Guild Chat - Episode 51
Guild Chat - Episode 51
- The following is an unofficial, player-written transcript of the episode. The accuracy of this transcription has not been verified by ArenaNet.
The 51nd episode of Guild Chat aired on August 17, 2017. Join Rubi Bayer and her developer guests Robert Gee and Irenio Calmon-Huang for Guild Chat, where they’ll discuss the nine new elite specializations coming with Guild Wars 2: Path of Fire™!
we're offering nine new elite specializations one for each of the classes it's another way to customize your play style you get to choose how your character exists what they do how they do it character progression means having new options it's another way to play [Music] hi everybody and welcome to a Thursday guild chat that it's just really really throwing me off it's super weird to be doing this on a Thursday I'm your host Ruby and we are getting close to the end of elite specialization week for path of fire you guys are going to get your hands on the elite specializations for the first time tomorrow so we thought we'd take a look at it a day early here on guild chat say hi to our two dev guests but first we need to talk about the awesome shirts we're wearing because we love lying did us an awesome favor and gave us a couple of t-shirts to wear they've added path of fire merchandise to the WeLoveFine store in the Guild Wars 2 store it's kind of a long it's kind of a long name and I'm always like wait okay it's go horse too and Pat the fire but they've got a lot of people I know we're asking about t-shirts and stuff so they have the elite spec t-shirts like we have and some mouse pads art prints the commander tag like I added to my shirt if you want people to follow you around it hasn't worked yet but I'm very excited so you can go to I think Mark's got the URL on their divorce to dot WeLoveFine comm for the merchandise store and check out the path of fire merchandise along with all of the rest so thank you guys at WeLoveFine for giving us some goodies we very much appreciate that because I was pretty much gonna go get them all anyway so this saved me a few yeah so I will let you guys introduce yourselves and let's start looking at the elite specs Robert your closest suit all right I'm Robert G I'm one of the skills and balance designers I'm a rainy along I'm skills and balance designer a systems designer in particular on the scales and balance team all right well let's get right into it and see what we're looking at first dancing Safari ii or a hollow smith what did you guys have in mind when you were building the hollow smith how did how did this start out uh well the hollow smith really started out as this kind of we kind of explored a lot of different types of tech originally the scrapper was kind of a I guess dirty tech Chara tech kind of specialization so we wanted how to go in the opposite direction with this one make it more of a clean technology you know like the guys in the white suits who work on you know circuit boards all day and the clean rooms so we try to get a much cleaner feel for this guy and it ended up being kind of more like light based and it ended really helping that theme which are like where the scrapper was kind of more char tech based is a little more in the asura tech type line possibly with some overtones of like the Zephyr right magics like they're very clean okay and the treat line the treat lines are different on these aren't they just a little the hollow Smith is unique from a lot of the elite specializations I think we talked about this the last time I was on the stream with the Reaper that we kind of designed a lot of the specializations so that they had themes horizontally along the trait lines but the whole Smith is unique in that he kind of designs his treat his treatments are designed vertically um each of the vertical lines in the trade lines have a particular theme and the theme is kind of like build your own Forge it originally started out as kind of build your own lightsaber okay this is pretty early on before we decided on the forge the photon Forge systematic um but it was really kind of like build your own lightsaber so what are the parts of IC well there's the emitter there's the the crystal or the lens and then there's the power source so the hollow Smith kind of mirrors that and that he has these three lines and they kind of represent the projector the crystal and the is that's only the power source it's more of the battery but that it's the battery it's the it's the heat it's the heat okay yeah all right so what I'm really liking the look of whatever you've done here so Carl's kind of putting her through her paces here and I'll let you guys talk about builds and what players can do when they start playing around with this tomorrow yes so I think with the the core gameplay pattern that we've kind of worked in with the Hollow Smith is the heat mechanic when you're in your photon forge mode you build heat and a lot of actually pretty much all of your non photon Forge skills gain bonuses when you're above 50% heat so the general gameplay loop is that you go into the photon forge mode you fight for a little while the skills are very powerful that but they generate heat you kind of want to heat your heat your Forge up a little bit don't go too hot because you'll blow up basically and then switch out use your other skills and now they have these cool bonuses and then once you've cooled off a little go back into forge mode and start will start that all over again but the traits are ways that you can modify that behavior one interesting thing about the trait lines for the holo Smith is that the Halsman does not have any traits that affect either its weapon or its utility skills because those are all built into the core the core mechanic of the heat system so you won't find any like 20% recharge on sword skills or you know all of your utility