Guild Wars 2

Of the Tabletop, and other, lesser varieties.

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yurell
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Re: Guild Wars 2

Postby yurell » Tue Aug 28, 2012 12:00 pm UTC

I am so pissed off with this game at the moment. The women wear virtually nothing, and half of it isn't even tastefully done; hell, some of their clothes even shows the mandatory attached underwear that comes in every game. They couldn't even cover the underwear with clothes.

These are warriors, who are fighting with swords. Strong, independent female characters? Fuck that — your entire gender are sex objects! Half the stuff doesn't even look wearable; does someone dress them like dolls?

*Rages*
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Re: Guild Wars 2

Postby Obby » Tue Aug 28, 2012 6:26 pm UTC

I dunno, my Guardian is female and she's pretty much completely covered from the neck down. Though, I do see what you mean with the caster classes. The elementalists in particular are pretty scantily clad.
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Re: Guild Wars 2

Postby Lucrece » Tue Aug 28, 2012 6:27 pm UTC

It's not frequent that female sets are revealing, but they have way more options in revealing/nonrevealing than males.

http://dulfy.net/2012/07/21/gw2-armor-previews/

All dungeon and cultural armor sets. I personally envy the amount of revealing armor that's available to females, when for my male my very few options are soldier class sets. As a caster my male only gets the shaman set for any significantly revealing armor, and for the rest many of the male caster sets are Prince Poppycock awful renaissance wear and baggy scholar robes.

It's particularly the case for human cultural armors, since humans are the one race where you can make the males sexy, and they're the ones who get all these courtly cloth with frills and baggy sleeves.

I wish they'd look at some of the Aion male caster armors. For males you had a fair amount of revealing armors that showed arms, chests, and even ocassionally the abdomen. More shamanistic/sorcerous sets, less courtier and old scholar caster sets is my wish.

I'll go with my sylvari's cultural tier 2 armor.
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Re: Guild Wars 2

Postby Drumheller769 » Tue Aug 28, 2012 7:00 pm UTC

In regards to clothes, they are just keeping up the same thing they did in Guild Wars 1. Look up the female monks from that game. I'm sure their reasoning is that it sells better.
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Re: Guild Wars 2

Postby Lucrece » Tue Aug 28, 2012 7:52 pm UTC

You can look up in youtube Kristen Perry. She's the lead character artist, and she flat out stated those revealing female armors are there because she and other female designers liked it.

When Kingdom of Amalur came out, the first complaint thread in the official forum was by females annoyed by the equal armors, because they were bulky and not feminine in shape or style. They complained the hairstyles were also not elaborate or styled enough. There's a sea of tastes when it comes to character customization; unfortunately, those of us with more unorthodox tastes get the short stick.
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Re: Guild Wars 2

Postby 3fj » Tue Aug 28, 2012 9:00 pm UTC

Unless we're talking town clothes, my female Sylvari Mesmer is pretty well covered. Tunic and baggy trousers. This may change later on though (what with the old more powerful == more revealing trope.)
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Re: Guild Wars 2

Postby yurell » Tue Aug 28, 2012 11:23 pm UTC

Lucrece wrote:It's not frequent that female sets are revealing, but they have way more options in revealing/nonrevealing than males.


Yeah, I was referring to the cultural armour (because nothing makes more cultural sense than to wear little when you're from a frozen place, amirite?), and I'm probably so angry about it because it completely blind-sided me. The last fantasy games I had played were Neverwinter Nights (1&2) and Dragon Age which tended (with exceptions) towards more decent clothing. I thought we were at the point where female characters could wear practical clothing that still looks nice, like a warrior wearing wearing warrior clothing, instead of sexual-fantasy clothes in the theme of a warrior.

It's good to know that it gets better, though; I didn't make it past character select I was so annoyed with it. Was considering playing one of the cat-people in order to escape it all (it didn't escape me that humanoid women love showing skin, while the bestial women do not).
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Re: Guild Wars 2

Postby Lucrece » Tue Aug 28, 2012 11:54 pm UTC

Well, charr in general see humans as weak, frivolous pansies. Charr are the race least preoccupied with pleasing others- devs remark that the reason the charr war machine hasn't expanded as expected is because they're warmongerers to the point of being splintered against each other.

