Out of all weapons warrior missing, I think I’d prefer scepter just cause legendary scepter looks amazing (so jelly of guardians with scepter/shield leg combo -.-).
But my secret wish is Warrior becoming EarthShaker and now we can wear 2 HAMMERS. Yea thats right, and just by walking we are causing the earth shaking cause we would be so kitten =).
Sigil up than for that…
Need more than 1 Specialization to make sense
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
In some regards, I’m beginning to think that “specialization” is a poor word choice for ArenaNet’s new system.
From what has been revealed so far, “specializations” are less about specializing in “one path” and more about unlocking (account wide) and choosing an alternative path for your profession. It’s not really a single path to try. That’s what they mean by second profession and not that your specialization is your second profession in addition to your original.
The option, for example, is between playing a Ranger and a Druid. If there were two specializations, then the choice would be between a Ranger, a Druid, and a third sub-class. Given that specializations unlock new elites, heals, utilities, and other skills, then it seems like a bit much to expect two specializations per profession at the outset. That is a lot to balance.
Nah I think they were clear. Specializations deal with branching out the parent class I to new play styles. Ranger and Druid are two different Specializations for the same parent class which is Ranger
Dervishesque elementalist specialisation.
Considering that revenant seems to be 60-70%dervish and 30-40 ritualist I highly doubt it. Plus dervish used armor in between medium and heavy
I see where you’re coming from, but I have a couple of counters:
First, the only real dervish influence in the revenant we’ve seen thus far is that the revenant appears to be melee based, and that we think that the spirit invocations are a similar concept to avatars (just calling on spirits rather than gods). However, the avatars were actually only a relatively small part of the dervish playstyle. The distinct element of the dervish playstyle came through the application of enchantments and stripping them to power effects, and as yet we’ve seen no evidence of the revenant having such abilities. While those mechanics may indeed go to the revenant, they may go elsewhere instead or simply not be translated to GW2 (while I think they can be, ArenaNet may disagree, and they may well know better than I do).
Second, whatever mechanical similarity there might be, thematically the dervish focused on elemental powers rather than the powers of the Mists. The dyed-in-the-wool ritualist players have been unsatisfied since release with the explanation that the engineer represents the same playstyle – it was the theme they had fallen in love with, and they were willing to accept a different playstyle if the theme could return. The Revenant is likely in part the result of exactly that thinking. Thus, however close the Revenant may be to the dervish mechanically, diehard dervish fans might prefer to see a more elemental dervish in the form of a specialisation then the spirit-based replacement, just as many ritualists were unsatisfied with their profession’s technology-based substitute.
Third… on the armours…
Dervish armour was technically ‘medium’ in that it provided 70 base armour instead of 60 or 80, but in appearance, the dervish hoods and robes are much closer in appearance to a number of light sets than any of the current medium sets. Some of the heavy sets, such as Draconic and the Koda set, have some similarities, but on the whole, if someone was looking to recreate the dervish appearance, they’d do much better starting from a light set than medium or heavy. The increased durability of dervishes could be represented simply by giving elementalists with that specialisation increased toughness and/or vitality.
True about the enchantments, however how the class works I suspect will be in line with dervish as far as avatars are concerned, and weapon enhancements as far as ritualist is conerned. Armor wise you are right I forgot, I always played windwalker and had huge amounts of armor.
Either way it is quite exciting!
Yeah because just because the dervish used a certain mechanic in GW1 doesn’t mean that’s how they would work in GW2. Look at GW1 warrior and GW2 warrior for examples of what I mean by this. Mechanic change.
Also Dervish used elemental attacks in GW1 due to game mechanics. But they are holy warriors. Revenant are spiritual warriors as well just in heavy armor, and both the dervish and Revenant call upon spirits from the Mist. The dervish called upon the gods kittenide in the Mist, while Revenants call upon the spirits of legends from the Mist now that the gods are gone. So I disagree with that statement that both don’t deal with the Mist.
