History VideoGame / GuildWars2

16th Apr '16 4:41:37 PM MattStriker
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** OurOgresAreHungrier: While they're physically fairly standard, ''culturally'' they defy the cliché in several ways. They aren't particularly stupid (ogre intelligence seems to be roughly the same as that of humans), they aren't particularly given to eating other sapients and their main Hat as a culture is TheBeastmaster trope: Ogres are Tyria's undisputed masters of animal taming, keeping large, dangerous creatures for labor or combat, or simply for companionship.

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** OurOgresAreHungrier: While they're physically fairly standard, ''culturally'' they defy the cliché in several ways. They aren't particularly stupid (ogre intelligence seems to be roughly the same as that of humans), they aren't particularly given to eating other sapients and their main cultural Hat as a culture is TheBeastmaster trope: TheBeastmaster: Ogres are Tyria's undisputed masters of animal taming, keeping large, dangerous creatures for labor or combat, or simply for companionship.
12th Apr '16 11:03:26 AM Rognik
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** OurOgresAreHungrier: While they're physically fairly standard, ''culturally'' they defy the cliché in several ways. They aren't particularly stupid (ogre intelligence seems to be roughly the same as that of humans), they aren't particularly given to eating other sapients and their main Hat as a culture is the [[TheBeastmaster Beastmaster trope]]: Ogres are Tyria's undisputed masters of animal taming, keeping large, dangerous creatures for labor or combat, or simply for companionship.

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** OurOgresAreHungrier: While they're physically fairly standard, ''culturally'' they defy the cliché in several ways. They aren't particularly stupid (ogre intelligence seems to be roughly the same as that of humans), they aren't particularly given to eating other sapients and their main Hat as a culture is the [[TheBeastmaster Beastmaster trope]]: TheBeastmaster trope: Ogres are Tyria's undisputed masters of animal taming, keeping large, dangerous creatures for labor or combat, or simply for companionship.
12th Apr '16 9:25:24 AM MattStriker
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* TheBeastmaster: Rangers specialize in being this.

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* TheBeastmaster: TheBeastmaster:
**
Rangers specialize in being this.


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** Ogres wear this trope as their cultural Hat. Few ogres are ever seen without their pets and they often make heavy use of them in combat.
12th Apr '16 9:21:11 AM MattStriker
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** OurOgresAreHungrier: They're pretty standard, actually.

