Is the dungeons different in the end-game content? It seems really weird to not have specific tanks/healers at this rate. I love the game, I really do. However I miss the feeling of being important as a tank/healer.
Not exactly. In Guild Wars 2, it's more about proactively avoiding damage than just reactively healing it and since there's a focus on self-reliance the first few layers of survival are entirely up to the individual.
- Your first line of defense is evasion, whether staying out of the enemy's attack range, using cover or dodging. This is entirely your responsibility, and knowing when an enemy is about to deliver an attack is one of those skills you have to develop over time (though usually the nastier the attack, the more obvious the telegraph; watch Kholer's arm the next time you're in AC Explorable, he makes it very obvious just before he uses his nasty pull-and-spin attack.)
- Your second line are defensive skills like Shield Stance, Protector's Strike, etc., that completely block attacks. These are also entirely on you to utilize, but not every profession has them (no surprise; the two heavy armor, melee-centric professions, Warrior and Guardian, have the most).
- Your third line are conditions like blind (negates an attack), weakness (50% of all hits cause 50% damage) and boons like Aegis (negates an attack), Protection (Reduces damage by 33%) and Vigor (doubles how fast you regenerate endurance, allowing you to dodge more). Generally, every profession has access to at least one or more of these, and a good group is one that will pour on the support boons as often as they can. This is why anyone arguing that Guild Wars 2 is all about 'spamming skills as soon as they're off cooldown' is talking out their ass, because so many of those skills have useful effects for both support and control (more in a moment) purposes that just using them to cause more damage is flat out dumb.
- Then, at last, you come to healing. You have your own healing skill, but there's also some heals that affect others (Healing Spring, Healing Breeze, etc.), some skills that have a healing component, and the Regeneration boon.
- If all of that fails and you're downed, your friends can get you back up with special skills (Battle Standard, Signet of Mercy, etc.), burning down an enemy for you to rally, or reviving you directly (a.k.a "Magic rubs").
- Finally, if you're defeated, you can still get back into the fight. It just so happens that when you're defeated, you're only MOSTLY dead. There's a big difference between mostly dead and all dead. Mostly dead is slightly alive. If they're fast and good, your group can still revive you; though it's usually better to wait until a fight is over, I've seen GAF groups do some amazing speed-reviving mid-boss.
So before you even take damage, you have three ways to either completely negate or mitigate damage, and after that you have two ways to get that health back. And if things really go badly, you have another option
after that in which you can recover before you're dead dead and the one thing your friends can do is go through your clothes and look for loose change.
All of the above also sets up the framework for the GW2 version of tanking. There are no taunts or other forms of 'snap aggro' where a player can essentially push a "hate me!" button and force an enemy to focus only on them, nor are there any skills that specifically generate threat, allowing one individual to continually stay at the top of the enemy's aggro table. Enemies behave more like... actual enemies, not a mechanical puzzle piece disguised as one (which is why gamers who haven't been conditioned by Traditional MMOs find GW2 much more comfortable and familiar.)
Guild Wars 2 is all about controlling the pace, location and conditions of the fight; using skills that knock back, knock down or pull. Conditions like Cripple, Chill, Fear and Immobilize that limit an enemy's movement. Using the environment or skills (Line of Warding, Unsteady Ground) to obstruct the enemy's path. Keeping an enemy in harmful areas of effect or locations where they're less dangerous. It means staying mobile (which is why almost every skill in the game can be used while moving) and staying smart. It's is closer to
Dark Souls rather than
World of Warcraft; standing in one place and just smacking the enemy is the fastest way to find out what dungeon floor tastes like.
That said, there are some general rules for aggro, but they're not as cut-and-dry as most MMOs. Most of your PVE fodder enemies will go after whoever is closest, whoever hits them first, or whoever causes the most damage. That's generally a good rule of thumb, but bosses also have specific behaviors like going for whoever is weakest, whoever is furthest away, try to finish off anyone who's downed or reviving (in fact, reviving a player is generally a good way to get an enemy's attention), etc. so you can't rely on the same tactic always working.
And yes, later bosses are much more engaging. The Aetherpath in Twilight Arbor, all three revamped Ascalon Catacomb explorable paths and every single Fractal are a hundred times better than the dungeons they put in at launch. Wish they'd keep revamping them.
So I guess a "raid" would be just like 100 people mashing on a guy until it's over to get some loot?
Some of the earlier world bosses like the Svanir Shaman (a.k.a "The Maw") and the Shatterer kind of function like that, but ArenaNet has been going back and tweaking them to make them more dangerous, and new encounters they've added have all been the
exact opposite of that. Here's my favorite two examples;
Tequatl the Sunless used to be a snooze fest, but since his revamp he requires a coordinated effort to defeat; some players must use turrets to keep his defenses down while simultaneously clearing pools of toxin he creates nearby. Some players must hang out near them to keep enemies away from the turrets. Everyone else generally clumps up and damages him, though they need to clear tendrils, burn down enemies and jump over shockwaves Tequatl creates. At set points during the fight, he'll take flight and everyone will need to defend three batteries and a cannon from enemies so that the cannon can stun Tequatl so everyone who was on defense can run back and damage the hell out of him when he's weakened.
TLDR: +100 players who have to use turrets, defend turrets, kill tendrils and mobs, kill Tequatl (while avoiding his attacks) and survive long enough to reach the defense phase where everyone has to spread out and defend four different objectives long enough for them to charge up so they can rush back in and burn the dragon down while he's weakened, and then return to phase one again.
The Twisted Marionette (Living Story Season 1, "Origins of Madness") fight required players to split into five lanes, which needed to be defended against waves of enemies that would power up the Marionette if they broke through to the portal at the back of the lane (when the Marionette reached full power, it killed everyone nearby instantly, so... that would be a bad thing). This was done by straight up killing them, but also having some players building barriers that slowed the enemies down (which, in turn, needed to be defended since enemies would drop in behind you to tear them down). Once the lane defense phase was over, one lane would head through the portal and be teleported up to five separate platforms with a special boss on each. All five platforms had to kill their boss and a special generator before time ran out or the Marionette powered up quite a lot. After another defense phase, the next lane would try their hand at taking out the generators, and so on until the Marionette was fulled powered and killed everyone or the players were able to break all five of her chains and win.
TLDR: +100 players, split into five lanes that must be defended, then one lane is split onto five platforms that must each defeat a boss or the whole phase fails. Then defend again until a different lane gets a chance. You didn't even really fight the Marionette itself, though it stomped and slashed at the platforms just to make it that much harder.
Also what I find dull is that dungeons isn't available until level 30, big let down, even though the leveling itself is quite fast.
Anyway, I'm having tons of fun so far. I just hope I won't get tired of the skills available. (I hope they implement something like catching elite skills from mobs like they had in the original game.)
It's not so much about getting new skills as it is having a new context in which to use them. Think of Guild Wars 2 as more like a fighting game, where each class is a different fighter with pre-established attacks and special moves. Each new encounter is a new opponent which behaves differently than the one before and requires you to use your attacks differently to win. The idea is that you'll get a feel / muscle memory for those skills and be able to use them reflexively without really having to think about them too much (in the same way nobody thinks of a Hadouken as Down, Down-Forward, Forward-Punch; it's just "Hadouken" after a while).
And I agree; there should be a dungeon around level 20. I was kind of hoping that Dry Top would be a low level zone (since the areas it connects to are also low level) with a new, early level dungeon. Not that I'm complaining, Dry Top is amazing, but I feel like the game holds back on the dungeon experience a tad longer than I'd like.