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Quiz about Help Theres Magic Coming Out Of My Hands
Quiz about Help Theres Magic Coming Out Of My Hands

Help! There's Magic Coming Out Of My Hands! Quiz


Elementalists, mesmers and necromancers can control and manipulate the forces of magic in "Guild Wars 2" (PC). So, what do you know about these professions (prior to the changes made leading up to the release of "Heart of Thorns" and beyond)?

A multiple-choice quiz by eburge. Estimated time: 4 mins.
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Author
eburge
Time
4 mins
Type
Multiple Choice
Quiz #
363,617
Updated
Dec 03 21
# Qns
10
Difficulty
Average
Avg Score
6 / 10
Plays
967
Last 3 plays: Guest 92 (10/10), Guest 87 (0/10), Guest 82 (5/10).
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Question 1 of 10
1. Which of these weapons can an elementalist not wield? Hint


Question 2 of 10
2. Each profession has five separate trait lines. The elementalist naturally has trait lines for each of the four elements, but what is the fifth trait line? Hint


Question 3 of 10
3. Glyphs are special skills which have different effects depending on the elementalist's attunement. Which of these is not a direct effect of a glyph? Hint


Question 4 of 10
4. Mesmers are the masters of mind magic, creating phantasms, illusions and clones. Which of these effects would not occur as a result of a mesmer shattering their illusions? Hint


Question 5 of 10
5. Mesmer utility skills can be classified into six main types: clone, manipulation, mantra, phantasm, signet and which other type? Hint


Question 6 of 10
6. One of the mesmer's best party-wide utility skills, which also happens to be an elite skill, allows up to five people to temporarily gain quickness and perform actions faster than normal. What is this ground-targeted skill called? Hint


Question 7 of 10
7. Necromancers have higher base health than elementalists and mesmers, and are able to tap into an additional pool of life energy using what ability unique to their profession? Hint


Question 8 of 10
8. Which of these offhand weapons can necromancers not wield? Hint


Question 9 of 10
9. Necromancers can summon forth allies of their own: minions. The elite minion summon animates which grisly being to fight alongside the necromancer? Hint


Question 10 of 10
10. Elementalists, mesmers and necromancers are all light armour professions. What name is collectively given to those professions that wear light armour? Hint



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quiz
Quiz Answer Key and Fun Facts
1. Which of these weapons can an elementalist not wield?

Answer: Rifle

While most other professions are able to equip two weapon sets at once and switch between the two on the fly, elementalists are restricted to one set at a time. However, it is more than made up for by the fact that each weapon's skills change depending on the elementalist's attunement.

Therefore, elementalists have on hand, at any one time, twenty weapon skills in addition to the healing, utility and elite skills. Elementalists can wield staves, sceptres and daggers on land, and tridents underwater.
2. Each profession has five separate trait lines. The elementalist naturally has trait lines for each of the four elements, but what is the fifth trait line?

Answer: Arcana

Investing points into the Arcana trait line enhances the elementalist's ability to switch attunements. In addition to benefiting special arcane utility skills, each point added to this trait line reduces the recharge on an attunement by a small amount.

A fully-traited Arcana line with thirty trait points can reduce the recharge on attunements to a time in the vicinity of nine seconds - in line with weapon switch recharges on other professions.
3. Glyphs are special skills which have different effects depending on the elementalist's attunement. Which of these is not a direct effect of a glyph?

Answer: Boosting the entire party's power, precision and ferocity

Glyphs can provide all sorts of benefits, and when specific traits are equipped, they can become even more useful by, for instance, recharging more quickly or providing an attunement bonus when used. Such glyphs at an elementalist's disposal include the Glyph of Lesser Elementals and the Glyph of Elementals, which summon forth an elemental ally to help in combat, the Glyph of Renewal, which will revive a downed ally with different effects, and the Glyph of Elemental Harmony, which will provide an elemental bonus when used to heal the elementalist.
4. Mesmers are the masters of mind magic, creating phantasms, illusions and clones. Which of these effects would not occur as a result of a mesmer shattering their illusions?

Answer: Gaining increased condition damage

Where the main "gimmick" of an elementalist is its ability to switch attunements, mesmers are able to shatter their illusions to cause a variety of effects. The four shatters are Mind Wrack, Cry of Frustration, Diversion and Distortion, and are named for four mesmer skills from the original "Guild Wars", though their functionality is completely different. Each of the four shatters has an increasingly long recharge time due to the nature of their effects - Mind Wrack, which simply damages enemies, has the shortest recharge while Distortion, which allows the mesmer to evade all incoming attacks for a short time, takes the longest to recharge.
5. Mesmer utility skills can be classified into six main types: clone, manipulation, mantra, phantasm, signet and which other type?

