Dagger/Dagger and Axe/Horn (I liked the horn's abilities more than the focus' abilities)
Dag/Dag gives me... -- Necrotic bite, a health steal/melee attack.
-- Life Siphon, another health steal, probably ranged.
-- Dark Pact, sacrifice health to inflict bleeding.
-- Mark of Blood, Mark that regens allies and burns foes that activate it.
-- Unholy Feast, cripples nearby enemies, does more damage with more conditions on them.
Axe/Horn as my secondary gives me:
-- Rending Claws, attack with bleeding effect
-- Ghastly Claws, multiple attacks
-- Feast of Corruption, removes boons, additional damage for each boon
-- Wail of Doom, cone confuse/daze
-- Locust Swarm, gain swiftness, summon locusts to siphon energy.
Then for the second bar:
Healing: Consume Conditions -- Look at Plague Signet.
Utility 1: Signet of Undeath -- For faster death shroud generation and emergency revive.
Utility 2: Signet of the Locust -- Movement speed is nice, but more importantly it's another health steal.
Utility 3: Plague Signet -- Combined with Consume Conditions, I can keep conditions off of allies and heal myself at the same time. Or utterly gut a single enemy with conditions.
Elite: Plague Form -- I like plague form the most out of the three forms.
I don't know if I've been out of the loop or I'm just plain stupid (probably a combination of the two), but could someone help me with making a Guardian build, specifically a somehwat offense focused one?
What's the theory or game plan behind them? I was thinking of Sword and Torch and focus on burning and conditions. Not to mention a one handed sword with a torch/focus just sounds awesome. There's so much more complexity now beyond attributes and skills like in GW1; I need to figure out how to best make my class.
Automatically Appended Next Post: Here's what I came up with, no idea if it'll work though
If you slot them, yes. But necro has 6 minion skills, and only 5 slots, so has to choose between a couple of them.
With my guardian, I plan to be the guy that gets teammates out of oh-bugger situations. Use Merciful Intervention, then either Banish the enemy out if they're knockback-able, or use Signet of Judgement on the teammate if they're not. Use Ring of Warding if enemy is knocked back or Line of Warding if not. Use "Hold the Line!" to get the ally back on his feet if not yet done so, and use Healing Breeze if lots of healing is needed. While doing all this, blast away with Orb of Light and other staff skills/Tome of Courage if needed.
asimo77 wrote:I don't know if I've been out of the loop or I'm just plain stupid (probably a combination of the two), but could someone help me with making a Guardian build, specifically a somehwat offense focused one?
What's the theory or game plan behind them? I was thinking of Sword and Torch and focus on burning and conditions. Not to mention a one handed sword with a torch/focus just sounds awesome. There's so much more complexity now beyond attributes and skills like in GW1; I need to figure out how to best make my class.
Automatically Appended Next Post: Here's what I came up with, no idea if it'll work though
A few modifications, I added a signet that ups condition damage and rewired your traits to put the condition duration and damage first with power third.
As an offensive guardian you an absorb some big blows with your heavy armour and regenerate them fast with high health regeneration but you'll need to dodge out of combat in order to regenerate, use the sword skill 2 to jump in and out of combat while keeping almost perpetual burning with your torch skills (on lower cooldowns due to one of the traits) and virtues (that causes burning every 5th strike, with a sword this is about every 1 and a half seconds). If you are hit by conditions use smite conditions. If a boss is signalling a big attack use shelter. If you are low on health dodge out of combat and use shelter.
When using the staff use matyr (skill five) to take conditions from allies and either use smite conditions or kite and use shelter until the duration expires (guardians have high health regeneration so can absorb conditions easier than most professions). Line of warding is the other interesting skill on the staff, use it at choke points (such as in caves) to hold enemies back so you can regenerate a bit. Generally use the staff as your support or retreat weapon.
And remember, burning stacks in duration NOT intensity so applying lots of burns quickly doesn't do any more damage than applying one burn every few seconds (or however long they last, your burn duration is upped by 300% due to the trait selection I gave you so you may be able to keep a target constantly burning using just your virtues). Something else to consider is using a greatsword as they hit multiple targets with each swing and are just as mobile as the sword, using a greatsword you could make your constant burning an AoE effect rather than single target and greatly increase damge at the cost of swing speed. If you went greatsword instead of sword/torch you'd have to make some big trait modifications but if you swapped staff for greatsword (even though greatsword and sword/torch fill similar roles) you could keep that trait set up.
