Super guia - Gameplay
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Recios :: JUEGOS :: MMOs :: [GW2] Guild Wars 2
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Super guia - Gameplay
Dynamic Events - So there are no quests in GW2, you never go to an NPC and read a wall of text that says for you to go collect 10 bear furs. You see content as it happens, right in front of you and everyone else. Well how am I supposed to level you ask? The answer to that is Dynamic Events. They’re always happening everywhere around you, when you come across one you'll get a notification that there are new events nearby. Dynamic Events are structured so that you might see a single one-off event all the way to 20 events within a chain. Though a chain isn't a very accurate description, they're more like tree branches. Events aren’t merely black & white though, it’s not as simple as Event 1 goes into Event 2 and then Event 3.
Let me give you an example:
Say there’s a Dredge army making their way out of their base. You could possibly get together with people and defeat the Dredge allowing you to push into their base, defeat their commander, rescue captured soldiers, and then even defend the base against rallying Dredge who try to retake it.
Now let’s say you either ignore or fail to kill the Dredge army, that army will then create a base in friendly territory, they’ll build walls, create siege weaponry for defense, etc. They’ll then send out bands of Dredge to sack nearby towns, they might send out a sniper to the nearby hills to kill merchants. Now it’s your job to defeat them, destroy their new base, liberate any taken towns, and even then push back to their original stronghold. This all stems from ONE single event, the Dredge army marching from their base and there are 1,600 of these events currently, all hand scripted.
On top of all of this ArenaNet has said things aren't going to just respawn 5 minutes later, events can take hours, days, weeks, and even months to be back in the same exact way you may have seen it originally. Also, this has to take into account player interaction, if no player does anything the enemy will still move on and conquer the world whether you're there or not. Events also affect other events like a chain reaction, some events can have zone wide consequences, some are triggered through player interaction with an NPC or an object in the world, weather systems, day & night cycles, etc. Nor does this take into account the different experiences you'll have playing with different profession combos making even those experiences unique due to profession synergy.
I found these maps that I believe was labeled by ArenaNet to give people an idea of how DEs can be laid out.
Dynamic Event Rewards – When you complete an event you will be awarded XP/Karma(see below in the Personal Story section for what Karma is) and Coin. Based on how much effort you put into an event determines your reward level. There’s Bronze, Silver, and Gold reward levels, however it’s not competitive. There’s no arbitrary numbers or roll system that determines your reward level and there’s no unique rewards to the majority of the events so people don’t try to farm the “best” event and ignore others. There will be very large server wide type events that take 100 people to do, events like The Shatterer around level 50. When you defeat this dragon, who by the way is a baby compared to the size of the Elder Dragons you’ll fight at level 80, a large chest will drop in which everyone who participated can get loot. Inside the chest we’ve seen upgrade components drop for armor/weapons.
Meta-Events - Meta-Events are a series of Dynamic Events that come together to tell a story in an area of a zone. Meta-Events can range from anywhere between 5-20+ events that chain and branch in different directions. A unique UI element on the right side of your screen will always keep you informed as to what the status of the world is given the progress of a Meta-Event. Meta-Events will typically have the largest impact on any given area, ranging from small changes like new vendors to explosions and structures being built in the world by both allied & enemy NPCs alike. Given their impact, MEs also cover more land than a typical Dynamic Events, MEs can take up as much of 25% of a zone and change the world around them based on the outcome.
Meta-Event in progress:
Meta-Event success:
Content Scaling – So when you arrive at an event, you might be the only one there. As you’re completing whatever the objectives are for an event, someone else might arrive, and then maybe 3 more people arrive. During this time a few things happen, the difficulty of the encounters will increase, the loot will be more plentiful, more xp will be rewarded for kills, the enemies will actually gain new attacks, and in the end you will gain larger bonuses for having completed the event with more people than if you had just done it by yourself. This is all whether you grouped up with said people or not, GW2 is built with having everyone working together in mind.
Scouts & Hearts - Scouts are NPCs you can find around the world that will point out particular areas of interest to the player, they’ll uncover areas of the map to show you areas on the map where help might be needed. Once the Scout is done pointing these areas out, it will cover the areas back up on the map so that way you still have that sense of adventure while exploring. This is meant for players who still like some form of guidance rather than not knowing exactly where to go.