skills last 20% longer traits there they're all kind of built-in so of like one of his utility skills reduces is a sun break and it has 50% reduced recharge I think it's 50% if you are above the heat threshold okay so that's kind of just built we did we just kind of rolled that in which let us really heavily themed all the traits around the forge that's that's the other unique thing about the Kalos most specializations that it's very heavily themed around the forge and around the special mechanic even more so than all of the other specializations I don't think there's a single trait that doesn't affect the forge in any way in some way that's right so yeah it's a particularly entertaining mechanic because some of the modifications that you can make they they push things a little bit further with the mechanic then we tend to do like with other professions in this case like the Grand Master traits in particular the ones that affect the battery since that's your actual heat part and some of them will well one of them increases the max heat that you can have others have change the functionality for when you would otherwise blow up there we did design this character with a trait that allows you to intentionally blow up to deal damage to your enemies it reduces some of the penalty for blowing up the penalty of which is you do a fair amount of yourself I believe it's about 50% of your base health that you take your base help by the way so if you take vitality it'll actually take off less than 50% of your total health this time kinda wants to run with a bit of vitality in addition to more offensive stats yeah I'm really hoping that someone will during the PvP weekend will come up with a really cool ad build and just intentionally blow themselves up constantly yeah try to do a bunch of damage that way I'm pretty sure it's viable yeah you're pretty played around I'm pretty sure can we get a house what's the over-under here on we looking and seventy seventy four or five percent right around there that's how sure he is all right you only look a little bit nervous so I watch these people are like theorycrafting right now going alright can explode myself yeah pretty much alright uh you guys want to move on and take a look at the firebrand care for newspapers big magnifying glass it works alright so firebrand crazed librarian yeah the sets and I think was what from the dev Diaries earlier than the book nerd gone mad so yeah the the firebrand is the the Guardians incarnation in the desert region they pick up tomes which replace their virtues and they start to use an accent it's pretty cool they get access to effectively a whole whole new set of skills with each of their tomes that deal massive damage they get to kind of choose which role they want based upon the tome that they go into and they gain a set of mantras on the right or as utility options that they can play around with and we've tried to make the the mantras feel significantly different from the Mesmer mantras which many players will be used to in indesign with a firebrand we wanted to make sure that mantras felt distinct between like a heavy armor wielding class casting mantras and you know a light armor caster class using mantras one of the big differences you'll notice with Guardian mantras is that they cast in a cone in front of you whereas Mesmer mantris can traditionally be cast like point yeah AO is either centered on yourself or centered on the enemy parents they're all a cone right yeah they're all I think all of them are cones right Americans so all all number cones which means it really emphasizes his role as a melee character yeah yeah that's something that it's going to require slight rejiggering of players wave thoughts on playing in in close range because they may want to take a quick step back we're trying to weave these additional instant abilities in so that they can actually target their allies in addition to just their enemies well firebrand managers need they need a little more preparation it's not just oh yeah they have slightly longer cast times and I think pretty long recharges if you use the last charge Mesmer managers by contrast have short recharges and after you've used the last charge it doesn't take too long for them to come back online yeah yeah the trade-off is the mesma or the the firebrands mantras that they're all instant cast once you've actually charged them and the rate at which you get them back is much faster than the Mesmer's I also get a measure to charge down they also get a third charge it is more powerful and so you can kind of choose whether or not to sit on that final charge and then just use it when you can you use it to either save yourself or close out a fight and then not have to worry about it or you know continue to gain the ammunition over time and just keep using it every so often okay do you just want to talk about ammunition a little bit is this a good place better oh I think it's an okay place to talk about it we built the a munitions system partly because of the mantras mandra's are really kind of the ideal use case for that one of the reasons we built it was because with best the old best versions of Mesmer mantras if you use that like one of the mantras you had one manager left and the fight ended your choices were really kind of bad it was well I could use the last manager on nothing and then wait for it to recharge where I could go into the next fight with one less mantra' so the ammo system allowed us to have restocking for example so that when you were down a couple mantras and you were at the end of a fight while you're walking to the next fight the managers would come back and you didn't have to pay the large upfront casting costs unless you really wanted to you're not stuck with two not great choices yeah effectively it also let us also give us basically another kind of knob that we can tweak with