I changed some of the stuff in the build you posted. I got rid of Smite Condition because as a Guardian I don't think I'll have too much trouble dealing with them. I can activate Virtue of Resolve to shake them off, and my Signet of Resolve will passivley get rid of them. I also took Sanctuary as my elite because controling movement seems more useful in the long run, and I don't like how the tomes lock you in place.
As for traits I changed some stuff. I replaced Eternal Spirit with Fiery Wrath. if I'm going to be burning a lot of foes then dealing 10% extra damage to ignited ones could be useful. I'd also consider getting the trait that boosts Spirit Weapon damage by 10%. I wonder if that would stack with the trait that makes Spirit Weapons cause burning which would essentially accomplish the same thing but have the added bonus of me also dealing out 10% extra damage to burning foes.
I replaced Radiant Fire with Right Hand Strength because a 15% boost to Torch skill recharge is only 3 seconds which is not worth it IMO. Plus if my precision is boosted so much then an extra 15% to crit chance could be pretty useful especialy since I blind and burn with criticals.
Also Greatswords do seem rather good, though possibly redundant with Sword & Torch. I know I won't give up the Sword & Torch simply because it's cool. As for my secondary weapon I'm not entirely sure on what to use. I was drawn to Staff mostly because I liked caster/support classes in GW1.
Also it seems like the link refuses to work it won't save some the traits I picked.
While it does appear to be awesome that you can put lots of burning on enemies you really don't want to be applying too much as duration stacks not damage, an enemy with 5 burning effects on them will only take the damage of 1 burning effect per second and so if you're constantly applying them (which is what your suggested build does) you will have a lot of redundancy.
You have a virtue that acts pretty much exactly like signet of resolve and shelter is VERY useful in both PvE and PvP for hiding out to recouperate or blocking big attacks so I would strongly recommend keeping shelter.
Smite conditions and zealots fire if the build some badly needed AoE (and extra condition removal to boot for the former) so are needed, for this reason keeping the torch cooldown reduction trait is a good idea as if you use zealots fire then zealots flame is put on a 40s cooldown which is reduced to 34 seconds by the trait.
Judges intervention is some extra mobility and a little bit of AoE damage.
I removed the spirit weapon as unless you spec into being very spirit weapon orientated and treat it like a pet they aren't particularly good, the skillslot is better spent with something more agressive.
As you've got very little in the way of traits that increase the power of boons or healing I've got rid of most skills that apply those, this is an offensive guardian build after all.
I swapped the single spirit weapon trait for the torch cooldown trait for the reasons I mentioned above and I chucked in judgemental to ensure burning is constant (but not OTT).
I appreciate the tips, and I'll certainly take them into consideration. Unfortunatley for some reason half the traits in the build you posted weren't slotted. I don't know if it's just me but it seems a lot of choices seem to get erased when links to builds are posted. The entire Radiance and Virtue trees are blank for some reason.
Yeah, I'm having that problem with my mesmer build as well, which is why I won't post it until the glitch is fixed. Suffice to say, it's a very troll build.
3 days early access and access to all beta weekends (other than the first which comes out before the preorder), a surprisingly good 10" statue, art prints, a "making of" book and a soundtrack as well as a cool looking tin thing with the map embossed on it.
£130 is a bit steep but I'm totally willing to pay that.
For you yanks it's $150 and for the europeans it's €150.
And system requirements!
Windows® XP Service Pack 2 or better Intel® Core™ 2 Duo 2.0 GHz, Core i3, AMD Athlon™ 64 X2 or better NVIDIA GeForce 7800, ATI Radeon X1800, Intel HD 3000 or better (256MB of video RAM and shader model 3.0 or better) 25GB available HDD space Broadband internet connection Keyboard and mouse.
The $150 is THE most expensive option with all the bells and whistles, there are two more options (including the regular preorder) that will be much less expensive.
If I had to throw darts I'd say the digital deluxe (game and a few digital features like a unique minipet and a cosmetic elite skill) is around $110 due to the lack of statue and art prints taking production costs down and the lack of anything to mail whereas the normal preorder is likely around $70. These are just plucked out of thin air but seem about right.
ALL preorders will get access to all subsequent beta events as well as 3 days head start (seeing as each beta event is 3 days and there will be at least one beta this is actually a minimum of 6 days of pre-release play, possibly 9).
corpsesarefun wrote:The $150 is THE most expensive option with all the bells and whistles, there are two more options (including the regular preorder) that will be much less expensive.
