together to free Captain Langmar and Pyre's warband and weaken the Flame Legion's grip on the Charr race. The rebel Charr are no more fond of Humans than the Flame Legion, however, making the alliance of necessity a temporary one.
After ensuring the aid of the Norn, Asura, and Ebon Vanguard, Players One through Three head to the Central Transfer Chamber with the Dwarves, who have turned themselves to stone using the Rite of the Great Dwarf, to fight the Great Destroyer before he can finish waking up his boss and bringing about the apocalypse. Unsurprisingly, the Players are once again successful and the world is saved.
Until the Tuesday after, when Primordus wakes up anyway.
Over the next few years, King Adelbern of Ascalon recalls the Ebon Vanguard and they establish the Ebonhawke fortress in the south, and the ruined kingdom finally runs out of luck, falling to the Charr hordes in 1090, when they breach Ascalon City and Adelbern calls down the Foefire, forever dooming all those Ascalonians still within the borders of the kingdom to fight the Charr forever. Fortunately, Ebonhawke apparently doesn't count (possibly because it's still occupied by living Ascalonians or just because it's so far south), and the rest of Ascalon outside Ascalon City was pretty much devoid of Humans anyway. The only thing that can stop the Foefire is a true king of Ascalon wielding one of the magical swords of flame, Sohothin or Magdear, traditionally wielded by Ascalonian royalty (their previous wielders had been Rurik and Adelbern). In 1105, the Durmand Priory is founded.
Queen Salma unites Kryta under her rule and throws out the tyrannical White Mantle, the Charr erect the Black Citadel over the ruins of Rin in 1112 AE, and then Kalla Scorchrazer finishes what Pyre began way back in 1078 and overthrows the Flame Legion in 1116. Throughout this time, the Charr have generally been catching up with the other races in terms of technology by looting the now abandoned Dwarven strongholds in the Shiverpeaks for technology, which they reverse engineer and eventually improve on. Things are looking up for pretty much everyone but Ebonhawke when Primordus wakes up in 1120. With Player One either too old or too dead to intervene (it has been fifty years since his adventures began in the Searing), Primordus drives the Asura to the surface, claiming the Depths of Tyria for himself entirely. The Asura set up shop in the Tarnished Coast at Rata Sum instead (interesting trivia note: Rata Sum is an anagram for Mursaat).
This is just the beginning of the world's troubles. Emperor Usoku of Cantha conquers the Kurzicks and Luxons and drives out all non-Humans, leading to a mass exodus to Tyria in 1127. Palawa Joko gets the last (or at least latest) laugh by conquering all of Elona in 1135 (ish), and then Jormag wakes up in 1165, driving the Norn south from their traditional homelands and into the lands once claimed by the Dwarves.
In 1180, Ventari dies by the Pale Tree, leaving behind his tablets. In 1219, Zhaitan rises and brings all of Orr with him, proving once and for all that the Lich was amateur hour by raising a vast undead army that begins battering Kryta, the Tarnished Coast, and Palawa Joko's forces in Elona slowly but steadily into submission. The rise of an entire continent causes massive flooding (though curiously the destruction of the continent caused no change in the coastlines whatsoever), and Kryta's old capital of Lion's Arch must be abandoned. The new capital of Divinity's Reach is founded in its place, and by 1230 Lion's Arch has dried enough to be occupied by the Corsairs, who have presumably been waiting for the past century to have a new port of call since Palawa Joko took all the old ones.
We don't exactly know when Bubbles awoke, since all of the details right now come from in-game lore, and in-game people have never even seen him. However, it's presumed to be approximately 1270 AE, which is around the same time when a number of aquatic civlizations get displaced and shuffled around, thus bringing creatures that had previoulsy lived deep below the sea within swimming distance of Tyria. In 1302 AE, the Sylvari began sprouting from the Pale Tree.
In 1319, Destiny's Edge is formed, only to be broken in 1320 when Kralkatorrik rises, flies across Ascalon leaving the Dragonbrand, her forces besieging Ebonhawke where Queen Jennah is currently camped out. Destiny's Edge has met with Glint, a former champion of Kralkatorrik, who has turned against her former master and seeks to help them slay the great dragon. However, when Logan Thackeray hears that Jennah's life is in immediate danger, he abandons Destiny's Edge to save her. Whether or not this was because of a desire to save Kryta from a potential civil war should the current monarch be slain or just to save his love interest, portrayed with nearly as much believability as the love between Anakin and Padme, is up for debate. Either way, without a full group Destiny's Edge is unable to defeat Kralkatorrik. After the branding, Almorra Soulkeeper creates the Vigil to straight-up murder the dragons, apparently fed up with the wimps over in the Order of Whispers and Durmand Priory who are just trying to put the things back to sleep and aren't doing a very good job of it.
In 1324 AE, the plot of Ghosts of Ascalon takes place, and the Charr and Humans finally sign a treaty in order to fight the dragons together. In 1325, Player Four shows up in either Divinity's Reach, Rata Sum, the Black Citadel, Hoelbrak, or the Grove, and will presumably go about saving the entire world.