regards to power like in addition to just the cooldowns you also have the recharge times and the initial cast being a major like a major component of what you're paying into for mantras with three kind of things that we can tweak we can kind of spread them out and in this case we couldn't do that before we had a restock like you give my mantras to another profession without making them feel really really similar so this kind of lets us do that what it allows those allows to make skills that you can use in succession but not necessarily just spam them all the time yeah you have to stop and think a little bit yeah yeah yeah so what are you hoping to see people do with fire in this weekend I am hoping to see that them experiment the living hell out of all of the tomes I expect that they will find quite a few things particularly entertaining there fifteen new skills off of your professional mechanic is a lot of skills and there's gonna be a fair amount of experimentation I expect in particular the more powerful skills towards the four and five skills there you've got large AOE effects I hope that players pick up that the first like each of the skills for that you gain from tomes they actually kind of carry over mechanically how they target between each Tom's so all of the one skills target in a cone all of the two skills target in an AoE all over three skills target in an AoE all the four skills leave a field that affects you and your allies or enemies in the case of justice and the five skills all provide like a large AoE buff to your allies so while there are 15 new skills like there are five mechanical deliveries that you can learn and if you learn them in one tome you kind of get that carry over with the other tomes there's a lot to play around with yeah yeah I feel like you're just gonna be sitting there at your monitor with popcorn I hope so also the way and this is an honest question and I don't know the answer the way you said some of that makes it sound like you've got things that you hid in there you're hoping for people to find maybe okay I know that look for you I know that I know that face I adore seen our players discover new things and be like wow okay that's cool yes interesting what's wrong what you're thinking of that you want people to find okay so how about spell breaker let's take a look at that one that's gonna be that penalty anyone spell birthday they don't care about your magic they'll mess you up yeah this is a complete departure from like the Berserker that warrior had before yeah again we talked about this a little bit with the Hollis myth where we try to kind of go in the opposite the Matic direction from the the heart of thorns spec the in contrast to the part of thorns warrior spec the berserker the spell breaker is more of a calm and collected warrior words as opposed like in the wild and crazy' berserker just goes in and mess people up the spell breaker why are everywhere yeah the the spell breaker by contrast is themed more of you know instead of the raging berserker kind of the calm and collected like an ascetic like yeah the Hermit the person that basically focused sound of the blade master who studied their whole life and has really mastered the use of the of their weapons and things like that so that was that that's kind of reflected in the mechanics that's why the stole because a counter that's why the smoker doesn't have as many adrenaline bars as a regular warrior oh you wouldn't if hear that joke yeah if you're if you're not you're not going to go rage on everyone right you don't need that much adrenaline that's a character that has like playing into it the the counter mechanic that they gain it's it's all about timing it's about timing focus yeah observing your opponent and knowing exactly when to use your abilities because you become that that n'sync yeah a lot of players of that I've seen on the force picked up on this a little bit but he's the the War of the spell breakers themed in kind of a classic duel duel class method of kind of a warrior Mesmer from classic classic Guild Wars 1 we some some of some of the elite special H kind of theme in this kind of duel class man looks like it's it's Mesmer through the lens of warrior that may if that makes sense it does yeah I just didn't thinking about that it's like how would how would a warrior do mesmera things basically like the he does it differently than a Mesmer like he does it make clone he doesn't make illusions of himself but you know instead instead of I guess instead of creating illusions to deceive other people he sees through deceptions I feel like we missed the boat on the tagline of how would a warrior do Mesmer things it was somewhere that needed to be so you guys and give it mention to me that you've wanted warriors to be able to remove boons for a while well tradition okay I have a note here that says blame Hugh but I don't remember what it just says blame Hugh that's Olly yeah well you he was our resident warrior advocate certainly at the company but yeah warriors Trisha Lee didn't have that many ways to deal with booze they had one trade destruction of the Empowered which gave them more damage against foes with spoons but you know if you're fighting a guy with a whole bunch of boon cereal isn't really a whole lot of responses you could have in that in that in that regard um and spell burg kind of gives them a lot of interesting options to deal with those types of enemies yeah there's an entire the entire top line is about like making sure the enemy doesn't have any booze the middle line is about countering improving your counter and the the third line is kind of a kind of catch-all line for I kind of theme it as the the no escape line it's for home it's for pates for putting down slippery targets like these or Mesmer's who try to run away from you yeah it's the caster killer yeah some of it some of the thematics