Revenant is a combo of Dervish, Ritualist and Soldier all in a single class.
I want more plated armor outfits!
They way Anet explained the Specializations system, they only use the new weapon skills of the new weapon given to the classes.
Hammer for engineer
Staff for ranger.
Well if that’s the case, can they weapon swap? Will a Druid that swaps from staff to bow, go back into ranger form?
I want more siege weapons in WvW for HoT.
I want to be able to build structures in open field for more strategic battles, instead of always keep vs keep or zerg vs door battles.
What if players could build an outpost in the map that acts as a Rez point with walls to protect from Melee attack of a zerg and build the outpost anywhere there is flat land area. Of course make it hard to build but this would force defense to build their own sieges to counter this.
Would like more mobile sieges. How about a siege that is mobile but good at fighting zergs, but poor at fighting doors and walls and 1v1 fights. Kind of like the opposite of Golems
What’s the complaint? I don’t understand
Share ideas for Engineer specialization.
Name: TINKER
Mechanics:
Drone act as moving bots of special effects that need to be activated and follow the engineer. There are 4 types of drones. Engineer can pick which drones to go in their type slot in the mechanics bar.
DRONE TYPE SLOTS:
*Support Drone-
*Sniper Drone-
*Control Drone-
*Close Combat Drone-
Each drone type has 3 Drones to choose for the slot when out of combat.
I’ve wanted a giant chainsaw kit since the first holloween event.
I’d also like a rocket launcher and/or minigun kit.
A “turret” skill that places a large shield with massive health you can hide behind to block projectiles. The activation skill could give it reflect.Basically as a whole, I’d like a lot of big, heavy military-esque machinery.
Yes yes a giant chain saw Melee sword kit along side new hammer would rock!! I could make a full Melee engineer with Melee kits and bombs. That would bleeping rock!!!!
Whatever would make it except… “Dead last”…
But since specialization have high chance to change general mechanism, I kind of expect for necromancer to actually enchant their weapon so maybe, to be really classic, I would go for :Wizard.
PS.: I mean, “Druid” is something really classic, it’s more likely that they will go along with this line.
Ele will get Wizard before Necro. Wizard fits Ele more wince they use arcane magic as well.
For Greatsword specialization I had an idea for my new class idea. I would like to use that for a new specialization. https://forum-en.gw2archive.eu/forum/game/gw2/New-Soldier-Class-Reaper/first
Call it
REAPER.
Melee oriented fighter with condition / boon consumption .
Mechanics of the spec is a multi-transformation system instead of just death shroud like Necro. The Reaper changes into multiple different monster types and death creatures.
Reapers have a bar that needs to be filled up to transform. Bar is filled up by applying conditions and consuming enemy’s boons.
Transformations change your weapon skills with the look of character into that demon/undead creature which you choose.
Reapers have 3 transformations to choose from.
*Wraith- which deals with stealth combat.
*Dreadlord- defensive Melee oriented demon
*warlock – caster ranged condition and support drain heals.
Transformations last 10 seconds. Remember Reaper Necro builds up bar by applying conditions and consuming enemies boons.
(edited by Knighthonor.4061)
they likely keep the traits and utilities they get as a druid but they switch to water weapons which are …. you know their water weapons and yes if a druids class utility is different than a rangers you will keep the druid class utility while in water
So do you believe Druid will get unique under water weapons
Or will specializations only use the new weapon given to the parent class?(in this case, staffs)
What happens when a specialization enters water?
Do they revert back to main class or do they have their own water weapons as well?
Proof that land spears are coming for HoT
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Art team trolled us. Of course we mad. But let’s not feed the art team trolls…
You do events at level 1. But not dragon events. That’s a different kind of event. You can’t do dungeons at level 1 which again proves my point that endgame does not start at level 1 when you can’t do all the same content that a level 80 can. Dungeons being a good example.