If I had to throw darts I'd say the digital deluxe (game and a few digital features like a unique minipet and a cosmetic elite skill) is around $110 due to the lack of statue and art prints taking production costs down and the lack of anything to mail whereas the normal preorder is likely around $70. These are just plucked out of thin air but seem about right.
Hm.
$70 is still twenty more than normal for a PC game...
Also I can afford sixty bucks by the tenth of next month, probably. Especially since I'm home cooking instead of eating out and I'm the one getting groceries (the other members of the household are advert-prone and keep getting unnecessary stuff) heh...
I don't have a problem with paying £10 extra for early access to a game that will give me many more hours of enjoyment than most games released at the moment.
So long as those collectors digital items don't give too much of a boost to players, I'm fine with it. Probably only getting the deluxe version though, I don't need a damn statue.
All pre-purchases (all money paid up front, a pre-order is paying a small sum to reserve the order) get early access, beta access and an item that buffs a few stats by 2 points (gear and traits boost by the hundreds or thousands of points).
arenanet wrote:How does physical Pre-Purchase work?
Physical Pre-Purchase for Guild Wars 2 is only available at select retailers. The details of how this will work will differ slightly depending on which edition customers purchase and where they purchase it.
Standard Edition (North America) — Customers will buy the Standard Edition Pre-Purchase box and receive a Pre-Purchase serial code. They will then go to https://register.guildwars2.com and follow the on-screen instructions to create a Guild Wars 2 account and apply the serial code, which will give them access to Beta Weekend Events and three-day Headstart access to the final game. When Guild Wars 2 launches, customers will need to return to the retailer with proof of purchase to receive the full Standard Edition box and retail serial code. They will need to apply this retail serial code to their Guild Wars 2 account within five days to continue playing without interruption.
Standard Edition (Europe) — Customers will buy the Standard Edition Pre-Purchase box and receive their serial code. This is the only serial code customers will receive and will grant access to the Beta Weekend Events, three-day Headstart Access, the Hero's Band digital item, and full access to the final live game. Customers will not need to return to retail to receive another serial code.
Collector's Edition (North America and Europe) — Customers will buy the Collector's Edition Pre-Purchase box and receive a Pre-Purchase serial code. They will then go to https://register.guildwars2.com and follow the on-screen instructions to create a Guild Wars account and apply the serial code, which will give them access to Beta Weekend Events and three-day Headstart Access to the final game. When Guild Wars 2 launches, customers will need to return to their retailer with proof of purchase to receive the full Collector's Edition box with physical items and retail serial code. They will need to apply this retail serial code to their Guild Wars 2 account within five days to continue playing without interruption.
Windows® XP Service Pack 2 or better
Intel® Core™ 2 Duo 2.0 GHz, Core i3, AMD Athlon™ 64 X2 or better
NVIDIA GeForce 7800, ATI Radeon X1800, Intel HD 3000 or better (256MB of video RAM and shader model 3.0 or better)
25GB available HDD space Broadband internet connection
Keyboard and mouse.
500gb HDDs are quite cheap nowadays, hell you can even get 1tb ones at decent prices.
25gb might've seemed huge a few years ago, but now it's a drop in the ocean for a lot of people, especially those who are more tech savvy or up to date technologically.
25GB for a single application is still pretty bloated IMO (even if it is an MMO), keep in mind that that’s only the requirement for the initial release. It’s almost laughable to consider how might disk space it might take up after patches and expansions (not to mention bandwidth usage if it has to re-download map files).
That being said I’m not running out of disk space any time soon but I’ll probably have to trim down some space on my rig as a contingency plan. For what it’s worth, I don’t use cheap HDD on my rig as I use SSD.
Fafnir wrote:The problem with external HDDs is that they aren't going to transfer data as quickly.
Also the problem is that external hard drives are cheap things made of plastic and rubber which easily break, forcing you to figure out a way to directly wire it to your computer >.<
corpsesarefun wrote:Nope, only the deluxe and collectors.
All pre-purchases (all money paid up front, a pre-order is paying a small sum to reserve the order) get early access, beta access and an item that buffs a few stats by 2 points (gear and traits boost by the hundreds or thousands of points).
arenanet wrote:How does physical Pre-Purchase work?
Physical Pre-Purchase for Guild Wars 2 is only available at select retailers. The details of how this will work will differ slightly depending on which edition customers purchase and where they purchase it.
