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 Post subject: Re: Guild Wars 2
PostPosted: 04 Dec 2013, 14:57 
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That's an impressive tattoo!

And I'm not suggesting #1 is an issue with the game in general. It's simply that I'd become so unfamiliar with it that nothing was coming naturally - I'd memorised which buttons did what when I played before (as I have with TOR, with the exception of a few specialist things that I have to remind myself about if I return to a character after a longish break from using them), but the new thief has a new set, and each one has a list of things against it in the description, not all of which I understand, so I it's harder to remember what does what, or to fully appreciate what the basic attack does at all. (It describes the attack, then gives another description of what it does in a combo, and then a couple more descriptions - I'm not sure if those describe what happens in larger combos, or whether they're additional things it can do in different situations.) Then he acquired a second weapon as a drop and he got something different when he started duel-wielding, which I didn't notice straight away, so he wasn't behaving as I expected for a while. (Remember that in general I'm a terrible gamer. Things that come naturally to most people can be a real challenge for me. When I started playing TOR I was frankly amazed that I got on as well as I did. I'm sure I will get the hang of GW2, especially if I go back to playing a guardian, which seemed a relatively straightforward class, but I take longer than most to find my feet.)

Btw, I've been meaning to ask if there's a ranged class that's straightforward to play. TOR has confirmed to me that I'm generally far more comfortable attacking from a distance - I can get a better view of what the opponents are doing and don't need to move around so much if an opponent moves or if I need to switch target.



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 Post subject: Re: Guild Wars 2
PostPosted: 04 Dec 2013, 19:00 
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Well to be fair Thief is easily the most confusing of the classes when it comes to movesets because of how it treats the 3 Key. What I was referring to though is that one of the things people generally like about GW2 is the auto-attack format that means you don't HAVE to button mash, really at all. Sometimes I set Av on a high HP/toughness enemy, get up walk away and refill my coffee or something and then come back to collect whatever it dropped. Also worth noting, those additional descriptions that come off of moves are not combos, they're sequentially initiated actions. So for example: the Warrior's Key 1 auto-repeat move starts with a Slash, then has a second, more powerful Slash, then has a third, final move that IIRC is called "Uppercut"? Anyway, it's the most powerful. The second two are not combos, but rather, the next attack to be initiated by that same key move. You can't execute "Uppercut" until you've already Slashed and Slashed your opponent already.
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There are no ranged/melee classes in GW2; all classes can do both just depending on what weapons you equip them with. That having been said, some are a lot easier/harder to play melee/ranged. For example: the Guardian's ranged attacks with the sceptre and staff and torch tend to not be very good/handy, so people never use them, while it has very good greatsword, sword and hammer abilities (the last one's somewhat debated) and people always opt for those, effectively killing its ability to range. Guardian can't use Pistol, Rifle, or either class of Bow, which narrows you down to the above listed primarily ranged things.

A personal aside not relevant to this conversation:
Spoiler: show
I said "good/handy" because weapon moves mentioned tend to be lacking in one or the other but not both (save Torch which just sorta sucks all around and I didn't even mention). The Staff and Sceptre moves are actually pretty good, but I wouldn't classify them as "handy" because they're difficult, for me anyway, to perpetuate a fight with. With a greatsword or hammer, I can just lay on crap tonnes of damage toward defeating an enemy, or debilitate them so I can rev someone nearby or what have you. Trait paths add some good power ups for those too, making them even better. Staff on the other hand, can do lots of cool status effect things, but the attacks do not pack much punch. This leads me to the conclusion that it's better if you're trying to play the Guardian as a supporting character, which, to be honest, the Guardian is not. It's heavy in defences and healing, which make it the closest thing to a "true tank" that Guild Wars 2 has (which I say because GW2 also somewhat effectively manages to abolish the typical Tank/DPS/Healer Triad Staple of MMOs; you see some remnants in how the ideal builds of various classes go, but, say, for example, there really is NO way you can make a "healer" character--the closest you could come is keeping an Engineer perpetually equipped with the Elixir Gun and/or his Med Kit Healing ability pack).


If you want one that's easier to do ranged with though, you'll probably be interested in the Necromancer with more or less any of their available weapons (Staff and Axe are the best IMO; Dagger and Warhorn are runners up--this being the ONLY class who makes GOOD use of the Warhorn).

Since Steve turned me onto the Pistol/Shield combo for the Engine, that's turned out to be a pretty good ranged setup--though to be fair the Rifle was pretty good too, just different--though keep in mind that your Engineer will constantly be needing to take into account Gear Packs, which change what moves they're using in the 1-5 Key slots, and as far as ranged is concerned, you're looking at Elixir gun (support stuff), Flamethrower (only one true ranged attack, the rest is more like limited AoE stuff) or Grenades (all actual, true ranged, but adds an extra layer of difficulty because you have to trigger your attack and THEN ALSO select where you want to cast the grenade). In general, however, the Engineer and Elementalist I tend to tell people to be wary of if they're just dabbling or getting acquainted with things, since both have a vast multitude of movesets that you need to be able to switch between fluidly and rapidly to play effectively.