It’s not about how many different kinds of content there are available, it’s whether or not what you do at level 1 is still relevant at level 80, and it is. Compared to say WoW where you will never go back to the starting area or even bother to quest again once you reach level cap; in GW2 there is still a reason to go back to those zones. That is what makes GW2’s endgame start at level 1; level 1 content is still relevant content at level 80.
Going back there once you are level 80
Is NOT the same thing as
“Endgame starts at level 1”
Since you are no longer level 1 at level 80. You are 80 scaled down to level 1. That’s not the same statement. As a level 1, there are many things I can’t do that a level 80 can.
I can’t even build a character at level 1.
Revenant the final nail in Ritualists coffin?
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
With the blindfold and the summoning of otherworldly beings, I’m scared this means that this was ArenaNet’s way of saying that there is no way the Ritualist is making a comeback when we go to Cantha. Just the like the Thief crushed my brother’s wishes of the Assassin making a return, I think the Revenant just crushed mine.
ArenaNet, please don’t crush my hopes and dreams so soon! We haven’t even gotten to Cantha yet! :’(
Everyone, please tell me how foolish and wrong I am. I want to be wrong. So very, very wrong.
Guardians are monks in plated armor
Revenants are Ritualist in plated armor
I originally brought this game because the developers lied and mislead that GW2’s endgame starts at level 1 which it actually doesn’t since you can’t even build a character at level 1 nor be useful in the group content in the game until level 80.
They didn’t lie. You do the same types of content at level 1 as you do at level 80. The only thing that becomes available to you through leveling is more content while the content you did at level 1 stays somewhat relevant.
Options and player power has nothing to do with endgame. Endgame is what you do at the end of the game, and at level 80 you’re still doing events just like you were at level 1.
That’s a lie. I can’t dot WvW at level 1 nor PvP.
I can’t do fractals at level 1. I can’t do dungeons at level 1.
I can’t wear exotic gear at level 1.
I can’t do dragon events at level 1.There are many things a player can’t do at level one that a level 80 can do at endgame.
So that’s a lie.
You can WvW at level 1, you can PvP at level 1.
You can do fractals at level 1, it scales you to 80.
Gear isn’t part of endgame, and “dragon events” is arbitrary… they’re still events.The only thing you’re right about is dungeons… kind of… you can try to do dungeons at level 1 but you’ll probably die; however dungeons become available at level 30… not 80.
You didn’t even prove me wrong though, that’s the thing. You do events at level 1 and you still do events at level 80.
You do events at level 1. But not dragon events. That’s a different kind of event. You can’t do dungeons at level 1 which again proves my point that endgame does not start at level 1 when you can’t do all the same content that a level 80 can. Dungeons being a good example.
I originally brought this game because the developers lied and mislead that GW2’s endgame starts at level 1 which it actually doesn’t since you can’t even build a character at level 1 nor be useful in the group content in the game until level 80.
They didn’t lie. You do the same types of content at level 1 as you do at level 80. The only thing that becomes available to you through leveling is more content while the content you did at level 1 stays somewhat relevant.
Options and player power has nothing to do with endgame. Endgame is what you do at the end of the game, and at level 80 you’re still doing events just like you were at level 1.
That’s a lie. I can’t dot WvW at level 1 nor PvP.
I can’t do fractals at level 1. I can’t do dungeons at level 1.
I can’t wear exotic gear at level 1.
I can’t do dragon events at level 1.
There are many things a player can’t do at level one that a level 80 can do at endgame.
So that’s a lie.
what bothers me about warriors using pistols is, why? and what does it do? The warrior is this non magic heavily armored fighter with weapons centered around the theme of power/strength. The pistol just doesn’t quite fit in, which also leads me to wonder completely, what kind of specialization is warrior going to have.
I actually don’t think torch is a bad option, considering many barbarians in fantasy novels, which is still just stab with it, and throw it.
Well they do use rifles which is pretty much a larger pistol in GW2 universe.
But I still don’t want that for specialization. I want something that makes the class feel unique from Warriors. Like Rangers and Druids are unique to each other.
