zinfamous
No Lifer
- Jul 12, 2006
- 111,978
- 31,534
- 146
I am personally intrigued by the non-existence of holy trinity and weapon-based skill set, but if I ended up not getting GW2 it's because of point B above. All of the descriptions I've read regarding combat in this game seems like playing a typical arcade fight game to me. I believe I've read that I have to actively move around and can dodge spells/arrows/etc. and I have to time my moves correctly to get the effect that I want.
This just doesn't appeal to me. If I wanted to play Mortal Kombat or Soul Calibur I'll play Mortal Kombat or Soul Calibur, not an MMORPG. I got burned on similar thing with Age of Conan and its supposedly fresh combat mechanic. It was advertized pretty much exactly like that. I tried the game, and the combat mechanic alone killed that game for me before everything else did.
Even in the official website they describe combat as: "Combat in Guild Wars 2 is flexible, fast-paced, and dynamic. Youll achieve victory through timing, dodging, and quick thinking, not immobile number-crunching." Ugh.
So, fans, please tell me I misunderstood this combat thing.
No, you didn't really misunderstand it. dodging and movement is critical for survival in the game, for pretty much all classes, depending on the situation.
Of course, there are some that can currently rely less on it (warrior, as it now stands, can mostly sit there and bash a 4+ NPC mob into paste until it has to move), but there is also the class diversity that the dodge mechanic utlizes.
For example--the Mes (my favored class), is pretty much a "kite mobs until they die" strategy. Your primary utility is to cast illusions--clones of yourself, divided into 2 separate categories (clones and phantasms), that provide various utility use, or damage sources--phantasms being the beasts of the bunch. If you focus on this aspect of the class, you are casting a mob of clones all over the field, each drawing attention, or providing buffs/debuffs/damage whatever, to the NPCs and your local allies. You can explode these clones on mobs, using 1 of 4 skills that provide different debuffs (or buffs to allies), then bring them up again. Depending on how you spec, you can activate a trait that spawns a clone whenever you dodge while in combat--this is extremely useful. While it's still best to save your dodge for when you need it (you only get 2 before your dodge energy needs a recharge, so it's not like you are constantly dodging), it affords another level of strategy where you can pop a quick clone if you want to quickly stack some more damage by shattering them.
There are also various parry skills attached to certain weapons that almost all classes can use--essentially allowing a quick block, and class-based retaliation (mesmer has a parry that will spawn a clone with one weapon, and another that will cause a stun/daze) Further, many skills won't freeze you on parry--you can re-activate that skill while waiting for the block to simply blast out a separate attack.
With the squishier classes, you will be kiting and dodging quite a bit, but depending on how you build your character (and you are never locked in with your profession--there are at least 5 or more, maybe up to a dozen styles of play for each class that you can always readjust at any point), but some of them also offer some quick, spikey damage (like Mes) that involves jumping in and stealthing out of mobs, or all-out massive AoE damage (the ele).

