Guild Wars 2 Launch Date announced: August 28th, 2012

GW1 Elementalist PvP (RA):
1 Ressurection Signet
2 Attunement
3 Aura of Restoration
4 Defensive skill

Out of the four remaining slots, if you're air:
5 Blinding Flash
Out of the three remaining slots:
6, 7 Shell Shock, Gale, Lightning Bolt, Chain Lightning
Finally, for the elite:
8 Mind Shock, Invoke Lightning, Blinding Surge

If you're earth:
5 + 6 Ebon Hawk + Stoning

If you're fire:
5, 6, 7, 8 Mind Blast, Immolate, Rodgort's Invocation, Meteor
or
7, 8 Trade Mind Blast for Glowing Gaze, add Double Dragon

If you ignore any of those, you'll probably kinda suck, one exception or two aside.

And let's not look at paragons, which only have a fairly decent (mediocre) option, Necromancers, which only have two, etc. Elementalists are actually one of the professions with the most build diversity, imo.

Even GW2 gives more build freedom from the weapons' predetermined skillset alone than GW1's system, and this without taking into account the utilities, the traits and the runes/ sigils (which offer far more options than the GW1's runes).
 
Don't think of the diversity in relation to the skills you have, think about it in terms of the weapons you have access to. You're not as limited as you might think.

we'll see. looking at thief, which i'm mostly likely to start with... it seems i'm going to be pretty similar to lots of other thieves out there. there are only a handful of weapon combinations available for many classes.

if i care more about fun than balance/esports/pvp it feels like things are quite railroaded due to the weapons; in addition to not really having an evolving playstyle as you level (since you'll have access to most relevant skills relatively early on in your progression).

i also like build-tinkering:) less options is less options... particularly if you're more interested in creating an adventurer to explore a new world with your friends, and care less about the competition aspect.
 
Strong disagreement. Just like with the tiered traits, forcing you into sets of weapons forces you to actually play BETTER and learn the nuances even in areas you'd rather not. It balances the skills against each other better. You're not balancing 300 skills vs 300 skills, but instead sets of 5 weapon skills against other sets of 5, then you've got 5 MORE skills on top of that. Then TRAITS on top of that.

I'll never understand people who genuinely don't realize that more freedom often means LESS diversity. It's easier to break systems that are more open, and once it's broken you need to play a certain way to keep up with the joneses. Yeah, there'll be strong builds and weak builds regardless, but if the playable builds are still 5 times as numerous (say, 10 viable builds per class instead of 2), you've effectively added 5 times the diversity to the game, despite having 1/10th the initial freedom.

People can shit on me for citing wow until they're blue in the face, but there's a reason they've ditched Talent Trees 8 years after the fact: Because through COUNTLESS iterations it always comes back to the one indellible truth: You give people the illusion of choice, but all you're really doing is forcing them to either conform or be bad. Two very talented and different development studios don't arrive at conclusions like this by happenstance, they arrive at them because they're true.

Well said and i agree completely.
 
Got it on Newegg for 49.99 with their 10$ off Pre-order coupon. Hopefully GMG or someone throws it down a bit cheaper.
 
This is an attitude that only hurts the evolution of PvP. Developers should be developing for player freedom, not fighting it.

True freedom can only be achieved through absolute balance. How many MMOs have achieved that? Right. None. This leads to preferred templates, eventually leading to anyone without that being considered inferior.

It's one thing to want an ideal - and I doubt any of us is against such an outcome - and quite another to fail in realizing that achieving that outcome is impossible, or at least so remarkably hard that no one has done it - at least while trying to uphold absolute player freedom.

That said, I'm still angry about the traits system and hope they either change it back or augment it somehow.
 
Strong disagreement. Just like with the tiered traits, forcing you into sets of weapons forces you to actually play BETTER and learn the nuances even in areas you'd rather not. It balances the skills against each other better. You're not balancing 300 skills vs 300 skills, but instead sets of 5 weapon skills against other sets of 5, then you've got 5 MORE skills on top of that. Then TRAITS on top of that.