I don’t want to be a Rytlock warrior. I don’t.
I want to be a unique heavy fighter. Warriors are already physical defensive fighters. Why not a magical defensive fighter?
Make Necro Greatsword a raw damage weapon
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
I don’t want death shroud as part of the new specialization mechanics please..
Make Necro Greatsword a raw damage weapon
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
I wouldnt say “its basically like bringing a 2nd war”. Even in a no requirements play how you want group, necro is the least useful class and doesnt really bring anything. A second warrior is actually pretty good in comparison. That said in those groups it really doesnt matter what you bring. And just bringing some extra dps might be all you need which is about the only thing necro can do (although not as good as most other classes).
@OP
I wouldnt worry about it. If Marjory is a good hint it looks like GS will be a power control weapon. And hopeful the necro specialisation will involve more support options and less selfish utility/buffs. Thats assuming anet have been listening to what necros have been asking for since release.I agree, it is the least useful class but alot of people seem to take that out of context to mean that necro=trash when it simply mean that in the context of 5man pve instances(dungeons) necros are the least useful of the 8 classes.
I should elaborate on the 2nd war statement. When i play war i tend to bring all the class specific utility, both banners,fgj and PS if there is no ele or if they suck at might stacking in this situation a 2nd war and necro serve basically the same purpose, to hit stuff. While i don’t have the exact data at the moment if i remember right they are both about middle of the road dps wise.
I also hope the new specialization brings more group utility.
Necromancers are not least useful.
I love playing Well build. It is fun in WvW because I can change the outcome of the battle when it’s zerg vs zerg like a healer does in a trinity MMO.
I would like MORE tools for doing that honestly.
Melee option for damage is also a plus for me. I would like to see a heavy defense great sword specialization for Necromancers that focus on draining health from enemies with attacks and giving the health to allies. Because support is my fav role.
I actually like the kits back part. Especially early on in the life of GW2 when back models were rare to get.
Specializations Change Class Fundamentals
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Druid pet in the video may have been a placeholder for people watching the video to recognize the ranger vs other adventurer classes.
Or the pet may be tied into the Druid mechanics some how.
I like endgame more than leveling up part of the game.
In fact, Tomb of Knowledge would sell more if it was in the cash shop because leveling is boring in this game.
I originally brought this game because the developers lied and mislead that GW2’s endgame starts at level 1 which it actually doesn’t since you can’t even build a character at level 1 nor be useful in the group content in the game until level 80. I am sure endgame means a lot to people. I enjoy collecting skins and unlocking stuff.
I would hope for a better WvW reward system for progression there.
In regard to weapons, what worries me most is the warrior. If we analyze the situation, the weapons that are available, just do not fit with the profession. For example:
- Warrior with daggers: boring
- Warrior with torch: to burn things in the jungle?…meh
- Warrior with staff, scepter or focus: wtf?
- Warrior with short bow: we have long bow.
- Warrior with trident: well…if there is no alternative…
OH pistol, Rytlock FTW!!!
Boring,, don’t want.
I want something that’s unique from Warriors as the specialization. Like maybe a scepter for a void knight Mage Tank or something.
Or staff for Monkey King type Melee support action.
Torch is ok if it’s Melee off hand. Don’t want it too similar to Ranger’s torch.
For Raids: A way to interpretate masteries.
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Why do raids have to be instanced?!!! The same issues will still happen and mandatory “traditional” trinity is a no no especially since specialisations are supposed to add what we don’t already have. Improve the mobs is must like Silverwastes and conditions go through armor enough power favoritism.
Raids need to be Instanced for the same reason fractals and Dungeons are.
It’s to create a controlled environment for PvE content, without uncontrolled inputs such as popular numbers in open world.
I am trying to create a new character but every time I try now it disconnects on me during the creation part.
I get the connection error and then I dont see my characters anymore. just 2 empty slots with 3 locked slots…
whats going on?
When it comes to Outfits, what’s some new themes you want for outfits?
