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Guild Wars 2 Press Beta [Prepurchase Is Live]

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How dare you steal my brofist swag. All further brofists hereby conducted by either myself or other bros are strictly limited to Elementalists (and maybe Guardians because they're the second coolest).
 
Then Transmutation stones bought via Karma allow you to transfer stats from say a chest piece that you don't like the looks of and stats from another chest piece that like the looks of, but like the stats and get the best of both worlds.

wait wat?

That is TOTALLY awesome!
 
How dare you steal my brofist swag. All further brofists hereby conducted by either myself or other bros are strictly limited to Elementalists (and maybe Guardians because they're the second coolest).

Necromancers and Elementalists are just two brothers who went to different classes in school. We can still be friends until I meet you on the battlefield and split your skull in with my axe. I will cause just enough pain to paralyze you, but not kill you. As you struggle to stay alive, I will laugh and turn away from you, as if to say you are not worth my time. I will raise my hand slowly. You will feel something rumbling underneath you, but because you are a stupid Elementalist, you cannot comprehend what is happening.

It is my parasite eating you from the inside out.

Eat shit, Elementalists. Pansy Necromancer wannabes!

<3
 
I was under the impression that transmutation stones could only be bought for actual cash. What is this karma you speak of?

No, they can be bought with Karma. Karma is an ingame currency that you obtain through doing Dynamic Events, DE objectives, and completing Personal Story stuff.
 
No, they can be bought with Karma. Karma is an ingame currency that you obtain through doing Dynamic Events, DE objectives, and completing Personal Story stuff.

Perfect. So it's a sort of alternative-from-gold resorce like Balths faction that you gain naturally from playing and can then be traded in various different ways.
 
Perfect. So it's a sort of alternative-from-gold resorce like Balths faction that you gain naturally from playing and can then be traded in various different ways.

Yep. Oh and you can obtain it in WvW as well by capturing objectives and likely defending them too.
 
Transmutetransmutetransmute.

I'm totally gonna steal some of the Norn Guardian armor. That shit is PIMP.

Can we do that? I thought the armor was the same, just the race decided on how it looked. Otherwise I'm all about looking like a Valkyrie and shit.

How dare you steal my brofist swag. All further brofists hereby conducted by either myself or other bros are strictly limited to Elementalists (and maybe Guardians because they're the second coolest).

Whoa whoa whoa! That brofist gif came from our epic Guardian talk. Elementalists are secondary bud-dy!
 
Can we do that? I thought the armor was the same, just the race decided on how it looked. Otherwise I'm all about looking like a Valkyrie and shit.

The initial armor you start with is likely going to be your racial armor, outside of racial armors, yeah you can mix and match whatever you want within your armor weight class.
 
The initial armor you start with is likely going to be your racial armor, outside of racial armors, yeah you can mix and match whatever you want within your armor weight class.

Well snap. Valkyrie goddess here I come!
 
Then you even have your town clothes set that you can turn on through the character sheet for when you're pimping about through a city.

Love that stuff! It's that type of stuff that makes the game feel more like a living,breathing world to me.
 
Transmutation stones are nice and all, but I really wish they just had a cosmetic appearance tab a la LOTRO/Rift. I am not sure what the benefit of transmutation stones are over cosmetic appearance tabs other than giving you something new to grind for over and over.


whats the difference between city clothes and pve.

City Clothes can be made visible when you are inside cities (i think only "safe" cities, not outposts which can be captured by Dynamic Events). Its like casual clothes, just for show. I saw a video from press beta where a guy jumped off a roof in Hoelbek and took fall damage, which then automatically shifted him into pve/combat appearance since the game assumed he was in combat.
 
Fell asleep at my PC last night working on a Bleed Build for warrior. I thought I was just completely spaced out because I could have sworn there was a Major Trait that increased damage against bleeding opponents.