I'll never understand people who genuinely don't realize that more freedom often means LESS diversity. It's easier to break systems that are more open, and once it's broken you need to play a certain way to keep up with the joneses. Yeah, there'll be strong builds and weak builds regardless, but if the playable builds are still 5 times as numerous (say, 10 viable builds per class instead of 2), you've effectively added 5 times the diversity to the game, despite having 1/10th the initial freedom.

People can shit on me for citing wow until they're blue in the face, but there's a reason they've ditched Talent Trees 8 years after the fact: Because through COUNTLESS iterations it always comes back to the one indellible truth: You give people the illusion of choice, but all you're really doing is forcing them to either conform or be bad. Two very talented and different development studios don't arrive at conclusions like this by happenstance, they arrive at them because they're true.

Yeah, I definitely think that the way they're doing it in Guild Wars 2 is the way to go. Having hundreds of skills and the freedom to switch between them is really nice at low levels, but at higher levels and competitive PvP it just ends up that there's a handful of really solid, really effective builds and everything else just falls completely flat. Just look at Diablo 2. There's almost thirty skills for every class, but you wouldn't know it from looking at high level D2 characters. Using weapon sets allows the team to balance and fine-tune builds with a lot more ease, while still retaining a separate build "identity" for each weapon set. Plus, utility and elite skills give customization beyond that.
 
Here's why I like GW2's skill system and trait system:


You can build a warrior as

1) DPS

2) Support

3) Heavy CC

4) Tanky

5) Ranged DPS

6) DOT DPS


And even with all those options, a warrior still feels like a unique class. That's impressive and awesome. It will be hard for people to "prove" that one of these types of warrior is better than all the others. Plus, you may cycle through these builds based on PVE, WvW, and PVP. How great is that?
 
Hopefully someone does a "Sever selection" load out, as in which bigger guilds will be heading where like they did for the beta.
 
we'll see. looking at thief, which i'm mostly likely to start with... it seems i'm going to be pretty similar to lots of other thieves out there. there are only a handful of weapon combinations available for many classes.

if i care more about fun than balance/esports/pvp it feels like things are quite railroaded due to the weapons; in addition to not really having an evolving playstyle as you level (since you'll have access to most relevant skills relatively early on in your progression).

i also like build-tinkering:) less options is less options... particularly if you're more interested in creating an adventurer to explore a new world with your friends, and care less about the competition aspect.
The thing I've noticed with MANY people in this game, and if you look at threads throughout the course of the BWEs, is that people have a lot of preconceived notions about what class they think will be best for them, and then when they get in and actually start playing with both the class mechanics and the basic mechanics of the game that are so different than many MMOs before GW2, that their conceptions are shattered and upon trying other classes they never thought they'd like.

I've always loved finesse classes... Rangers/Hunters, Thieves/Rogues, if it wears medium/leather type armor, I dig it. So I fired up a Ranger in my first BWE and while I liked it, I decided something was missing. Rolled a few other classes and am now really into Guardian. I never play the heavy armor classes, never even crosses my mind. This game turns so many MMO tenants on their heads that what you thought you like may very well change drastically. So, don't pigeonhole yourself so soon, you may be changing your mind :)
 
Well, with GWAMM done last week, all I need now is 3 elite areas (including SF so I can get my moa chick), and I'll be 50/50.

Who wants to do elite areas, GAF?!
 
Roped this in from another site:

Has this been posted already?

A 2 hour recording of a discussion between Alpha testers and Jon Peters.
Part 1: http://www.mediafire.com/download.php?zv3vxagcc27kwr3

Part 2: http://www.mediafire.com/download.php?8b79nd6cl6v4tfb

Thief -cluster bomb increase cast time, and lower projectile speed

-devourer venom imobilize reduction from 3 seconds to 2

-shadow signet increased move speed 25%, AOE blind (240 range), no longer has immobilize

-signet of agility active ability range increased to 600

-passive stat bonus on runes increased to 90 from 35, will scale from 10-90 as you level

-shadow trap range increase

-tripwire range increased, added 5sec cripple

-needle trap range increased (ae 500x100), 5-3 sec immob, poison 6sec, 30 second CD

-scorpion wire, increased projectile speed

-caltrops now has initial cripple, as well as pulse, will do 2 stacks of bleed for 3sec every second

-smoke screen duration increased from 7 to 8 seconds

General

-"the only traits in shippable state are engi." That is a direct quote, expect reworking of all other classes traits.

