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The Gameplay[]

This section covers articles posted on other than articles introducing the professions (see #The Professions below).

Combat part 1: Skills[]

Sounds very similar to GW1's skill system, with one big difference: The skillbar has 10 slots.

  • 5 skills are determined by your profession and equipped weapon, you can't pick them directly.
  • 1 skill slot is reserved for a healing skill.
  • 1 skill slot is reserved for an elite skill.
  • 3 skill slots are completely open.

If every character has a healing skill, will there be a dedicated healer profession? Guess we'll find out over the next couple weeks. —Dr Ishmael Diablo the chicken.gif 03:58, April 29, 2010 (UTC)

I read the one healing skill as saying meaning that everyone gets one skill like Lion's Comfort, Troll Unguent, Ether Feast, etc., but cannot have more than one such skill. Presumably a dedicated healer class would have other healing skills, perhaps among the five default skills or in the elite slot. I think they're trying to still give a lot of freedom in designing a build, while blocking the extreme gimmick builds like 55, 600, or perma-shadow form.
I also didn't see any mention of secondary professions. I'm hoping that Guild Wars 2 abolishes the concept of secondary professions entirely, as I didn't like them. At the very least, it looks like they'll restrict it somewhat, so that you won't have necromancers not carrying a single necromancer skill.
As for depending on both the weapon and profession, I'm curious what exactly this will mean. Will there be rare weapons that give rare skills? I hope not. If it's only the type of weapon, will this mean that every class has several types of weapons available? Will they overlap? Could we end up seeing elementalists carrying swords to get access to sword skills in weird gimmick builds?
What I'm hoping for is that each class has access to a few different types of weapons, with default skills depending on which type of weapon they take, but no overlap between types of weapons among different classes. One can already see something analogous to types of weapons in the choices between a sword, axe, or hammer for warriors here, or longbow, flatbow, etc. for rangers. One could do the same for caster classes by giving an elementalist carrying an air staff different default skills from one carrying an earth staff.
I also like the part about everyone who takes part in a kill getting credit for it, whether grouped or not. I've been playing Champions Online recently, which does this for purposes of quest credit, and it works very nicely. Quizzical 04:22, April 29, 2010 (UTC)
I'm pretty sure the weapon skills are by weapon type, not the specific weapon, judging by the examples they give: "a warrior wielding a mace and shield" vs. "a warrior wielding a greatsword." It also sounds like they've expanded upon the "hammer, axe, and sword" system, too, by including a one-handed hammer type (mace) and a two-handed sword type (greatsword). Wonder if there's a two-handed axe type...
Based on what was said here and on the elementalist article ("most professions can have two different weapon sets equipped and can very quickly and easily swap between the sets." ... "Rather than swap weapons to adjust to new situations, the multi-faceted Elementalist quickly adapts to new threats by attuning to different elements as needed."), eles are one of the professions that don't get weapon-swapping, having attunement-swapping instead, so you don't have to worry about finding a different weapon for each element. —Dr Ishmael Diablo the chicken.gif 14:30, April 29, 2010 (UTC)
Hopefully Monks get the ability to do that by switching up gods or something. Preferably with a knockback effect of some sort when they switch to smiting. GTFO /kill --Gimmethegepgun 16:29, April 29, 2010 (UTC)
Skills can be swapped out whenever a character is not in combat o_O, plus predefined skills from weapons. I think these remove quite a bit of strategic decisions from the game. --Evenfall 17:54, April 29, 2010 (UTC)
Hopefully each one gets a list of a bunch of skills and you get to pick 5 specific ones. For weapon+shield, maybe weapon gets 3, shield gets 2. Hopefully, also, there will be dual-wielded weapons for warriors, for that I'd say I guess both need to be the same type, you get the 3 that the weapon would give with weapon+shield, but the other 2 would be a pick among dual-wielded stuff Would be nice to see a person able to change up their weapon so they get a different approach to combat, though. IN combat. Hmm.... douche is doing direct-damage protting... GREATSWORD! Needs to be pressured... 2 swords! OSHITRANGER! Sword and board! --Gimmethegepgun 18:56, April 29, 2010 (UTC)
Well, seems I was right after reading part 2: yay dual wielding! --Gimmethegepgun 19:10, April 29, 2010 (UTC)

here says that ele get's shorter range spells when using a scepter, and longer range ones with a staff. so it looks like our skills will be defined both by weapon, and attunement.Akbaroth 11:15, May 1, 2010 (UTC)

Yes, the first 5 skills are determined by your equipped weapon and your profession (or are chosen from a pool determined by weapon/prof). I noted that in my initial post up above. —Dr Ishmael Diablo the chicken.gif 14:12, May 1, 2010 (UTC)
i meant that eles first 5 also change depending on attunement, not just my weapon and the simple fact that i'm an eleAkbaroth 15:23, May 1, 2010 (UTC)
"An elementalist can summon a fiery sword from the heavens that others in their party can use" Looks like thankfully the only way to get the FDS is to have an ele summon it. THANK YOU! --Gimmethegepgun 15:48, May 1, 2010 (UTC)
Where's the "D" in that, again? What's if it's the fiery gladius instead? :P RoseOfKali RoseOfKaliSIG.png 16:29, May 1, 2010 (UTC)
Oh yes, because they're SURE to summon a sword, that's on fire. Yep. Or, maybe, they summon the sword that is essentially a torch with flames held in place magically. Which one sounds more magical? :P --Gimmethegepgun 16:33, May 1, 2010 (UTC)
One that doesn't exist in GW1? RoseOfKali RoseOfKaliSIG.png 19:02, May 1, 2010 (UTC)
Elementalists - Beating up monsters with Djinni since 2012. --- VipermagiSig.JPG -- (contribs) (talk) 19:46, May 1, 2010 (UTC)

Just to be clear...[]

The "One healing skill slot" is not exclusively healing. I'm seeing a lot of people bitch and complain about that. It's not "Just healing only"(I know he said "replenish health, blah blah", read a bit past that), it's meant for support/utility. Support can vary a lot, one example on the gw2 site is a skill that increases damage of allies, and another example was the new "Frenzy", which instantly charges your adren bar. To put it simply, that slot is reserved for crap that doesn't directly affect the enemy.-- 21:13, May 8, 2010 (UTC)

I imagine that's one detail which hasn't been fully sorted yet. I greatly appreciate your sharing of information as it's interesting and quite possible (lolCompanions).
However, is it possible you were viewing old material? Either way, stuff's likely to change before I'm online buying it. A F K sig 2.jpg A F K When Needed 21:45, May 8, 2010 (UTC)
I've never read anything that linked that sort of stuff to that slot. There were things that weren't direct healing (Water ele life regen to all around them) but I don't recall anything like Frenzy being in there. Got a link? 00:18, May 9, 2010 (UTC)-----
[1] just below the last comic, toward the end. not very old info.Akbaroth 00:29, May 9, 2010 (UTC)
You'd think me saying "gw2 site" would prompt people to, you know, check the site for that info.-- 01:23, May 9, 2010 (UTC)
Read a few lines just above the last comic: "One of these slots is dedicated to healing skills that replenish the health of the character and his allies". The examples after the comic are talking about the last-5 skills in general, not specifically about the healing slot - i.e. Frenzy and Banner of Courage do not go in the "healing" slot. —Dr Ishmael Diablo the chicken.gif 03:39, May 9, 2010 (UTC)
I can definitely see where you could get the impression that Frenzy is a skill to go in that slot, especially the way they say "A healing slot and an elite slot. Here are some ele healing skills. Here are some warrior skills. Here are some elite skills". But given that it also says "A way to ensure every character has someway to heal themselves or their allies" says straight up that Frenzy isn't included.
I am 110% sure that "Fear me"(Which is between Frenzy and Banner of Courage without changing context) isn't going to be an elite that just inflicts weakness. Unless weakness becomes some kind of horrible, disastrous, insta-kill condition in GW2. It's not exclusively healing. Pretty sure Frenzy and Banner of Courage won't be elite either. Maybe Banner.-- 00:34, May 11, 2010 (UTC)
Oh, and context is changed in the next paragraph to elite skills. He is talking about the "healing slot".-- 00:36, May 11, 2010 (UTC)

Clarification / Traits[]

Just found some clarification from Martin Kerstein about the first-5 skills:

"The skills available when a particular weapon is equipped only vary based on the weapon type and profession. To further clarify, these skills cannot be changed out."

So: a) all characters of the same profession wielding weapons of the same type get the exact same weapon skills, as I noted above, and b) the skills go directly onto your skillbar and can't be selected manually, as I had initially speculated. Although a) isn't 100% correct, because then he goes on to talk about a new mechanic called "traits":

"The first five skills may also be affected by traits. Traits are passive abilities that are earned and then equipped by the character. Traits can have a pretty dramatic effect on how two characters of the same profession and using the same weapon set will play. We’ll be going into more depth on the trait system in a future update."

So to revise: a) all characters of the same profession, wielding weapons of the same type, and with the same traits equipped, get the exact same weapon skills. —Dr Ishmael Diablo the chicken.gif 15:25, May 13, 2010 (UTC)

I do hope they can be tossed around at least. So yeah, waiting for the traits treat. --- VipermagiSig.JPG -- (contribs) (talk) 15:33, May 13, 2010 (UTC)

Combat part 2: Weapons, Professions, and Races[]

Interesting, no secondaries - and class archetypes (scholar, adventurer, soldier). Guessing: Scholar = backline mage, adventuer = ranger/rogue type character front/backline, soldier = fighter/paladin fontline. RandomTime 17:25, April 29, 2010 (UTC)
One could argue that we effectively have the same archetypes in Guild Wars already, as determined by armor level.
Soldier = warrior and paragon
Adventurer = ranger, assassin, and dervish
Scholar = necromancer, elementalist, monk, mesmer, and ritualist
I'm very happy to see the concept of secondary professions dropped. I never liked secondary professions in this game. Quizzical 19:02, April 29, 2010 (UTC)

So... guesses on what the 8 professions ill be? Warrior, Ranger, Elementalist obvious, Monk most likely, but what about the others? There's still 1 more heavy, 2 more mediums, and a light. I saw a picture of what looked like a mesmer skill being cast, though that could be in the Medium by some means, as not having a necro would be incredibly unusual. I sincerely hope that they don't go rogue/assassin on us, those are impossible to balance. Also, could entertain the possibility that the Monk might be a Heavy, a la Cleric from D&D, or a medium, like Favored Soul, also from D&D.
My guess: Heavy: Warrior, Paladin/Cleric/whatever (pick your name)
Medium: Ranger, Rogue/Assassin (unfortunately), Golemancer? We've seen golems in gameplay videos, no clue if that's a profession or if it's just an Asura thing
Light: Elementalist, Necromancer, Illusionist
I'd also entertain the possibility of a race-specific caster in there somewhere, such as Golemancer for Asura, Chronomancer for human, something to do with plants for Sylvari, tank driver (lol) for Charr, beastmaster/dedicated shapechanger for Norn, though that one would be at least Medium --Gimmethegepgun 19:28, April 29, 2010 (UTC)
I'm pretty sure they've already said (a long time ago) that there won't be any race-specific professions in GW2 (actually, IIRC, there won't be any race-specific anything beyond a few skills). So if there is a Golemancer profession, you'd better look out for those Norn Golemancers. —Dr Ishmael Diablo the chicken.gif 19:33, April 29, 2010 (UTC)

How about Plant golems for sylvari, char effigy for char golenm, beast golems using a system simlar to beast mastery....The preceding unsigned comment was added by (contribs) .

I'm not sure if you're using "archetype" correctly there (when I think "class archetypes" I think healer, tank, rogue, spellcaster, etc.). Anyway, those are basically just fancy names for the typical light/medium/heavy armor proficiencies originating from D&D. Unlike D&D, where characters can learn additional proficiencies, GW profs are limited to a single armor type.
You can even apply it to GW1, where scholars are the profs that have max 60 armor, adventurers have 70, and soldiers have 80. Thinking of it that way...
  • GW1 has 5 scholars (Mo, Me, N, E, Rt), where GW2 will only have 3. If I had to guess, since we already know Elementalist is returning pretty much as-is, I'd say Monk and Necromancer are also returning, with Ritualist getting rolled up into both of those. Mesmer... I dunno. Possibly getting overhauled and returning as an adventurer class?
  • Both have 3 adventurers (R, A, D). Ranger is probably also coming back with small changes (did you notice, there's only 2 types of bow now - short and long). Assassin has always been one of the more problematic profs to balance, so if it's not going away completely, I'd expect it to be revamped into a more general rogue-type class. Dervish has always seemed kind of an oddball, so I wouldn't be surprised if it was replaced.
  • Both have 2 soldiers (W, P). A medieval RPG wouldn't be a medieval RPG without a Warrior class. Paragon, though, is more than likely being replaced or at least reworked.
Since GW2 is initially set only on the Tyrian continent, it would make sense for them to leave out the Canthan/Elonian professions in any case. —Dr Ishmael Diablo the chicken.gif 19:16, April 29, 2010 (UTC)
Yay for crazy Wikia - somehow I posted that over Quiz's comment without getting a conflict. —Dr Ishmael Diablo the chicken.gif 19:17, April 29, 2010 (UTC)
It could be possible that they are rolling the Mo and A into the same class. Monks themselves are disciplined and trained in martial arts. Although, I hope they do not go this way as it appears D3 has gone this way already. Venom20 19:24, April 29, 2010 (UTC)
Somehow I placed my comment despite what should have been 3 edit conflicts. Zomg Wikia did something right! --Gimmethegepgun 19:30, April 29, 2010 (UTC)
Ah yes, the combat monk. I had one of those in a 3rd Ed D&D campaign a while back, and he ended up being able to deal 200+ damage over 8 attacks in a single round, or something like that. As much fun as that was, I honestly wouldn't expect to see any sort of unarmed-combat class in GW2. The overall world-feel just isn't right for it, I think. —Dr Ishmael Diablo the chicken.gif 19:30, April 29, 2010 (UTC)

@Quizzical: I disagree. I like the flexibility of the secondary profession and the range of character and group builds it affords. Unfortunately, what was lost is the notion that it is truely a SECONDARY profession. One simple example is a elementalist that is really a monk, carries no or few elementalist skills and can be quite effective - although Devine Favor makes primary monks more effective in most places where sheer energy is not the driving concern. Forcing five slots to be related to the PRIMARY profession and how the character is equiped makes sense to me in terms of a true primary and secondary profession. I don't like what I'm hearing about one slot must be reserved for healing and one for an elite. I have more than a few builds where I don't want either, but then I would be fine if these were optional for healing or elite or from the primary as the character was equipped. I have 10 chars through the game most through a couple of chapters, and guess what, I have usually found that the best build is centered around the primary and his/her weapon sometimes with a secondary. That said the leader of my guild has very strong effective builds where a dervish carries a staff, and has no dervish skills on the build - not really a dervish though.

One of the things I like about GW is the flexibility and the creativity of various character and team builds. Losing those would make me less interested in the game - my wife too. For this reason I really dislike the Worm transformation and any of the "skills" that essentially give you a prefabricated build in GW1. If 1/2 or more of my skills are set and prefabricated I don't think I'll like GW2 very much, but we'll see.

I really like heros, since with my wife and I we can create effective character and team builds and go on a moments notice..... We do like playing with our guild and sometimes pick up groups, but as busy people - sometimes it is great to just the two of us get on and play but be able to customize our builds and party.

I/we like a dedicated healer profession. Although it is possible to understand that everyone should heal a little themselves and .... At the end of the day though, with heros and etc you can simply not have any healers, have only a medic or two type of healer or have a fully powered magical healer. Again the flexibilty is great and a part of the game I hope not to lose.

Hopefully the beta trials will give better clarification to the game and the charm of the current game will not be lost, but instead we'll have a new rich set of stories and characters to enjoy. At the minimum though I hope the current game will remain. The preceding unsigned comment was added by (contribs) .