Standard Edition (North America) — Customers will buy the Standard Edition Pre-Purchase box and receive a Pre-Purchase serial code. They will then go to https://register.guildwars2.com and follow the on-screen instructions to create a Guild Wars 2 account and apply the serial code, which will give them access to Beta Weekend Events and three-day Headstart access to the final game. When Guild Wars 2 launches, customers will need to return to the retailer with proof of purchase to receive the full Standard Edition box and retail serial code. They will need to apply this retail serial code to their Guild Wars 2 account within five days to continue playing without interruption.
Standard Edition (Europe) — Customers will buy the Standard Edition Pre-Purchase box and receive their serial code. This is the only serial code customers will receive and will grant access to the Beta Weekend Events, three-day Headstart Access, the Hero's Band digital item, and full access to the final live game. Customers will not need to return to retail to receive another serial code.
Collector's Edition (North America and Europe) — Customers will buy the Collector's Edition Pre-Purchase box and receive a Pre-Purchase serial code. They will then go to https://register.guildwars2.com and follow the on-screen instructions to create a Guild Wars account and apply the serial code, which will give them access to Beta Weekend Events and three-day Headstart Access to the final game. When Guild Wars 2 launches, customers will need to return to their retailer with proof of purchase to receive the full Collector's Edition box with physical items and retail serial code. They will need to apply this retail serial code to their Guild Wars 2 account within five days to continue playing without interruption.
Not happy about the bolded.
So basically you'll need to pre-order the CE from a store? Gak.
Xeriapt wrote:I have to admit Im a bit surprised at peoples reactions to the game needing 25gb.
I bought my pc probably 2 years back and Im pretty sure it came with a 500gb hdd.
Not really sure how 25gb is an issue.
He did mention that he uses an SSD instead of an HDD, so it could be an issue there. SSDs are a lot faster, but also a lot smaller and more expensive; as the technology improves, I imagine that they'll become cheaper and could possibly replace HDDs if they manage to reach a balance between speed and cost, but right now a 500gb SSD will cost you about ten times as much as it'd cost for a 500gb HDD.
It's more likely that he has a smaller SSD, perhaps around 60gb or so, which would be about the same as it'd cost for a 500gb HDD, around ~£60.
I'm not worried about the hard drive, mine is only 200 odd GB but I have plenty of spare room.
Having to order from a physical store is iffy though... especially with the state of game/gamestation at the moment meaning there will soon be no dedicated game retailers in the UK, if I buy the game with them on april the 10th they may not be in business by the time the game is released and the physical versions shipped.
Shopto will be fine if they get it Corpses, they just dealt with Mass Effect 3 CE excellently considering they didn't have it for sale two weeks before release. Have a tab in your Account for codes and such, so the redeeming the code shouldn't be an issue.
They are now my main pre-order site in the UK, plus they have a points reward scheme, so bonus. Not new either, not sure how I missed them for so long, but they have been around for a while.
PC Gamer had a member of their team who is normally a WoW fan do a preview special as he got to play the game. After reading that, I am getting very interested in this game, think it is likely now I will be going after a Collectors Edition.
Can't see how they plan on telling Amazon, Play and the rest they can't have a CE because they have no shop on the highstreet.
Especially when tracking orders and such is just as easy online, in fact I wager more could go wrong with a physical shop.
Most of the big online players (maybe not Play, had issues in the past) never allow pre-orders over the stock allocation they have recieved, or told they will recieve.
It's the "will then have to return to the retailer" line that confuses me, it implies you need to physically go rather than the retailer will just ship it to you.
Avatar 720 wrote:He did mention that he uses an SSD instead of an HDD, so it could be an issue there. SSDs are a lot faster, but also a lot smaller and more expensive; as the technology improves, I imagine that they'll become cheaper and could possibly replace HDDs if they manage to reach a balance between speed and cost, but right now a 500gb SSD will cost you about ten times as much as it'd cost for a 500gb HDD.
It's more likely that he has a smaller SSD, perhaps around 60gb or so, which would be about the same as it'd cost for a 500gb HDD, around ~£60.
I use a 250GB SSD and I’ve only used around 50% of the disk space (and I’ve yet to trim un needed content). I’m hoping future expansions don’t also require another 25GB otherwise things will get a little annoying.
I’m definitely going to try and get a physical copy of either the standard or collector’s edition (depending on price) as grabbing the digital version and downloading 25GB seems a bit silly . I’m probably going to pre-order the product online through Game as they always have a postage slip on my doorstep on release day (which is better than EB who only start processing pre-orders on release day). Game’s online prices are usually a little better than EB.
