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** In the Icebrood Saga, the Commander started irritably telling off Jormag's whispers whenever it pushed them to frustration.

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** In the Icebrood Saga, the Commander started irritably telling off Jormag's whispers whenever it pushed them to frustration.frustration, though to others, it looked like the Commander was talking to themself.


** In the Icebrood Saga, they get the pleasure of having [[spoiler:Jormag whisper in their head constantly]].



** Reprised in the Icebrood Saga where they're tormented by the malicious whispers of their friends (conjured by Jormag). They seem irritated enough by this that they shout at the voices to stop.



** Commander experiences this (again, if Sylvari) in the Icebrood Saga, but in a different way. [[spoiler:Instead of an oppressive voice like Modremoth, Jormag is patiently manipulating and warping the Commander's perspective, changing their will and point of view so then, the Commander would turn and join it's side.]]



* ParentalSubstitute: To Aurene.

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* ParentalSubstitute: To Aurene. It has been said that the Commander sees Aurene like their daughter.



* PrestigiousPlayerTitle: The very fact that they're most popularly known as 'The Commander'. Even [[spoiler:Nenah in the Domain of the Lost says that if more than one spirit had stolen their name that it must've been a prestigious one.]] They are also known by other prestigious titles such as the 'Hero of Tyria'.

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* PrestigiousPlayerTitle: The very fact that they're most popularly known as 'The Commander'. Even [[spoiler:Nenah in the Domain of the Lost says that if more than one spirit had stolen their name that it must've been a prestigious one.]] They are also known by other prestigious titles such as the 'Hero of Tyria'.Tyria' or the 'Dragon Killer/Slayer'.



** Jormag's manipulative whispers in the Icebrood Saga seem to imply that the Commander yet again blame themselves for more deaths, [[spoilers:particularly Almorra's]].



* TalkingToThemself: If the Commander is a Revenant, they are constantly hearing the voices of the legends they are channeling. Sometimes, they have idle conversations with them, some friendly and some malicious, but from an outside point of view, it probably looks like they're just talking to themselves.
* TookALevelInCynic: Although not as obvious as Canach is, the Commander's personality took a slight shift to this starting in Living World Season 3 and started progressively getting worse from then onwards. Fairly apparent in Path of Fire and even more so in Living World Season 4. In addition to being more irritable and hurried, they've also become a little more sarcastic in a negative way.

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** A slow, different version of this. The Icebrood Saga has Jormag subtly manipulating and warping the Commander's perspective in hopes that they would eventually change sides and serve Jormag.
* TalkingToThemself: Ever since the Commander had the ability to talk in the open world they often talked to themselves as a way for the player to know what they're thinking.
**
If the Commander is a Revenant, they are constantly hearing the voices of the legends they are channeling. Sometimes, they have idle conversations with them, some friendly and some malicious, but from an outside point of view, it probably looks like they're just talking to themselves.
** In the Icebrood Saga, the Commander started irritably telling off Jormag's whispers whenever it pushed them to frustration.
* TookALevelInCynic: Although not as obvious as Canach is, the Commander's personality took a slight shift to this starting in Living World Season 3 and started progressively getting worse from then onwards. Fairly apparent in Path of Fire and even more so in Living World Season 4. In addition to being more irritable and hurried, they've also become a little more sarcastic in a negative way. They seem to become less sarcastic by the time the Icebrood Saga comes around, however.



** NotSoStoic: Starts to show shades of this in Living World Season 4, A Star to Guide Us. [[spoiler:This marks the first time the Commander actually grows close to ''crying'' over Blish's death and their inability to have prevented it. Hearing the Commander beg Blish not to die was [[TearJerker heartbreaking]]]]. Not the mention what's happening to [[spoiler:Taimi]].

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** NotSoStoic: Starts to show shades of this in Living World Season 4, A Star to Guide Us. [[spoiler:This marks the first time the Commander actually grows close to ''crying'' over Blish's death and their inability to have prevented it. Hearing the Commander beg Blish not to die was [[TearJerker heartbreaking]]]]. Not the mention what's happening to [[spoiler:Taimi]]. The Commander was said to have been seen crying by Rytlock after [[spoiler:Aurene was killed]].



* YoungerThanTheyLook: If the Commander is a Sylvari, they are this. Due to the nature of Sylvari being [[BornAsAnAdult born an adult]] and gaining knowledge about the world through previous Sylvari who had existed, they look and act to be in their mid-twenties or higher, however, in reality, they are only about five years old (by Path of Fire).