-The frost armor from combo fields has its timer reduced from 10 seconds to 5, will stack now though, also no plans to change fire from crappy might.

-The briefly mentioned that they had just finished re-working warrior longbow skills, bringing them in line and increasing damage was specifically mentioned.

-looking to potentialy have vuln and might operate differently in pve and pvp since there is currently a discrepancy with their power.

-they intend to nerf null field, well of power, ranger dodge trait (not sure which one)
 
The thing I've noticed with MANY people in this game, and if you look at threads throughout the course of the BWEs, is that people have a lot of preconceived notions about what class they think will be best for them, and then when they get in and actually start playing with both the class mechanics and the basic mechanics of the game that are so different than many MMOs before GW2, that their conceptions are shattered and upon trying other classes they never thought they'd like.

Yes! This so much! Most classes turned out to be the complete opposite of what I expected, the ones I hyped most (for myself) in the end were the ones I didn't play with at all.

It's all just so different than other comparable, way more predictable games.
 
It's one thing to want an ideal - and I doubt any of us is against such an outcome - and quite another to fail in realizing that achieving that outcome is impossible, or at least so remarkably hard that no one has done it - at least while trying to uphold absolute player freedom.
True but it is still disappointing that there will be no evolution here. They attempted in some regard and regressed. It could have been much more.
 
Quick Replies:

WoW Talents
The reason WoW talents failed so badly for so long is because they were comprised of tons of small stat boosts. When they cut all of the fatty +5% crit / +5 defense / +1 intelligence trash talents out, all they were left with were a handful of skills. Thus, the MoP talent system is essentially 18 skills, grouped in threes based on similar use (for example, the first tier of skills for a lot of classes are movement-related). The pre-MoP WoW talent trees are in the dictionary under "Bloated". It shouldn't have taken them 7 years to realize this, but... there you go.

"Weapon Skills are Limited"
The fact that you're not constantly getting improved skills means there's more room and less distraction for you, as a player, to get better. There's a very clear distinction in the videos we've seen and the experiences we've had in BWEs between the players who get it (dodging, using skills as needed) and those who are still stuck in the old MMO Mindset (standing and taking damage, spamming skills as soon as they're off CD).

There are only 10 skill slots because you're supposed to be busy doing other things; dodging, watching the enemies, watching the environment, watching what your fellow players are doing and working to generate combos, keeping tabs on people who are downed and need help, grabbing environmental weapons, etc. ArenaNet wants you to watch the game and react to it, not just stand there and hit buttons watching numbers pop up.

For the majority of professions, you always have 10 weapon skills (5 per weapon), 1 heal, 1 elite and 3 utility skills. Prove you can kick ass with those before you start demanding more skills.

Trait Tiers
I still feel like there's a better solution than to just bury traits behind tiers. There shouldn't be any skills that need to be placed behind barriers, they should be brought down to the level of the other skills or those skills should be brought up. Balance is never perfect, but there's a lot they could do to curtail them. The obvious is to move away from the kind of stats WoW was notorious for: +5% damage when using swords, +10% crit against burning enemies, etc. Get rid of that crap and put in traits that do things, change things, in a physical way that players can feel but is hard to theorycraft. People have their panties in a knot about wanting to change which skills they have? Why not make traits that do exactly that?

Hopefully BWE3 shows us what they've been doing with traits. I'll accept trait tiers if they manage to do something impressive with them.
 