So, what about the scythe and spear?[]

In the list of weapons, they never mentioned scythes and spears. So...if we're putting them in our HoM, and our Charr warrior pulls out the scythe, does he just salvage it for some onyx gemstones or something? I'm curious to see what Anet will do with them, since atm they seem like they've been cut from the game. Maybe we light our spear on fire and call it a torch? 01:15, April 30, 2010 (UTC)

According to the FAQ here the developers will reveal how the HoM will work as the launch date comes closer (whenever that will be). Chibi Moon Shadow 01:23, April 30, 2010 (UTC)
Scythes and spears didn't make an entrance into the game until Nightfall (yes, I know, obvious), perhaps they are weapons that will make it into an expansion Venom20 01:27, April 30, 2010 (UTC)
Why do people still assume that the HoM is going to be a "put X in, take X out" kind of deal? Anet has NEVER said that. You will get some unique rewards based on the achievements you displayed in your HoM, yes, but it's not a frikkin' Xunlai Chest. —Dr Ishmael Diablo the chicken.gif 02:07, April 30, 2010 (UTC)
Ah, I see. I thought I remembered reading in an interview someplace (quite awhile ago, so its entirely possible they decided to change it) that GW2 characters would be able to take out and use the weapons that the original GW1 characters put into the HoM. I knew that it wouldn't function like this for "put minipets/armor/heroes in, take minipets/armor/heroes out" since all of that is being reworked/changed but I could've sworn that I read someplace that GW2 characters would be able to take out and use the HoM weapons. 04:27, April 30, 2010 (UTC)
I remember that interview, too. It's very, very old. It's possible that it was the intended functionality, but they've changed quite a few "intended" things since then, like getting rid of secondary professions, for example, so don't look at any interviews prior to 2010 for any kind of semi-reliable information. RoseOfKali RoseOfKaliSIG.png 05:43, April 30, 2010 (UTC)
I was actually trying to find it and found a couple articles where Anet staff said beta testing was 2008 and the game would be out by spring 2009 :) Oh, wait. Anet lied? Unthinkable :P But thanks, Rose, it does make sense. And I suppose its one of those things no one will really know until it gets a)posted on the blog or b)the actual game comes out. And they even said in the article that they'll change stuff around if its not working, so who knows? They may decide yet to scrap the HoM all together :) Anyways, they're doing a good job of hyping it up. Lets hope it lasts, looks like a great game so far. 06:15, April 30, 2010 (UTC)
Scythes->Greataxes. They haven't specifically stated that there are greataxes, but they've said greatswords and they noted Devastating Hammer, which would be a Maul (Since they've stated there will be maces, would be more accurate to say maul than hammer here), so I'd say it's a valid assumption that there will be greataxes. Especially if the combat heavily encourages weapon swapping, then they could do Hammer, Axe, and Sword (and Dagger? for wars, I mean, I know there are daggers) stat lines rather than W&S(S&B), DW, or TH. And if you don't get those acronyms, you suck. And I really do hope that they have a set of skills for just using ONE single-handed weapon, rather than basically being forced to W&S or DW. You suck even more severely if you still don't get those acronyms, and I will NOT dignify it with a response.
Spears->Pistols. Way better anyway, and now they won't have to make that spear magically reappear in your hand in mid flight --Gimmethegepgun 07:32, April 30, 2010 (UTC)
"The full (!) list of standard wieldable weapons in Guild Wars 2 is as follows:
One-Handed: Axe, dagger, mace, pistol, scepter, and sword.
Two-Handed: Greatsword, hammer, longbow, rifle, shortbow, and staff.
Offhand only: Focus, shield, torch, and warhorn."
So, no greataxes for you..
Also, me sux :P EM Signature.jpg ***EAGLEMUT*** TALK 13:20, April 30, 2010 (UTC)
You were somewhat right before you edited out "or daggers," since the new one-handed dagger will probably play very differently from the dual-wield daggers we're used to. —Dr Ishmael Diablo the chicken.gif 15:38, April 30, 2010 (UTC)
Perhaps (I sure as hell hope so. That's one change I pretty much demand ;o ). You can likely still DW daggers though. --- VipermagiSig.JPG -- (contribs) (talk) 15:52, April 30, 2010 (UTC)
Dual wield scepters!
In A Tale in the Desert, which doesn't have combat at all (or weapons, for that matter), one player circulated a petition to add dual-wielding to the game anyway. Quizzical 21:20, April 30, 2010 (UTC)
How could they be dumb enough to have a greatsword and a maul and yet NOT have a greataxe? When someone says "two-handed melee weapon", the FIRST weapon I think of is the greataxe/poleaxe. Quite frankly, they're much more practical than the other 2 anyway, since they're typically designed to be able to grab an enemy's weapon or shield or whatnot with the jutting out blade. A massive sword really doesn't seem that useful except if you can run the ENTIRE BLADE across them while swinging. A hammer... well, at least a hammer doesn't really get affected by armor that much, since it's just blunt force trauma, not a slice --Gimmethegepgun 00:42, May 1, 2010 (UTC)
Gimme, with a bigger sword comes more mass, and thus more force when you hit your enemy. You just gotta be strong enough to wield it.--TalkpageEl_Nazgir 06:36, May 1, 2010 (UTC)
Axes and hammers have more mass (Axes generally have a larger and/or wider blade and a larger haft). The difference between 2h axes and swords isn't that big compared to hammer vs. sword, but it's there. Weight stuff aside: Greataxes can be more detailed without being unwieldy (Bramble Blade), due to the larger surface :D All for the pretties. --- VipermagiSig.JPG -- (contribs) (talk) 09:40, May 1, 2010 (UTC)
So any guesses on what the torch and warhorn are for, exactly? I personally doubt that the torch is entirely for fire elementalists, I'd put a guess at it being for the monk. Or it being a universal lighting source that probably gives some navigation related skills. Warhorn, if there is a Paragon, obviously it will use it, if not, I'd guess Warriors get it, maybe one of those medium armor professions --Gimmethegepgun 01:07, May 2, 2010 (UTC)
The torch might be an actual lighting source needed in places like dungeons and caves, with a possible effect of scaring off beast type monsters in a D2-esque "causes monster to flee" fashion, so that they attack, run off, come back and attack some more, etc. This lets you keep your main weapon equipped with it, as opposed to having a torch as one of the "environmental weapons that you can pick up," which will probably replace the whole weapon set while held. The warhorn could also be used as exactly that - make a loud call all across the land for people to hear and come help with a siege or something (also drawing NPC guards from the area?), but this does sound more like a one-use-and-drop thing you'd pick up somewhere, so it could just have more caster-like bonuses than a shield, but not quite a focus yet. RoseOfKali RoseOfKaliSIG.png 08:49, May 2, 2010 (UTC)
I was thinking the torch and horn were profession-specific offhands. Like you have shields for physicals, foci for casters, the torch and warhorn would be the offhand for two specific professions, and would probably provide some kind of bonus of their own, instead of extra protection or casting boosts(shield and focus, respectively). I'm thinking the warhorn increases the range/power of certain party buffs, kind of like Paragons using shouts, but using the horn for extra boost. No idea what the torch will do. But I hope they make some badass torch skins.-- 02:26, May 22, 2010 (UTC)
You're forgetting that weapons affect skills in GW2, the warhorn will probably give you access to shouts skills and maybe different warhorns will give you different shouts instead of bonuses. 19:33, May 30, 2010 (UTC)

Dynamic Events Overview[]

Any thoughts yet? Personally, I really like the way they put it and the examples they give (hehehe, ogres picking daisies) For the rest, it sounds extremely cool. They do like to brag though, don't they? ;-) --TalkpageEl_Nazgir 19:49, May 12, 2010 (UTC)

Firstly, the ogres picking daises is one of the things I hated about EQ2 (where the low end game was basically "get a quest, kill people at this location, level up, gain access to a higher area grind location with different quests, etc), crucially, it's one of the things that have set GW1 away from it's predecessors. Due to the fact that a lot of GW is instanced, the mobs can be more controlled, and you have ballanced group encounters, similar to what a GM will be giving you in a PnP setting, as opposed to what has to be given to you in a non-instanced world - mobs that sit there picking Daises. Some games do this better than others. EQ2 was bad in this respect, EVE is better as the mobs are in instanced missions, or in asteroid belts, but I digress. The Instanced quests seem to be better than what Warhammer online were promoting on their launch (I've never played it, so don't really know to what extent Warhammer online have made this a reality, but they were quoting quests that were much more like this). Not sure how many of such events Anet have programmed, but it seems like they are saying that they've got a lot up (hopefully, otherwise constant repetition will make this just the same, and not something new and innovative, like we hope for). Replayablity +3 if this happens, as new alts hopefully won't have to grind through exactly the same content and zones, just using new spells. .
To sum up, I think Anet are trying to bring what's fun about PnP into MMOs, with PnP, your actions can effect the gameplay a lot more, as you have someone making up the content on the spot, a good GM can change the game dynamically with what the players did in that session. If you can get this into an MMO, by programming more and more dynamic events, you have yourself set up for a really cool system, one that encourages players to explore and find every little secret. You do have the disadvantage of having to code more events than you think are necessary (because we, as players are going to find them all, and get bored). If Anet can code more than necessary, and make it so that, every time we go into a zone, something new can happen - then it will be excellent. RandomTime 22:07, May 12, 2010 (UTC)
You call that a wall of text? Ha! Dynamic events won't work. Quizzical 05:28, May 13, 2010 (UTC)
Interesting, and yes - that does sound potentially true (as I mentioned before, I haven't played WAR). From Anet's article, it seems like they won't include the "traditional" quest system at all, which may well be a mistake. I'm going to be more optimistic and see, hoping that Anet has coded more content than we think, and there will be other things to do in a zone aside from a dynamic quest. RandomTime 05:40, May 13, 2010 (UTC)

In response to Quizzical: In your piece on why the system won't work you mention "draconian" measures that would be required to prevent under-leveled players from under-contributing to a team for zany experience and item rewards. These measures include awarding no experience or items to these under-leveled players, but the awarding of zero experience to under-leveled players in neither draconian, nor is it unprecedented. As any character who has attempted to reach a high level in the Pre-Searing will tell you leveling up is really hard when the monsters are very much lower than you, I see no reason why a similar system could not be put in place to deny experience to persons of a significantly lower level. Besides this minor quibble (and it really is quite minor) your piece raises some interesting points that A-Net will need to deal with if GW2 is to work out as planned. 00:36, May 15, 2010 (UTC)

well, quiz said no exp from mobs above you in level. witch is astonishingly restrictive (though i have played mmos with it-_-), in the unlikely event something like that is implemented in gw2 odds on it would be you get less exp the wider the gap between you and your foe. in cabal online you get little no exp from enemies whos names are in grey (lowest level color), and while you get good exp off red named foes (highest level color) if the foe is too high, you gain only a tiny bit of exp from it, so even mooching off the high-levs would be terribly ineffective.and to RT saying they are dropping normal quests, no they are not, they are just adding another kind of quest, and some normal quests will branch into these events, and possibly vice versa.Akbaroth 02:14, May 15, 2010 (UTC)
Actually, they are dropping normal quests. "The dynamic event system in Guild Wars 2 replaces the old concept of the static quest you find in a traditional MMO." —Dr Ishmael Diablo the chicken.gif 02:37, May 15, 2010 (UTC)
Yes, there are ways around it. But there aren't any ways around the problems that will mean you can just play the game and go wherever and it will work out.
Sure, you could block players from going to areas ten levels above them by saying you can only get experience from mobs within eight levels of you. Then players would just go to areas eight levels above them and you have the same problem. If it's diminishing returns both as mobs get higher level than you and also lower level, then you're not getting full experience and loot like ArenaNet promised, unless you map out your path to always be in the right level area.
You don't think players would find it draconian to say that if you're level 17, you must go to this area, and then the moment you hit level 18, you must leave and go to some other area to get full experience and loot? Want to group with a friend who is a couple of levels above you? Have fun with that, as one of you gets far less experience.
Another approach would be to say that all areas have a particular level, and your level is whatever it is set to for that area. So if you're in Iron Horse Mine, you're automatically level 8, for example. Go to Arid Sea, and you change to level 17. Go back to Iron Horse Mine and you're level 8 again. That would kill off any notion of player progression, which ArenaNet seems to want more of in Guild Wars 2.
You could do something similar with City of Heroes-style sidekicking, where everyone gets loot appropriate to their own level, no matter where they are. If that is done, people will figure out what area levels you the fastest, and some will go to that area and fight there all the way from level 1 (or maybe a little higher if they can't get there at level 1) to the level cap, and level much faster than normal that way. That some games encourage players to purely grind one area for a few levels, then move to the next and repeat is bad enough. To encourage players to grind one area all the way from a new character to the cap would be much, much worse.
This can mostly be avoided by letting players reach the cap of how strong they can possibly be pretty quickly, as Guild Wars (1) does. ArenaNet doesn't sound inclined to go that route. And even if they did, that wouldn't stop players from incessantly farming a particular area. You've seen what people do in this game, even when farming is pointless.
Another way to avoid it is to put diminishing returns on an event, so that each time you do an event, you get less experience and loot for it than before. And if you want to see alternate branches, then you'll have to not merely repeat the earlier parts, but get less experience and loot for them.
So yes, there are ways around the level gap problem. But all of those ways have big drawbacks. And I don't see any way around botters, except perhaps for a harsh death penalty, as they are the right level with the right gear for their area.
In ArenaNet's internal testing, the system will probably work wonderfully, save for some bugs here and there, as all of the people testing it are the right level with suitable gear and trying to do the event properly. In beta testing, it probably still works well for the same reasons. Shortly after release, it still works well, as people are excited to play the game as normal, and haven't figured out the best spots to grind and farm yet. But not long after release, it will all fall apart. Quizzical 02:41, May 15, 2010 (UTC)
How is a bot going to be able to follow these dynamic event chains, anyway? If, based on the outcome of one event, the next event could be in the same place or on the other side of the map, how will the bot know whether to stay put or to move? I'm thinking that bots won't be very effective at all in "farming" these events. Most likely botters will keep doing what they've always done, farm static mobs that always appear in the same place. —Dr Ishmael Diablo the chicken.gif 02:47, May 15, 2010 (UTC)
it's been stated that each time a-net comes up with something, another event for instance, they "ask each other 'can this be griefed?' if yes then they change the system until the answer becomes no." all of the problems you've listed so far are amazingly common or plainly odvious, i very much doubt they haven't thought of all/ nearly all of them and then found ways around them, so your internal testing argument is likely invalid. i find it very likely that they even keep a few chars on their accounts, specifically designed to be poorly equipped or setup to grief others. as to that being scarcely more than a guess, that goes both ways, how do YOU know that they are with suitable gear? yes they could easily get all the rare stuff likely for testing purposes, but they are trying to look at the game from a normal gamers perspective so likely don't use it for most of the game.
a-net also said they don't want grinding to be a part of gw2, so i doubt it this finding-the-ideal-area-to-grind-in idea would hold much weight, as they probably mean for events and quests to give us the most exp. with regard to finding the ideal area for events to give exp, meaning a low level person hardening up high level events in order to leech rewards, is it so unlikely that their scaling system cannot account for low level people? for example if we're doing an event designed for lvl 30-35 people, and it spawns 2 foes players in that level range, maybe if a lvl 15 pops up and manages to help enough for the game to think that they are contributing, it will only spawn 1 new enemy, or perhaps will only spawn a new foe if 2 low levs show up. i know they said that they would scale by the number of players present, but that doesn't mean it can't take level into account. and no, i'm not saying it will scale completely by total level of the players involved either, odds on a mix thereof, or better yet more complex factors we haven't even worked out.
oh and dr.ish, i read that article, twice (once just after it came out, and again just now), i still got the impression that side quests will still be there. so i think we'll just have to wait for the game to come out.Akbaroth 03:23, May 15, 2010 (UTC)
Some of the problems I'm bringing up are things that actually happened to real, prominent games. Sure, ArenaNet carefully looks at their systems to try to prevent griefing and exploits. Do you really think that Mythic and Cryptic don't do the same thing? And yet their versions of public quests were colossal failures, in spite of being far less ambitious than what ArenaNet is trying to pull off.
If it's so easy to catch imbalances in internal testing, then why is the play balance so bad when games release? It takes a while to see what players actually do, and then you can determine what needs to be nerfed and what needs to be strengthened. And this is something that you can easily get meaningful data on in internal testing, and then mountains of feedback during beta.
Game companies are constantly trying to prevent their game mechanics from being abused, but players are constantly searching for ways to exploit the game mechanics. The game company has to go first, putting the game mechanics in place, and then letting players try to find ways to exploit them. Players only have to find ways to abuse one particular implementation of game mechanics, while the game designers have to try to account for all possible player behavior.
And dynamic events will be much harder yet the game designers. The real test is not whether the game mechanics work well on the first day of beta, when everyone wants to try things out. It's whether they still work well a year after release, so that people who pick up the game then can play through the dynamic events in the intended manner. ArenaNet can get virtually no meaningful feedback on the latter until significantly after release. Quizzical 06:00, May 15, 2010 (UTC)
If these "problems" you mention are existing problems with existing games, do you really think that nobody at ANet knows about them, and they're just blindly going the same route? So far ANet has done quite a bit to avoid mistakes made by other MMO's, and considering their staff, I think they know pretty much everything there is to know about the flaws of existing MMO's, and they're trying to address them. Don't over-analyze something that hasn't even been described in full details yet, you can't possibly know more about it than ANet does right now. RoseOfKali RoseOfKaliSIG.png 06:50, May 15, 2010 (UTC)
It's like trying to find a needle in a haystack that probably doesn't contain a needle. Just because you know it isn't over here and isn't over there doesn't mean that it will be in the next other place you look. And there's a huge cost to looking in a particular place, too, as you get basically no feedback until well after release, at which point, you're meddling aggressively with a live game.
Another remark on what Akbaroth said: so ArenaNet said that they're trying to avoid grinding. Don't most game designers say that? Even most designers of really grindy games say that they're trying to avoid grinding. If players of a particular game tell you that the grinding isn't that bad, it's pretty much guaranteed that the game has little else to do but grind.
So yes, ArenaNet did make Guild Wars very light on grinding compared to most of the industry. But they moved away from that with PVE-only skills that take a tremendous amount of grinding to rank up. And especially with GWEN, which is mostly about grinding and farming, with not that much real content. All indications so far have been that they're moving further in that direction with Guild Wars 2; remember the public flirtation with the idea of not having a level cap at all?
Now, I don't think that they're going to make Guild Wars 2 into Runescape or Lineage. It will probably be less grindy than most MMORPGs, for that matter. But for the game to really avoid grinding entirely would be quite an about face from their public comments so far. Even in the current Guild Wars, more than a few players try to power-level, and many will farm for things. Quizzical 16:51, May 15, 2010 (UTC)
Furthermore, is ArenaNet the only company that learns from the mistakes of others? Cryptic completely fixed the biggest reasons why public quests were a failure in Warhammer Online. Indeed, Mythic themselves later fixed one of them. That public quests also failed in Champions Online was for other reasons.
I fully expect that ArenaNet will fix the problems with public quests from both of those games. Dynamic events in Guild Wars 2 will be a disaster for other reasons instead. And unlike Champions Online, where one can easily ignore the public quests to do more traditional quests, that's not going to be an option in Guild Wars 2. Quizzical 17:13, May 15, 2010 (UTC)
Personally, I hope ANet does something like the sidekick/lackey & exemplar/malefactor system that CoH/V had. That would solve most of these level difference issues honestly. Though to go in a substantially higher/lower area, you'd obviously need to do it with someone else, to change the level. But yeah, I would honestly suggest having a lower exp gain for things way too high a level for you, though you can "sidekick" up to a reasonable level and get good exp off them --Gimmethegepgun 08:05, May 16, 2010 (UTC)
A sidekick system has been mentioned a number of times in the past, but I don't remember seeing anything on it recently. They may have dumped it to /dev/null the way they did the Companion NPC idea, but I really hope they didn't.
@Akbaroth: They used the word "replaces," not something like "supplements." The following sentence just reinforces that for me: "We want to get rid of the old MMO paradigm where players run around looking for NPCs with bangs or question marks over their heads." —Dr Ishmael Diablo the chicken.gif 15:05, May 16, 2010 (UTC)
A sidekick system gets around the problem of people with different levels being unable to group with each other. It does not get around the problem of people intentionally going outside of their proper level areas, unless they're some hard gating mechanism or something that forcibly changes your level if you go into the "wrong" area. Quizzical 17:39, May 16, 2010 (UTC)