We even see it in their armor; theirs is practical and shuns fancy design. They're the pragmatic race, the atheists( sylvari are agnostic), unburdened by tradition or any concept of diplomacy.

I will admit that one dress shown on the website that even shows stocking straps going into what is basically a panty for leg armor gave me a sour taste. It was trashy, not even seductive in a classy, dignified way. But luckily there are plenty of nonrevealing armors -- what they could do is not use the blatantly revealing armors as default armors or character creation previews.
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Re: Guild Wars 2

Postby Menacing Spike » Wed Aug 29, 2012 12:54 am UTC

Armor-wise, I tend to prefer armor that tells a story. See the witcher: it has bits cobbled haphazardly (seemingly over time), pouches for herbs and drugs, a knife (useful for his job), etc. The armor emphasises mobility while protecting his legs - which makes complete sense as he expects to fight either very large enemies or foes smaller than him.
Team Fortress 2 is also very good at this: just look at the guys! Their outfits are both sensible (fire retardant suit for the dude with the flamethrower, light clothing for the speedy scout, ammo belt for the guy with the minigun) and visually distinctive and interesting, while avoiding overdesign.

Speaking of overdesign, I find WoW-style far more offensive than skimpy clothes: their complete lack of sense break immersion even more than the usual "sexy" apparels.

I don't even understand the point of those apparels - even for titillation, an air of competence and assertiveness is far more impacting than looking like a prostitute.

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Re: Guild Wars 2

Postby Lucrece » Wed Aug 29, 2012 1:25 am UTC

Well, an argument for practical armor breaks apart when you're taking lightnings to the face, shots to the body, and taking swipes from dragons 100x your size. That's the thing about fantasy -- aesthetics can afford to be unthetered. It becomes all about taste.

The problem is always variety. If designers worked harder at implementing variety in styles, then people would be less frustrated because then they have options that also cater to them. Women would get their practical outfits, while men would get armors that flatter the assets you spent some time in customization to get right.
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Re: Guild Wars 2

Postby 3fj » Wed Aug 29, 2012 10:32 am UTC

Lucrece wrote:sylvari are agnostic

The have either (depending on how you look at it) a physical god or a pope! Your enemies believe in the dream, but want to destroy it. There is a single character who doesn't believe in the dream because they can't remember it and your first reaction is an attempt to fix it! How is that Agnostic in any way?
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Re: Guild Wars 2

Postby Lucrece » Wed Aug 29, 2012 8:27 pm UTC

Agnostic doesn't mean lacking in philosophy.

If I'm a pacifist, and I notice that you're casually indifferent to inflicting violence, leading me to want to correct you, that does not make me religious.

They look to the Pale Tree as a leadership figure, but they don't elevate her to deity status. I would give great deference to my parents as well, but in the case of Caithe you see her nonchalantly killing Nightmare Court despite the Pale Tree's displeasure at the action of killing.

Sylvari don't deny the existence of human gods, rather looking at the concept of gods as a curiosity because they're new to life and sentience. If anything, they place a lot of weight on experiencing things, empiricists with the perks of near telepathic hive memory sharing.
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Re: Guild Wars 2

Postby Izawwlgood » Thu Aug 30, 2012 1:09 pm UTC

Booted this up lastnight and played ~10m, it's definitely going to replace my current MMO for a bit. That said;
I hate, hatehatehate, when character creation involves choices that are the opposite of transparent.

'Your favorite teacher was A) Mr. Finklestein, the cat lover, B) Miss Pennysworth the contortionist or C) The neighborhood stray.'

What in the actual fuck?
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Re: Guild Wars 2

Postby Intrigued » Thu Aug 30, 2012 1:29 pm UTC

"Pick someone you think would sound interesting to have in your early questlines"

I actually kind of like these choices, probably mostly for the nostalgia of the similar style questions that daggerfall would ask you on new character creation.