With that transition to Elementalist...I'm pretty certain that sceptre and staff will get you some good range, but I used those so briefly I can't recall any of those moves well. IMO dual Daggers are the best thing that can happen to the Ele, and that's what I use. All of the moves with the dual Dagger are in this sort of...weird, hard to define middleground. Like, since it's squishy-mage-ish, I try not to stay in melee range, exactly, but the range at which you are ABLE to attack is not all that far, and every element has some sort of move that is either an AoE centred around the caster, and thus requires melee range to be effective, or a "dart over to the enemy and blast them". Attuning to air also gives you a knockback/evade move that combines really well with it's "dart-to" move. Any given enemy over standard difficulty will entail me entering the battle with Fire, setting them and the field ablaze, rotating to Water/Ice and using all five keys, to damage/impair and heal/protect myself, rotating to Air, to knockback then dart-to, the adding more status effects/impairments and self-protection, then attuning to Ground, where I will immobilise, bleed, dart-to and then use my most powerful attack, which also adds status effects. If the enemy is not down at some point in that sequence, then I start over with fire.
Summing it up: with dual Daggers I find myself moving all around the combat field very fast, switching between all four elements very frequently and focus on ending battles quickly.

Mesmer I have little input for. It has ranged casts and plenty of, but you need to be very good at navigating combat zones and managing an extremely fluid number of illusions with varying abilities. It occurred to me after chatting with Rachel and Steve a while back that while I don't see very many Mesmers running around, the ones I do are rarely not max level, and frequently are players serving in some sort of leadership position. That would coincide with the notion that to play Mesmer well, you need to have good active character management skills.

Ranger and Warrior can both do good ranged attacks, but the weapons they will be equipping to accomplish this are going to be either Long Bow (both), Short Bow (Ranger) or Rifle (Warrior), and these weapons do not pack as much punch as their melee equivalents (Hammer, Greatsword). So you're sacrificing some attack power in order to avoid taking more damage yourself.



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 Post subject: Re: Guild Wars 2
PostPosted: 04 Dec 2013, 19:16 
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I definitely wouldn't recommend Thief to someone just starting out either-I mean, my Thief is level 53 and I still haven't gotten the hang of playing him. And while I don't have either a mesmer or engineer, from what I know about them I wouldn't recommend them either, not until you're firmly comfortable with the 'basic' playstyle.

In general, my advice would be to try out as many professions as you can and find the one you're most comfortable with, then just work with that until the muscle memory kicks in. GW2 has a more fluid playing style than TOR; each battle is going to unfold a little differently and you have to consciously consider what the best course of action is, whereas in TOR you can mostly just spam the same three-key combo for everyone who's not a boss. That said, the game also throws a lot fewer options at you in terms of skills and such than TOR does.

A big part of getting comfortable with a class is going to be coping with its profession-centric mechanic. Every class has them and some of them are easier to master and/or ignore than others. I'd probably put Warriors, Rangers and Necromancers as the most accessible in that regard, but that might just be me.

Also, a tip: in the Hero menu, under Skills, there's a page that lists the possible weapon skills for your profession and how many of them you've unlocked. I've found that to be useful when I'm first starting out and not entirely sure what I can do yet. Also, here is a link to the Profession page on the wiki, that might also be helpful: http://wiki.guildwars2.com/wiki/Profession


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 Post subject: Re: Guild Wars 2
PostPosted: 04 Dec 2013, 19:41 
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http://wiki.guildwars2.com/wiki/Commando

I cried manly tears learning this would never be.



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 Post subject: Re: Guild Wars 2
PostPosted: 04 Dec 2013, 19:44 
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Dino

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Thanks very much! Both of those posts are really helpful. (Not least the the mention of auto-attack, which I can only assume I have disabled because I was totally unaware of it. I'll have to go and try to find that.)

And Ethan, having just seen your comment there, I'm inclined to agree with you. It sounds like it would have been a very good class.



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 Post subject: Re: Guild Wars 2
PostPosted: 04 Dec 2013, 20:03 
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It sounds like it would be a blast to play, pretty unique given the setting, and would balance out the classes available, since currently there are three Mediums/Adventurers, three Lights/Scholars, but only two Heavies/Soldiers.



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 Post subject: Re: Guild Wars 2
PostPosted: 06 Dec 2013, 16:18 
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Ensi with his pauldrons in better lighting and with a better angle. I reportedearlier about his pauldrons but did so backwards. They are not golden with blue trim, they are blue with golden trim.
Spoiler: show
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Updated my last fashion post to show a recreation of his awesome image at the Ebon Gates at dawn but with his pauldrons.

And Delgado got updated. He has a cowl/hood/mask thing depicting Grenth, the Human god of death, cold and balance that he dons when he doesn't want people to recognise him. He also has a real, actual scythe, instead of only a staff that becomes a scythe.
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 Post subject: Re: Guild Wars 2
PostPosted: 01 Jul 2014, 16:13 
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Hello, my name is Ethan, and I...I have a problem. We had a really high roller come into the shop and they bought a lot and really pushed us...but left very large tips for us all. $25 just for me. And, well...I spent it all on GW2 character slot expansions.



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 Post subject: Re: Guild Wars 2
PostPosted: 01 Jul 2014, 16:36 
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Don't worry, the Obsession will (probably) pass eventually.



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