Here's how I think the combo system works:
I stand corrected. Ignore the Wiki, then.
Edit: Oh shit, new page... what news do we have that's top-of-the-page worthy?
Skills / Trait Calculator:
http://gw2.luna-atra.fr/skills_tool/?lang=en
Here's how I think the combo system works:
Why is the ability design so boring.
I stand corrected. Ignore the Wiki, then.
Edit: Oh shit, new page... what news do we have that's top-of-the-page worthy?
Skills / Trait calculator!
http://gw2.luna-atra.fr/skills_tool/?lang=en
I think it's just the descriptions of them. I think in actual gameplay, it'll be better than:
"Bleeds your foe."
"Slashes your foe."
There's also a lot of passive utility skills which are boring, I agree. I think Warriors particularly have the worst of it (so many "Passive: Increase might," or "Passive: Reduce incoming damage"). Even their active skills are dropping banners that give party boosts (still boring)
But then when I look at Elementalists or Necros, they have teleports, stun breaks, summons, or a "death grip," bone walls, etc. Much more flavor and many more ways to differentiate yourself from others.
By release, though, I hope they come up with more active utility skills (since that's where a lot of our choice will come from, since our weapon skills are preset), rather than passive boosts. For warriors particularly, I see no reason why most would opt for the passives over essentials like a dash/charge, or their aoe stomps which either stun or launch.
I think Warriors particularly have the worst of it (so many "Passive: Increase might," or "Passive: Reduce incoming damage"). Even their active skills are dropping banners that give party boosts (still boring).
The wiki used to have lists of all the combos we know of, but they changed it in favor of a generic version that gives you no real information on the system until we get more examples. Why though I don't know. I have a feeling I'm going to spend a good amount of time checking out what every combination does.
The easiest way to look at it is it's not all about YOU, you have to support your allies if you hope to succeed and things like banners/shouts and those passives go a long way in doing so.
Oh I understand that banners/shouts are still useful, I'm just saying (at least for me), that that playstyle is really boring. Dropping totems to support a party is not that engaging for me.
It seems like the "passives" have cooldowns of 90 or 120 seconds, etc...which wouldn't really make them passives lol. Probably just bad wording on the skill description.
Nah, I was just more eluding to my whole spiel about exponential options being more passive if they don't visibly impact the gameplay. You know, digging up skeletons.I actually wasn't thinking of anyone specifically, if you think I was talking about you. I actually mentioned to Ferny the other day that if you hadn't been asked to be an officer in GAFGuild, you should be; we may not agree on everything about the game so far, but it's clear you know your stuff and are passionate about it.
Christ, I know this game won't out for months and yet I'm as excited for it as if it was going to be released next week. I can't wait to be able to start my Asura thief and wage war against you disgusting tall folk. No kneecaps will be safe!
Some passive have actives.It seems like the "passives" have cooldowns of 90 or 120 seconds, etc...which wouldn't really make them passives lol. Probably just bad wording on the skill description.
This is the last thing I thought anyone would ever complain about. I literally cannot think of any other RPG - MMO or otherwise - that has so many skills that look interesting and seem unique in a very crowded genre.
Yogscast Elementalist spotlight:
http://www.youtube.com/watch?v=NiuN...xt=C3a4bff2UDOEgsToPDskI8iE7rb-4JUjABEINlHTzO
I know this game will supposedly have decently low reqs based on the dev builds, but does anyone know how low?
Like will a gtx560ti or equivalent net average/amazing results? Just wondering!
(i only have a decent laptop for the time being so i'm trying to gauge haha)
I stand corrected. Ignore the Wiki, then.
Edit: Oh shit, new page... what news do we have that's top-of-the-page worthy?
Skills / Trait Calculator:
http://gw2.luna-atra.fr/skills_tool/?lang=en
I'd wait on some edits if possible.I'm gonna compile the list of neogaf builds here and outline them in one post when I get home. Also a list of people who are playing what class. Maybe even some avatar fu!
Hard to say. That SHOULD be plenty of power, but we haven't really had any hands-on time with a well optimized build yet.
I edit my build as I come across new info. But the skeleton is there.Guys seriously, you have to spread out your points! Runes grant passive ability and not just unlocks. Every posting I'm seeing is goose-egging stuff like toughness and health. I know we are just theorizing but you probably want to start off doing it right.
Look at this:
http://www.gw2tools.com/calc/#t-g-ffkkf:Waa.baa.cXa.YZa.Waa
See the 10 points in radiance? Well, that gives me better critical hit and 10 points gives me +15% on my mace/sword. Why does it matter? Well, did you notice there are a bunch of runes that can activate on critical hit? Yea, there's that. Also, my 10 point in virtues might seem wasteful but it decreases my virtue charges. And that same 10 points grants me 2 conditions removed by virtue of resolve instead of one. That is huge!