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Re: Guild Wars 2

Postby Obby » Thu Aug 30, 2012 1:34 pm UTC

Yeah, they only determine your quest line for the character. The only thing at character creation that affects anything at all in terms of gameplay is your race and class. Everything else is cosmetic or quest related.

I started using dual daggers on my elementalist. Holy christ, the damage. It's tons of fun just leaping around, exploding and leaving fire trails everywhere, and watching things just die extremely quickly. Paired with some defensive skills on the customizable skills, it's extremely fun, and certainly much more interesting than a staff. Though, I do see having some issues in PvP, since the range is much closer than I'm used to and me being squishy and all...
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Re: Guild Wars 2

Postby Izawwlgood » Thu Aug 30, 2012 5:26 pm UTC

Ah, that's not so bad then.

What server is everyone on?
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Re: Guild Wars 2

Postby Intrigued » Thu Aug 30, 2012 5:41 pm UTC

henge of denrasomething, denravi? playing a mesmer with some friends and ability 4 while wielding a focus is stupid fun during WvW. It's a line effect (like a firewall) that does slow/speed to enemies/allies, but when you cast it again it pulls a handful of enemies toward it. Crazy awesome for pulling people off keep walls, bridges, cliffs, whatever is around.

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Re: Guild Wars 2

Postby Obby » Thu Aug 30, 2012 5:42 pm UTC

I'm playing on Sorrow's Furnace. But we're currently getting dominated in WvW since one of the other servers in our group has a way more active PvP group than ours does.
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Re: Guild Wars 2

Postby Intrigued » Thu Aug 30, 2012 6:02 pm UTC

Lol, crazy. Any chance you were playing WvW late last night, like maybe 11-1am ET? We were rocking a bunch of sorrow's furnace, I wonder if you were one of them :P

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Re: Guild Wars 2

Postby Obby » Thu Aug 30, 2012 6:18 pm UTC

Nope. I haven't played WvW since I joined this server, it's just not worth it since one of the other servers (I guess it's Henge of Denravi, I don't remember off the top of my head) vastly outnumbers mine and the other one. Once I find a solid group to do WvW with I might venture out there again for small scale engagements, but for now I'm going to stick to PvE stuff. I'm still trying to teach my friend the ropes of the game, too.
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Re: Guild Wars 2

Postby Intrigued » Thu Aug 30, 2012 6:31 pm UTC

Pretty sure they change the servers you are facing against, and also they try to match up similar skill levels, though that's obviously not an easy thing to do especially with just a handful of days worth of data.

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Re: Guild Wars 2

Postby Obby » Thu Aug 30, 2012 6:51 pm UTC

They haven't started matching yet. They will in the future, though, according to them.
The story so far:
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Re: Guild Wars 2

Postby DaBigCheez » Thu Aug 30, 2012 7:11 pm UTC

Obby wrote:I started using dual daggers on my elementalist. Holy christ, the damage. It's tons of fun just leaping around, exploding and leaving fire trails everywhere, and watching things just die extremely quickly. Paired with some defensive skills on the customizable skills, it's extremely fun, and certainly much more interesting than a staff. Though, I do see having some issues in PvP, since the range is much closer than I'm used to and me being squishy and all...

I prefer dual-daggers (or, as I refer to it, "knives out") for my PvP build - it's an extremely aggressive playstyle, and all the gapclosers (especially if swapping attunements) are hugely helpful to catch up to dodgerollers, and even to get away if you remember to detarget before using Ride the Lightning. The damage in dual-daggers is stellar, and the knockdown/shockwave-Hadoken Earth combo is just hilarious.

I prefer staff for large engagements, though - it's not very mobile, but much longer-ranged and much better AoE. Combining the earth and water slows, plus meteor shower and Eruption, with Healing Rain for your own side, can have a huge impact on big fights, but when I've tried to use staff for smaller tussles I either get caught out of position due to the long charge times or my target just runs away faster than I can follow.

I just don't like scepter/focus. Has anyone had good success using these?

