In GW1 all classes could use any weapon
Yes, but you had to have the correct secondary profession in order to use certain weapons. A W/R couldn’t use a staff or scepter and a N/W couldn’t use a bow. So really each profession had it’s limits as far a usable weapons.
It has to do with how weapons are tied to class-specific skills whereas it was more universal in GW1 as weapons were not used like they are in GW2.
Lorewise in the past Warriors could also part-time as a magically-inclined Profession, which is why it made sense for Warriors to be able to use a scepter, staff and foci magically.
Give a Warrior a scepter and focus now and, because of their inability to part-time as a magically-inclined profession, they have nothing but blunt instruments to hit someone with.
Time is a river.
The door is ajar.
I’ll also add that many spellcasters used spears and very rarely used the spears for damage.
You could equip any weapon in GW1, but most were not useful at all if you tried to play with them. They were essentially for aesthetics at that point. I personally found GW1 much more limiting as far as weapon choice went. Castors had to use either a staff or scepter/focus, Rangers had to use bows and only bows, Paragons had to use spears and shields and that was it; unless you wanted your character seriously kitten as far as damage/energy/bonuses, you had to stick with one to three weapon choices.
I had no trouble in PVP or PVE and I rarely went with the standard
the reason I was good in PVP – nobody expected anything other than a buncha kitten cookie cutters running at them. in PVE – because really any build used with some sense could be effective. also in gw1 you changed between saved builds a couple of times a night at least. maybe not weapons, but skills for sure…sometimes even stats and on occasion I would have to change secondary.
Stop it Knight, stop trying to want to make out of GW2 a GW1 Clone 2.0.
Won’t happen.
Never ever. Be just freaking happy, that we will receive soon with Specializations in HoT for all Classes a new Weapon, which will increase the Build Variety.
All Weapons to all Classes wouldnt be just not only absolutely immersion breaking (ya sure, Thieves with Magic Scepters, Engineers with Staffs, Rangers with Pistols/Rifles, Mesmers with Hammers, Necros with Hammers, Eles with Pistols/Rifles)
Just be patient, GW2 surely will see in the future more additional Specilizations per Class, to expand further the Weapon Options..but only as far as a weapon fits to the theme and style of the class so that it doesn’t become immersion breaking.
Gave me already in GW1 a shudders each time, whenever I saw rangers running around with hammers or any of the magical classes with totally unfitting weapon set combos and just worser skill builds being played together with them.
Stop it Knight, stop trying to want to make out of GW2 a GW1 Clone 2.0.
Won’t happen.Never ever. Be just freaking happy, that we will receive soon with Specializations in HoT for all Classes a new Weapon, which will increase the Build Variety.
All Weapons to all Classes wouldnt be just not only absolutely immersion breaking (ya sure, Thieves with Magic Scepters, Engineers with Staffs, Rangers with Pistols/Rifles, Mesmers with Hammers, Necros with Hammers, Eles with Pistols/Rifles)
Just be patient, GW2 surely will see in the future more additional Specilizations per Class, to expand further the Weapon Options..but only as far as a weapon fits to the theme and style of the class so that it doesn’t become immersion breaking.
Gave me already in GW1 a shudders each time, whenever I saw rangers running around with hammers or any of the magical classes with totally unfitting weapon set combos and just worser skill builds being played together with them.
But how can it be immersion breaking when lore wise it fits. Warriors in GW1 lore (200 years ago) also prayed to the same gods that offered magic to other classes, so I don’t see how its a far reach for warriors 200 years later to be able to wield magical weapons. Show me lore wise why they can’t.
Yes, they could equip them, but martial weapons where mostly useless without their corresponding skills (and their skills unusable without their corresponding weapon), and caster weapons where just for energy.
Give it time for the world of Tyria to rediscover their lost abilities.
Yes you could but it wasn’t effective thereby making it pointless.