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* YoungerThanTheyLook: If the Commander is a Sylvari, they are this. Due to the nature of Sylvari being [[BornAsAnAdult born an adult]] and gaining knowledge about the world through previous Sylvari who had existed, they look and act to be in their mid-twenties or higher, however, in reality, they are only about five eight years old (by Path of Fire).The Icebrood Saga).

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* StoneWall: Scrappers in particular can become incredibly difficult to take down at the expense of doing almost no damage. Hammmer in particular for scrappers is almost entirely defensive. Aside from the Auto Attack chain the other skills a projectile reflect, an evade, a block, and a lightning field that stuns. During Path of Fire Scrappers got a rework that allowed them to stack tons of barrier on top of their inherent ability to face tank, on top of hammer's active defensive skills making them the single hardest build in the game to kill.


* HealingHands: Guardians are able to heal and revive downed allies. The Firebrand elite specialization is the pinnacle of guardian support in PvE and PvP.

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* HealingHands: Guardians are able to heal and revive downed allies. The Firebrand elite specialization is the pinnacle of guardian support in PvE [=PvE=] and PvP.[=PvP=].



* MightyGlacier: Guardians of all sorts are one of if not the lowest mobility classes in the game. In PvP while they have a couple of ways to get in range of a target it's far less than other melee orientated classes like Warrior, Mesmer, Revenant, Holosmith, and especially thief. And their gap close abilities only work when they have an enemy they can blink onto meaning they're useless as out of combat mobility skills unlike Mesmer's Blink and Thieve's Shadowstep. Nonetheless when they do reach their target that can bring down immense smiting pressure.
* OppositesAttract: In PvP this is the Firebrand and Scourge combo in a nutshell. Firebrands are all about healing, protecting allies, giving them tons of boons which block attacks and ignore CCs but deals almost no damage. Flavorwise, it's one of the most holy feeling specs in the game. Scourges are a necromancer specialization all about dealing condition damage, corrupting boons and huge swaths of land, but it is vulnerable lacking blocks, evades, stability and is vunerable to being focused fired down. Flavor wise it's one of the most unholy builds in the game. Together they become the best team fighting combination in the game and defined Path of Fire PvP.

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* MightyGlacier: Guardians of all sorts are one of if not the lowest mobility classes in the game. In PvP [=PvP=] while they have a couple of ways to get in range of a target it's far less than other melee orientated classes like Warrior, Mesmer, Revenant, Holosmith, and especially thief. And their gap close abilities only work when they have an enemy they can blink onto meaning they're useless as out of combat mobility skills unlike Mesmer's Blink and Thieve's Shadowstep. Nonetheless when they do reach their target that can bring down immense smiting pressure.
* OppositesAttract: In PvP [=PvP=] this is the Firebrand and Scourge combo in a nutshell. Firebrands are all about healing, protecting allies, giving them tons of boons which block attacks and ignore CCs but deals almost no damage. Flavorwise, it's one of the most holy feeling specs in the game. Scourges are a necromancer specialization all about dealing condition damage, corrupting boons and huge swaths of land, but it is vulnerable lacking blocks, evades, stability and is vunerable to being focused fired down. Flavor wise it's one of the most unholy builds in the game. Together they become the best team fighting combination in the game and defined Path of Fire PvP.[=PvP=].



* StoneWall: Support Firebrands in PvP. With all the blocks, protection, reflects and a wealth of condition cleanses and resistance, a boon that let' players completely ignore the impact of all conditions on them, support Firebrand is a very sturdy build in PvP. Not only this, they effectively share their defensiveness with their allies.
* TrapMaster: Dragon Hunters. While thieves and rangers both have traps, Dragon Hunter traps are extremely potent magical effects and outshine both Thief and Ranger traps in PvE and PvP.

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* StoneWall: Support Firebrands in PvP. [=PvP=]. With all the blocks, protection, reflects and a wealth of condition cleanses and resistance, a boon that let' players completely ignore the impact of all conditions on them, support Firebrand is a very sturdy build in PvP.[=PvP=]. Not only this, they effectively share their defensiveness with their allies.
* TrapMaster: Dragon Hunters. While thieves and rangers both have traps, Dragon Hunter traps are extremely potent magical effects and outshine both Thief and Ranger traps in PvE [=PvE=] and PvP.[=PvP=].



