TwitchCon 2015: Guild Wars 2’s Heart of Thorns trailer; the Ranger’s Druid is a healer

ArenaNet is debuting its Guild Wars 2: Heart of Thorns trailer today at 6 p.m. EDT on the main stage at TwitchCon. So far today, the team has been taught how to cook by Femshep and has dished on the anticipated Ranger elite spec, the Druid. Rangers, you’re getting new pets, including tigers, dinos, and elemental wyverns. The Druid spec is a heavy-duty healing, staff-using support spec (you heard me right; commence “soft trinity” snark). Druid skills include some lovely nature-and-sun-themed abilities such as Solar Beam, Vine Surge, and Astral Grace.

Instead of rushing off to make sure our Rangers are leveled up and ready, we’ll be updating this post with all the important bits as they’re released. Join us in the comments, and check out the stream embedded below!

Twitch stream:

The Ranger presentation video:

Update: Trailer’s up!

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Dixa
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Dixa

Quincha Dixa  This is not entirely true. collection dynamic events you can oftentimes come upon it when it’s already done, or are unable to beat people to the non-instanced collections or if you are playing one of the many classes that are not good at tagging mobs hard enough to get loot credit…

and this is not a reason to not have loot progression or even some form of AA if they don’t want to make it loot based.

wildstar questing does not tap mobs – someone else hitting it and you need it too? nuke it. you both get credit. nor are you forced to group any more often for anything in wildstar than you are in guild wars 2. some classes can’t handle veteran mobs. some classes in wildstar can’t handle group 2 or group 3 mobs solo. they are equivalent in this regard.

Dixa
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Dixa

Quincha Dixa  the lack of progression at level cap is not a good thing. not at all. it is counter the entire rpg and mmorpg philosophy and is why people only play that game a couple of weeks and then either abandon it, or don’t return for months or years.

having some form of progression that actually increases character power in some meaningful way is not a WoW clone. In fact that model pre-dates WoW by 10 years. If you want me to take you seriously, don’t spout ignorant internet memes.

The individual resource nodes and shard auction house meant there was and continues to be zero economy for crafters and gatherers.

Dynamic scaling is no different than the side kick/exemplar/mentoring system other games have for people who want to revisit older content or be a completionist at level, and it was done years before this game released.

Dixa
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Dixa

breetoplay Dixa Quincha  CoH wasn’t really challenging for most of the content. the newspaper missions (daily precursors – CoH did it first!) and even missions created by players were obscenely easy for just about any build. The only real challenge was trying to solo group content – archvillains/heroes usually.

My memory of the statesman and lord recluse task forces is hazy, but I don’t recall those having any type of enrage timer, and technically any hero/villain could be taken into it as long as everyone had nukes from the pvp zone. doing it legit though, needed a tough tank and decent healing as well as enough dps to prevent endurance from being a problem after the great stamina nerf. I only did hamidon once as the times my server did hamidon always conflicted with my work schedule but I remember it being a confusing clusterfreak that really punished some heroes more than others.

Damn. I miss that game now. It wasn’t the best mmorpg on the planet, not by a long shot but it was always enjoyable to play for a short period a couple of times a year and I have never felt as godly in an mmorpg as I did with a mastermind. I have played every single western released mmorpg since 1995, so when I say masterminds were godly this is coming from someone with a lot of experience in this genre. However unlike other mmorpg’s where you had an op class, masterminds were a fun kind of OP, and balanced by the fact that at various times  */fire tankers and fire/* brutes were just as op or better.

jsmooth1
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jsmooth1

greywolfe_joystiq liked for amusement. :)

breetoplay
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breetoplay

Dixa Quincha  I don’t think that’s what Quincha (since it wasn’t what I was saying, and he – she? I am not sure! – was quoting me. And I grew up in the UO/EQ days when the holy trinity was tank, heals, and CC. DPS wasn’t part of the trinity until WoW basically killed CC as a standalone role.
CoH absolutely had roles and a trinity; sticking to the classic trinity + DPS often made the game easymode. The important thing it did was eliminate the “holy, to provide such group roles without making the trinity — or as you note, even grouping — a requirement at all. You wanna run eight tanks or eight defenders, you go right ahead and do just that, and you’ll win too! :D

Ceimash
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Ceimash

Radfist Ceimash Berserker can AoE taunt. Rangers can use their pets to AoE taunt. All an Engineer needs to do is use his heal skill to take you from 25% to 85%. He doesn’t even need to blast the water field. And if he did, he’d take you to 100% health from 0.1%. Same thing with Ele. 

Revenant requires too much work and upkeep to heal himself talk less of other people and Druid will be great at healing, no doubt about that. Whilst other classes might not be in the same “ball park” , they sure ain’t no slouch.

Dixa
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Dixa

Superbrak  And if there is no incentive after the first few weeks? If there is no gear treadmill that means a damn, like the current game? I don’t see the introduction of healers fixing the core problem that keeps people from playing long ter.

Dixa
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Dixa

Quincha Dixa Leilonii  having cc as a role does not mean you don’t have a trinity. CC as a role has been a thing since these games were pen and paper.

CoH was mostly run solo, except task forces. nobody ran tf’s and hamidons without some kind of tank or healer whether bruiser/tanker/scrapper or defender/corruptor or hell even masterminds when they were given /rad and with /dark before that were decent group healers and were bloody tough if they never left bodyguard mode. you could not lockdown anything in those encounters with cc.

while yes the rest of the game did not require you to have the holy trinity, it also didn’t require you to have a group. scrappers, masterminds, ill and fire controllers, bruisers – could solo all of the “group” content before that. I have an external hard drive filled with videos I made pre-youtube from demo files that I was sent (board name was JupiterMoon) showing people soloing arch-villains and Heroes. This does not diminish the fact that the trinity was required in some form for task/strike forces and hamidon.

That is where guild wars 2 is different – and not in a good way. Even if you wanted to, you could never actually “tank” anything in that game. well except ranger bear pets. they are the only actual tanks.

Dixa
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Dixa

tobascodagama Quincha  The trinity has roots in the D&D tabletop systems, which all of these games are still based upon at their core.

The trinity serves as a way to maintain game balance. If classes are too hybridized, then you have classes that can solo group content and/or classes that become utterly useless because they can’t solo group content. This is bad game design.

While I still firmly believe the leveling process should be done entirely solo as an option, there should still be group-required content at every tier of the leveling process, and the end game should be holy trinity based group content. Nothing is more satisfying that tanking for your friends, or healing your friends. In fact I would argue that such roles are innately more satisfying to the psyche than dps.

Dixa
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Dixa

Quincha Celestia chosenxeno  In CoH healing wasn’t mandatory, but tanking was as controlling was left to the wayside and early invuln tankers were exactly that – invulnerable – at least until the carnival and their almost entirely psionic attacks were introduced.

Actually at launch my group was always invuln tanker, empathy defender, grav controller and a couple blasters until we realized that scrappers could just solo everything. Due to the nature of the game back then getting perma aoe control wasn’t possible meaning blasters and squishy-built scrappers took quite a bit of damage.

As more power pools were introduced and the most god-like class ever introduced into an mmorpg was released (I seriously miss my thugs/traps and bots/traps masterminds) the need for a group at all outside of task forces and hamidon were eliminated entirely. Sidekicking/mentoring is done in other games to an extend now, although honestly the only reason to bring a sidekick of very low level was to powerlevel them.