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Mensaje  Latok Lun 02 Jul 2012, 17:22

Jumping Puzzles - There are jumping puzzles scattered all throughout the world that require you to use proper timing and nimble finger movement to reach the end of the puzzle to claim your reward.


Dungeons – At launch there will be 8 dungeons, but don’t fret! This doesn’t mean they’re the same static thing over and over again.Like everything else in the game, ArenaNet is shaking up how dungeons work as well. Every dungeon has a Story mode and an Exploration mode. The Story mode uses concept art and exposition to tell the story similar to the Personal Story. After completing the Story mode of a dungeon, you will unlock Exploration mode. Exploration mode is significantly harder than the Story mode version. Story mode is meant for pretty much any random pick up group, whereas Exploration mode is very difficult content that is meant for a coordinated group of players. Whatever results come of the Story mode version will play out in the Exploration version of the dungeons. Each of the Exploration dungeons have at least 3 paths that the group can vote on that will determine what path they take. The Dynamic Event system is also present in both versions of the dungeons, so even if you play through multiple times, that doesn’t mean you’ll see the same exact thing. Bonus events could spawn from player actions, by location or even at random and change your experience.

But what about the loot you ask?

Every dungeon has its own unique weapon and armor sets. The Story mode has the unique weapons and the Exploration mode has the unique armor sets. When you complete a dungeon you'll be given a token that's used as a currency for either weaopons or armor. So rather than grinding a single dungeon 20 times in hopes that you get what you're looking for, you can just take the token and buy exactly what you want.

Aggro/AI

Aggro will take into account quite a few factors:

Simple creatures use a system based on proximity, how much damage is being done to them, how much damage they're doing, health of the player, armor, etc. More complex creatures will use all of the above among other things such as using specific skills, attacking the player that is the furthest away from them, focus on players wearing medium or light armor and try to chase them. Some creatures might run away from you, swap weapons to have entirely new skills, dodge your attacks, use specific skills on players at specific times, etc. Different armies will also have their own systems that are based on different themes, skills, and AI.

Leveling – In GW2 the level cap has been raised to 80, though like everything else ANet is looking to innovate here as well. Most MMOs all have a very exponential leveling curve where each level takes progressively longer than the level before it. ANet has designed a linear curve where each level takes only a tiny bit longer than the last so you’re never going to dread stretches of leveling where leveling hits a huge incline. Their aim is to eliminate that grind feeling. Right from level 1 you’re playing the game, not waiting to hit that one special number that says “okay you can play the game now, for real this time”. ANet has said that once you hit level 30 it will take an average player about 90 min per level past that point.

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Bonus Experience - When you kill an enemy in the world, you might see 5 xp + 2 xp pop up . What this means is you’ll gain bonus experience depending on how long an enemy has been alive in the world, which gives you even more incentive to explore.

Soloing – You'll be able to solo, but just not everything. Dungeons will require a group, though that's not to say you couldn't tackle them with less than 5 people or that you couldn't attempt and even win events that you probably shouldn't be able to. Though some events may be VERY tough to beat or downright impossible while solo. I saw a guy playing at SDCC 2011 where he went up against a named wolf and 2 centaurs, they proceeded to tear him apart very quickly. Saw another guy go up against a named mob, got hit for 1500 and then again and he was dead. That’s not to say you COULDN’T win, but it would be a challenge for sure. Thing is with soloing is even while you’re out in the world, you will be running across people and you will be helping each other out because you all have the same goals and you don’t need to be grouped for any of this to take place.

Kill Stealing – There’s no kill stealing in GW2. Typically when you see another player in an MMO, you dread it. You say “He’s going to take that item before I can get to it!” Well in GW2, you won’t have to worry about that happening. Say you’re killing a mob and someone comes along and starts killing it as well, when the mob dies you both get FULL XP and loot for it regardless if you’re grouped with them or not. ArenaNet is designing a game where you no longer dread seeing other players around you, you WANT to group up with them.

Cross Profession Combos – CPCs have been fleshed out quite a lot since we initially heard about them. You'll be able to create these combos with other professions, people playing the same profession as you, and even by yourself. To start off a combo you'll need an Initiator which is like a “field” in the world that has been created by a spell. They range from elemental effects—such as fire, ice, and lightning—to other effects like poison, light, dark, and smoke. All fields persist in the world for a time and can be taken advantage of by any number of finishers. Next up you need a Finisher which is a category of spell types. All finishers are actions of some kind, including firing projectiles, leaping, and blasting an area. Every finisher can only be modified once, to avoid confusion and stacking. Some examples of combos that can be created are: Use Ricochet through a Firewall to get a bouncing axe that has a chance to burn the targets it hits. Leaping Death Blossom through a Symbol of Faith will remove conditions from allies near your target. Stomp inside a Smoke Screen to cloak nearby allies. This is just a small sampling of what you can do with combos, and we leave it to you to find them all and combo to your heart’s delight.