* AchillesHeel: Mesmers have a complicated relationships with their clones. On one hand your clones being attacked is better than you being attacked. On the other hand if all your clones get destroyed that leaves mesmers out of fuel for their most powerful skills. Compared to other 1v1 builds in PvP, Condition Mirage is the lowest when it comes to self healing compared to Soul Beast, Spellbreaker, Weaver and Holosmith, so if a fight starts going poorly they have no choice but to abandon point and flee if they hope to reheal.

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* AchillesHeel: Mesmers have a complicated relationships with their clones. On one hand your clones being attacked is better than you being attacked. On the other hand if all your clones get destroyed that leaves mesmers out of fuel for their most powerful skills. Compared to other 1v1 builds in PvP, [=PvP=], Condition Mirage is the lowest when it comes to self healing compared to Soul Beast, Spellbreaker, Weaver and Holosmith, so if a fight starts going poorly they have no choice but to abandon point and flee if they hope to reheal.



* CounterAttack: Mesmers have a few of this. Most hilarious is Phantasmal Defender, which before being nerfed in PvP could one shot players if it absorbed enough hits.

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* CounterAttack: Mesmers have a few of this. Most hilarious is Phantasmal Defender, which before being nerfed in PvP [=PvP=] could one shot players if it absorbed enough hits.



* MagicStaff: Generally disliked in PvE due to it's low damage, it's instead been a staple of PvP due to it's unique mobility allowing skilled and knowedgable players to perform all sorts of unique blinks in hard to reach areas on low cooldowns as well as it's debuffing potential.

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* MagicStaff: Generally disliked in PvE due to it's low damage, it's instead been a staple of PvP [=PvP=] due to it's unique mobility allowing skilled and knowedgable players to perform all sorts of unique blinks in hard to reach areas on low cooldowns as well as it's debuffing potential.



* OneHitKill: After the Phantasm rework in early 2018 several mesmer skills were capable of doing this, most notably Phantasmal Defender and Phantasmal Disenchanter. They were heavily nerfed in PvP since then.

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* OneHitKill: After the Phantasm rework in early 2018 several mesmer skills were capable of doing this, most notably Phantasmal Defender and Phantasmal Disenchanter. They were heavily nerfed in PvP [=PvP=] since then.



* TeleportSpam: Mesmer has a lot of this, but Mirage takes this to an entirely new level. Mesmers are unique in that their utility skill Portal can be used by allies which allows mesmers to help players skill difficult challenges like Jumping Puzzles and defined Mesmers in PvP until Portal was eventually nerfed.

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* TeleportSpam: Mesmer has a lot of this, but Mirage takes this to an entirely new level. Mesmers are unique in that their utility skill Portal can be used by allies which allows mesmers to help players skill difficult challenges like Jumping Puzzles and defined Mesmers in PvP [=PvP=] until Portal was eventually nerfed.



* CrutchCharacter: Minion Master necromancers. Leveling up with them feels like god mode, with minions to provide effortless damage and enemy disruption, the highest possible health, and the ability to switch to a second expendable health bar at a whim. But in higher levels of PVE and PVP minion masters taper out with more active skills giving better results in skilled hands.

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* CrutchCharacter: Minion Master necromancers. Leveling up with them feels like god mode, with minions to provide effortless damage and enemy disruption, the highest possible health, and the ability to switch to a second expendable health bar at a whim. But in higher levels of PVE [=PvE=] and PVP [=PvP=] minion masters taper out with more active skills giving better results in skilled hands.



* MightyGlacier: Reapers. Slow moving, slow striking juggernauts of high damage massive and massive power cleave. Necromancers of all varieties tend to stick to team fights where they can expect support rather than 1v1 in PvP because when things go south such as an enemy jumping into their established 1v1 they don't have the ability to disengage the way warriors, mesmers, and rangers can.
* TheMinionMaster: Necromancers with their minions make them a very popular choice to new players and open world PvE. However minions do taper off in effectiveness in higher ends of PvE and PvP as the developers want to incentive's more active skills over passive minions.

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* MightyGlacier: Reapers. Slow moving, slow striking juggernauts of high damage massive and massive power cleave. Necromancers of all varieties tend to stick to team fights where they can expect support rather than 1v1 in PvP [=PvP=] because when things go south such as an enemy jumping into their established 1v1 they don't have the ability to disengage the way warriors, mesmers, and rangers can.
* TheMinionMaster: Necromancers with their minions make them a very popular choice to new players and open world PvE. However minions do taper off in effectiveness in higher ends of PvE and PvP [=PvP=] as the developers want to incentive's more active skills over passive minions.



