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Originally Posted by Mithie
This is where I disagree with you. There are no "oddball skills" in GW. There are only skills which complement other skills on your skillbar. For example, the mesmer hex "Fragility" might seem like an oddball skill. Does damage only when they're conditioned? Hmm... Sounds kinda useless, right? Well, what if I put Fragility on my skill bar plus 4 or 5 other skills that DO cause condition, many of those would be considered "oddball skills" too? Slap in a res signet and I'm good to go with my build.
In summation: if a skill seems like an oddball skill, just surround it with a combination of skills that would make the oddball skill useful. The signet of capture offers you the power of potentially having TWO elite powers on your power bar AT THE SAME TIME!!! Well worth the skill slot, I think. You're loading your skill bar with attack and defense skills? That's where you're going wrong. There are many roles in GW. Those roles include damager, interruptor, anti-caster, damage prevention, damage reduction, buff, hex, tanking (in PvE only), health-to-energy conversion, energy-to-health conversion, spiking, sustained dps, etc, etc. The game is setup such that you can only relegate yourself to ONE of these roles. If you're having both attack and defense skills on your skillbar, then you're not playing out your role to the maximum. Find the role your character is good at then load him/her up with the skills which support that role to its fullest. That's Guild Wars. If you're a guy whose role is to deal out damage, let the guy on your team whose role is damage prevention or damage recovery to keep yourself alive. That's his job. The only thing you need to keep you and your team alive is your teammate specializing in doing just that. |
Sorry, you may get me to covert somewhat on your against "rest in midmission" idea, but not the xtra two skills idea. When I say attack and defense I ment actualy pretty much "Everything"... You are either hindering an opponent, or you protecting/helping yourself or others (Defense) no matter how you really look at the class or skill in battle (not be technical here)... Doesn't matter if you mesmer or not or if you combining skills or not... As far as the skill slots, like I said, you coud put a restriction on those slots for just signet rings if you think its to much but I still want a little more flexibility. Most Rpg games can allow anywhere for 24 to 36 quick slots for powers. Heck, all I am asking here is two more slots (at total of 10) here people (even with restrictions if you like for only signet rings)- give me a break Mithie- I certainly am trying to meet you half here already in this argument, I can't really give you anymore than that from my standpoint... Also keep in mind that everyone get this potential including allies and enemies I presume. So its not like my "EGO" is going to be massaged by "ME" getting two more slots and me designing the whole game around me (As someone else has also indicated in a previous most- not Mithie- not indicated to you). I just want to have a little more flexibility...



same goes for conjure flame and frost. I don't know about your other ideas though.
If you gonna give your opinion on a game, I don't have a problem with it (that's what we're all doing here anyway), but at least know some basic facts about the games I'm referring to before you do. When I've made references to other games in comparison to GuildWars they have all been muliplayer online as well so the comparison is as fair as possible. I believe people have been getting confused about why I made some earlier comparisons to guildwars thinking that I am comparing this game to a single player game
and then freaking out about it without really understanding my point. Let me clear up this confusion once and for all. I used "Neverwinter Nights" as a common comparison in particular because it has about the same # of online players that can play together (2-8 players that can play Coop) depending on the module you use without other online players being involved in the missions- does this sound familar to you yet? It should? So no it's not just a one player game, in fact it's much funner to play coop with others in my opinion. I emphasize the word "coop" here because thats exaclty what it is-- So hopefully people can stop mentioning this in their posts as if I don't know what the word "coop" means somehow
. Also neverwinter has similar multiclass components such as fighter/priest, mage/fighter, ranger/mage, necromancer/ranger and so forth. Some of the other massive multiplayer games can form massive parties like warcraft which really isn't a good comparison to guildwars because guildwars (and neverwinter) has party size limitations and the mission is dedicated to that party only (there are no other online players free roaming in your missions). This is another reason I singled out neverwinter as my mainstay comparison. I also realize that none of these games are the exact same as guildwars (not even neverwinter), but it is the same genre type. Guildwars has its on uniqueness which doesn't blend with any other game on the market but the basic element/principle does (Which is a dungeons & dragons style fantasy online mulitplayer game). An when I say "dungeons & dragons" style game, I mean a genre of fantasy type games that ride closely to this theme (Dwarfs, hydras, dragons, rangers, priest types, magic users types, and so forth) -but of course with a uniqueness twist to its own world because GuildWars does have some different race, creature, and class components which are outside of mainstream D&D fantasy.