Another thing that I'd worry about is that they don't want to give you a wall of text explaining an event, but rather want to show you what's happening, so that you see it, jump in, and do what needs to be done. Sometimes that will work well. But if you try to do anything complicated, then it often won't be obvious what's going on and what needs to be done. This is fixable if there's an NPC standing there who can explain things to you. But there better be an explanation available, or else there are going to be more than a few places where it's unclear what you're supposed to do, and players will likely revert to killing things at random. Even with a written explanation, it took me several tries to figure out what I was supposed to do in Dzagonur Bastion. Quizzical 23:12, May 16, 2010 (UTC)

i thought a sidekick system would be designed to ALLOW low lvl players to go to high level areas, without being a crutch to the locals, so if they DO stick with the old plan of having a sidekick system then most ppl coming in at to low of a level would prolly be very eager to side-up with some one so they they wont die as often/would raise the chance of success, so even if a low-lev shows up it'd probably only take a moment to side with some1. after that it's gain all around, the low-lev would have a better chance of getting exp off mobs, and every1 in the event would have higher chance of success. sure some people will still refuse to side with ppl for whatever reason, but since it'd be all loss for them, most/nearly-all would side with somebody. as to over-complex directives, since voicing will be more prevalent, most ppl i know would have a much easier time understanding what to do. and, overall it sounds like a pretty small problem.
P.S. i have not played any games with a sidekick system in it, so i only have what a-net has talked about, and vague hints from talk pages about any problems with it; most ppl tell it worked out reasonably well, not excellent, but very nice.
P.P.S.Quiz, i COMPLETELY agree with you on dzagonur bastion. that was a pain.Akbaroth 00:19, May 17, 2010 (UTC)

Personal story overview[]

ZOMG content! If the home instance becomes too useful, it might discourage grouping (everyone hangs around in instances). Interesting concepts. I'll digest and post more. RandomTime 20:46, May 26, 2010 (UTC)

Firstly, the biography sounds like a great idea, but they run the danger of making the character creator too complex, a balance is needed - especially for altaholics (random selection may help this). I'm reminded of the old Eve online character creator, that had so many choices (which impacted future gameplay, in the skills that you trained) that you feel like you'd been plunged into the deep end at the start. This needs to be avoided. Backgrounds are a great idea, another PnP feature that doesn't appear in MMOs (or computer RPGs, for the most part, Dragon Age origins (and a few other notable exceptions) excluded). I wonder exactly how many questions they'll ask how many answers there are, 10 questions with 3-5 answers seems a good number. Not sure how anet came up with "thousands" of combinations for just that, though, and how relevent this all will really be to the actual game. Oh look, the order of whispers are back (do they have a new trick?). Can they pull off what they tried to do in GW1 (put a story in an MMO) even better (by adding genuine personal choices, not just a choice of one or two missions). Let's find out! RandomTime 20:57, May 26, 2010 (UTC)
"10 questions with 3-5 answers seems a good number. Not sure how anet came up with "thousands" of combinations for just that, though,": 10 questions with 4 possible answers each results in 4^10=1,048,576 possible combinations. Only 1 in 500 combinations need to be distinct enough to matter to for there to be thousands of meaningful combinations. The preceding unsigned comment was added by Gnoscourger (contribs) .
Same thing as builds, probably. There's kertrillions of builds theoretically, but 95% make absolutely no sense at all. Although I guess it can be fun having a bipolar Asura. --- VipermagiSig.JPG -- (contribs) (talk) 19:55, June 16, 2010 (UTC)
Right, but storylines can be more flexible. Even 5 races * 8 professions * 3 lesser race allies * (4 answers * 3 important questions) = 7,680 options. Even if some of those are fairly uncompelling, that seems reasonable considering we're ignoring 7 other questions, organization affiliation, and other in-game choices. Presumably there'll be extra content for the big combinations (race + lesser race; race + origin), but if they do things right there will be small home instance options or minor interactions now and then for some of the more obscure ones as well (e.g. Charr who answered #2 to question 6 will be befriended by a minor NPC in town). Gnoscourger 20:37, June 16, 2010 (UTC)

← Moved from Forum:New GW2 info/Miscellaneous discussion#Personal Story
There are two big questions that they're really unable to answer now. First, how much content in total will there be? And second, how much of that will a single character play through? There are a variety of mutually exclusive quests in Guild Wars already, for example. The choice between Master of Whispers and Margrid in Nightfall is probably the most consequential such choice.

Pirates of the Burning Sea tried to have something of a personal story with their roleplaying missions, for example. There were various points at which you had to make a choice, and that would kill off one character or another, and determine which quests were available to you in the future. But with only a few dozen such quests in total, it wasn't that substantial of a feature. The game's real focus on content was in the more traditional quests (which unfortunately often turned into a bunch of copies of the same quest, with different level mobs and different quest text, but that's a different problem).

But ArenaNet isn't going to have any such traditional quests. All content has to be either dynamic events, personal story, or the missions along the line of Guild Wars 1. Hopefully that means that they put enough resources into all of them to have something pretty substantial. With the success that they've had in this game, they've surely earned the opportunity to try to make a fairly big budget game.

But I'd also hope that a given character gets to play through a large fraction of the personal story quests, perhaps sometimes doing the same event from different sides depending on previous choices. If there are 500 personal story quests in total, but a given character can only do 20 of them, with the rest blocked off by previous choices, then that's not a terribly substantial feature, in spite of 500 quests being quite a lot.

I'd like to see a lot of quests where a lot of different combinations of choices will lead you to do a particular quest, but sometimes from different sides. Perhaps one could implicitly team with and/or fight against other hypothetical NPC characters who made different choices that led to the same place at the same time. I liked how Uncharted Waters: New Horizons had a storyline that basically said, there are a number of events out there, and you play as one of six characters, and will go through some of those events--but which ones depend on which characters, and you'll sometimes meet other main characters along the way. Trying to write the story for that can get complicated, though, and Guild Wars 2 would surely want a lot more content out there than an old SNES game that probably had about 1-2 MB of space to work with. Quizzical 02:57, May 27, 2010 (UTC)

Having a personal story and a unique character sounds like a lot of fun. As opposed to, say, every person in the world liking the same people and saying the same lines, like happened in the first game. Not that that was bad, but it could be better. I just hope there's a way to link new characters to your old ones. I want GW2 characters to be able to be related to GW1 people, so there can be a little continuity between the games.Entrea SumataeEntrea [Talk] 07:37, May 29, 2010 (UTC)
Strangely similar to Just Cause 2 (which is a third-person shooter sandbox with zero rpg...). You can go on a number of side-quests/go on a rampage, which will be dynamic events in GW2, and there's a whopping seven main quests. I currently have over 30 game hours, which excludes time spent staring at the menu, but I completed four or five of the story missions. They're large, quite different from regular gameplay (sometimes), and thus pretty memorable. The game is bite-sized otherwise, and death is pretty much meaningless. The main reason to play it for a good long time is the bizarre physics (suspend a scooter to your helicopter with a rope and sling it overhead. Why not), and/or OCD collectibles scattered across a pretty massive and varied landscape.
It works for those who don't mind the story being paper thin, but I wonder how it will (fail to) work with a story-heavy game like GW. --- VipermagiSig.JPG -- (contribs) (talk) 08:22, May 29, 2010 (UTC)
If there are ten questions with three answers each, that's 3^10 = 59049 combinations. Make it five answers each and it's 5^10 = 9765625 combinations. Quizzical 17:29, May 29, 2010 (UTC)

Traits overview[]

Anet dropped a load of news today. There's the warrior class, and Traits. You can read about Traits here.

I may well be mistaken, but this looks like it's overriding the attribute point system. Instead you put traits into trait lines. I'm thinking Traits may well be like a feat style system (D&D) - but elaboration may be needed on this front. I'll need to see this in action or get more info to understand better how it works, but it looks like a good system, very versitile RandomTime 19:36, June 9, 2010 (UTC)
Reminded me of Fallout's perks. Small bonuses that pretty much define your character.
re Attribute overriding: Depends on what attributes do, and inhowfar the trait modifies them. In Fallout 3, your perks can increase certain skills (attributes), such as skill in Small Guns. Nice and all, but if you have 10 Small Guns base, and get a bonus of 5 from the Gun Nut perk, you still only have 15 (the cap is 100). That gets you terrible damage and a huge spread. --- VipermagiSig.JPG -- (contribs) (talk) 19:52, June 9, 2010 (UTC)
This seems like: "k, you got your skills, got your attributes sorted out, now you get a set number of X slots to fill with some cool traits that give you a passive bonus". And that sounds great. I think this will increase the fun of making builds even more, as for example, you can use the same build, but focus more on the condition inflicting with your traits, or on inflicting raw damage.--TalkpageEl_Nazgir 20:12, June 9, 2010 (UTC)
I wonder if you can switch up traits and skills out of combat in PvP? Because that would probably be retarded --Gimmethegepgun 20:08, June 16, 2010 (UTC)
Probably depends on what kind of PvP. In WvW it probably wouldn't be too bad, because it's on such a massive scale, but in the smaller PvP's I doubt it would be possible, because as you said, it would be retarded.--TalkpageEl_Nazgir 06:47, June 17, 2010 (UTC)
I agree that being able to start a battle, technically break combat, and change your build totally, and then finish what is essentially the same battle as before would be rather dumb. That strikes me as way too exploitable--and also an obnoxious game mechanic if having to do so is essentially required in order to be competitive.
But at the other extreme, I don't like it when games make your build too permanent. Just because I picked some skills a month ago, I don't want to still be stuck with exactly those same skills today. If my first goal for the day is to change my build to something quite different, I want to be able to do so, and with a minimum of fuss. I think Guild Wars strikes the right balance with skills and attribute points. You can't change stuff around on the fly in the middle of a mission, but you can freely change it however you like and as often as you like in any town or outpost. It sounds like Guild Wars 2 will avoid the latter. While the former is perhaps the open question, it's not as bad as the latter. Quizzical 07:12, June 17, 2010 (UTC)
They'll probably consider you "in combat" until the monster is dead or you've completely broken aggro by running a full compass away from the monster or something. That would greatly reduce the feasibility of respec-ing in the middle of a fight. —Dr Ishmael Diablo the chicken.gif 13:00, June 17, 2010 (UTC)

Player, Heal Thyself - Healing and Death in GW2[]

Guild Wars 2 will challenge the way you think about healing and death in an MMO. Game designer Jon Peters shows how we break the mold with dedicated healing slots for all professions, new "downed" skills, decreased death penalties, and more! Learn more in Jon's in-depth article right here!

  • When a player reaches what would comonly be death, they are "downed" - they get a limited number of skills.
  • A player can come back by "rallying" this can be done
    • By an ally's skills
    • By killing an enimy whilst down
    • By another player taking some time (which increases due to the number of times you've been downed) to bring you back up.
  • There is no dedicated healer in GW2.
    • But it sounds like there will be "leader" or "protector" style characters, that give buffs to players, instead of just healing.
  • Goes into "basic 3" roles (I'd say it's more like 4, but hey, anet says DPS, support, control) - explains their role in GW2.

Discuss -- RandomTime 17:41, July 8, 2010 (UTC)

Death mechanics are a direct rip from Borderlands, pretty much. I liked it in BL. It's like having infinite Res Sigs that you can also use on yourself after killing something. Damage/support/(crowd )control is a concept that existed in GWO as well, but never flourished in mainstream builds because they made Shadow Form and suchlike tank skills. All in all, an 'okay' interview that to me could be summed up by just having someone say "we ripped Borderlands' death mechanic, and we try to emphasise crowd control so we can phase out dedicated healers". --- VipermagiSig.JPG -- (contribs) (talk) 17:59, July 8, 2010 (UTC)
yeah, i barely started reading about how downed works and i thought 'wasn't i just playing that?' yup borderlands. not that i'm complaining, overall i liked everything they said. i'm still a bit iffy about no direct healer, but i trust anet to do a good job. sounds like there will be much more damage prevention, than damage reduction, i really can't see windborne speed being any use unless they REALLY buffed/reworked it in gw2, i never played much pvp so i wouldn't know there.Akbaroth 20:06, July 8, 2010 (UTC)
No pure healers but lots of support? So the rumors were correct. To that I say, good. No more taking half an hour to find a healer, like in some other games. Guild Wars 1 avoided that only because you could grab henchmen or heroes.
I do hope that you regenerate health quickly outside of combat, though, as having to sit and wait two minutes after every single battle would be a major nuisance.
I'm curious about how this death mechanic will work, as I haven't played Borderlands. It sounds like when you're downed, you take one more hit to die. Or is it a big long lifebar that it takes to finish you off once downed?
Also, what happens when you revive? Do you come back with a tiny sliver of life so one hit and you're downed again? Or do you come back with full life, so that you can try to get a free heal by getting downed slightly before killing a mob? There are obvious reasons why either one could be an annoying mechanic.
And what about mobs? Do they get downed and try to kill you from there, too? That could be as annoying as the bugs in Charr Homelands, which is to say, very.
Finally, to go to a respawn point costs gold. What if you don't have any gold? Quizzical 21:26, July 8, 2010 (UTC)
Yeah, I was thinking that. I'd suppose that it costs gold to respawn at a zone, but you can map back to other places, and get a full heal there, or something. I doubt Anet directly copied Boarderlands, as GW2 has been in development a lot longer than Boarderlands has been out, but they could have drawn up the "down" system after the fact. The loss of a cleric? I don't think that's a problem if Anet plays it correctly. A lot of monks in GW complain that they're not getting credit for saving everyone, if everyone is feeling like they're taking part - it flows better (this is something that wizards tried to do in 4th ed D&D, with moderate success, I think Anet can do better). I'm sure HP regen after combat will be in play, the system in GW was perfect, meaning that - most likely, by the time you were at the next encounter, you had time to heal, or at least a safe spot where you could regen your health for a few seconds. -- RandomTime 21:38, July 8, 2010 (UTC)
Guild Wars 1 had very little downtime because once a battle was nearly won, you weren't taking much damage, so you could stop casting and regenerate energy. Healers would regenerate energy for healing faster than mobs would dish out damage, so when the battle ended, you'd have close to full health and energy, and could quickly move on to the next battle. Without dedicated healers, there won't be healers regenerating energy for healing faster than you take damage late in a battle.
This shouldn't be that hard of an issue to work around. Just make players regenerate health and energy very quickly when out of combat. To prevent this from being exploitable, make killing everything you had aggroed put you out of combat immediately, but make it take quite a while to break combat by running away.
The reason I bring it up is that lots of games have had severe problems that shouldn't have been very hard to work around. In particular, lots of games have had lots of downtime between battles, in some cases to the degree that you spent more time waiting to heal out of combat than actually fighting in combat itself.
ArenaNet has demonstrated that they're pretty good about figuring out what the problems with other games are, and then avoiding them. Their workarounds may introduce problems of their own at times, but at least it's not copying the same stupid things that other games do. If you're going to screw up, at least do it in a creative manner. Quizzical 23:13, July 8, 2010 (UTC)

No Real Monks

I don't really care but I know lots of people do.

No Death penalty

It seems like they replacing lots of stuff for fun stuff. But are they keeping in mind that fun stuff isn't fun without a challenge. I basically mean: Why should I bother trying to stay a live if there is no death penalty. Sure you need to respawn and walk a bit. Maybe even giving a small amount of money but no real penalty, so why should I care. This will mean a lose of challenges and thus meaning a lose of fun. Sure a death penalty sucks ass sometimes but that's what you get from dying, next time try harder, change skills or get help. You pay, you learn and thus getting wisher and advance.

-- F1Sig.png † F1© Talk 09:21, July 9, 2010 (UTC)

"That is why Guild Wars 2 does not have a dedicated healing class". I grinned a most evil grin when I read this. It's set in stone, in writing, undeniable, and I love it. I like what they're doing with the "downed" thing, and everyone being able to res everyone, but I don't like that the death penalty is going to be much weaker. When I first started GW, I got death penalty all the time and, somehow, liked it. I felt it was a fair price to pay for being a reckless idiot.--Darksyde 13:18, July 9, 2010 (UTC)

