User talk:Blue Phoenix/Archive 2

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Radar Range[edit]

From Reddit. "Radar range, which is 2500 units, so 208.333 ft., so 63 meters if you use a sensible system like the metric system. :)" [1] -- Blue Phoenix User Blue Phoenix Phoenix inverted.jpg 19:42, 14 December 2011 (UTC)

Answers[edit]

Heya, thought I'd give some insight into questions you have on your userpage. Most of it comes from the wiki right here, but also from beta vids and conclusions by myself.

  1. Stance is a warrior skill type just like elementalist's Cantrips or mesmer's Fields. It may or may not include any drawback like endurance degen, but my personal opinion is that it's unlikely (check those durations vs. cooldowns)
  2. Chilled affects skills that are already recharging, and they recharge 66% slower.
  3. Daze is an effect, not a condition. Currently there are no traits or other effects which seem to affect duration of dazed, which could implicate it's very short-term interrupt/control.
  4. Vulnerability currently seems to not affect damage directly. Information suggests that toughness affects player armor statistic directly on 1:1 ratio as any equipped weapons grant power in a similiar way and power is a player statistic.
  5. Weakness will make most attacks glancing.
  6. I've never read about different levels of stealth. Since most of effects in GW2 are stacked in duration, if not in intensity, it's probable that using another stealth skill will extend the current effect.
  7. Swiftness granted by active effects and skills probably don't stack. This would make certain scholar traits somewhat unbalanced.
  8. There's plenty of information available on attunements. They have various passive and active effects which can be altered by using certain traits.
  9. If Sanctuary's function is based on skill type ward, then no, it's not supposed to prevent players from taking damage from local AoE attacks. However, this is likely an issue that could see a change... but in general wards don't block anything except foes from passing through warded area unless specifically stated so.
  10. See article on traits - any of the lines can be active in combat depending on how you have customized your build. You can re-spec your traits for a fee, and there's also a different trait spec for structured PvP you can spec to free of charge. Elementalists can specialize entirely in, for example, fire and water magic and still be able to use earth and water skills, so traits aren't really restricted like that.
  11. Life force is an extension of necromancer's health while in Death Shroud. Currently certain skills and traits increase accumulation of life force, while there are no skills outside of Death Shroud which are fueled by life force. While entering Death Shroud, a trait Foot in the Grave will grant Stability; an effect (not a boon, so it shouln't be possible to remove it), which may or may not last the entire time you spend in Death Shroud. My personal opinion is that it's very possible for it to last until your life force is depleted or Death Shroud is ended manually.
  12. Structured PvP is supposed to be most balanced component of the game, so it's possible that we will either be using a couple of split skills in Structured PvP or our skills be just get balanced throughout whole game (including PvE and WvW) based on needs of competive play. World PvP is not supposed to be balanced in the same manner as Structured PvP. Other than that, Guild Wars franchise and the developer have been quite PvP-oriented so we can expect that there will be balance and rebalancing. Whether or not it's as extensive/good/bad as in GW1 we can only tell well after release. Mediggo 08:43, 27 March 2012 (UTC)