Anyone else underwhelmed by the"Elite" specs?
in Guild Wars 2: Heart of Thorns
Posted by: bostrees.5306
WARNING: Lots of speculation and player assumption could be below. Nothing should be taken as fact, gospel, or oral supplement. Consult a physician if reading this post persists longer than 4 hours.
Specifically I’m wondering what’s the point on the Berserker and Daredevil, considering that right now they sound like they’re just modified versions of the meta-build for damage output for those classes. Sure, we haven’t even seen them in effect yet, but I was hoping to see either of those very melee-oriented combat classes get a role as support, perhaps some kind of Battle Medic (which could go Thief or Warrior, imo) but instead we’re getting more 120-range slugfest builds it seems…
The “Dragonhunter”: Holy Crap, it’s a Holy Ranger with a Wholly-Ridiculous Name (as has been pointed out repeatedly, I’m sure). None of the trap mechanics seem that useful considering the output of any of the Symbols inherent to the guardian class (unless you want to roll Condi guard, in which case you’re really only going to affect the output of burn damage sources which is the Condi guard’s bread and butter; or Support guard which… why would you replace the utility of shouts for the one support trap? Everyone in an area affected by the instant cast shout skill and possibly bonus effects from traits vs only people in a specific region get affected by a trap, assuming that it gets placed correctly and then an enemy triggers it nearby players who need the benefit). There’s also the issue of making the virtues far less useful as “panic-buttons” for bad situations—I’m okay with this. I’d prefer to see players having to consider and carefully use skills to best effect than to see a stack of players all spamming whatever skill is off cooldown next… After all, I’m playing GW2 now and not WoW. Honestly, the only reason I’d play this spec is so my guardian has an option besides Scepter for ranged damage (Yes, there’s a Staff, but I want a proper full-range DPS weapon, not a lootstick) but there’s not enough going on with this to make me want to lock three trait choices in just to have a new weapon
The Reaper: Yet another “elite” spec that just smacks of modifying an existing meta playstyle, the “Terrormancer”. So, now we get a GS (because god knows that’s what the class was lacking—swinging a giant 2-handed sword around my body as a frail asuran necromancer. Makes about as much sense as the charr allowing any magical classes in their ranks, given the past history with the Shaman caste…), which by most accounts is slow and underpowered as an option, and some shouts that seem to have seriously underwhelmed people with what they can do. I haven’t spent much personal time on the class because it’s contradictory to what my Necro playstyle is, and I certainly don’t see any perks to swapping into the Reaper anytime soon. Perhaps it appeals to the players of Terrormancer builds, but even if it does, who is going to want to drop a third of their build just to pick up the few options that the Reaper brings?
Nothing to comment on about the Tempest, Chronomancer, or Herald elites (aside from the name Tempest—that says some kind of hybrid WIND/WATER DPS to me, not some sort of “stay attuned to buff up one skill for one use” specialization… but hey, what do I know. I run a lightning hammer build and spend most of my time in Water attunement, so I’m already not utilizing the profession mechanic like I’m supposed to), mostly due to not having enough experience with Tempest/Chrono to comment, and Revenant is already feeling like the Death Knight of this game so why not slap another “I can do anything” functionality onto the class.
tl;dr: I guess the point I’m getting at here is that I thought elite specializations were supposed to shake up how we looked at and played certain professions in the game. I was expecting “role reversal”, seeing normally combat oriented professions shuffling off to the sidelines to bring in unexpected control and support options, while watching the typical back rank combatants stepping forward in new ways. All I’m seeing so far is rehashes of the same builds and mechanics that people already play.