Check out a video of combat at the end of this article |
Arena Net has been quite vocal about their intentions on skills and combat from the development of the game all the way to release. The team wanted a combat system that is more active as opposed to a more passive combat that has been the norm for this gaming genre. This is quite a departure since these passive systems already works quite well seeing as it has been adopted for a large majority of games. I myself don’t have any qualms about it but I am intrigued as to how Arena Net wants to implement this new system of combat. Let’s dive a bit further.
A typical skill bar |
Healing skills are quite straightforward. This is a set of 3 to 4 skills that you can choose from that provide a benefit that involves replenishing the life of your character. Note though that you can only equip one healing skill at a time so there is some choice involved as each healing skill will have its own pros and cons in a given situation.
Guardian Healing Skills |
Guardian Utility Skills |
Guardian Elite Skills |
There is also another system to complement your skills and these are called traits. As I have mentioned in the previous article, traits supplement your skills by improving a certain aspect of your character. You can think of it as some sort of specialization or if you play World of Warcraft, this is similar to how talents work. Whenever you level up past level 10, you get one trait point to spend improving a certain trait line. After spending five points (and in intervals of 5 thereafter) you unlock special added effects that make that trait line desirable for your particular play style. As an example, the trait can give you a bonus of 5% increased sword damage or decreased cool down of certain skills. Also worthy to note is that putting points into a certain trait line will increase attributes associated with it e.g. the traits for Guardians under the Valor line add toughness and critical damage while the Radiance line adds precision and condition damage.
Skills Panel |
Finally, combat is very active in this game. Dodges are handled manually where you have to time double tapping a directional button to avoid a large hammer from pounding you to the ground. The game gives good cues as to when you are supposed to dodge but it is still challenging enough to require precise timing to pull off correctly.
Combat is fast and fluid. It focuses more on being mobile rather than spamming a set number of skills repeatedly. This doesn't mean to say that skills and stats don't play a role. This just means that Arena Net has found a good balance between the two to keep combat as fun as it should be.
Combat is fast and fluid. It focuses more on being mobile rather than spamming a set number of skills repeatedly. This doesn't mean to say that skills and stats don't play a role. This just means that Arena Net has found a good balance between the two to keep combat as fun as it should be.
The skills and combat systems for Guild Wars 2 is a departure from traditional MMO's in many respects. Having a limited number of slots for skills gives a good limitation to look for a build that works for you, while the active combat ensures that everyone is on their toes actively playing the game rather than spamming a certain set of skills. These two systems taken together makes combat very satifying.
Back to The Guild Wars 2 Review: Primer
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