Yes, beta invitations have begun going out. They'll be sent out over the next few days. Please remember that discussing the beta in any way, shape, or form -- including your status in it -- is a breach of NDA. Don't risk your beta access! ~RB2
After a bit of poking around it seems that online retailers will send you the digital key for beta access on pre-purchase and then will mail you the physical version on release.
My email isn't empty, but all I got are responses to comments on the economist and mostly THAT is just chinese trolls bashing me for not thinking China is omg the gratets tihng evar.
That build gains adrenaline when it does damage, when it uses a shout, when it takes damage, when it uses it's heal as well as when it swaps weapons then constantly regenerates health proportional to the amount of adrenaline it has.
This combined with having the highest base health/armour in the game (as it is a warrior) and maxed toughness/vitality attributes means with the right gear that build is going to be able to soak up more damage than god and come out smiling.
Heh, you should see the build I posted a while back. About 10 ways to gain adrenaline quickly and 5 bonuses for it just being there. Getting adrenaline while getting hit and healing while getting adrenaline: perfect combo. Along with about 5 ways of getting fury and might, along with gems, runes and sigils, I'm a critical hit monster. And those critical hits get me more adrenaline.
An amusing movement based rogue. Switching weapons basically changes your dual skill from moving away from the enemy to moving towards them, for example.
I think you're getting a bit confused. There are 2 separate systems in GW2 controlled via the "traits" panel, traits and attributes.
In the blue area you put points into trait lines, this unlocks traits (chosen in the red area) and provides slight buffs to attributes (seen in the green area). Each trait line has two attributes linked to it that are increased by an amount proportional to the amount of points you put into that trait line.
Traits are split into two kinds, minor traits (the small slots) and major traits (the larger slots), either could be something like "drop caltrops on dodge" or "gain armour of earth when you reach 25% health" and didn't exist in guildwars one but the main difference between them is major traits are chosen from a pool of traits whereas minor traits are automatically given to you when you put a certain amount of points in trait lines.
Attributes are passive buffs for things like "condition damage", "amount of healing", "maximum health" or "damage done" and each profession has a slightly different basic attribute profile (for example warriors have higher base maximum health), attributes increase uniformly as you level up and can also be increased by the gear you choose as well as by the trait lines you put points in. Attributes were in GW1 but in a very different form, they were profession specific and tended to be about making a certain line of skills more powerful (like the fire magic example you used) rather than general effects like "conditions last X% longer".
It's by no means a simple system but it's interesting.
I'm thinking something like the DakkaDakka logo but with the second Dakka replaced with the word Korps and the GW2 dragon logo (see below) after it. We could save a version without the GW2 logo on it for use in other games.
corpsesarefun wrote:Urm, there aren't any traits in guildwars 1
Except for the ones that were there, such as soul stealing, fast casting, the various elemental magics...
Those were Attributes
As for the logo, I just think the Dakka Korps idea where we take the Dakka Logo and swap words would be good; we could just put "GW2 Division" on the underside, the MW: O people could put "MW: O Division", "Minecraft Division", what have you.
Here’s our philosophy on microtransactions: We think players should have the opportunity to spend money on items that provide visual distinction and offer more ways to express themselves. They should also be able to spend money on account services and on time-saving convenience items. But it’s never OK for players to buy a game and not be able to enjoy what they paid for without additional purchases, and it’s never OK for players who spend money to have an unfair advantage over players who spend time.
That is an awesome attitude.
We have a new player-driven market that allows players to trade gold for gems and gems for gold. If you want something, whether it’s an in-game item or a microtransaction, you ultimately have two ways to get it: you can play to earn gold or you can use money to buy gems. We think that’s important, because it lets more players participate on a level playing field, whether they use their free time or their disposable income to do it.
I love these guys. I might just buy some gems just because I like how they think.
I'm pretty sure the costumes are town clothes (cannot be worn in combat) so as much as I'd love to beat the crap out of an elder dragon wearing a chefs outfit I doubt we can.
corpsesarefun wrote:I'm pretty sure the costumes are town clothes (cannot be worn in combat) so as much as I'd love to beat the crap out of an elder dragon wearing a chefs outfit I doubt we can.
I'm gonna keep running my old Guild in GW2 but, If the guild system allows it (I think you can be a member of multiple guilds in GW2) I will bless you all with my presence in the Dakka Guild <3
Been looking at the new traits in the meantime. Nothing changed my previous super-adrenal warrior build, but the new trait Flew looks really tempting, and I have nowhere to put it.
NCsoft (the publisher of GW2) is based in korea so it will definitely be sold in asia, I'll try to dig up the details.