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** OurOgresAreHungrier: They're pretty While they're physically fairly standard, actually.''culturally'' they defy the cliché in several ways. They aren't particularly stupid (ogre intelligence seems to be roughly the same as that of humans), they aren't particularly given to eating other sapients and their main Hat as a culture is the [[TheBeastmaster Beastmaster trope]]: Ogres are Tyria's undisputed masters of animal taming, keeping large, dangerous creatures for labor or combat, or simply for companionship.
12th Apr '16 7:47:06 AM MattStriker
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* RatMen: The Skritt are generally regarded as pests by the more advanced races of Tyria due to their attraction to anything shiny and tendency to run off with said shinies. Skritt are individually weak and not particularly bright, but they share a pseudo-hivemind of sorts thanks to their constant ultrasonic chittering which makes large groups of them capable of surprising feats of intellect (such as repeatedly outsmarting the Asura, the resident InsufferableGenius race).
12th Apr '16 7:27:51 AM MattStriker
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* FluffyTamer: One of the possible Guild Bounty targets is the Skritt Brekkabek. He's wanted for keeping ''bears'' as pets. During the fight to subdue him, he ''throws bears at people''.
10th Apr '16 5:59:00 PM MattStriker
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** During the Ogre Wars meta event in Fields of Ruin, at one point an ogre enters the fight by breaking through a wall. His name is Khulaid.
7th Apr '16 8:30:44 PM Rognik
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* {{Elemental|Powers}}ist - A scholar profession focusing on, not surprisingly, magic based on the standard FourElementEnsemble. Unlike most other classes, instead of swapping weapons, the elementalist can swap "attunements", which change all five weapon skills. This allows him to serve multiple functions at once, having a variety of different skills at hand, also having effectively 20 instead of 10 possible weapon skills. This makes him very versatile while in battle. The "Tempest", his elite-specialization, enhances the Elementalist's ability to support with new traits and skills and gets the ability to "overload" the attunements to generate large and strong AoE-effects.
* {{Necromancer}} - A scholar profession based on the manipulation of death. Both the death of surrounding creatures as well as numerous skills build up a resource named "Life Force". This can be used to cloak the necromancer in the "Death Shroud", which replaces the weapon skills and layers a second health bar, absorbing the damage from Life Force rather than the actual health. Together with his naturally large health pool this gives him quite some steadfestness. His elite-specialization the Reaper, gives him melee capacities and crowd control, invoking the style of [[ImplacableMan classic movie monsters]].
* [[MasterOfIllusion Mesmer]] - A scholar profession focused on illusion magic. Their fighting style is based around the creation of doppelgangers, that can be shattered to hurt enemies and/or buff themselves. They are divided into phantasms (easy to spot, additional effects) and clones (identical but powerless). These illusions can be furthermore used as a distraction. His trademark condition is Confusion, that penaltizes skill usage. With the "Chronomancer" the Mesmer gains an elite-specialization, that revolves around time. He gains abilities to alter his and his allies' skill cooldowns with an effect called "alacrity".
* [[ForestRanger Ranger]] - An adventurer profession with an animal companion. Those companions are permanent and follow him into battle, can [[IncrediblyDurableEnemies tank]] for the ranger, since they are much more difficult to hurt than other creatures. Both the ranger and their pet revolve about boon sharing and wearing down the enemy with an array of skills that allow them to stay away from the enemy. Equipped with the longbow the ranger has the longest range of all classes. The elite-specialization, the "Druid" is a step towards a classic healer and can keep a squad of ten players alive.
* [[KarmicThief Thief]] - An adventurer profession that makes use of his vast mobility to surpriseattack single enemies. His the cooldowns of this weaponskills are effectively zero, but he consumes "Initiative" instead. Thus he can spam a single attack multiple times before running out of initiative. His set of skills revolve around evasion, stealth and stealing from his enemy. What is stolen (i.e. what skill can be used temporarily) is ultimately dependable from the enemy. The "Daredevil" - his elite-specialization - takes the concept of the duellist furthermore and vastly improves their ability to dodge, improving his battle skills or mobility.
* [[TheEngineer Engineer]] - An adventurer profession that uses guns, GunsAkimbo and rifles, as well as a number of technological gadgets for offense, healing, and control. Like the Elementalist, he's only able to carry one weaponset, but makes up for that with "kits", that replace the weapon skills for different purposes. At the same time he gains five extra skills for every non-weaponskill equipped. Thematically he's able to set up little gadgets and turrets to fight with, including comically inspired skills like a battering ram on a spring, rocket boots or spilling slicky oil. The "Scrapper" is the elite-specialization, that uses drones and a gigantic screw-wrench (like a hammer) in battle, and specialize massive crowd control and evasion.
* [[BadassNormal Warrior]] - A soldier profession is the most straightfoward class, that can use most weapon combinations than every other class. Every weapon grants access to a [[LimitBreak very strong attack]], that grows stronger, the more adrenaline the warrior has built up. The various skills allow the Warrior to be played as an offensive frontline supporter. The "Berserker", the elite-specialization, gives the warrior a SuperMode, that makes that adrenaline based attack spammable.
* [[ThePaladin Guardian]] - A soldier profession that can use Virtues (Courage, Justice, and Resolve) to aid allies in combat or to power up the Guardian's own passive abilities. Many skills carry an offensive and a defensive component, which makes their use a double edged sword. while mostly found in melee range and bringing easily placable effects into a fight, while lacking strong ranged moves. With the elite-specialization "Dragonhunter" this was resolved by giving him a longbow and access to traps. He also gains a skill that allows him to pull enemies into these traps easily.

