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Thread: Guild Wars 2 Introduce 1st-Profession

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    Default Guild Wars 2 Introduce 1st-Profession

    Guild Wars 2 Introduce 1st-Profession (Elementalist)

    http://www.guildwars2.com/en/the-game/professions/elementalist/




    With FIRE attunement, the Elementalist can inflict scorching damage on multiple enemies by turning the ground to fire or raining down molten rock from the skies. Why kill just one enemy when you can burn them all? Just by attuning to fire, the Elementalist automatically causes flame damage to any foe foolish enough to touch her.

    When the Elementalist attunes to AIR, she can harness wind and lightning to target specific foes with focused, high-damage attacks. Dazzling bolts of lightning rip from the Elementalist's fingertips, and brilliant flashes of light blind her enemies. When an Elementalist attunes to air, nearby enemies are continuously pelted with lightning strikes.

    WATER attunement forgoes the raw damage of air and fire, in favor of controlling an opponent's movement. By creating slippery ice or freezing foes solid, water attunement ensures that the battle is always fought on the Elementalist's terms. Nearby allies receive continuous healing from an Elementalist who is attuned to water.

    In the most dangerous situations, the Elementalist relies on the powerful defense of EARTH attunement. An earth Elementalist uses the ground under her feet to defend herself and her allies, turning flesh to stone, destabilizing foes with seismic shocks, and destroying threats with volcanic eruptions. Earth attunement automatically confers magical protection to the Elementalist.

    Elementalists have a number of special spell types:

    * Glyphs—These arcane spells enhance or modify the natural power of the Elementalist. She uses the Glyph of Elemental Power to increase the damage, range, and duration of her spells.
    * Signets—Signets provide an ongoing benefit to the Elementalist, but can also be activated for a greater effect. An Elementalist equipped with the Signet of Earth has increased damage resistance, but activating the Signet sends out a wave of stone, stunning nearby enemies.
    * Conjure Spells—The Elementalist uses Conjure spells to summon useful items and potent weapons that she or other party members can use. For instance, she uses Conjure Flame to create a fiery rock to hurl at the enemy.
    * Area Spells—Using Area spells, the Elementalist creates hazards and mayhem all over the field of battle. The Elementalist fires lava arrows in a cone-shaped blast or creates walls of fire that scorch any enemies passing through.

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    Wow just saw the Videos on the skills and the new Phoenix skill looks cool. It acts like a boomerang and the Static Field one is awesome. I was planing on making an Ele IF they added them and I am glad they are can't wait too see their new skills and skill remakes.

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    Man, this game looks cool already.

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    I'm still wating for my Sin :/ lol.

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    Awesome. The graphics look pretty nice too.

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    That'd be rare though.
    Like now you have attribute requirement to do full damage on a weapon/ full armour/energy on an offhand.
    They could also make weapons scale bettery by making the damage for certain weapons increase by your level.

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    I think its the same as level 20 cap in GW1. You keep leveling(for skill points), yet you dont gain a digit at all. I think GW2 has the same leveling system, just no cap.
    Maybe at a certain level you stop gaining attributes, but still earn skill points as you level to spend on skills.
    I start to think the no level cap is to 'show off' how pro and experienced you are.
    Playing GW for 4 years, I should be over 9000 levels already :X

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    I'd be in the same position really, Played since day 1, just hit 5 years on my monk.

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    dont bash me for this, but is there anyone else who thinks this games gonna be over hyped and a disappointment like all the other new games? GW1 just didnt have any aspects to get me hooked to it like WoW, hopefully this changes in GW2. truthfully if the gameplay hooks me enuf i cud careless if i suck

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    Quote Originally Posted by djfizzle View Post
    dont bash me for this, but is there anyone else who thinks this games gonna be over hyped and a disappointment like all the other new games? GW1 just didnt have any aspects to get me hooked to it like WoW, hopefully this changes in GW2. truthfully if the gameplay hooks me enuf i cud careless if i suck
    I dont think its overhyped at all. Posters here are all veterans and some others who are interested in this game.
    And~ dont you dare to compare WoW with GW >_>
    I was and am disappointed in WoW, whats so special about that, you tell me :X

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    Quote Originally Posted by Sleet View Post
    I dont think its overhyped at all. Posters here are all veterans and some others who are interested in this game.
    And~ dont you dare to compare WoW with GW >_>
    I was and am disappointed in WoW, whats so special about that, you tell me :X
    Agreed....

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    WoW bored the hell out of me after getting to 80 in a week or 2 at most and having every dungeon done >_> Raids suck because random 13 year olds scream in the mic as they "lead"
    I've been playing GW since the first day and just got past 6500 hours on my main acc.

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    GW is the one game that can always keep me interested, with the AWESOME and somewhat balanced PvP, to they epic PvE. It is just a great game all around.

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    Still cant believe this is B2P


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    I know, the quality of the game was well worth P2P(Of GW1, so I am sure GW2 will be of the same quality). I am glad they did not make it p2p though

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    Hope that the people who bought GW1 have a place in the Closed beta , or alpha , got all expansions >_<


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    Quote Originally Posted by Seya View Post
    Hope that the people who bought GW1 have a place in the Closed beta , or alpha , got all expansions >_<
    lawl that's like 10mil+ People

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    Quote Originally Posted by MoonStoneX View Post
    lawl that's like 10mil+ People
    Well then , heres to a successful beta !!!


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    They will probably make the monks healing skills either extraordinarily good, or make them more of smiters rather than healers.