@J.Black every character can be in multiple guilds (but only have one "active" guild) and each character on an account can have a different active guild. I'm playing an asuran guardian in mostly WvWvW with a guild of my real life mates as well as running the dakka guild with slarg on my engineer.
When you use tremor you kind of hit the ground and send out a shockwave that cripples a foe.
Mechanically it's a medium-ranged cripple much like throw axe however it has 20second cooldown rather than throw axes 6 second, you'd be better off with either axe/axe or axe/sword.
With the engy I'd swap protective shield for deployable turrets, it's quite a useful trait and protective shield is kinda meh. Also I'd move 10 points from alchemy to tools and get the self-repairing turrets trait, those points in tools also buff condition damage and will reduce the cooldown of your toolbelt skills.
Apparently there will only be one production run of the collectors edition and that run will only be around 20,000 copies worldwide so getting a copy will be a challenge. That said I want that statue so that won't stop me!
Seeing some of the beta coverage, I may get this, however my experience with MMOs has generally been to play them for between 2 weeks and a month, and then abandon them forever. That said, without a monthly fee, that isn't necessarily a huge deal.
They are something out of Hiroyuki Imaishi's wet mecha dreams after spending all night trying to imagine how to make a mecha bigger than Super Tengen Toppa Gurren Lagann.
Does anyone know if the Warrior is mostly DPS or tanky? I'm getting the feeling it can go either way depending on what you get for the class, but I'm not sure.
Also, not sure if anyone can answer this at all, but the mage types have the +toughness stuff they can get. I know that won't make them tanks and not expecting them to, but anyone know if it will make much of a difference? E.g. if I'm an elementalist or a mesmer in a group and I have a maxxed out toughness tree, will I be able to keep my group from needing to heal me as much as compared to not having it?
Slaan wrote:Does anyone know if the Warrior is mostly DPS or tanky? I'm getting the feeling it can go either way depending on what you get for the class, but I'm not sure.
Also, not sure if anyone can answer this at all, but the mage types have the +toughness stuff they can get. I know that won't make them tanks and not expecting them to, but anyone know if it will make much of a difference? E.g. if I'm an elementalist or a mesmer in a group and I have a maxxed out toughness tree, will I be able to keep my group from needing to heal me as much as compared to not having it?
Actually every class can tank, admittedly it's not tanking in the usual form as if you stand still in front of a dungeon boss for more than 5 seconds you will be killed but every class has equal potential for absorbing damage in some manner whether it's by taking the hit themselves, blocking the hit or some other means. The necromancers is a caster but has the highest base health in the game as well as a secondary health bar and a load of life stealing. The elementalist is a caster but constantly has access to earth magic skills that greatly increase their armour.
It's best not to think about tanks at all really as the terms the developers use are "support", "control", and "damage". Support is buffing (boons) allies, summoning environmental weapons for allies to use, healing allies, blocking attacks for allies and etc. Control is manipulating foes with blinds, cripples, knockbacks and etc. Damage is dealing damage via straight up DpS (not that effective) and/or damage dealing debuffs (conditions).
From this point of view you can split traditional tanking into two aspects, the support-y aspect of blocking damage aimed at your allies and the control-y aspect of keeping the enemy in a certain position both of which can be achieved by every profession. However if you try to use agro mechanics to control mobs and stand in front of them trying to soak damage you will die very quickly.
As for the guardian being tanky, I wouldn't get overconfident as they have the lowest base health pool in the game (balanced by their high health regen, high armour and forcefields) so they can be pretty easily spiked out by anything armour penetrating unless the player is skilled with his use of blocks and shields.
Xeriapt wrote:Yeah any class has potential to fill the different roles, which I think is pretty damn awesome.
I imagine that some clases are perhaps more efficient at certain roles though?
Yes, broadly there are 3 types of damage absorbtion in gw2.
One is just taking it on the chin classes with high health or the ability to increase their armour (warriors, necromancers or elementalists) can do this easily but can only take a few big hits like this.
Two is by blocking, certain skills allow you to block an attack and not take any damage from it. Elementalists, guardians, warriors, rangers, engineers and mesmers can all do this however the block must be timed correctly and has a cooldown.
Three is by dodging, if you dodge an attack you move out of the way and become invulnerable for a split second. Every class can do this by double tapping the directional arrows but some (namely the thief and mesmer) have dodge skills that are generally better than a standard dodge. Dodging uses up the endurance bar (you can dodge twice in a row but it will fully drain endurance, dodging once will half drain it) and that takes a few seconds to fill back up.