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* {{Elemental|Powers}}ist - A scholar profession focusing on, not surprisingly, magic based on the standard FourElementEnsemble. Unlike most other classes, instead of swapping weapons, the elementalist can swap "attunements", which change all five weapon skills. This allows him to serve multiple functions at once, having a variety of different skills at hand, also having effectively 20 instead of 10 possible weapon skills.skills per weapon set. This makes him very versatile while in battle.
**
The "Tempest", his elite-specialization, enhances the Elementalist's ability to support with new traits and skills and gets the ability to "overload" the attunements to generate large and strong AoE-effects.
* {{Necromancer}} - A scholar profession based on the manipulation of death. Both the death of surrounding creatures as well as numerous skills build up a resource named "Life Force". This can be used to cloak the necromancer in the "Death Shroud", which replaces the weapon skills and layers a second health bar, absorbing the damage from Life Force rather than the actual health. Together with his naturally large health pool this gives him quite some steadfestness. His elite-specialization
**His elite-specialization,
the Reaper, gives him melee capacities (with the great sword) and crowd control, invoking the style of [[ImplacableMan classic movie monsters]].
* [[MasterOfIllusion Mesmer]] - A scholar profession focused on illusion magic. Their fighting style is based around the creation of doppelgangers, that can be shattered to hurt enemies and/or buff themselves. They are divided into phantasms (easy to spot, additional effects) and clones (identical but powerless). These illusions can be furthermore used as a distraction. His trademark condition is Confusion, that penaltizes skill usage. With
**With
the "Chronomancer" the Mesmer gains an elite-specialization, elite-specialization that revolves around time. He gains abilities to alter his and his allies' skill cooldowns with an effect called "alacrity".
* [[ForestRanger Ranger]] - An adventurer profession with an animal companion. Those companions are permanent and follow him into battle, can [[IncrediblyDurableEnemies tank]] for the ranger, since they are much more difficult to hurt than other creatures. Both the ranger and their pet revolve about boon sharing and wearing down the enemy with an array of skills that allow them to stay away from the enemy. Equipped with the longbow the ranger has the longest range of all classes. classes.
**
The elite-specialization, the "Druid" is a step towards a classic healer and can keep a squad of ten players alive.
* [[KarmicThief Thief]] - An adventurer profession that makes use of his vast mobility to surpriseattack single enemies. His the cooldowns Instead of this weaponskills are effectively zero, but having weapon timers, he consumes "Initiative" instead. Thus he can spam a single strong attack multiple times before running out of initiative. His set of skills revolve around evasion, stealth and stealing from his enemy. What is stolen (i.e. what skill can be used temporarily) is ultimately dependable from the enemy. The
**The
"Daredevil" - his elite-specialization - takes the concept of the duellist furthermore and vastly improves their ability to dodge, improving his battle skills or mobility.
mobility. The trademark weapon is a melee staff.
* [[TheEngineer Engineer]] - An adventurer profession that uses guns, GunsAkimbo and rifles, as well as a number of technological gadgets for offense, healing, and control. Like the Elementalist, he's only able to carry one weaponset, but makes up for that with "kits", that replace the weapon skills for different purposes. At the same time he gains five extra skills for every non-weaponskill equipped. Thematically he's able to set up little gadgets and turrets to fight with, including comically inspired skills like a battering ram on a spring, rocket boots or spilling slicky oil. oil.
**
The "Scrapper" is the elite-specialization, that uses using drones to manipulate things from afar and a gigantic screw-wrench (like a hammer) in battle, and specialize massive crowd control and evasion.
* [[BadassNormal Warrior]] - A soldier profession is the most straightfoward class, that can use most nearly every weapon combinations than every other class. Every weapon grants access to a [[LimitBreak very strong attack]], that grows stronger, the more adrenaline the warrior has built up. The various skills allow the Warrior to be played as an offensive frontline supporter. The
**The
"Berserker", the elite-specialization, gives the warrior a SuperMode, that makes that adrenaline based attack spammable.
spammable. or wield a torch to burn his enemies.
* [[ThePaladin Guardian]] - A soldier profession that can use Virtues (Courage, Justice, and Resolve) to aid allies in combat or to power up the Guardian's own passive abilities. Many skills carry an offensive and a defensive component, which makes their use a double edged sword. while While mostly found in melee range and bringing easily placable effects into a fight, while lacking strong ranged moves. With the moves.
**The
elite-specialization "Dragonhunter" this was resolved by giving him leanrs how to use a longbow and access to traps. He also gains a skill that allows him to pull enemies into these traps easily.easily, and his virtues change slightly.




