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Guild Wars 2 News: Skills, Traits, and Builds - GW2 Combat Interview | TenTonHammer
      
   
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    GW2Fans Admin Laida's Avatar
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    Skills, Traits, and Builds - GW2 Combat Interview | TenTonHammer


    A very interesting interview with Game Designer Isaiah “Izzy” Cartwright was published on the TenTonHammer website. If you want to learn more about crowd control, conditions, (elite) skills, traits and builds, this article would be something you'd want to read!

    Ten Ton Hammer: How will the various forms of crowd control factor into Guild Wars 2 without being too prevalent in PvP as a general thing? Are there multiple conditions similar to fear that can take your character out of combat?

    Game Designer Isaiah “Izzy” Cartwright: We definitely have more crowd control than we did in Guild Wars 1. We have fear, stuns, knockdowns, chill, cripple… so there’s more of them this time. Because there’s less healing in the game, one of the ways that you support your allies is by doing some of those things.

    That stuff is just going to have to be toned and balanced for PvP and we’re setting up an infrastructure for that. On the inverse, in order for our system to work we’re going to have to have abilities that allow you to break out of conditions as well.

    An example would be the warrior’s “Shake it Off!” ability. You’re going to have to be able to use that while in Fear so that you can break out of it. Or the necro’s Plague Signet that sends a condition away, you’re going to have to be able to use that while under Fear to send to someone else.
    Head on over to TenTonHammer.com to read the full article.

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    Watcher of the Skies Jack's Avatar
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    Another interesting interview. The section on traits and how they affect or modify skills warmed my heart :) Sounds like we will have a lot more build flexibility than the GW1 system gave us (Here i am talkng about general usage builds, not specialist or farming builds).
    I may be wrong, check what I say

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    nice job

    ---------- Post added 09-09-2010 at 19:47 ----------

    this handy wy cuz you got now much hp and ive you got much hp you need to do somme more dammage so the skills recharges faster so you can deal more dammage

    We put conditions all over. Weapon skills have lower recharges because you use them more often

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    Watcher of the Skies Jack's Avatar
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    Good to see you figured that out :) Also traits can modify daggers, change them from melee weapons to ranged weapons, stuff like that :)
    I may be wrong, check what I say

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    gamester494's Avatar
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    yea that handy lol i got suck english in writing :O

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    Quote:
    Or even, “Oh, I feared you off a cliff and you took falling damage.”

    I just loved that thought!

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    I didnt see any player recieve failing damage in demo videos :/ maybe its not implemented yet or you really need a huge heigh to fall from to recieve it. Seems like elite skills lost their "unique" value and now people will have to grind for traits for your specific profession/role, maybe we lost the possibilities of combinations with 1st and 2nd professions but it seems with traits we win much more.

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    That made me feel a lot better about builds and creativity. Excellent article, I'm looking forward to the further installments.

    BTW: hunting down the 5 sword masters - I'm doing that on my Necro like FIRST thing. I may complete that with my Warrior too, to get the trait and all...but it's more of just a simple goal for my Necro, just because.

    <3 the same skill going from Melee to ranged.

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    This made me jizz so bad xD, im kidding but it gets me all pumped up though

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    Part 2 was posted this morning.

    Especially cool highlights:

    Question Submitted by Gorlag: Will there be the option to print or buy a book of your personal story journal maybe with your character and name on the front cover? It could give you the ability to have something tangible to share with your friends.

    Izzy: I do believe so.
    I think we plan on having people be able to look at your character and see a lot of that information, but I’m not too sure exactly how that interface is going to work. But the point of that stuff and the way it’s laid out is for people to be able to see what you’ve accomplished. So I think we do want that, but exactly how we’re going to present it is still being worked on.
    That's awesome. Yes, I will pay extra for leather-bound, thanks.

    Also:
    Ten Ton Hammer: Each of the original Guild Wars campaigns and the expansion had that overarching mission chain that would help guide you on an epic journey across the different continents. In Guild Wars 2 we’ll have the main focus of the Elder Dragons and how they’ve quite literally changed the landscape of Tyria, but will there be something similar to that epic mission chain that leads to a massive confrontation of some sort?

    Izzy: We have a couple of different things. We have your personal story that definitely guides you through the storyline. And then there’s a second thing which is the dungeons. The dungeons interact with your story, and every one of them has a “story mode” of that dungeon which is almost like a mission. It’s got an embedded part of the story, and those do help guide you through the overarching story, so we do have some of that in Guild Wars 2.
    But your story itself almost takes on more of that role, like a handcrafted way of taking you through the whole story of the game. The dungeons are the part where you work with other players kind of like how a mission worked in Guild Wars 1.
    instanced mission-type dungeons. Kickass.

    There's a bunch of cool info in there, and they've promised another installment:
    Be sure to come back for the next installment of our exclusive interview with Game Designer Izzy Cartwright which focuses on core gameplay mechanics in Guild Wars 2.
    The book idea is one of the coolest things I've heard - I am all for this kind of micro-transaction, they need to make money. I'm all for them selling anything that doesn't give a game advantage, and the more things that can go on my shrine, the better I like it.

    More RL items, swag, gear, merchandise. I always thought they should have been doing far more merchandising.

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