from the spell breaker actually came a little bit from nightfall in Guild Wars one nightfall there were a couple skills called what was it its main killer yeah mage killers yeah no mate major it was if there was a major strike and may-treanor smash and so that was cut and those were warrior skills in nightfall so we kind of took that theme and kind of ran with it like what would what would a war who's very good at fighting mages look like and you kind of see that that carry over in language as well on the Grand Master trait for the spell breaker the mage main tether that one that we just saw a moment ago so that's that's kind of your your way to ensure that anyone seeking to escape from you can't quite actually get away mm-hmm I'm sure watching I could of watching reduced rates on here I can't tell from where I'm sitting what he's at dagger dagger yeah yeah we ended up going with dagger dagger for warrior partly cuz it's like you know warriors kind of a weapon master kind of expert like I mean yeah if you ask me I suppose we just because I thought 1 dagger wasn't quite cool enough all right that it works for me this sounds this sounds like partly blamed Robert well the other reason was because it allowed for some some of the interesting combos we were going for like is the core duel dagger combo is to jump in with the to skill which slows the enemy and then while they're slowed you can interrupt them three skill which if it interrupts will stun the target for a longer duration and then while they're stun you can use the four skill which does twice as much damage if they're not using any skills that make sense yes I need to get in there and do it and they don't make more sense but it was a really fun and rewarding combo so yeah there are ways that you can break out of it but yeah you actually have to spend some resources to break out it like you can try and dodge out of it like that that's always a potential fallback but it's like the recognition of hey look this is what's starting to happen I need to probably need to get out of this before that fourth that fourth skill comes in on me because that's gonna be the big payoff for them and so like you can try and like early if you if you dodge at the wrong time like you're still gonna get hit by the latter parts of the combo yeah that's me over there swearing and banging on the V key so what do you see happening with this one this weekend I'm expecting to see this guy in world view world a little bit um the elite really little bit yeah the elite covers a large area and really denies a lot of the booth and basically just it shuts off all boons in that area so it's a very effective tool for dealing with jerks has a very high target count too should be very interesting like means by which they essentially it's some some places the battlefield control yeah you can block off you can block off areas that seem like that if you can for if as herbs running through a Canyon or something like that for example you can drop that barren it's like well if they run through the canyon they lose all their boons basically yeah and not just necessarily lose to all their boons but like you there are traits that will inflict damage based upon brew removal or boon denial so you really actually want to wait it's not like you just get stripped of all your your your cool and nifty tools but it sucks a whole lot more than yeah yeah all right well do you guys want to see what we have next sure okay sure we're dealers okay so the scourge is the Beckerman necromancer's a new elite specialization and it's kind of what what do necromancer's do in the desert there's you know a particular set of undead type of creatures that exist in the desert you get like the ideas of mummies and things of that of that nature and style and I was like you can't say mummy it's yeah so like the scourge gets a whole new set of abilities trading off their shroud for it typically they've had been like kind of individuals that move around and then do significant amounts of condition damage largely with the necromancer they gain like more of the ability to become battlefield commanders they get the ability to control different areas of the battlefield and not just written near where they are but at places where they put out sand shades in this case so as Carl's demonstrating there he's got sand shades at each of the golems and like in an area around them that's that's where his abilities are going to affect things each of his f skills plays off at every location for each of the shades kind of giving him ranged control but also firing from the necromancer themselves yes it's the skirt is also kind of a extension of what we were looking forward to see other interesting ways for necromancer to support their their allies the blow I have few support abilities in it and we've particularly after their recent yeah that we put out yeah and like as we and as we've kind of developed the necromancer over the years we've added some small other ways for a necromancer to support like I mean they always had wells but we like I think at some point blood its power changed to be an ally buffing skills so we've kind of slowly been experiment different ways to add support to the necromancer which is it was kind of a selfish class I think on launch at least its Anisha they've kind of always missed but we couldn't just give it to them straight out well it would be pretty hefty power creep so there's a little bit of a trade-off there like they they lose some of their their personal defenses and trade that offer group support which also can support them so but I really like how the the barrier mechanic works so well for the necromancer because it kind of it's kind of like you're giving that shroud which is basically a hit point buffer on you to out to your allies so like it ended up being very thematic for the necromancer in that one that way