I have a theory about combat roles in Guild Wars 2. Although this theory is based on subjective observation I would like to post it for peer review and see what this community has to say. Before I begin I would also like to thank my Guild mates for their input when I first broached this topic.
During the promotion of GW2 one of Area Net’s primary talking points was the removal of the “Holy Trinity” of combat roles indicative of MMO games. (On a side note, I find the overuse of the term “Holy Trinity” to be extremely annoying. Unfortunately it is currently the most succinct way to refer to the Healer/Tank/DPS paradigm.)
In at least one interview developers did name a different trinity that they wished to use in their game:
Damage/Control/Support.
If we examine the skills provided by different weapons given to each class there seems to be a large number of possible combat roles inherent in each character class. I made the following list by puzzling over the functionality of the weapon and utility skills, as well as traits, I have observed in the different classes.
Guild Wars 2 Combat Roles
-Physical DPS
-Condition Damage
-Condition De-buffs
-Ally Offensive Boons
-Ally Defensive Boons
-Enemy Control (damage mitigation through blocking, interrupts, blinds and evasion)
-Field Medic
-Balance (solo survival) [can be called selfish in a group]
-Multi-role (actively trying to combine two or more roles) [Although, some internal synergy between roles is natural]
When I created characters for World of Warcraft, TERA and Neverwinter I decided I wanted to play a tank. That determined what race and class to take: Paladin for WoW, Lancer for TERA and Shield Warrior for Neverwiner. I don’t think that is how GW2 is designed. ANet focuses more on the RP of an MMORPG. Your combat role comes second to your character’s personality.
Creating YOUR Character:
Hero Archetype==>
Combat Role===>
Weapons and Utility Selection <==> Trait Selection
(These two are interchangable and connected)
Any character can take on any role. You choose traits for your character to optimize the role you want to play. Of course, some classes are better at certain roles than others, but all have the potential of performing in any given role.
To make it so people are not waiting for a “healer” or a “tank” before they can do content, tasks that were concentrated in those two characters are now spread across more players. This will require a larger amount of player communication than is the norm in PUG groups. Coordinating combo fields (or trading off certain roles with other players while your skills are on cool down) requires explanations or even voice chat the first time you try that kind of strategy.
Most forums talk about maximizing your DPS. It seems player consensus is that the optimal dungeon group uses overwhelming damage to muscle through. But is that necessary? Is that really the best way?
An example of the wider potential for combat roles beyond DPS can be found in the recent Molten Forge dungeon. Defensive fighting really had a chance to shine. Projectile reflecting was devastatingly effective against the fire shamans and Charr riflemen.
Since there was a major skill and trait revision/rebalancing recently, this is a good time to reexamine how we make our character builds and group composition. Awkwardly, the fact that we need to discuss player roles within a group so long after the game’s launch could be a sign that No Trinity design has failed.
What do you think of the multiple roles I stated earlier? Do they really exist or are they a figment of an overactive imagination? Will composing a group from the expanded list of roles make dungeons easier for everybody?