Yeah, utter lack of Death Penalty was good for Borderlands (fast paced first person shoot'n'loot), but it was a nice concept that worked well for GuildWars.
So anyways, how it works in Borderlands is that when you're down, you have a pseudo-lifebar. It degenerates automatically fairly slowly, but any hit you take increases the rate of degeneration. If you score a kill, you get a Second Wind. Full health, but no shield. Shields always regenerate after you avoid damage for a defined amount of time (time to recharge a shield depends on skills and the shield you have). Health does not regenerate naturally, but you have life steal grenades, healing kits, and monsters and lootbags can drop Insta-Heal Vials (gives a low-moderate amount of health) if you're low on health. Also, if you're downed and an ally stands next to you to pull you together, your unlifebar freezes.
Monsters do not go in a 'downed' state, ever. They die, bleed ammo, weapons and money, and then vanish.
If you don't have enough money to be resurrected via a waypoint, you just lose all the money you have. In BLands, money has little value (I am ~thrice over the display cap of, like, 9 million).
Also, they could have implemented Downed just a few months ago, or even less than that. That GW2 has been in development for three years (or w/e) doesn't mean all concepts they use now are that old as well :) I find it unlikely that two completely separate devs that make entirely different games come up with the same death system around the same time. --- VipermagiSig.JPG -- (contribs) (talk) 13:39, July 9, 2010 (UTC)
Funny, it reminded me of Borderlands too. Lยкץ๒๏ץ talk 17:33, July 9, 2010 (UTC)
It may be similar to the concept in Borderlands, but I doubt it's a rip from Borderlands. >__> Often two people who have never met nor heard of each other can come to the same conclusion, and the same is true for ideas/inventions. Plus, I remember a game that had something like this long before Borderlands(Don't remember the name, though). And ModernWarfare 2 has "Final Stand", which is essentially the same thing. Near dead, on the ground for awhile, get back up if you survive.--Darksyde 21:36, July 9, 2010 (UTC)
As I said. losing death penalty means losing challenge. Losing challenge means losing fun. You need the DP... A person can't learn without the pain. It makes you stronger and think about things: Hey what should I do so I won't die next time. Instead of: Hey, I died again. Who cares doesn't hurt me. Rush in again! -- F1Sig.png † F1© Talk 06:33, July 10, 2010 (UTC)
Considering it largely isn't an instanced world any more, shit probably respawns, and I think they did say there's SOME DP, just not nearly as bad as in GW1. So, now you have to deal with respawns AND a bit of DP instead of crashing your marginally effective party against the same enemies until they all die --Gimmethegepgun 17:26, July 10, 2010 (UTC)
They said the death penalty is taking longer to resurrect, no actual health reduction as far as we know.--Darksyde 17:51, July 10, 2010 (UTC)
I've long held that the more important death penalty in missions is that if you wipe, you fail the mission. That, and not the 15% death penalty, is what provided the challenge. Death penalty is more of a factor on vanquishes, and it's perhaps a more appropriate approach than having to restart because vanquishes are longer.
But Guild Wars 2 doesn't necessarily have either of those. In GW1, you reset death penalty when you zone. But what's the equivalent thing in Guild Wars 2? They've said that it would be a lot easier to run around and dodge mobs. If they stuck you with a 15% death penalty when you died, you could clear it by warping to town and running back. Without having your own separate instance, that's just a stupid hassle, and doesn't add challenge, so I'm glad that they did away with it.
Some games try to impose a big permanent death penalty like losing a bunch of experience, in hopes of making a challenge. But that actually makes gameplay less challenging, as what it does is to encourage players to stick to easier content. If trying a mission where you think you have an 80% chance of success means that on average, you get no net experience gain, then players are pushed to stick to easy things. That's not a challenge. That's grinding, and I'm glad that Guild Wars 2 isn't going that route.
I do hope that for instanced missions, Guild Wars 2 retains the mechanic of, if you wipe, you fail, and have to start over. And I hope that the instanced missions aren't that long, so that having to start over isn't that bad. Quizzical 07:58, July 11, 2010 (UTC)
Actually, it very likely is a "rip" from Borderlands: To be fair, our major influence was found in team based shooters. (source) I'm not really into the FPS genre, but the only game I can think of that really fits the label of "team based shooter" would be Borderlands. —Dr Ishmael Diablo the chicken.gif 17:34, July 13, 2010 (UTC)
Many modern team based shooters have a downed state (e.g. Battlefield and Left 4 Dead) and existed before Borderlands - Borderlands main add was fighting from the downed state for a second wind. A (notoriously tight-lipped) acquaintance of mine at ANet claims the knockdown state was actually an outgrowth of Kilroy's Punch Out Challenge (which itself was based on Punch Out!) and "evolved from there" (which doesn't really tell me if they copped the fight from downed state from Borderlands, but a bone is a bone). As for DP, if you think about it, it doesn't really work in a persistent world, and ANet has repeatedly stated running back to your corpse is out because it is "not fun," as is being penalized by losing equipment or money. Shooters don't have DP and are still challenging and fun - basically, your penalty for dying is time and maybe a cut of the loot if you don't get back to the challenge in time. As for monks, I imagine they would be hard to implement for world PvE - you don't really have parties in the same sense as Guild Wars, so how would you select someone to heal? --Falseprophet 19:31, August 16, 2010 (UTC)

My main char is a monk and I am pretty bummed that there is no dedicated healer in GW2. I enjoy making the red bars go up or casting Seed of Life on the tank and watching the entire parties health hit the limit. It sounds like the support might be okay in GW2 but I don't know. We shall see I guess. --- WGreg 11:15 July 15 2010 (EST)

It will be something like protection prayers, and the things you find in communing, tactics, and command. Not direct healing most of the time, but there's room to help.--Darksyde 02:44, July 28, 2010 (UTC)

Personally I dont mind having no healing class as long as there is a monk. Also i like the no death penalty idea because I remember when I was new I would always get down to 60% dp and then be pissed. I would just run from the res shrine and try to kill one enemy before my whole party died. It doesnt really happen to me anymore cause i'm pretty experienced, but i do get death penalty every now and again and it gets me mad. Especially when you get to a place where you just cant fight through, and instead of having a chance to change your strategy next time you just go and die again, but even quicker this time because of your death penalty. then you have to zone back and fight your way to that same place again to possibly lose again. So thats my two cents anyways... ~Captain Joe

The Professions[]

This section covers the profession introduction articles posted on Other articles posted there are covered in #The Gameplay above.

Profession 1: 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. —Dr Ishmael Diablo the chicken.gif 03:58, April 29, 2010 (UTC)

They should rename it to Boomerang Bird. 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. RandomTime 06:20, April 29, 2010 (UTC)
Also, is that a female Charr? RandomTime 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. 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 --TalkpageEl_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.). —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 :/ --TalkpageEl_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. 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. —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)
Curious, just started reading up on GW2. I see the Elementalist profession and all I see mentioned is "her". Am I to understand that gender is now going to be fixed instead of chosen?
No. There's gameplay footage of male Eles as well (Water Trident video, I think?), but "The Ele", as used in examples and suchlikes, is female. "The Warrior", on the other hand, is always referred to as "he". No idea why, but w/e, it works :P --- VipermagiSig.JPG -- (contribs) (talk) 17:14, July 3, 2010 (UTC)

Profession 2: Warrior[]

Still gotta read, thought you all might be interested.--TalkpageEl_Nazgir 19:01, June 9, 2010 (UTC)

Seems nice. Eviscerate makes him charge to the target, and that stomp showed us that there is indeed knockback. New stance stuff is cool too.--TalkpageEl_Nazgir 19:08, June 9, 2010 (UTC)
Built in skill chaining may well be good. Perhaps 2 chains can be used at the same time, for some strange build combos. Not sure how I like the tank class dealing long range AOE, but it might work. I don't like playing warrior, or fighter classes in general, they bore me in any game. This may change that, but I'm much more interested in the magic/ long range classes. RandomTime 19:39, June 9, 2010 (UTC)
Also. The quips. Stop with the quips RandomTime 19:41, June 9, 2010 (UTC)
Whoo, I called it! I knew they'd release warrior second since they'd already been using it for examples in other articles. Anyway, now that I'm done gloating...
Pretty sure there's only 1 chain per weapon set: "Chains effectively give a warrior two extra weapon skills on a weapon set." *Two* extra skills, thus only one chain. It sounds and looks like they'll function similar to assassin attack chains, where you have to keep hitting the same target to progress through the chain, and it resets if you switch targets.
"Hold that pose." I actually lol'ed at that one, but yeah, they're already getting old. And we have 6 more professions to go. —Dr Ishmael Diablo the chicken.gif 20:07, June 9, 2010 (UTC)
The quips were probably just added in the "trailer" thingy and are most likely not ingame... Also, yeah, the chaining is interesting, and also: there will be no more dedicated roles of 1 profession, as has been said a lot now. Yeah, warriors will tank well, but that doesn't prevent them from dealing long range damage.--TalkpageEl_Nazgir 20:09, June 9, 2010 (UTC)
I'm positive someone from Anet is glancing through our comments once every two days or so, to see what people want. They'll likely add an option to turn the quips on or off. Or they could add voice chat, so we can have our own quips! Interrupt spell -> "Bitch please". Also note that Anet is taking a very different direction with this(No dedicated healer makes that pretty clear), I don't think the warrior is the "tank", I doubt they'll have any profession dedicated to that, and the AI in GW2 will likely cause enemies to go for whoever, whenever, therefore making a tank useless. It's just 8 different professions with 8 different ways of doing stuff.-- 20:45, June 9, 2010 (UTC)
Oh, and I totally called it on the warhorn being a profession-specific offhand instead of being a bundle item. Not in this subject, some other one... somewhere.-- 20:48, June 9, 2010 (UTC)
I'm not so sure it's War-only, though. Who says my Ele can't hold a warhorn? The skills will probably be less effective, but hey, same as a secondary profession in theory (where in practice secondaries can overshadow primaries (see also: Ele spells)). --- VipermagiSig.JPG -- (contribs) (talk) 20:53, June 9, 2010 (UTC)

This might seem biased since I like to play rangers/casters but... They don't seem that great. Its not like they got some awesome mechanic that can completely change how they are played, like the ele did with attunement switching on the fly. Some neat stuff in there, like the one-slot chains and a very impressive 19 weapon combos but other than that...I'm sure they'll be markedly better than they sounded on the interview because we don't know what they're capable of (not knowing the skills and all) but apart from the longbow/rifle thing they seem like the same thing that they've always been: a tank. Except from the way they've been describing things tanks won't be quite as useful in GW2. I dunno. They sound fun, and I'm not quite sure what I was expecting from warriors in GW2, but as of now they seem pretty meh. Someone please tell me I'm wrong lol. 04:24, June 10, 2010 (UTC)

The war got a lot of AoE damage, with the longbow, greatsword and hammer. For the rest, party buff skills (like that banner they mentioned). Seems like they threw the paragon and warrior together, with a brush of AoE in it.--TalkpageEl_Nazgir 09:49, June 10, 2010 (UTC)
~Pure tanks are terrible in GWO as well. The only tanky thing any of my Warriors ever took was their armor, some a shield. --- VipermagiSig.JPG -- (contribs) (talk) 14:27, June 10, 2010 (UTC)

@151.196, Warriors can also knock people into the air, and impale them while in mid air, according to the GW2 website. @Vipermagi, What I meant by "Profession-specific" was that it was intended for a certain profession(s). Kind of like how the shields in Gw1 are "profession-specific" to Paragons and Warriors. I expect the Warhorn and Torch to be the same. Torch will likely go to a mid-armor professions. One of the "Adventurers". That's just my guess.-- 23:01, June 10, 2010 (UTC)

Additional - interview with Eric Flannum about the warrior class at - clarification, mostly RandomTime 23:11, June 13, 2010 (UTC)

For quips "There are limits put on it to make certain it doesn't happen too often and players always have the option to disable it if they want."
For the use of ranged attacks "We want every weapon that a profession can equip to be a valid choice for that profession. That means that if I choose to, I could make a warrior that does nothing but stand back and rain fiery arrows or rifle shot upon my enemies"
For warhorns "A warhorn is simply an offhand weapon so what it does is different in the hands of different professions. Some professions use the horn solely to buff allies while others have found more aggressive uses for it." - torches are similar RandomTime 23:15, June 13, 2010 (UTC)
I can already see groups inviting a warrior because they need some melee for some purpose, and then once it's too late to kick him, the warrior saying that he's a ranged warrior and doesn't have a melee weapon at all. Though I guess that's not really any different from the elementalists and assassins in this game who imagine themselves as pure damage dealers and don't carry any viable PVE gear at all, and die in about three seconds and then blame the healer for not miraculously saving them. Quizzical 03:01, June 14, 2010 (UTC)
Well your first mistake is PUG'ing in PvE. =P I always had more of a problem with eles telling me how I should play my build, regardless of what profession I was. And Assassins simply refusing to change their 7-attack combo chain that has to use palm strike every other hit. If GW works out how I think it will, we won't have the two problems I mentioned(as much), and there won't be a need for a tank(I'd assume they'd make the AI smart enough to ignore tanks). However, I'm sure we'll have all sorts of new idiots to deal with in GW2.-- 03:45, June 14, 2010 (UTC)
Well your first mistake is PUG'ing in PvE. Not really. I'd always insist on checking builds and max health, and I'd catch and filter out the people who were going to run something incredibly stupid, or at least make them change it. I certainly hope that Guild Wars 2 gives us the means to do the same, as we won't be able to rely on heroes to fill in holes.
It's not necessarily a need for a tank. Sometimes it can be convenient simply to have a couple of melee characters, in order to make the group's natural spacing something that works better against mob AI. Regardless, there are always creative ways to be an idiot, so worrying about this particular one is kind of dumb. It was just my initial thought when I read the post. Quizzical 06:09, June 14, 2010 (UTC)

Heh. I should really pay more attention to these updates. Regardless, Warrior seems to be interesting. Sounds like they're mixing in a little Ranger, a little Paragon, and a little Assassin to make them less all tank all the time.Entrea SumataeEntrea [Talk] 09:11, June 25, 2010 (UTC)

Profession 3: Ranger[]

That's the "core 3" classes done, in my mind (RIP monk - the 4th core class). Anyway, notes:

  • Ranger considered jack-of-all-trades, may be more like the traditional rogue type class.
  • Rangers have 3 pets, normally 1 active at a time (this'll probably mean that you can charm 3, but don't have to give them up when you want to switch).
    • Pet sharks (water only, I guess, which makes sense if you can switch).
  • Traps are similar to GW
  • Spirits seem to do more damage buffs, will go away if a ranger strays too far.
  • Ranger can use ranged weapons, as well as a sword, axe, dagger, torch and warhorn (might be going for a more of an Aragorn Ranger-of-the-north style class?)
  • Pets have up to 20 evolution levels

Discuss -- RandomTime 00:13, July 15, 2010 (UTC)

Looks to me like they're trying to sell the beast master with the rangers. Makes sense, since beast masters were possibly one of the least used styles of play in GW (why control one pet when you can animate a whole bunch of minions/spirits?) I like the fact that the pets can get customized skills, and that serpent strike moved looked pretty cool :) Otherwise...the article seemed kind of short compared to the ele and warrior articles. I'm scared because many of the typical GW ranger duties/skills weren't mentioned in the article. If they scrap preparations, I'll be mad. And only one trap/spirit at a time? Or only one "active" at a time? No trap spamming, it looks like? I dunno. As primarily a ranger in GW, this article didn't wow me by any almost looks like beastmasters got a buff and the rest of it was just copy/pasted from GW. I know that seems pessimistic, but still. Ele's can change attunement. Warriors get banners. And Rangers get pseudo-hero pets? Meh. I'm still gonna play as one, though :) I just hope they're better than they look, as laid out by the article. 19:04, July 16, 2010 (UTC)
I think it's one of each trap/spirit at a time. (So you can have trap x and trap y up at the same time, but not 2 of trap x) -- RandomTime 19:07, July 16, 2010 (UTC)
(edit conflict) It's one of each type of trap/spirit. You can have a Spike Trap, a Snare, and a Flame Trap, but you won't be able to echo-spam Dust Trap anymore. —Dr Ishmael Diablo the chicken.gif 19:24, July 16, 2010 (UTC)
You kinda described my feelings as well. Wasn't as "new" as the Elementalist. The Warrior banners are probably Ward-like; I was more interested in the wider variety of weapons. --Vipermagi 20:10, July 16, 2010 (UTC)
When they revealed elementalists, they also revealed a lot of stuff about the skill bar. When they revealed warriors, they also revealed a lot of stuff about traits. That's what made those class reveals so much more interesting. Rangers will also have that some skills change when you change your weapon, and that you can build differently using traits. But those things aren't new information anymore, which is what made this class reveal a lot less exciting. Quizzical 06:30, July 17, 2010 (UTC)

PC Gamer interviews Eric Flannum about the ranger and reveals a few interesting tidbits.

  • No more "wasting" a skill slot in order to have a pet. You can charm a pet simply by finding one and having an empty pet slot, and you can have any one of your 3 charmed pets with you at all times.
  • The "Hunter's Call" skill (one of the videos) is a warhorn skill, but it's unusual in that other professions that use the warhorn get buff-type skills for it, not attack skills.
  • The ranger's sword combo skill consists of a basic attack, a kickback attack, and a leap attack.
  • Rangers use axes as short-range throwing weapons.

IGN imitates but gets quite a few more tidbits.

  • Rangers eschew firearms in order to "emphasize their bond with nature."
  • Beyond simply throwing axes, rangers can ricochet them between multiple targets.
  • Like GW1, there will be no ammunition mechanic - infinite arrows/axes/buckshot/whathaveyou for everyone!
  • Alpha Strike, an elite skill, can bring all 3 of your pets out at the same time, depending on environment - i.e. can't bring your shark out in the forest or your bear out underwater... unless you have "the occasional aquatic bear."
  • Evolving your pet through the 20 Evolution Levels will yield a total of 4 ability slots for the pet.
  • Certain other professions will also use pets, but in a much more restricted manner - "Rangers are the only profession with nameable, fully customizable and controllable pets."

Dr Ishmael Diablo the chicken.gif 15:34, July 18, 2010 (UTC)

Both interesting, good finds. The PC gamer article mentioned "level 50" - which means (unfortuatly) it looks like there's going to be a much higher level system in GW2 -- RandomTime 15:42, July 18, 2010 (UTC)

Serpent Strike; active melee dodging, or just part of a retaliatory melee attack? In Guild Wars 1, if a melee attack is initiated, no matter how far you run, they get their normal hit check. No 100% miss because the target happened to take two steps to the left. The Serpent Strike video seems to show active dodging, however, by using the "teleport in their back" mechanism on Serpent Strike to avoid their melee attacks. The ability to actively/manually dodge melee would make hitting moving targets pretty hard with slower weapons/attacks.
In GW1, Ranged attacks had the range advantage (duh), but ranged attacks can also be dodged by sidestepping. That's where melee characters had an advantage. Taking that advantage away from melee attacks would shift the balance towards ranged, since their drawback is mutual, yet ranged attacks still have their range advantage. Of course, in the current state of GW1, melee has a big damage advantage, but that's because ranged attacks are harder to buff up (no SoH for one), and they're rather slow. They could fix this in other ways than by screwing melee, since they're making an entirely new game anyways. Fun fact: In Diablo II, ranged attacks are strictly superior. Lightning Fury, Bone Spear, Corpse Explosion, Frozen Orb, Meteor, Blessed Hammer... --Vipermagi 10:29, August 5, 2010 (UTC)

So, if I understand, and see by the videos, they will exactly use the same skills and all from the 1 gw but just a bit different (More tactically)? Well, I can live with that. But I'm pretty sire the builds from 1st gw won't work anymore in gw2, or at least not at maximum effort. --Jorre22225 11:32, August 5, 2010 (UTC)

No, it's not all the same skills. Some of the names are being carried over, and the GW2 version may share some similar effects with the GW1 version, but they won't be exactly the same. Just look at the Barrage video - in GW1, it's a multi-target attack; in GW2, it's more of an AoE effect. The mechanics of the skill bar itself (having some skills determined by weapon and a dedicated healing slot) will make it impossible to port any builds from GW1. —Dr Ishmael Diablo the chicken.gif 13:45, August 5, 2010 (UTC)
A ok, I'm glad with that also... The barrage looks awsome, but the enemies seem really to be able to handle as 1 person. I didn't find it anywere, but is it still with outposts nd your own map of explorable areas or will it be like runscape and kalonline, 1 world for everyone? The environment seems cool now btw, no more dust etc... except maybe in the charr territory. I can't wait to install it on my new computer (Latest graphics card from ATI (ATI Radeon HD 5870, Proccessor I7 Quad Core, Superb sound card, and many more :P and enough space to install it 1000 times even if it can only once, except if and I expect, expansions will go out later). --Jorre22225 15:43, August 5, 2010 (UTC)
You couldn't find anything about that? o_O It's only the most important change they're making - most of GW2 will be a persistent world. They'll still use instancing for specific events along your personal storyline and for dungeons, but that's it. —Dr Ishmael Diablo the chicken.gif 16:00, August 5, 2010 (UTC)

Profession 4: Necromancer[]

Wells sound similar to those of Guild Wars, except created at the player's location rather than exploiting a corpse. It doesn't mention exploiting corpses, so that mechanic likely doesn't carry over. The description of marks makes them sound like wells that you can place somewhere else.