Hearts can be seen in various places around any given zone; the hearts have multiple purposes. One is that they’re a static form of content that will always be available to the player, though Dynamic Events can start at or around these Heart locations. Hearts will have you helping out NPCs in the area, doing particular tasks that need doing, provides a way to get some backstory for the local area as well as provide additional lore. Just like Dynamic Events, you don’t have to talk to anyone to start helping the NPC, you just go and do whatever needs to be done and anyone who joins in won’t be a hindrance to your gameplay. When helping these NPCs out, Dynamic Events might start nearby that affect the area where the Heart is. Say you’re helping a farmer out by watering her crops, killing nearby worms, etc. Well if a Dynamic Event starts nearby where bandits start attacking, burning bales of hay, stealing goods from the farm, etc. Anything you do in that event counts towards your objectives for the Heart since it’s in the vicinity of the Heart NPC. So putting out those fires, getting the stolen goods back, etc would count towards the Dynamic Event progress as well as your Heart progress. Once you fill a Heart, the NPC you helped becomes a Karma vendor where you can buy unique items, things such as recipes, crafting materials, consumables, etc. The Heart activities give XP/Coin, but NO Karma. Karma is only earned through Dynamic Events and Personal Story content.
Active Combat, Dodging, and Blocking – When any enemy (AI or player) attacks you, you can actively get away from the attack by double tapping in a direction or using a designated hotkey while moving in a direction, by using a spell that makes your character move like a leap or teleport, or even by simply running away. Dodging drains a "charge" from the dodge bar and currently there's 3 charges in the bar. Once you stop dodging it will then start to recharge. Dodging is something that you’ll have to know when to use and when not to. There are also skills that when "held down" will actively block incoming projectiles from their intended target. So this will allow you to "take a bullet" for other players if the situation arises.
If you are moving in a direction, the dodge will take that into account and dodge in that direction. If you are not moving, you will dodge backward. Dodging now also evades attacks, making it a more effective and understandable way to avoid big creature attacks or to get out of AoE spells.
Every skill in the game has now been added into the animation blending system similar to how the Warrior's Chains work. This makes it so every skill can be chain combo'd like an action game, you don't have to wait for the animation to finish in order to use another skill.
Due to the way targeting enemies works in the game, you don't actually have to target anything to use your skills and also if you use a skill that say has a wide swinging arc, it will hit any target in the trajectory much like an action game, so you're not bound to a single target when using a weapon.
There are a lot of intricate mechanics built into the game where distance plays a large role in combat. Here's some examples:
If a Ranger uses a Longbow, the further away from their target they are the more damage they do, similarly if they use a shortbow the closer they are they'll deal more damage. The Engineer has a skill called Blunderbuss that stacks more bleed effects on an enemy the closer they are to the target and the Flamethrower skill does more damage the closer you are as well.
A Warrior has a Burst skill on each weapon and each one does something different depending on the weapon you're using, the more Adrenaline you have also affects skill usage, a stun will last longer, you'll immobilize your target longer, or even do 3 different things entirely per each "level" of adrenaline gained.
There are other combat mechanics to take into consideration as well. The Thief has a skill called Heartseeker that does the following:
Heartseeker seems to have three tiers of damage depending on the targets health. The first tier (paired with lowest damage) when the target is above 66% health, the second when the target is between 66% and 33% (median damage between the two), the third when the target is below 33% (with the highest damage).
The Guardian has a skill called Faithful Strike where you leap at your target and if you hit them, you grant regeneration to your nearby allies.
The Elementalist has a skill called Burning Speed where it allows them to sprint and leave a wall of fire in their wake. When that happens any ally can come up to that wall of fire and use it to inflict extra damage, a Ranger could shoot arrows through it and they would catch on fire, a Warrior could swing their axe and fire would be thrown at your enemies. See the Cross Profession Combos section for more on this.
Many, many skills in the game all have some form of extra condition or effect associated with them, they're not simply skills that just do damage with 1-2 skills that might stun or interrupt like most MMOs.
The Skill Bar & Weapon Swapping - Each class has 10 skills, now you must be thinking “WTF ONLY 10?” Well it’s not as simple as “only 10”. Every class can do real time weapon switching (thanks PS3!) in combat, this switches your skills based on the weapon you have equipped.
All but two classes can swap between 2 weapons at a time (read below for the exceptions).