Answer: Glamour

Clone skills are fairly self-explanatory: they create copies of the mesmer on the battlefield. In the heat of battle, it can difficult for an enemy player to identify whether a mesmer is real or an illusion. Glamour skills affect a particular area of the environment, whether it be manually ground-targeted or automatically cast at an enemy's location. One notable Glamour is Portal Entre/Exeunt, which creates a set of linked portals allowing players to teleport between the two for a short duration. Manipulations are designed to help the mesmer control the battle or make a hasty escape from it. Mantras take a long time to cast, but can be cast before entering combat and yield two "uses" of a skill that activates instantly. Where clones resemble the caster closely, phantasms are merely purple, ethereal versions of the mesmer, but perform the same basic duties as clones.

When equipped, Signets provide passive effects while not "in use". When a signet is used, the active effect occurs but the passive disappears.

When the signet has recharged, the passive effect returns.
6. One of the mesmer's best party-wide utility skills, which also happens to be an elite skill, allows up to five people to temporarily gain quickness and perform actions faster than normal. What is this ground-targeted skill called?

Answer: Time Warp

All actions can be sped up thanks to quickness, be it interacting with an object, reviving an ally or NPC, or simply attacking and activating skills. Time Warp is a ground-targeted skill with a considerable area of effect allowing those affected by it to move around freely in a wide enough area whilst still enjoying its effects. On the downside, Time Warp doesn't last very long, and its recharge is somewhere in the vicinity of three minutes, so it pays to plan where and when to activate it, particularly in dungeons.
7. Necromancers have higher base health than elementalists and mesmers, and are able to tap into an additional pool of life energy using what ability unique to their profession?

Answer: Death Shroud

Whenever a creature dies near a necromancer, a small amount of their life force is transferred to the necromancer and adds to their Death Shroud meter. A necromancer can enter the Death Shroud at any time as long as they have at least 10% life force available and it is not on recharge. Upon entering this deathly state, the necromancer gains some new skills and a new pool of health fueled by their accumulated life force. Life force drains away as the necromancer is in Death Shroud, so they can only remain in this state for a short time before returning to a more corporeal form.
8. Which of these offhand weapons can necromancers not wield?

Answer: Pistol

Daggers can be used in both main hand and offhand slots, like elementalists. Other main hand weapons include scepters and axes. Necromancers can also wield a staff as a two-handed weapon, allowing them to create marks on the ground which trigger various effects when an enemy walks over them. Under the water, tridents and spears are the tools of the aquatic necromancer's trade.
9. Necromancers can summon forth allies of their own: minions. The elite minion summon animates which grisly being to fight alongside the necromancer?

Answer: Flesh Golem

Blood Fiends can be equipped in the necromancer's healing slot and provide healing to their master with each attack they deal. Should the need arise, the necromancer can gain a larger packet of healing by terminating the life (er, death) of their Blood Fiend. Bone Minions are always summoned in pairs and attack their targets in melee combat.

They can be detonated at any time to deal additional damage. The Bone Fiend attacks from range, and can immobilise foes at the cost of immobilising itself as well.

The elite Flesh Golem summon hacks and slashes away at its enemies, and can outlive most other minions since it is agile, can run and charge at opponents and regenerate health when out of combat.
10. Elementalists, mesmers and necromancers are all light armour professions. What name is collectively given to those professions that wear light armour?

Answer: Scholars

Scholars, adventurers and soldiers each have different armour ratings (light, medium and heavy, respectively) in line with their general combat use. The scholars (elementalists, mesmers and necromancers) will tend to attack from range due to their low armour rating, though they are capable of getting up close and personal with a few weapons. Adventurers (engineers, rangers and thieves) will generally mix between ranged and close combat and their medium armour will allow them to sustain a few more hits than their scholarly counterparts. Soldiers (guardians and warriors) with their heavy armour favour close combat and will mostly be up at the front of the pack slicing, dicing, whacking, hacking and generally keeping the enemies busy while everyone else damages, controls, and supports from slightly further back. Of course, with the weapon variety, this paradigm can be completely turned on its head - elementalists can work up close with their daggers while warriors can attack from afar with their longbows and rifles.

It's all down to personal preference and the situation, really.
Source: Author eburge

This quiz was reviewed by FunTrivia editor kyleisalive before going online.
Any errors found in FunTrivia content are routinely corrected through our feedback system.
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