I'm currently planning to run a generalist "stance-dancer" build, with the general concept being that I'll switch attunements roughly every 4 seconds. The Arcane trait that gives boons to nearby allies + all the 15-pointers that deal damage/heal/debuff around you when you swap attunements are what I'm planning to chain together, though I may wind up forsaking one or two of the 15-pointers in favor of boosting Arcane higher (both for the "attunement bonuses linger" and potentially for the 30-point Arcane trait that makes power-AoEs when you dodgeroll, depending on your attunement - including the Earth-hadoken without a charge time!) Not sure how well it'll work in practice, or if it's just a fast-track to RSI, but it ought to be entertaining at least.
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Re: Guild Wars 2

Postby Obby » Thu Aug 30, 2012 7:45 pm UTC

Yeah I'm planning on running a 30 fire/20 earth/20 arcane build as my main setup.

http://www.guildhead.com/skill-calc#zVs ... G0Gokbocms

So far I have all of the abilities I need for that one except the elite skill, and the levels necessary for the trait points, since I'm only level 22. But I think it will work out great. Survivability from the earth and arcane trees and my utility skills, and damage from all three trees. I think it's got some nice synergy as long as I can master swapping between earth and fire.
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Re: Guild Wars 2

Postby Lucrece » Thu Aug 30, 2012 9:40 pm UTC

Your 3 biographical choices determine your first 30 levels of storyline. For example, as a sylvari you choose the ventari teaching you most heed, the vision you saw in the dream, and your cycle. 1-10 the storyline is about your vision. 10-20 your storyline revolves based on chosen ventari teaching, and the next ten levels your other choice.

In between those storylines, you come across several decision forks that determine how your storyline develops. For instance, if you choose the norn storyline of protecting the spirits, you are prompted to choose a strategy for saving captured spirits-- to accept the blessing of minotaur spirit and transform into one and rampage through the svanir camp, or to dress as beer merchants and sneak through the svanir camp to release the spirits.

As you level, each ten levels opens with a new storyline development with forks all of their own. Later on you get the choice of joining one of three orders: The Vigil, a militaristic alliance that believes the dragons can be defeated through confrontation; the Order of Whispers, an ancient organization of spies and information brokers that operate through subterfuge and infiltration, who believe the dragons can only be returned to slumber;and, finally, the Durmand Priory, which is an order of lorekeepers, archeologists, and scholars that posit that we must defeat the dragons by obtaining knowledge of how they came to be and how they can be defeated with ancient knowledge that you'll be scouring ruins and lost artifacts for.

That doesn't include story mode and explorable mode dungeons, where the story mode centers on the iconic group Edge of Destiny that split and you're trying to reunite, and explorer mode where you gain storylines based on the aftermath of the storymode run( explorable mode offers different hardmode dungeon routes with different encounters, and each route in turn contains a random matrix of possible dynamic events to keep the runs fresh).

This game is VERY RP friendly. I love that the storylines are not secondry to sheer gameplay. There is a world with tons of lore and dynamic events and dynamic NPC's that give life and conversations to the zones, weaving an interconnected narrative.

Sure, you will find plenty of corny fantasy dialogue; this is a T rated game, not Game of Thrones. But if you overlook some standard fantasy heroe speech patterns and voice acting, the lore of the game that the world exposes you to is amazing, as is the amount of exploration opportunities, such as jumping puzzles and environmental objects. You can complete events and quests in different ways, be it helping people by killing enemies or grabbing buckets of water and putting out fires, grabbing cow food and feeding the cows, or grabbing a hoe to dig out parasitic larva and using that hoe with a temporarily new set of abilities to combat the larva with.
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Re: Guild Wars 2

Postby Toeofdoom » Fri Aug 31, 2012 9:50 am UTC

yurell wrote:I am so pissed off with this game at the moment. The women wear virtually nothing, and half of it isn't even tastefully done; hell, some of their clothes even shows the mandatory attached underwear that comes in every game. They couldn't even cover the underwear with clothes.

These are warriors, who are fighting with swords. Strong, independent female characters? Fuck that — your entire gender are sex objects! Half the stuff doesn't even look wearable; does someone dress them like dolls?

