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Well I am sold on it now, after looking at the skill system they use it is indeed very close to what I saw on Spellborn, which itself was just a rendition of what they had already done on Guild Wars. What I like is they have integreated auto attack into the mix in some form by adding weapon skills, which is actually pretty awesome. A bit iffy on how the Necromancer weapons work and some of the other things are not finished yet, but that ghost armor ability has my name written all over it.
Originally posted by cali59 Originally posted by mazut Doesnt the Elementalist feel already too powerful with 45 skils available against only 15 for most other professions(except Engineer)?
The elementalist has only one weapon available, not two. They still probably have the most skills available, but it's 25 compared to 15+ for other classes (stealing, virtues, adrenaline, etc add to the 15 of other classes).
Even though the elementalist has more skills, in a way they're more limited than other classes. When another class can choose two weapons, they can do so because of specific skills those provide, for example you might want a longbow because of the ranged AOE skill but also a hammer for the knockup. With an elementalist, you might choose a staff because you like meteor shower in fire, but then you're stuck with whatever water, air and earth have for staff.
According to this page http://wiki.guildwars2.com/wiki/Weapon not only does the elementalist only have one weapon set, so does the engineer, though they are similarly given versatility through their tool belt.
Elementalists don't just have one weapon set, that link you posted even points that out. They have dagger/dagger, scepter/dagger, dagger/focus/, scepter/focus, and Staff (two-handed) as their weapon set options. Each of those weapon alters the skills on the first half of the bar. They're no different from other classes in that regard
They do in fact have more versatility in their abilities because within those powers they also can switch between elements. If you watch the G Star PvP videos, you can see an elementalist (played by a GM) switch between elemental glyphs several times to switch up their tactics, just within a single fight. The downfall is that with that many options, they require a lot of micro-managing and exceedingly quick fingers/reflexes in order to make the most of their mechanics. Elementalists may have more variety, but that's only a good thing if you can actually handle it. People who are expecting to faceroll the keyboard and just be a "nuker" will be severely disappointed. And dead.
"Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions."
What I like best about this , is the fact that you only have 10 skills,
Even tho I do enjoy some variety, I must admit at times , having 10 tool bars on my screen and trying to remember where my 2000 skills were got a bit much.
This keeps it cleaner, in some ways simpler for sure, but in some ways it also requires you to assess a situation and decide what you need which adds an element to the game.
Thanks for the post, game looks like a lot of fun,
It all looks very nice, but also very difficult to balance.Mentioned that the main principle balance will be: the more powerful it is the less frequently you will be able to use it.Again, but ...This rule does not work with a group of players, where anyone can use the ability at the same time.What about stacking?
Originally posted by gaeanprayer Originally posted by cali59 Originally posted by mazut Doesnt the Elementalist feel already too powerful with 45 skils available against only 15 for most other professions(except Engineer)?
You misunderstood me. The elementalist has multiple weapon set options, but they only have one weapon set available at a time. Look at the bottom of the chart on the page I linked (or on the elementalist page). Guardians, warriors, rangers, thieves, and necromancers have 2 weapon sets that they swap back and forth between (giving them 10 total on the left side, plus a few more from adrenaline, stealing, virtues, etc). Elementalists are limited to 1 weapon but have 4 attunements. That means they have 20 on the left side (not 40 from having 2 weapons). They have a greater number of skills, but the weapon limits what they can do (Staff for long range AoE, Scepter for medium range, Dagger for short range)
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." -Jeff Strain, co-founder of ArenaNet, 2007
A few mesmer skills have been added.
I have no idea what I'm doing.
Originally posted by Irus I have no idea what I'm doing.
Weird random comment is weird and random
MMOs played chronologically:Runescape,Lineage II, WoW,Tabula Rasa, AoC,Eve Online,Guild Wars, Rift(beta only),SWTOR(beta only),Star Trek OnlineMost fun: Tabula Rasa
awwww the second link does not have engineering profession available!
This is my "Coward Thief" Build. Used to unleash damage upon a foe and then slip away, with a shortbow for a secondary to deal plenty of AoE from a safe distance.
Sweet find! Now I get to spend some time fiddling with all the fun stuff
Just sad I can't see much of the mesmer stuff.
