Feb 26, 2008, 03:19 PM // 15:19
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#101
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Desert Nomad
Join Date: Jun 2005
Guild: The Ascalon Union
Profession: Me/Mo
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And 45sec recharge?
*must remember what Shuuda said*
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Feb 26, 2008, 03:22 PM // 15:22
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#102
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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Yeah, AP has a long recharge, but in PvE, it never stopped me.
Mobs died every 3 seconds.
pew, pew, pew. So cheap it were.
I remember my friend commenting on how incredibly cheap I was in Nightfall.
I've even used it with Arcane Mimicry in a Vanguard build a few times. So cheap!
http://www.youtube.com/watch?v=-ZAsz-Ht-a0
Last edited by Redfeather1975; Feb 26, 2008 at 03:26 PM // 15:26..
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Feb 26, 2008, 03:30 PM // 15:30
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#103
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Desert Nomad
Join Date: Nov 2005
Location: http://tinyurl.com/2jlusq
Guild: Idiot Savants [iQ]
Profession: R/
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Zinger, some of your trolling you can get away with, but this is such a blatantly incorrect thread topic that I don't understand why it's not locked already. There are a lot of things wrong with Guild Wars, but trying to suggest that the dual-profession system is broken is completely ridiculous.
If you are using builds that do not take advantage of your secondary profession, you are probably bad at Guild Wars. Period.
EDIT: Also, it seems that a great number of people are trying to make M:TG references who have obviously never played/do not understand that game's mechanics. Please stop, you're embarrassing yourself.
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Feb 26, 2008, 03:35 PM // 15:35
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#104
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Krytan Explorer
Join Date: Jan 2007
Guild: [Leet]
Profession: R/
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My two cents worth
to be able to capture all elites for the titles
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Feb 26, 2008, 03:59 PM // 15:59
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#105
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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The dual profession of Guild Wars allow for much more interesting bars and variety of play instead of if you focused on one.
If it were a monoprofessional game, it would be a whole lot less interesting.
Btw, in comparison to Magic: the Gathering:
Quote:
(in MtG, usuing a second color takes no more effort than only using one)
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Surely you're joking. You can't pay the cost of Wrath of God using Forests. I daresay there's an even larger commitment in Magic: the Gathering, since you might have a bad draw; apart from weighing the cards in your secondary color to prospective cards in your primary color, you still have to factor in how likely you're going to get a good draw with your color spread. (Now, that isn't a problem usually, but devoting a large part of your manabase to a secondary color is a commitment imo.)
In fact, I believe GW skills are less commited to their colors, as in the case of 'no more effort' in terms of splashing. (I.e. splashing a few Disenchants, Mana Leaks or whatnot, compared to splashing skills in Guild Wars, such as using Glyph of Lesser Energy, Mending Touch, Death Pact Signet, Shock, Shield Bash, Return, and whatnot. Actually, when splashing, there is a smaller commitment in Guild Wars, as many of the abovementioned skills are used at zero-spec on a secondary, and hence having no attribute commitment.) Guild Wars has a lot more 'splash' stuff than Magic: the Gathering, that's for sure. Look at GW templates; Monk bars generally have one or two skills from their secondary that either don't require spec or have a rather low spec; Warriors only ever spec high in a secondary profession attribute for a Conjure; Dervishes and Assassins likewise. Rangers go /Mo for Mending Touch and Mending Touch alone (perhaps maybe Restful Breeze for the unorthodox). The list goes on; the only profession(s) I can think of that specs into another profession significantly with regularity is the Elementalist (and perhaps the Mesmer).
Perhaps not by coincidence, two of the three professions that commonly utilize their primary attribute to use another profession's skills is the Elementalist and Mesmer, with the Necromancer. These builds that utilize one's primary attribute to use another profession's skills can be likened to combo decks; perhaps a good analogy would be a combo deck that uses color A as a base, but requires an extensive investment in color B because card X is essential to the combo that the deck is built around.
__________________
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Feb 26, 2008, 04:09 PM // 16:09
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#106
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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Paragon with Warrior shouts?
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Feb 26, 2008, 04:26 PM // 16:26
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#107
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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Quote:
Originally Posted by lyra_song
Paragon with Warrior shouts?
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You just won the thread Lyra.
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Feb 26, 2008, 04:38 PM // 16:38
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#108
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Quote:
Originally Posted by Cacheelma
And 45sec recharge?
*must remember what Shuuda said*
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AP recharges itself.
Hence AP based builds can ride on recharge wave and do some serious damage.
Hoewever, i have to note that "Air of superiority" does about same thing and does not require elite slot or /A secondary.
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Feb 26, 2008, 04:46 PM // 16:46
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#109
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Lion's Arch Merchant
Join Date: Dec 2007
Guild: KORM
Profession: R/Mo
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Not only do second classes in GW allow for interesting combos, and even just options so you dont get bored- the secondary class system in GW also keeps the balance issues between the classes in check.... without secondary classes the classes that were less than uber would get pushed to the wayside in favor of the classes that are imbalanced- even more so than it already happens.
