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Hello guys i am so excited about the GW2 but i wanted to ask something.I usually play a healer in every mmo i ve played,we all know the important role a healer has in the party and that's what i like about it,interacting with other ppl,helpin each other everyone got a role that's the awesomeness of the mmo's for me.But now without specific healer in GW2 i cant understand how will an instance or a dynamic event can be..not only from the healers perspective but also can 5 elementalist for example clear a dungeon??or 5 hunters or warriors??Isn't a little bit strange?How a dynamic event will work? Let's say 30 people are gathered so they can kill a dragon,i dont want to be a guy from that 30 people who just hits a dragon want to interact with all the guys of the event helping each other i want everyone to have a specific role..How do you think that will happen??Sorry also for my bad english in some sentences i hope you understand the meaning..
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Everyone has their own healing skill slot and those skills are fairly powerful heals with moderate cooldowns. The game also features active dodging and most skills can be used while moving. Players will need to take personal responsibility for keeping themselves alive, while working cooperatively with others.
Some professions have some additional healing skills, which they can use to help their allies, but these are directional, area of effect or based on proximity, rather than being skills that target a particular ally directly. In any event, even a character with the maximum number of healing skills is not going to be able to just heal and be productive. They will need to provide DPS and or utility, as well as be able to react to enemy behaviors which may require a change of tactics during a fight.
All professions in GW2 have an amount of versatility similar to Hybrid classes in other MMORPGs. Because the game does not rely on the Trinity of Tank:DPS:Healer(Support), encounters can be designed very differently to be much less predictable. So, combat as a group will require people to play their professions well and find ways to use the skills available to them to defeat various enemy tactics they encounter.
For instanced dungeons, which require five man groups, yes, the game has been tested to show that even five characters of the same profession can come up with ways to defeat the enconters that occur during the course of a dungeon run. This may require some coordination between the players on who will bring what skills and how various forms of encounters may be "solved", but you will no longer have to have a certain mix of professions to handle dungeons and other group content.
Out in the game world, you can group to cooperate, but you can also help others with out being grouped with them. Utility skills that effect allies effect all allies, even if they aren't in your group, as long as they are positioned in a place that your skills can effect. For example, Elementalists have a fountain of healing water they can summon. Any other players can move into the fountain to get healed, even if they are not in your party. (For massive combat, there is some limits on how many allies may be effected by a single skill, but the limits are fairly high and won't effect most typical situations).
Also, to encourage cooperation, in a group or not, when more than one player attacks a mob, they each get as much XP as they would have received for a solo kill, rather than dividing the XP. They also each get the same loot they would have recieved if they had killed it solo. So, there is no kill tagging or kill stealing. It will always be good for everyone to help others or have someone help you.
Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated
Yes, it's been reported that 5 of one class can, in fact, complete dungeons. The example given was Rangers. But who really knows the difficulty of the dungeon they are said to have completed (Explorable is a lot, a lot, harder than Story).
The thing is, essentially every class is a hybrid. Yes, 5 Rangers may have completed a dungeon, but I can't see how that's possible without a lot of variety between them, ranging from weaponsets to traits (Traits are the big one). I hope that 5 people running the exact same thing would be really difficult, but given that everyone has a heal slot on their bar, it could be possible. I'd advise you to look at the gw2 wiki to see just how different classes can be based on weapons and traits. They basically become a whole new class with an entirely different playstyle.
If your thing is just healing, you'll probably be a sad panda. There are ZERO skills that target an ally. You can't click a target and cast a heal on them (or anything, for that matter). Instead it's positional. For example, the Water-tuned Elementalist is often cited as an example of a 'heal like' class, where they drop AoE heals in places and it's up to the other folks to notice it and move to it. It keeps you on your toes when it comes to combat. This takes your eyes away from raid frames and makes you watch what's going on around you. The closest you'll get to that feeling of healing will be support roles (Engineer is a big one; Guardian is right there too). Again, you'll move away from clicking raid frames and instead be more focused on what's going on around you. Instead of a heal you'll cast an aoe stun. You'll throw wards down to root foes. Instead of healing the damage, you'll be mitigating it entirely. Again, faster pace to combat when that occurs.
Basically, look around and find out info on all the classes. Make sure you check all their weapon sets because there's a hell of a lot of difference between, for example, a scepter Guardian and a Greatsword Guardian.
Edit: Ninja'd
OP..
Please watch this vid..
http://www.youtube.com/watch?v=bvqc5KHnPF8&feature=player_embedded
The short reply to OP is that while healers is out, support is still there.
Healing is btw according to arenanet a subclass of support. And while most healing traditional is reactive and turn the game into a game off whack-a-mole looking at the ui, support in GW2 is proactive.
So basicly the gamer there wants to have the role of helping others and be remembered for that, he will spec for support.
The Guardian is an obvius choice for support, but most other classes will be really good at this also, if skills are chosen accordingly.
What you will not see OP is that everyone have a speciffic role- since every one will have at least some skills that can do something in the areas of damage, support and control. Instead we will se changing roles during combat to improve the performance of the group.
I find it amazing that people cannot fathom an MMORPG, with difficult group content, without requiring tanks & healers, when other kinds of games do it just fine. Heck, I think those people should try out Magicka, because that game gives a good idea of how a party full of Elementalist would play in Guild Wars 2 instances.
There's also this vid about the game's lack of healers.
But if after all that you wanna play a healer so much, then I suggest you play another MMORPG. I myself will try out Tera, because at least playing a healer in that game looks a lot more involved than playing 'whack a mole'.
Ok now i see damage /control/support instead of tank dps heal nice I think i gonna create a guardian for support :P,what does OP means?? :P
Depends on the context, it could mean OverPowered, but in this context it means Orignal Post(er).
The thing about the Damage/Control/Support thing is that you cannot really specialize in one area, like you can with a Holy Trinity game. Best thing for you to do is use this skills tool (there's an English button on the top-right) and experiment. See if you can build a Support Guardian. I guarantee that you will still have plenty of Damaging abilities there, along with a some Control. Here's 1 build I come up with.
"OP" can mean one of 2 things:
"Over Powered" or like in this case "Original Poster". It all depends on the way it is used.
Edit: Ninja'd
TBH, I'm thinking that down the road with an expansion, there will be a healer type class released, not pure heal, but more of a pure support heal. I just don't see a game not having a healing class for very long. It seems odd, but then again a lot of things about GW2 are going to be different which makes it exciting.
I don't see why they would put so much effort into making a game that won't need any healers, with mechanics that don't support any healers and then go around and add them to the game later on. If they add one in then they would be forced to tune their encounters so said healer would actually work and then... well this guy explains it better.