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    One of these slots is dedicated to healing skills that replenish the health of the character and his allies [...] For example, a human Elementalist can choose to bring Aura of Restoration, which is a buff that heals him every time he uses a skill, or he can choose to bring Glyph of Healing, which is a more straightforward heal.
    Basically, one of the ten skill slots will be reserved for healing skills, such as:

    Warrior - Healing Signet
    Ranger - Troll Unguent
    Mesmer - Ether Feast
    Necromancer - Signet of Lost Souls
    Elementalist - Glyph of Restoration
    Assassin - Shadow Refuge
    Ritualist - Mend Body and Soul
    Paragon - Leader's Comfort
    Dervish - Dwayna's Touch
    Monk - Healing Touch

    It's pretty much the same as before, you just don't have an excuse for not bringing a self heal

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    Common Rt preview! Or Me, I'll live with a Me one too.

    It's interesting how they changed signets and conjure spells in this one. Makes me wonder about spirit weapons and spirit summons. I hope that Rt still keeps its versatility in a decent Melee, great heals, summoner, and range damage dealer. It was my fav class and I can't wait to see how it turns out.

    The skill system is a bit worrysome for me; I can't pick my first five spells? I understand to an extent that I can by changing weapons, but it still feels like its limiting me. I'll see how it works out in the end though. It could turn out great, but I have to play it for a while before I actually say something.

    The elementalist looks 30x cooler than the GW one did. I almost dropped my Rt for this, except that Rt's can do everything, and I don't want to miss that versatility.

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    While the original Guild Wars' unique combination of action role-playing and strategy was first introduced some years ago, developer ArenaNet has quietly been working on the sequel. Now, the studio has finally begun to take the wraps off Guild Wars 2. Lead designer Eric Flannum sits down with GameSpot to discuss the nitty-gritty details on the sequel's improved combat system, its changed profession system, and one of the game's returning professions, the elementalist.

    GameSpot: We understand that Guild Wars 2's combat is being enhanced beyond the strategic skill choices of the original game. For instance, tactics such as careful positioning and combination attacks from different professions will play a stronger role. Can you elaborate?

    ric Flannum: When we say we want positioning to matter, what we really mean is that we want tactical awareness to matter. If, for example, you are using a skill that hits all targets in a straight line, you'll want to line your targets up for maximum effect. A spell that affects a cone-shaped area may need to be aimed in such a way that the middle of the cone is between two targets in order to hit them both. Some skills encourage positioning by providing bonuses if you attack an opponent from the side or rear, so flanking your opponents will matter. A character built to inflict damage at medium range needs skills that will keep opponents from closing the distance as well as those that let him close with long-ranged foes. We want to reward players who are able to maintain good tactical awareness of a situation and can maneuver to take advantage of it.

    Combination attacks definitely play a role in this. For example, when an elementalist uses the static field ability, it will create a circle of electrical energy that will damage and stun anyone entering or exiting it. A warrior who uses his rifle to shoot through this circle will charge up his shots, dealing additional damage. If the warrior is to take advantage of the situation, he'll need to position himself to shoot through the static field.

    GS: We also understand that weapon selection will greatly change the way different characters perform in the game--certain weapons will affect not only the speed, damage, and types of attacks characters can use, but also half of their 10-slot skill bar. How will choice of weapons affect gameplay?

    EF: The first five skills on a player's bar are tied directly to what they're holding in their hands. If I am an elementalist and I equip a staff, my first five skills tend to be skills that are effective at long range. If I equip a scepter or focus [item], then my skills will change to shorter ranged skills. A different profession wielding a staff will have a completely different set of skills to play with. Most professions can equip two weapon sets and switch between them for greater versatility.

    GS: And will your characters also gain situational abilities depending on their environments? What are some of the environmental skills and combat powers players will pick up in the right place at the right time?

    EF: I've talked about how your weapon affects your first five skills. Well, that system extends to anything that you hold in your hands. For example, picking up a boulder will let you throw it, while grabbing the controls to a catapult will let you aim and fire the catapult.

    There are a ton of cool environmental weapons already in the game, and we're adding more of them on a regular basis. We've got an enemy called the Jotun, who wield these massive swords in one hand. They will sometimes throw these huge swords at players, and if they miss, players can grab the sword out of the ground and use it themselves (of course, it's a two-handed sword to a player). One event requires you to protect some beehives from a ravenous bear; if you succeed, you might be able to acquire a jar full of angry bees that you can throw at a target. An elementalist can summon a fiery sword from the heavens that others in their party can use. Each profession is also capable of doing different things with some environmental weapons. An elementalist who picks up a boulder can not only throw it, but can also launch it into the air to have it come crashing down as a meteor.

    GS: We're sad to hear that the secondary profession system from the original Guild Wars will not appear in the sequel--instead, players will choose only a single profession. Why go in this direction?

    EF: We did have secondary professions in Guild Wars 2 for a time before we decided to remove them. We found that they complicated the game a bit too much and also restricted how unique we could make each profession. For example, elementalists can attune [themselves] to the different elements, which will change their skill bar. This gives them an added layer of complexity that wasn't meshing well with how we wanted the warrior to play. With the addition of racial skills, we found that we just weren't getting enough out of secondary professions to justify the complication and balance issues they add to the game.

    http://www.gamespot.com/pc/rpg/guild...&mode=previews

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    Looks like they are still using GW's character model.

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    Quote Originally Posted by xl123456789 View Post
    Looks like they are still using GW's character model.
    They Just enhanced the Texture and Graphics.

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    I'm not sure about removing secondary prof. This feature in GW has produced some really interesting and unique combinations, for example Me/W that use Illutionary Weapon and Flurry.

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