A choice is only a choice if it has an equal chance of being selected. Guild wars 1 was jacked pack of worthless choices, just like the weapons. Yes you could equip all of them but they were no effective and nobody would choose or equipment it, if it did not work with their class.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
Paragons had to use spears and shields
I miss my paragon
You could equip any weapon in GW1, but most were not useful at all if you tried to play with them. They were essentially for aesthetics at that point. I personally found GW1 much more limiting as far as weapon choice went. Castors had to use either a staff or scepter/focus, Rangers had to use bows and only bows, Paragons had to use spears and shields and that was it; unless you wanted your character seriously kitten as far as damage/energy/bonuses, you had to stick with one to three weapon choices.
Casters frequently used spears, shields, and so on due to advantages inherent in doing so.
Rangers used hammers, spears, scythes, axes, swords, staves (one of my favorites) all very effectively.
I had Paragon builds that used swords to great effect, producing much more damage than a spear build (but he sword build was boring to play so I rarely used it).
Yes, they could equip them, but martial weapons where mostly useless without their corresponding skills (and their skills unusable without their corresponding weapon), and caster weapons where just for energy.
The game’s AI handled players/heroes with them equipped differently compared to scepter.
In GW1 any class could us any weapon.
And that took place 200 years ago.
So why do the community here feel it’s far fetched for Warriors to be able to use Scepters, Staffs and Focus for magical attacks
When lore wise they could do that in the past as well?
Yes, but GW1 was also a mess of skills where your weapon actually mattered really little. So the comparison is pointless at best.
Oh yes, my ranger/ritualist was utterly fearsome with a scythe.
My favorite was my R/P in RA with Spear and Shield specced full BM. Watching Mutley 2-hot casters was so much fun
I used a tactics shield on my E/W…
Don’t hate me plz.
spear/ r6 shield on monk, :<, there were good mesmers at that time…..
i remmember to had to use a -5 energy set to save energy from e-surgers
Every warrior carried a longbow to pull aggro.
5/20 Strength shield ftw
Yes, but GW1 was also a mess of skills where your weapon actually mattered really little. So the comparison is pointless at best.
Unless you played a Warrior, where you had weapon specific skills, or a Dervish where you had to have a scythe to make the most of your skills, or a Ranger where the bow type affected how you engaged the enemy and hit them (Short bow: shortest range, highest accuracy, high fire rate→ horn bow: built in damage buff, slow fire rate → flat bow: longest range, high fire rate, massive shot arc)
I mained a W/Rt with a scythe, Splinter weapon + multi hit + armour penetration = boom time
In GW1 any class could us any weapon.
And that took place 200 years ago.
So why do the community here feel it’s far fetched for Warriors to be able to use Scepters, Staffs and Focus for magical attacks
When lore wise they could do that in the past as well?
Yes, but GW1 was also a mess of skills where your weapon actually mattered really little. So the comparison is pointless at best.
But you act as if GW2 Warrior with Scepter/Focus/Staff wouldn’t also get useful skills to use.
The fact of the matter is, lore wise Warriors could use magical weapons, despite what is commonly thought of in the community when it comes to Warriors. So it’s not a far reach for a future Warrior specialization to have magical weapons in use and not immersion breaking because lore wise it is possible.
Oh yes, my ranger/ritualist was utterly fearsome with a scythe.
I ran a Ranger/Rit with a staff in kitten riodically. By the time the enemy team realized that our time had a healer it was generally too late.
Oh yes, my ranger/ritualist was utterly fearsome with a scythe.
I ran a Ranger/Rit with a staff in kitten riodically. By the time the enemy team realized that our time had a healer it was generally too late.
I think it went over your head
Ranger/Ritualist with a scythe.
. . . look, at that point I was doing FA simply for the Faction. Then turning it into amber. And then selling the amber.
I was also bored, and tired of seeing the same people all the time losing at 2am. I decided “eh, whatever”. Frankly, it looked pretty nice. Did . . . not . . . really work out.
Oh yes, my ranger/ritualist was utterly fearsome with a scythe.
I ran a Ranger/Rit with a staff in kitten riodically. By the time the enemy team realized that our time had a healer it was generally too late.
