Guild Wars 2

I think I do, actually.

My point is that the "jack-of-all-trades", "switch roles on the fly" model means there can't realistically be a way you can play as specialised a style as a main tank or a main healer in other MMOs.

Customizing traits and gear etc you will probably be able to make a main tank style character, stacking health and damage reduction skills on something like a shield / mace warrior. Or picking up a healing weapon on a necro / water ele and dropping aoe heals, after switching weapon set.

There's a degree of specialization, there just isn't enough useful information yet to base how far you can specialize a character. I'm not even entirely sure if its warranted:

The dynamic event bosses I have seen have been the shatterer / Tequatl / undead pirate ship / shadow behemoth and the 4 of them have been stationary. The only dungeon boss i've seen has been ghostly king adelbern and his encounter was just stacked with aoe damage, but no real melee so there was no dedicated tanking necessary.
 
There seems to me to be a huge amount of skills in the game. I never played GW1 so i can't compare but in comparison to WoW for instance there seems to be atleast as many abilities per class or even more? :o
 
Not true actually, the UI is very deceptive on just how many skills are truly available at a time.

You have 10 skills from your 2 weapon sets that are equipped, then you have 5 class skills. So that is 15.

You also have combo skills for each class, these are basically very unique for all, for instance the mesmar has 4 skills that sit above their action bars that instruct their images to go shatter on enemies for different effects, warriors have various flurries and rage based abilities they build up to that are also additional above these 15 other skills.

Every class also has an "elite" ability that in many cases changes their form and changes their 5 weapon skills to form skills, for instance the necro can turn into a Lich for a short time with 5 different abilities. The necro also has an "aspect" form they can change into without cooldown which seems to be sort a tanking mechanic.

So on average I would say most classes have about 20-25 abilities available to them in combat. When you add on top of that the fact that your 5 class abilities can be interchanged outside of combat to any one of like 15 additional abilities the combinations really do seem to be endless.

Its going to take a while to figure out a playstyle for your class that works for you, seems pretty awesome to me.
 
The only dungeon boss i've seen has been ghostly king adelbern and his encounter was just stacked with aoe damage, but no real melee so there was no dedicated tanking necessary.

If enemies deal damage and a class can be specced to take more damage before dieing, you have a tank. You would have to somehow remove one of those functions from the game to stop that happening. No matter how they say it there WILL be some imbalance between professions and some will be better at certain things than others.
 
Yay, reddit IaMA news:

Squads and commanders in PvE and WvW (commanders effectively have to buy an item to be a commander, but can co-ordinate a group, squads are...yeah). Commanders work similarly to battlefield commanders, they can set objectives on map, attack here, defend here, flank etc. Holy hell, GW2 got commanders and BF3 doesn't...tempted to just drop that info in on battlelog and see what happens.

ANet working on toning down the visual effects :P

Door HP tweaked so there's less...door bashing.

Confirmation its pronounced Wuv-Wuh :P
 
Looks like they're up to 990,000 beta signups and leaving it open until it hits 1 million, that's not a bad turnout in just 2 days! :D
 
If enemies deal damage and a class can be specced to take more damage before dieing, you have a tank. You would have to somehow remove one of those functions from the game to stop that happening. No matter how they say it there WILL be some imbalance between professions and some will be better at certain things than others.

In the adelbern encounter the aoe wasn't targeted, having someone tank is a non issue when the damage is completely avoidable. That's not to say I disagree with you, in fact I mentioned that a warrior stacked with def would make a solid tank.

So far though there isn't any indication that bringing that instead of someone with more control or damage is actually going to be a better idea.

Edit - this will probably vary depending on encounter, for example when we start seeing giant / ettin bosses and other big hitters, a tank may be warranted -- but running a blind train / kiting may be viable too.
 
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Not true actually, the UI is very deceptive on just how many skills are truly available at a time.

You have 10 skills from your 2 weapon sets that are equipped, then you have 5 class skills. So that is 15.


So on average I would say most classes have about 20-25 abilities available to them in combat. When you add on top of that the fact that your 5 class abilities can be interchanged outside of combat to any one of like 15 additional abilities the combinations really do seem to be endless.

Yup but when it comes down to the chop, you have 10 + the F1-F4 (depending on your class), 9 removing the heal. You don't count ones you won't use because it sucks/you're in combat and can't change.

In mass pvp as a ele with a staff, long range + aoe, you'll probably be in that build for a long time without changing anything.
 

Elementalists have 20 weapon skills because they can change between the 4 attunements, but cant swap weapon sets iirc.

Some skills have different uses after they have been activated also, a bunch are not strictly binary one-use skills.

e.g. necro minions, the first use of the skill summons them and then the skill becomes something else -- first use summons bone minions, second use makes them explode.
 
Yup but when it comes down to the chop, you have 10 + the F1-F4 (depending on your class), 9 removing the heal. You don't count ones you won't use because it sucks/you're in combat and can't change.

In mass pvp as a ele with a staff, long range + aoe, you'll probably be in that build for a long time without changing anything.

You can swap between weapon set A and B in combat, it is instant and has no penalty, you are meant to be swapping between these weapons in combat all the time. So you have 10 abilities just from weapons alone as well as 5 class abilities on the 6-0 keys so that is 15.

Add on abilities from forms and then the 'f' key abilities and its quite a bit more then 15.
 
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Serious question...why call it guild wars 2, when apart from the "story" it will have almost nothing in common with the original.

they could have called it guild wars : insertstupidsubnmaehere

sounds like fun none the less, and i hope that THIS game has a healer that is fun, yet helpful to play (like the original)

only part that will fail (imo) is the world vs world, and keep holding etc. it failed on WAR and is bound to fail here too unless the rewards/system is decent and really well thought of...
 
sounds like fun none the less, and i hope that THIS game has a healer that is fun, yet helpful to play (like the original)

only part that will fail (imo) is the world vs world, and keep holding etc. it failed on WAR and is bound to fail here too unless the rewards/system is decent and really well thought of...

Same reason Bioshock Infinite is named what it is, branding, easier to build on something that has a fanbase. A lot of reduced effort inventing new lore I suppose too.

There are no dedicated healers.

Reward system from WvW will be server wide buffs, and exp / currency / loot.
 
Safe to say that I am hyping myself into a little ball of gooey game jizm for this.

I've been desperately searching for something to fill the Vanilla/TBC WoW void ever since that game dropped off into mediocrity. Every other MMO to come along has been a laughable attempt, really. 4 years ago I heard about Guild Wars 2 and I am actually really excited that it is now even at a point where gaming forums all over the place are discussing it... and 1 mill. beta sign-ups. Just wow. I hope it's here in the next 6 months!
 
Exactly because it's the story and takes place 250 years later.
ermm?

Same reason Bioshock Infinite is named what it is, branding, easier to build on something that has a fanbase. A lot of reduced effort inventing new lore I suppose too.

There are no dedicated healers.

Reward system from WvW will be server wide buffs, and exp / currency / loot.

EXACTLY...branding is of course needed, but calling it just "2" is rather far fetched at least in terms of what the original game is all about.

normally when adding a "2" to a name, you get the SAME product but with minor differences (books,movies etc etc) where as this is turning out to be a whole new type of game (as compared to GW1) just seems like they are moving away from what people liked about guild wars, they made a new game and just added "guild wars 2" so people would buy it. not to say it looks good im just being picky about how they are going about it all :p

no dedicated healers? hmm guess i need to look up some classes.

and that's how WAR had its WvW (RvR) reward system, so on that front i'm not holding out for much hope, lets hope its a solid system!
 
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