...people have a lot of preconceived notions about what class they think will be best for them, and then when they get in and actually start playing with both the class mechanics and the basic mechanics of the game that are so different than many MMOs before GW2, that their conceptions are shattered and upon trying other classes they never thought they'd like.

absolutely. i do plan to alt-about. the thing with thief is it has a mechanic that specifically interests me (initiative). it seems like you'll be concentrating more on "what do i do now?" rather than "should i do this now?" - which sounds like fun. there are definitely some other professions i'll take for a spin, particularly once i've been able to suss out the engine/combat a bit.

still doubt i'll end up maining a pet class:)
 
For the majority of professions, you always have 10 weapon skills (5 per weapon), 1 heal, 1 elite and 3 utility skills. Prove you can kick ass with those before you start demanding more skills.
why do i have to be good before i play with builds? i just want to have fun.

if i get into this, i could be playing it for years... i'll have tons of time to become a better player... but i want to find a build that i find *fun*.

i wince a little every time anet talks about esports. it surely hurts their pve game.
 
Roped this in from another site:

Has this been posted already?

A 2 hour recording of a discussion between Alpha testers and Jon Peters.
Part 1: http://www.mediafire.com/download.php?zv3vxagcc27kwr3

Part 2: http://www.mediafire.com/download.php?8b79nd6cl6v4tfb

Thief -cluster bomb increase cast time, and lower projectile speed

-devourer venom imobilize reduction from 3 seconds to 2

-shadow signet increased move speed 25%, AOE blind (240 range), no longer has immobilize

-signet of agility active ability range increased to 600

-passive stat bonus on runes increased to 90 from 35, will scale from 10-90 as you level

-shadow trap range increase

-tripwire range increased, added 5sec cripple

-needle trap range increased (ae 500x100), 5-3 sec immob, poison 6sec, 30 second CD

-scorpion wire, increased projectile speed

-caltrops now has initial cripple, as well as pulse, will do 2 stacks of bleed for 3sec every second

-smoke screen duration increased from 7 to 8 seconds

General

-"the only traits in shippable state are engi." That is a direct quote, expect reworking of all other classes traits.

-The frost armor from combo fields has its timer reduced from 10 seconds to 5, will stack now though, also no plans to change fire from crappy might.

-The briefly mentioned that they had just finished re-working warrior longbow skills, bringing them in line and increasing damage was specifically mentioned.

-looking to potentialy have vuln and might operate differently in pve and pvp since there is currently a discrepancy with their power.

-they intend to nerf null field, well of power, ranger dodge trait (not sure which one)

Not sure if old, but even if it is, thanks for posting!

Vigilant Walrus brought up a good point on the previous page about forgetting about the right side of the skill bar. A lot of people (including myself) come to the conclusion on whether they think the class they are playing suits them in the BEGINNING of the game. Never level high enough to unlock the majority of the right side before basing their opinion on the class, and moving on to a new one.

Eh....I just went to quote him about this, .... he's banned.
 
why do i have to be good before i play with builds? i just want to have fun.

if i get into this, i could be playing it for years... i'll have tons of time to become a better player... but i want to find a build that i find *fun*.

i wince a little every time anet talks about esports. it surely hurts their pve game.

The point I was making is that the weapon-based skills are going to become second nature for everyone, at which point the only way to beat someone is to get better at the game. There's still utility, heal and elite skills to customize, and traits (which they're working on now and, based on what Alister_McCalister posted, only one class is even closed to being considered close to finalized.) The customization is there.

Weapon skills are meant to be as simple as possible so the layers of complexity that follow don't turn into a giant ball of shit like most MMOs.

Eh....I just went to quote him about this, .... he's banned.

Ah damn, I wonder what for and for how long?
Hopefully not too long, his avatar is gone though, does that mean anything?

Edit: Maybe it was this.. Lots of caps, lots of profanity, reference to "GAF Hivemind"... all he needed was to slap a racist insult towards one of the mods over a picture with some nudity and he'd have checked off just about everything on the TOS list.

Ah well. If you're reading this vigilant, we'll look for you in the next BWE or you can always hop onto the GAF Mumble (it's posted in the community thread). Banned from GAF =/= banned from GAFGuild.
 