Love Guild Wars? Final Fantasy? Harry Potter? Lord of the Rings?Here is an excerpt from the new series:
I really hope they update the build creator soon. It's pretty good but it is lacking in some areas, but that's expected due to the fact that beta tests are just now getting underway. I just really hope it gets updated soon
YAY! They updated it! I've been checking back every few days for the update with the megatun of new info from the press beta.
Now to go work on my build.
Edit: My new build
Air Attuned Elementalist
Scepter/Dagger for solid dps (single target and aoe) as well as solid support.
Utilities focus on Glyphs traited for faster cooldown, extra boons and more.
30 Air (Glyph cooldown, boon granting).
20 Water (Myst form at 33% health with chill/vulnerability/damage when using Myst Form).
20 Arcane (Faster skill recharge with scepter, bonus attunement based skill when dodging).
Over all it's a dps/support build with good escape mechenisms and great Glyph use.
Here is what i would like to try first. Duel dagger, signet , and conjured weapon build.
Then this second.
My MM/BM ranger build is in my signature . Definitly considering making him a little more tanky though.
Anyone else having a problem pulling up the ranger's nature magic bonus trait's? (at 10, 20 and 30 points)
Just curious, Why is noone completing their build? half havent completed the skill bar and noone has posted traits atall?
Anyways this is my Charr Warrior build . "Try an run"
any comments would be appreciated
A new build creator has been added.
which one are you refering to?
Originally posted by Caponestyle which one are you refering to?
I think he means we just got a new version of the skill tool. Range, Damage, even combo opener/finisher have been added almost everywhere.
Quite interesting. The ranger forage skill is now on a boar pet ... I'm loving it!
What do you guys think about this builds for Thief and Elementalist I came up with at work
1. Ranged DPS Pistol/Pistol | Shortbow/*
http://www.gw2tools.com/skills#t;ppaaf;WgZZWcaaaaaafaa;YYZa;bVbZZ- High dmg/crit -> low survivability, poison, PvE
2. Melee DPS Dagger/Dagger | Dagger/Sword
http://www.gw2tools.com/skills#t;fNakS;XaaVeaaaadUabaa;bbcb;ZVhfb- High initiative/cirt -> lower single atk dmg, no condition traits, evasion, PvE
3. Trapperhttp://www.gw2tools.com/skills#t;kaakp;YaaaaaaaaWdaYef;ZaYb;bdXTb- Trap utilities and traps traits, dodge traits, puller, PvP/PvE
4. Shadow Striker Sword/Dagger |Shortbowhttp://www.gw2tools.com/skills#t;kaakp;YaaaaaaaaWdaYef;ZaYb;bdXTb- Heavy stealthing, surviving and escaping, ambushing, PvP
5. DPS signets Dagger/Dagger | Pistol/Pistolhttp://www.gw2tools.com/skills#t;pkaff;bgfVYaaaadaadaa;bbYY;ZVUeZ- High DPS, signets passive -> simplicity, PvP/PvE
1. Critical Staff Staff/*http://www.gw2tools.com/skills#el;ppaaf;cgbZegaaaaaaXaa;Zaaa;ZYVSY- High Dmg/Crit (Fire/Air), large AoE, low defense, anti-zerg, PvE/PvP
2. Melee Ele Dagger/Dagger
http://www.gw2tools.com/skills#el;ffkap;baagaafZaaaacgW;bbaa;bbTcY- Melee, good defense, speed, medium dmg, good against Melee, PvP/PvE
3. Heavy def ele Scepter/Focus
http://www.gw2tools.com/skills#el;fappa;ZaaaaaXegYZWaaa;Ycaa;ZSTcY- Main Earth, Secondary Water, High survivability with Cantrips and self buffs, PvE/PvP
4. Condition heavy Ele Dagger/Dagger
http://www.gw2tools.com/skills#el;papaf;cfXaaacbeaaagaa;bbaa;bVhTY- Earth -> mega bleed, Fire -> burning, melee range, good survive/dmg , low crit, PvE/PvP
5. Arch-mage Any Weapon
http://www.gw2tools.com/skills#el;ffffp;caaZaafaacaaecW;Zaaa;bZYbY- Any atunement, Good All around dmg/utility, Rewards atunement switching, PvE/PvP
Loving this thanks. Those thief and necro skills look awesome.
Grim Dawn, the next great action rpg!
I read that they were redoing all the Necromancer weapon skills. Does anyone know if that will make it in to this weekend's beta?
"Loading screens" are not "instances".Your personal efforts to troll any game will not, in fact, impact the success or failure of said game.