Turns out the french skill/trait tool is missing more than a few things; Attacks of Opportunity (arms line) just up and vanished. I thought I was going crazy.

I'm also thinking I will probably try to build a "Lockdown" build for both Warrior and Guardian and see which one sounds the most fun / effective. My wife is going to be playing a ranger so it has the following requirements;
- Charge / Rush: I need to get in fast because my wife will inevitably noob it up and start plinking them before I even get close.
I know she's reading GAF while she waits for her membership, Hi Honey.
- Heavy Immobility: Once I'm on the bastard, I'll need to keep him away from her. I will also need a way to stop runners.
- Self-sustaining I'm not concerned about healing/condition removal on anyone but myself since she should be out of the fray.

So basically a 'tanking' spec, I guess, but preferably one that can keep pace with her in terms of damage so she doesn't draw too much attention. I just wish the tools were complete.
 
I am SO happy that you cannot communicate with the other 2 realms in WvW.

Same with names. I hope the name that is displayed now will change to PvP title.
 
Love that stuff! It's that type of stuff that makes the game feel more like a living,breathing world to me.

This is a nice little feature among dozens of other little features that make you feel like you're in an actual living world. Could easily do matching uniforms or something while dancing through Divinitys Reach...=)
 
Under-NDA Auction House info? Yes please.

We already know the majority of said info.

It will be a singular global market, not separate AHs on individual servers. There will be data metrics as you can see for tracking buying and selling trends. There's a buy order system that allows you to make postings for items you want and how much you're willing to pay so you can still do your auctioning without actually being there. This system also allows you to sell your items immediately if you agree to the prices you see on other people's buy orders or you can post your stuff for higher and hope that it sells. The built in price match system is genius as well.
 
This is a nice little feature among dozens of other little features that make you feel like you're in an actual living world. Could easily do matching uniforms or something while dancing through Divinitys Reach...=)
that's it, nightwatch gaf is gonna have an outfit and colors and everything! Gonna work on that later.
 
We already know the majority of said info.

It will be a singular global market, not separate AHs on individual servers. There will be data metrics as you can see for tracking buying and selling trends. There's a buy order system that allows you to make postings for items you want and how much you're willing to pay so you can still do your auctioning without actually being there. This system also allows you to sell your items immediately if you agree to the prices you see on other people's buy orders or you can post your stuff for higher and hope that it sells. The built in price match system is genius as well.

Oh man, that is fantastic. Near the end of my WoW playing, I almost exclusively played the auction house and made a ton of cash. I was definitely looking forward to doing that in Guild Wars 2, but this info blows me away. Some of this functionality had to be modded into WoW, or even required you accessing data outside of the game. Later on, some stuff like the automatic price matching was banned completely, making the process a lot harder.
A global market is going to bring an added challenge, but hopefully it'll make for a stable market at least.

That buy order system, though, is what's really got me giddy. No more scanning of the auction house thrice a day and creating buy lists from faulty data.

Now all I need is some solid info on crafting and gathering and I'll be making money like Warren Buffett.
 
Oh man, that is fantastic. Near the end of my WoW playing, I almost exclusively played the auction house and made a ton of cash. I was definitely looking forward to doing that in Guild Wars 2, but this info blows me away. Some of this functionality had to be modded into WoW, or even required you accessing data outside of the game. Later on, some stuff like the automatic price matching was banned completely, making the process a lot harder.
A global market is going to bring an added challenge, but hopefully it'll make for a stable market at least.

That buy order system, though, is what's really got me giddy. No more scanning of the auction house thrice a day and creating buy lists from faulty data.

Now all I need is some solid info on crafting and gathering and I'll be making money like Warren Buffett.