* OppositesAttract: In PvP this is the Firebrand and Scourge combo in a nutshell. Firebrands are all about healing, protecting allies, giving them tons of boons which block attacks and ignore CCs but deals almost no damage. Flavorwise, it's one of the most holy feeling specs in the game. Scourges are a necromancer specialization all about dealing condition damage, corrupting boons and huge swaths of land, but it is vulnerable lacking blocks, evades, stability and is vunerable to being focused fired down. Flavor wise it's one of the most unholy builds in the game. Together they become the best team fighting combination in the game and defined Path of Fire PvP.

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* OppositesAttract: In PvP [=PvP=] this is the Firebrand and Scourge combo in a nutshell. Firebrands are all about healing, protecting allies, giving them tons of boons which block attacks and ignore CCs but deals almost no damage. Flavorwise, it's one of the most holy feeling specs in the game. Scourges are a necromancer specialization all about dealing condition damage, corrupting boons and huge swaths of land, but it is vulnerable lacking blocks, evades, stability and is vunerable to being focused fired down. Flavor wise it's one of the most unholy builds in the game. Together they become the best team fighting combination in the game and defined Path of Fire PvP.[=PvP=].



* ShootTheMageFirst: More than any class, necromancers struggle with this in PvP. Due to being the most high impact, high damage, AreaOfEffect team fighter in the game whether they're Reaper or Scourge necromancers are frequently the highest priority target.

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* ShootTheMageFirst: More than any class, necromancers struggle with this in PvP.[=PvP=]. Due to being the most high impact, high damage, AreaOfEffect team fighter in the game whether they're Reaper or Scourge necromancers are frequently the highest priority target.



* OneHitKill: Soulbeast has the potential to do the most damage with a single skill in game. While in Beastmode any ability that buffs the pet buffs the ranger instead. By using a combo of spells which buff pet damage while in beast mode Soulbeasts can land Worldy Impacts for upwards of 40,000 damage in PvP. Literally nothing can survive being hit by this.

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* OneHitKill: Soulbeast has the potential to do the most damage with a single skill in game. While in Beastmode any ability that buffs the pet buffs the ranger instead. By using a combo of spells which buff pet damage while in beast mode Soulbeasts can land Worldy Impacts for upwards of 40,000 damage in PvP.[=PvP=]. Literally nothing can survive being hit by this.



* DifficultButAwesome: Revenants are notably the hardest heavy armor class to play, having to juggle energy and cooldowns rather than only being concerned with cooldowns. Juggling legends is also a tricky and difficult part of their class they need to master. Revenants in PvP can do immense team pressure and obliterate foes but are this due to fragility, unusual mechanics, and comparative lack of emergency abilities.

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* DifficultButAwesome: Revenants are notably the hardest heavy armor class to play, having to juggle energy and cooldowns rather than only being concerned with cooldowns. Juggling legends is also a tricky and difficult part of their class they need to master. Revenants in PvP [=PvP=] can do immense team pressure and obliterate foes but are this due to fragility, unusual mechanics, and comparative lack of emergency abilities.



* BowAndSwordInAccord: Thieves have access to shortbow, which is undoubtedly the most mobile weapon in the entire game allowing thieves to quickly travel across maps. Most thieves frequently run bow alongside their main weapon kit just because of how convenient it is and it's AOE potential is solid too. Almost all thief builds in PvP and WvW use bow as their off weapon.

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* BowAndSwordInAccord: Thieves have access to shortbow, which is undoubtedly the most mobile weapon in the entire game allowing thieves to quickly travel across maps. Most thieves frequently run bow alongside their main weapon kit just because of how convenient it is and it's AOE potential is solid too. Almost all thief builds in PvP [=PvP=] and WvW use bow as their off weapon.



* CombatPragmatist: Thieves are mostly about sneaky underhanded tactics and finishing off opponents that are softened up before they have the option to escape or resustain. They rely on [[StealthExpert stealth]], [[PoisonedWeapons poisons]] and [[KnifeNut backstabbing]] and stealing items from enemies to cripple or assassinate their targets. In PvP thief are less about 1v1 fighting or team fighting and more about using their speed to jump into other people's 1v1s and slamming down kills and then quickly rotating away to do the same elsewhere. This is called Roaming or +1ing.