In combat you’re going to be expected to swap your weapon sets to maximize your effectiveness. A Warrior can swap from a Rifle inflicting conditions on a single target starting out and then into a 2h Hammer for AoE damage when his foes close in. You could use a 1h Axe & Shield for quick adrenalin building and high damage attacks, drop back out of the way and switch to Longbow for massive fire AoE damage.
The weapon type you have equipped defines the skills you have in your first 5 slots. Say you're a Warrior and you're using a 1h sword in your main hand and a shield in your off-hand, your first 3 skills will be sword skills while your last 2 will be shield skills. This is a bit different for the Thief though, say you're using a pistol & dagger, the first two will be pistol skills, the third will be a combination of the two weapons and the final two will be dagger skills. If you're using a 2h weapon all 5 skills will be from that weapon.
The Elementalist can only use one weapon at a time and can't swap due to the attunement mechanic, but they end up having access to more skills to make up for the lack of weapon swapping (20). The Engineer also is unable to weapon swap, but instead they can swap out backpack kits, weapon kits, and turrets.
The other 5 skills on the bar are all changeable to whatever you wish; this isn’t locked down at all.
6 - This is always your heal button, you can change this to whatever heal spell you currently have access to.
7-9 - Are your utility skills you can choose from, for the Elementalist this consists of things like Conjuration, ethereal Forms, Glyphs that modify your abilities, and Signets which gives you a passive and active effect once you use it. Warriors have abilities such at Banners that can be placed to buff you and your allies, while Stances buff the Warrior with boons such as Adrenaline gain. Engineers have Backpack Kits that can serve many purposes such as giving you an entire set of Grenade based skills or Med Kits that allow you to throw down bandages for you and your allies.
0 - On your skill bar is always your Elite skill, for now the only one we’ve seen of the Elementalist is the Form based ability ‘Torando’ which turns you into a tornado that you can move around dealing massive damage and launching enemies into the air. Rangers have Elite skills such as Alpha Strike that summons three animal companions for a limited amount of time. Guardians can use Sanctuary that creates a protective dome around the player and prevents enemies and projectiles from entering, though your allies can enter it for protection.
So for a single weapon build of an Elementalist you’d generally have 44 spells to use. In total with all of the weapons accounted for, you could be managing 139 unique spells based on your second hotbar setup. Ultimately this is something you’ll need to learn because you will be expected to fill any role at any time.
Skill Acquisition - A weapon’s skills are now learned by fighting with that weapon. Because weapon skills are tied to weapon use, there is no reason to visit a trainer and make choices about which ones to unlock. Instead, it makes more sense to learn how to use the weapon by, you know, actually using it.
Once you learn all 5 skills for say a sword, all future swords you obtain will have the skills unlocked. So you just have to unlock all of the skills for each weapon type and you're done.
Skill acquisition for your healing/utility/elite skills will work differently than your weapon skills. You'll be undertaking something called skill challenges in which will grant you skill points. There will be 200 skill challenges in the game, though based on the info we have it doesn't seem likely that you'll have to obtain all of those in order to get all of your skills. With these skill points you can unlock any skill you wish as long as you have enough skill points. The cost of skills range anywhere from 1 skill point to 14 from what we can tell at the moment. So how do you obtain skill points? Well ArenaNet has described challenges as ranging anywhere from defeating difficult enemies, to solving riddles, to ingesting potent drinks.
Skill Tiers - Aquiring skills still works in the same general way, but it has been modified a bit. Skills are now set into tiers based on how many Skill Points they cost. So 1SP skills are tier 1, the second tier costs 3SP, and the third tier costs 6 points. In order to gain access to each tier you must first purchase 5 skills within each tier. Elite skills have two tiers, the first tier skills cost 10SP and the second tier costs 30SP each.
Racial Abilities - Racial abilities can be placed on your utility bar like any of your other utility skills, the difference between racial abilities and your normal utility skills is that they’re weaker. The racials are meant to be more complimentary for your class to help round out any points where you might be lacking. They’re designed so that you wouldn’t choose one race over another just for the racial abilities. You'll receive your racial abilities upon character creation. An example for the Charr would be Shrapnel Mine that scatters up to 3 mines that cripple and bleed enemies. An example for Humans would be Prayer to Dwayna which heals the player, an example for the Norn would be Bear Form which turns the user into a half-norn half-bear which increases the health of the user. An example for the Asura would be Golem Battlesuit which creates a battle suit that can be entered and operated. As this is an Asura racial skill only Asura can summon it, but once summoned anyone in your party may enter and operate it, even non Asura players. Finally an example for the Sylvari would be Grasping Roots which immobilizes a foe.
