Guerreros de la Ultima Alianza [GDUA]
#TeamKiel #TeamPrecipice
I believe with time we will begin to see this changes/additions, to give an example with the last balance patch guardians got both a Shout and Signet elite. Probably after HoT we will see something similar for the rest of the skill types.
Definitely like the idea of giving us a full suite of skills before specializations. But at the same time, as rangers just found out, certain skills types and mechanics don’t mesh, like heals and traps… man alive is that a terrible heal now. Was my favorite on my ranger before the patch
I have been playing GW 2 since day one and I am very happy with the new specializations system and feel that it does add some build diversity, The only thing I feel that is lacking in creating build diversity is few missing elite types that have traits for the utility skills but there is no elite to go with it. I will list below the missing elites for each class .
Warrior: Shout and stance
Mesmer: Illusion and Mantra
Ranger: Traps and Signets
Thief: Signet and Trap
Elementalist: Signet and Arcane
Engineer: Gadgets
Necromancer: Wells and Signet
Guardian: Spirit Weapons and ConsecrationsThere is also a missing healing skill type for each class
Thief: Trap
Ranger: Signet
Warrior: Physical and Banner(mending is not attributed to a a skill type and could easily be a physical)
Guardian: Consecration and Spirit weapon( Shelter is not attached to a skill type and easily be a consecration)
Mesmer: Glamour and Illusion(There is ether feast which could fit for either)
Engineer: Surprising the one class that has a healing skill fit for each skill type can add another type of kit
Elementlist: Conjure
Necromancer: SpectralI think at some point there should be a elite and healing skill for each types of skills a class has so when traited for certain type of skills you feel the full benefit of traiting a certain way and not be being stuck with a heal or elite receiving no benefit from it.
Also the elite specs have their own skill type that they bring to each class so it does not resolve this issue.
very good idea OP.
Definitely like the idea of giving us a full suite of skills before specializations. But at the same time, as rangers just found out, certain skills types and mechanics don’t mesh, like heals and traps… man alive is that a terrible heal now. Was my favorite on my ranger before the patch
What is so bad about it?
As to the OP’s idea, the way has certainly be opened for just that. Potential issues might be:
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