Yes, you can have builds that do not utilize a second profession, and have them be functional.... but that doesn't make having a second profession worthless or silly, not by a long shot.
Last edited by pygar; Feb 26, 2008 at 04:50 PM // 16:50..
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Feb 26, 2008, 05:16 PM // 17:16
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#110
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Hall Hero
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Quote:
Originally Posted by Sha Noran
Zinger, some of your trolling you can get away with, but this is such a blatantly incorrect thread topic that I don't understand why it's not locked already. There are a lot of things wrong with Guild Wars, but trying to suggest that the dual-profession system is broken is completely ridiculous.
If you are using builds that do not take advantage of your secondary profession, you are probably bad at Guild Wars. Period.
EDIT: Also, it seems that a great number of people are trying to make M:TG references who have obviously never played/do not understand that game's mechanics. Please stop, you're embarrassing yourself.
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Well someone's bitter. By the way, he in no way said he wasn't using them, just was wondering why ANet wanted to add the capability in the first place.
Quote:
Originally Posted by LightningHell
If it were a monoprofessional game, it would be a whole lot less interesting.
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Depends on how the game is made. I'm sure the game could be just as fun and interesting if it was tailored to be monoprofessional.
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Feb 26, 2008, 05:27 PM // 17:27
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#111
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Desert Nomad
Join Date: Oct 2006
Location: Ireland
Guild: Currently LF Active HA Guild, Glad 2, Comm.3, R2
Profession: E/
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Quote:
Originally Posted by Zinger314
ArenaNet said that the secondary skill system was originally implemented to parallel Magic: The Gathering and its tendency to feature deck using two colors of mana. However, unlike MtG, in GW you need to invest a lot of resources into a secondary profession, specifically attribute points and skill slots. (in MtG, usuing a second color takes no more effort than only using one)
99% of the builds I make (and also see) use only skills from the Primary profession. You only have 7-8 skill slots; you have to make them count.
It was somewhat innovative back in 2005, but now, a secondary profession merely justifies bad builds and exploitive class interaction.
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How do you kill a warlock?
Dispatch a raid group and wait for him to go AFK
I believe secondaries were prof in to stop one class being supremly imba to others, so more varietion and with a cap of 12 on a secondary itsno as effective as primary.
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Feb 26, 2008, 05:29 PM // 17:29
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#112
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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Hey, I used to play a warlock in WoW.
They weren't that cheap.
<_<
Fear, fear, fear, fear, fear.
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Feb 26, 2008, 05:35 PM // 17:35
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#113
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Hall Hero
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Quote:
Originally Posted by Talach_Ninneed
How do you kill a warlock?
Dispatch a raid group and wait for him to go AFK
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Or make a change to a vital skill that invalidates all of our gear >:I
Quote:
Originally Posted by Talach_Ninneed
I believe secondaries were prof in to stop one class being supremly imba to others, so more varietion and with a cap of 12 on a secondary itsno as effective as primary.
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The only problem is that it makes some profession combinations too powerful. I feel that it puts too much on the table for ANet to balance.
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Feb 26, 2008, 05:56 PM // 17:56
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#114
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Frost Gate Guardian
Join Date: Apr 2007
Guild: The District Nudists
Profession: R/
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Quote:
Originally Posted by Bryant Again
By the way, he in no way said he wasn't using them...
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Yes, he did.
Quote:
Originally Posted by Zinger314
99% of the builds I make (and also see) use only skills from the Primary profession
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That pretty much defines fail.
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Feb 26, 2008, 06:01 PM // 18:01
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#115
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Hall Hero
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Quote:
Originally Posted by Striken7
Yes, he did.
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Well I stand corrected.
Quote:
Originally Posted by Striken7
That pretty much defines fail.
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Only if the build sucks. And Zinger doesn't suck at this game.
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Feb 26, 2008, 06:06 PM // 18:06
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#116
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Grotto Attendant
Join Date: May 2005
Location: At an Insit.. Intis... a house.
Guild: Live Forever Or Die Trying [GLHF]
Profession: W/Me
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Quote:
Originally Posted by Cacheelma
You know, personally I have a feeling that Anet isn't going to keep "secondary profession" system in GW2. ---
I'm not saying it's a good idea. But, you see, they're removing so many stuff we like in GW1 from GW2 because they think it's too complicated.
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Yep.
The irony is that the analysis is wrong. The reason FOTM builds crop up isn't that the skills are too complex for ANet to balance, but that the environment the skills are used in is too static. Even if 90% of all skills were removed and we were reduced to using Ursan-like static skillbars (as I think we will), there will still always be one single optimal build for any given environment. It's simply the nature of the beast.
The only way to change that is to increase the complexity of the environment and add randomness. Random levels, random mobs, with random skills.
