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Old Aug 18, 2007, 11:32 PM // 23:32   #21
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Well, if you go to the wiki and check out the summoning skills, they aren't gonna be as cool as we all thought they were.

Ex. Mursaat doesn't have spectral agony
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Old Aug 19, 2007, 07:04 AM // 07:04   #22
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Not to mention that if they become too powerful on secondary classes we will see the changes the current PvE only skills had, such as the assassin skill Critical Agility being linked to critical attacks. They changed them fairly quickly - though as to why Anet lets us play with WAY overpowered skills for a few weeks and then takes the cookie away I do not know. I understand the idea of too many cookies (and very much agree with the changes), but lets just not let us get used to have all we want, makes for too many complaints

So, no, at the least you will not see a skill bar of all PvE only skills for very long.
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Old Aug 19, 2007, 02:02 PM // 14:02   #23
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Quote:
Originally Posted by Drag0noX

Ex. Mursaat doesn't have spectral agony
I don't think anyone reasonable expected them to, unless all the enemies were somehow infused. Can see it now, groups of charr lfg in Iron Mines for infusion runs.
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Old Aug 19, 2007, 02:39 PM // 14:39   #24
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Guild Wars character don't have an "identity" such as implied in the original post. The only idenity they have is the one that you, the owner of the character, imagines upon them.

If someone wants to put 8 not-profession-specific PVE-only-skills on his bar then good for him.

That's his own darn business, and no one else's.

Anyone who doesn't like that idea can simply not use the new PVE-only skills on his own character. Therefore, there is no legitimate issue here.

Seems the implied suggestion in the OP is to either nerf the new PVE-only skills until they suck, or limit their functionality. If done, those things would serve no purpose other than to dictate how someone else is "supposed" to play, and would make the game much less fun, as all unnecessary nerfs or limitations always do.

In cany case if it did lose class "identity" that would be great. Suddenly native NF classes might finally be welcome to play in the NF Elite mission for once! Assasins, Dervs, and Paragons might finally be welcome to play in the Factions Elite missions for once! Having unwelcome classes be able to lose their "identity" and then gain it back again whenever they want would be great for allowing unwelcome classes to finally be able to participate in every area of the game. This is a compelling reason to petition Anet to make the new PVE-only skills able to lose a class "identity" if the individual player so chooses. It's not like it would be a permanent change anyhow, one could always take all the PVE-only skills off his bar any time he wants to.

As for: "they will make the game too easy" concern: Guild Wars in normal mode is already way too extremely easy even with the current skills, and none of the current PVE-only skills equipped. Therefore any concern based on "making the game too easy" is a moot point. It can't get any easier than it is already, it's already reached the maximum threshold for easiness. Therefore any limitations on the new skills would not make the game "stay challenging". It would only needlessly limit the fun of being able to us new builds with all your available skills.

Last edited by Navaros; Aug 19, 2007 at 02:58 PM // 14:58..
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Old Aug 19, 2007, 02:50 PM // 14:50   #25
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Pve only skills are NOT better then ordinary skills!
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Old Aug 19, 2007, 06:40 PM // 18:40   #26
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lolumad?











I approve of this message.
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Old Aug 19, 2007, 07:39 PM // 19:39   #27
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I think I'll end up using probably 2-3 normal skills, then rest PvE only. Seems like a good balance.
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Old Aug 19, 2007, 07:40 PM // 19:40   #28
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Quote:
Originally Posted by Gregslot
Pve only skills are NOT better then ordinary skills!
Read:
Seed of life vs healing seed
Triple shot vs dual shot
Selfless spirit vs divine spirit