GW1 Elementalist PvP (RA):
1 Ressurection Signet
2 Attunement
3 Aura of Restoration
4 Defensive skill

Out of the four remaining slots, if you're air:
5 Blinding Flash
Out of the three remaining slots:
6, 7 Shell Shock, Gale, Lightning Bolt, Chain Lightning
Finally, for the elite:
8 Mind Shock, Invoke Lightning, Blinding Surge

If you're earth:
5 + 6 Ebon Hawk + Stoning

If you're fire:
5, 6, 7, 8 Mind Blast, Immolate, Rodgort's Invocation, Meteor
or
7, 8 Trade Mind Blast for Glowing Gaze, add Double Dragon

If you ignore any of those, you'll probably kinda suck, one exception or two aside.

And let's not look at paragons, which only have a fairly decent (mediocre) option, Necromancers, which only have two, etc. Elementalists are actually one of the professions with the most build diversity, imo.

Even GW2 gives more build freedom from the weapons' predetermined skillset alone than GW1's system, and this without taking into account the utilities, the traits and the runes/ sigils (which offer far more options than the GW1's runes).

Err what? Do you even know the current metagame, your air builds are pretty outdated. Plus RA was never designed to be balanced, because it's random teams in a game designed entirely around close team synergy (as in you knowing all the skils your teammates have and cordinating there useage). A-net purposefully leaves it out in regards to balancing hence why skills like Shockwave remain hax in RA despite being mostly useless in gvg/Ha.
 
I'm curious... is the world of GW2 completely open like WoW with the only loading screens being for dungeons and changing continents? Or is it more like the first game where you meet people inside cities then get a group to get outside?

A friend who tried the beta of GW2 said he was disappointed a few weeks ago, although i dont remember everything he said, but it was mostly because the world... wasn't like WoW and somewhat restricted?
 
There are portals to different zones (which are large and not restricting at all), and the only instances are personal story items. Other than that, it's all open world. And he's right. It's not like WoW at all. Thank God.
 
...the only way to beat someone is to get better at the game.
exactly. it's a pvp-only issue.

obviously anet has lots of good ideas here and perhaps their pve game will have tons of odd and delightful builds in every profession... the last time i mucked with one of the planners to play with thief, it looked like 95% of what you'll be *actually* doing is those first five skills, which means there isn't going to be a ton of playstyles (pretty-much every utility skill is 30-60 second cooldown - ugh).
 
I'm curious... is the world of GW2 completely open like WoW with the only loading screens being for dungeons and changing continents? Or is it more like the first game where you meet people inside cities then get a group to get outside?

A friend who tried the beta of GW2 said he was disappointed a few weeks ago, although i dont remember everything he said, but it was mostly because the world... wasn't like WoW and somewhat restricted?

Not really either. There are designated zones that have loading screens between them, and towns are also separated from the leveling areas by loading screens, but there is no requirement to meet up up in cities. The world is open and un-instanced, so you can just go out and explore it, and meet people along the way. You just have to deal with the occasional (very quick) loading screen.
 
I'm curious... is the world of GW2 completely open like WoW with the only loading screens being for dungeons and changing continents? Or is it more like the first game where you meet people inside cities then get a group to get outside?

A friend who tried the beta of GW2 said he was disappointed a few weeks ago, although i dont remember everything he said, but it was mostly because the world... wasn't like WoW and somewhat restricted?

It's a persistent world in which you can run into other players any time like most MMOs. Whereas GW1 was heavily instanced, GW2 is not (only dungeons, personal story and resource nodes).

There are loading screens between each zone, but they're not very long.
 
I'm curious... is the world of GW2 completely open like WoW with the only loading screens being for dungeons and changing continents? Or is it more like the first game where you meet people inside cities then get a group to get outside?

A friend who tried the beta of GW2 said he was disappointed a few weeks ago, although i dont remember everything he said, but it was mostly because the world... wasn't like WoW and somewhat restricted?

Large zones (wow zones by that I mean persistent) but there's loading screens between them. But hey gw2 probably won't have much downtime if the original is to go by in comparison to WoW and most mmo's weekly down times. So it's like you get nothing from the world structure.
 
