Lucrece wrote:I'm going into Weaponsmith and Tailor for my exotic light set and legendary swords for my mesmer.
What people don't realize is that mat prices will plummet pretty quickly as more people reach 80 and start crafting themselves. At the beginning of cata's xpac in WoW, the epic crystals whose name I can't recall that were raid drops would sell for as high as 7k gold a piece. By the first month they were 70-100g. Leveling engineering by release cost me nearly 20k gold. That same month later on an alt it went down to 6k.
It depends on how many people stick around to keep playing at 80 though. After crafting my exotic set and buying the Order of Whispers chest piece, my thief is pretty much done. I could grind for a Legendary weapon but using Pistol/Dagger, both are not terribly visible to begin with. Maybe if the pistol shoots something cool, but even then the grind seems absurd for it (roughly 1 million karma I believe). Considering once you're in level 80 exotics you're the strongest your character can be, it removes some of the motivation I have in MMOs of constantly making my character better. This is the intent of guild wars (1 was like this too) so I don't expect people to hang around it as much once they've finished the storyline. From what I've seen, the storylines are the same at the end and only minorly different in the middle (depending on which order you choose) and start (depending on your race), so you don't even need to get an alt that high in level to see everything.
Guild Wars 2 just assumes that players won't limit themselves in content type. The people finished with PVP might do explorables, then craft, then dabble in world pvp, then in spvp, and maybe upgrade to tournament pvp. They then have the opportunity to try racial storylines and leveling up different professions for different playstyles. Most people are used to "endgame", but this game has a lot of variety and replayability value besides waiting for the next category addition for your main to consume. I know many people will be resistant in stating a total disinterest for the other aspects of the game, but part of the fun for other people is experimenting with the different game types particularly because there are power plateus, and so the barrier to entry for doing different activities is virtually nonexistent.
You can dabble with and alt or switch professions and play different content without fear hat in that one month of breaking your routine, you'll be left behind and have to do some crazy grind to catch up and hope you have some serious networkingto get into a competitive guild because that heroic Dragon Soul guild you wanted to join when you left the game in heroic Firelands will be gearingup way faster than you can accumulate gear to apply in a PUG.
People don't become irrelevant for not practicing timesinks in GW2.
Izawwlgood wrote:I got my Mesmer to 40 lastnight. I'm still having a blast with the class, but think the core mechanic needs a bit of work. Summoning Phantasms represents a sizable portion of the total damage output/utility of the class, but they only attack every 5-10s. This is fine, except Shattering destroys ALL your Illusions. Each of the four Shattering abilities is on a 45s CD (I think?) and most Phantasms can be made between 16-36s.
It'd be nice if you could elect to shatter only Clones, and if the 3 Illusion max only applied to Phantasms. As it is, Clones die pretty frequently, and even my Phantasms can at best survive 2 hits.
I'm also dabbling with a Guardian, and while the support heavy aspect is fun, I find combat to be a little less involved.
Shatters have their host of problems as a mechanic that hopefully will be addressed alongside mesmer traits, as lead systems designer Jon Peters hinted shortly before release.
With that said, there are more builds than just phantasm builds. Shatter builds are also highly effective when you take the on clone death traits to stack conditions. Properly built, you can quickly solo stack 12 stacks of vulnerability or confusion depending on your build with hefty Mindwrack crits.
Look to a build with crippling dissipation trait from the domination traitline, and it's a beastly build for survivability, as the effects of on clone death arre applied aoe and you can kite groups of mobs easily with it, not to mention helping with dungeons. If you can coordinate with teammates, the mesmer's Warden Feedback trait on the inspiration line gives you reflection on your focus ability. Pair that with Mirrored Feedback, Veil of Invisibility, and Mass Invisibility, and you can become a defensive support powerhouse in dungeons.
Suddenly your group is not doing too well, and by announcing your group stealth you can buy them five or more seconds of sanctuary time to wait out their heals or reposition without fear of being killed. Drop your reflection skills in between the downtime of said invisibility, and the damage your group takes is largely decreased, while the Crippling Dissipation and the trait in the Chaos line that applies either vulnerability, poison, or weakness keeps targets hampered. Play with a scepter, and every third attack will kill a clone if you have three illusions out already, meaning about every four seconds you are aoe debuffing groups of enemies.