Jul 05, 2009, 10:43 AM // 10:43
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#1
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Academy Page
Join Date: Jun 2005
Location: Shanghai, China
Profession: W/E
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Ritualists in GW2?
Hey guys,
So I've been trying to gather whatever information I could about the different professions in GW2, and it seems ANet is planning on decreasing the number of professions from the 10 that we have right now. I was just wondering... What do you guys think are the chances the ritualist class will make it into GW2?
I ask this because I'm really enjoying the class right now (started a rit a few days ago), and I do eventually plan on going into PvP for both GW and GW2 in the future. Just doesn't seem all that worth it to really learn the kinks of the class if it's just going down the drain when GW2 comes out.
Thanks
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Jul 05, 2009, 10:55 AM // 10:55
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#2
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Jungle Guide
Join Date: Nov 2005
Location: The Netherlands
Guild: BFTW and DLRR
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Why do you think that ANet is decreasing the number of professions? Personally i hope we keep the current professions... it works fine in GW1, so i cant see any reason why this should be decreased in GW2.
As you only started your RT a few days ago, you must be aware that certain skills (especially ritual spirits) work different in PVP as they do in PVE (for example: ritual spirits cast a LOT slower in PVP).
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Jul 05, 2009, 11:12 AM // 11:12
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#3
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Academy Page
Join Date: Jun 2005
Location: Shanghai, China
Profession: W/E
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Hmmm, I can't find it now, but I remember reading somewhere (a quote from and interview regarding GW2) about them trying to cut down on the classes and stuff. :S
Though I guess that's still on a good 2 years, so anything can happen, really. Hopefully the ritualist stays. =P
As for PvP, I haven't really tried yet. =( Not enough skills, and too stingy to buy them, haha. ^^
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Jul 05, 2009, 11:14 AM // 11:14
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#4
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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First of all:
GODh, that's one hell of a pretty ranger!
On-topic:
Given the PvP hate of pretty much EVERYTHING that isn't core - I am guessing the rit will be no more in GW2. Or if they do incorporate it - it will be part of something else.
Personally, I think I am really screwed because the things I love the most about GW are the things that seem to be causing the most issues - hexes, spirits and item spells, so I kinda need to get used to the idea that I might not see those things again. Which is REALLY sad, but I guess if they are making a new game because they can't stay on top of this one - they won't make the same mistakes that led to them not being able to stay on top.
(Btw - the ritualist in GW1 is REALLY poor in PvP. So you are screwed already.)
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Jul 05, 2009, 11:42 AM // 11:42
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#5
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Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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I am very much hoping for them to avoid the limitations of fixed classes.
Would far prefer characters starting neutral with potentially all weapons armour and skills available.
As the character trains in something it limits them in some areas and opens up new choices in others.
I want specialists to be able to gain far more powerful skills in their speciality than others.
Probably never happen but I can dream cant I
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Jul 05, 2009, 11:45 AM // 11:45
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#6
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Academy Page
Join Date: Jun 2005
Location: Shanghai, China
Profession: W/E
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Haha, yeah. I don't think that'll happen for GW2 unfortunately. =( In a game so focused on PvP, allowing that much freedom would be one hell of a mess to balance.
And upier, do ritualists really suck that much in PvP? I usually see 1 rit in each GvG team or so... I was thinking rits would be pretty versatile for PvP.
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Jul 05, 2009, 12:18 PM // 12:18
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#7
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Academy Page
Join Date: Apr 2009
Location: Denmark
Profession: Me/E
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Quote:
Originally Posted by upier
(Btw - the ritualist in GW1 is REALLY poor in PvP. So you are screwed already.)
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they arent poor in pvp lol...
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Jul 05, 2009, 12:21 PM // 12:21
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#8
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Krytan Explorer
Join Date: Jun 2007
Guild: Gulfstream Owners Club [GS]
Profession: Rt/R
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they don't pvp at all, lol, except HA that is
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Jul 05, 2009, 12:55 PM // 12:55
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#9
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Krytan Explorer
Join Date: Feb 2007
Location: In my HoM
Guild: Canthan Refugees [TOGO]
Profession: E/Rt
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I'd like to see ritualists in GW2 for the fun part of creating spirits. I don't like chanelling nor restauration cuz they got skills that target foe/ally, but building up a spirit army that can both heal and damage(spirits) is quite amusing and I would like to see that.
