PC Gameplay (Benelux) GW: EN and GW2 info
frickett
I really like my mesmer, I also feel like it is one of the many things that A-net got right, and I hope that at the least the type of character that a mesmer embodies, will be around, even if they rename/merge it with something else...
Some things will almost have to be included. Your basic warrior will almost definitely be there, and at least one healer class. I really don't see the elementalist going anywhere, unless they break up the elements to other professions. Like the ranger gets the fire skills, and the Warrior gets the earth skills, the necro (i pray that these will still be in GW2) will get the water skills, and maybe the paragon, gets the air skills... but I don't know.
I wonder if there will still be secondary professions.
Some things will almost have to be included. Your basic warrior will almost definitely be there, and at least one healer class. I really don't see the elementalist going anywhere, unless they break up the elements to other professions. Like the ranger gets the fire skills, and the Warrior gets the earth skills, the necro (i pray that these will still be in GW2) will get the water skills, and maybe the paragon, gets the air skills... but I don't know.
I wonder if there will still be secondary professions.
MSecorsky
If I could take one character with me to GW2, it would be my mesmer. Only character to finish all three games.
Domino
Paladins? ick.
Jetdoc
My worthless speculation on the merging...
Necromancer + Mesmer. Both classes have synergies in health degeneration, energy denial, energy recovery and melee hate. Seems like a natural fit (and why you see so many N/Me's out there).
Assassin + Dervish. High spike damage, lightly armored, dependent upon enchantments and inflicting conditions. Seems like a natural fit.
Warrior + Paragon. Heavily armored utilizing shouts to buff party members.
Ranger + Ritualist. Spirit-intense ranged attackers, in commune with the environment to buff party members.
This would leave you with:
Heavily armored melee character.
Lightly armored melee character.
Ranged support character.
Hex-heavy character.
Healing/protection character.
Spell-casting damage dealer.
Sounds like the basic framework of a RPG, IMO.
Necromancer + Mesmer. Both classes have synergies in health degeneration, energy denial, energy recovery and melee hate. Seems like a natural fit (and why you see so many N/Me's out there).
Assassin + Dervish. High spike damage, lightly armored, dependent upon enchantments and inflicting conditions. Seems like a natural fit.
Warrior + Paragon. Heavily armored utilizing shouts to buff party members.
Ranger + Ritualist. Spirit-intense ranged attackers, in commune with the environment to buff party members.
This would leave you with:
Heavily armored melee character.
Lightly armored melee character.
Ranged support character.
Hex-heavy character.
Healing/protection character.
Spell-casting damage dealer.
Sounds like the basic framework of a RPG, IMO.
Jeremy Untouchable
i think jet has hit it on the head. Those would make sence
ravensong
People why even merging core classes? I think they are fine...If they merged i think they need to merge other 4 classes into core...tough id like for assassin to stay.
antialias02
Quote:
Originally Posted by Jetdoc
My worthless speculation on the merging...
Necromancer + Mesmer. Both classes have synergies in health degeneration, energy denial, energy recovery and melee hate. Seems like a natural fit (and why you see so many N/Me's out there). |
That's like saying the Warrior and the Ranger have synergies in that both classes have stances and do damage.
You also do not account for the Necromancer Death line, and Mesmer interrupts.
I could see perhaps a reworking of the classes to seperate them out a little more from one another in the illusion, blood, and curses lines (where most of the aformentioned overlap takes place), but merging them into one would not the best of solutions, imo.
Theus
I was devastated that I couldn't bring my Mesmer to Guild Wars 2,if let alone I can't play one in it,I certainly won't be purchasing Guild Wars 2.
Onarik Amrak
Classes don't necessarily have to merge so cleanly, like elements of existing professions could be divided.
Like, maybe the Mesmer degen and interrupts go into the Necro.
Or, Ritualist spirits go to Necros.
Spears going to Rangers, while the shouts go the Warrior.
The Assassin+Dervish one sounds funny. Expecting the same character to master a huge heavy scythe and small light daggers in a single primary profession just sounds odd.
