woodaba said:
Keava said:
You realize there is no real tanking skills in GW2? That boss aggro varies between boss and some attack based on damage done to them (so Your idea of dpser would suddenly become a tank), based on who is nearest party member or completely randomly and You can't just say that Guy A tanks? No taunting or anything silly like that. You take a beating and Your teams job is to make sure You don't die by using their support skills or bringing You up when You get knocked down.
Then again You made up Your mind. Good for You. I won't cry. Hope You won't either.
The word "you" shouldn't be capitalized like that. Grammar Nazi, away!
That doesn't mean there won't be tanks. Tanking will be done differently in GW2, and Tank specs will be different than most games in GW2, I never disputed that. I am not believing anyone when they say that The Holy Trinity is gone until I play the game. Yes, I'm going to play the game. It looks good! I am legitimately excited for it. But, I'm not going to make up stuff that isn't there in my eyes. I'm a cynic. It's what I do.
Ok. I am going to head this off right here. The devs never said they were getting rid of all trinities, they said they were getting rid of the Holy Trinity of Tank-Heal-DPS. The new system is Control-Support-Damage, a 'soft' trinity if you will. People will still fill these rolls, but all classes will be able to fill them on the fly. A Controller does just that- controls the enemy, they debuff them with stuff like vulnerability or weakness, cripple them, or yes, maybe taking a hit or two, however they won't be able to stand in front of the creature and just get wailed on, they'll either get loss of interest, or get slaughtered, armor does not make a massive difference in this game. I think an armor comparison in one of the demos showed only something like a 15 or 20 percent difference between light armor and heavy armor.
The supporter is where the people that love to heal will probably feel best at home with. These people are the buffers, the saviours. They will put down the walls that can reflect missiles, put the restoration, or aegis or other boons onto nearby characters. There are even some basic healing spells in a supporter's repetoire. However, these healing spells are just additions, a supporter will not be able to singlehandedly keep a health-bar topped with just their healing spells. The self healing spells will be the main componenent of healing in this game.
The last role- the Damager- hasn't really changed much from the idea of DPS- what can you really change? The damager is all about just laying waste to their enemies, they put down the poison and burning and lay waste to their enemies. However, this role seems to be a bit more uncommon, there are only a few weapon sets/toolkits/attunements that really focus on this role, many of the other sets play more towards the other two roles, not to mention, all of the weapon skills that a supporter or controller has also can deal a massive amount of damage. The idea of the straight up damager is still there, it's just been reduced.
So those are the three roles. What Arenanet is trying to do is to get people to be able to fluidly switch between these roles even in mid-combat. I plan on rolling an elementalist, and from what it looks like, I can switch from the pure damage role(fire), to a supporter role(water), to a controlling role (earth), to a bit of an amalgamation between all three (air). And I'll be able to do this mid-combat, be able to fill in any role that might need more focus on, then when less focus is needed there, switch to another role. It's not going to be, OK I'm tank and that's the only role I am going to have for this entire dungeon.
Gamebreaker has a video of the ascalon catacombs dungeon, which shows the way the party works in GW2. It can be found here [http://www.gamebreaker.tv/mmorpg/guild-wars-2-mmorpg/dungeon-runner/]