Since Necromancers are getting Great sword, I would another heavy armor themed outfit. I have the current one. But would like a darker themed heavy armor outfit to wear on my Necro.
What about you
Mind adding Lich outfit back to gem store please.
Make the art team make hammers with Axe skin
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Hey since the art team makes Staffs now with Polearm skins and everybody cool with that,
How about they start making Hammers with great axe skins as well.
Don’t stop there. How about Greatswords with Great Axe skins to go along with it….
No land spears… Thanks Anet for false advertisement.
1- More diversity and new weaponsa attracts new players that otherwise would be disappointed at the lack of a kind of weapon expected to be there.
2- Opens for new builds and combos, more diversity and depth for playstyle.
3- It was advertised before that they exist (In trailers recently) Its hard not to expect that they’ll be there when the very game advertise them.
4- A lot of people were looking forward to it, it’d be new content added in a cheap way since the skins of spears are already in there, seems like a no-brainer to add them.I still don’t think you understand the argument lordkrall was trying to make.
Let’s put it this way. To make a whole new weapon type you need a couple of things. You first, need artists to make every single model of spears/pole-arms/whatever (let’s assume they make 50 models).
You need game designers to come up with skills for that weapon for each class that gets that weapon, making sure they aren’t overpowered or a rehash of a skill the class already has (e.g. not another gap closer for a warrior). You need to come up with new traits in a trait line that aren’t broken or useless. Then you need to get someone to draw the portraits for each skill for each profession, animate/code those skills into the game, then bug test them to see if they work properly.All of that costs time and money because the people who are making it aren’t working for free. So lordkrall’s question is this: Why should Anet spend their resources (developing time and money) into making a whole new weapon type and all the stuff that comes with it, when they can just add a new weapon to an existing class like how they are doing with specilizations.
As for your previous points….
1. You can get “more diversity” by adding new skills to existing weapon sets or giving classes new existing weapon sets, so that point is kind of invalid.
2. Repeat of your previous point, see above.
3. I don’t recall any advertising at all for any new weapons types in any recent trailers.
4. People can also be looking forward to other weapons for their classes. The argument that “it’s a common weapon in MMO’s” is pretty lame because that doesn’t justify pouring all the resources into it. The same concept can be applied to gear treadmills- they are common in every MMO, so why don’t we have one? Especially considering that if they were to add another weapon, they need to make it different from the rest of the weapons for every class.Just playing devil’s advocate.
Wait how is that different from what the developers already did for Specializations?
Also there are already spear skins and trident skins in the game, so no art team needed for making new models, when most of those models are rarely seen or used in the current game due to being underwater weapons only.
Like I said above, the new skills from them are the same as new skills from the other new specialization weapons that certain classes get.
From another thread
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/179531/Rytlock.JPG
Clearly this isn’t a hammer nor is he under water. This either a staff or spear. But why use this to show off Melee staffs? Fishy….Yeah we’ve all seen it, but they already said they’re not including any new weapons.
And that they’re aware they advertised spears and pole-arms being used on trailrs (This one and another where there was a bunch with sylvari with spears fighting people.)It was said that they told the art team to not do it, since it was misleading, but they done it nonetheless. And indeed, it was misleading :P
My guess its that its just a staff being used as melee weapon or something.
Yeah that’s bull crap. False advertisement !!!!
Bull bleep story about telling your art team not to make spears as models for land weapons… So bull bleep. I don’t believe that. False advertisement!!!
Even if weapon channeling isn’t on the F bar, it could still come from utilities. They would only need a single utility skill that channels your active legend into your weapon(s). Less like ele attunement, more like ele weapon summon, is what I’ve been picturing.
On that note, it would be easy to extend that mechanic to channel up some armor effects as well, (retaliation, knockback when hit, etc.).
But again, they said channels change the back skills not weapons. Also if it worked the way you explained, it would be possible to spec with 3 channels in utilities, so how will that work out using your system? What would a channel change into if its a utility skill…
Bah, the youtube version. Cropped screenshot from the super-high-def version attached (better angle too, I think).