yeah I do want to talk about development of the scourge a little bit because this kind of this went in a couple of different directions sand shades were bone piles for a little while the skills weren't punishments you were looking at life force yeah there was a lot before we got here it's true so previously they were yeah as you point out bone bone piles instead of like these kind of disembodied souls and that it didn't work super well like visually it was felt cluttered you didn't get this sense of like this was something that you were in viewing it was just kind of there's something physical there cool here's this thing yeah like oh okay I was just randomly appear in different places Oh still have some skeletal stuff I think on the fear the fear ability though yeah if the F for garish pillar is it it kind of raises a disembodied skeleton that fuse yeah enemies around you and around each of your sand shades so it's pretty awesome there's also the as you alluded to the sacrifices skills that we used to kind of have as utilities the idea behind some of those in early prototyping was that they would consume some of your life force as part of your utility skills we pulled back on that because it didn't feel cohesive like typically life force gets used by the necromancer through their shared stuff so we kind of took that initial idea and from the utilities and put them back on to the shroud skills themselves kind of better unifying the theme and instead we put in punishments which there are a couple traits that you can interplay with to gain life force from them the fundamental component of punishments that's kind of cool is that each of those skills whenever they affect an enemy they corrupt a boon and the corruptor boon not just into a single condition but two specific conditions of torment and cripple which are two conditions that play really well with each other since you move at a slower speed and you take increased damage when you move so you need to move further to actually do that so it hurts more exactly yeah one thing I wanted to point out with what Carl was doing here is that um you can get a very large area of control um see in a little earlier he was hitting like like nearly every single one of the goals with the same yeah you get a very large area control but one thing to remember is that um just if you're hitting with multiple sand shades or if a foe is in the area of more than once and shaded they'll only take the damage once I believe yeah that's right it's because we didn't we wanted to avoid the potential behavior of a person literally just putting all three cities on the exact same spot and just standing there because that's that's frankly a really boring way to play yeah we want you to spread the sand shades out so they cover so that that's why they it's about battlefield Country share the love yeah yeah yeah this is also something that because not all of these shroud abilities are just offensive being able to do things like cover multiple groups of allies with your sand shades become something that's a lot more interesting and viable um so you don't have to necessarily be with your allies you can you can be with a ranged group and you can put a SAN shade in with the melee group end effect both of them so you're not just helpful within this one little area yeah precisely dropping all the sand shades in one place yeah gives you presents in other places yeah which is kind of devastating it seems like it could be a little devastating anyway so yeah like I'm curious to see how well players pick that pick up on this and start dropping sand shades in various choke points and control areas in worldly world in PvP yeah like Carl just a little earlier was demonstrating one of the grandmaster traits that trent that coalesce is normal you can have up to three shades in the world and they affect small areas you can also summon like a much larger shade that affects a much greater area and that also empowers you so when whenever you fire one of your skills it affects up to ten targets and in a much greater area what did I ever do to you yeah standing here you're hurting us so much but that was gonna be my next question was what are we gonna see happening with these this weekend yeah I think we're gonna see hopefully some controlling components going on in worldly world and in PvP yeah with life blast whatever yeah okay all right well so life blast has come up yeah so the Shroud skill of one is actually going to trigger the traits that are based off of that that fire from each of the traits that affect that slot of your shroud skills same with all of the others because in the core necromancer profession that each special is well each of the shroud skills has a trick that can affect them like a transfusion affects your shroud force skill pulling allies to you and that'll work off of this scourge is a shroud for skill well not their shroud skill per se but it'll work off of their profession for skill so like the profession that each of the shroud skill traits affects the profession skill of the scourge I'm interested to see sin shades everywhere I I'm curious to see them as well and the skill that Carl just used is one that I look forward to seeing players play around with a fair bit as well it's called sans swell and it creates a portal between you and a targeted location that other allies can use and whenever an ally uses it they also gain a barrier passing through it so it's kind of like we could port you into potentially dangerous area but you get a little bit of like mitigation for that it also allows room like in combat fast Travel it doesn't go as far as the best report although so they really do still have different uses yes reporting as my shirt obviously he's got to expound upon are actually obligated to say that but yeah so you'll see things like the Mesmer portal being used still to port people from one