Like, maybe the Mesmer degen and interrupts go into the Necro.
Or, Ritualist spirits go to Necros.
Spears going to Rangers, while the shouts go the Warrior.
The Assassin+Dervish one sounds funny. Expecting the same character to master a huge heavy scythe and small light daggers in a single primary profession just sounds odd.
Mordakai
Mesmers with Necros?
Yuck.
Mesmers are a "spoiler class" - they are primarily NOT health degen (despite Conjure Phantasm), they are primarily used to get rid of hexes/enchantments and to interrupt.
While Necros have some very nice health degen/ vampire powers, most necros I know are either Curses or Minion Masters. (or batteries, but that's a whole 'nother story).
Plus, their Primaries seem at odds: Fast Casting vs Soul Reaping. Both are VERY useful primaries, which one would you give up?
Onarik - I don't think Necros should be able to Interrupt.
I guess I'm partial to Mesmers, I don't want to see their unique role distrubuted to another profession.
Yuck.
Mesmers are a "spoiler class" - they are primarily NOT health degen (despite Conjure Phantasm), they are primarily used to get rid of hexes/enchantments and to interrupt.
While Necros have some very nice health degen/ vampire powers, most necros I know are either Curses or Minion Masters. (or batteries, but that's a whole 'nother story).
Plus, their Primaries seem at odds: Fast Casting vs Soul Reaping. Both are VERY useful primaries, which one would you give up?
Onarik - I don't think Necros should be able to Interrupt.
I guess I'm partial to Mesmers, I don't want to see their unique role distrubuted to another profession.
Sir Skullcrasher
Interesting information, I wonder what that would mean if armors isn't specific to certain classes or races?
The Ernada
Well, sad to see that not all the professions will make it to GW2. Let's hope that SOMETHING remains of them though so we can at least access their skills/weaponry.
Sadly, I dont think the Paragon will be coming back because of the solo heavy aspect of GW2. That's too bad really since playing a party buffing/healer has it's fun.
Sadly, I dont think the Paragon will be coming back because of the solo heavy aspect of GW2. That's too bad really since playing a party buffing/healer has it's fun.
Kryth
Quote:
My suggestions for Merging: Necromancer/Ritualist (although that might be too much summoning in one class. Elemental/Ritualist might be a better merge for gameplay) Ranger/Assassin - to me, the Assassin always seemed more like a Ranger, except close range, instead of a Mesmer. Warrior/Paragon - Both have 80 armor and use shield. This would just give warriors a long range option, not a bad idea at all. Oh, yeah, and Shouts would combine, too. Monk/Dervish - OK, this is mostly a RPG mix. But with the heavy Enchantment builds of both, this seems like a great mix. But who knows? Maybe they'll just divide the different skills between the classes, so there is no true hybrid. Maybe some skills will be given to races instead of Professions |
Sytem-wise this is very logical and I most definitely agree with these merges.
Mordakai
Quote:
Originally Posted by Sir Skullcrasher
Interesting information, I wonder what that would mean if armors isn't specific to certain classes or races?
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The question is how will Base armor be handled - I assume Melee classes will still have higher base armor than the rest...
TGgold
I would think:
Warrior + Paragon. I mean, really. They could just add spear and leadership to warriors and call it a day.
Necromancer+Ritualist. I hate to say it (since Rit is my favorite class and I will be sad to see if go byebye...) but the two classes seem like they could be merged fairly easily.
I think Sins will stay. Rangers seem unique enough to keep.
I think mesmers will stay. I think Monks will stay. I think Dervishes will be removed and their abilities given elsewhere...but I don't know where.
Warrior + Paragon. I mean, really. They could just add spear and leadership to warriors and call it a day.
Necromancer+Ritualist. I hate to say it (since Rit is my favorite class and I will be sad to see if go byebye...) but the two classes seem like they could be merged fairly easily.
I think Sins will stay. Rangers seem unique enough to keep.