*Rages*

I've realised now that the game is out my comment understated this - probably because my first test character was a charr, I'm sorry if I misled anyone with that and was quite disappointed myself.

It can help when you get a quest reward to just right click each option and hit preview. On the other hand, if you go through the pvp armour collections or tailoring list doing the same you might not end up happier. I'd estimate > 50% of the actual covering armour there is the sets corresponding to the various enemy factions (nightmare court, flame legion etc.)
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Re: Guild Wars 2

Postby EmptySet » Fri Aug 31, 2012 3:14 pm UTC

3fj wrote:Unless we're talking town clothes, my female Sylvari Mesmer is pretty well covered. Tunic and baggy trousers. This may change later on though (what with the old more powerful == more revealing trope.)


Speaking of Sylvari town clothes, I'm not even sure if my male Sylvari Engineer is wearing a shirt or not. It seems like the shape of his torso is slightly different than when he is wearing nothing, but it's still the same colour as his skin.

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Re: Guild Wars 2

Postby Izawwlgood » Fri Aug 31, 2012 3:46 pm UTC

In terms of 'how customizable' is your character, how would people feel this game compares? I worry that end game I'm just going to be sitting on a couple favorite weapon skillsets, and a few utility skills that are particularly handy. I'm not a fan of the lack of distinct roles to fill (i.e., everyone gets a heal ability and has buff abilities), but maybe it's a great thing that totally works out?
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Re: Guild Wars 2

Postby Lucrece » Fri Aug 31, 2012 7:16 pm UTC

The way traits and weaponskills work is that often you're forced to choose between mobile weapons, controlling weapons, defensive weapons, spiking weapons, and support weapons. All including the matrices of traits and utility slots affecting how you play.

It is important to know that most people overlook combo fields, finisher types (different abilities in combo fields produce different effects, such as blindness, condition removal, and chilling) that add additional levels of complexity in terms of how players cooperate with each other, since there ade no tanks or healers in this game, active support is more important rather than outsourcing responsibilities to other players.

Obviously some will be more specialized for certain tasks, since a damage and control mesmer will not be fulfilling the same tasks such as a banners and shouts support warrior who is better suited to reviving allies and bolstering their defenses.
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Re: Guild Wars 2

Postby Izawwlgood » Fri Aug 31, 2012 8:15 pm UTC

When do 'instances' or their equivalent start?
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Re: Guild Wars 2

Postby Lucrece » Fri Aug 31, 2012 10:32 pm UTC

The first dungeon is at lv30, Ascalonian Catacombs in the charr 1-15 area. The map icon for a dungeon is a set of wooden doors with a stone frame. Mind, dungeons are a significant step up in dificulty, even story mode which is meant for pugs.

If you attempt a dungeon, it's recommended you p,an a setup first with the team.

I've farmed already both versions, but I'll give pointers for the story mode. First, take condition removal. Conditions is what will get you killed there, as mobs pepper you with them. Your second utility and weaponsets should take into account projectile reflection; the most lethal mobs are ranger and elementalist mobs, and projectile reflection will make them a lot easier. Most importantly, bring one melee weapon and one ranged weapon, as range flexibility is important, and while melee weapons provide significantly more damage output they also carry greater risk. Pay attention to the environment as a signature of GW2 dungeons are traps, which red circles most of the time will point out to you-- there's an object around to deactivate said traps, and often next to that object a mob is hiding.
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Re: Guild Wars 2

Postby Izawwlgood » Sun Sep 02, 2012 3:23 pm UTC

So... At lvl 10 I've unlocked all the weapon abilities for my elementalist. I find this pretty frustrating actually, that the next 70 levels will only include opening and mixing and matching of 4 other abilities.

I find the game good, and enjoyable, and to be doing so many things so very right, but I'm not sure it'll hold my interest very long. The lack of distinct roles (everyone just basically spanks while spamming group buffing abilities) and overall lack of diversity within a given class seems like it means you just pick a weapon with a good set of abilities, watch the gear numbers get bigger, and have at it.

it just doesn't really feel like there are benchmarks to work towards; I'm not going to hit 40th and unlock some sweet new ability, because (and I could be wrong here), the abilities don't really seem to be massive deviations from things anyway. Another root breaker + condition remover, or another attack, or another signet that provides a buff.