It's a persistent world in which you can run into other players any time like most MMOs. Whereas GW1 was heavily instanced, GW2 is not (only dungeons, personal story and resource nodes).

There are loading screens between each zone, but they're not very long.

I honestly didn't feel as if the loading broke any immersion, but I'm not very picky about such things either.
 
exactly. it's a pvp-only issue.

obviously anet has lots of good ideas here and perhaps their pve game will have tons of odd and delightful builds in every profession... the last time i mucked with one of the planners to play with thief, it looked like 95% of what you'll be *actually* doing is those first five skills, which means there isn't going to be a ton of playstyles (pretty-much every utility skill is 30-60 second cooldown - ugh).

Won't be a ton of playstyles? Every single weapon set offers a different playstyle, and most classes can have two weapon sets at once. Its true that utility skills have long cooldowns, and so are more supplementary, rather than defining your build.

Still, an Axe/Axe and Sword/Dagger Ranger is going to play completely different than a Longbow and Longsword Ranger. When you add utility skills, pet choice, and traits into the equation, there is a huge amount of customizablility in this game.

Edit- And yes, that applies to PVE as well as PVP
 
exactly. it's a pvp-only issue.

The example given could just as easily be changed to "the only way to beat that dungeon / monster/ giant dragon is to get better at the game". Being awesome at GW2 is about getting good at playing GW2.

The last time i mucked with one of the planners to play with thief, it looked like 95% of what you'll be *actually* doing is those first five skills, which means there isn't going to be a ton of playstyles.

Or it means that you define your playstyle based on which weapon sets you equip, how you approach each situation, how well you dodge, how quickly you're able to get downed comrades up, how well you navigate and utilize the environment, how well you can gauge when it's time to swap weapons or tactics, and how well you master those 5 skills versus people who only grasp it enough to get by. Oh, and not accounting for traits, which will allow for varied playstyles. Not to mention weapon sigils armor runes, accessory gems...

I honestly didn't feel as if the loading broke any immersion, but I'm not very picky about such things either.

Nope, the load screens have decent artwork and weren't longer than 10 seconds except when there were server issues in the first BWE.
 
The example given could just as easily be changed to "the only way to beat that dungeon / monster/ giant dragon is to get better at the game". Being awesome at GW2 is about getting good at playing GW2.
right. but it means that making a clever build is de-emphasized, which is a downer for folk who like to play with builds.

really wish the utility skills didn't have such ridiculous cooldowns. considering that anet said they didn't want you to be watching your interface... they sure are going to make you watch your interface.
 
True but it is still disappointing that there will be no evolution here. They attempted in some regard and regressed. It could have been much more.

I think they've shown some great evolution of the genre, honestly. The shift to having weapon-defined abilities is a really good idea; it streamlines things and allows people to focus on positioning and tactics more. They killed the Trinity, which is hugely beneficial to player choice. Instead of having guild mates or party members dictating your build, you're free to do what is fun for you.

In addition, they've removed systems that previously served to divide the player base (such as kill stealing), to the point that you're actually happy to see other people around. I love that.

WvW is fucking boss, flaws included. The questing system is very streamlined as well.

Honestly the biggest things for me seem to come more from design by subtraction than anything they added. It's just important that people realize that streamlining does not equal dumbing down. Some things are legitimately more complicated than they need to be.
 
right. but it means that making a clever build is de-emphasized, which is a downer for folk who like to play with builds.

really wish the utility skills didn't have such ridiculous cooldowns. considering that anet said they didn't want you to be watching your interface... they sure are going to make you watch your interface.

I should hope that the traits, however the end up, will give you plenty of build options. They're hammering away at them now, so let's wait until BWE3 until we jump to any conclusions. I like building a unique character as much as the next guy, but at some point that stuff ends up muddying the water and overwriting player skill. And after years of MMO where "Player skill" = "Mouse Turning and maybe jumping around a lot", I'm ready for something that's actually fun to play. If customization has to be brought down a little bit to make that happen, I'm okay with it.