I think mesmers will stay. I think Monks will stay. I think Dervishes will be removed and their abilities given elsewhere...but I don't know where.
xBakox
I think they'll keep the core 6, the rit, the assassin, and the paragon. Ditch the dervish, gives a lot of the concepts of the dervish to the smiting line in monks and maybe some to hammer warriors. The paragon will be reworked though to include more perhaps, or merged with the warrior. I just can't see them abandoning the assassin, paragon, or ritualist because they have been very useful and are quite seperate and have unique jobs from other classes.
The synergies Jetdoc mentioned are true, but you have to remember they have many differences as well. I can't see the ranger merging with the ritualist or the paragon. Why would you give rangers spears? Whats the purpose? The ritualist is also more of a buffer than the ranger, which is meant to be a primary ranged damage dealer. Ritualists also have attacking spirits while I can't see that fitting with the ranger. The mesmer mixing with the necromancer is completely uncessicary as well. Just get rid of the necromancers curses line and place it with mesmers. Afterall, the degen and anti warrior/caster fits more with the mesmer. Mixing the warrior with the paragon I could see. The high AL as mentioned and shouts work, and for tanks it would be great.
Overall, for those who don't want to read my whole post, this is how I see it:
-Warriors adopting many of the paragon shout skills while rangers take some of the spear skills (NOT giving the spear to the ranger, ranger keeps bow).
- more skills meant for staying alive for Ranger (Wilderness Survival)
-Necromancer losing the curses line to mesmers and perhaps gaining a new one.
-Ritualists being reworked to have more to do then just cast spirits as it is now, perhaps more skills that deal with spirits and more healing support.
- Dervish completely abolished, spreading elements to smiting monks (AoE, some mysticism/wind prayer type skills), mysticism elements of enchantments to assassins like Jetdoc said, some AoE/ scythe type skills to hammer warriors, and earth prayer elements to elementalists
But this isn't a typical RPG. Each class can do many things, and that's the way it should be IMO. Anyways..
That's 8 classes that goes with the 8 skills, while still keeping some good ideas from the expansions.
Melee/support/tank
Buffing caster/ summoner
Healer
Light armored melee spiker
Ranged physical damage/ survivor/interrupt
Life stealing/ summoner
Interrupt/degen/anti caster-warrior
Damage/AoE caster
The synergies Jetdoc mentioned are true, but you have to remember they have many differences as well. I can't see the ranger merging with the ritualist or the paragon. Why would you give rangers spears? Whats the purpose? The ritualist is also more of a buffer than the ranger, which is meant to be a primary ranged damage dealer. Ritualists also have attacking spirits while I can't see that fitting with the ranger. The mesmer mixing with the necromancer is completely uncessicary as well. Just get rid of the necromancers curses line and place it with mesmers. Afterall, the degen and anti warrior/caster fits more with the mesmer. Mixing the warrior with the paragon I could see. The high AL as mentioned and shouts work, and for tanks it would be great.
Overall, for those who don't want to read my whole post, this is how I see it:
-Warriors adopting many of the paragon shout skills while rangers take some of the spear skills (NOT giving the spear to the ranger, ranger keeps bow).
- more skills meant for staying alive for Ranger (Wilderness Survival)
-Necromancer losing the curses line to mesmers and perhaps gaining a new one.
-Ritualists being reworked to have more to do then just cast spirits as it is now, perhaps more skills that deal with spirits and more healing support.
- Dervish completely abolished, spreading elements to smiting monks (AoE, some mysticism/wind prayer type skills), mysticism elements of enchantments to assassins like Jetdoc said, some AoE/ scythe type skills to hammer warriors, and earth prayer elements to elementalists
Quote:
Sounds like the basic framework of a RPG, IMO. |
That's 8 classes that goes with the 8 skills, while still keeping some good ideas from the expansions.
Melee/support/tank
Buffing caster/ summoner
Healer
Light armored melee spiker
Ranged physical damage/ survivor/interrupt
Life stealing/ summoner
Interrupt/degen/anti caster-warrior
Damage/AoE caster
clawofcrimson
am I the only one wanting to see a necro/dervish "like" character.. with vamperic abilities and a scythe?? 'blood' line?
then they could make a more 'death' oriented class with the minions and all
I mean ..forget the 'way' the current classes are played... the skill system will be changing anyway.... so lets think of the type of classes that would be cool sounding. thats my two cents
then they could make a more 'death' oriented class with the minions and all
I mean ..forget the 'way' the current classes are played... the skill system will be changing anyway.... so lets think of the type of classes that would be cool sounding. thats my two cents
Series
This is how I would merge into new professions...
