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Like your really pushed by the Tutorial section to take a 2nd profession
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In principle, i am the archenemy of the secondary profession system in GW. This is the main reason why this game is not, and will never be, balanced. The possibilities given by secondaries, and the fact that the secondary system is so deeply entwined with the core mechanics of professions, are simply impossible to balance out. The only 'good' way of dealing with secondaries i've seen in MMOs was done in Runes of Magic, however there is an obvious line between strong and weak secondary options for any given primary class. Yet this is a system that can be balanced out to give Priest/Mage a completely different gamestyle than Priest/Knight, rather than just changing animations and numbers here and there. Still, it's possibly the most consistent secondary system up to date, unless Frogster broke it since i've played last time.
Ad rem. Given that the secondary system is there, it has to be learned. And a good tutorial should encompass all the elements of the game, or at least those most important ones. The secondary class system is, obviously, one of the most basic and crucial factors of GW, whether i like it or not. A newcomer must be aware of it, both in terms of mechanics and possible uses. It is, actually, a
good thing that the tutorial forces you to pick a secondary class before leaving, especially that you can freely change it later if you're not satisfied with what you chose in the first place. It's not like you are forced to use skills from your secondary or rely on it anyhow; you are only forced to get aware of and learn the basics of one of the core mechanics. And that's crucial for any tutorial.
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and the implication is that the game rewards the adventurer with a wide varity of skills to fall back on; but it's simply not true
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Oh, but you have access to hell lot of skills, much too many to properly balance out, giving us obviously stronger and weaker skills, even if we only limit ourselves to the elites. Investigate the elites of any given class, and you will easily notice that some prove more useful/powerful than others, making it into most of the builds out there.
That said, there are many skills to use and rely on, and if you don't mind getting the highest numbers possible, utilizing your character to 140% and cutting through content with game-breaking ease, you are free to run anything you like. And there are loads upon loads of possibilities, if we talk about only working, and not necessarily powerful builds. Then there are all possible cross-class combos you can try out...
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the game mechanics really reward specialists (IMHO) - the player who pours 30 Points into Divine Wrath (not really an Attribute) so they can spike folks with their Holy Hand Grenade in PvP; will do well, the Player to spreads his Attribute points to thin will not.
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Erm, that's pretty standard for any game out there. If you spend some points into this and that, you are not good at anything and only mediocre at two or more options. Just take a look at Diablo 2 - it's obviously much better to max out your favourite skill tree, or at least the certain branch of it (though with the addition of synergy, you're pretty much bound to the whole tree now), rather than getting a bit of all elements if you're playing the sorceress. Heck, even in Starcraft, a game of completely different genre, it's quite obvious that you can't go into several builds at once if you want to win an online match. It's obvious that if you don't specialise, you won't deal as much damage as someone who devoted their build for one attribute, with support of another. You can trade off higher damage/healing/protection potential for access to a greater variety of skills (by spreading your attributes too much), but then you will be only mediocre at most, and not at your full potential.
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Or the Fact that even with a +7 Attribute, and a +7 Weapon; you're still nerfed; just not as badly as you would be with a +6 Attribute and a +7 Weapon
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What do you mean by "+7 Weapon"?
You get all the bonuses from your weapons even if you do not meet its requirement, except for its auto-attack damage, or armour/energy in case of off-hand items (in short, the item's 'primary statistic'). So if you want to use a staff for additional energy and other bonuses, you don't need any attribute points in its line - the only drawback is that you won't deal 11-22 damage by wanding, which you shouldn't be doing in the first place, as any class.
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because you need 12 in an attribute to get the full value out of any weapon.
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I don't have much experience with non-caster classes in GW, but it's pretty obvious that if you're using a weapon for auto-attacks as well as skills, you need as many points in its attribute as possible. To be precise, you need 16+ in an attribute to get the full damage potential of any weapon's
auto-attack, with its requirement being the minimum (usually 9).
Then again, if you are using a hammer to fight, you will also use skills from hammer mastery, what gives you even more incentive to max out this attribute, thus getting full benefits from both hammer's auto-attack and skills. I do not see a problem here.
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Or that a Skill Like Frenzy is a 'Stance'
Which at the very least seems a very odd use of Language to me.
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Oh, it's perfectly fine. "Stance", according to Merriam-Webster, refers not only to one's body and feet position right before doing something (like assuming a certain position before swinging a sword), but also to a certain attitude towards the action, object, undertaking or phenomenon.
That said, Frenzy works pretty much like the original berserk, and perfectly falls into the "stance category", both linguistically, and mechanically, game-wise.
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It really is counterintuitive to use 2nd professions at all.
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If you're playing without heroes, only henchmen, and you run a caster profession other than necro, go /N and raise minions since the beginning. Perfect tactic even for a newbie. And that comes from a Mesmer player who went /N in pre-searing, and never dropped minions until he got a necromancer hero...
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I remember when I 1st started playing Prophecies and thinking " Why do I have so little skill points?"
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That's the problem of attribute points quests coming late in the campaign progress. If starting in Factions, you can get additional att points as early as the noob island, whilst Prophecies require you to get to Droknar's Forge before you can finish the second quest. And yeah, that sucks.
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But I do remember getting through a lot of the game, even up to the Ring of Fire Islands, with such builds. It wasn't until Hell's Precipice did I realize to beat this, I had to specialize in one particular thing. The was really the end all mission back then, and I remember it really pushing the limits and making you really synergize between teammates and not in your own little builds. Wammo just wasn't going to cut it.
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You actually still can beat the game with mediocre or even crappy builds, as long as you're familiar with some basics of the game's mechanics and follow the common sense (careful pulling, flagging, etc). Heck, you can run a blank bar and only wand from time to time, even if you're using the most crappy henchmen and not heroes, following only some basic rules.
That said, it's not as entertaining - and certainly not as rewarding - as running a proper build, that makes you feel powerful, or simply needed and helpful. Nowadays, with easy access to information on builds, no one will run a wammo unless at the very beginning (thus before falling for the whole meta thing) or trolling purposes. It's not really because you wouldn't complete the game as a wammo, but people usually prefer to be good at what they're doing, adding more meaning to it.
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One thing that doesn't make much sense to me though is the way that Barrage will wipe out preparations, but enchantments are still OK. If enchantments are still okay, why am I stuck not being able to use so many of my ranger preps?
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It's an easy way to maintain Barrage as good, viable and useful elite skill without breaking it with power creep. If you could keep preparations on top of enchantments and weapon spells when using Barrage, it would simply be too powerful. More balancing like that would actually be useful (that is, rendering some of your/allies' skills useless if you're using X).
More so, it simply makes sense - if you're shooting several arrows at once, you're not able to dip them all in poison, or put them on fire, or whatever else. Firing two-three arrows at once, and hitting targets with them, is difficult enough. On the other hand, enchantments are, well, enchantments, magical boni cast upon you by a mage.