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** Their elite specialization, the Herald, allows her to channel Glint, as well as use shields.
7th Apr '16 7:39:37 AM Jesthor
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The game has eight core [[CharacterClassSystem professions]] available, with a ninth -- the Revenant -- introduced in the ''Heart of Thorns'' expansion. These classes are divided into Scholars (light armor), Adventurers (medium armor), and Soldiers (heavy armor). Any race is able to play any profession equally well and each profession has a "unique mechanic" that greatly distinguishes it from the others.

* {{Elemental|Powers}}ist - A scholar profession focusing on, not surprisingly, magic based on the standard four elements. Their unique mechanic is "attunements": while the other professions[[note]]bar Engineer, see below[[/note]] can switch between two weapon sets, Elements switch between four "attunements", one for each of earth, fire, water, and air. These attunements have both passive effects and change the skill bar of the character. Earth skills focus on defense and damage over time, Fire skills on AreaOfEffect damage, Water on healing and movement interference, and Air on substained single-target damage and controlling mobs.
* {{Necromancer}} - A scholar profession based on the manipulation of death. Has a number of life-stealing skills, summonable minions, and a range of support abilities, in addition to some direct damage. Their unique mechanic is a "Life Force" resource that builds as deaths occur near the necromancer. Life force is used to sustain a "Death Shroud" state, which gives the necromancer a new skill bar and causes his life force to take damage instead of his health.
* [[MasterOfIllusion Mesmer]] - A scholar profession focused on illusion magic. A number of their skills involve creating illusionary copies of themselves, either "clones" that look identical to the caster to confuse the enemy, or "phantasms" that are ghostly copies of the caster with less health but more damage. They can also shatter these illusions to damage or debuff enemies or buff themselves. Many Mesmer spells will inflict Confusion; a new condition that causes enemies to take damage whenever they activate a skill.
* [[ForestRanger Ranger]] - An adventurer profession that can use both ranged (but only bows, not guns) and melee weapons, with the ranged weapons covering a variety of roles and melee abilities being focused around quick movement and defense. May also use traps and nature spirits to defend or influence an area respectively. Their unique mechanic is animal pets, which can be equipped with a number of different skills for different roles, depending on the exact type of pet.
* [[KarmicThief Thief]] - An adventurer profession that can use both ranged and melee weapons and is the first class announced to use pistols. Utilizes [[FlashStep shadowstepping]], traps, and stealth in combat. As a unique mechanic, rather than having cooldowns, thief skills consume some of the character's twelve 'initiative' points. The thief can also steal an item from a foe and use it as an impromptu weapon.
* [[TheEngineer Engineer]] - An adventurer profession that uses guns, GunsAkimbo and rifles, as well as a number of technological gadgets for offense, healing, and control. They can place turrets down on the battlefield, equip backpack kits that allow them to use grenades, med packs, flamethrowers, elixir guns, and consume or toss elixirs for a variety of buffs or cleanses. Their unique mechanic is a tool belt that maps a special ability to every healing or utility skill that the Engineer has equipped. For example, the tool belt skill for the Med Kit is a self-heal, and the tool belt skill for Throw Mine deploys a small minefield around the user. Because of the tool belt and the kits, they also lack the ability to switch weapons, but they end up not really ''needing'' it as nearly all Engineers will use at least one kit, if not several.
* [[BadassNormal Warrior]] - A soldier profession that can use both ranged and melee weapons, with ranged weapons being focused more on various types of direct damage and melee weapons covering a variety of roles. May also use shouts, stances, and warbanners to enhance allies and themselves. Their unique mechanic is Adrenaline, which builds up as the warrior deals damage, increasing the damage of abilities and [[LimitBreak providing a special ability based on their current weapon when it is high enough]].
* [[ThePaladin Guardian]] - A soldier profession that can use Virtues (Courage, Justice, and Resolve) to aid allies in combat or to power up the Guardian's own passive abilities. While somewhat lacking in pure offensive skills, Guardians bring a plethora of crowd control and defensive abilities, anchoring the effort for any group. Guardian highlights include consecrating the ground to block enemy attacks or passage, curing conditions and provide boons to the party through shouts, or summoning enchanted weapons to help in the fight.