Does the game get more interesting when traits are more fleshed out (can you respec?)?
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Re: Guild Wars 2

Postby Kain » Sun Sep 02, 2012 10:33 pm UTC

Izawwlgood wrote:So... At lvl 10 I've unlocked all the weapon abilities for my elementalist. I find this pretty frustrating actually, that the next 70 levels will only include opening and mixing and matching of 4 other abilities.

I find the game good, and enjoyable, and to be doing so many things so very right, but I'm not sure it'll hold my interest very long. The lack of distinct roles (everyone just basically spanks while spamming group buffing abilities) and overall lack of diversity within a given class seems like it means you just pick a weapon with a good set of abilities, watch the gear numbers get bigger, and have at it.

it just doesn't really feel like there are benchmarks to work towards; I'm not going to hit 40th and unlock some sweet new ability, because (and I could be wrong here), the abilities don't really seem to be massive deviations from things anyway. Another root breaker + condition remover, or another attack, or another signet that provides a buff.

Does the game get more interesting when traits are more fleshed out (can you respec?)?


First, you can respect, so yeah, that helps a lot (it is rather cheap too).
Second, at level 10 you aren't going to have access to your really good slot skills, which are were the customization options really come into play.

As for the spamming and all, that works a bit too well for my taste too, but that is where explorable dungeons shine (level 35 for the first one, unfortunately). I have yet to make it through the explorable mode of Ascalonian Caverns with my guildies, and not for a lack of effort (we racked up something like 20 deaths each on the second sub-boss, before calling it a night).

Of course, it may not be your thing regardless. I hope not (wouldn't want you to have sunk 60 bucks into a game you don't find fun), and would recommend you at least try going to the mists, where you can play with all of the different skills available to your character once it reaches level 80 (in a pvp setting, no less).
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Re: Guild Wars 2

Postby Izawwlgood » Sun Sep 02, 2012 11:15 pm UTC

When can you enter the mists? And does doing so unlock abilities?

I want to be careful with criticisms, because I presently find the game very, very addictive and fun, and like I said, it is doing some things very right as far as MMOs are concerned. I just worry I won't find the game entertaining enough to stick with. Is Pvp a blast?
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Re: Guild Wars 2

Postby Lucrece » Sun Sep 02, 2012 11:21 pm UTC

At lv40 you unlock your second tier of major trait slots, so, yeah, there is more character growth to look forward to. Spamming abilities only really works at the early levels, and certainly not in any dungeons.

As an elementalist you have 20 weaponskills alone from attunements, which switch based on weapon combinations, and on top of that you get 5 more utility slots to customize, so more like 25 skills in a matrix.

In WoW you get maybe 40 or more skills if you're a pet class, but you only use about 5 rotationally. With occassional cooldowns and half of your skills are obsolete depending on spec. Don't confuse quantity for quality.

You can enter the mists right away from lv1. Click the crossed swords icon and it pops up the PVP pane, select the tap that lets you click the button to send you to the mists.

There are 2 kinds of PVP, one with power creep and one with equal power levels. The first is WvW, which is like WAR's and DAoC's realm war open world PVP, where you take your character with its PvE unlocks and fight alingside other people for forts and objectives.

The second is an arena style, where you get all skills and traits unlocked, leveled to 80, and have all weapons and armor modifications available on a limitless basis. What you earn by participating on this format is new armor and weapon skins, but you are as powerful as everyone from the get go. You don't have to grind gear to PVP, and only focus on cultivating your skill.
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Re: Guild Wars 2

Postby Izawwlgood » Mon Sep 03, 2012 1:54 pm UTC

It's not so much a lack of number of abilities for my ele, as much as they all seem very similar. Stance dancing is kind of neat, I just hope it gets more involved.

But yeah, like I mentioned, I've not even unlocked traits for my ele yet, so don't know what their depth is.