Warrior+Ranger=Soldier. Able to use bows and melee weapons, and essentially most of the nonmagical stuff. Traps, pets, stances, shouts, etc. Highest armor.
Assassin+Dervish=Specialist. The specialist is able to do complex hit and run attacks, and both buff himself and teleport himself with enchantments- not to mention using offensive enchantments after teleported in. Has only two handed melee weapons.
Elementalist+Mesmer=Mage. The Mage has many spells that can cause a wide variety of effects.
Necromancer+Ritualist=Summoner. The Summoner can summon beings, animate the dead, and has a wide variety of offensive spells and hexes as well.
Monk+Paragon=Cleric. The Cleric has a spear for defense and various methods of healing and protection. Many party wide buffs and heals. The priest wont have "Shouts", but "Auras" which work the same way.
Warrior+Ranger=Soldier. Able to use bows and melee weapons, and essentially most of the nonmagical stuff. Traps, pets, stances, shouts, etc. Highest armor.
Assassin+Dervish=Specialist. The specialist is able to do complex hit and run attacks, and both buff himself and teleport himself with enchantments- not to mention using offensive enchantments after teleported in. Has only two handed melee weapons.
Elementalist+Mesmer=Mage. The Mage has many spells that can cause a wide variety of effects.
Necromancer+Ritualist=Summoner. The Summoner can summon beings, animate the dead, and has a wide variety of offensive spells and hexes as well.
Monk+Paragon=Cleric. The Cleric has a spear for defense and various methods of healing and protection. Many party wide buffs and heals. The priest wont have "Shouts", but "Auras" which work the same way.
Mordakai
Quote:
Originally Posted by clawofcrimson
am I the only one wanting to see a necro/dervish "like" character.. with vamperic abilities and a scythe?? 'blood' line?
then they could make a more 'death' oriented class with the minions and all I mean ..forget the 'way' the current classes are played... the skill system will be changing anyway.... so lets think of the type of classes that would be cool sounding. thats my two cents |
Yeah, I could see that! Hopefully, Anet will think outside the box and really allow some of this crazy stuff to actually be practical.
In the PC Gamer, a dsesigner talks about giving an Ele a hammer and setting her loose with knockdown skills. While such a build will garner instant derision by the "hard-core" players, it sure sounds fun and hopefully stuff like that will actually be more practical in Guild Wars 2 (if they fundamentally alter the Armor system for example, ANY class could become a "wammo." And that would not be a bad thing...)
Onarik Amrak
Quote:
Originally Posted by Mordakai
Mesmers with Necros?
Yuck. Mesmers are a "spoiler class" - they are primarily NOT health degen (despite Conjure Phantasm), they are primarily used to get rid of hexes/enchantments and to interrupt. While Necros have some very nice health degen/ vampire powers, most necros I know are either Curses or Minion Masters. (or batteries, but that's a whole 'nother story). Plus, their Primaries seem at odds: Fast Casting vs Soul Reaping. Both are VERY useful primaries, which one would you give up? Onarik - I don't think Necros should be able to Interrupt. I guess I'm partial to Mesmers, I don't want to see their unique role distrubuted to another profession. |
Omega X
Quote:
Originally Posted by SirJackassIII
18 Dungeons of variable (though high) difficulty made by Asurans/Dwarves/something else that tries to kill you. Based on NF dungeons (I'm hoping not like DoA and rather Jokanur Digging <.< )
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Mordakai
I think all of these class combo suggestions could easily be implemented with a rather easy change (that I'm sure has been suggested before).
Let secondary skills be maxed out!
Primaries would still be the Primary (!) reason for picking a certain Class.
