A — Tanto the dagger
B — Wakizashi would be off-hand
C — Katana is one-handed
D — No-Daishi is a greatsword
Belinda’s Greatsword is a No-Daishi
https://wiki.guildwars2.com/wiki/Belinda's_Greatsword_
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(edited by Game of Bones.8975)
I find too many guilds say they are willing to help teach … until you ask for help.
I agree, there shouldn’t be only one way to complete Legendary items. I don’t mind the scavenger hunt if it has to do with the weapon forging; getting smashed by a greater dragon with the items in your inventory to “fuse” them together or planting a tree who’s seed was frozen in the tundra, thawed by the megadestroyer, blessed by the Pale Tree, to harvest a branch used in the crafting of a longbow does make for an interesting story.
Relying on others has become tedious.
I have found Reaper/Necro to be fun. I don’t have a favorite weapon/skills combo. Daredevil/Thief is too hard for me to get close to do damage and not die on a regular basis. Rangers are definitely good as a supporting cast member; their wildcard is the pet.
Grappling Hooks — shoot a ‘hook’ in the sky to fly and automatically shoot another while you have endurance or catch wind vortices. You fall when you run out of rope and have to take time to gather your rope to shoot another hook. It doesn’t have to catch on anything … it’s magic. (like everything else in the game)
I will only directly speak to specific professions that I have had time to play in full. I don’t have changes for each and every profession, but enough to see how many have had similar views.
All
I like multiple weapon swaps. I like to play my thief/Daredevil with staff (constant) and short bow or pistol/pistol or dagger/dagger or …. I know you have to preplan your battles, but each secondary option comes with benefits I really enjoy.
Thief isn’t the only one that could really benefit from more than two weapon swaps, I just don’t want to go through the entire list.
Choose your Weapon
I like the idea of individuals being able to access new weapons at level 80, but let’s take it one step further; allow the player to determine what weapon to access. I love my necromancer with his great-sword, but what if I thought a necro with paired pistols like the thief would be totally cool (aka The Darkness). Or I want my ranger to further specialize with his longbow. Just a thought.
Ranger
I would allow the ranger to control multiple pets simultaneously.
• pets would be tier-leveled; must be “X” level to charm a certain animal
• only one of a certain type can be controlled at a time; no five-dragon armies
• additional skills to coordinate attacks between ranger and pets
• alternately “train” pets so they gain new skills
Gameplay
Certain new strategies are thrust upon you right when you need them (i.e. HoT jumping and dash skills) without much in the line of training or an area to test the new abilities. While most of this is learn-as-you-go, it does get frustrating if the learning curve is life or death and you can’t figure out what you did to survive to replicate it in the future.
That’s all for now. Let me know what you think.
I’ll admit I haven’t played an Engineer, but to me meddling with stuff to “improve” it seems right up their alley.
The look and function of a repeating crossbow would fit right in with their need to tinker.
Harnessing the power of different sigils/runes would alter the look and power of the bolt. While intricate watch-work sprockets could be used for additional distance, power, or accuracy.
This is just a pic of a crossbow I pulled off the internet a while ago and thought an Asuran Engineer would look cool toting it around.
As a fairly new player I’m starting to eye a couple Legendary Weapons to work toward; The Predator and Nevermore.
I’m finding that you can be easily blocked by a “simple” feat (like a jumping puzzle) or other Account Bound item.
I understand that Legendary Weapons are meant to be the hardest weapons to craft, but I think there should be alternatives to acquiring each item (combinations of gold, karma, and collectibles) for those of us who are not specifically good at some things but generally good at everything else.
Seeing traps would then lead to a skill that would enable them to disable the traps. Or would seeing automatically disable within a certain distance of the trap?