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* CombatPragmatist: Thieves are mostly about sneaky underhanded tactics and finishing off opponents that are softened up before they have the option to escape or resustain. They rely on [[StealthExpert stealth]], [[PoisonedWeapons poisons]] and [[KnifeNut backstabbing]] and stealing items from enemies to cripple or assassinate their targets. In PvP [=PvP=] thief are less about 1v1 fighting or team fighting and more about using their speed to jump into other people's 1v1s and slamming down kills and then quickly rotating away to do the same elsewhere. This is called Roaming or +1ing.



* SwordAndGun: Dagger+Pistol has often been a go to combo for PvP Thieves with easy access to blinds, interrupts, stealth and of course back stab.

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* SwordAndGun: Dagger+Pistol has often been a go to combo for PvP [=PvP=] Thieves with easy access to blinds, interrupts, stealth and of course back stab.



* YouWillNotEvadeMe: Part of what makes thieves so potent as a +1 class in PvP is how many ways they can blink back onto a target that might try to run away. They also have scorpion wire which pulls enemies to them.

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* YouWillNotEvadeMe: Part of what makes thieves so potent as a +1 class in PvP [=PvP=] is how many ways they can blink back onto a target that might try to run away. They also have scorpion wire which pulls enemies to them.



* {{Determinator}}: Spellbreakers for a long time were perhaps the single best 1v1 specialization in PvP. With their ability to regenerate health with Adrenal Health, their top tier defensive rotations, and solid killing potential with all that defensive capabilities allowed them to sustain and win most 1v1s and sustain being 1v2'd for so long their team can outnumber and beat the enemy everywhere else on the map.

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* {{Determinator}}: Spellbreakers for a long time were perhaps the single best 1v1 specialization in PvP.[=PvP=]. With their ability to regenerate health with Adrenal Health, their top tier defensive rotations, and solid killing potential with all that defensive capabilities allowed them to sustain and win most 1v1s and sustain being 1v2'd for so long their team can outnumber and beat the enemy everywhere else on the map.


In Heart of Thorns max level elementalists can begin training to become Tempests allowing them to use Warhorn skills and shouts and giving them more AOE capabilities and very strong support capabilities.

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In Heart of Thorns max level elementalists can begin training to become Tempests allowing them to use Warhorn Warhorns and shout skills and shouts and giving them more AOE capabilities and very strong support capabilities.



Masters of mechanical mayhem, engineers love to tinker with explosives, elixirs, and all manner of hazardous gadgets. They can take control of an area by placing turrets, support their allies with alchemic weaponry, or lay waste to foes with a wide array of mines, bombs, and grenades.Engineers are jacks-of-all-trades and, with enough time, masters of many. Able to bring dozens of abilities and toolbelt skills to a fight, their art is in choosing the right one to utilize at the perfect time.

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Masters of mechanical mayhem, engineers love to tinker with explosives, elixirs, and all manner of hazardous gadgets. They can take control of an area by placing turrets, support their allies with alchemic weaponry, or lay waste to foes with a wide array of mines, bombs, and grenades. Engineers are jacks-of-all-trades and, with enough time, masters of many. Able to bring dozens of abilities and toolbelt skills to a fight, their art is in choosing the right one to utilize at the perfect time.



In Heart of Thorns max level engineers gain access to the Scrapper, a bruiser specialization that uses Gyro drones and hammer. They can gain Fuction Gyro, which allows them to multitask abilities like resurrecting allies and finishing off weakened opponents.

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In Heart of Thorns max level engineers gain access to the Scrapper, a bruiser specialization that uses Gyro drones and hammer. They can gain Fuction Gyro, which allows them to multitask abilities like resurrecting reviving allies and finishing off weakened opponents.



* AttackDrone: Scrappers have access to Gyros, which are attack drones that can a variety of things.

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* AttackDrone: Scrappers have access to Gyros, which are attack drones that can do a variety of things.things such as heal, deflect damage, explode, shred, and stealth.



* GunsAkimbo: Engineers can dual wield pistols.

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* GunsAkimbo: Engineers can dual wield pistols. It's a heavy condition damage set up.



* LastChanceHitPoint: Engineers have a healing skill called A.E.D. (automated external defibrillator). Using it provides minor healing but if they are reduced to 0 hit points while the effect is active they receive a HUGE amount of pretty must straight to full health.

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* LastChanceHitPoint: Engineers have a healing skill called A.E.D. (automated external defibrillator). Using it provides minor healing but if they are reduced to 0 hit points while the effect is active they receive a HUGE amount of health that restores them pretty must straight to full health.