Minions sound very different, though. It says that you can use a skill to make a minion, and then that skill is replaced by something that kills the minion but provides some other benefit. I hope that means no more necromancers running around with 10 minions.

Fear sounds like the mechanic of the same name that exists in a number of other games. It's meant as crowd control, but obnoxious when someone uses it on you. As Blizzard noted when toning down crowd control for PvP in WoW, players don't think it's fun to lose control of their character.

Death shroud sounds weird. I'd probably have to try it in order to have a meaningful opinion on it. Quizzical 21:02, August 25, 2010 (UTC)

If Fear is anything like it was in NWN, it'll be an annoyance. However, I like the fact that necro is going more towards control. We'll see with the minion changes. -- RandomTime 11:39, August 26, 2010 (UTC)
In the Gamescom Q&A with Izzy, he mentioned that they would be balancing skills separately for structured PvP, with an option to also balance them separately in WvW. If enough PvP players complained, they'd probably revamp the Fear mechanic into something different for PvP. —Dr Ishmael Diablo the chicken.gif 12:30, August 26, 2010 (UTC)
Izzy has said on twitter that the current Fear durations are 2-5s PvE and max 2secs for PvP. Just thought I could note. EM Signature.jpg ***EAGLEMUT*** TALK 16:29, August 27, 2010 (UTC)
That's just about enough time for a good spike. It's not only about duration anyhow, but about uptime and ease of application. Backbreaker is a super strong lockout, but it's a slow melee attack (hammers just aren't fast) that is blockable, can miss due to Blind/RH/etc., can be interrupted, and requires Adrenaline. It's not that easy to sling around, unlike casting a PDrain. And how about chaining with multiple casters? So yeah, questions. --Vipermagi 16:48, August 27, 2010 (UTC)

Profession 5: Guardian[]

The official GW2 page won't be live until Thursday, but the name of the profession got leaked in PC Gamers "Big 10 of 2011" feature last Friday. —Dr Ishmael Diablo the chicken.gif 16:39, 23 January 2011 (UTC)

Profession 6: Thief[]

Profession 7: Commando (April Fools')[]

OMFG! Frakkin' AIR STRIKES!!! Those mean old dragons won't stand a chance with a couple of these guys on our side! —Dr Ishmael Diablo the chicken.gif 13:17, 1 April 2011 (UTC)

While the commando is clearly content redacted, the dragon is too detailed to be :p It looks bad-ass, a margonite dragon. — Viruzzz 13:35, 1 April 2011 (UTC)
That's The Shatterer, he premiered at last year's GamesCom and he's not a margonite. —Dr Ishmael Diablo the chicken.gif 13:39, 1 April 2011 (UTC)
Oh hell yes! Sniping action! --TalkpageEl_Nazgir 14:25, 1 April 2011 (UTC)
I believe that the technical name is "The Shatner". Oh, and headshots FTW! Valkor Dreamling 15:02, 1 April 2011 (UTC)

Profession 7: Engineer[] Still reading, synopsis follows! --TalkpageEl_Nazgir 13:41, 19 May 2011 (UTC)

  • Can only use guns, rifles and shields.
  • Has an extra equipable item type: the kits, changing your skills when activated (for a set time? until deactivated?).
  • Has extra skills in the form of the tool belt, enhancing your other skills and/or adding new functionalities (remote control for mines, etc).
  • skills include deployable gun turret (only 1 turret of each type available at once), grenades, mines, using guns as jumpjets, shooting immobilising glue at a target, planting explosives, and imo its coolest skill so far: absorb, which absorbs an enemy (magic?) skill on impact and prevents its damage, and can shoot it back at the enemy. I suppose the absorbed skill replaces Absorb on the skill bar until cast. --TalkpageEl_Nazgir 13:53, 19 May 2011 (UTC)
Wait, this is real? It's not still April 1st? This hardly seems any less out of place than the Commando, at least from a first impression. The glue gun and the beeping land mine specifically ruined the immersion for me. (The grenades/bombs not so much, considering we already have a guy who pulls powder kegs out of thin air, and it's an easy jump from there to magic-infused ice grenades.)
Also, it feels like the engineer would be kinda complicated to play effectively with so many different kits and turrets to use. They don't really mention how easy it is to swap kits, either - are they like elementalist auras in that you can instant-swap them outside of battle, like other professions change their weapon sets?
I don't know, maybe it'll grow on me, but for now it's my least favorite of the GW2 professions. —Dr Ishmael Diablo the chicken.gif 14:31, 19 May 2011 (UTC)
While the Commando is a little more future-tech (from GW's standpoint; not ours :P ) than the Magineer, it indeed feels a little weird. Then again, it's been 250 years, and apparently the Charr have outranked even the Asura in technical prowess. Maybe this will fit better once we get to see what the Charr are really like in GW2? I do wonder how this would ever work on a Sylvari, though...
Imo, it feels a little (<-keyword) TF2-ey. Rocketjumps, airblast to return missile attacks and make that nasty Soldier eat his own rockets, turrets. I wonder if they also get a healing laser?
The very limited weapon choice also leaves me frowning. You really only have three options; pistol/shield, dual-pistol, rifle. Even the Ele gets five on top of the four attunements, and the Thief gets six, which I think is the next most limited. --Vipermagi 15:00, 19 May 2011 (UTC)
For the weapon restriction: they do have the kits and toolbelt to modify their skills and stuff. But yeah, I also thought of TF2 while reading it. And it has a healing turret, so I guess that could be the healing laser or something? :P Also, yeah, Silvari engineer doesn't sound right :S --TalkpageEl_Nazgir 16:17, 19 May 2011 (UTC)
Glad I'm not the only one who thought this was both an extended Aprils fools joke and a bit much like TF2 as well. What's next, Guild Wars hats ... oh wait ... Mauirixxx 19:36, 19 May 2011 (UTC)
To be fair on that last point, Guild Wars had hats first, about 2 years before TF2 was released. —Dr Ishmael Diablo the chicken.gif 20:06, 19 May 2011 (UTC)
I know, but it's hard to ignore. And I know TF2 does way more hats (and they're tradeable too), but it's still hard to ignore the similarity, even if it's such a minor that breaks the timeline :P Mauirixxx 20:10, 19 May 2011 (UTC)
[2] Just linkdropping. --Vipermagi 14:09, 21 May 2011 (UTC)

Profession 8: Mesmer[]
Finally revealed, it's the MINSTREL! I mean, err... Mesmer... Looks nice:

  • Creates copies of itself, either as clones, indistinguishable from you, but a lot less health and damage, or as phantasms, with their own names, weapons, etc, and a specific behavior, who also deal more damage than the clones. The illusions are linked to a certain enemy, and if that enemy dies, they also die. They can also be shattered through certain spells, which destroys the active illusions to trigger a certain effect, like damage or a condition.
  • Mantras have long activation, but once active, are replaced by an instant cast spell with a specific effect which can even be used while casting other spells. They don't mention if an active mantra has a passive effect or something or if it only primes the instant cast spell. Also not mentioned is whether or not the instant cast spell can be used only once per cast of the mantra or not.
  • Confusion, more or less empathy/backfire in condition form, and like poison etc, it STACKS. Also bonus points for the Pokemon reminder :P

Looks nice, I'm looking forward to playing it. Seems a lot less dependant on latency and fast reflexes which made the mesmer in GW1 pretty hard to play without a gimmick/stupid OP hexes build. --TalkpageEl_Nazgir 14:53, 14 December 2011 (UTC)

They can wield great swords and dual wield normal swords. And they have a frikkin' Portal skill. And they can do all this while looking fabulous. This is definitely going to be a lot more fun to play than the GW1 mesmer. —Dr Ishmael Diablo the chicken.gif 15:52, 14 December 2011 (UTC)
I'm not convinced this is going to work. But then again, thats what everybody said about the engineer, and I quit liked that one. Arnout aka The Emperors Angel 16:27, 14 December 2011 (UTC)
Think it's looking nice so far. I'm most interested to see how they handle the distinction between clones and phantasms. For example, will enemies be able to see from the health bar that the one they're attacking is the real one, like with Baal in Diablo 2, and if they can, how do copies still make themselves valuable compared to Phantasms.. Stuff like that. They're doing interesting things, and I hope they do it properly. --TalkpageEl_Nazgir 17:24, 14 December 2011 (UTC)
"If it's a clone, they will see something that looks like you. If it's a phantasm, they will see an illusion with a purple color to it." Jon Peters on RedditDr Ishmael Diablo the chicken.gif 18:58, 14 December 2011 (UTC)
Something else I was wondering about got answered: [3] In PvP, any enemy that is targeting you when you summon an illusion (clones or phantasms) has their targeting broken. It's still easy to pick you out among phantasms (due to the purple coloring, see above), but it'll make clones much more effective as distractions. —Dr Ishmael Diablo the chicken.gif 20:33, 14 December 2011 (UTC)
Your first post wasn't what I meant, I knew they were purple and the other ones identical, it's just that they said clones deal less damage and have less health than phantasms, and if it's easy to spot whether something is a clone or not, that would pretty much make clones useless compared to phantasms.--TalkpageEl_Nazgir 21:29, 14 December 2011 (UTC)
I like that they made Visions of Regret, a total bullshit skill, a stacking condition. That's really good design. Damage from VoRV2 will probably be clv based?
So anyways, Mesmers make clones, stack VoR, and cast Death Nova... And that's it? I hope they have some more direct harrasses :/ Plenty of skills left to unveil though (geddit?).
@Naz: you can make clones explode without wasting a phantasm that actually deals damage. --Vipermagi 21:32, 14 December 2011 (UTC)
Ah yeah, leap clone skill, they attack it until they realise it's not you, then you kaboom it in their face :D didn't think of that. Btw, what's "clv"?
And yeah, lots of skills left to reveal, I hope we'll get some interesting ones. --TalkpageEl_Nazgir 21:40, 14 December 2011 (UTC)
clv = character level. Also related: mlv for monster level, slv for skill level. Diablo II terminology :P --Vipermagi 22:26, 14 December 2011 (UTC)
Ah, I only casually played Diablo 2 offline, so I never even came in contact with its lingo. My first guess was monster level, but that would make it OP against bosses, so yeah, character level probably. --TalkpageEl_Nazgir 22:41, 14 December 2011 (UTC)

ArenaNet Blog content[]

This section covers articles posted on the official blog.

Nine GW2 Follow Up Questions with Eric Flannum[]

"The possible number of combinations is in the millions"

He's talking about the number of possible skillbars in Guild Wars 2. For comparison, the number of possible skillbars in Guild Wars, with only eight skills on a bar and assuming no PVE-only skills, is in the quadrillions. Quizzical 22:28, May 5, 2010 (UTC)

Quadrillions? 2 professions with the most skills are N(145)+E(147), for a total of 292 skills, or 222 normal and 70 elites.
222! / [(222-8)!8!] = 222*221*220*219*218*217*216*215/40,320 = 128,795,283,347,445 (8 non-elite)
222! / [(222-7)!7!] = 222*221*220*219*218*217*216/5,040 = 4,792,382,636,184 (7 non-elite) *70 (+ 1 of the 70 elites)
4,792,382,636,184*70 + 128,795,283,347,445 = 464,262,067,880,325
or about half a quadrillion of mostly worthless builds. Then again, it's 2:20am, and I'm probably doing something wrong.
So, if "the possible number of combinations is in the millions," then what's the size of the skill pool? Take into account that they suggest a 15-skill bar, because your second weapon switch adds 5 more. I guess it's too early to do the math accurately, without knowing exactly how the weapon-bound skills work, but what about a crude # of just any 15 skill mix? I'm too sleepy for this... <_< RoseOfKali RoseOfKaliSIG.png 23:38, May 5, 2010 (UTC)
There are also 45 ways to pick a combination of professions. Quizzical 00:16, May 6, 2010 (UTC)
i like to look at it, we have 5 skills slots, 'normal' skill slots if you will, considering over 99% of good builds have an elite (and ppl whine if you don't bring one) it's only only 1 of those 5 being restricted, the healing slot. i've played healer monk for about 7 months before trying anything else, and i assure you these arguments about 'if the monk is doing his job you wont need healing/defense' are annoying and false, trust me, unless your monk is VERY overconfident, he/she will thank you for bringing some way of easing their workload.
so of the 5 normal slots, one of them (the elite slot) is barely being restricted, and the healing slot makes sure you have at least something as back-up. let's face it, shit happens, over-aggro, poor planning, or the obvious, the monks poor at his job. so those 5 are barely restricted, IMO.
as to the other 5, they change not just upon switching weapons, but also to use the environment better (environmental weapons). so it's not just 15 skills at all times, it's 5 for sure, and another 10 that can change as much or little as you like to work with your surroundings.
as soon as i read about the new skillbar system i immediately thought, a mix of: that sounds awesome, 5 skills to use with our surroundings!, this ought to help make healers lives easier, and wow... people are going to complain ENDLESSLY about this.Akbaroth 00:32, May 6, 2010 (UTC)
Oh yeah, that, of course, I knew that! >_< So like over 10 quadrillion (straight *45 gives almost 21 quad, but other professions have fewer skills). And I like the new skill bar so far, I just can't wait to get the rest of the professions, ANet is such a torturing monster when it comes to info. x_x RoseOfKali RoseOfKaliSIG.png 00:44, May 6, 2010 (UTC)
A count via spreadsheet returns an answer of 7618081977951470. That allows rez signets, uses the cap of at most one elite, and imposes the restriction of at most two professions. It doesn't count a build with only warrior skills separately for a W/N and a W/P profession combination, for example. It does require every skill slot to be filled, however, and exclude all PVE-only skills.
I'd see this as confirmation that the five skills for your weapon aren't "pick five out of 30", but rather "these are your fixed five". If you got to pick five skills out of 25 for your weapon, and the same for your class, that puts you into billions of combinations, just for a single class with a particular weapon. Assuming all one-handed weapons can go in the off-hand as well, there are 66 possible weapon combinations, though some may be impossible to due class restrictions. The "millions" of possible combinations would then point to somewhere in the range of 30-70 skills per class.
On another topic, what I'd worry about is that the game will encourage players to form too large of groups and all run around together, since they all get full loot from anything they kill. Ten people can kill a lot more in a given amount of time than one person solo, and if the ten people each get full loot from everything, that makes soloing not terribly viable.
Maybe the restriction that you have to do significant damage will clamp down on that, but even if so, that could make AoE damage dealers have a tremendous advantage. Follow around some other people, run in and tag everything with an AoE attack, and collect the loot after the others do most of the work.
This could also make relatively unpopular areas basically unusable. What often happens in games is that players figure out that you get 50% more experience and loot in zone A than zone B, so they spend most of their time in zone A. If that leaves farmers competing with each other for spawns, then that dampens the effect somewhat, so maybe the benefit is less than 50%. But if it means that zone A will have ten times as many players running around, so that bigger groups kill three times as fast, then zone A could suddenly get you triple experience and loot as compared to zone B, on top of the natural 50% advantage. This could also lead to a strong time of day dependence.
That's fixable by having copies of zone A than zone B, but only if they're not set on having a fixed number of complete worlds. Right now, if there are 10 times as many players in Cathedral of Flames as in Rhea's Crater, then there will be ten times as many instances of the former as the latter, so it's the same player density per instance. You can do that with open worlds, too; see how Champions Online tends to have far more instances of Millennium City than of Lemuria, for example, in order to keep the player density comparable. Quizzical 01:30, May 6, 2010 (UTC)
Well 7618081977951470 is still millions, even if it's thousands-of-millions-of-millions. :D On more serious note, my greatest worry about GW2 at the moment is that the skill system will be a dumbed-down version of GW1. Perhaps the biggest thing in GW1 for me, that has kept me going for years, is the incredible versatility of skill choises. There's practically limitless number of combinations to experiment on, and discover new ways to utilize. The ability to switch secondary profession adds even more versatility to that, and lets you 'try before buy' to some extent - I played monk a lot, but realized I kept using ranger skills on most of my skillbars, so I ended up making a ranger. Now I do realize it's a balancing nightmare, and fully understand why GW2 is going towards a more static skill system.. but from player-side, it the impression I get feels a bit lukewarm after being spoiled by the current GW system. For similar reason I don't like the idea of being FORCED to dedicate a skill slot for healing skill, or being FORCED to pick an elite for one of the slots. Sure, about 80% of my skillsets would include -some- kind of healing skill, and about 95% or more would include an elite - but what about those that won't? What the GW2 system would appear to do, is to force you into more cookie-cutter builds. 'Ok, we have warrior for tanking, we have mage for damage, we have cleric for healing.. we just need to find a thief for traps, then we're set to go to the dungeon'. Kitsunebi 10:19, May 6, 2010 (UTC)
Do note that GW also has its moments of Trinity-way. Heck, the most recent Elite area builds all featured Shadow Form tanks. Sure, it's not the Whammo tanking, but the point still stands; it's the Tank/DPS/Healbot setup all over again. The hard areas are not going to steer away from that, because it works. Easy and medium range areas never used that setup, however, and I doubt that will happen in GW2. After all, everyone has some form of self-preservation. Another interesting skill to mention for this is Water Attunement. It heals nearby allies continuously, meaning you're less easily pressured to death (degen ftl). Besides, their goal is that it's possible to solo everything. If the Ele can't take a hit, that idea goes down the drain instantaneously. --- VipermagiSig.JPG -- (contribs) (talk) 11:56, May 6, 2010 (UTC)

"ANet is such a torturing monster when it comes to info." -Kali. See also; Diablo 3. qq. We've seen the Monk, but only know of a tiny amount of skills. We know that the Rune system exists, but have little idea what the runes will do (Energy rune won't simply reduce skill costs I bet). Pretty frustrating as well :P Just felt like venting a little.
There's a metric fuckton of possible combinations. Now, how many are sane and possibly viable? What PvP (Bow-)Ranger does not carry DShot? Who the hell makes a W/Me with 7 Me skills? Let alone having it work a little; half your bar would be energy management, and two damage skills. YES 10 DPS's!
I also wonder if (ex.) different 1h swords will yield different skillbars; A Jitte might give you Riposte v2.0 and Disarm, whereas a Short Sword gets you Sever/Gash. That would be badass, and increases #skillbars/builds. Additionally, there's more weapon types in GW2; 2h swords, daggers, guns... (they've mentioned war + gun fairly often; Hamstorm or truly useful?) --- VipermagiSig.JPG -- (contribs) (talk) 10:09, May 6, 2010 (UTC)

Well you did say it yourself - What BOW-ranger would? And even so, I'm pretty sure there would be a viable set that didn't include the particular skill, although I don't really do PvP so I can't say a whole lot about it (No, after thinking about that a little, I may have to take that one back - you can assume almost everyone carries rez-signet, and against those it would be invaluable skill). What comes to W/Me, in PvE if your primary profession is warrior, then that's what you are.. but in some particular situation you might need a bucketfull of distance interrupts, and might want to toss in something like mantra of earth.. and in that case, a warrior with 7 mesmer skills might be perfectly viable. It certainly wouldn't be one-size-fits-all build, and most of the time a 'real mesmer' would do the job better.. but the point is that the warrior primary does still have the OPTION to do it. Back in days when there was only prophecies, I played through Hell's Precipice (mission plus bonus) as primary monk, with only 3 henchmen and nothing else in my party - and my skillbar had 5 or 6 ranger skills.. simply because in that situation it worked best for me. Kitsunebi 10:32, May 6, 2010 (UTC)

To go back on something said earlier, I find it great that there is a dedicated healing slot (which probably means that all professions will have more that 2-3 heals *cough*warrior*cough*. It prevents morons (like 50% of the RA population) to solely depend on the monk, who is then, as said before, blamed if they die. I'm not sure how the elite-only slot would work at the beginning of the game. Would you get an elite skill from the beginning (perhaps a racial one), or would you be able to still put normal skills in that one too?