Other examples of CPCs are a Ranger putting down a Healing Spring, then a Thief uses Unload through the Water Field. These healing projectiles grants an area-of-effect heal to any allies that are attacking the thief's target. A Guardian could put down a Symbol of Switfness on top of an Engineer’s Big Ole Bomb, when the bomb explodes it not only deals damage but Blinds nearby enemies. A Necromancer could put down a Well of Darkness which blinds enemies inside of it, an Elementalist could drop Churning Earth which cripples enemies inside of it. When Churning Earth ends it combines with Well of Darkness and deals additional AoE damage.

There's even a UI element for creating combos that helps you take advantage of them as well as let your allies know they can set one up. When two players create a combo there's a floating notification shown to both players and tells you which skills are involved. Skills also display their field type or finisher type in their description, to help players experiment. Almost every weapon has some sort of initiator or finisher which leaves two players ample opportunities to find and capitalize on combos, regardless of profession or other skill choices.

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Here's an example of the UI element that pops up when you create a combo:

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Upgrade Components – Upgrade Components essentially allow you to make stat improvements to your armor or even new status effects when added to a weapon.

Component types:

Crests – Light Armor
Marks – Medium Armor
Talismans – Heavy Armor

Placing multiple upgrades of the same type on pieces of armor worn together will give the wearer additional, accumulating benefits. For example, a single Crest of the Legion will give a +10 bonus to intelligence, a second will add on a +20 bonus to perception, and so forth. This means that the player can accumulate armor set bonuses on any set of armor pieces, rather than having to acquire specific armor pieces in order to finish a set and gain the full set bonus as is common in most MMOs.
Upgrade components can be crafted, bought, found or obtainable as reward. They can be replaced with another upgrade component, but cannot be salvaged from the item.

An example of a mid-game crest (some stats are no longer in the game so the item is now outdated) found from the Shatterer event chest is the following:

Stats

1. +10 Intelligence
2. +20 Perception
3. +100 Maximum Health
4. Thunderclap (50% chance on Critical)
5. +5% Critical Chance
6. +10 to all Attributes

In a video recently I did see stats on an armor piece that were something like +10 Perception while Daytime and +10 Max Health while Nighttime. So there will be very interesting stat choices and modifiers to customize your character with.

Traits – Traits are another way for your to differentiate yourself from another character of the same profession. Each profession has 5 Trait lines that alter specific aspects of your character. Starting at level 11, you’re able to then start spending Trait points. You get 1 point per level for a total of 70 at the level cap. Traits consist of Minor and Major versions, every 5 points will get you a Minor and then Major trait repeating subsequently. The Minor Traits are locked into the line and can’t be changed, however, the Major traits can be changed at will and there’s a varying amount depending on the Trait line and profession. Traits are now tiered. There’s 3 tiers of Traits, the first one you can unlock at level 11 is Adept which is 6 Traits per line. Master at 40 will open up 4 new Traits per line in addition to the other 6 and finally Grand Master at 60 will give you access to the final 2 Traits along with the other 10 per line. Each point you put into a line will increase 2 static stats per line, for example the Guardian’s Zeal line has this:

Zeal
per point:
+10 Power
+1% Boon Duration

Each profession has a Trait line that gives a specific passive bonus that is exclusive to that profession. The Virtues line for the Guardian would give:

Virtues
per point:
+10 Condition Damage
+1% Virtue Recharge Rate

The +1% to Virtue Recharge Rate being the exclusive stat.

Here’s a list of Traits in the Zeal line:

Minor

Zealot's Speed Gain 10 seconds of Swiftness when health dips below 50% health
Zealous Courage You trigger a symbol of courage at your location when you reach 50% health Rightous in the Face of Death Regenerate health as long as health is below 25%

Major

Eternal Spirit Your spirit weapon is not destroyed when commanded
Fiery Wrath You deal 10% more damage against burning foes
Final Restoration Smite conditions when health reaches 25%
Wrathful Spirits Spirit weapons do 10% more damage
Scepter Power Your damage with scepters is increased by 5%
Two-Handed Power Your damage with two handed weapons is increased by 5%
Conciliatory Strength 10% of Power is given as a bonus to Healing

So the first 5 points into Zeal would get you Zealot’s Speed, another 5 would allow you to choose 1 of the 7 Major traits, another 5 would get you Zealous Courage, and so on.

So you can max out 2 of the Trait lines with 10 points in another or anything in-between. Here’s a link to each of the profession Trait wikis. Note that they’re not 100% complete at this time.

http://wiki.guildwars2.com/wiki/List_of_guardian_traits
http://wiki.guildwars2.com/wiki/List_of_warrior_traits
http://wiki.guildwars2.com/wiki/List_of_engineer_traits
http://wiki.guildwars2.com/wiki/List_of_ranger_traits
http://wiki.guildwars2.com/wiki/List_of_thief_traits
http://wiki.guildwars2.com/wiki/List_of_elementalist_traits
http://wiki.guildwars2.com/wiki/List_of_mesmer_traits
http://wiki.guildwars2.com/wiki/List_of_necromancer_traits

Trait tools:

http://www.gw2tools.com/calc
http://gw2.luna-atra.fr/skills_tool/?lang=en

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Latok
Latok
Verdugo de Coruscant
Verdugo de Coruscant

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