The Downed State & Death – When you run out of health in GW2 you will enter what is called ‘the downed state’. While you are down, you will have 3 skills that are specific to your profession and 1 universal to all professions. If you’re able to kill a mob or help kill a mob while you’re downed you can rally back and get a reprieve so you can keep fighting. If you fail to rally and are overwhelmed you will die, but you can still wait for someone to come resurrect you if you wish, you can also be resurrected while in the downed state. If you do die you can choose to release to whatever nearby waypoint that you have unlocked. While you’re downed nearby allies can come to your rescue and revive you as well. The universal ability is called Bandage, it was put in place in case you go into the downed state and there’s no allies or enemies around for you to rally from.
Downed Penalty - Each time you are downed, you will accumulate 1 point of penalty. Each point accumulated will decrease your consciousness bar (the downed state health bar) by 25%. If you die 4 times within 1 minutes time, you will be unable to rally and will die. This penalty disappears after a few minutes of not entering the downed state.
Item Durability - Item durability is often a touchy subject in MMOs, but GW2 handles it a bit differently than most. Each time you die (not to be mistaken with entering the downed state), one of six possible pieces of your armor will become damaged, after six deaths one of those pieces of armor will break. What this means is the item will no longer function or give you any of the statistical benefits until you repair it. So you’re able to go 12 deaths until you’re naked, however, I’d imagine you don’t want to wait until that point otherwise you’re just making it more difficult on yourself. With this system in place, it means that you don’t ever have to pay any durability fees if you never die so it encourages smart play rather than something that is inevitable like other MMOs. When a piece of armor first breaks, you’ll be notified through a little UI element that you can hover over to check our armor status. When it breaks you’ll see a broken red shield that tells you that you should probably repair your armor.
AoE Targeting - If you have an ability that creates an aiming reticule on the ground, you can pre-emptively place your cursor where you want the ability to fire and just hit the corresponding key twice without needing to hit it, aim, and hit it again.
Resurrection – Every single player in the game can resurrect any other player, so you’re not going to be waiting around for someone else to do it. This can be done in combat, this allows for the pace of combat to keep flowing.
Underwater Combat – So there’s no more breath bar in GW2, going in the water won’t be an annoying hindrance anymore. You can swim across the surface very quickly, but you’re unable to attack while doing so. If you dive under the surface your entire Skill bar will switch to give you 2 new weapons along with entire new skills for those weapons and even your entire utility bar will change based on what you have slotted for underwater combat. While underwater combat becomes a bit different than while on land, you have access to the entire Z-Axis and you’re able to use spells on the Z-Axis too, not just the X & Y. You might cast a spell that’s a giant beam of light and it will not only damage mobs right where you casted it, but above and below you as well. If you go into the Drowned State while underwater, you’ll get access to a small skill bar that has 4 “Drowning” skills on it. Like the Downed State on the surface, if you manage to kill a mob you will rally back and be able to keep on fighting with all of your skills again. While underwater you can also try to swim to the surface to rally as well, this will give you 25% of your health and you’ll return to your normal state.
You’re also able to pull enemies from the land into the water and this opens up entirely new sets of attacks for them that they otherwise wouldn't have. There’s also tons of content to be found underwater with the Dynamic Event system, not only this but you’ll find entire cities and civilizations as well.
When underwater you’ll be diving into the depths and it might become difficult to tell which way is up or down. As you descend the edges of your screen will become darker and as you ascend that darkness will fade. This makes it quite easy to tell which direction you're headed.
Holy Trinity – In pretty much every MMO, everyone has a defined role. These roles are Tank, DPS, and Healer. Where based on your class/spec you do one of these roles and only that role. Those roles don't exist in GW2. GW2s combat is built with control, damage, and support in mind. Every player will have the responsibility of doing everything; no one gets a pass and is allowed to not help out. While everyone has their own individual heal and some Professions might have another healing spell that they can throw down as an AoE, it isn’t something you can rely on and is more of a “when it’s absolutely needed” kind of thing. You’re not able to rely on that AoE heal to save you, you are going to be keeping yourself alive by dodging and paying attention, you’re going to be tanking, you’re going to be doing damage, you’re going to be buffing, you’re going to be debuffing, you’re doing to be resurrecting allies. Situational awareness is one of the most important aspects of GW2.