Secondary classes would suddenly become much more useful. Yes, this would radically change Guild Wars. Yes, this might lead to unbalanced class combinations (limit to PvE only?) Yes, some primaries (Elementalists!) would have to be reworked to actually be useful.
But, in the end, I think the benefits of opening up true class combos outweigh the drawbacks.
EDIT: This could happen because armor is being reworked.
Let secondary skills be maxed out!
Primaries would still be the Primary (!) reason for picking a certain Class.
Secondary classes would suddenly become much more useful. Yes, this would radically change Guild Wars. Yes, this might lead to unbalanced class combinations (limit to PvE only?) Yes, some primaries (Elementalists!) would have to be reworked to actually be useful.
But, in the end, I think the benefits of opening up true class combos outweigh the drawbacks.
EDIT: This could happen because armor is being reworked.
Demilikos
Makes you wonder if we'll be seeing armor drops that you can wear.
hallomik
How exactly will an MM work in a persistent world?
Lord Regolith
IMO the core classes will probably stay, but the faction/nightfall classes might be deserted. They will probably introduce new classes too, so we should not really worry about it till the time comes.
MSecorsky
Quote:
Originally Posted by hallomik
How exactly will an MM work in a persistent world?
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Kool Pajamas
I think Necro curses will be moved to mesmer and necros will gain ritualist spirits.
Demilikos
Quote:
Originally Posted by Kool Pajamas
I think Necro curses will be moved to mesmer and necros will gain ritualist spirits.
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Kakumei
Quote:
Originally Posted by Dj Tano
Jumping and moving durning combat = *puke*
What, is gw2 going to be a wow clone? |
The Ernada
Jumping and moving during combat = WoW?
Ok. Are you people doing this on purpose just to be annoying?
Ok. Are you people doing this on purpose just to be annoying?
unmatchedfury
I sincerly hope the dervrish doesn't get canned. ITs a really awsome calss taht with some work would be just as fun to play. Anyone whos played Soul Caliber 3 knows how kool scythe weilding holy warriors are!
unmatchedfury
Quote:
Originally Posted by MSecorsky
Consider in the persistant world you'll have to rely on events for things to kill... probably not very well.
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Jecht Scye
Quote:
Originally Posted by Demilikos
I second that.
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Kalki
I like the speculation in this thread about merging professions in GW2 so I'll throw in my 2 cents. What I would like to see and would make the most sense would be:
Warrior/Paragon merger - Standard Tank and moderate DPS
Both have high armor and carry shields. and both classes are party "leaders" so this would be a natural merger. What I envision for this class is simlar to the spartan warriors from the movie 300 except they'd probably with heavier armor, since they'd be tanks.
Increase the damage done by throwing spears. If you were hit by a thrown spear in real life I bet you'd take more "damage" than if you were hit by an arrow. Why in Guild Wars does an arrow do 15-28 and a spear do 14-27 damage then? To compensate for spears being more powerful only let them be thrown once, and then they need to be retrieved. Spears can also be used in melee, but they would have lower DPS then faster swinging weapons. At melee range a warrior would preferably use an axe or sword. I don't know where a hammer would fit into this playing style. Maybe move the hammer to a profession that specializes in heavy weaponry such as a Barbarian.
Ranger/Assassin - Agility class with high single target DPS
At range the player would use bow, crossbow, or darts. At melee range the player would unsheath daggers and use those.
Elementalist/Dervish - All purpose AoE nuking specialist
Elementalist skills have ranged and melee range AoE and Dervish portion of skills are melee range AoE. Blending of the 2 would make a good nuke class.
Necro/Ritualist - Support class with hexes, minions/spirits , and "dark healing" to support monks.
Monk - unchanged
Mesmer - UNCHANGED best class in a MMO ever... the Master of Counters
New professions which could be race specific:
Norn - shapeshifter
Humans - barbarian or paladin
Asura - engineer (explosives and gun specialist)
Charr - shaman
Sylvari - ?
Warrior/Paragon merger - Standard Tank and moderate DPS
Both have high armor and carry shields. and both classes are party "leaders" so this would be a natural merger. What I envision for this class is simlar to the spartan warriors from the movie 300 except they'd probably with heavier armor, since they'd be tanks.