Well, everyone can gather, no need to learn anything, just carry around 3 tools in their designated slots on your character sheet. All gathering nodes are instanced in the sense that both of us can go to the same node and gather from it, so no node ganking. As for crafting:

Crafting &#8211; Crafting professions are called Disciplines which you can have 2 activated at any given time on a character. You can switch to any of the other 6 at any time for a fee and the good news is if you obtain recipes and skill points in any Discipline, you will retain everything even if you switch out of it. The more skill points you have in your Discipline will determine the fee when switching from one Discipline to another. This is to encourage trade amongst players and facilitate communication.
There are no gathering professions; anyone can gather anything in the world. Every gathering node in the world is instanced for every individual player, so if 2 people are in the world you can both gather from the same node.
Crafting will be setup so it will match your Profession progress through the game, this makes it so when you craft items you shouldn&#8217;t be crafting a bunch of worthless stuff you don&#8217;t need.

Discovery &#8211; The discovery system allows you to find recipes by combining different ingredients together. You have 4 slots in which to place items, say you place a Fang inside one of the slots, it will say &#8220;There are 8 possible unknown recipes! Add more compatible ingredients!&#8221; So now you would add other ingredients for that would make sense for that crafting discipline and see what happens. If you find a match you&#8217;ll be notified at the bottom of the screen and then you can click craft. Once you do that you&#8217;ll then learn that recipe and are then able to craft that item. When you craft an item you will gain crafting XP for BOTH disciplines that you currently have. All of the possible items that you have in your inventory that can be used in the crafting process are put into a space on the left hand side of the crafting window. In a tab below the Discovery panel is the recipe panel, in here is the different categories of recipes and a search box making finding what you want to craft quick and easy.

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Items created through crafting have unique appearances, but the stats are no better than other gear that you can obtain in other ways.

Each item crafted gives a certain amount of experience which will often result in multiple skill points being granted. As a player advances in skill they automatically learn how to make further basic components, allowing them to discover new recipes, which does restrict the player from creating items beyond their level. The crafting skill level is also used to determine some titles and achievements.

The crafting process cannot fail. Critical success is possible but this does not improve the quality of the item; instead it grants another bonus such as increased experience or a "refund" of some of the materials used.

Recipes tell players what materials are necessary to craft an item. Some recipes are learned as a player's level in a crafting discipline rises, while others are available exclusively from trainers or as loot. However, most recipes must be discovered through experimenting with various combinations of materials. When a new item is created, its recipe is learned for the character, allowing this character to access it at any time. Recipes for items are universal across the player base.

Crafting Disciplines:

Weaponsmiths craft melee weapons, such as swords, axes and hammers.
Huntsmen craft ranged weapons like bows and pistols, as well as torches and warhorns.
Artificers craft magical weapons such as staves and scepters.
Armorsmiths craft heavy armor pieces.
Leatherworkers craft medium armor pieces.
Tailors craft light armor pieces.
Jewelcrafters craft jewelry, such as rings and necklaces.
Cooks can prepare food which characters can eat for temporary combat buffs.

There are several different ways you can obtain crafting materials:

Harvesting &#8211; Ore veins, plants, and trees can be found around the world and harvested for materials.
Looting &#8211; You have a chance of finding appropriate crafting materials like hides or trophies when you loot slain enemies.
Purchasing &#8211; Some specialist merchants sell ingredients.
Salvaging kit &#8211; Available from merchants, salvaging kits allow you to salvage crafting materials out of old or unwanted items.
 
And crafting is cool as shit. One of the reasons you do it its because unique looks are one of the only things you can get out of it.
 
that's it, nightwatch gaf is gonna have an outfit and colors and everything! Gonna work on that later.

We'll figure something out, maybe have a bi-weekly event or something with friends and more. Also with the crafting, it will be excellent to experiment and make some "interesting" pieces without even thinking. I'm sure some combinations will be more pronounced than others.
 
And crafting is cool as shit. One of the reasons you do it its because unique looks are one of the only things you can get out of it.

Yeah, you can make awesome weapons/armor from a statistical standpoint, but those same stats can be obtained in other ways as well. All of the ways you obtain gear supplement each other.
 