* ShotgunsAreJustBetter: While Warriors have a more standard infantry take when wielding rifles, deadeyes have a sniper take with them, Engineer Rifle is far more shot gun focused with several abilities having increased effectiveness at close range such as blowing enemies even further away.
* StunLock: With this high burst damage and access to easy to use blow out skills Holosmiths are one of the few classes that can truly do this.

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* ShotgunsAreJustBetter: While Warriors have a more standard infantry take when wielding rifles, deadeyes have a sniper take with them, Engineer Rifle is far more shot gun focused with several abilities having increased effectiveness at close range such as blowing enemies even further away.
away and doing more damage at point blank range.
* StunLock: With this high their top tier burst damage and access to easy to use blow out skills Holosmiths are one of the few classes that can truly do this.this to an unprepared opponent.



In Path of Fire max level guardians can train to become Firebrands. Firebrands trade their virtues for Tomes, which allow them to summon ancient books. They also learn Mantras, which each have 3 charges, with the last being more powerful than the previous two. They wield an axe in their main hand.

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In Path of Fire max level guardians can train to become Firebrands. Firebrands trade their virtues for Tomes, which allow them to summon ancient books.books allowing them to wield powerful offensive, healing, and defensive capabilities. They also learn Mantras, which each have 3 charges, with the last being more powerful than the previous two. They wield an axe in their main hand.



* LightIsGood: Averted. Guardians do not need to be good people to wield guardian magic and evil villainous guardians do exist.
* LongRangeFighter: Dragon Hunters can use Longbows which is a long range siege type weapon for them. They also have traps for when enemies manage to close the gap on them.

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* LightEmUp: They summon pure light to chain their enemies and smite them.
* LightIsGood: Averted. Guardians do not need to be good people to wield guardian magic and evil villainous guardians guardians, even guardian bandits and Risen Guardians, do exist.
* LongRangeFighter: Dragon Hunters can use Longbows which is a long range siege type weapon for them. They also have traps for when enemies manage to close the gap on them. Of course nothing prevents Dragon Hunters from getting right into the thick of melee combat either.



* MightyGlacier: Guardians of all sorts or one of if not the lowest mobility classes in the game. In PvP while they have a couple of ways to get in range of a target it's far less than other melee orientated classes like Warrior, Mesmer, Revenant, Holosmith, and especially thief. And their gap close abilities only work when they have an enemy they can blink onto meaning they're useless as out of combat mobility skills.Nonetheless when they do reach their target that can bring down immense smiting pressure.

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* MightyGlacier: Guardians of all sorts or are one of if not the lowest mobility classes in the game. In PvP while they have a couple of ways to get in range of a target it's far less than other melee orientated classes like Warrior, Mesmer, Revenant, Holosmith, and especially thief. And their gap close abilities only work when they have an enemy they can blink onto meaning they're useless as out of combat mobility skills.skills unlike Mesmer's Blink and Thieve's Shadowstep. Nonetheless when they do reach their target that can bring down immense smiting pressure.



* PillarOfLight: Ray of Judgement is a guardian focus skill that summons a beam of light from above to attack and enemy, sticking to them doing prolonged chip damage over time.

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* PillarOfLight: Ray of Judgement is a guardian focus skill that summons a beam of light from above to attack and enemy, sticking to them doing prolonged chip damage over time.



* WhiteMagic: Guild Wars 2 never goes into the specifics of where guardian magic comes from. It's not from the human gods as all classes can use it. Even undead in Orr can use guardian spells and unscrupulous bandits and White Mantle. But nontheless it still functions as this.


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* WhiteMagic: Guild Wars 2 never goes into the specifics of where guardian magic comes from. It's not from the human gods as all classes can use it. Even undead in Orr can use guardian spells and as well as unscrupulous bandits and White Mantle. But nontheless it still functions as this.




In Heart of Thorns max level mesmers can train to become Chronomancers which controls time. They can equip shields for increased defensive and supportive capability, and gain abilities to alter their allies' skill cooldowns with an effect called "alacrity" and slow down their enemies actions and increase their cooldowns.

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In Heart of Thorns max level mesmers can train to become Chronomancers which controls control time. They can equip shields for increased defensive and supportive capability, and gain abilities to alter their allies' skill cooldowns with an effect called "alacrity" and slow down their enemies actions and increase their cooldowns.



* ConfusionFu: They create clones to disrupt enemy attempts to attack them, they teleport spam, they can turn invisible. On top of that their primary damage dealing ability, shatters, have comparatively little visual tells compared to other high impact skills making them harder to read and predict.