I think they've shown some great evolution of the genre, honestly.

I think he meant that only in terms of the trait system.
 
I like building a unique character as much as the next guy, but at some point that stuff ends up muddying the water and overwriting player skill.

except it doesn't since anyone who cares enough can use whichever busted build they think is the strongest.

anyone who thinks that this new system is going to end up "balanced" is delusional. there's still going to be "best" builds for pvp and they've taken wacky options away from folk who couldn't care less about the competition aspects.
 
except it doesn't since anyone who cares enough can use whichever busted build they think is the strongest.

anyone who thinks that this new system is going to end up "balanced" is delusional. there's still going to be "best" builds for pvp and they've taken wacky options away from folk who couldn't care less about the competition aspects.

It's not that it will be balanced, it's that it will be diminished in power. Having the best build doesn't mean anything if the true determining factor in the game is the person playing. Based on what I saw during the BWEs and in various videos, I think that's exactly how it's going to end up. The better player will beat the better build.
 
Golfham! Good stuff, I'm jealous. I've been tempted to go for more than 30, but I don't think I would survive it.

Saving a unique minipet for last?

God....I only have 5 points....And feel I've invested way to much time into it. 1 Devotion, 1 Fellowship, 3 Honor. In other words, I suck.
 
I think he meant that only in terms of the trait system.

At the same time, there's so much that they've done right here that I think getting caught up on this one system - as important as it is - is unnecessary. Beyond that, it's clear that it's still a work in progress so let's get HYPED!
 
So me and my friends can for once get on a populated, competitive server. :)

Populated and competitive, I'm good with. But I don't have any interest in being on a server with the biggest, baddest of the guilds. I don't want to steamroll any more than I want to be steamrolled.

Otherwise, I'm good with that.
 
God....I only have 5 points....And feel I've invested way to much time into it. 1 Devotion, 1 Fellowship, 3 Honor. In other words, I suck.

By invested too much time, do you mean "installed the game?" :)

HOM is really just for fans of GW1. For the people only interested in gw2, I'm sure there will be much easier/fun ways to getting cool stuff.
 
Think I'm gonna chill at 11/50 for the Diamond Aegis, the effort it takes to get 9 more points is way more than I actually wanna put forth (though the Focus/gauntlets look pretty neat, Dragon Sword/Aegis is good enough).
 
Populated and competitive, I'm good with. But I don't have any interest in being on a server with the biggest, baddest of the guilds. I don't want to steamroll any more than I want to be steamrolled.

Otherwise, I'm good with that.
Would also love to not have to deal with long queues in WvWvW.
 
At the same time, there's so much that they've done right here that I think getting caught up on this one system - as important as it is - is unnecessary. Beyond that, it's clear that it's still a work in progress so let's get HYPED!

Oooooooh. I'm HYPE!

Conversation w boss today:
Boss: "Any particular reason you are taking that week off?"
Me: "I have something important happening that week."
Boss: "Damn it. I wanted to take some time off because a game called Guild Wars comes out that week."
Me: "No idea what that is.....sorry."

I knew my boss was cool, but no idea they were into any type of gaming.

HYPE!!!

Populated and competitive, I'm good with. But I don't have any interest in being on a server with the biggest, baddest of the guilds. I don't want to steamroll any more than I want to be steamrolled.

Otherwise, I'm good with that.

Would also love to not have to deal with long queues in WvWvW.


This x 10000000000000000
 
Conversation w boss today:
Boss: "Any particular reason you are taking that week off?"
Me: "I have something important happening that week."
Boss: "Damn it. I wanted to take some time off because a game called Guild Wars comes out that week."
Me: "No idea what that is.....sorry."

I knew my boss was cool, but no idea they were into any type of gaming.

HYPE!!!

LMAO, that is amazing.



edit: Currently at 11/50 in HoM. I think by the time I finish EotN/War in Kryta I should have enough to easily put me to 15/50. Then a bit of grinding and I should hit 20/50 for the cool looking focus. Wee! I would love those Balthazar gauntlets at 30 points, but I dont think its feasible for me.
 
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