location to another largely out of combat but occasionally in like like combat mitigating situations where as the scourge is one is is much more of a in combat like we need to get from point to point really quickly how do I get my group over here and out of this potential danger zone oh here we can I can do this without having to drop a portal and then run over there I can make it happen I believe internally we've seen some some folks try some interesting things on some of the raid bosses to to move around I quit I think so like so like for example I think I think it was I think was course appalled yeah it allows people to stay dpsing course of all for a lot longer before they run over to the wall to jump to jump to the gliding portion you know duly noted yeah buy a few extra seconds whenever necessary or potentially safe as someone who might not have a safe you can like drop a portal out to them and then they can immediately use it you'll appear there but then you can port back to safety as well so running there drag mount real quick kind of yeah you guys pacifiers almost here so no no that was that was excitement okay we are so close to you guys so that's your assignment yes I mean specifically because we're talking about necromancer lots of terror there right there yeah all right let's look at the Dead Eye cuz this one's super fun to me the other okay the other kind of scary call this the other kind of scary [Music] tell me about this long-range scary shoot you have nowhere class so I think cover us a little bit than one of the dev Diaries but the the main goal is that you know thief's really didn't have a long-range weapon per se so we wanted to like really explore that with the Deadeye we had a smack and stick yeah and again again and again this is another another situation where we try to go in kind of the opposite direction of the hearth Lauren's class um the the daredevil is a very dodgy melee focused up close and personal yeah vision whereas the den is a little bit the opposite it's a very long range but it actually sacrifices some of its mobility to get some of that damage at that range normally um one of our balance concerns is that a ranged character can't really do as much damage as I melee cared we try to make sure that their damage is a little lower it'll increase safety that they get from being a train having them potentially a little more mobility like that has to come off of something and yeah damage is usually one of the better places to do that's a trade-off yeah so so they did AI is an interesting case because the I can't actually do as much damage at range as he doesn't melee range on some of his skills but the conceit though is that you have to be kneeling for that on the rifle and the rifle has a skill v which changes basically changes your changes your combat stance I prevents you from moving which means you're very vulnerable to attack from such as like people dropping a ohi's on you can't immediately get out of it you have to either cancel the skill we do allow you to roll but because you don't get three dodges like the daredevil you're repositioning abilities are limited he doesn't have very many ways to configure so if you really do want those extra dodges while you're kneeling you'll need to spec into things that like acrobatics to give you a little bit of extra endurance it seems like it's a trade-off for that patience and yeah being out of one of the courts of the Dead Eye when we were building it was this idea of patience I think that was actually one of the names of the traits early on was was patience which we ended up changing the name later but it was in order for us to really allow you to do the incredible amount of damage that we want this character to do thematically I think thematically wanted you know the rifle to do a lot of damage at range but I think balance wise that was a bit of a struggle because as soon as you let a range weapon do an incredible incredibly high amount of damage like what's the point of the melee weapon right yeah so our way of kind of balancing that was this new mechanic that he has called malice and the way it works is when you've after you've marked a character you slowly generate malice over time and by time gating things like that like malice isn't really a resource although some skills will benefit from some skills do benefit from malice and they stay scale with malice you can't really consume malice like it's not it's not it's not a resource like initiative where you build it up and then consume it yeah it's something that just kind of builds up over time there are a few ways there then there are very few ways to increase it there's like well they're like one trait there's like one or two traits that can actually increase your malice rate gain but the main way to increase your malice raking is just to attack yeah and that was done specifically because if it wasn't done the the other type of gameplay that we wanted to avoid would happen of you're just standing it up at a far distance building up a bunch of stealth and then just waiting there and then just eventually popping out someone yeah we went shopping at Target we did have about some of our our testers actually do that it was it was it was very it was a little too easy for them to do that so requiring the attack allows us to make sure that if you don't if you don't attack and just want to stay in stealth that is a valid way to play but I don't think it's very effective it takes like 20 plus setting up to build Alice packing it's like that less than half that time I think okay yeah so but but still there is a build up before you can unload your real art your large damage packets but there are also other rewards for being patient one of the one of the miners perfectionist gives you like about over half the boot lights like 75% of the boons in the game if you've reached five stacks of malice