I think it went over your head
Ranger/Ritualist with a scythe.
. . . look, at that point I was doing FA simply for the Faction. Then turning it into amber. And then selling the amber.
I was also bored, and tired of seeing the same people all the time losing at 2am. I decided “eh, whatever”. Frankly, it looked pretty nice. Did . . . not . . . really work out.
Wouldn’t it have been R/D to have a scythe? Dervish were the profession that used scythes and Ritualist had staff/scepter/focus
Oh yes, my ranger/ritualist was utterly fearsome with a scythe.
I ran a Ranger/Rit with a staff in kitten riodically. By the time the enemy team realized that our time had a healer it was generally too late.
I think it went over your head
Ranger/Ritualist with a scythe.
. . . look, at that point I was doing FA simply for the Faction. Then turning it into amber. And then selling the amber.
I was also bored, and tired of seeing the same people all the time losing at 2am. I decided “eh, whatever”. Frankly, it looked pretty nice. Did . . . not . . . really work out.
I got that.
I imagine it would not work well. Kind of like building exclusively for condition damage in GW2 but equipping a weapon that doesn’t inflict damaging conditions.
Ok… I think you’ve proven that lore wise it wouldn’t be immersion breaking. Congratulations, now try and prove that we need them. That is after all what your trying to say right? Because we can have it (since it isn’t game breaking) we should have it.
Personally it would be immersion breaking for a warrior to use a scepter since he has NO magic what so ever.
Edair. But allies-allies will fight by your side”~Cobiah Mariner
Oh yes, my ranger/ritualist was utterly fearsome with a scythe.
I used a bow on my Ritualist to pull mobs. I loved seeing those one point damage numbers show.
Oh well, it got their attention and made them move.
But how can it be immersion breaking when lore wise it fits. Warriors in GW1 lore (200 years ago) also prayed to the same gods that offered magic to other classes, so I don’t see how its a far reach for warriors 200 years later to be able to wield magical weapons. Show me lore wise why they can’t.
Lore-wise… that can be argued several ways. I personally would LOVE for my Elementalist to be able to simply HOLD a Torch with no skills, simply so she has a light source for dark areas. (You would think an Elementalist would have the most weapons/ways to shed light; instead they have the least. But that’s another topic).
The main, plain reason every character can’t use every weapon is that is would be problematical for them to implement. Think of it: every weapon in the game would have to have it’s own set of skills for 8 (16??) different professions. Then ANet has to balance those skills.
I would love to see more choices, but it would be a ton of work and a lifetime of balancing.
Set a man on fire, and he’ll be warm the rest of his life.
– Unknown Fire Elementalist
Stop it Knight, stop trying to want to make out of GW2 a GW1 Clone 2.0.
Won’t happen.Never ever. Be just freaking happy, that we will receive soon with Specializations in HoT for all Classes a new Weapon, which will increase the Build Variety.
All Weapons to all Classes wouldnt be just not only absolutely immersion breaking (ya sure, Thieves with Magic Scepters, Engineers with Staffs, Rangers with Pistols/Rifles, Mesmers with Hammers, Necros with Hammers, Eles with Pistols/Rifles)
Just be patient, GW2 surely will see in the future more additional Specilizations per Class, to expand further the Weapon Options..but only as far as a weapon fits to the theme and style of the class so that it doesn’t become immersion breaking.
Gave me already in GW1 a shudders each time, whenever I saw rangers running around with hammers or any of the magical classes with totally unfitting weapon set combos and just worser skill builds being played together with them.
To each their own – I’d personally love to see all weapons enabled for each class, but dang, you seem really madz about this whole topic. Maybe time to take a step back and see if this is worth all the negative enegery you’re putting out.
Yes you could but it wasn’t effective thereby making it pointless.
A choice is only a choice if it has an equal chance of being selected. Guild wars 1 was jacked pack of worthless choices, just like the weapons. Yes you could equip all of them but they were no effective and nobody would choose or equipment it, if it did not work with their class.