AND MANY MORE COMING TO A STORE NEAR YOU!!!
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Old Aug 19, 2007, 09:25 PM // 21:25   #29
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Quote:
Originally Posted by Gregslot
Pve only skills are NOT better then ordinary skills!
What game are you playing?
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Old Aug 19, 2007, 09:43 PM // 21:43   #30
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Quote:
Originally Posted by Gregslot
Pve only skills are NOT better then ordinary skills!
LoL. You keep believing that. I think you're delusional.
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Old Aug 19, 2007, 10:05 PM // 22:05   #31
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Oh, I dunno... some of the current PvE skills are, pretty much... the epitome of 'suck'.
The poor ele got shafted hard
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Old Aug 19, 2007, 10:11 PM // 22:11   #32
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Quote:
Originally Posted by Stormlord Alex
Oh, I dunno... some of the current PvE skills are, pretty much... the epitome of 'suck'.
The poor ele got shafted hard
"There's nothing to fear!" is the best pve ele skill I've ever used.
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Old Aug 20, 2007, 12:48 AM // 00:48   #33
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Quote:
Originally Posted by Zinger314
So, yes, there are 50 PvE only skills in GW:EN, blah blah...

However, that's 50 skills. And we can only fit 8 skills on a skillbar. Since the PvE only skills are usually superior to normal skills, and the skills are available to all professions, would it be possible that characters lose their individuality and normal skills and, for example, use only Asura Summons and Norn Blessings?

(Although, it would create the ultimate irony; Warrior would be the worst class due to the small Energy pool...)
good-bye MMs, hello Rit Summoners.
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Old Aug 20, 2007, 12:55 AM // 00:55   #34
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All professions can learn all skills of other professions.
No. Do not worry about that. An elementalsit will keep her bonus energy, a necromancer her soul reaping, a warrior his streght and armor...

Those are the real basics, and those would never change.
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Old Aug 20, 2007, 12:58 PM // 12:58   #35
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I'm kind of worried about balance. It used to be that all characters were more or less equal after level 20, regardless of how much time you put into it. Now that you can essentially get "free attributes" by building up your title tracks, some characters will clearly be more powerful than others. Still, it's just PvE, so no big deal. I think the biggest annoyance is that now I'll need a separate version of each build; one for my character with PvE-only skills, and one for my heroes without.

But yeah, PvE skills ARE better than ordinary skills, if only because you don't need to spend attribute points to power them up.
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Old Aug 20, 2007, 01:16 PM // 13:16   #36
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Quote:
Originally Posted by Thom Bangalter
"There's nothing to fear!" is the best pve ele skill I've ever used.
Eles have no Charisma to extend its duration. So it sucks on them due to the recharge of the skill. Like Critical agility for sins, it finds its right place only on primary paras.

EDIt: to answer to the OP: we don't know how it will be linked or not to titles or primary professions.
Just wait the release before commenting IMO.

Last edited by glountz; Aug 20, 2007 at 01:18 PM // 13:18..
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Old Aug 20, 2007, 01:31 PM // 13:31   #37
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characters already have unique inate abilities due to their primary proffesion. characters will be individual in that sense (warriors high strength att = armor penetration. derv get energy for ending enchantments etc)

I agree with the OP...imagine a PUG where instead of looking for a monk, you're looking for someone with a high dwarf title track...sure, adds flexibility...any character can play any role...but then, some proffesions might just be out and out better than others. I guess we'll soon see
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Old Aug 20, 2007, 03:46 PM // 15:46   #38
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Either the speculation of skill limits on PvE skills is going to come true, or the bars are going to be pretty similar, since all of the GW:EN skills are 'common skills.'
What variety there is will probably be based on how effectively a profession can exploit the heck out of broken PvE skills. Glyph of Renewal, Oath Shot, or Assassin's Promise for long recharges? Ether Prodigy, Warrior's Endurance, or Blood is Power for the new forms? (The first 2 being used before the form activates, and the latter on allies IN forms.) You get the general idea.

If this is the plan to make human players sought out more, in place of heroes, it's a bad one, in my opinion.
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Old Aug 20, 2007, 04:09 PM // 16:09   #39
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To the dude that said Intensity sucks, then you're wrong. :-\

I use Intensity on my nuker build; it's an extra 25% damage on MS/Liquid Flame, and SF if I hurry about it. That's a lot of extra damage, i'd say!
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Old Aug 20, 2007, 04:54 PM // 16:54   #40
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These skills... they're based a lot on faction (for want of a better word) with each of the cultures, are they not? I think it will be quite a while before everyone is maxed out in every culture to make the skills worthwhile. I know my mesmer will spend a lot more time polymocking, for example, than boxing dwarves or dueling Norn.
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