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					Originally Posted by Rayea
					
				 unless you 100% KNOW exactly what your going up against, how are you going to know what skills to take? sure, take your standard skill bar and die, then learn from it, but sometimes, you dont get to go back to that area/mission ect for a while. | 
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					Originally Posted by Rayea
					
				 as to everyone else in the team is there to deal with everyting else....how they gona do that when they are all monks, nukers and tanks mostly? sure, some tieams take one of each class when they can, and a spare takn and spare healer, but most teams just take tnks/healers and nukers in missions... (though, personaly, i would like to see them HAVE to take more than just the big three) | 
P.S. By the way, these recommendations are for future expansions of the GuildWars world. I understand the guildwars system is what it is currently. It would be hard to revamp the current system as it stands now I'm sure for these suggestions (as someone else indicated in an earlier reply). I am at least trying to emphasize ideas to the developers for future Guildwars exapansions/sequels.
Jarrod (P.S. I change my signon from [email protected] to jarrod, didn't realize it would show up on posting till later).

 
                
 you flat out are not going to get skill changing outside of towns or outposts.
 you flat out are not going to get skill changing outside of towns or outposts. 
                 ).   My guess also would be that most of these ideas I'm presenting here probably couldn't be added in the current released program (probably alot of the basic game stucture is already in place).  I'm not sure about how much the developers can do as far as making changes to the already existing world/program (In otherwords thru automatic patches, updates, program flexibility and so forth) but that is something only the developers themselves would know is my guess, however; I have seen the game designers talk about making some pretty interesting/major changes though to guildwars here pretty soon.  I read some interviews with the guildwars lead designer and they've already got quite a few changes in the mix for both PVP and RPG side for future "campaigns" as the designer put it (this included skills, classes, etc).  Also, just because core ideas were invented, doesn't necessarily mean they were the best possible overall design choices and certainly doesn't mean they were written in stone for future releases (expansion/sequels/campaigns) possibilities either.  I've already made my arguments for xtra 1 or 2 skill slots and resting in missions above and even if they don't necessarily mesh (A call by the developers) with the current guildwars layout they may with future release possibilities for this game.
 ).   My guess also would be that most of these ideas I'm presenting here probably couldn't be added in the current released program (probably alot of the basic game stucture is already in place).  I'm not sure about how much the developers can do as far as making changes to the already existing world/program (In otherwords thru automatic patches, updates, program flexibility and so forth) but that is something only the developers themselves would know is my guess, however; I have seen the game designers talk about making some pretty interesting/major changes though to guildwars here pretty soon.  I read some interviews with the guildwars lead designer and they've already got quite a few changes in the mix for both PVP and RPG side for future "campaigns" as the designer put it (this included skills, classes, etc).  Also, just because core ideas were invented, doesn't necessarily mean they were the best possible overall design choices and certainly doesn't mean they were written in stone for future releases (expansion/sequels/campaigns) possibilities either.  I've already made my arguments for xtra 1 or 2 skill slots and resting in missions above and even if they don't necessarily mesh (A call by the developers) with the current guildwars layout they may with future release possibilities for this game.   .
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