Also, the way they have said it, it makes me feel that it's 3/2 set skills per weapon (depending on offhand/mainhand of course). It doesn't sound like you can actually choose the skills your weapon provides.--TalkpageEl_Nazgir 14:57, May 6, 2010 (UTC)

The early elite slot might be like the Unknown Junundu Ability. Early game should be easy enough to handle without a full skill set. RoseOfKali RoseOfKaliSIG.png 16:02, May 6, 2010 (UTC)
I'd favor one slot being reserved for a heal, just for idiot-proofing reasons. This is basically what El Nazgir said, too.
On the other hand, I'd hope that you have the option of having the elite be a healing skill, a non-healing skill, or not having an elite at all. That's how it works right now in Guild Wars (1), and I don't see any reason to change it.
I'd favor some restrictions on builds to block the peculiar gimmick builds, such as 55, 600, perma-shadow form, ursanway, etc. But even Guild Wars right now allows a tremendous diversity of builds without having to take a secondary profession at all. I don't see any reason to believe that Guild Wars 2 will offer meaningfully less than this.
Guild Wars really doesn't do the tank/healer/damage dealer approach. The game doesn't have a concept of tanks analogous to that of many other games, as this game doesn't have an aggro system at all, let alone super duper aggro building taunt skills. It also doesn't have a useful notion of a damage dealer; everyone and his neighbor's dog can deal damage, and if a character can't do anything else, that character is a deadweight. Some players do try to play the tank/healer/damage dealer approach because that's what they're used to from other games, but it's hardly necessary here--and often doesn't even work all that well. Quizzical 17:16, May 6, 2010 (UTC)
Guild Wars doesn't need Trinity; doesn't mean it's not the easiest way to deal with groups. Cryway and HBNuke (and... and...) rely on this concept; One tank balls everything up, nukers come in and wipe the floor. To boot, it's ridiculously fast; faster than most conventional builds. I don't know how this all works after the Shadow Form nerf (because lolGWs), though, just stating examples. --- VipermagiSig.JPG -- (contribs) (talk) 18:16, May 6, 2010 (UTC)
So basically you mean that overpowered PVE-only skills are overpowered. Quizzical 18:34, May 6, 2010 (UTC)
Right, because Shadow Form and Hundred Blades+Mark of Pain is PvE-only. --- VipermagiSig.JPG -- (contribs) (talk) 18:50, May 6, 2010 (UTC)
'I'd favor one slot being reserved for a heal, just for idiot-proofing reasons' - this 'idiot-proofing' is exactly the thing I'm worried about. If you build a game that an idiot can play, only idiot is likely to bother. EverQuest 2 had this problem - they simplified things so much the game got boring. A ten years old could play it. 'click there when the green light flashes'. I'm not saying that setting one skillslot aside for forced healing skill is going to ruin the game, but I'm questioning the purpose behind making something like that mandatory, and wether the same policy applies elsewhere. Kitsunebi 04:03, May 7, 2010 (UTC)
"It prevents morons (like 50% of the RA population) to solely depend on the monk"
El_Nazgir, you forgot to mention that generally with the RA population they depend on a Monk, and (knowing this before) go into the Arena only to not have one. A F K sig 2.jpg A F K When Needed 09:02, May 7, 2010 (UTC)
That's exactly my point.--TalkpageEl_Nazgir 14:14, May 7, 2010 (UTC)
It's a question of whether players should be able to gratuitously sabotage their own character. In a solo game, sure, you can give players enough rope to hang themselves. But in a grouping game, it's not good for players to have undue opportunity to destroy the group. It's important for game mechanics to restrict ninja-looting for the same reasons. Quizzical 16:58, May 7, 2010 (UTC)

The Fashion of Guild Wars 2: An Interview with Kristen Perry[]

Well, I'm glad they designed clothes for us. We won't be running around naked. Besides that, this article really didn't tell me anything too interesting...I'd have liked to see some Charr or Asura armor as examples, since those that are currently ingame are pretty cookie-cutterish. I mean, all the Asura and Charr npcs have 4 or 5 different models? Apart from Vekk and Pyre and other story line npcs, like Oolah or Gron Fierceclaw. Not that I ever really looked really hard at the armor details on GW1 Charr/Asura npcs, but assuming there are several different styles for each profession and male/female versions for each race, show us something we haven't seen before. I'll bet I could find some current ingame armor that looks pretty close to the example pics they gave. 02:33, May 19, 2010 (UTC)
I'm guessing they'll totally vamp up and increase the number of models for the other races in GW2. I liked seeing the human clothing, I imagine anything from the other races would look pretty much like what we'd expect, going from the concept art and videos we've seen before.-- 12:35, May 21, 2010 (UTC)
Perhaps one of the most significant new tools is the use of normal maps.
I'd take that as meaning it will probably be a DirectX 9.0c game. If it were a DirectX 11 game, she'd probably have talked about some newer DirectX 11 feature instead, most notably tessellation. With the release of DirectX 11, there's no sense whatsoever in making a new DirectX 10 game. Quizzical 00:38, May 23, 2010 (UTC)
Problem for them is though, they've been working on II for longer than the feature list for the SDK for 11 has been out. Unless they reworked the engine part way through, it was NEVER going to be for 11. I'd have expected 10 though... 22:18, May 24, 2010 (UTC)

Colin Johanson Answers Your Dynamic Event Questions[]

Doesn't seem to answer and address some concerns that users have expressed about this system, however - although the end of the article notes that there will be another article by Eric Flannum which may have more information RandomTime 21:57, May 19, 2010 (UTC)

My Karma killed your dogma[]

"All events reward you with experience, gold, and karma, which you can spend at merchants and vendors in the game to purchase rewards"

Allo allo... We're getting a new currency style item in the form of karma... Is it positive only? Is it simply like rep points? This is the first I've read of it... is the post on the blog with this little slip. 07:17, May 20, 2010 (UTC)

In Stereotypical MMORPG, say that you want an Uber Sword of Smiting +27, and only Bob the Really Big Dragon drops it. So you go kill Bob a bunch of times in a row until he drops your sword, right? (See also: voltaic spear farming) Well, what if Bob only ever spawns at the end of one fork of a dynamic event that doesn't play very often? See the problem?
But this is easily fixable, so ArenaNet fixed it. Instead of getting that Uber Sword of Smiting +27 directly as a drop, you get some karma points for winning a dynamic event--any dynamic event, not just a particular one. So you can go do whatever dynamic events you see and get karma points. Build up enough of them and Balthor Coalforge will trade you that Uber Sword of Smiting +27 for a bunch of karma points. As I see it, it's vaguely similar to Balthazar reputation in Guild Wars 1. Quizzical 13:15, May 20, 2010 (UTC)
It could be more akin to z-coins, basically - tradable "points" or tokens for rewards. RandomTime 17:08, May 20, 2010 (UTC)
Tbh, they're both pretty much the same except ZCoins take inventory space and cost money to 'uptier'. In turn, it's the same as gold. They're all gained from doing a task and you can get rewards for them. Of course, each item/arbitrary number yields different rewards, but the basics are the same. --- VipermagiSig.JPG -- (contribs) (talk) 17:18, May 20, 2010 (UTC)

Eric Flannum Answers More of Your Dynamic Event Questions[]

According to him, griefing can't happen (did not, in my view satisfactorily answer the comments placed by Quizzical. Comments plz! —RandomTime

I don't see where he said "griefing can't happen," just that they've done the best they can to prevent it. "At this point we think we’ve addressed most of these issues, but we’ll continue to be vigilant as we develop the game and will of course take whatever measures are needed to stop griefing after the game is released." Dr Ishmael Diablo the chicken.gif 21:12, May 20, 2010 (UTC)
He only seemed to address the issue of one player maliciously trying to sabotage an event. That's not what I'm concerned about, as ways to sabotage events like that are on a per-event basis, so at worst, some subset of the events would be griefable like that. And that can be fixed on a per-event basis, too, and usually wouldn't be too hard to fix. What I'm concerned about is that players trying to maximize their own personal benefit will intrinsically sabotage the group effort, even without any malice involved.
The most revealing line is this one: Event scaling only adapts to group size, not to character level. So if a bunch of players are there who are ten levels too low, that can really sabotage your efforts at the event. If they're not going to scale the event to the player levels (which would, itself, open a huge can of worms), then it will take some really strong measures to make it so that players can't show up to an event underleveled.
It's kind of like how game designers always say that they're going to stop gold farmers, or at least fiercely combat them. Yeah, they'll try, but they won't succeed apart from some really strong measures, such as a game not having any tradeable commodities. Quizzical 23:01, May 20, 2010 (UTC)
I think this is the link you meant: User:Quizzical/Dynamic_Events. Quizzical 17:49, May 21, 2010 (UTC)

Removing of Quests[]

I don't know what to think about complitly removing Quests. I agree with them when they say that quests can be boring with large walls of text but I'm afread that that Events will suck if you put them in the story line. Meaning that the event my have already triggered so you miss it or that you just don't feel like your advancing in the story line. I don't see any thing about coöp missions and stuff but the only thing I see is the Personal storyline of your char. It may be a lot more fun if they also put in quests for smaller things like bring me 10 hides or something. Not to much but it gives you a feeling that you your moving forward ingame rather than following some random events. -- F1Sig.png † F1© Talk 06:47, May 21, 2010 (UTC)

They're not removing quests. They're changing the way they function. Instead of "Burgum the Dude: Well I was just out for a walk... on the village... ...please go save my family!", you'll just walk into an area and people will be asking for your help with something. A village might be under attack, or someone might run up to you and ask you(With a voice) to go kill five bear-ogres, etc etc.-- 12:39, May 21, 2010 (UTC)
The "personal storyline" is completely separate from the dynamic events, taking place in instanced areas. "In each character’s personal story, they will get to make decisions that will change their instanced version of the world, but in non-instanced areas, player choice [through dynamic events] will have an impact on the greater environment and therefore on all other players in that world." Dr Ishmael Diablo the chicken.gif 14:18, May 21, 2010 (UTC)

Link Roundup: GW2 Events and More[]

An interesting mixture of links, providing commentary for the week. Anything to discuss? RandomTime 11:45, May 22, 2010 (UTC)

Take our GW2 Merchandise Survey![]

One of the options is Plushies, OMG Charr-doll! RandomTime 17:19, May 25, 2010 (UTC)

Hehe, that'd be awesome. Though I'd prefer plushy Mursaat ^.^ --TalkpageEl_Nazgir 17:46, May 25, 2010 (UTC)

Lead Writer Bobby Stein Talks GW2 House (of) Style[]


Interesting from a wiki perspective, a new manual of style for all writing in GW2, so - yeah... RandomTime 10:50, June 2, 2010 (UTC)

Beautiful Grim Auctions GW2 Art for a Good Cause[]


Eric and Ben Answer Your Questions About Warrior and Traits[]

A few more clarifications and bits of information to add to our collective knowledge. Highlights:

    • Anet have been showing us lover level monsters, to make stuff look more awesome (to be expected)
    • On tanks: "There will be “tanks” in the same way that there were tanks in Guild Wars. That is to say, a tank in Guild Wars 2 is a character that can take a lot of damage and has some way to protect allies. A warrior fits that description since he has high health, heavy armor, and several defensive skills that can protect allies from harm."
    • Body blocking, knockbacks, knockdowns etc will be in GW2
    • Interrupts in a skill chain reset the chain
    • Traits are acquired by challenges (quests?), there aren't currently prerequisite traits for other traits.
    • Attributes will exist, but be more general (like the STR, CON, WIS, etc you see in D&D). No information about respec for attributes.
    • Build saving and loading (and whether we can) hasn't been finalized
    • No blood, but "red coloured hit effect". Hrm...
    • Elements will be introduced as you play. (Earlier intervew said they'd be introducing the traits system at about lvl 15. We still don't know if that is comprable to GW's Lvl 15, or quite early in the game, depends on what they do for a level cap.
    • Target calling will exist, like GW.

Comments? RandomTime 22:23, June 16, 2010 (UTC)

"bleeds stack" <--Win.
"players will not be able to collide with one another in Guild Wars 2"<--Lose.
"Instead of being heavily profession oriented, these attributes are more general, much like those you’d find in other RPGs" <-- Not too happy about that either. As RT said, nothing about redistributing them in the article.
"We are trying for a Teen rating with Guild Wars 2 "<-- Bwahaha, no such things as "age ratings" in Belgium :P
Well, those were my main thoughts.--TalkpageEl_Nazgir 06:59, June 17, 2010 (UTC)
Ugh, knockback. I hate not being able to decide where I stand. Also: Falling damage due to knockback chains off a cliff kthx ftl?
GWO also had a "red coloured hit effect". Worked fine (blood is messier, and they're going for clarity (ex. AoE skills are more obvious in GW2).
/care for the attributes. Either works for me. I do hope they have a noticable effect (ex. Fallout 3: Charisma is pretty much pointless once you hit lv6 or so).
"players will not be able to collide with one another in Guild Wars 2" vs. "Body blocking [..] will be in GW2". Wot. I presume the former refers to PvE only. (haven't read the article) --- VipermagiSig.JPG -- (contribs) (talk) 11:54, June 17, 2010 (UTC)
with positioning becoming much more important (as they mention certain skills get bonuses from attacking from behind and stuff), knockback is almost required.--TalkpageEl_Nazgir 12:33, June 17, 2010 (UTC)
"Because of many issues with collision in a persistent world, players will not be able to collide with one another in Guild Wars 2. That being said, many skills affect the movement of a target (knockbacks, knockdowns, etc…), which allows players to replicate some of the same body blocking tactics that they used in Guild Wars." Although he never says whether there will be collision with foes, only that players won't have collision. And why wouldn't they be able to have collision in the structured PvP formats? That's kinda what we have now - no allied collision in PvE, and full collision in PvP. So it really doesn't explain much. —Dr Ishmael Diablo the chicken.gif 13:12, June 17, 2010 (UTC)
re Naz: No. Knockback is not required. If anything, it fucks it up. When you're attacking someone from behind and some dickweed KBs your target to your left, you have to reposition to stab them in the back again. GWO did just fine without shit like this, and positioning is very important in PvP still. --- VipermagiSig.JPG -- (contribs) (talk) 14:29, June 17, 2010 (UTC)

Healing and death Q&A[]

  • Jon Peters Answers Your (First Batch) of Healing and Death Questions
    • Enemies can res, but do not go "downed" like players (PVP players have a downed state)
    • In PVP, downed players are an element of combat, and should be treated accoringly. PvP players have a melee skill (that takes a few seconds to activate) that will finish a downed opponent.
    • If you have no money and are revived, it is taken from your bank, if you have no money at all in GW, it's free. The cost is apparently minimal, so this is unlikely
    • When you're downed or defeated, you bring up a map to travel to a waypoint (sounding like map travel).
    • Your character is "defeated" instead of dead - and so are technically still alive, there seems to be no such thing as resurrection in GW2.
    • Support focused characters are possible, new skill mentioned as an example - the ele skill Geyser - causes knockback on enemies and healing on allies.
    • PvP is still ballanced withought a monk, honest
    • Concerns about the removal of DP as a disincentive to learning how to play properly are addressed
    • The art on the healing and death page was released as a wallpaper
Mostly I see this article as clarifications, there's nothing here that I was super worried about, and some of the questions I was thinking "why were they asking that? It's already been explained." Worth a look, it's a major change from what's in GW. -- RandomTime 12:07, July 14, 2010 (UTC)
  • Jon Peters answers more healing and Death Questions
    • The saga continues...
    • If you're downed, and there's nothing around you, you'll slowly loos consciousness and become defeated.
    • The increaced time to revive from subsiquent deaths are being worked on, but they're currently on getting down to 60% of your consciousness bar, whatever that means. It'll take a few mins of not dying to remove this penalty.
    • You can't moved when downed
    • You can take damage when downed
    • You have to gain XP from a kill to rally
    • No advantage (as in increased number of wayponts) when downed, this may imply that fast travel has a small cost involved.
    • GW2 is being playtested, and ANet won't release stuff that's not fun. -- RandomTime 11:12, July 16, 2010 (UTC)
Re 60%: It seems to imply the "death penalty" can shorten your Conciousness bar to 60% of its original size, causing you to be Defeated much quicker. --Vipermagi 11:19, July 16, 2010 (UTC)
Re cost of travel: They've already mentioned that travel to a waypoint will have a small fee involved. Travel between Asura gates is free. —Dr Ishmael Diablo the chicken.gif 12:45, July 16, 2010 (UTC)

Ghosts of Ascalon info + GW2 map[]

Ghosts of Ascalon launches soon, so - advertisement time. We have: A PDF of Ghost of Ascalon (chapter 1). Not read it there, but there's probably some good lore, as well as an interview with the author. However, the better link is a Map of tyria for GW2. Shiny -- <RandomTime 00:10, July 16, 2010 (UTC)

Link roundup: Rangers, Pets and Ghosts[]

Links mentioned:

Progression and Leveling in Guild Wars 2[]

By everyone's favorite game (un)balancer, Isaiah Cartwright

  • Level cap is 80.
  • Level progression will be nearly linear, so "grinding" level 80 won't take any longer than level 10.
  • Character level is only a small part of character progression: from what we've heard so far, it seems like traits will have a more significant effect on your character's abilities than level will.
  • "Skill collection" mentioned, I don't think that's come up before now. Wonder what sort of mechanic that will be: SoC-style, something more like the original gem/charm/ring system, or something else.

