Anyone who has played Dungeons and Dragons, especially from years ago (2nd Edition and 1st edition AD&D players) can tell you that the core classes from that game were: Fighter, Thief, Magic User, and Cleric. Eventually, the "thief" class became to be known as "Rogue" and the "Magic User" class became the "Wizard" for the third edition of the game (the current iteration is version 3.5, I believe).
Why do I bring this up? A friend of mine noticed this banner in Fort Ranik (see pic). It seems to show four symbols representing four classes found in GW (from top to bottom): Warrior, Ranger, Elementalist, and Monk. I thought to myself, "I wonder if these can be considered the core classes for Guild Wars?" Warrior is like a Fighter from D&D. Ranger is a rogue-like class (though GW's coming Assassin class is more akin to the classic "thief" class from the way it sounds). Elementalist is the closest thing to a Magic-User/Wizard. And Monk is similar to D&D's Cleric class.
The four main NPCs found throughout the game are Devona (a Warrior), Aidan (a Ranger), Cynn (an Elementalist), and Mhenlo (a Monk). This is mostly just an observation, but I thought it was interesting to note. Was just wondering what you guys thought.
The Four Core Classes?
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I wonder if this means that necromancers and mesmers are the exclusive classes to Chapter 1, like the Assassin and Ritualist are exclusive to Chapter 2? Perhaps in Chapter 2, you will only have the "core" four, plus the new two (unless you own both Chaps. 1 & 2, of course).
I'm thinking probably not, but I guess it would make things consistant (two exclusive classes in each chapter and 4 core classes in all of them). All six will probably be considered the core classes for each chapter, especially since there are new necromancer and mesmer skills in Chapter 2.
This also makes me wonder: will new Ritualist and Assassin skills be added in Chapter 3 for those who own Chapter 2? If not, and the original six get new skills, the new classes will quickly fall behind in skill selection. Maybe the core classes will get new skills in each chapter but not the chapter-exlusive ones? Maybe each chapter will have new skills for anyone who has access to that class (having purchased the matching chapter).
I'm interested to see how all this works. We know that each chapter will be stand-alone in the sense that they will not require any other GW product, but that they will connect if you do own more than one.
I'm thinking probably not, but I guess it would make things consistant (two exclusive classes in each chapter and 4 core classes in all of them). All six will probably be considered the core classes for each chapter, especially since there are new necromancer and mesmer skills in Chapter 2.
This also makes me wonder: will new Ritualist and Assassin skills be added in Chapter 3 for those who own Chapter 2? If not, and the original six get new skills, the new classes will quickly fall behind in skill selection. Maybe the core classes will get new skills in each chapter but not the chapter-exlusive ones? Maybe each chapter will have new skills for anyone who has access to that class (having purchased the matching chapter).
I'm interested to see how all this works. We know that each chapter will be stand-alone in the sense that they will not require any other GW product, but that they will connect if you do own more than one.
S
http://pc.gamespy.com/pc/guild-wars-.../680914p2.html
An interview on gamespy. Specifically, this part:
Interisting point about the similarity to D&D though, I wonder if that was intentional. . .
I am curious about that as well, if they don't add new skills for the non-core classes then the "specialty" classes will need to be able to do things unique to them (such as the assassin's teleportation ability) or risk getting obseleted by new skills in the core six.
An interview on gamespy. Specifically, this part:
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Originally Posted by Gamespy
The original 6 classes will now be referred to as "core" classes and will be present in Factions and all future retail releases.
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Originally Posted by Grimm
This also makes me wonder: will new Ritualist and Assassin skills be added in Chapter 3 for those who own Chapter 2? If not, and the original six get new skills, the new classes will quickly fall behind in skill selection.
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s
what annoys me about anet's setup of the low level cities like ascalon is that the henchies consist of only these ""traditional" classes. you can only choose from a fighter, ranger, mage and healer hench.
So of course it's no surprise that before the AOE nerf, necros and mesmers were shafted in party invites. Any new player would never learn what these classes are good for.
Just think of how much knowledgeable new players would be if low level cities offered a necromancer and mesmer henches. If the henches could raise minions, provide energy, cast a blood well, slow down a mob, degen left and right, or interrupt, etc. By the time the game finally offers necro / mes henches (under the suitably descriptive names of "cultist" and "illusionist" of course), players are used to the healer/fighter/etc hench combo. They have no clue what the necro and mesmer henches can add to the team. I had no clue on my first character thru the game.
It's sad.. but maybe it's because necro and mes henches would be overpowered in those areas =)
So of course it's no surprise that before the AOE nerf, necros and mesmers were shafted in party invites. Any new player would never learn what these classes are good for.
Just think of how much knowledgeable new players would be if low level cities offered a necromancer and mesmer henches. If the henches could raise minions, provide energy, cast a blood well, slow down a mob, degen left and right, or interrupt, etc. By the time the game finally offers necro / mes henches (under the suitably descriptive names of "cultist" and "illusionist" of course), players are used to the healer/fighter/etc hench combo. They have no clue what the necro and mesmer henches can add to the team. I had no clue on my first character thru the game.
It's sad.. but maybe it's because necro and mes henches would be overpowered in those areas =)
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Originally Posted by saphir
Just think of how much knowledgeable new players would be if low level cities offered a necromancer and mesmer henches...
It's sad.. but maybe it's because necro and mes henches would be overpowered in those areas =) |
S
L
What's wrong with Orion? I like pretty fireworks every time my henchman team wins a battle.
Though I prefer Claude to Reyna. Because Claude at least gives you energy regen, while Reyna spends 80% of her time activating Troll Unguent.
Also, there are two W and Mo henches, and only one for the rest of classes. Gods of Tyria obviously favor Paladin builds
Though I prefer Claude to Reyna. Because Claude at least gives you energy regen, while Reyna spends 80% of her time activating Troll Unguent.
Also, there are two W and Mo henches, and only one for the rest of classes. Gods of Tyria obviously favor Paladin builds

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Originally Posted by Racthoh
Bah, I dislike 3.5... interesting observations none the less. A tribute to the classic pen and paper RPG. Although... does Chainmail qualify as the first (for those who know what that is
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Though it was more minitures rules than actual roleplaying, been awhile I may be wrong. Gary took it a bit further with 1st edition.
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They use mostly direct-affect/damage spells so as to be able to provide benefit to the team without conflicting too much.
I'm not sure that anyone would learn the benefits of playing any particular profession by bringing henchies along. People tend to focus on what they need to do, not watch what the henchies are doing. Some things are obvious, like Orion's victory fireworks or the necro's energy boosts, but most of their skill go unnoticed.
C
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Originally Posted by NatalieD
Man, have you ever watched the mesmer henchie in action? It's a good thing he's not available early on, or mesmers would never get into groups!
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Originally Posted by Yanman.be
i like dunham..he tanks for me, and he isn't aggressive as stefan or lil' thom
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