MtG has a very primitive way of attempting to level the playingfield this way, by having the cards drawn at random from a deck. If the cards were not drawn that way there'd be a single optimal deck and a single optimal order of drawing the cards.
As for GW2, personally I would prefer that individual player skill was made more important than skill selection. Ie, that a ranger skilled at aiming with the bow should always beat a ranger who was useless at aiming. Yes, I'm talking FPS style skill. That would make the whole FOTM thing completely irrelevant.
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Feb 26, 2008, 06:54 PM // 18:54
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#117
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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Quote:
Originally Posted by Zinger314
ArenaNet said that the secondary skill system was originally implemented to parallel Magic: The Gathering and its tendency to feature deck using two colors of mana. However, unlike MtG, in GW you need to invest a lot of resources into a secondary profession, specifically attribute points and skill slots. (in MtG, usuing a second color takes no more effort than only using one)
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But in magic you need to have the mana played out before you can use a skill. Thats your investment. No casting a red card if all you have is black on the table
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Feb 26, 2008, 11:10 PM // 23:10
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#118
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Krytan Explorer
Join Date: Mar 2006
Guild: innergalactic gargleblasters
Profession: W/Mo
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I dont use a second profession. on any charicter...and i have a lot.. all but derv, paragon and assassin. none use a second. dont even carry a rez except on my monk. (and never do I put a rez signet on a hero, those i give a second..mostly monk so they can carry a real rez.)
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Feb 26, 2008, 11:19 PM // 23:19
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#119
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Desert Nomad
Join Date: Nov 2006
Location: USA
Guild: The Black Parades [死人死]
Profession: Mo/
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Second profession is there for strategic purposes... unlike wow where u have like 10000 skills on ur screen at once lol.
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Feb 26, 2008, 11:38 PM // 23:38
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#120
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Jungle Guide
Join Date: Dec 2005
Guild: CULT
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Quote:
Originally Posted by LightningHell
(...)
Btw, in comparison to Magic: the Gathering:
Surely you're joking. You can't pay the cost of Wrath of God using Forests. I daresay there's an even larger commitment in Magic: the Gathering, since you might have a bad draw; apart from weighing the cards in your secondary color to prospective cards in your primary color, you still have to factor in how likely you're going to get a good draw with your color spread. (Now, that isn't a problem usually, but devoting a large part of your manabase to a secondary color is a commitment imo.)
In fact, I believe GW skills are less commited to their colors, as in the case of 'no more effort' in terms of splashing. (I.e. splashing a few Disenchants, Mana Leaks or whatnot, compared to splashing skills in Guild Wars, such as using Glyph of Lesser Energy, Mending Touch, Death Pact Signet, Shock, Shield Bash, Return, and whatnot. Actually, when splashing, there is a smaller commitment in Guild Wars, as many of the abovementioned skills are used at zero-spec on a secondary, and hence having no attribute commitment.) Guild Wars has a lot more 'splash' stuff than Magic: the Gathering, that's for sure. Look at GW templates; Monk bars generally have one or two skills from their secondary that either don't require spec or have a rather low spec; Warriors only ever spec high in a secondary profession attribute for a Conjure; Dervishes and Assassins likewise. Rangers go /Mo for Mending Touch and Mending Touch alone (perhaps maybe Restful Breeze for the unorthodox). The list goes on; the only profession(s) I can think of that specs into another profession significantly with regularity is the Elementalist (and perhaps the Mesmer).
Perhaps not by coincidence, two of the three professions that commonly utilize their primary attribute to use another profession's skills is the Elementalist and Mesmer, with the Necromancer. These builds that utilize one's primary attribute to use another profession's skills can be likened to combo decks; perhaps a good analogy would be a combo deck that uses color A as a base, but requires an extensive investment in color B because card X is essential to the combo that the deck is built around.
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Comparing MTG to GW is a bit problematic because in GW you only have one way of "winning", and that is through killing the opposition. In MTG its not all about bringing life down to 0.
In respect to your post my analysis tends to the exact opposite of yours.
yes generally you have a smaller commitment to "splashing" in GW but why is that the case?
For me the answer lies in the fact that unlike MTG, if i put a few points into the healing line of my W/Mo (for a easy example) ill NEVER be able to heal myself correctly anyways, i might be able to heal myself a little but its not going to be comparable to a Mo/W speced in healing. Now thats obvious yes i know but lets look at the MTG example.
If i create a Green/White deck and the white is in there solely to gain life, then if i have the mana and the spell is in my hand the effectiveness of my "healing spell" will still give me a 100% efficiency return.
Therefore (like you said) "splashing" or using a secondary profession in GW works with very specific low requirement skills under particular conditions, they work because you don't need to invest heavily into those attribute lines to get a worthwhile return. Utility spells are the best example i guess.
The point that I'm trying to make is that secondary professions in GW have their uses, but in teamplay or in the presence of heroes it becomes disappointing in terms of comparative effectiveness.
but yes it has its uses, just not like MTG even though its inspired from it, shame really imo.
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