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* ConfusionFu: They create clones to disrupt enemy attempts to attack them, they teleport spam, they can turn invisible. On top of that their primary damage dealing ability, shatters, have comparatively little visual tells compared to other high impact skills making them harder to read and predict. They even have more access to literal confusion, a damaging condition that does damage when opponents use skills, than all the other classes combined.



* DoppelgangerAttack: Mesmer clones will attack enemies, though they do almost zero damage. Mesmer can shatter their clones to do a variety of unique skills including high damage, destroying the clones in the process. Phantasms do unique high powered special attacks but look like purple spectral versions of the mesmer. Mirage however, can give their clones access to extremely potent ambush attacks getting far more value for them damage wise.

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* DoppelgangerAttack: Mesmer clones will attack enemies, though they do almost zero damage. Mesmer can shatter their clones to do a variety of unique skills including high damage, destroying the clones in the process. Phantasms do unique high powered special attacks but look like purple spectral versions of the mesmer. Mirage however, can give their clones access to extremely potent ambush attacks getting far more value for from them damage wise.



* FrickinLaserBeams: A few mesmer skills but Greatswords do this on Autoattack.

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* FrickinLaserBeams: A few mesmer skills but Greatswords do this on Autoattack. Mirage's Greatsword Abush Skill allows the greatsword beam to hit 3 targets at once, and with clones can have twelve separate laser beams blasting across the battleground.



* {{Intangibility}}: Mirage no longer physically [[UnnecessaryCombatRoll dodge roll]] to evade attacks but becoming intangible for a second allowing attacks to pass through them while the mirage continue attacking.

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* {{Intangibility}}: Mirage no longer physically [[UnnecessaryCombatRoll dodge roll]] to evade attacks but becoming intangible for a second moment allowing attacks to pass through them while the mirage continue attacking.attacking. Mirage cloak also allows for unique ambush attacks that make special use of the mirage's intanibility.



* NonchalantDodge: While Mesmer has access to various blurs, and distortions to avoid attacks special mention has to be given to Mirages with Mirage Cloak which is {{Intangibility}} on demand and standing still while attacks pass through you is about as nonchalant as it gets. Mirage is unique in that it is the only class in the game that can dodge while stunned. Can't move? Literally flying through the air and can't do anything? Mirage can still dodge. They can trait to break stuns when they dodge instead of just evading attacks while still in the stun animation.

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* NonchalantDodge: While Mesmer has access to various blurs, blurs and distortions to avoid attacks special mention has to be given to Mirages with Mirage Cloak which is {{Intangibility}} on demand and standing still or even sleeping while attacks pass through you is about as nonchalant as it gets. Mirage is unique in that it is the only class in the game that can dodge while stunned. Can't move? Literally flying through the air from an enemy attack and can't do anything? Mirage can still dodge. They can trait to break stuns when they dodge instead of just evading attacks while still in the stun animation.



* StandardStatusEffects: Condition Mesmers have access to some of the highest number of both damage dealing conditions and impairing conditions outside of Necromancers who can edge out Mesmers by corrupting boons into conditions. Of particular note is their access to Confusion which deals damage when enemies cast skills and can be stacked to extremely lethal levels and are the only class in the game with so much confusion damage and permanent confusion damage. Also of note is torment which does damage to enemies and does double damage if they're actively moving, slow which slows down enemy skill actions, blind which causes the next attack to miss and weakness which causes attacks to glance doing far less damage and reduces endurance regeneration.

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* StandardStatusEffects: Condition Mesmers have access to some of the highest number variety of both damage dealing conditions and impairing conditions outside of Necromancers who can edge out Mesmers by corrupting boons into conditions. Of particular note is their access to Confusion which deals damage when enemies cast skills and can be stacked to extremely lethal levels and are the only class in the game with so much confusion damage and permanent confusion damage.uptime. Also of note is torment which does damage to enemies and does double damage if they're actively moving, slow which slows down enemy skill actions, blind which causes the next attack to miss and weakness which causes attacks to glance doing far less damage and reduces endurance regeneration.



In Heart of Thorns necromancers can train to become Reapers. Becoming a reaper grants access to the greatsword weapon, shout skills and an alternative "Reaper's Shroud". Their skills offer [[MightyGlacier slow but powerful]] damage and crowd control, invoking the style of [[ImplacableMan classic movie monsters]] and classic Death Knights from other games.