You could also send in pets/minions/clones/elementals to take the hit for you I suppose which rangers, necromancers, mesmers and elementalists can do respectively however the AI is a little derpy.
So from this you have one goal "taking a hit for the team" that can be achieved by 3 (4 if you include sending ai to take it for you) means, some professions are better at some of the methods than others but they are all equally viable.
MrDwhitey wrote:The holy trinity will not be missed.
Agreed; I can't get behind the idea of "Hey, we finally got 10 people together, but we lack a number of DPS dudes and a certain number of healing dudes, so kthxbai guys!"
I know what you mean; my Ritualist in GW was the only one I ever saw that used something OTHER than SoS Spirit Spam.
I think I had....
Resto
Spirit Weapon Sin
General Resto/channeling (Not much damage, not much healing, but capable of doing both rather well).
Weapon of Quickening (VSF, mostly).
Swordwind wrote:My GW1 rit was a DwG bomber. Boy, that was fun.
My warrior I focused on insane amounts of precision. Crit monster whoo!
I'm not sure what I'll have my necro...
Probably 30 spite, 30 blood magic, and 10 soul reaping unless they change around traits.
THis would give me...
Signet mastery (reduced cooldown) -- I have three signets planned for that build. Axe training (increased damage) -- Axe / Focus is my backup weapon set. Reaper's blast (more powerful life blast in death shroud form) -- I plan on having death shroud usage, it seems rather interesting. Parasitic bond (kills give life) -- Comes with Spite. Death into life (not sure what this does, says power converted in to healing?) -- Comes with Spite. Siphoned power (gain might when hit while under 25% health) -- Comes with Spite. Dagger mastery (dagger power cooldown) -- Dagger/Dagger is my primary build. Quickening thirst (faster while using a dagger) -- Dagger/Dagger is my primary build. Deathly Invigoration (heals allies whenever exiting death shroud) -- I plan on having lots of death shroud usage if I can. Full of Life (5s regeneration when getting below 90%) -- Comes with Blood Magic Vampiric (steal life on hit) -- Comes with Blood Magic Blood to power (+power when health is above 90%) -- Comes with Blood Magic Gluttony (Life Force fills faster) -- Again, plan on having death shroud usage be a focus, along with life stealing. Vital Persistence (Life Force drains slower in Death Shroud). -- See above!
Might be convinced to give up ten points in spite and/or ten in blood magic to get more Soul Reaping abiltiies though, namely Near to Death (reduced Death Shroud cooldown) and Speed of Shadows (Faster while in Death Shroud)/Foot in the Grave (gain Stability while in Death Shroud).
The build seems a little confused, you're traited to have benefits for mantras but you only have one mantra and the rest of the skills are very support orientated but your attributes are damage orientated
My soldier build, updated (chose my perks and added extra signets to make use of the +40 precision for each signet you have equipped perk, mostly). Maximized my critical hit chance and damage as well as condition damage and burst damage apparently.
My necromancer build updated-- I admit that I need help with choosing perks and a trait layout for this build, but the current build is like my warrior build, crit heavy. It gains life force and hit points on crits, causes weakness and bleeding on crits, and does increased damage for each condition on the foe (which combined with maximum condition length, should help make up for my only having 10 power).
My engineer had no such problem, and is extremely focused on rifle and turret perks. again I find myself getting very high critical chance, but this time I also have high toughness and healing (my healing turrets will be quite useful I suppose?). I switched out flame turret for elixir gun to make use of the healing stat, though I don't know if that's really necessary.
Again I find myself focusing on critical hits, it's not my fault gov!
But jokes aside, I have always liked lightning skills, and I added ten points to water magic for healing and to enhance my arcane powers. Fast casting, gaining health and endurance while using powers, and running the hell away any time anyone gets too close are the order of the day.
My soldier build, updated (chose my perks and added extra signets to make use of the +40 precision for each signet you have equipped perk, mostly). Maximized my critical hit chance and damage as well as condition damage and burst damage apparently.
My necromancer build updated-- I admit that I need help with choosing perks and a trait layout for this build, but the current build is like my warrior build, crit heavy. It gains life force and hit points on crits, causes weakness and bleeding on crits, and does increased damage for each condition on the foe (which combined with maximum condition length, should help make up for my only having 10 power).
My engineer had no such problem, and is extremely focused on rifle and turret perks. again I find myself getting very high critical chance, but this time I also have high toughness and healing (my healing turrets will be quite useful I suppose?). I switched out flame turret for elixir gun to make use of the healing stat, though I don't know if that's really necessary.