This is simply not true. It was very standard for monks to use 1H weapons in both PvE and PvP with +5 en, 20% longer enchant without having a secondary profession that used that weapon (among other weapons that they swapped through). In fact, this was seen a lot in caster builds. My sin had 10 different shields for different scenarios. The dungeon clearing norm was for sins to not have daggers, but shields + spears, or occasionally a scythe. It opened up classes in ways I don’t think anet expected (looking a you SF sin), which certainly caused balance issues in PvE. Not as much in PvP. Though I don’t really see that as the reason here. Any 1H weapon in GW2 can have identical stats. (In GW1 I don’t believe a scepter could have +5 en, 20% longer enchants.)
No, they couldn’t use all weapons. A necro/warrior with an axe is weilding that axe as a warrior, not as a necro. The axe doesn’t directly synergize with any necro skills or attributes.
GW1 didn’t even have weapon-based skills for every profession like GW2 does. Heck, staves, scepters, and foci provided you with absolutely nothing but stats and an auto-attack. Each weapon didn’t automatically determine half your skill bar.
It’s a really unfair and inaccurate contrast, that I think we can stop making.
Yes you could but it wasn’t effective thereby making it pointless.
A choice is only a choice if it has an equal chance of being selected. Guild wars 1 was jacked pack of worthless choices, just like the weapons. Yes you could equip all of them but they were no effective and nobody would choose or equipment it, if it did not work with their class.
Not really.
An option does not have to be equally effective in all situations to be a good choice in certain situations. A ranger set on a BM or trapping build might very well use a staff to greater effect than a bow as an example.
But how can it be immersion breaking when lore wise it fits. Warriors in GW1 lore (200 years ago) also prayed to the same gods that offered magic to other classes, so I don’t see how its a far reach for warriors 200 years later to be able to wield magical weapons. Show me lore wise why they can’t.
Lore-wise… that can be argued several ways. I personally would LOVE for my Elementalist to be able to simply HOLD a Torch with no skills, simply so she has a light source for dark areas. (You would think an Elementalist would have the most weapons/ways to shed light; instead they have the least. But that’s another topic).
The main, plain reason every character can’t use every weapon is that is would be problematical for them to implement. Think of it: every weapon in the game would have to have it’s own set of skills for 8 (16??) different professions. Then ANet has to balance those skills.
I would love to see more choices, but it would be a ton of work and a lifetime of balancing.
there is\was an item for that actually
http://wiki.guildwars2.com/wiki/Flames_of_Kryta
Gives ya a torch when you use it. Would be neat if they could introduce bundle items like this with 1 time use or something
Oh yes, my ranger/ritualist was utterly fearsome with a scythe.
I ran a Ranger/Rit with a staff in kitten riodically. By the time the enemy team realized that our time had a healer it was generally too late.
I think it went over your head
Ranger/Ritualist with a scythe.
. . . look, at that point I was doing FA simply for the Faction. Then turning it into amber. And then selling the amber.
I was also bored, and tired of seeing the same people all the time losing at 2am. I decided “eh, whatever”. Frankly, it looked pretty nice. Did . . . not . . . really work out.
Wouldn’t it have been R/D to have a scythe? Dervish were the profession that used scythes and Ritualist had staff/scepter/focus
I’m waiting for the proverbial penny to drop for you, too
No, they couldn’t use all weapons. A necro/warrior with an axe is weilding that axe as a warrior, not as a necro. The axe doesn’t directly synergize with any necro skills or attributes.
GW1 didn’t even have weapon-based skills for every profession like GW2 does. Heck, staves, scepters, and foci provided you with absolutely nothing but stats and an auto-attack. Each weapon didn’t automatically determine half your skill bar.
It’s a really unfair and inaccurate contrast, that I think we can stop making.
Actually GW1 did, well, not for all skills but still quite a few
Warriors had sword/axe/hammer specific skills. If you equipped other weapons they would be blanked out.
Dervishes had scythe specific skills
Ranger attacks and preparations all required a bow.