to:


The game has eight core [[CharacterClassSystem professions]] available, with a ninth -- the Revenant -- introduced in the ''Heart of Thorns'' expansion. These classes are divided into Scholars (light armor), Adventurers (medium armor), and Soldiers (heavy armor). Any race is able to play any profession equally well and each profession has a "unique mechanic" that greatly distinguishes it from the others.

others. With the release of ''Heart of Thorns'' every class also gains access to an elite-specialization, which adds new mechanics to the existing ones and possibly broading the experience with those classes.
* {{Elemental|Powers}}ist - A scholar profession focusing on, not surprisingly, magic based on the standard four elements. Their unique mechanic is "attunements": while the FourElementEnsemble. Unlike most other professions[[note]]bar Engineer, see below[[/note]] classes, instead of swapping weapons, the elementalist can switch between two weapon sets, Elements switch between four swap "attunements", one for each which change all five weapon skills. This allows him to serve multiple functions at once, having a variety of earth, fire, water, different skills at hand, also having effectively 20 instead of 10 possible weapon skills. This makes him very versatile while in battle. The "Tempest", his elite-specialization, enhances the Elementalist's ability to support with new traits and air. These skills and gets the ability to "overload" the attunements have both passive effects to generate large and change the skill bar of the character. Earth skills focus on defense and damage over time, Fire skills on AreaOfEffect damage, Water on healing and movement interference, and Air on substained single-target damage and controlling mobs.
strong AoE-effects.
* {{Necromancer}} - A scholar profession based on the manipulation of death. Has a number Both the death of life-stealing skills, summonable minions, and surrounding creatures as well as numerous skills build up a range of support abilities, in addition to some direct damage. Their unique mechanic is a resource named "Life Force" resource that builds as deaths occur near the necromancer. Life force is Force". This can be used to sustain a "Death Shroud" state, which gives cloak the necromancer a new skill bar in the "Death Shroud", which replaces the weapon skills and causes his life force to take layers a second health bar, absorbing the damage instead of from Life Force rather than the actual health. Together with his health.
naturally large health pool this gives him quite some steadfestness. His elite-specialization the Reaper, gives him melee capacities and crowd control, invoking the style of [[ImplacableMan classic movie monsters]].
* [[MasterOfIllusion Mesmer]] - A scholar profession focused on illusion magic. A number Their fighting style is based around the creation of their skills involve creating illusionary copies of themselves, either "clones" doppelgangers, that look identical to the caster to confuse the enemy, or "phantasms" that are ghostly copies of the caster with less health but more damage. They can also shatter these illusions be shattered to damage or debuff hurt enemies or and/or buff themselves. Many Mesmer spells will inflict Confusion; They are divided into phantasms (easy to spot, additional effects) and clones (identical but powerless). These illusions can be furthermore used as a new distraction. His trademark condition is Confusion, that causes enemies penaltizes skill usage. With the "Chronomancer" the Mesmer gains an elite-specialization, that revolves around time. He gains abilities to take damage whenever they activate a skill.
alter his and his allies' skill cooldowns with an effect called "alacrity".
* [[ForestRanger Ranger]] - An adventurer profession with an animal companion. Those companions are permanent and follow him into battle, can [[IncrediblyDurableEnemies tank]] for the ranger, since they are much more difficult to hurt than other creatures. Both the ranger and their pet revolve about boon sharing and wearing down the enemy with an array of skills that can use both ranged (but only bows, not guns) and melee weapons, allow them to stay away from the enemy. Equipped with the ranged weapons covering a variety longbow the ranger has the longest range of roles all classes. The elite-specialization, the "Druid" is a step towards a classic healer and melee abilities being focused around quick movement and defense. May also use traps and nature spirits to defend or influence an area respectively. Their unique mechanic is animal pets, which can be equipped with keep a number squad of different skills for different roles, depending on the exact type of pet.
