Mar 11, 2006, 03:55 PM // 15:55
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#61
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Ascalonian Squire
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OMG NEW ANIMATE SKILLS!!
FLESH GOLEMS AND VAMPIRIC HORRORS SO COOL!
i WANNA HAVE FACTIONS NOW!!!
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Mar 11, 2006, 06:14 PM // 18:14
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#62
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Ascalonian Squire
Join Date: Feb 2006
Guild: No Fooking Around [NFA]
Profession: W/Mo
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Maybe this is a stupid question, but now i'm a little confused...
What is the difference between Core and Prophecies? Isn't Prophecies the 1st chapter? Then what is core? I got Guild Wars a couple if weeks ago and it didn't said it was Prophecies or anything, just Guild Wars. I can choose between Prophecies and PvP when making a character, is PvP Core?!??!
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Mar 11, 2006, 07:08 PM // 19:08
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#63
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Academy Page
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Core-skills are 50 skills, which will be available to core-professions in each expansion. Each chapter has set of chapter specific skills for core-professions.
Chapter 1, Prophecies, is the original Guild Wars, and professions in it are known as core-professions. Characters which are started on chapter 1, have access to ~50 core skills/profession, and ~25 chapter specific skills/profession.
Chapter 2, Factions, which will be launched soon, introduces 2 chapter-specific professions with their own skills. It also includes core-professions, with core-skills(~50/profession) and chapter-specific skills(~25/profession).
Chapter 3, still not named, and not much known, will introduce 2 new professions also, with their own skills, and also includes core-professions with core-skills + any chapter 3-specific skills. It might also include new skills for chapter 2-professions, but that is still unknown, and it is best not to ponder it yet, until there's a word from A.Net.
Each chapter which you get, increases the possible skills you can gain on your character. You cannot use/get/gain skills for your character from previous chapters from any new chapters, unless you have bought the expansion, and combined the access keys to one account.
Bit longwinded, and might not be completely clear on all points..
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Mar 11, 2006, 08:20 PM // 20:20
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#64
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Ascalonian Squire
Join Date: Feb 2006
Guild: No Fooking Around [NFA]
Profession: W/Mo
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So if i get Factions, i will not be able to use the 25 skills from prophecies?
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Mar 11, 2006, 08:29 PM // 20:29
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#65
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Academy Page
Join Date: Jul 2005
Profession: Mo/Me
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Quote:
Originally Posted by Despiar26
So if i get Factions, i will not be able to use the 25 skills from prophecies?
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If you do not link your Factions and Prophecies and leave Factions stand alone you will get the Core skills + the Factions skills and that's it.
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Mar 11, 2006, 09:49 PM // 21:49
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#66
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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Quote:
Originally Posted by Owen
If you do not link your Factions and Prophecies and leave Factions stand alone you will get the Core skills + the Factions skills and that's it.
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In other words merging really has its benifits.
With this new system of skill trainers having every skill you unlock. A player who has both will be able to get skills that the other players can't have.
New Faction only player "Whats that Uber L33t skill that you used to heal everyone so fast"
Factions and Prophecies player: "Heal Other"
New Faction only player: "COOOL where do you get it?"
Factions and Prophecies player: Prophecies campaign. Can't get it in factions.
New Faction only player: "ooo.....guess I'll have to buy GW orginal version to be l33test.
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Mar 11, 2006, 09:58 PM // 21:58
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#67
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Ascalonian Squire
Join Date: Feb 2006
Guild: No Fooking Around [NFA]
Profession: W/Mo
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So if you don't merge your account and have 2 accounts you can have 8 characters right? And if you do you get 6 instead? And if you merge you can still use prophecies skills...
I think i'll be merging then cuz i wanna be the uber l33test .
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Mar 11, 2006, 10:26 PM // 22:26
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#68
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Quote:
Originally Posted by Vilaptca
Hells isn't my problem...its the two before it...
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Those two are easy with and inturrupt and trapper Ranger.Those 2 were easier for me than all the 3 Ascension missions were.I was inturrpting the Musraat easy and useing flame trap.
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Mar 12, 2006, 12:06 AM // 00:06
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#69
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Forge Runner
Join Date: Dec 2005
Location: America. How about you, commie?
Guild: Fellows of Mythgar [FOM]
Profession: R/Mo
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Kudos for this listing. Just another way they're trying to get people to buy both factions and prophecies. All (or nearly all) warrior shouts are prophecies, a wide variety of ranger skills are prophecies. Quite limiting to the factions-only PvPers, indeed.
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Mar 12, 2006, 12:37 AM // 00:37
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#70
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Lion's Arch Merchant
Join Date: Jul 2005
Location: Canada
Profession: W/E
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Quote:
Originally Posted by Diablo™
Haha, took me a while, but I finally caught your monty python reference, lol.
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There for a sec you made me think they might have in Factions a 'Holy Handgrenade' skill for the smiting monks.