Assassin lead-off hand-dual attacks were dagger specific.
Paragons had spear specific skills.
I.e 50% of the professions had weapon specific skills of one sort or other.
Ranger attacks and preparations all required a bow.
Not entirely correct. Preparations did not necessarily require a bow; Apply Poison did not and I used it on a couple classes for fun. (Poison Tip Signet sometimes was better due to no Energy cost.)
And some of the “more effective” Ranger builds used Traps instead of weapons. When looking at it that way, weapon wasn’t important at all
For the most part, customizable weapon skills seems like they could work to me. That is, you could use any weapon and pick your slot 1-5 skills. Considering everybody uses cooldowns except thieves, I don’t see why a great sword Mesmer couldn’t replace Mirror blade with Hundred blades.
To that extent, a elementalist could use a rifle and pick out of all the possible rifle skills or something like that.
The primary class would always use it better because they have the traits to support it and while it might seem odd that a warrior is creating illusions, he won’t really have any use for them.
So, pretty much how GW1 was.
The biggest difference is that each skill is heavily flavored – all necro skills are very necro-ish, all elementalist skills are very elemental and so on, while all melee skills in GW1 except dagger were just a sped up auto-attack swing.
Ranger attacks and preparations all required a bow.
Not entirely correct. Preparations did not necessarily require a bow; Apply Poison did not and I used it on a couple classes for fun. (Poison Tip Signet sometimes was better due to no Energy cost.)
And some of the “more effective” Ranger builds used Traps instead of weapons. When looking at it that way, weapon wasn’t important at all
I remembered that after I posted it. Embarrassing really considering the number of hours I played on my Ranger.
Doesn’t change the main thrust of my point which was to refute that there were no skills tied to weapons. Builds are a whole ’nother can of worms.
The vast majority of Ranger builds were Bow builds. Trappers saw limited use outside of certain dungeons. I’m excluding gimmicky builds like touch rangers
(edited by Azrael.4960)
Yes, but you had to have the correct secondary profession in order to use certain weapons. A W/R couldn’t use a staff or scepter and a N/W couldn’t use a bow. So really each profession had it’s limits as far a usable weapons.
They could, and it was also quite common to not maximize your effectiveness for particular reasons. For instance, caster teams would take spears over wands for the +5 energy inscription (only usable on melee weapons), a Necromancer using Ursan might take a zealous scythe for energy management without taking Dervish as a secondary profession and it was not uncommon for monks in PvP to use shields that they didn’t have enough points for (although q5 tactic shields went for buttloads because of this).
A W/R might use a high energy staff set if so inclined (although I can’t really think of any good reason you might want to have a build inclined to perform with that) and a N/W could still equip a longbow to pull. Sure, it’s less advocating than the tied in weapon skills with this game…but the Guild Wars 1 position is not an invalid point.
You could equip any weapon in GW1, but most were not useful at all if you tried to play with them. They were essentially for aesthetics at that point. I personally found GW1 much more limiting as far as weapon choice went. Castors had to use either a staff or scepter/focus, Rangers had to use bows and only bows, Paragons had to use spears and shields and that was it; unless you wanted your character seriously kitten as far as damage/energy/bonuses, you had to stick with one to three weapon choices.
I don’t know about you, but my teams often revolved around thinking outside of the box. Caster teams utilizing staffs for high energy (when needed – such as a minion master necromancer or an illusion elementalist), spear/focus for energy management and MoP triggers and the standard 40/40 resto set for any Necromancer that used PwK on a regular basis.
Likewise, with a paragon team I would often include a P/Me hex eater with a high energy spear and a focus rather than shield (despite that I invested in the Command line) for +6 energy. Make the other 2 paragon heroes P/R’s with bows and you had one hell of a good hero setup for an Imbagon player.
As a poster mentioned earlier though, weapon skills are tied with the weapon in this game which makes this kind of building unrealistic.
It’s a really unfair and inaccurate contrast, that I think we can stop making.
Nailed it.
