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#151 |
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Member
Join Date: Jan 2005
Location: AU
Posts: 1,807
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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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MWO Mercs Pilotname: fez |
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#152 |
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Member
Join Date: Nov 2008
Location: Sydney
Posts: 7,251
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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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Photography: Gear, Flickr ASUS P8P67 EVO, Core i5 2500K, Sapphire 6970x2, 32GB Corsair Vengenance RAM, WD Caviar Black 4TB, Green 4x 3TB, NZXT Phantom Red Full Tower, Cosair TX950 PSU | QNAP412 4x2TB Hitachi 7k3000 RAID5 | BF3 Stats Last edited by Pinkeh; 20th October 2010 at 8:46 PM. |
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#153 |
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Member
Join Date: Feb 2003
Location: Brisbane
Posts: 363
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One of my interests: Girraween National Park Guild Wars 2 - Aurora Australis Guild |
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#154 | |
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Member
Join Date: Jan 2005
Location: AU
Posts: 1,807
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Quote:
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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MWO Mercs Pilotname: fez |
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#155 | |||
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Member
Join Date: May 2004
Location: Brisbane, Australia
Posts: 2,828
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Quote:
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www.rantradio.com Quote:
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#156 |
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Member
Join Date: Jan 2005
Location: AU
Posts: 1,807
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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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MWO Mercs Pilotname: fez |
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#157 | |
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Member
Join Date: Jun 2001
Location: Underworld or Ipswich.
Posts: 1,150
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Quote:
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#158 | |
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Member
Join Date: Nov 2008
Location: Sydney
Posts: 7,251
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Quote:
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#159 | |
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Member
Join Date: Sep 2004
Location: Melbourne
Posts: 3,838
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Quote:
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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i7 920 / 6gb / 460gtx OC Completed trades ($3,750+ total) - Hotdog_Hotdog, mecka, dimsyrak, MotoMan, [MadHatteR], melbnut, crag_v, jimmytim903, Quittersss, Azzan [/URL] Last edited by purehybrid; 21st October 2010 at 2:50 PM. |
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#160 |
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Member
Join Date: Oct 2009
Location: Newcastle
Posts: 1,887
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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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#161 |
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Member
Join Date: Sep 2004
Location: Melbourne
Posts: 3,838
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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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i7 920 / 6gb / 460gtx OC Completed trades ($3,750+ total) - Hotdog_Hotdog, mecka, dimsyrak, MotoMan, [MadHatteR], melbnut, crag_v, jimmytim903, Quittersss, Azzan [/URL] |
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#162 | |
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Member
Join Date: Nov 2003
Location: Adelaide, 5052
Posts: 898
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Quote:
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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#163 | |
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Member
Join Date: Sep 2004
Location: Melbourne
Posts: 3,838
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Quote:
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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i7 920 / 6gb / 460gtx OC Completed trades ($3,750+ total) - Hotdog_Hotdog, mecka, dimsyrak, MotoMan, [MadHatteR], melbnut, crag_v, jimmytim903, Quittersss, Azzan [/URL] |
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#164 |
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Member
Join Date: Nov 2003
Location: Adelaide, 5052
Posts: 898
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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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#165 | |
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Member
Join Date: Sep 2004
Location: Melbourne
Posts: 3,838
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Quote:
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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i7 920 / 6gb / 460gtx OC Completed trades ($3,750+ total) - Hotdog_Hotdog, mecka, dimsyrak, MotoMan, [MadHatteR], melbnut, crag_v, jimmytim903, Quittersss, Azzan [/URL] |
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