So if I want an endgame of calculating differences in gear and parsing this game won't have it (as far as we know)? It sounds like endgame will be more or less collecting outfits, correct?
So if I want an endgame of calculating differences in gear and parsing this game won't have it (as far as we know)? It sounds like endgame will be more or less collecting outfits, correct?
Correct!
There's always min-maxing runes and such.
You'll still min-max gear, traits, utilities, etc. for different builds. The first time you enter the mists with a fully leveled 80 with all gear, skills, and traits unlocked it's quite overwhelming. I wouldn't be worried about lack of min-maxing.
There is still min maxing but it will be standardized, as in, there will not be gear introduced or needed to increase specific stats, that is not already "easily" obtainable. That particular carrot is gone.
"Did you finally get Sword to drop, after 800,000 runs of that repetative, unimaginative, tank-and-spank dungeon? After seeing barely literate invertebrates roll higher than you and walk around with their Sword like they were badasses? Then you'll love what we have for you! Introducing Sword +1! Because Sword is shit, and you should feel shame for owning it!"
In terms of endgame/raiding, how often would you expect to have to redo your build? Since it seems reshuffling can be fairly spendy.
I think they said they wanted to have an option for multiple build load outs post release. But the only PvE area you would really have to worry about I think is end game dungeons and those are designed to be run with whatever you have. So unless your build is just really sub-optimal I don't think it will be a huge deal.
That might be only for story mode. Explorable mode could end up being difficult enough that you'll need people filling support and control roles to even have a shot and finishing them.
No, what will happen is you will coordinate with people about who will be in charge of handling certain roles at specific moments in the run, since everyone can and will be able to effectively do it even though they are not traited in one particular direction.
What I see is changing weapons and skills and a simple swapping out of traits to handle specific encounters, partially depending on who would be comfortable with what.
Versatility would def be a measure of skill for PVE. In a slightly different way than PVP for sure.
er, I may have asked this in wrong thread so I'm double posting:
any good preorder bonuses out there? amazon's is a ring that's like +2 all stats, I miss their always having $10 towards your next game bonuses ; ;
Its the same bonus everywhere if you are pre-ordering and not pre-purchasing.
https://buy.guildwars2.com/en/
Okay thanks for the info. And one more thing about traits, assuming I read this right, you use the same trait set for WvW/PvE and then a separate set for PvP correct?
This is true. Think of your sPvP character being a "clone" of you that is level 80 and is only available in The Mists area. Your skill/trait/weapon/armor choices are specific to this sPvP character.
Your PvE character is the exact same character that enters WvW. In WvW you are "sidekicked" up to level 80 but you retain your PvE gear, skill availability and traits.
TLDR: WvW= PvE character sidekicked to level 80; sPvP= Cloned Copy of your PvE character that is actually level 80 with separate PvP specific gear/traits
So how effective would a PvE bulid work in WvW? Kinda concerned since build sites have them classified differently.
Also after looking at the Database, is the highest level armor ATM only 35?
Nope, there's level 80 stuff. The databases are incomplete at best.