(edited by Cuddy.6247)
The vast majority of Ranger builds were Bow builds. Trappers saw limited use outside of certain dungeons. I’m excluding gimmicky builds like touch rangers
You’re forgetting Bunny Thumper too I’m not sure if it’s mixed up in my head with the “IWAY! Ranger” or that was just an offshoot.
Honestly, I could still rattle off my skill build. Crossfire, Savage Shot, Poison Tip Signet, “I am the strongest!”, Broad Head Arrow, Flesh of My Flesh, Comfort Animal, Never Rampage Alone. 10 Beast Mastery, 11+3 Expertise, 1 Wilderness, 10+2 Marksmanship.
It was kinda terrible. However, it worked like a charm for most of the PvE
I personally would LOVE for my Elementalist to be able to simply HOLD a Torch with no skills, simply so she has a light source for dark areas. (You would think an Elementalist would have the most weapons/ways to shed light; instead they have the least. But that’s another topic).
there is\was an item for that actually
http://wiki.guildwars2.com/wiki/Flames_of_Kryta
Gives ya a torch when you use it. Would be neat if they could introduce bundle items like this with 1 time use or something
Thanks… I actually use that when my character has it in her Inventory (but it was a one-per-account item, so she doesn’t always have it.) I also use the Effigy Fragment (just such a one-use bundle item as you are suggesting). Neither is very bright, but they help. I would love a blue flame sort of like the greatsword “Cobalt”. Torch weapons have a variety of colors to experiment with, but I don’t know of any weapon an Elementalist can use right now that sheds light.
I’m really hoping for a new Staff to come around that sheds light; that’s my weapon of choice and I wouldn’t have to worry about being attacked without a weapon in my hand. My other possibility is that HoT may give the Elementalist a new weapon choice that already has some glowing versions in-game.
Set a man on fire, and he’ll be warm the rest of his life.
– Unknown Fire Elementalist
The vast majority of Ranger builds were Bow builds. Trappers saw limited use outside of certain dungeons. I’m excluding gimmicky builds like touch rangers
You’re forgetting Bunny Thumper too I’m not sure if it’s mixed up in my head with the “IWAY! Ranger” or that was just an offshoot.
Honestly, I could still rattle off my skill build. Crossfire, Savage Shot, Poison Tip Signet, “I am the strongest!”, Broad Head Arrow, Flesh of My Flesh, Comfort Animal, Never Rampage Alone. 10 Beast Mastery, 11+3 Expertise, 1 Wilderness, 10+2 Marksmanship.
It was kinda terrible. However, it worked like a charm for most of the PvE
I preferred a couple of different builds
Burning arrow, poison tip signet or apply poison, read the wind or disrupting shot if I took AP or crippling shot in FA or JQ, needling shot, savage shot, mending, troll’s unguent
10+2 marksmanship, 12+1, expertise, 5 Wilderness, if I remember my spread correctly.
This was a favourite, the spike dmg from Burning arrow then the following conditions were murder
I had condition heavy variants based on Incendiary arrow, Glass arrows, Melandru’s shot. Basically it was all about massed conditions burning down the target’s health.
Then there was the classic Barrage / splinter, Conjure / Barrage, Dual / Triple shot Glass and all the other ones.
I so miss my GW1 Condition ranger
Okay. Most things have been talked about already, but:
Yes, but GW1 was also a mess of skills where your weapon actually mattered really little. So the comparison is pointless at best.
Yes you could but it wasn’t effective thereby making it pointless.
A choice is only a choice if it has an equal chance of being selected. Guild wars 1 was jacked pack of worthless choices, just like the weapons. Yes you could equip all of them but they were no effective and nobody would choose or equipment it, if it did not work with their class.
Your weapon choice was very important. In PvP and PvE it made a huge difference and was mandatory in pretty much every not fun build.
Pvp stuff was explained.
But mechanics changed depending on the items.
For example some mobs treated you with different behaviour because your assasin (perma sf – tank) was wearing a sword and not a spear.