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In Heart of Thorns necromancers can train to become Reapers. Becoming a reaper grants access to the greatsword weapon, greatswords, shout skills and an alternative "Reaper's Shroud". Their skills offer [[MightyGlacier slow but powerful]] damage and crowd control, invoking the style of [[ImplacableMan classic movie monsters]] and classic Death Knights from other games.



* BloodMagic: Necromancers have a variety of blood magic, usually coming from the Blood Trait and can even use wells of blood to revive downed allies.

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* BloodMagic: Necromancers have a variety of blood magic, usually coming from the Blood Trait and can even use wells of blood to revive downed allies.allies feeding their spilled block back into them.


* BadassNormal: Warriors are martial artists without peer. But that's about it. Warriors do not rely on fancy spells or shiny gimmicks to [[IncrediblyLamePun drop the hammer]] on the enemy, just raw martial prowess. Even the spellbreaker is just the warrior training to become so skills and precise they can strike the fabric of magic rather than using it themselves

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* BadassNormal: Warriors are martial artists without peer. But that's about it. Warriors do not rely on fancy spells or shiny gimmicks to [[IncrediblyLamePun drop the hammer]] on the enemy, just raw martial prowess. Even the spellbreaker is just the warrior training to become so skills skilled and precise they can strike the fabric of magic rather than using it themselves


* FlashStep: Thieves along are the kings of this.

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* FlashStep: Thieves along are undisputed the kings of this.


* FragileSpeedster: They hit hard and they move faster than anything. But they have the lowest health along side elementalists, mediocre armor and don't synergize well with more defenive oriented stat combos and builds like Mesmers.

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* FragileSpeedster: They hit hard and they move faster than anything. But they have the lowest health along side elementalists, mediocre armor and don't synergize well with more defenive oriented stat combos and builds like Mesmers.Mesmers and even Elementalists can.


* ColdSniper: Deadeye. Only surpassed by rangers in terms of range and only if rangers abuse high ground to get the most out of their arcing longbow attacks. Deadeyes are extremely deadly high damage long range snipers.

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* ColdSniper: Deadeye. Only surpassed by rangers in terms of range and only if rangers abuse high ground to get the most out of their arcing longbow attacks. Deadeyes are extremely deadly high damage long range snipers. The flavor dialog for deadeye skills also reinforces this.


* SuperEmpowering: Conjure Weapons are an elementalist exclusive utility class that allows elementalists to create temporary weapons that give them a completely new set of skills and creates one for their allies to use as well.

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* SuperEmpowering: Conjure Weapons are an elementalist exclusive utility class that allows elementalists to create temporary weapons that give them a completely new set of skills and creates one for their allies to use as well. While there are a lot of ways to enhance ally capabilities in combat, this is the only class ability that gives them completely new skills they would otherwise not have access to.

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* ThrowingYourSwordAlwaysWorks: Averted. Mesmers don't throw their greatsword when they used Mirror blade. They throw an illusion to make the enemy think they threw their sword.


* ThePaladin: While lacking any traditional religious following, guardians are Guild Wars 2's paladin archetype with tons of defensive magic and support capabilities as well as the ability to smite evil.

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* ThePaladin: While lacking any traditional religious following, guardians are Guild Wars 2's paladin archetype archetype, heavy armor and weapons capable of diving into the thick of things with tons of defensive magic magic, healing and support capabilities as well as the ability to smite evil.


* BlindWeaponmaster: Revenants start out with a choice of blindfold to use. Fashion wise they can switch to whatever headgear the player prefers however.

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* BlindWeaponmaster: BlindfoldedVision: Revenants start out with a choice of blindfold to use. Fashion wise they can switch to whatever headgear the player prefers however.


* LastStand: Not for themselves, but mesmers cast a skill called Illusion of Life on their allies that are in the downstate. This puts them back on their feet and out of downstate, able to use skills like normal. If Illusion of Life runs out they go back into downstate. If they score a kill while the have Illusion of Life they fully revive.

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* LastStand: Not for themselves, but mesmers can cast a skill called Illusion of Life on their allies that are in the downstate. This puts them back on their feet and out of downstate, able to use skills like normal. If Illusion of Life runs out they go back into downstate. If they score a kill while the have Illusion of Life they fully revive.

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* MechanicallyUnusualFighter: Clones to deceive enemies, that they can self destruct for a variety of effects, phantasms that attack then become clones, stealth and teleports to make those clones more convincing, some of the most powerful skills having little to do with direct damage, confusion to make enemies hurt themselves. Mesmers are like nothing else in Guild Wars 2.

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