Why do almost all the professions have robes on in the structured pvp? Is that a placeholder or is that the way you'll be dressed for that game type?
 
Why do almost all the professions have robes on in the structured pvp? Is that a placeholder or is that the way you'll be dressed for that game type?

There's 32 unique pvp armor sets for each weight class, you're likely just seeing one set for demo purposes.
 
"Foehammer"
(PVE Control/survival)


Focus:
This build makes heavy use of the Weaken condition, which causes enemies to deliver glancing blows ( 50-75% reduced damage) 50% of the time. Keeping this condition up greatly increases survival, as well as providing extra damage via the Cull the Weak Defense Trait. It is built to keep targets at a reasonable distance from my Ranger wife while she nukes them from afar, thus why there are so few support options (in theory, she should be far enough away from the trouble to not need it).

- Pulverize (Mace)
- Fierce Blow (Hammer)
- Sundering Mace (Defense Trait, chance on mace crit to weaken)

It also touches on Gunbo's nasty Stunlock build, with equipment choices that can deliver three stuns;

- Earthshaker (Hammer Burst, affects multiple targets)
- Skull Crack (Mace Burst)
- Shield Bash (Shield)

To feed those two Burst skills as well as increased crit via Heightened Focus (Discipline trait, increased Crit for each full level of Adrenaline), there are multiple Adrenaline pushes;

- Embrace the Pain (Defense Trait) increases Adrenaline when hit.
- Inspiring Shouts (Tactics Trait) increases Adrenaline when using "Shake it Off!"
- Versatile Rage (Discipline Trait) increase Adrenaline when swapping weapons.
- Healing Surge (Healing skill) increases Adrenaline and heals.
- Signet of Rage (Elite Skill) passively increases Adrenaline.

Utility:
- Throw Bolas to lock down targets.
- Condition and Stun removal via "Shake it Off!", plus the Adrenaline.
- Bull's Charge to compensate for lack of a charge.

Notes:
- Unsuspecting Foe (Arms Trait, 50% crit chance to crit stunned targets) compliments the stun-heavy build and Sunder Mace. This is also the reason I have 15 points in Arms and none in Strength, to pump up Precision.
- Armored Attack (Defense Trait, 10% of toughness converted to power) should compensate for this, it will also likely be easy to find Runes and such geared towards raw Power.
- Survival can be increased by dropping Blunt Weapon Master (Defense Trait, 15% reduced recharge on Hammer/Mace skills) in favor of Shield Master, which increases armor when using a shield. The cooldowns on the hammer are a bit lengthy, but neither knockdown nor knockback are essential to the build.

Feedback is encouraged. My next step is to try and make a similar Guardian build, and then see which one is most appealing / interesting.
 
hahaha, that's cute.

Well, there's no reason it can't be a tanking build for other things, I can't see any particular part of it that wouldn't be useful (though I would consider sacrificing some adrenaline-generation abilities to lend more group support, like my elite skill). Since we plan to play through the game together and she's clearly going to be a range-heavy class, that was the goal I had in mind.
 
After playing some more GW1 I think I'm going to miss the Paragon. By far it's my favourite class and I'm a bit sad that it won't be making a return.

I guess there's always expansions.
 
Well, there's no reason it can't be a tanking build for other things, I can't see any particular part of it that wouldn't be useful (though I would consider sacrificing some adrenaline-generation abilities to lend more group support, like my elite skill). Since we plan to play through the game together and she's clearly going to be a range-heavy class, that was the goal I had in mind.

Oh, yeah, the build seems solid and viable. I just found that to be quite sweet, from a cirtain point of view.

After playing some more GW1 I think I'm going to miss the Paragon. By far it's my favourite class and I'm a bit sad that it won't be making a return.

I guess there's always expansions.

