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Old Mar 01, 2011, 11:17 PM // 23:17   #1
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Default What primary class means

apparently people forget the roles their classes are supposed to play in a game. your characters primary class basically sets you up in 1 of 3 categories: main damage dealer, utility, or support.
now with dual class systems, this allows for more versatility in your play, but the fact remains that you have a predetermined job which you chose when you decided on your primary class.
don't get me wrong, with the diversity that GW allows in the game, there have been many people that have found "loopholes" in the natural way the setups were supposed to be, but that is all it is, a loophole.

a frontliner will always be best at damage dealing, that is what they are made for, and that is what their weapons, armor, and main attribute reflect.
a midliner (utility) is intended to help boost the over all capabilities of the frontliner (though in GW this mechanic has been broken).
backlines (support) have always provided healing and AoE spikes

the fact that GW allows you to bend the rules with the build setups has allowed some people to believe that the original formula of front/mid/backlines are no longer necessary, and to those people all i can do is laugh.

when it comes to physical damage, frontline based characters (warriors, dervs, assassins) will never be beaten by a midline based toon (ranger, paragon). the skills for each class as well as the primary attribute for each class does not allow for this. just like a frontline based character will never be able to outdo a backliner in their respective roles.

like i said earlier, people have found tricks and gimmicks that make it "seem" like they have beaten the formula, but that is not truly the case.
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Old Mar 02, 2011, 12:00 AM // 00:00   #2
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At present energy storage outheals divine favor, while smiting prayers outbuffs all elemental magic, so I'm not sure what you are getting at. Maybe if we class monks as "midline" and eles as "backline", and taking into account the recent dervish overhaul, your argument might begin to make sense.
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Old Mar 02, 2011, 12:40 AM // 00:40   #3
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When I bought Guild wars I chose my characters prime class based on what fantasy role playing games movies and books told me the class was.

There is only a superficial resemblance between what I thought a Ranger would be and what they are in the game.

Same goes for Monk Elementalist and Necromancer.

Warrior is pretty much what people would expect and Mesmer the furthest away from what you would imagine both from guessing ie mesmerism hypnosis mental powers etc and the actual game description which to me appeared to promise vast power.

With the skill rewrite of mesmer skills they at least are now all I expected them to be.
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Old Mar 02, 2011, 12:54 AM // 00:54   #4
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Quote:
Originally Posted by Rites View Post
apparently people forget the roles their classes are supposed to play in a game. your characters primary class basically sets you up in 1 of 3 categories: main damage dealer, utility, or support.
now with dual class systems, this allows for more versatility in your play, but the fact remains that you have a predetermined job which you chose when you decided on your primary class.
don't get me wrong, with the diversity that GW allows in the game, there have been many people that have found "loopholes" in the natural way the setups were supposed to be, but that is all it is, a loophole.

a frontliner will always be best at damage dealing, that is what they are made for, and that is what their weapons, armor, and main attribute reflect.
a midliner (utility) is intended to help boost the over all capabilities of the frontliner (though in GW this mechanic has been broken).
backlines (support) have always provided healing and AoE spikes

the fact that GW allows you to bend the rules with the build setups has allowed some people to believe that the original formula of front/mid/backlines are no longer necessary, and to those people all i can do is laugh.

when it comes to physical damage, frontline based characters (warriors, dervs, assassins) will never be beaten by a midline based toon (ranger, paragon). the skills for each class as well as the primary attribute for each class does not allow for this. just like a frontline based character will never be able to outdo a backliner in their respective roles.

like i said earlier, people have found tricks and gimmicks that make it "seem" like they have beaten the formula, but that is not truly the case.
I get what your saying, but honestly 1. your preaching to the choir and 2. no one cares about your conceived notions of what the game was designed to be.

Last edited by Bandwagon; Mar 02, 2011 at 12:57 AM // 00:57..
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Old Mar 02, 2011, 04:44 AM // 04:44   #5
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I always thought of the frontline as being best at taking damage and the midliner was the damage dealer (back in the days fire nukes where the shit). Necro/mesmer/ranger were the (de)buffers (possible earth ele for buffs and water ele for crowdcontrol thingy) and monks obviously the healing.
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Old Mar 02, 2011, 05:00 AM // 05:00   #6
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Quote:
Originally Posted by Faure View Post
I always thought of the frontline as being best at taking damage and the midliner was the damage dealer (back in the days fire nukes where the shit). Necro/mesmer/ranger were the (de)buffers (possible earth ele for buffs and water ele for crowdcontrol thingy) and monks obviously the healing.
Generally speaking, this was the intention, but you have silly broken things in the game that don't allow these things to be true
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Old Mar 02, 2011, 05:10 AM // 05:10   #7
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So... what you are saying is that if a backliner is putting out more damage then a frontliner, or a frontliner is putting out more healing than a backliner, I should slap myself and try to wake up because it can't be true? Or that if someone manages to do so, they shouldn't feel like they accomplished anything because its simple a 'loophole'? I don't see the purpose of this thread. The point of the skill system is to let you customize and try different builds. If Anet wanted us to play strict frontliner/midliner/backliner each class would have exactly 8 skills with no secondary allowed.

Last edited by Kunder; Mar 02, 2011 at 05:12 AM // 05:12..
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Old Mar 02, 2011, 05:12 AM // 05:12   #8
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Your in the box, think outside of it!
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Old Mar 03, 2011, 05:07 PM // 17:07   #9
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It isn't even about frontline/midline/backline roles, its about synergy of builds across the whole team.
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Old Mar 16, 2011, 04:05 PM // 16:05   #10
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This thread is a good example of why Philosophy 101 should be taught in high schools. The confusion of a normative argument with a positive argument leaves this thread hopelessly muddled.
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Old Mar 19, 2011, 06:41 PM // 18:41   #11
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Not to mention ANet, most particularly in GW2, but I'd imagine a lot of that started in GW1, wanted players to feel free of the constraints of needing these certain types to make a good team. They want players to be able to mesh together no matter the classes or roles.

They've specifically said they wanted to get away from the specific roles in the game. Just because it doesn't play like WoW doesn't mean it's not good :P
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Old Mar 24, 2011, 05:03 PM // 17:03   #12
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Things that this guy apply works in all these korean "grind ur ass off for 1+ year to have something" mmorpgs.
My front-liners are minions when it come to pve and thanks god i don't need spend 2 hours searching for tank or healer , enter instance and fail completely then cuz guy was retard who don't know play his role like in so many other "classic" online rpg games.

and also id like to point what u explain in ur post maybe can be applied to couple games ,u should try play GW more or some other games before making laugh of yourself sir .
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