Re: Super guia - Gameplay
Boons & Conditions - Boons are a set of effects that are the positive counterpart to conditions. The duration of boons can be stacked, but their effectiveness does not stack. For example, if a 10 second regeneration buff was placed on an ally with 5 seconds of regeneration still remaining, that ally would not gain extra regeneration but the buff would have 15 seconds remaining.
Some examples of Boons are:
Aegis
Block the next attack. Exclusive to guardians.
Fury
20% Critical Chance increase. Stacks in duration.
Might
X damage per attack increase. Stacks intensity.
Protection
33% damage reduction. Stacks in duration.
Regeneration
Regenerates X health per second. Stacks in duration.
Swiftness
33% movement speed increase. Stacks in duration.
Vigor
Faster endurance regeneration. Stacks in duration
Retaliation
Does X damage to an opponent each time they hit you. Stacks in duration.
Conditions - A condition is a negative effect that can be inflicted against enemies. Currently, only through the use of skills and affecting traits can players utilise conditions. Certain conditions can stack, commonly providing a longer lasting condition than normal or an increase in damage dealt over time. When a condition is removed using a skill, the entire stack of that condition is removed.
Examples of conditions are:
Bleeding
Inflicts X damage per second. Stacks in intensity.
Blind
Causes the target's next hit to miss instead.
Burning
Inflicts X damage per second. Stacks in duration.
Chilled
66% movement-speed reduction & 66% slower skill recharge while active. Stacks in duration.
Confusion
Inflicts X damage each time a foe uses skill. Stacks in intensity.
Crippled
Target moves 50% slower. Stacks in duration.
Fear
Causes the target to run directly away from the caster.
Immobilized
Immobilizes and prevents dodge. Stacks in duration.
Poison
Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
Vulnerability
X armor reduction. Stacks in intensity.
Weakness
50% of attacks are glancing and endurance regeneration is reduced by 50%. Stack in duration.
Attributes -
Primary
Power — increases attack
Precision — increases critical hit chance
Toughness — increases armor
Vitality — increases maximum health
Offense
Prowess — Improves the damage multiplier on critical strikes.
Malice — Improves the damage done by conditions like burning, poison, confusion, and bleeding.
Expertise — Improves the duration of all conditions inflicted by the character.
Support
Concentration — Improves the duration of all boons applied by the character.
Compassion — Improves all outgoing heals that your character does, including self heals.
Profession-specific
Brawn (warrior) — Improves the damage of warrior burst skills.
Willpower (guardian) — Decreases the recharge on all virtues.
Cunning (thief) — Decreases the recharge of the Steal ability.
Empathy (ranger) — Improves pet attributes.
Ingenuity (engineer) — Reduces the recharge on all tool-belt skills.
Guile (mesmer) — Reduces the recharge on all Shatter skills.
Intelligence (elementalist) — Reduces the recharge of the four elemental attunements.
Hunger (necromancer) — Increases the size of the necromancer’s life-force pool.
Environmental Weapons - In your travels you’ll come across many different types of environmental weapons that you can use. Say you’re out and about, you might come across an Oakheart. When you kill it, it might drop an Oakheart branch that would replace the skills in your skillbar with new ones. Thieves are able to steal a branch from the Oakheart without having to kill it first (see the Thief section for more on stealing). If you come across a turret, you can get inside of it and your skillbar changes so that you can control it as well as fire it. Some weapons are created from player skills like the Warrior’s banners and the Elementalist’s conjure. Some items aren’t weapons at all, but objects that serve certain purposes. There’s even a Hazmat Suit you can buy with Karma that puts the player inside of this armored mech golem suit, you gain 2,000 extra health points and stay inside until you drop to 0 HP or leave the suit. Some environmental weapons can also behave differently based on the class who is wielding it. There are enemies that will throw environmental weapons at the player that you can then go and pick up to use against the aforementioned enemy. An example of this would be a Stone Elemental, if they throw a boulder at you, you could run over and pick it up and as an Elementalist you could throw it into the air and have it come raining down as a meteor.
