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Old 20th October 2010, 7:44 PM   #151
FerrisXB9R
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So you only played it ~a year then. It's been out 5 years. I've been playing since launch, just on and off solo.

Got account back, still awaiting an explanation though.
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Old 20th October 2010, 8:43 PM   #152
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i used to UW farm, but life took over, i dont have time to farm virtual goods anymore
I used to farm Urgoz weapons too, but you need good teams to speed run.... too tough with alliance/PUG.
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Old 20th October 2010, 10:36 PM   #153
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More PC Gamer...

Dungeon Reveals
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Old 21st October 2010, 5:22 AM   #154
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Originally Posted by Pinkeh View Post
i used to UW farm, but life took over, i dont have time to farm virtual goods anymore
I used to farm Urgoz weapons too, but you need good teams to speed run.... too tough with alliance/PUG.
To true. The death of a guild member is what caused our little gw social circle to crumble to ruin, I'm basically the only one left. I never had the heart to disband the guild. That's why I play solo so much these days. Never bothered to try to integrate what we had into another social circle, or do a recruiting drive.

Not being maudlin, just explaining why I don't do UW/Urgoz/FoW anymore.

On topic, in that article about, 10 skills now, and we don't get to pick most of them? It looks a lot like builds are going to come in the form of class/weapon synergy with other players (flamewall + barrage = flaming arrows) that kinda thing.

Interesting times ahead.
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Old 21st October 2010, 9:18 AM   #155
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Originally Posted by FerrisXB9R View Post
On topic, in that article about, 10 skills now, and we don't get to pick most of them? It looks a lot like builds are going to come in the form of class/weapon synergy with other players (flamewall + barrage = flaming arrows) that kinda thing.

Interesting times ahead.
You get to choose them by the weapon use equip, so there is some selection there.
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Old 21st October 2010, 11:47 AM   #156
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Oh dude, I'm not saying you can't choose, more that your 10 skill build is dictate by your weapon/offhand choice and profession. Not a huge list that you pick and choose from in town before you head out.

One thing I really love about GW 1 is that you have 8 slots, and a million skills to choose from. You really get to experiment with what works and what doesn't.

I know that you get to choose 2 weapons to hot switch in combat to alter your skillbar on the fly, and that skill combos give you new effects, but I just don't want to lose that build flexibility that we currently have.

Time will tell. Either way I'm intrigued and excited to try the new system.
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Old 21st October 2010, 12:13 PM   #157
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Maybe this is worth mentioning:

http://www.guildwars2.com/en/the-gam...-of-monuments/

I got 35/50 stuff unlocked apparently, still cbf playing GW tho haha
Doesnt link all my stuff either. Especially the heroes. Ill have to actually log in again and check it out. I also never bothered to dedicate all those minipets. Time to do that.
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Old 21st October 2010, 12:20 PM   #158
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Originally Posted by FerrisXB9R View Post
To true. The death of a guild member is what caused our little gw social circle to crumble to ruin, I'm basically the only one left. I never had the heart to disband the guild. That's why I play solo so much these days. Never bothered to try to integrate what we had into another social circle, or do a recruiting drive.

Not being maudlin, just explaining why I don't do UW/Urgoz/FoW anymore.

On topic, in that article about, 10 skills now, and we don't get to pick most of them? It looks a lot like builds are going to come in the form of class/weapon synergy with other players (flamewall + barrage = flaming arrows) that kinda thing.

Interesting times ahead.
Yea i guess that's why PvEr's quit after a while, cause good teams are hard to find, and PUGs in GW are sometimes pretty awful. I solo a lot of the game because people were not reliable, then they introduced heroes, which made it possible to control more of what henchmen are doing, but they also made more "group challenges"... bleh.
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Old 21st October 2010, 1:01 PM   #159
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One thing I really love about GW 1 is that you have 8 slots, and a million skills to choose from. You really get to experiment with what works and what doesn't.
Think of it this way:

In GW1, you just chose 8 skill related things.
-7 Normal skills
-1 Elite skill.
These often had class restrictions etc.

In GW2, you choose 9 skill related things.
-Main hand (+Offhand) for main set (affecting 5 skills)
-Main hand (+offhand) for offset (affecting 5 skills)
-3 Normal Skills
-1 Healing Skill
-1 Elite Skill
Again, with class restrictions etc.