Dr Ishmael Diablo the chicken.gif 14:38, July 30, 2010 (UTC)

I've long held that people who looked at the nominal level cap as a measure of how long it would take to get there were nuts. Unfortunately, far too many games made it take about as long as each other to get to level n for many values of n, which fed the myth. But the level number is a nominal thing, just like the number of experience points is a nominal thing. One could append a zero to the nominal values of either or both and claim that the level cap is then ten times as high without meaningfully changing the game.
On the other hand, linear time to level does make me a little nervous. My rule of thumb is that the time it takes to reach level n is O(n^2) but not o(n^2). (People who know what that means will a) immediately recognize why the statement is technically nonsense, and b) understand what I mean by it anyway.) And this, unlike a nominal level cap so commonly being in the range of 50-80 is there for good reasons, and not a fluke.
The basic issue is that there are far more characters online at a given time who have been played for 10-11 hours than for 137-138 hours. Every character in the latter was in the former at one time, but many (most?) characters in the former class will never be in the latter. In order for there to be enough players for people with 137-138 hours played to group with, they need to be able to group with characters with a much broader amount of experience points. If you want to group with people within 2 levels of you, and it takes 10 times as long to level from 67 to 68 as it does to go from 11 to 12, then a level 67 player might have about as many potential group mates as a level 11 player, making it equally easy for either of them to group.
This can, of course, be worked around. One method would be for everyone to reach the level cap so quickly that finding people with about as much leveling done as you wouldn't be a problem until far above the level cap. This is essentially what Guild Wars does, and I wouldn't be surprised to see GW2 go this route, either. They have talked about taking longer to reach the level cap in GW2 than in Guild Wars, but still reaching it faster than in most other games.
Another approach would be to make it so that the later levels don't make you much stronger. If a level 70 player is only a little stronger than a level 60 player, much like how a level 53 player is only a little stronger than a level 52 player in most games, then they can reasonably group together and it isn't a problem.
In principle, I'm in favor of games blowing up the level conventions and making the nominal things mean something totally different from normal. But one must be careful when doing so, as the conventions are there for a reason, and one who disregards them without knowing what he is doing could make quite a mess. Of course, that reason is as guidance to less than competent game designers. This is in the same sense that a Guild Wars player incompetent at designing his own builds can purely copy off of PvX and never alter a build in the slightest. Quizzical 18:33, August 2, 2010 (UTC)
I too think they will take an approach to leveling similar to GWO; each level takes a mere 600 exp more than the previous. Just add more levels, and voila. But which campaign do they look at?
One thing I immediately noticed in my previous Prophecies playthrough is how different leveling is done in the campaigns. Factions utterly blasts you through the levels with 15 easy 2-3k exp quests every other corner. Nightfall ever so slightly dimmed this. Still, it's likely you're level 20 by the time you reach the SS Sanctuary, where the main story starts to pick up a little. Prophecies gets you to level 20 by the desert, which is over halfway through the entire storyline. What I'm saying here is that they are likely going back, namely to the Prophecies era. Imo, a welcome change. --Vipermagi 18:59, August 2, 2010 (UTC)
But constant time to level specifically means that they're not going to do what you say. Each level in Guild Wars takes longer than the previous, and it roughly fits the O(n^2) rule. Quizzical 19:15, August 2, 2010 (UTC)
That solely depends on how much exp you gain. Note that 600 exp is one quest at most (provided you have to kill three monsters or more), and the level difference between monsters and you gradually increases, which also increases exp gain from kills. --Vipermagi 19:20, August 2, 2010 (UTC)
The level gap doesn't really show up until after you're level 20. And even if you do run into it sooner, it doesn't increase the amount of experience you gain from killing a mob nearly as quickly as the amount of experience needed to level increases. If later quests give more experience, they probably take longer, too. Quizzical 01:49, August 3, 2010 (UTC)
You meet level 17-19 creatures in Maguuma (Wind Riders, Jungle Skale, Jungle Troll), and unless you complete nearly every quest (which gets you to lv17-18 by then), you're going to be lv15-16. Quests in Prophecies almost all grant 500-1000 exp (the only exceptions are a few in Old Ascalon, and Glint's quests I think). You can go back and kill Galrath when you're level 18 for an easy 1k exp, and it will take you 10 minutes or so, since you can run past the first half pretty easily, and fighting won't take long either. It's not as bad as you seem to think. --Vipermagi 13:15, August 3, 2010 (UTC)

Nobody noticed they said they have "achievements"? Wow. I wonder if they will have any impact on the gameplay. Anyway. I hope it goes back to the prophecies way, because now, if you have prophecies and another campaign (or eotn), you just go there for a short while and get to lvl 20, and breeze through the rest of proph/get bored to death in proph. Leveling roughly always takes the same amount of time per campaign (and as long as you stick to that campaign), except for the first few levels, or unless you go skill capping.--TalkpageEl_Nazgir 09:02, August 10, 2010 (UTC)

Video: Creating GW2 cinematics[]

So, ArenaNet's released the first cinematic of GW2.

Wow, the art's amazing, and the final piece is wonderful. The team have done everything short of drawing your individual character into the cinematic. It looked and felt fantastic. This is superb.
From a soundtrack geek perspective, it seems like the revamped "A warrior's heart" is the human theme for GW2, and - coincidently, one of my favorite pieces for the soundtrack. -- RandomTime 21:21, August 18, 2010 (UTC)
Oh hell yes. This is cool.--TalkpageEl_Nazgir 22:23, August 18, 2010 (UTC)
Excellent. Just wonderful! EM Signature.jpg ***EAGLEMUT*** TALK 22:38, August 18, 2010 (UTC)

Guild Wars 2 Wins Gamescom Best Online Game Award[]

GG Anet -- RandomTime 16:41, August 20, 2010 (UTC)

Miscellaneous discussion[]

This section is for GW2-related discussion that is not directly related to any of the officially-posted articles.

New GW2 info coming soon[]

From the Guild Wars 2 facebook page: "As you might have guessed by some of the posts we've been making here, the torture is about to end. :-) Some of you are on the edge of your seats. Many of you know that the anniversary of the original Guild Wars is coming up. We have a few things up our collective sleeves that we’re going to talk about this week. We want as many people to know about it as possible. We’re doing our part with our PR and marketing teams, but we need your help in spreading the word! If you like the stuff you see this week, vote it up on Digg! (If you don’t have a Digg account, you can use your Facebook account to Digg stuff up.) We're super excited at how engaged many of you have been through the Guild Wars War in Kryta viral campaign, and we hope you'll like what we've got cooking for Guild Wars 2 (soon (TM)). :-)"

Discuss to your heart's content RandomTime 23:11, April 26, 2010 (UTC)

Omg, I almost care. Felix Omni Signature.png 23:46, April 26, 2010 (UTC)
Yeah, fo'sho Arenanet has pulled my strings one too many times. I expected a trailer for GW2 or war to finally break out in Kryta on the 24th, the day of the anniversary, but no. At least I can look forward to the end of the anniversary event when something is definitely (mark my words) going to happen. If I'm let down any more, I'll celebrate this anniversary week with my last UWSC before I uninstall the game. Five years is much too long. GW2, you'd better not disappoint. ~ JujipooJujinicon.jpg[talk] 01:31, April 27, 2010 (UTC)
You do know the official anniversary isn't until April 28th, right? That's the day Prophecies was released. I have no idea where you got the 24th from. —Dr Ishmael Diablo the chicken.gif 03:25, April 27, 2010 (UTC)
Finally gameplay info much? --Naoroji 11:04, April 27, 2010 (UTC)
Yes, I am pleased with this Manifesto. I will play once more. :) And yeah, someone told me 24th... but it sucks even more now because I'll be disappointed twice over if nothing happens tomorrow. ~ JujipooJujinicon.jpg[talk] 02:00, April 28, 2010 (UTC)

Update: ANet has just posted their design manifesto for Guild Wars 2. RandomTime 17:27, April 27, 2010 (UTC)

Looks good, looks brilliant, hopefully the skill system will work (sounds like it has the danger of becoming complex) - seems like what Warhammer Online was trying to achieve, can't wait for the finished game RandomTime 17:35, April 27, 2010 (UTC)
I especially like the part about throwing jars of bees at people. Oh and firing projectiles through a fire wall? Can anyone say burning arrows? 'Cause I can. Or you know what? BURNING BEES. Survive that. --XT-8147 08:25, April 28, 2010 (UTC)
I think the bees would need to survive that first :P -- Isk8.png Isk8 (T/C) 09:50, April 28, 2010 (UTC)
If they can deliver, and its not clear to me how all this will work out in practise, then it sounds good. If it solves the "been there, done that, what else is there to do apart from getting and staying drunk (in game that is) all day?" problem I'm facing at the moment then GW2 has the potential to be great. Thalestis 11:28, April 28, 2010 (UTC)
Who cares you can't see what the hell is going on, right. --- VipermagiSig.JPG -- (contribs) (talk) 12:41, April 28, 2010 (UTC)

There are 8 professions in GW2 - Look at the silhouettes behind the Elementalist (which has been officially confirmed on the GW2 official site) ~ JujipooJujinicon.jpg[talk]

I generally hate to jump to conclusions like this. Technically they haven't confirmed anything- the silhouettes could be anyone. However, under the circumstances it looks pretty safe to say you're right :) 8 professions multiplied by 5 races equals 40 possible combinations. GW2, so far, is Asura Rank 10. 03:53, April 29, 2010 (UTC)
Yep, was just touring the site and found the number of professions under the FAQs section. here Chibi Moon Shadow 16:03, April 29, 2010 (UTC)


(Starting a subsection since this isn't specific to the elementalist.) Surprised no one's brought this up yet, but those little quips that the characters make in the videos had better be toggle-able. I've played other games with a "feature" like that, and it gets extremely annoying after only a few hours. —Dr Ishmael Diablo the chicken.gif 17:00, April 29, 2010 (UTC)

OGod, it's NWN all over again RandomTime 17:22, April 29, 2010 (UTC)
Why? I like it. It's the same in Dragon age and I don't mind that. It give me a more realistic feeling. -- F1Sig.png † F1© Talk 17:34, April 29, 2010 (UTC)
There are a lot of people saying that (myself included), so if they weren't toggleable already, they'd better make it so. I'll leave it on for like the first day, as some of them sound funny, but then sayoonara. RoseOfKali RoseOfKaliSIG.png 17:43, April 29, 2010 (UTC)
So ummm... What the hell are quips?--TalkpageEl_Nazgir 18:03, April 29, 2010 (UTC)
Let me dictionary that for you...Dr Ishmael Diablo the chicken.gif 18:39, April 29, 2010 (UTC)
For example: "They're gonna have to glue you back together. IN HELL!" --Gimmethegepgun 19:07, April 29, 2010 (UTC)
This is the first thing I said to my wife after watching the meteor clip... It's fine in Dragon age, for the first little while, but I would imagine that the says would get old very fast (and annoying). Although, perhaps they quips will be replaced, or interchanged, with patches and updates. At least this way we won't have to hear the same things over and over. Venom20 19:27, April 29, 2010 (UTC)
I doubt that's actually part of the game. It's just some action shouting from the voice-actors for promo material if you ask me. --TalkpageEl_Nazgir 19:36, April 29, 2010 (UTC)
I think on the contrary. They're either random per profession, or more likely skill specific, like "And stay down!" after a kill with Meteor Shower. I do think they're in the game. RoseOfKali RoseOfKaliSIG.png 20:59, April 29, 2010 (UTC)
Oh for sure. They will happen in the game, and they will be specific to certain spells or actions (aka "BURN!" for fire-attuned ele) but they will happen occasionally and not at the beginning and end of EVERY spell. It'll be a more... tasteful dispersion. They only included them in the little skill demonstrations for cinematic effect. Also, speaking of cinematic effects, notice that the camera pans as you cast. I really hope it actually does that when you cast spells, and it isn't just a trailer-only feature. That adds much-need depth to combat and contributes to the more stylistic quality. ~ JujipooJujinicon.jpg[talk] 02:24, April 30, 2010 (UTC)

Compare them to the (non-vocal) combat quotes that heroes/henchies have in GW1 (*I THINK, THERE-FORE I AT-TACK*) Kitsunebi 09:58, May 6, 2010 (UTC)

Food, food, food.. stop... starve...[]

So we have a lead up at the end of April with a bunch of stuff coming through, one after the other. Interviews, professions, skillbars... Here I was thinking "sweet, I can handle a small piece of info every other day or so". Then nothing for over an entire week. MOAAAAAAR! Was beginning to get excited about the prospect of a late 2010 release... Guess not. 00:59, May 7, 2010 (UTC)

Yeaaaaaah... I was at least expecting another profession every Thursday, but it looks like we're not even gonna get that. So, one profession every other Thursday? That'll stretch it out over 4 stinking months. >.> —Dr Ishmael Diablo the chicken.gif 01:56, May 7, 2010 (UTC)
Well of course they want to stretch it out. You don't want to reveal all of the important information about the game a year before launch, and then have nothing to talk about until launch. The real question is when to start giving out information. Quizzical 02:29, May 7, 2010 (UTC)
Quizzical you interest me. You think it'll be out in a year? :) A F K sig 2.jpg A F K When Needed 21:46, May 8, 2010 (UTC)
Anet need to resync the watches they are using, they currently are using a time system that is closer to Valve Time than the time we're used to, I've never seen "daily updates" (to the war in Kryta page) take so long. RandomTime 17:10, May 20, 2010 (UTC)

Moving whilst shooting[]

Just found this: "independent upper and lower body animation tracks for running n’ gunning" as part of an interview from a couple weeks ago at This is one thing that bugged the crap out of me, having to stop to do the most menial of 'spells' or activities with only very rare exceptions. Also, "an arrow shot from a bow doesn’t just go from you to your enemy and disappear; instead it can be reflected, set on fire, bounce between several enemies, or return to you after hitting a target, healing you when it hits" sounds like a bit more detail than I'd read previously. The preceding unsigned comment was added by (contribs) at 11:57, May 9, 2010 (UTC).

Old info is old.
Sounds cool but knowing ArenaNet it's another source of lag waiting to happen.
We'll see. A F K sig 2.jpg A F K When Needed 17:36, May 9, 2010 (UTC)
Knew it was old (not THAT old) but hadn't seen it anywhere in here or on gw2wiki. Considering it's a pretty drastic change, thought it was worth mentioning. The preceding unsigned comment was added by (contribs) at 22:13, May 9, 2010 (UTC).


Will there still be the Ritualist Class in GW 2? The preceding unsigned comment was added by (contribs) at 03:15, 10 May 2010 (UTC).