Playing With Your Friends - MMOs these days are designed so that you might play with a friend if you happen to be on the same quest together or around the same level, if not then you'll have to wait till the level cap and even then there's segregation due to the gear treadmill. In GW2 as soon as you exit the tutorial at level 2, you can go to a nearby Asura Gate and it will take you to the hub city of Lion's Arch. From there you can take another gate to any other capital city in the game and meet up with all of your friends right from level 2. The entire game is built around community, co-operation, exploration, and fun. The whole point of playing an MMO is to play with others and most of all with your friends, right?
Sidekicking - Ever start playing a new MMO and your friend is already 30 levels ahead of you making it so you have to catch up to him? Everyone has been in that situation at one time or another. Well, with the sidekicking system this is no longer an issue. If your friend is level 30, he could come back down to the Level 1 areas and play with you, his stats and gear are scaled down to match the area you’re in and he’ll have all of the skills he’s unlocked, just weaker versions of them. When someone goes to a lower level area they’ll still gain a good amount of Experience/Karma/Coin as well as appropriate loot for their level, it’s not quite as much as you’d get from doing on level content, but it’s enough so that you’ll want to go play with your friends.
So what this means is no one will ever be able to blow through content in the game and ruin it for everyone else. This also means that all content will always be relevant, even after content patches and expansion releases.
Guilds - Currently we know a little bit about guilds. You'll be able to create your own guild as you'd expect, within this you can earn a form of currency called Influence that you can earn by doing things with your guild out in the world. Influence will allow you to buy things such as guild storage, a calendar, experience flags, fortify and upgrade the keeps you're holding, etc. As a guild you'll be able to capture keeps in WvWvW in the name of your guild and fly your banner for all to see. You'll be able to track all of your guildmates on the map as well as out of game (see the Extended Experience section below). Where GW2 differs from most MMOs in regards to guilds is you'll be able to join multiple guilds at once and jump between them with a simple mouse click in-game. So this allows you to be in many different guild types just like you're in many different social circles in real life.
Because the list is far too large, I’m including links to all of the possible current Guild upgrades:
http://wiki.guildwars2.com/wiki/Politics#Politics
http://wiki.guildwars2.com/wiki/Politics#Art_of_War
http://wiki.guildwars2.com/wiki/Politics#Economy
http://wiki.guildwars2.com/wiki/Politics#Architecture
Guild halls and player housing will come after launch.
Some examples of Boons are:
Aegis
Block the next attack. Exclusive to guardians.
Fury
20% Critical Chance increase. Stacks in duration.
Might
X damage per attack increase. Stacks intensity.
Protection
33% damage reduction. Stacks in duration.
Regeneration
Regenerates X health per second. Stacks in duration.
Swiftness
33% movement speed increase. Stacks in duration.
Vigor
Faster endurance regeneration. Stacks in duration
Retaliation
Does X damage to an opponent each time they hit you. Stacks in duration.
Conditions - A condition is a negative effect that can be inflicted against enemies. Currently, only through the use of skills and affecting traits can players utilise conditions. Certain conditions can stack, commonly providing a longer lasting condition than normal or an increase in damage dealt over time. When a condition is removed using a skill, the entire stack of that condition is removed.
Examples of conditions are:
Bleeding
Inflicts X damage per second. Stacks in intensity.
Blind
Causes the target's next hit to miss instead.
Burning
Inflicts X damage per second. Stacks in duration.
Chilled
66% movement-speed reduction & 66% slower skill recharge while active. Stacks in duration.
Confusion
Inflicts X damage each time a foe uses skill. Stacks in intensity.
Crippled
Target moves 50% slower. Stacks in duration.
Fear
Causes the target to run directly away from the caster.
Immobilized
Immobilizes and prevents dodge. Stacks in duration.
Poison
Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
Vulnerability
X armor reduction. Stacks in intensity.
Weakness
50% of attacks are glancing and endurance regeneration is reduced by 50%. Stack in duration.
Attributes -
Primary
Power — increases attack
Precision — increases critical hit chance
Toughness — increases armor
Vitality — increases maximum health
Offense
Prowess — Improves the damage multiplier on critical strikes.
Malice — Improves the damage done by conditions like burning, poison, confusion, and bleeding.
Expertise — Improves the duration of all conditions inflicted by the character.
Support
Concentration — Improves the duration of all boons applied by the character.
Compassion — Improves all outgoing heals that your character does, including self heals.
Profession-specific
Brawn (warrior) — Improves the damage of warrior burst skills.
Willpower (guardian) — Decreases the recharge on all virtues.
Cunning (thief) — Decreases the recharge of the Steal ability.
