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Guild Wars 2: a worthy successor to 2011 mmos

Written By Sidiq Martanto on Selasa, 23 Agustus 2011 | 12.17

Today I want to talk about combat, there are many things worth mentioning about this game and I'll probably spread this for future posts, yet the reason I chose this topic is because I feel that it is one of the most important aspects of the game.

- Cross-class combo's, imagine a Elementarist setting a wall of fire and if someone shoots through it, the projectiles become imbued with the fire attribute dealing extra damage, or a guardian setting a healing circle on the ground and shooting through it will heal the allies in the vicinity of the enemy it hits. These are only a small example of the many combinations there will be in the game, sounds like fun? It sure does to me!


- Dynamic skill system, no longer are we restricted to combat skills only when there is a target present as with most games, for example, if you don't have a target and use a skill, if there is a potential target in the vicinity it will take damage and be auto-targeted, if not, the skill is still used. Did it ever make sense that those 2H weapons almost as big as our own characters never hit more then 1-2 targets? In GW each swing will hit everything within it's reach! Realistic? Flexible? More of that please!

- Customizable skills, although the left half of the skill bar is fixed depending on what weapon we have equipped, there are a big variety of weapons, each with different situation value translating into a wide array of actual choices, the right half is completely customizable much in the same spirit as GW1, plus you can customize it further with some feats that modify skills.

- Unique underwater combat, once you dive your normal skills no longer apply, you get a new set of skills that are exclusive for water combat, this skills have unique effects that would not be possible otherwise such as forcing an enemy to sink.


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