Forum:New GW2 info/The Professions

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The Professions
This section covers the profession introduction articles posted on www.guildwars2.com. Other articles posted there are covered in above.

Profession 1: Elementalist
http://www.guildwars2.com/en/the-game/professions/elementalist/

Sounds very interesting. I like the idea of Attunements being constant buffs that you can swap on-the-fly. And the revamped Phoenix is quite spiffy. &mdash;Dr Ishmael 03:58, April 29, 2010 (UTC)
 * They should rename it to Boomerang Bird. [[Image:Felix_Omni_Signature.png]] 05:52,  April 29, 2010 (UTC)
 * The Ele's always been "my" chosen class, back-line  nuking > everything IMO. The attunement system seems to make the ele  more versatile (but does that mean that we have to trade off 3 of the 10  skills for the attunement spells, not sure. The spells look awesome,  and many seem to focus on not only backline nuker, but backline  controller (Static feild looked like it kept people in position for a  few seconds, allowing the ele to shield themselves from melee inherentl,  water trident looked like it had a knockback) This may well be  important if GW2 is going to be completely solo-friendly. From  what I can gather, then - the new ele is backline nuker/anti fighter much more  than the current ele is. Random Time  06:20, April 29, 2010 (UTC)
 * Also, is that a female Charr? Random Time  06:21, April 29, 2010 (UTC)
 * Indeed it is, my living-up-to-his-name friend! --Gimmethegepgun 06:38, April 29, 2010 (UTC)
 * Also, yes, Water Trident gets a knockback, it says so in the design manifesto when describing fire wall+water attune+smack them into fire wall --Gimmethegepgun 06:46, April 29, 2010 (UTC)
 * yes, we've seen screen shots of her before, look at the charr page on the main siteAkbaroth 07:06, April 29, 2010 (UTC)
 * I'm not particularly happy with the presence of knockback in GW2. You'll notice that in GW1 they were wise enough to never give players a skill or ability to alter an opponent's position. In fact, only very hard and challenging pve areas can forcibly move a player- The Aspect of Scorpions in The Deep, and Mallyx. The fact that they state how important positioning is in the design manifesto and then give players all sorts of options to fuck it up is disappointing. [[Image:Felix_Omni_Signature.png]] 07:41, April 29, 2010 (UTC)


 * "Signets provide an ongoing benefit to the Elementalist, but can also be activated for a greater effect." Complete skill function revamp? Also, I'm quite sure you wouldn't need to manually bring the attunements, but it'll probably be a "change attunement" button or something instead of the "switch weapon set" one. Knockback doesn't seem too bad. From the skills article, it seemed like positioning gets a lot more important, so disrupting the enemy positioning could turn into a whole new dimention in the gameplay. Also, first time someone actually DELETED the page while I was typing :S --[[Image:El Nazgir sig.png|Talkpage]]El_Nazgir 15:03, April 29, 2010 (UTC)


 * Oops, sorry. ^^; Blame it on RT for not moving it to the right place to begin with. :P
 * Oh, and I already commented about the attunement-instead-of-weapon-swapping above. If accurate, I like that idea a lot better than having to worry about finding/crafting a perfect weapon set for every different element that you use.
 * I'd think that knockback would actually be necessary if positioning is going to be that important in combat. The people who rely most on said positioning, probably warriors, will likely have access to "stability" skills that prevent knockback (similar to Balanced Stance/etc.).  &mdash;Dr Ishmael Diablo_the_chicken.gif 15:33, April 29, 2010 (UTC)
 * Ow dam thats cool :P. It looks so dinamic and reall. They sure want it to look like a RPG. It seems so real. Can't wait to see what they did with the Necromancers :D. Maybe they kill Asura and reanimate them and then kill them again! Hooray! -- F1Sig.png  † F1 ©  Talk  16:21, April 29, 2010 (UTC)


 * No F1: You kill Asura, then raise them, and use them to kill others and let others kill the asura again for you. Talk about a laidback profession ^.^ Also, after seeing the water trident movie, I don't think that's knockback. It's just knockdown, but the animation is that they fall backwards. You can see that when they get back up they're still on the same place as where they were before. Too bad :/ --[[Image:El Nazgir sig.png|Talkpage]]El_Nazgir 16:59, April 29, 2010 (UTC)


 * Slightly clearer explanation from an interview.
 * "In Guild Wars 2 an elementalist can attune to one of the four elements. The attunement they are in combines with their choice of weapon to change the first five skills on their bar. For example an elementalist attuned to fire and wielding a staff will have access to five skills including the Fireball skill. An elementalist attuned to fire and wielding a scepter and focus will have access to a completely different set of five skills including Dragon’s Breath. When that elementalist attunes to water he has five new skills."
 * "Attuning to the different elements will also provide the elementalist with an ongoing passive effect. Fire attunement will damage any foes striking the elementalist. Water will heal nearby allies. Earth will protect the elementalist giving him additional armor. Air attunement will cause bolts of lightning to randomly strike nearby enemies."
 * --Evenfall 17:42, April 29, 2010 (UTC)
 * So based on that, are we correct to believe that if you attuned to water, and equipped that same exact staff, you'd get 5 water skills? That is, the staff is not tied to any one attunement?  I think that's what the quote there is implying, and I hope that's the case.  It's going to suck enough as it is to have to hunt down and carry around a dozen different staves just to get the set of 5 skills you want for one attunement (assuming each staff gives a different set of 5 skills), doing it for four would be obnoxious. 65.207.54.194 17:55, May 6, 2010 (UTC)


 * Weapon-linked skills will be the same for all weapons of the same type. All water-attuned elementalists wielding any staff will have the same set of staff/attunement-linked skills.  All warriors wielding any sword and any shield will have the same set of sword/shield-linked skills.  There are not going to be any ultra-rare weapons that grant super-powerful skills or anything like that.  &mdash;Dr Ishmael Diablo_the_chicken.gif 18:12, May 6, 2010 (UTC)


 * I wouldn't rule out the possibility of some variation between weapons that give some passive effects, though. Maybe put in some extended information boxes, then you can put in what exactly it does for each profession and attunement or whatever others might end up with, but only show the ones relevant to your current profession unless you extend it --Gimmethegepgun 08:09, May 16, 2010 (UTC)