Increase the damage done by throwing spears. If you were hit by a thrown spear in real life I bet you'd take more "damage" than if you were hit by an arrow. Why in Guild Wars does an arrow do 15-28 and a spear do 14-27 damage then? To compensate for spears being more powerful only let them be thrown once, and then they need to be retrieved. Spears can also be used in melee, but they would have lower DPS then faster swinging weapons. At melee range a warrior would preferably use an axe or sword. I don't know where a hammer would fit into this playing style. Maybe move the hammer to a profession that specializes in heavy weaponry such as a Barbarian.
Ranger/Assassin - Agility class with high single target DPS
At range the player would use bow, crossbow, or darts. At melee range the player would unsheath daggers and use those.
Elementalist/Dervish - All purpose AoE nuking specialist
Elementalist skills have ranged and melee range AoE and Dervish portion of skills are melee range AoE. Blending of the 2 would make a good nuke class.
Necro/Ritualist - Support class with hexes, minions/spirits , and "dark healing" to support monks.
Monk - unchanged
Mesmer - UNCHANGED best class in a MMO ever... the Master of Counters
New professions which could be race specific:
Norn - shapeshifter
Humans - barbarian or paladin

Asura - engineer (explosives and gun specialist)
Charr - shaman
Sylvari - ?
The Ernada
Quote:
Originally Posted by Kalki
Increase the damage done by throwing spears. If you were hit by a thrown spear in real life I bet you'd take more "damage" than if you were hit by an arrow. Why in Guild Wars does an arrow do 15-28 and a spear do 14-27 damage then?
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Oh and in real life, I'd think, depending on the bow, that arrows would do more damage than a spear thrown by mere human strength.
Quote:
Originally Posted by Kalki
To compensate for spears being more powerful only let them be thrown once, and then they need to be retrieved.
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Kalki
Unless a spear hit me in the little toe or just nicked me it's doing a lot more damage then 14-27. A spear should do more damage if it hits, then an average sword swing, because it is always a penetrating motion. Most sword or axe swings are a slashing motion, which would do less damage unless then landed just right in which case you'd be dismembered. Sword thrusting motions like the Final Thrust skill for example should do more damage on average.
Maybe a character could retrieve his spear magically (although I think it's kinda cheesy), but it should take a lot longer than it currently does. Watching a Paragon chuck 30 spears a minute is really silly.
Anyway, it's all just speculation. It'll be interesting to see what Anet does.
Maybe a character could retrieve his spear magically (although I think it's kinda cheesy), but it should take a lot longer than it currently does. Watching a Paragon chuck 30 spears a minute is really silly.
Anyway, it's all just speculation. It'll be interesting to see what Anet does.
The Ernada
Quote:
Originally Posted by Kalki
Unless a spear hit me in the little toe or just nicked me it's doing a lot more damage then 14-27. A spear should do more damage if it hits, then an average sword swing, because it is always a penetrating motion. Most sword or axe swings are a slashing motion, which would do less damage unless then landed just right in which case you'd be dismembered. Sword thrusting motions like the Final Thrust skill for example should do more damage on average.
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Quote:
Originally Posted by Kalki
Maybe a character could retrieve his spear magically
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Quote:
Originally Posted by Kalki
Watching a Paragon chuck 30 spears a minute is really silly.
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arcanemacabre
I could definately see a return of the D2 Amazon. The Ranger as it is, mixed with spear/javelin chucking of the Paragon, and added a two-handed spear/pike melee style. Oh yeah, I'm playing that.
I miss the Amazon...

Kalki
Quote:
Originally Posted by The Ernada
What's the difference from what we have now?
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Geez some people can't handle a little bit of open-mindedness and creative thinking.
Anyway, thanks for your criticism. I'm through with speculation on this for now.
The Ernada
Quote:
Originally Posted by Kalki
Geez some people can't handle a little bit of open-mindedness and creative thinking.
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But I guess I'm the narrow minded one eh?