ten players alive.
* [[KarmicThief Thief]] - An adventurer profession that makes use of his vast mobility to surpriseattack single enemies. His the cooldowns of this weaponskills are effectively zero, but he consumes "Initiative" instead. Thus he can use both ranged and melee weapons and is the first class announced to use pistols. Utilizes [[FlashStep shadowstepping]], traps, and spam a single attack multiple times before running out of initiative. His set of skills revolve around evasion, stealth in combat. As a unique mechanic, rather than having cooldowns, thief and stealing from his enemy. What is stolen (i.e. what skill can be used temporarily) is ultimately dependable from the enemy. The "Daredevil" - his elite-specialization - takes the concept of the duellist furthermore and vastly improves their ability to dodge, improving his battle skills consume some of the character's twelve 'initiative' points. The thief can also steal an item from a foe and use it as an impromptu weapon.
or mobility.
* [[TheEngineer Engineer]] - An adventurer profession that uses guns, GunsAkimbo and rifles, as well as a number of technological gadgets for offense, healing, and control. They can place turrets down on Like the battlefield, equip backpack kits Elementalist, he's only able to carry one weaponset, but makes up for that allow them to use grenades, med packs, flamethrowers, elixir guns, and consume or toss elixirs for a variety of buffs or cleanses. Their unique mechanic is a tool belt with "kits", that maps a special ability to replace the weapon skills for different purposes. At the same time he gains five extra skills for every healing or utility skill that the Engineer has non-weaponskill equipped. For example, Thematically he's able to set up little gadgets and turrets to fight with, including comically inspired skills like a battering ram on a spring, rocket boots or spilling slicky oil. The "Scrapper" is the tool belt skill for the Med Kit is a self-heal, elite-specialization, that uses drones and the tool belt skill for Throw Mine deploys a small minefield around the user. Because of the tool belt gigantic screw-wrench (like a hammer) in battle, and the kits, they also lack the ability to switch weapons, but they end up not really ''needing'' it as nearly all Engineers will use at least one kit, if not several.
specialize massive crowd control and evasion.
* [[BadassNormal Warrior]] - A soldier profession is the most straightfoward class, that can use both ranged and melee weapons, with ranged weapons being focused more on various types of direct damage and melee weapons covering a variety of roles. May also use shouts, stances, and warbanners most weapon combinations than every other class. Every weapon grants access to enhance allies and themselves. Their unique mechanic is Adrenaline, which builds up as the warrior deals damage, increasing the damage of abilities and a [[LimitBreak providing very strong attack]], that grows stronger, the more adrenaline the warrior has built up. The various skills allow the Warrior to be played as an offensive frontline supporter. The "Berserker", the elite-specialization, gives the warrior a special ability SuperMode, that makes that adrenaline based on their current weapon when it is high enough]].
attack spammable.
* [[ThePaladin Guardian]] - A soldier profession that can use Virtues (Courage, Justice, and Resolve) to aid allies in combat or to power up the Guardian's own passive abilities. While somewhat lacking in pure Many skills carry an offensive skills, Guardians bring a plethora of crowd control and a defensive abilities, anchoring component, which makes their use a double edged sword. while mostly found in melee range and bringing easily placable effects into a fight, while lacking strong ranged moves. With the effort for any group. Guardian highlights include consecrating the ground to block enemy attacks or passage, curing conditions elite-specialization "Dragonhunter" this was resolved by giving him a longbow and provide boons access to the party through shouts, or summoning enchanted weapons traps. He also gains a skill that allows him to help in the fight.pull enemies into these traps easily.
3rd Apr '16 4:15:38 PM MattStriker
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* SlippySlideyIceWorld: World 3-2 of the Super Adventure Box minigame is a clear shout-out to this trope, super-slippery ice and arctic-themed enemies included.

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* SlippySlideyIceWorld: World 3-2 2-3 of the Super Adventure Box minigame is a clear shout-out to this trope, super-slippery ice and arctic-themed enemies included.
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