In dungeons, do people generally take on roles, like a guardian going tank and holding aggro? Or is it just spank and buff spam the whole way

Again to clarify, this skepticism is tempered by a strong degree of game enjoyment.
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Re: Guild Wars 2

Postby Lucrece » Mon Sep 03, 2012 5:17 pm UTC

In dungeons you will generally have two people specced to be durable, but EVERYONE tanks at some point, because nobody can't just stand up to a veteran or champion mob and not die. Some people will be more supportive and better at rezzing with traits that bolster rezzing and healing and damage reduction, but everyone still has the imperative to support, and similarly there will be some damage soecced people, but everyone is expected to use their offensive abilities as well.

CC chains and interrupts are important. Coordinating combo fields for extra damage and condition removal and aoe blind to reduce incoming damage is important. Generally, you will rotate people taking hits when somebody needs to heal or is taking too much pressure, bouncing aggro and CC with each other while laying down some group support skills to help out others. What will not happen is that an offensive specced character can just tunnel vision and leave it to others to tank and rez and heal. The game is more hybridized, so that tunnel visioning character will hurt his team if he doesn't use his full kit of abilities. Traits add effects that alter how you play, but all abilities should be functional by default whether you traited to support them or not.

For example, I can trait my mesmer for whenever he is rezzing someone, he creates a bubble that reflects projectiles. This is incredibly helpful as mob AI will direct them to focus anyone who's trying to rez someone else, and archers in ascalonian catacombs can kill you if you're not quick with rezzing. That bubble would reflect projectiles and make rezzing much easier, but I'm never absolved from the obligation to rez someone if I don't have the trait. I can also use utility slots on my mesmer or an offhand weapon that stealths me, and stealth is rather useful in the ga e not only because it drops aggro, but because you can rez while stealthed. There's many ways in which you can support your team. Obviously you can't just take a bunch of people who are all specced one way; while you can bring 5 of thesame class and clear a dungeon, you will need a mix of trait allocations and weaponsets and utility setups in order to be successful.

There are still roles, but they are softer and they removed the "looking for this particular healer class and this particular tank class" by allowing everyone to do each role in their own class specific way. Thieves have less healing abilities, but they can stealth their group and aoe blind to reduce incoming damage to the group instead of reversing damage with heals. They bring more disables and built in evasion so instead of face tanking, they are pretty good against slow striking, heavy hitting mobs should they need to tank. Each class accomplishes a role in a slightly different way, and some classes are slightly better at some roles than others, but never to the point where only x and y class is viable at a role.
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Re: Guild Wars 2

Postby Izawwlgood » Mon Sep 03, 2012 6:35 pm UTC

...

Lucrese, this is the third time I've read your descriptions of a game and decided I like the game more.

So do people advertise 'Rez support mesmer' or 'bursty as fuck ele' or the like when looking for groups? Or will a group ask someone to respec for a different trait set?
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Re: Guild Wars 2

Postby Lucrece » Mon Sep 03, 2012 7:41 pm UTC

Generally they just bring people and then ask for trait setups. Even when you have invested in a traitline, you can change major traitslots outside combat without respeccing traitline investments, which provides different playstyles. For instance, even though you may invest in your earth line on the ele, which gives defensive stat bonuses, the major traits vary from defensive traits to traits boosting your bleed duration and damage, or boost damage at melee range, while another trait in the same slot triggers Armor of Stability at 50% hp, which gives you stability (immunity to crowd control effects) and Protection (33% damage reduction) for an amount of time.
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Re: Guild Wars 2

Postby Chen » Tue Sep 04, 2012 2:17 pm UTC

So I've gotten my human thief up to level 20 and still am not super sure what gear to run with. I'm using mainly a P/D build where I use the fifth skill to melee someone and go into stealth, and then use the pistol sneak attack to shoot them 5 times and stack 5 bleeds. Other than that its just kiting and repeating. For ranged attackers I need to move up closer usually and be more liberal with the stealth since you can't kite them as easily. The thing I'm not clear about is if I should be focussing on Condition damage (since the sneak and auto attack both cause bleed) or if I should just be using raw Power/Precision.


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