Also I'd like to see spirits with more faces then the current number, which is 2-4?
Also what would be good for GW2 is that they limit 2nd profession power. GW has become too equal, mez being eles, necros being everything from healers, to high energy dmg dealers, eles being healers, sins being eles, dervsih being healers, etc... If they make professions make them for reasson and that is to play their rule of the game. Profession's primary attributes (to some) should really get some higher power so people don't consider bringing plenty of 2nd proff skills.
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Jul 05, 2009, 01:02 PM // 13:02
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#10
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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My personal suspicion is that some professions may end up being merged. So you may not have a Ritualist per se, but a Necromancer (for example) can be given a skillset that makes them behave like a GW1 Ritualist.
One thing they're apparently doing is cutting down on the number of skills in the game but giving the remaining skills more conditional effects, and merging near-duplicate skills in merged professions (OoBlood and OoSpirit, for example) is one way of doing that.
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Jul 05, 2009, 02:46 PM // 14:46
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#11
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Frost Gate Guardian
Join Date: May 2008
Location: Poland
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I agree with the post above. I mean I have a hard time thinking how they will make all the races have all professions, I think its obvious that you will probably have all the current professions split down into various races or like was said merged (though I think merging would be a waste obviously). Like warrior as human, norn, charr. Assassin as sylvari, human, asura. Etc.
That's how I see it at least I have a hard time imagining a charr assassin jumping around the field.
Maybe they will also add one new profession which would be race specific to each.
Last edited by Edge Igneas; Jul 05, 2009 at 02:48 PM // 14:48..
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Jul 05, 2009, 02:47 PM // 14:47
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#12
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Forge Runner
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Here's an idea, wait for the guildwars2 website to launch someday.
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Jul 05, 2009, 03:00 PM // 15:00
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#13
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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I don't know about the number of classes, but I can almost guarantee an overhaul of classes. They mentioned loosing out on party support players, things like Monks and paragons where they shine in a group to favor more solo play in pve.
I am guessing however there will be classes that do damage in solo, but are great healers for party also. Something such as spells that are affected by party member numbers.
Ritualist's would be a great concept for solo play, summoning spirits to help you do damage.
I cannot say for sure how they will act, but im 99% sure they said they are staying away from party support classes to favor more solo play.
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Jul 05, 2009, 03:43 PM // 15:43
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#14
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Ritualists are basically monks with a bad spirit mechanic. I love them too but they don't have a right to exist. Even the mindless assassins at least contributed something new and different.
Best you can hope for is they realize that corpse-exploiting summons are inherently broken, and that they pick mobile spirits as the substitute for the summoning+debuff class.
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Jul 05, 2009, 04:12 PM // 16:12
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#15
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Frost Gate Guardian
Join Date: Feb 2009
Guild: Highly Innapropriate [HI]
Profession: W/Mo
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I personally think that they will merge the necromancer class with the ritualist class, they have a bit of synergy when it comes to each others skills
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Jul 05, 2009, 05:14 PM // 17:14
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#16
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Frost Gate Guardian
Join Date: Jun 2008
Profession: W/
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Quote:
Originally Posted by Dakka Dakka
I personally think that they will merge the necromancer class with the ritualist class, they have a bit of synergy when it comes to each others skills
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agreed
when i first saw that they were decreasing the number of classes, and melding some togethter i though of this
necromancers are basically mages of death, and summon spirits (which were from dead people) this makes sense.
Some other combos to consider-
Elementalist and Mesmer- have a new line for mesmerish skills that are basically non elemental, and possibly take out a couple of elements from the current 4 of the elementalist
Dervish and Monk- At first it doesnt sound appealing, but i think all the damaging elements of the dervish could meld well with the smiting line of monks
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Jul 05, 2009, 08:45 PM // 20:45
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#17
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Forge Runner
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Why is everyone under the impression something will be bad in gw2 because they're not a "core" class in GW1?