We don't know yet. The only 100% confirmed class is elementalist. Warrior is semi-confirmed, since it's been used in a lot of the combat/skill examples so far. Other than that, we simply don't know for sure. —Dr Ishmael Diablo the chicken.gif 03:06, May 10, 2010 (UTC)
something in a recent interview implied that even though some classes wont make it to gw2, the classes in gw2 will have some similarities to missing ones from gw1. so maybe if necro makes a return, maybe it will have some binding rituals. rits and necroes both get power from grenth, one deals with the bodies of the death, and the other deals with the souls, fits IMO. also, ranger was briefly mentioned in an example, but only once, so i wont put much store by that. necro was also mentioned briefly, but they were talking about an npc, and it's very old info, so, again, i wont put much faith in it.Akbaroth 04:09, May 10, 2010 (UTC)
They won't dare to remove the Necro! Or my ghost will hunt them for life! -- F1Sig.png † F1© Talk 11:30, May 10, 2010 (UTC)
I made pretty much the same speculation right here: "Monk and Necromancer are also returning, with Ritualist getting rolled up into both of those". I had written more detail (specifying that N gets the binding rituals), but deleted that bit before posting. —Dr Ishmael Diablo the chicken.gif 14:06, May 10, 2010 (UTC)
I hope a class similar to Ritualist makes a return, or a Necromancer with binding rituals, or a "Summoner" profession, etc. I like the play style of not directly damaging the foe myself, but providing both offense and defense through the expendable creatures I bring onto the battlefield. Shadowlance 21:02, May 10, 2010 (UTC)

Necromancer is a must, and it's my guess that the necs in this will have more healing and support(The old blood bond went pretty much unnoticed. =C). Though I'm going with(and hoping) that there won't be any one dedicated healer profession, and instead, the survival of the team will rely on everyone's support as a whole. I would love that because then GW2 would be an MMORPG unlike any other, and would likely take some goddamn skill and co-ordination instead of cookie cutters running around. My guess for the scholars: Nec, Ele, and some sort of profession with roughly 50% healing, 50% damage. Kind of like a monk, but less healing. Whatever professions controls the giant crap, duh. Forgot about that.-- 03:22, May 11, 2010 (UTC)

They must have a necro-type character, you can't have a magic RPG without dark magic, and I agree with rolling spirits into it. I also really really hope there won't be anything like the current heal-bot monk concept (required for pretty much any group in this game, save for a couple haxx that emulate the same functionality anyway). RoseOfKali RoseOfKaliSIG.png 20:00, May 11, 2010 (UTC)
i certainly don't want this 'heal-bot monk' i don't like the idea of not having any kind of plain healer build. it has been implied that water magic is getting a handful of party and self heals, apart from just the inate healing efect of water attune, so maybe instead of having just one class capable of healing, they will have several, that way you wont have to constantly worry about not having a monk in the party. P.S. i'm not entirely sure i get what you mean by heal-bot monk, you mean just mindless healing build?Akbaroth 16:00, May 12, 2010 (UTC)
A heal-bot is someone whose only job is to make the red bars go up. And as you started to suggest, I hope that every class (or most of them) will have some kind of party support, such as the water attunement. Also, with the required heal/preservation skill in your bar, it won't be essential to have a dedicated "healer" in the group anymore. RoseOfKali RoseOfKaliSIG.png 16:21, May 12, 2010 (UTC)
[4] well, that clears the healer argument up, more or less.Akbaroth 07:46, May 14, 2010 (UTC)
No it doesn't! Well, maybe it does, but in such a way my mind won't accept it at the moment. If they take away my monk, I'm gonna be pissed.Entrea SumataeEntrea [Talk] 20:34, May 16, 2010 (UTC)
I think it's possible to focus on healing (with some other class most likely), but if you don't deal damage you'll find a lack of experience I fear. It's been stated often that you can always get experience from every monster, partied or not... But that's assuming you actually participate meaningfully in terms of damage dealt. Smiting is the way to go. --- VipermagiSig.JPG -- (contribs) (talk) 20:46, May 16, 2010 (UTC)
I'll be fine if there's a smiting monk. Or a paladin-type, or just something Monk-like. While I tend to like being a healing-support guy, in this case I want Monk to come back so I can make my character. Because, yeah, I have a little backstory and everything ohwowiamsuchanerd. Entrea SumataeEntrea [Talk] 21:20, May 16, 2010 (UTC)
Most likely they'll make it so that anyone in the area (say, spirit range) and doing a lot gets credit. Surely it shouldn't be damage dealt on a per-mob basis, or else that encourages people to go around tagging all of the mobs, but not stopping long enough to do that much damage to any particular mob. Quizzical 23:07, May 16, 2010 (UTC)
They definitely won't make rewards dps based, or total damage based. It'll likely be whoever is actively using several skills, and you'll be qualified as "participating" if you're supporting the people who are doing damage. Sort of like a "participation-chain". That's my guess, anyway. I'm glad there's not going to be a dedicated healer, it'll leave lots of room open for gimmicks. ;D- 02:56, May 20, 2010 (UTC)


there is a already up - if you all want to contribute to it... of the information that's presented, etc... Have thought about it. Haven't gotten to it, due to little misses i'm going to destroy the house and keep mama on her toes so... laters! gotta get ;-P User Ariyen sig icon.gifriyen 05:17, May 17, 2010 (UTC)

I think most members of the community will be editing GW2W instead RandomTime 05:58, May 17, 2010 (UTC)
Except probably for those banned. User Ariyen sig icon.gifriyen 06:03, May 17, 2010 (UTC)
The reason to use this wiki rather than the official one was that it had a huge head start, and the official one never caught up in content. Wikia has no such head start for Guild Wars 2, so I'd expect the official wiki to be the dominant one there. Quizzical 15:06, May 17, 2010 (UTC)
And the mods/community in Owiki is a bunch of tight asses. Except for Raptors and a few others. c=-- 02:45, May 20, 2010 (UTC)

Luna Atra's Guild Wars 2 interview[]
Much more informative than recent articles which are mostly rehash of the event system. Some highlights

  • Unique HOM rewards.
  • Skill acquisition through trainers and quests, no SoC, more monster skills.
  • Reward trophy system for acquisition of equipment.
  • Marketplace with offline browser feature.
  • 5v5 PvP.
  • Multiple severs like most MMOs, requiring fees for transfer. No districts.

--Evenfall 01:53, May 23, 2010 (UTC)

They didn't actually explicitly mention that there will be fees for transfer (or that it'll be possible at all) "we plan to make it very easy to visit other worlds to play with your friends without restarting new characters or paying large transfer fees." seems to suggest fast switching, but not being able to change your default server, this is what they seemed to suggest at the initial information (back when EOTN was fresh). Marketplace sounds good, might be their first mention of the HOM rewards spesifically (saying they'll be unique - we still don't know what they are). SoC removal sounds like it could work (but we're going to need to find another way to document monster skillsets on wikis :()RandomTime 02:13, May 23, 2010 (UTC)
That's for the link. That's a very interesting interview. Some things that I'd like to point out:
Even with the standard experience and levels system, progression in Guild Wars 2 is still much faster than other MMOs, even though we’ve raised the level cap substantially. That's good to hear.
We still don’t regard reaching maximum level as the end of the game, and we’ll be providing players with a lot of things to do once they hit the level cap. I'd roll my eyes at that from most development studios. Lots of games say, sure we'll have tons of stuff to do in the endgame, and it almost invariably means a few things that you can grind endlessly. But ArenaNet actually acted like that in Guild Wars; a character that started in any campaign and did all of the content along the way would have at least 9 missions left in that campaign alone upon hitting level 20. And that's not counting the other campaigns, let alone the "real" endgame of hard mode.
not all monsters use player skills. The context there is saying that they're doing away with signets of capture, which is something that I won't miss. But mobs using the same skills as players was one of the cool things about Guild Wars. See a mob do something to you that is pretty effective and you can get those skills and do the same thing yourself.
The biggest and most important difference is GW2’s Marketplace supports postings from both buyers and sellers. You might put your sword up for sale, then offer 100 gold for the specific axe you’re looking for without having to find any specific seller. That sounds awesome. Trying to find people selling +5 armor mods to staff is a major nuisance, and few enough people care for them that I'm not sure that an auction house with sell offers only would fix the problem. By the way, I'll pay 2k each for them if you have any to sell. :)
We want to maintain the inclusive friendly play we had in Guild Wars, so we plan to make it very easy to visit other worlds to play with your friends without restarting new characters or paying large transfer fees. We haven’t finalized all the details of this yet, but we’ll let you know when we do. They're going separate servers, but it's unclear how far they'll go along these lines. The approach that I'd really prefer is changing the number of instances of a zone as the playerbase size changes with the time of day, to prevent time of day dependence on player density. This also allows more popular zones to have more instances, so that you don't end up with some zones overcrowded and others deserted. But even apart from that, the industry has been moving away from the separate servers model that means that people on different servers can't group together--and makes it nearly impossible to find a group for many things. Whether it's Aion's approach of as many instances of a zone as needed even on a given server, or Wizard 101's approach of strictly separate servers that you can transfer between in a few seconds (and be standing in exactly the same spot on the map on the other server) whenever you feel like it, there are a lot of ways to improve on the traditional approach of separate servers where the ones you're not on might as well not exist. The problem is that easy transfers could make the concept of world versus world pvp make no sense; I hope that ArenaNet doesn't get carried away with making that meaningful and spoil PVE by splitting the playerbase enough to make it hard to find a group.
is support DX10 on the agenda? That one is from the interviewer, not ArenaNet. And it's a dumb question. If you make a DirectX 10 game, then you have to make a separate versions for DirectX 10 and DirectX 9 or else anyone who doesn't have a DirectX 10 system (e.g., people still using Windows XP) can't play your game. If you make a DirectX 11 game, then you only have to code it once, and it will check which features the OS and video card support, and simply disable the ones that the system doesn't support. Even if you want to use some DirectX 10 features and no DirectX 11 features, you'd still code it as a DirectX 11 game so that you don't have to code it twice. This is one of the reasons why DirectX 10 was pointless and DirectX 11 is going to be big. Quizzical 04:54, May 23, 2010 (UTC)

Personal Story[]

→ Moved to Forum:New GW2 info/The Gameplay#Personal story overview

GW2 Slovenia interview[]

"WvW will feature our sidekick system, which equalizes levels between players. " Sounds like the sidekick system will be exclusive to WvW, no sidekicks in PvE.

Personal story stuff is non-repeatable.

Not much else new that I could see. —Dr Ishmael Diablo the chicken.gif 21:38, June 9, 2010 (UTC)

Non repeatable sounds strange. I hope they'll change that, or at least allow us to replay cinematics. RandomTime 22:11, June 9, 2010 (UTC)
(late) Personally expected as much, the personal story and traits being the only Questlikes. They did the replay-cinematics thing in EotN, so I presume we can watch those again. That'd be nice. --- VipermagiSig.JPG -- (contribs) (talk) 11:57, July 1, 2010 (UTC)

GW2 IGN interview[]

Out-of combat activities. Sounds similar to what were were promised in the hype to GW:EN. Hope it'll be better. RandomTime 21:36, June 30, 2010 (UTC)

Epic Boss battles[]

This is kind of an Epic screenshot :D

Epic Screen

-- F1Sig.png † F1© Talk 07:37, July 4, 2010 (UTC)

Reminds me of this MMO where you get a group of 40 players and spam your shit on a ragdoll, hoping he doesn't stare at your backline because only your tank can take any damage at all without dieing instantly. The one difference is that in WoW, the bosses are textured. Can't wait to deal 2k DPS to a monster with more health than there are people living on the world. --- VipermagiSig.JPG -- (contribs) (talk) 10:17, July 4, 2010 (UTC)

Newest Video[]

ArenaNet's MMO Manifesto (with lots of GW2 in-game stuff)

Where the fuck are the leaf heads? ¯\(σ_σ)/¯--Darksyde 23:45, August 10, 2010 (UTC)

Didn't see it yet. "Estimated download time 7 hours 43 minutes." EM Signature.jpg ***EAGLEMUT*** TALK 23:51, August 10, 2010 (UTC)
I like the new Guild Wars theme, complements the old one nicely -- RandomTime 01:06, August 11, 2010 (UTC)
In fact, wow - that music's amazing. SoundTrackGeek here, but I can't wait to hear the full soundtrack. The art was nice too. Revamped "A warriors heart" is brilliant. Dwarf theme from EOTN branches into some new stuff, . Some of the animations looked half-done, but otherwise - brilliantly crafted. I want to know what that swirling mass of rock is, what's going on at the ring of fire, etc. Awesome dragon, aweseome, aweseome, awesome (end bit, underwater dragon?) Anyway, awesome -- RandomTime 01:13, August 11, 2010 (UTC)
Agree on the soundtrack, it sounds amazing. Apart from the awesome ending sequence which was my favorite part, I loved seeing that Asura jump out of the Golem. It sort of confirms that the player character will probably be able to control them, probably along the same lines as an environmental weapon? And the purple glowy things at the end...they reminded me of graven monoliths or revamped jade constructs with all that energy running through them. And was that monster an elder dragon (too small?) or one of the massive bosses that I'm so looking forward to...? Awesome video, can't wait for this game to be released! 01:33, August 11, 2010 (UTC)
Per the blog the dragon is called "The Shatterer" -- RandomTime 01:38, August 11, 2010 (UTC)
I'd assume summoning a golem would be one of Asura racial skills (similar to Norn taking animal shape) Kitsunebi 07:07, August 12, 2010 (UTC)
Damn, and here I was thinking we got our first in-game view of zhaitan. The things before it reminded me of Jade, but they had flesh and according to the a-net blog it were corrupted minions. Anyway, those huge Charr steel constructs were nice too. At first I thought they were huge tanks.--TalkpageEl_Nazgir 08:49, August 11, 2010 (UTC)
Charr Margonites. Obviously Kormir has let godhood go to her head. I knew she couldn't be trusted with that kind of power. I would have made a much better god. That dragon is just Mallyx 2.0.
Also, the Charr stole that technology from the Luxons. If only they had taken my advice and put the siege turtle cannons on the giant mechanical crabs in the first place, maybe Emperor whats-his-face wouldn't have been able to wipe them out. They should have at least gotten a patent. --Macros 10:08, August 11, 2010 (UTC)
Some of the background music sounded familiar, so I'm guessing it's somewhat derivative from some Guild Wars background music. Not that that's a bad thing.
Also, Macros, great comment. I laughed. A lot. It helps to imagine it in an Asuran voice. Quizzical 05:34, August 12, 2010 (UTC)

Gamescom: Gameplay videos[]

[5] It's an Italian site, but the people talking are in English. The video loads slow and isn't that great of quality, but some comments:

  • Charr run on all fours rather than just two legs, apparently.
  • Max health is several thousand, and each hit does hundreds or thousands of damage.
  • There's map travel, and looks like it works about the way you'd expect it to work. Quizzical 22:57, August 17, 2010 (UTC)
Not really sure if I like it or not, will need to see more I guess. Anyways, here are some more observations:
  • UI got changed a lot, health bar is like in Diablo 2.
  • Grabbing loot seems much like WoW. (click corpse and click items)
  • Don't worry about monsters being that lame - the Charr was a dev in invisible mode so they couldn't attack him.
  • The map looks small but we can't be sure because of zooming.
  • There is a popup noticing you if an event is nearby.
  • Map traveling seems to cost 25g, but we currently do not know how much that actually is in GW2 and it could scale due to distance.
  • The traditional "quests" seem to still be here.
Since this is just an unofficial vid, be prepared for low quality. The dev is commenting the whole time but you will need some good ears and good english to understand. EM Signature.jpg ***EAGLEMUT*** TALK 01:12, August 18, 2010 (UTC)

OMGOMGOMG gameplay footage!!!!!!!!!!! -- RandomTime 01:16, August 18, 2010 (UTC)
If you wouldn't have told me, I'd've said it was Cataclysm. The UI plays a huge part in this, as do visual spell effects.
When you take damage, you don't get an indicator of what it was that damaged you. This was a massively useful feature in GWO, both for those learning the skills, and for those who know skill icons by heart. The skills didn't need to be visually identifiable for the most part, making their on-screen much smaller in scale. Heck, Shatter Hex, Shatter Ench and Energy Surge look identical. You can still identify them by what they target. Just a quick look at the damage indicator, and you knew what hit you.
WoW's looting system sucked, imo. It was slow and clunky, especially if you had a little lagg ("Ok, loot it" *click* ... "Why isn't it opening?" *click* *window opens and closes immediately* "Carp"). Pre-emptive. We'll see.
I noticed "glancing" pop ups. Yay, an even bigger gap between minimum and maximum hit? Coincidentally, just yesterday I was talking to a friend of mine on damage in WoW and GWO. He mentioned his character often hitting thousands, and sometimes he'd crit for almost eight times that value. That's a big sudden (and for the most part random) spike in damage.. Now add in a chance your attack deals x% less damage because it was a glancing blow, and you can hit between 200 and 1500. Eh. It's just a small thing, and again, rather pre-emptive, but whenever I look for jewels in Diablo II, it's +Min damage, just to close the gap between my low and high hits. I like Swords.
First area looked too dark, but that's probably because they filmed a screen. Overworld looked great. Charr on all-fours made them look more dog-like, which is... weird. Catdogpeople! --Vipermagi 10:14, August 18, 2010 (UTC)
Moar vidz: Second video, Third video. Shows a Necro. I'm afraid I must agree with Viper, it looked a bit like WoW 2. :S
But I still hope an official vid may make me excited again. Let's see. EM Signature.jpg ***EAGLEMUT*** TALK 10:31, August 18, 2010 (UTC)
Two things I noticed in those vidoes: 1) Ele was casting skills while moving. 2) I saw the floating thing in the ele video and thought, "Uh... we can tame Wind Riders as pets now? o_O" Then I saw the second video and realized it was a necro minion. A floating minion. Alrighty then. —Dr Ishmael Diablo the chicken.gif 12:31, August 18, 2010 (UTC)
TBH, I was disappointed - it was good to see gameplay, but just saw hack-and-slash and very large numbers to hit, I can put it down to being alpha but it didn't seem very fun. Let's hope Anet know what they're doing -- RandomTime 18:09, August 18, 2010 (UTC)
I think that the demo'er didn't know the game very well (you know, since it was a demo) so it wasn't as interesting as it could have been to watch. It does look a little like WoW for my tastes and I hope the UI is fairly customizable because I just can't play games with big honking UI pieces in between my hotbars. To me, the big numbers weren't an issue. Big numbers let you see the effect of changing armor/weapons more clearly. Foozlesprite 20:06, August 18, 2010 (UTC)
I'll be surprised if they make the UI in Guild Wars 2 meaningfully less customizable than that of Guild Wars. The UI didn't particularly remind me of WoW, but nearly everyone in WoW has to use all sorts of crazy UI mods, so I have no idea what the UI in WoW tends to look like these days. Quizzical 20:28, August 18, 2010 (UTC)

more and better videos

There are nine videos there, totaling around 40 minutes of footage from Gamescom. They're better quality than the one above, too. It shows both the human starting area and a higher level Charr area. Quizzical 04:06, August 22, 2010 (UTC)

First vid, character naming. You no longer need a spacebar in your name. Neat. Name limit seems to be 19 characters still. --Vipermagi 11:14, August 22, 2010 (UTC)

Gamescom: Q&A[]

Dr Ishmael Diablo the chicken.gif 04:40, August 22, 2010 (UTC)


Now that ArenaNet has showed off a demo with necromancer as a playable class, are they ever going to officially unveil the class? I want to see some explanation of what the class is about in Guild Wars 2. Quizzical 02:03, August 25, 2010 (UTC)

Tomorrow. (source: @guildwars2) —Dr Ishmael Diablo the chicken.gif 03:22, August 25, 2010 (UTC)
Since it's actually early Wednesday already, I'd say it will be later today :P EM Signature.jpg ***EAGLEMUT*** TALK 04:11, August 25, 2010 (UTC)

An app for that[]

This is just bizarre. I can see the logic of doing this (a little like EVE gate) - but why make it smartphone-exclusive? This could easily be turned into a webapp allowing every user this functionality (currently friend/guild messaging and map travel, could be in-game mail if they choose to implement it) - meaning more users can access it. Anyway, there'll be an app for GW2. -- RandomTime 00:57, September 4, 2010 (UTC)

Hall of Monuments reward calculator[]

Finally! And with a super-spiffy interface. I've got all the items unlocked, now I just have to finish up the reward title.

You can even play around by adding in things you don't have yet to see how it affects your rewards. Very spiffy indeed. —Dr Ishmael Diablo the chicken.gif 15:47, October 8, 2010 (UTC)