I would recommend taking a look at the passive abilities, how they relate to skills as well as other traits, and try to cross compare to create builds. If I see anybody gimping themselves out of health and defense, I'm coming after you.
I'd wait on some edits if possible.Runes need work, even on mine.
Yea, I gotcha. I'm just trying to emphasis an area that people might not be seeing. Traits are not just "unlocks." They have important links to each other traits, skills, and even game mechanics. They often have a deeper meaning then the skill bars themselves which is why I posted earlier that I am separating the system from the other passive ones (atts & weps).I edit my build as I come across new info. But the skeleton is there.
That's actually how I started my buildYea, I gotcha. I'm just trying to emphasis an area that people might not be seeing. Traits are not just "unlocks." They have important links to each other traits, skills, and even game mechanics. They often have a deeper meaning then the skill bars themselves which is why I posted earlier that I am separating the system from the other passive ones (atts & weps).
Just as an emphasis, there are instances that I'm observing where it is better to start with the traits before the skills. I'm not joking, check it out.
Yogscast Elementalist spotlight:
http://www.youtube.com/watch?v=NiuN...xt=C3a4bff2UDOEgsToPDskI8iE7rb-4JUjABEINlHTzO
Might just be their graphics settings. On the low to high comparison video the lightning kn high looked pretty good. But all I remember seeing is the orb aoe lightning ball. Even then probably some aren't final.Lightning graphics are lame early in the video =(. Bolts of lightning>balls of lightning.
Might just be their graphics settings. On the low to high comparison video the lightning kn high looked pretty good. But all I remember seeing is the orb aoe lightning ball. Even then probably some aren't final.
I think that may be due to them commenting on the video well after they actually played it. Although, I haven't watched any of their other videos.It's mind blowing how boring these guys make the game look.
Guys seriously, you have to spread out your points! Runes grant passive ability and not just unlocks. Every posting I'm seeing is goose-egging stuff like toughness and health. I know we are just theorizing but you probably want to start off doing it right.
Yea, for the burning build. I saw that. But the really tough ones to wrap your head around are the ones that link to other traits and mechanics. The trait <-> skill stuff isn't that bad. Only classes though that have deep systems have this though. Eles for example are mostly trait <-> skill and not much else. Similar to your build, you can create a burn heavy one or something different like a signet one.That's actually how I started my buildso we're in the same boat. However there is so much that goes into a build it's crazy.
Yep, I'm seeing nothing like this. It is way different. I gave your warrior class some thought above.I think it's just that everyone is too used to other MMOs and their all-or-nothing approach to Alternative Advancement. Spreading yourself across all three Talent Trees in WoW, for example, was considered the hallmark of a newb.
Actually what I mentioned in the original post too!Similar to your build, you can create a burn heavy one or something different like a signet one.
You had a squishy necro with no points in toughness (for armor) that relies on CQC. I'm not saying it isn't a good build but there is the possibility that you would be taken out quickly with such low defense. No malice also means you lose condition damage which is what the necro does best in the game (you are also using them).I'd rather specialize my character based on what I want o do with it rather than spread myself thin.
Yep, I'm seeing nothing like this. It is way different. I gave your warrior class some thought above.^^^
Symbol of Faith is only one skill but it has only a 6sec CD.Regeneration also stacks.
I considered it but that's more of a squishy killer build. Much more team oriented. The one I posted, which needs a ton of work, it more of a PUG build. Something people can plug on to kill everything. Probably pretty good for PvE. I likely probably won't use it.Ah, good to know. Might end up going that way, then. Though I do like the Hammer's Knockback, Purge Conditions and Ring of Warding. Especially since the wife will be playing a Longbow Ranger and dumping AOE damage into my little cylinder of no escape.
The hammer will do more damage but the sword can blind, the mace heal. So you will have better luck taking on random warriors if you PUG or are in PvE. The teleport ability is also better catered towards non-coordinated play since usually you want teammates to cripple (your wife as a ranger in this case) so you can start your chains. But without a teammate, a teleport will do better. Some hammer skills also have high CD which is again suited for teamwork on attrition. You might not last long enough on a recharge if you are playing ronery.
of course none of these will work and I'm just a loon...heh
anyone know what the thiefs guild skill does?
B). We haven't even played the game yet.
I play it in my dreams every night
A bit. I don't expect any of my builds right now to actually work. But by attempting them you start to learn how everything weaves together. Sort of like studying cause the developers have an answer key they won't show you. So when day 1 comes, you can watch everyone dump their points and pick generic builds. You'll probably find something that punishes all of that though with just a short time of tinkering. And if you have a bunch of people in a guild who were hive-mind with build theory? That's how you get early team builds that roll everyone playing purple laser beams with their pezmers.I think we're all technically crazy for trying to make this stuff work when A). The game isn't done and it could all be changed right now for all we know and B). We haven't even played the game yet.