Can you multi class in guild wars 2




















Necromancers need to learn how to read a battlefield and respond accordingly. Reapers are more than capable of tanking blows on the front lines with proper support, slashing through groups of enemies and dealing impressive damage while sustaining via their shrouded form. Tougher enemies can be whittled down with the Scourge's barrage of conditions, with can be valuable against strong bosses.

Mesmers are masters of deceit and chaos. They can teleport allies reduce cool-downs and make their allies hard to target. Chronomancers emphasize the use of buffs for themselves and allies while Mirage elites use clones and other sneaky tactics to overwhelm opponents in one-on-one combat. They also have the benefit of being in demand with any group. Think of them as an effective mix of Thief and Revenant.

The opponent should always wonder what the Mesmer will be up to next. Chronomancers can be invaluable to teams in higher-tier content thanks to other ability to manipulate the "flow of time" during battle, while Mirage can offer a massive distraction point for enemies thanks to their deceptive abilities.

There are brutal tanks who can keep themselves and their allies alive. The Dragonhunter gives Guardians better mobility and berserker-like DPS while the Firebrand can be either a damage-dealing powerhouse or a team support healer. The only downside, which is a minor one, to Guardians is that they tend to be niche in combat.

Guardians need healers to back them up, Dragonhunters are better in shorter fights, and Firebrands are good in long, drawn-out fights.

They can more than hold their own in solo combat, but they really shine in group fights. Guardians are literal meat shields and forgetting that is why players tend to struggle with them.

Another important tip about Guardians is to trust the healers in the team to keep them alive and focus all their efforts and attention on mitigating enemy damage output. Dragonhunters are capable of producing some of the most impressive damage in the game, alongside the Firebrand which can turn the tides of battle with their incredibly powerful tomes that are useful in higher-level content.

In solo, they shine by devastating groups quickly with AOE attacks, and in groups, they are excellent backline fighters who can buff allies, heal the group , or rain hellfire on the enemy. They can be glass cannons at times, but it's only a problem if the enemy survives the chaos an Elementalist can unleash on the battlefield.

If the player wants to quickly obliterate everything on the screen this is the class to pick. Elementalists need to pick whether they want to heal or deal damage. Healing-based Elementalists need to all but ignore the enemy and focus on allies while damage dealers do the opposite. Engineers are capable of becoming just about anything which makes them the best class in the game.

The maximum number of skill types would be 11, max number of specializations 11, and max number of elite specializations would be 3 for every character. An additional healing skill slot, utility skill slot, and elite skill slot would be gained leveling past 40 to better utilize the skills and abilities from the extra profession, and use special skills and abilities unlocked from that combination.

A designated elite specialization slot would be unlockable to allow for one extra specialization to be used from base profession, or multi classed profession. Those skill types would be improved upon in addition to introducing new skills in the form or auras that could be used by the player. Between all the multiclass possibilities for each profession, one type of multiclassing might focus on specific types of skillsets that are needed for a build, so there is a degree of freedom based on all the possible combinations.

Essentially, 36 new skill sets, specializations, and elite specializations would be added to the game. Specialization: Dualist Elite: Champion. A very basic outline of every multiclass, but I may go back and flesh out a few. Coming up with trees for skills and specializations is a bit beyond me. I also, basically wrote this entire post to argue for a tanky paladin class to play as. Posted by: Moonyeti. As much as I miss being multiclassed in GW1, the devs found it a nightmare to keep balanced and to add new skills in expansions, and the power creep was huge.

They made the decision to cut multiclassing in GW2 for this reason. Posted by: flog. Rounding out their arsenal with traps, nature spirits, and survival skills, they have the tools to take on any type of foe. Rangers are masters of their natural surroundings, and use a versatile set of skills to hunt their enemies. The rangers are also accompanied by their trusted pets , fighting in unison with their own set of pet skills to pick off their enemies one by one.

What they lack in defense, they make up for with skills to debilitate, teleport, or vanish from sight. Thieves use their initiative to fuel their weapon skills , dishing out quick chains of damage before slipping away into the shadows with stealth.

The other part of their specialty is stealing - each enemy has a number of items which provide stolen skills to the thief to turn the fight.

Scholar professions are the least durable fighters in direct combat, possessing only light armor. However, they make up for lack of defense with versatility and adaptability. Their ability to change their elemental attunement midcombat is versatile but difficult to master.

Elementalists can adapt to any situation by attuning to one of the four elements: Fire , Water , Air or Earth. Each attunement changes the five weapon skills on the skill bar , depending on the elementalist's equipped weapon set, and essentially gives the elementalist more skills to use than any other profession.

Mesmers rely on evasion and subterfuge requiring finesse and practice to perfect. Mesmers can create illusions to fight by their side, which they use to harass enemies with phantasms or mislead them with clones.

Clones can also be shattered , destroying them and causing secondary effects, such as confusion , a powerful condition which damages foes as they continue their assault in vain. Necromancers use a special resource called life force which is gathered each time a creature near them dies, or additionally by using certain skills.



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