Or you would get different hexes depending on your weapon, that was the difference of a fail run or running a new speed run.
I don’t know about you, but my teams often revolved around thinking outside of the box. Caster teams utilizing staffs for high energy (when needed – such as a minion master necromancer or an illusion elementalist), spear/focus for energy management and MoP triggers and the standard 40/40 resto set for any Necromancer that used PwK on a regular basis.
Thinking outside the box? This was standard just like everyone knows that in GW2 events scale with more people.
(In GW1 I don’t believe a scepter could have +5 en, 20% longer enchants.)
It couldn’t, you are right.
The games are very different. Other than weapon damage, the only similarity is that the GW weapons allowed for mods that were at least in the same ballgame as Sigils. Meanwhile, there were some professions whose skills required a specific weapon, and others that did not. GW2 was built to simplify balance by tying skills to specific weapons. I’ll be interested to see whether the new weapons for each profession in HoT actually add anything substantial to the game, or are just rehashes of what’s already available.
But mechanics changed depending on the items.
For example some mobs treated you with different behaviour because your assasin (perma sf – tank) was wearing a sword and not a spear.
Or you would get different hexes depending on your weapon, that was the difference of a fail run or running a new speed run.
Thinking outside the box? This was standard just like everyone knows that in GW2 events scale with more people.
Mobs did not treat a character differently just because of the weapon they used, total bullkitten.
You’d be amazed by how many people didn’t use basic strategies like 40/40 resto sets on PwK necromancers, spears to trigger MoP or staffs for high energy. These were, in no way, a regular part of the game – of course if you likely were a complete kitten that avoided playing with others at extreme costs, I could understand your ignorance to that. It’s in the same boat as how most players in GW2 don’t really know dodges or reflects.
Mobs in GW1 did treat caster and martial weapons differently, such as not casting extreme caster hate like Panic on spear/shield casters. That’s the fundamental part of the “afk Glint farm build” and such. And, Totem axes before Nightfall.
I don’t recall any other differences, like sword vs. dagger.
The next warrior specialisation will probably be magical like that, only so many different takes on a warrior you can get before you get to magic :p
I think eventually all classes will have access to all weapons, through specialisations.
250 years ago everyone could hold any kind of weapon.
However in order to actually use the weapon efficiently ,they needed to train in specific magic/weapon mastery .
For example, a fire staff can be wielded by a warrior and the warrior can attack with it.
But unless the warrior doesnt become Warrior/elementalist and train in Fire magic the warrior his attacks with the staff would be significantly low, almost non existant vs harder foes.
250 years later people are using weapon and using them with skills that are themed with their profession.
A warrior can hit swiftly and very hard with 100blades, but a mezmer can summon a magical wave that pushes foes back and shoot lazors out of it…
Mobs did not treat a character differently just because of the weapon they used, total bullkitten.
You’d be amazed by how many people didn’t use basic strategies like 40/40 resto sets on PwK necromancers, spears to trigger MoP or staffs for high energy. These were, in no way, a regular part of the game – of course if you likely were a complete kitten that avoided playing with others at extreme costs, I could understand your ignorance to that. It’s in the same boat as how most players in GW2 don’t really know dodges or reflects.
For example this:
Mobs in GW1 did treat caster and martial weapons differently, such as not casting extreme caster hate like Panic on spear/shield casters. That’s the fundamental part of the “afk Glint farm build” and such. And, Totem axes before Nightfall.
Oh yes, I played with many people. With many randoms looking for elite areas when no guild team was available.
So what? It was pretty fundamental to play with many weapon sets. E.g. a monk in pvp had a def set with all shields in inventory to swap them, a 40/40 set, high-energy set, low energy set and another staff for fast cast/20%ench for channeling.
This might be a bit more extreme than in PvE but still you had a lot of different sets for your classes.
Of course you could have played the game for the story, art or to have just some fun. Then you might not have heard of different mob types behaving differently.
Even a sword for a def set was favoured over a spear in e.g. DoA.
It’s all the little details that make a game like this so interesting. So many things to learn.