Are you forgetting they will be core classes in GW2 if they start and balance the game with them?
Anyways, I'm all for fusing the professions. I would rather have more skills than professions.
Warrior+Paragon
Ranger+Assassin
Mesmer+Elementalist (With skills like Mind Burn etc. it makes sense)
Necromancer+Ritualists
Monk+Dervish (Master of enchantments)
But they must keep minions. It's always been a great staple of GW1 without being too broken. Kind of like Tyranitar in pokemon.
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Jul 05, 2009, 11:06 PM // 23:06
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#18
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Krytan Explorer
Join Date: May 2006
Profession: Rt/N
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Quote:
Originally Posted by Kain Fz
I'm all for fusing the professions. I would rather have more skills than professions.
Warrior+Paragon
Ranger+Assassin
Mesmer+Elementalist (With skills like Mind Burn etc. it makes sense)
Necromancer+Ritualists
Monk+Dervish (Master of enchantments)
But they must keep minions. It's always been a great staple of GW1 without being too broken. Kind of like Tyranitar in pokemon.
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*Mentally ticking them off.* Balthazar, Melandru, Lyssa, Grenth, and Dwayna. Personally, I would base each of the new classes around the Gods of Guild Wars. Not like the Dervish Avatars, I mean actual worshippers.
Though I'd be surprised if the Asura didn't have their own god, Newton. XD
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Jul 06, 2009, 06:31 AM // 06:31
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#19
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Desert Nomad
Join Date: Jul 2006
Profession: D/
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I, like the OP, hope that they take advantage of a whole new game in order to completely overhaul each class and individualize it a bit more instead of simply cutting out the abilities of any.
However, it makes sense that they will merge some class, unfortunately, and these are the classes I believe that will form:
Ranger=>Ranger
- Its an archer, its common in most mmos. Like most other mmos, it will probably gain access to crossbows and slingshots. I hope it says there and doesn't develop into firearms.
Elementalist=>Elementalist
-Another staple in most mmos. The wizard/caster dps. It will probably take advantage of the new terrain effects rather nicely. It may go through slight changes, but overall it will remain unchanged.
Warrior+Para=>Paladin
-Although warriors and paras server very different roles in PvE, they are very similar in terms of skills and play style. Paras spec'd into spear mastery are essentially long range warriors. The IMBAness of most para shouts will probably disappear or reappear in a much more subtle/weaker form.
Assassin+Mes/Chronomancer=>Thief
-We know that not only has Anet said they might be looking at more classes, but that they may even ADD some. We know that the Chronomancer was scrapped in Utopia, but I don't expect Anet to let a good idea like this fall by the wayside. Deadly Arts and Shadow Arts feed very nicely into Mesmer skills. Chronomancers are essentially mesmers that specialize in time-related skills in my interpretation. This is the toughest combo to predict.
Necro+Mes+Rit=>Who knows
-Mesmer hexes parallel Necro hexes, but mesmers lack in PvE. So they will probably be fed to Necros. Necros are summoners of minions, so they may absorb Rits' spirits and ash skills. Weapon spells will probably die.
Dervish+Monk=>Priest
-Aside from RoJ, we all know that there is NO reason to take a smiting monk in PvE. The Dervish will shore up the monks' offensive weakness, while making it a strong support/healer class.
Of course, the HOPE is that Anet will take this opportunity to make every class more unique and balance them all out, possibly redesigning classes such as the Paragon instead of taking the easy route and just cutting them out. In short though, we know nothing and can only speculate, GG Anet.
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Jul 06, 2009, 09:27 AM // 09:27
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#20
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Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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They may not want to reduce the numbers of available classes though I know its been mentioned as a possibility.
There is an incentive at the moment to buy new character slots so you can at least have one character for each class.
The more variety they give us in character development the more we are likely to buy extras for the game and the more cash they get.
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