Hey guys, it’s Jexx again. If you can’t tell, I’m doing blog entry’s on the main info we got so far from the main site and blog (not including things we got from link roundups, I need to get through this quickly enough).  So, today, I’m giving out an entry on the first article they had on combat,  including the skills. To the blogging mobile! (NOTE: I edited the last entry to include a bit I forgot.  Elementalist’s only have one weapon set)

So Eric began the entry with “the basics”.  So, we’re able to jump and swim. That sounds cool, because in GW1 you couldn’t jump, and it annoyed me so much how I couldn’t just jump off of a small ledge, or jump onto a small ledge.  We also learned that placement really matters in combat. Now, placement mattered in GW1 too, though that was something I never really fully understood until a recent Relics of Orr podcast. You see, aside from the occasional F2P mmo (in which I never really played bow-users), GW1 was my first MMO.  So, in GW1, I recently started up a ranger, and  really like playing one. I like the way placement matters as a ranger. However it turns out that in other MMOs placement doesn’t count. But in GW2, it sounds like placement will matter even more than it did before, which is really cool.

Apparently skills will also be visually appealing, and you’ll be able to tell what type of skill someone else is using on a glance. You’ll be able to look at the skill being used, and tell whether it is an AoE spell, if it inflicts damage or not, etc. Now, that also sounds cool. But I’m a little afraid that it may make the game a little easy. Being able to tell what type of skill is being used and what to do. But then I realize that you can do that in GW1 too, you just need to have a good eye. I’m taking that the combat will still be challenging though. But we’ll have to see when the game is released.

This comic is pretty funny, as it sort of takes a jab at “traditional” MMOs. Where everything you wear matters a lot, and you need to take 20 minutes preparing to do something just so you can actually have fun. As ArenaNet said before, they want you to be having fun, not preparing to have fun.

Now, onto the Skill system. The skill system will be practically the same that is in GW1. You have to obtain skills to use in your builds, and you can buy them off of Skill Traders and get them as loot from monsters. You have a great number of skills to choose from, and can implement them in the last 5 slots of your skill bar. I’m glad they kept the system from GW1, because actual skill trees annoy me. With upgrade-able skills and requiring you to be certain levels… ugh.

GW1’s skill bar set-up was that you had 8, completely free skill slots. GW2’s skill bar set-up will be a bit different. The first 5 skills will be determined by the items you have in your hands at the time.  Your first 3 skills will be determined by what you have in your main hand, and your last 2 skills will be determined by what you have in the off hand.  If you have a two-handed weapon in your hands, it will determine all 5 of the skills. Now, on this note, the skills are also determined by profession. For example, a Warrior wielding a mace and shield will have different skills than another profession wielding a mace and shield. Certain professions can also have two weapon sets to choose from in combat.

The last 5 skills are slotted directly by the player. You click on the skill slots, and a list is brought up with a number of skills  for you to choose from. One skill slot has to be a healing skill, that increased the health of the character or his allies, this implies that there may not be a dedicated healer to heal you if you get in trouble, like in other MMO’s. Another slot has to be an elite skill, which are designed to be very powerful and infrequently used. Some question if you’ll actually want to use these elites, because of they’re supposed to be used infrequently. But ArenaNet gave the example of an elementalist turning into a tornado. Tornadoes usually inflict major damage to an area in real life, so imagine what it can do in a fantasy world. Yea. They’ll be used a lot, don’t worry.

So, that’s the 10-slot skill bar. Many think it’s restricting. Well, it’s designed this way so that people can make, at minimum, average builds. No one wants to be the poor newb who has the lamest build in the game, so ArenaNet fixed that so the players can have more fun, and not “prepare to have fun.” But, I honestly don’t think this set up is as restricting as one thinks. Sure, half our skill-bar is slotted for us, but think about it this way..

You choose 2 weapon sets to take with you, and you choose 5 skills. That’s 7 choices. 1 less than in GW1. Now, you may be thinking.. “The elementalist only has one weapon set..” Well, they have the choice of attunements too. So technically, in combat as an Elementalist you have 10 choices. So this new skill bar set up really isn’t that restricting in choice at all. You have 5 choices of weapon combo’s as an elementalist, and 19 combos as a Warrior. Ele’s get attunement to make up for it. So, GW2’s skill bar set-up is a bit more constricting than GW1, but not enough to make a big deal of it in my opinion.

This comic shows that each profession can fend for it’s self when they are out in the wild alone. Unlike, where in other MMO’s, you might need a dedicated healer to take care of you, while in GW2, you have enough proficiency in taking care of yourself to not be in danger all of the time. This is great, because now that you can heal yourself without potions, you won’t need to run around looking for a monk for your party, or just to take care of you on your journeys.

My favorite GW1 professions were the Assassin and Ranger.

Jexx, off to form the greatist GW2 build eva!!

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