Empathy (ranger) — Improves pet attributes.
Ingenuity (engineer) — Reduces the recharge on all tool-belt skills.
Guile (mesmer) — Reduces the recharge on all Shatter skills.
Intelligence (elementalist) — Reduces the recharge of the four elemental attunements.
Hunger (necromancer) — Increases the size of the necromancer’s life-force pool.
Environmental Weapons - In your travels you’ll come across many different types of environmental weapons that you can use. Say you’re out and about, you might come across an Oakheart. When you kill it, it might drop an Oakheart branch that would replace the skills in your skillbar with new ones. Thieves are able to steal a branch from the Oakheart without having to kill it first (see the Thief section for more on stealing). If you come across a turret, you can get inside of it and your skillbar changes so that you can control it as well as fire it. Some weapons are created from player skills like the Warrior’s banners and the Elementalist’s conjure. Some items aren’t weapons at all, but objects that serve certain purposes. There’s even a Hazmat Suit you can buy with Karma that puts the player inside of this armored mech golem suit, you gain 2,000 extra health points and stay inside until you drop to 0 HP or leave the suit. Some environmental weapons can also behave differently based on the class who is wielding it. There are enemies that will throw environmental weapons at the player that you can then go and pick up to use against the aforementioned enemy. An example of this would be a Stone Elemental, if they throw a boulder at you, you could run over and pick it up and as an Elementalist you could throw it into the air and have it come raining down as a meteor.
Playing With Your Friends - MMOs these days are designed so that you might play with a friend if you happen to be on the same quest together or around the same level, if not then you'll have to wait till the level cap and even then there's segregation due to the gear treadmill. In GW2 as soon as you exit the tutorial at level 2, you can go to a nearby Asura Gate and it will take you to the hub city of Lion's Arch. From there you can take another gate to any other capital city in the game and meet up with all of your friends right from level 2. The entire game is built around community, co-operation, exploration, and fun. The whole point of playing an MMO is to play with others and most of all with your friends, right?
Sidekicking - Ever start playing a new MMO and your friend is already 30 levels ahead of you making it so you have to catch up to him? Everyone has been in that situation at one time or another. Well, with the sidekicking system this is no longer an issue. If your friend is level 30, he could come back down to the Level 1 areas and play with you, his stats and gear are scaled down to match the area you’re in and he’ll have all of the skills he’s unlocked, just weaker versions of them. When someone goes to a lower level area they’ll still gain a good amount of Experience/Karma/Coin as well as appropriate loot for their level, it’s not quite as much as you’d get from doing on level content, but it’s enough so that you’ll want to go play with your friends.
So what this means is no one will ever be able to blow through content in the game and ruin it for everyone else. This also means that all content will always be relevant, even after content patches and expansion releases.
Guilds - Currently we know a little bit about guilds. You'll be able to create your own guild as you'd expect, within this you can earn a form of currency called Influence that you can earn by doing things with your guild out in the world. Influence will allow you to buy things such as guild storage, a calendar, experience flags, fortify and upgrade the keeps you're holding, etc. As a guild you'll be able to capture keeps in WvWvW in the name of your guild and fly your banner for all to see. You'll be able to track all of your guildmates on the map as well as out of game (see the Extended Experience section below). Where GW2 differs from most MMOs in regards to guilds is you'll be able to join multiple guilds at once and jump between them with a simple mouse click in-game. So this allows you to be in many different guild types just like you're in many different social circles in real life.
Because the list is far too large, I’m including links to all of the possible current Guild upgrades:
http://wiki.guildwars2.com/wiki/Politics#Politics
http://wiki.guildwars2.com/wiki/Politics#Art_of_War
http://wiki.guildwars2.com/wiki/Politics#Economy
http://wiki.guildwars2.com/wiki/Politics#Architecture
Guild halls and player housing will come after launch.
Re: Super guia - Gameplay
Mi pregunta es: por que esta en el subforo de D3 si es de otro juego? (creo que del GW2)
Ztromy- Forjador de Holocrones
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Antigüedad : 03/09/2008
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Re: Super guia - Gameplay
Stromy escribió:Mi pregunta es: por que esta en el subforo de D3 si es de otro juego? (creo que del GW2)
Porque me he liado yo colgando los post ;P, a ver si algun admin lo mueve.
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Recios :: JUEGOS :: MMOs :: [GW2] Guild Wars 2
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