I do love the para aesthetically, but it's role is pretty much completely filled by the guardian and (to a lesser extent) warrior. So we'll see, but I wouldn't be suprised if it never shows up.
 
"Foehammer"
snip
Looks great. The condition covering makes this easier to move to PvP as well. I just have a few comments though I am honestly exhausted. So who knows what makes sense.

Skills:
You really can't go wrong with much regarding warrior skills. You might not need throw bolas in PvE...but who knows. Is bull's charge worth it with 40CD when you have a hammer? No idea really. All you really need to cover is condition removal and you have. The other ones have some play after trial and error.

Fury:
The stunlock is complemented well with fury. Precision and fury really add to the crit traits. You might even end up with more crit hits then normal. This is why "For great justice" is desirable. However, if you have a ranger just make them bring call of the wild. That is 15s fury on a 35CD. Now, maybe fury won't be needed if stunlock can have a high upkeep. But it is something to keep in mind.

Time to zzzzzzzzzzzzzzzzzzz
 
After playing some more GW1 I think I'm going to miss the Paragon. By far it's my favourite class and I'm a bit sad that it won't be making a return.

I guess there's always expansions.

I was actually thinking about this today;

  • They're technically missing a third Soldier class and Paragons did wear heavier-looking armor.
  • There's no polearms in GW2 and Paragons used spears quite heavily. Introducing some polearms into the game would also benefit the other professions by giving them a new weapon class or two;

  • Spear (1 hand polearm) - Can be used with a shield or an off-hand weapon.
  • Javelin (off-hand polearm) - Would be thrown, I imagine.
  • Halberd (2 hand polearm) - would have a wide swing like the Greatsword / Hammer.
  • Adding lances and spears would be a nice compliment to the Mounted Combat they want to add too.

As for a unique mechanic, it might be cool if Paragons were enemy "Specialists". They would have a unique resource called "Insight" that they gain from specific attacks or actions, with the idea being that they are studying and learning their foe. This resource is then spent on three special "Command" abilities. The cool part is that the three abilities are enemy specific, and are tailored to the enemy you're targeting; Each enemy 'class' in the game would have a unique selection of Command abilities.

For example, if they use fire attacks, the Paragon gets anti-fire abilities. If they use stuns, the Paragon has anti-stun abilities. One command ability would always be a "Weakness Revealed", which increases the damage of everyone attacking that target.

They are essentially experts at shutting down whatever special abilities enemies have or delivering blows that are especially damaging to that specific enemy type. This becomes especially useful against Boss enemies, who could theoretically have their own unique set of Command abilities, some of which could be heavily tied to the environment.

For example, if you fight an enemy in a room with lava pools, one of the Command abilities might allow you to drag an enemy across the room and into one of the pools. The other professions can knock him into the pools and such too, but the Paragon has an ability that is specific to that encounter that is much easier to use.

Dunno, just tossing the idea out there. Before they announced the Thief was "Thief", I thought it might be cool if they were "Assassins" and had a mechanic like this; specific abilities tailored to assassinate their target.
 
Edit: G'damn Double post again. Time for me to head to bed too.

Oh, yeah, the build seems solid and viable. I just found that to be quite sweet, from a cirtain point of view.

Thanks. It's just how we've always done things; she likes squishy classes, I like melee classes. So I usually roll a tank and she goes with range-heavy support and I spend the game pealing mobs off her and keeping them busy.

In Vanguard I played a Paladin (Defense-oriented tank class) and she played a Blood Mage (amazing class, they used their own health as a resource and could redirect damage to themselves, lifetap to heal it... they could even harvest organs from enemies and create symbioses that acted as buffs or could mind control enemies). In WoW I played a Paladin, her a Priest. LotRO it was Guardian and Lore-Master.

I really didn't need to give specific examples here, but I wanted to gush about the Blood Mage. Most unique class ever: http://wiki.silkyvenom.com/index.php/Blood_Mage


Looks great. The condition covering makes this easier to move to PvP as well. I just have a few comments though I am honestly exhausted. So who knows what makes sense.

