Asheras wrote on Sep 14
th, 2012 at 12:00pm:
I think I saw on the ddo forums where Cale was saying that strategy(standing toe to toe with mobs and taking damage without regard) is not viable in GW2. It made me laugh. That strategy sucks in DDO too. But it doesn't mean that some players aren't too stupid to figure that out.
Stupid or not, it was and still continues to be a completely viable "strategy" in about 80+% of the content. This is only true in Gw2 in about 5% of the at-level content. That number raises depending on your character's actual level versus what level zone you are in, because gear and traits which would not have been available at those levels might be available if you're being down-leveled. But even then, that number doesn't raise much. In DDO it's stupid, but it still works. In Gw2 it's suicide.
Quote:No trading system?
This is one of the shortcomings, and one which many of us simply don't understand the decision process behind.
Vag1nasmasher wrote on Sep 14
th, 2012 at 4:38pm:
Yay. 5 whole spells.. That sounds like it will never get old. lol
That number was completely baseless and/or taken out of context.
Asheras wrote on Sep 14
th, 2012 at 5:33pm:
Nah. It's more like saying a hotbar can only hold 10 things in DDO. But that's ignoring the fact that you can hotkey things, program your mouse, and create/populate up to 20 hot bars. All of which gives you a wider range of options than 10.
Saying there are only 5 spells per weapon ignores the other skills you have of which there are five more, the fact that you might have a second weapon set equipped, that you can swap those weapon sets on the fly, changing those first five skills to five different ones, and that elementalists can change what element you are attuned to [instead of having a weapon set swap]. And that each profession has at least one professional skill [on the F1-F4 keys]. All of which gives you a wider range of options than 5 (or 10, which seems to be the size of the skillbar in GW2)
Both games have plenty of options for a character accessing a variety of abilities/spells to fit the need of a quest. They just use different mechanics to make it happen.
This is a much better explanation of the skills. I added some corrections and edits in red.
Basically, there are a vast array of possibilities for the number of skills that you may or may not have available.
Engineer is the perfect example for this.
Like the Elementalist, an Engineer does not get a weapon swap. Instead he has weapon kits which slot in a Utility or Elite slot. Each and every Utility skill in the game for a Engy, including racial skills, offers a secondary skill in his professional slots. So an Engy that slots zero Kits will have five weapon slots, one heal, three utilities, one elite, and four toolbelt skills, for a total of fourteen skills available to draw from. This is the lowest number possible by any profession. It is also a poor way to slot skills for your Engy.
Each and every kit Equipped has it's own set of five skills to draw from. So on the other end of the spectrum, an Engy might have five weapon skills, one MedKit [heal skill = five skills from that Kit], three Utility Kits [fifteen skills from those Utility Kits], one elite skill, and four professional skills on his toolbelt, for a total of twenty nine skills to draw from during combat.
So one Engineer has fourteen skills available, while another has more than twice that number of skills available.
The largest number of skills that may be available belongs to the Elementalist which slots Conjure skills.
Five weapons per Attunement for a total of twenty weapon skills, and five skills per Conjured weapon [three utility plus one elite] for a total of twenty more conjured weapon skills, plus one heal, for a total of forty one skills available. Just like the Engy with no kits, this is a poor way to slot skills on your Ele.