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25 Nov 2008, 8:19 pm / Other
I know I said I was done with Guild Wars, but something with the game finally clicked for me and I think I short-changed the game in my last post. . I dinged the game because I didn’t find the search for skills to be all that interesting. I also noticed that people kept saying the game was like a collectible card game. The other day this finally clicked for me and I understood what they were talking about. I just couldn’t stop thinking of the game in the terms I was familiar with, and it was giving me some kind of idiot mental block about it. I expect RPG games to follow a line of steady progression of character development from weenie to Wonderboy. I thrive on this sort of thing, and that expectation kept me from seeing the strategy game staring me in the face the entire time. You can only have have eight spells or abilities avilable at any one time. I thought this was like, an interface limitation. You know, that’s how many spells fit on your hotbar, spell toolbar, whatever you call it. But this has nothing to do with not wanting to make the hotbar larger. The eight-spell limit is one of the parameters of the strategy game. In town, you can completely re-spec your character. You can replace any of the eight spells with any eight others you’ve learned at will. (Think of the total spells you’ve acquired as your “deck”, and you can only have eight of those cards in play. ) Once you’re out of town, you can’t change what’s on the hotbar. Each spell comes from a skill. Healing Magic, Fire Magic, Ice Magic, etc. The strength of those spells comes from how many points you have invested in the related skill. As long as you have one point in fire magic, you can take any of the fire spells you’ve acquired and place it on your hotbar, where you’ll have access to it outside of town. You can sink more skill points into fire magic to make your fire spells more potent, but the cost goes up sharply each time you want another level in the skill. At the same time, the benefits of spending those skill points are fairly modest. The guy with level seven fire magic is only going to be doing a little more damage than the guy with level six fire magic, despite the fact that it cost him a lot of skill points to make the jump from level six to level seven. This creates a strong incentive to diversify your skills as opposed to dumping everything into fire magic. (Which is what I’d been doing for most of the game. ) You can reclaim all skill points and re-allocate them anytime you’re in town. People are saying this is a Magic: The Gathering sort of thing, although CCGs never did anything for me. cheap wow gold I can’t help but think of it in a Mech-building sort of way, where selecting your eight spells and allocating your skill points is like mounting weapons on hardpoints and adjusting your loadouts. In any case, your performance on the battlefield is strongly tied to how well you configure your skills, and raw character level is of secondary importance. Now that I “get” it, I can see why the game never clicked for me. mp3 players I wanted to mention this because I know some people thrive on this sort of thing, and from my earlier posts you would probably just conclude this was a tepid game of character-building. The truth is that this is, at its heart, a strategy game with a little leveling and looting added in. "So who does what in GvG. world of warcraft gold Everyone can't do everything, so you need to assign roles that various people are going to fill, hopefully according to their strengths. While some are more important than others, everything serves a purpose. There are a few roles that don't appear in every build you see, but that all depends on what type of build is being run. wow gold The first role to look at is the caller, sometimes also referred to as the leader. The caller has quite a few responsibilities in a match, from picking a target to be pressured/spiked, to deciding when to split and where the group goes. If you're a control freak, this job is for you. wow gold Next, there are the healers, which in days of yore (aka a couple months ago) were Monks, most often the Boon Prot; nowadays Ritualists (and in the future possibly Dervishes as well) are filling in these roles as well, since they have a large variety of healing power that has gone overlooked due to the lack of the Divine Favor attribute which really gives healing a nice oompf. They're the backline that are responsible for keeping people alive. If you like getting beat up and yelled at (well, maybe not yelled at as much if you're on a team of friends), this will be a perfect fit for you. wow gold kaufen Now on to one of the most hated roles in GvG: the flag runner. Very few people enjoy this role because more often than not you're on your own and are away from the support of your team. If you get attacked you're probably going to be taking a dirt nap.
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