Hey, thanks for taking a look at it in the first place. I appreciate the feedback.

You might not need throw bolas in PvE...but who knows. Is bull's charge worth it with 40CD when you have a hammer? No idea really. All you really need to cover is condition removal and you have. The other ones have some play after trial and error.

Well, the hammer's charge is a Burst skill; if I'm lacking adrenaline (as I imagine I would be at the start of a fight unless Signet of Rage is always active) it's not an option. That's just one of those things I'll need to find out when I actually get to play the game.

As for the Bolas, I guess I'm still learning to pull away from the old school of MMOs, as I still feel like I need an "Oh shit, I lost it's attention" button to get control back. Bolas is there in case something decides to tear ass after the squishies, so I can get in front of it and knock it back or lock it down.

The stunlock is complemented well with fury. Precision and fury really add to the crit traits. You might even end up with more crit hits then normal. This is why "For great justice" is desirable. However, if you have a ranger just make them bring call of the wild. That is 15s fury on a 35CD. Now, maybe fury won't be needed if stunlock can have a high upkeep. But it is something to keep in mind.

She hasn't spent much time with the Build tool, but I'll make a note to remember that one. I still feel like I need "Shake it off!" for those times where I'm getting heavily debuffed or stunned, but if I end up not needing the Bolas or Bull's Charge, that'll definitely go in there. Another shout would also push more adrenaline too.
 
Edit: G'damn Double post again. Time for me to head to bed too.



Thanks. It's just how we've always done things; she likes squishy classes, I like melee classes. So I usually roll a tank and she goes with range-heavy support and I spend the game pealing mobs off her and keeping them busy.

In Vanguard I played a Paladin (Defense-oriented tank class) and she played a Blood Mage (amazing class, they used their own health as a resource and could redirect damage to themselves, lifetap to heal it... they could even harvest organs from enemies and create symbioses that acted as buffs or could mind control enemies). In WoW I played a Paladin, her a Priest. LotRO it was Guardian and Lore-Master.

I really didn't need to give specific examples here, but I wanted to gush about the Blood Mage. Most unique class ever: http://wiki.silkyvenom.com/index.php/Blood_Mage




Hey, thanks for taking a look at it in the first place. I appreciate the feedback.



Well, the hammer's charge is a Burst skill; if I'm lacking adrenaline (as I imagine I would be at the start of a fight unless Signet of Rage is always active) it's not an option. That's just one of those things I'll need to find out when I actually get to play the game.

As for the Bolas, I guess I'm still learning to pull away from the old school of MMOs, as I still feel like I need an "Oh shit, I lost it's attention" button to get control back. Bolas is there in case something decides to tear ass after the squishies, so I can get in front of it and knock it back or lock it down.



She hasn't spent much time with the Build tool, but I'll make a note to remember that one. I still feel like I need "Shake it off!" for those times where I'm getting heavily debuffed or stunned, but if I end up not needing the Bolas or Bull's Charge, that'll definitely go in there. Another shout would also push more adrenaline too.

Sounds like some dragon age shit!

I'd like to see what your wife comes up with, I'd curious what she thinks is a good build!
 
God that dungeon video was painful, Simon went down about 4 times and died once. He acted like a dick in the fire trap room too. I now know why they listed dungeons as a con, it's because they suck.
 
God that dungeon video was painful, Simon went down about 4 times and died once. He acted like a dick in the fire trap room too. I now know why they listed dungeons as a con, it's because they suck.

You mean you're not supposed to just blindly run into each section of a dungeon pulling as many mobs as you possibly can?
 
You mean you're not supposed to just blindly run into each section of a dungeon pulling as many mobs as you possibly can?

Can you imagine the later story mode dungeons and then explorable modes of each? They weren't doing themselves any favors by fighting in tight corridors or anything either.
 
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