The shape of the head is consistent with a historical two-handed morning star – which makes it a hammer in GW2 parlance, since in GW2 one-handed blunt weapons are “maces” even if they’re actually hammers, and vice versa. Historical two-handed hammers and maces had much smaller heads than basically anything currently in game – if you do the maths (steel has a density of about eight grams per cubic centimetre) some of the hammers in game would be unwieldable in real life due to the weight.
It has a spike, on both ends as it turns out. This was common practice for historical maces – put a spike on the top, and sometimes on the bottom, so that stabbing is an option. Stabbing with the top spike isn’t how those weapons are intended to be primarily wielded, but medieval Europeans were big on adding versatility to their weapons. It’s also too short, I think, to be a staff.
Ultimately, the kicker is that it’s being wielded as a hammer. Spikes or not, it’s being swung like a heavy bludgeoning instrument, not thrusted like a spear. And while you COULD swing a staff like that, a fighting style like that is more suited to something bigger and heavier – if they were to make a fighting staff I’d imagine they’d give it animations suitable to staff-fighting, and they wouldn’t put it in a showcase if they hadn’t implemented them and were using hammer animations as a stopgap measure.
Wielding it like a hammer? So that’s the hammer animation for Charr? That’s what you are saying it looks like…
Now what does Melee staff animation for char look like?
New armors in HoT? ArenaNet, will you...
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
No. Clipping is impossible to fix. Developers havnt told you all this, but I will. Can’t fix this problem because then it would limit the creation of many unique models for weapons and gear.
For Raids: A way to interpretate masteries.
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Sounds good but how will Masteries apply to Revenants who have a class mechanic built Around changing the utilities and elite skills?
I can’t really be bothered to look it up, but i’m fairly sure some interview out there states that that isnt a spear, but a staff.
So dont get your hopes up.
I was just trying to find that same interview but couldn’t find it.
Colin says something like “We thought this would be an issue and we warned the art team that it could be taken the wrong way but they went ahead with it anyway, but no, no land spear weapons”
You have link to this?
Sadly no, i dont tend to store links for “future reference” so you can choose to believe it or not
i dont really care , maybe Psizone will have some luck finding it.
Well like I said. If true, I want the art team to start making Hammers and Great Swords using Great Axe skins as well since they making staffs with spear skins ….
It might be a hammer with spear skin cause he definitely using is as a blunt weapon.
Well if they doing that, then I want more hammer and great swords with Great Axe skins.
I can’t really be bothered to look it up, but i’m fairly sure some interview out there states that that isnt a spear, but a staff.
So dont get your hopes up.
I was just trying to find that same interview but couldn’t find it.
Colin says something like “We thought this would be an issue and we warned the art team that it could be taken the wrong way but they went ahead with it anyway, but no, no land spear weapons”
You have link to this?
Of course we will get new armor and weapon skins.
Here another picture shared on the forum
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/179684/Rytlock_weapon.jpg
From another thread
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/179531/Rytlock.JPG
Clearly this isn’t a hammer nor is he under water. This either a staff or spear. But why use this to show off Melee staffs? Fishy….
Anet you mind sharing with us the direction that Under Water combat and content will change in HoT?
A quick google image search, voila.
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/179531/Rytlock.JPG
Again that looks nothing like a hammer.
And it has a blade on the end of it like a Spear. Why would the developers display a Staff that looks like a Spear, and using it for Melee swings, when we know, most Staff skins do not look anything like spears. That’s the fishy part in all of this.
Make Flying Carpet into Glider skin. That could be pretty cool.
Why were they removed?
Revenant chooses 3 out of a pool of legends, similar to Ranger and pets.
The legend changes the back half of skill bar.
So Heals, utilities, and Elites all function as a sort of Glyph that changes based on what Channel you are in.

i dont really care , maybe Psizone will have some luck finding it.