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Mar 12, 2006, 12:41 AM // 00:41
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#71
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Frost Gate Guardian
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Quote:
Originally Posted by Eldin
Kudos for this listing. Just another way they're trying to get people to buy both factions and prophecies. All (or nearly all) warrior shouts are prophecies, a wide variety of ranger skills are prophecies. Quite limiting to the factions-only PvPers, indeed.
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It's easy to think it's kind of lame when you only have the skill names, isn't it. However, they do give hints. Like you mentioned, 5 shouts are being made Prophecies-only, but 5 new ones are introduced into Factions. Not a lot wrong there.
Someone else was talking about how gimped Factions monks will be with Heal Other being Prophecies-only. Its fairly safe to say that Healing Burst, Healing Light, and Healing Whisper are healing spells, and those are only the most obvious. Healing Burst sounds like what Heal Other does, right?
You can't really blame them, though, since expansions are how they're making their money. They have to make it as convincing as possible for people to upgrade. Some people may be upset that they're getting "gimped" if they don't, but that path is taken every time a new expansion comes out with expansion-specific classes and skills and areas.
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Mar 12, 2006, 02:52 AM // 02:52
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#72
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Lion's Arch Merchant
Join Date: Jul 2005
Location: England
Guild: SeS
Profession: Me/Mo
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Quote:
Originally Posted by benmanhaha
The skill for elementalist is double dragon. I swear there was an old school TV show named double dragon.
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Arcade game as well
Mesmers got alot of signets there. Cant wait!
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Mar 12, 2006, 01:23 PM // 13:23
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#73
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Frost Gate Guardian
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Hopefully I can find a use for Keystone Signet!
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Mar 12, 2006, 03:44 PM // 15:44
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#74
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Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
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Quote:
Originally Posted by aeronox
Hopefully I can find a use for Keystone Signet!
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Was just noting that they added quite a few signets. I really hope Keystone becomes useful somehow. The way it is now, it's a waste of an elite no matter how you look at it.
Anyway, I wonder what Order of Apostasy will do (sounds like something that could be in the same frame of thought as Well of Profane)... and the Well of Weariness (energy drain?). Of course, everyone wants to check out the new minions but I am more interested in the new vamp skills. Health stealing is probably one of the best damage types because of its unavoidability (excluding for anti-magic spells and still UnholyF and VampT ignore those).
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Mar 12, 2006, 06:27 PM // 18:27
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#75
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Academy Page
Join Date: Aug 2005
Profession: E/Mo
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Quote:
Originally Posted by Lady Erighan
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hahahaha nice
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Mar 12, 2006, 09:13 PM // 21:13
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#76
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Academy Page
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Broad Head Arrow
I do not have any statistics, but I can confirm this skill causes daze, assuming as a stand alone effect (does not have to interupt as concussion shot does)
My source - Guild Wars: Factions pre-order box
"Guild Wars Factions will bring to you tones of new elite skills. One new Ranger elite skill, Broad Arrow, causes Daze - a powerful Condition that makes spells take longer to cast and allows any damage cause to interrupt Dazed opponents"
Sory if someone already posted this, as I did not bother to read through entire thread.
There are also aparently some warrior skills that do extra damage for each charged adrenal skill on your bar.
"Rangers with trap skills have always been powerful, but with Guild Wars Factions they become even stronger"
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Mar 12, 2006, 09:22 PM // 21:22
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#77
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Krytan Explorer
Join Date: May 2005
Location: Northwest Ascalon
Guild: Freedom
Profession: N/R
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I read somewhere that Order of Apostacy makes all attacks by allies remove one Enchantment.
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Mar 12, 2006, 09:44 PM // 21:44
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#78
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Academy Page
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Quote:
Originally Posted by Glasswalker
I read somewhere that Order of Apostacy makes all attacks by allies remove one Enchantment.
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Assuming your source is correct, in order to remain balanced, this skill will need to have the 2 second cast time of other orders, 5 second effect of other orders, but at least 10 second recharge, and be an elite.
If anyone else can confirm his thoughts on what it does, please let us know
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Mar 12, 2006, 10:16 PM // 22:16
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#79
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Servants of Fortuna
Profession: E/Me
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Quote:
Originally Posted by ShadowMagus
Assuming your source is correct, in order to remain balanced, this skill will need to have the 2 second cast time of other orders, 5 second effect of other orders, but at least 10 second recharge, and be an elite.
If anyone else can confirm his thoughts on what it does, please let us know
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According to this link it does indeed cause attacks to remove enchantments, but it is not only elite but the caster takes an (unknown) amount of damage per Monk enchantment removed.
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Mar 13, 2006, 01:04 AM // 01:04
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#80
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Wilds Pathfinder
Join Date: Jul 2005
Location: River Dancing
Guild: Eternal Treachery [TimE]
Profession: Me/E
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Quote:
Originally Posted by aeronox
Hopefully I can find a use for Keystone Signet!
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Its has uses, just Mantra of Sigs out does it in most uses. Though if you go all out running pure dom/insp signet build keystone has its uses. Only problem being that its a tad slow but spamming Leech every 5 seconds isn't exactly bad.
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