Again I find myself focusing on critical hits, it's not my fault gov!
But jokes aside, I have always liked lightning skills, and I added ten points to water magic for healing and to enhance my arcane powers. Fast casting, gaining health and endurance while using powers, and running the hell away any time anyone gets too close are the order of the day.
Well, my elementalist is going to be more focused rather than an attunement swap type character. Lightning focused, using its speed to keep my distance and stay out of trouble, healing every time I cast a spell due to my healing signet, and regaining endurance any time I use my arcane powers, allowing me to rapid cast spells (my daggers have both quick and long cast spells and I have reduction of recharge rates of air attunement skills) while staying out of the way of heavy hitting melee fighters... and THREE perks which increase my movement rate while using daggers in air attunement.
There's a lot I have to learn about mesmer's though so this is likely to change, but I think at least some of it is a keeper and I see if the rest makes sense as I go.
@ Mel that build actually looks pretty solid, I'd have a staff as your secondary slot for some long range damage but the traits and utilities seem about right.
@ Devastator also a pretty solid build, i'd go with muddy terrain rather than frost trap as your snare though.
Slaan you don't seem to have picked any skills so I can't really comment on how good that build is.
Corpsesarefun wrote:@ Mel that build actually looks pretty solid, I'd have a staff as your secondary slot for some long range damage but the traits and utilities seem about right.
Is my focus on signets excessive?
In this case there's tons of synergy between four specific powers (plague signet, consume conditions, unholy feast, signet of spite) at least, but dunno about my other classes lol. Oh, and cool, didn't see the staff's "putrid mark"... that works well with my condition control based schema.
Corpsesarefun wrote:You have a signet heavy build, that's totally ok and can definitely work.
I like the passive effects, and the 20% recharge reduction means I'll have less wait between use and regaining the passive effect (48 instead of 60 seconds, and 72 instead of 90 seconds)...
Though I wonder-- do you get the passive efefcts even while the power is recharging?
Corpsesarefun wrote:You have a signet heavy build, that's totally ok and can definitely work.
I like the passive effects, and the 20% recharge reduction means I'll have less wait between use and regaining the passive effect (48 instead of 60 seconds, and 72 instead of 90 seconds)...
Though I wonder-- do you get the passive efefcts even while the power is recharging?
I would assume no; Elementalists get "Set in Stone", which specifically states that the Passives stay active even after you use them.
Yeah the puzzles seem a little too forced for me but it's always good to have variety in gameplay.
News came in early this morning that the game will be sort of region locked, if you buy the North American version then you can only play from North America (but you can play on any in game server) or if you buy the European version you can only play when you are physically in European countries.
Apparently regions without their own data-centres will default to being NA copies. The lack of asian/oceanic data-centres is confusing at the moment as NCsoft is based in South Korea but only time will tell how things will work out.
I'm blowing most of last months paycheck on collectors, I'll be up all monday night so I can order it exactly when it goes on sale.
I have the page for collectors edition on zavvi bookmarked, my account auto-logged in as well as my payment and delivery details already entered. I just need to hit "add to basket" and "buy".
An interesting possibility has come to light, due to the public backlash towards region-locking people have theorised it was a political move of sorts by Arenanet. Region locking and other distribution elements are all handled by NCsoft (the publisher of GW2) so it's possible that Arenanet made the announcement purely so they could be like "yeah everyone hates it" to NCsoft to get their own way.
Be very careful about pre-ordering, pre-orders don't get beta access or 3 days head start so unless pre-orders are upgraded to pre-purchases on the 10th avoid pre-ordering.
That's the difference between a pre-order and a pre-purchase as far as I understand it; with a pre-order you pay some money to make a reservation and then pay the rest on release whereas with a pre-purchase you pay the full sum up front.
Apparently there are issues with steam handing out beta codes on the 10th and then sending out full game codes on release, purely a distribution thing.
Corpsesarefun wrote:Be very careful about pre-ordering, pre-orders don't get beta access or 3 days head start so unless pre-orders are upgraded to pre-purchases on the 10th avoid pre-ordering.
I plan to Prepurchase On the 10th, but it's nice to know that I have backup plan, to ensure I get the CE.
I got to sixteen, and honestly I just can't bring myself up to play much more of GW1 anymore; Spent a long time doing nothing but PVP, but that was all RA, and by the time I was doing the PVE it was too late; It didn't have my interest.