So in GW1 you had access to 8 skills when you left town. In GW2 you have access to 15. Your first 5(/10) skills are a little more restricted, but not much, considering all the different weapontypes for each class.

The main restriction in skills for GW2 seems to be, if you know a Warrior is dual wielding axes, then you know exactly what his 5 'basic' attacks are going to be. I think this will help pvp, by allowing you to size up your opponent, and know how to approach different enemies better, while still retaining the more diverse surprising opportunities of your 2nd weapon set + non-weapon skills.
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Old 21st October 2010, 2:14 PM   #160
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You might see it as more options but i see it as more limitations. In GW1 there were 2 limitations on what skills you could choose: Primary prof and Secondary Prof. You could choose whatever skill you wanted from those 2 profesions over your 8 slot skill bar. Now in GW2 you have the limitation of your first 5 skills being chosen by whatever weapon/s you are holding in your hands. Another skill slot is being used for a healing skill. So you have 4 skill slots that dont have any limitations on them as opposed to GW1 where you had all 8.

It sucks big time for pvp because now it will be more obvious what type of build someone is running when you come up against them, meaning the player does have to think as much as what they did in GW1. I guess some people might like this but from the perspective of someone who used to GVG all the time and was in a very competitive guild it really really sucks.
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Old 21st October 2010, 2:50 PM   #161
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I think they just realised that 8 skills is a little restrictive IN COMBAT.

So now you have access to up to 15 skills at any one time. However, giving people the option to bring any 15 skills they want to the battlefield would have a pretty detrimental affect on pvp. Players would have no idea what their enemy was capable of, would have no opportunity to predict and counter what an enemy is likely to do.

Having skill slots set up the way they have announced, will allow just as much pre-battle customisation, while giving the player access to more abilities during battle, and WITHOUT destroying the ability for players to predict/out play/size each other up, etc.

I think the minimal added restrictions (skills from weapons rather than entire skill pools) will end up being rather minor... especially considering the skill-chains they provide, and their interactions with other (classes) skills.
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Old 21st October 2010, 3:52 PM   #162
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The main restriction in skills for GW2 seems to be, if you know a Warrior is dual wielding axes, then you know exactly what his 5 'basic' attacks are going to be.
I think you are stuck with 2 default skills per weapon with the other 3/5 are your choice. So all dual axe warriors, for example, won't have the exact same attack skills.

Edit: Still looking for a reference, but this seems to say that for any given weapon you'll have a pool of weapon specific skills to choose from i.e. you can pick any 5 from that pool.

Last edited by retz.x; 21st October 2010 at 4:00 PM.
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Old 21st October 2010, 3:58 PM   #163
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I think you are stuck with 2 default skills per weapon with the other 3/5 are your choice. So all dual axe warriors, for example, won't have the exact same attack skills.
Close, but actually:
Skill slots 1 to 3 are determined by your mainhand
Skill slots 4 and 5 are determined by your offhand (or mainhand if you have no offhand... ie you are weilding a 2h weapon)
Skill slots 6 to 8 are identical to GW1, you just pick them
Skill slot 9, is similar to GW1 skills, except these are class specific healing spells... we aren't sure how many options there will be for each class though.
The final skill slot is the same as GW1's, picked from a specific list of elite skills.
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Old 21st October 2010, 4:05 PM   #164
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Ah ok, I'm with you now. You'll be able to pick your skills from a pool specific to that weapon though, yes? So not all sword warriors are going to have sever, gash, final, for example, right?
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Old 21st October 2010, 4:09 PM   #165
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Ah ok, I'm with you now. You'll be able to pick your skills from a pool specific to that weapon though, yes? So not all sword warriors are going to have sever, gash, final, for example, right?
We don't know yet for sure yet, but I think not.

I think any warrior with a sword in his mainhand will have the same 3 skills (and their chains), as any other.

However, some warriros will have a sword in mainhand, and an axe in offhand.... or sword/mace, or sword/shield.

Some warriors with a sword in their mainhand of their main set... may have a 2h in their hotswap set, some may have a bow.. etc etc.

I don't disagree that this system is more restrictive than GW1... however I don't think it as restrictive as people think, and I certainly don't think it is a bad thing for pvp, in fact I think it will provide some necessary structure.
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