so it's very powerful in that regard because you'll get a large boost he's a lot of he has a lot of modifiers you can use right right when you need it yes so the the core gameplay is you Mark you Mark a target you use your other rifle skills to kind of build yourself up there's a rifle skill it's for nobility on your targets you want to try and stack 25 stacks vulnerability on them there's a rifle skill that gives you might so you want to try and get your might as high as possible before you before you release your desk judgment which is the kneeling skill for which is kind of where all the damage comes from yeah very expensive but pretty hefty yeah dead eyes dead eyes I think looks still on large single target enemies because you can sometimes get two or three deaths judgments off before the mark wears off but if you but we know that there's a lot of players you like to play you know open-world with a lot of smaller smaller moves he's not concerned yeah and and i don't i don't while i don't think he's as effective against like large Zergs like a daredevil that's kind of the point of the specialization system but we did give him tools to deal with the situations where you kill an enemy too fast for the mark to really really build up yeah there's a trait for example that refreshes your mark whenever the target dies and since the market Herot steel you can basically just proc all of your steel traits on a guy kill them off really quick change the next guy it's instantly recharged fire it fired off again all your traits looks prog and you get you you get your mug you get your serpents touch you get bountiful theft you get all those all of those cool cool steel traits can just proc one after the other one a lot of different guys so it's still fairly effective yeah it's really you split but he's still more single target focus where do we play I'm gonna run in swing my staff everywhere world is more about take this guy out quick switch targets take this guy out what your targets take this guy out yeah and you can kind of do that if you're particularly like high APM's you can pull that off like as things are dying in a large mob or at a large group of mom but yeah you're gonna have to really pinpoint about such things it also has can trips which do help to deal with some of those components and they're I think they're pretty cool for what they do if some of them help with positioning some of them help with situations where an enemy gets gets on you and other ones are there to help set up a kill but even even even in those situations on like a lot of the can trips are based around you know being patient those kind of things there's a can trip which takes it which you which activates fairly quickly but takes a few seconds to actually hit hit the enemy and during that time you have to make sure that it's ready for them it's ready for the enemy to be hit but that but that can allow you to set up like other delayed attacks in that regard or the heal scales better the more malice you have so it's it so if you're finding a lot of small mobs you might want to use a befriending a big boss it becomes a very effective heal so this probably isn't a let's take our dead I am run it to the Zerg in world versus world this weekend oh I think I I think a lot of people are expecting good eyes to be really really interesting world works you can use them to pick off people yeah there's there's somewhat more interesting viable as a scout as a roamer yes Zerg like you could still play some of them but I think you have to change some of the way that they were that off yeah I think I think I think I heard a lot of really excited about trying to shoot shoot people out of the sky yeah I think the thing that about will be world that I think is gonna help a lot is that it is a 1200 range weapon for the-- absolutely so if you are deserting you're running around I don't think you're gonna get as many benefits because at least from the the high damage aspect but you'll definitely get benefits out of the range aspect because thieves I don't think it ever stay at this range in a zerg when they were fighting yeah they tend to go swish so you have there's an extra affordance of safety basically but you probably give it how much is always move around I'm not expecting them to need to kneel too much unless there's like a keep defense or something like that so people gliding in world versus world just thing I'm I've heard I've heard gliding in world versus world is a thing and I am suddenly delighted at the prospect of dead eyes just picking them off I think there will be some fun gameplay that it starts to exist that was not very nice of me I'm sorry let's talk about the renegade so I don't feel so bad moving right along anything I said hydras great I love I love the hydrants off I killed it yeah but the capitation let's start with the ring renegade and our new legend okay so if the legend is of Kalos Court razor and she was a ridiculously badass female char a long time ago who united the leap well United female char to help the legions in their fight against the flame region and when the United legions were basically getting their asses handed to them she busted out her secret army and kind of turned the tide of the war ocala yeah so she was basically an ambush commander and we tried to bring a lot of that cross in the way that she plays with the red with the revenant like her short bow strikes from odd angles like she she can fire things into the mists and have portals appear in different locations she works really well off of the colors fervor buff that you gain whenever you flanking you strike an enemy from the flank or behind or when you critically strike them so it's possible you could actually gain two buffs with one strike if you are both flanking and critically strike don't get in the right way and her to skill on but really helps with it because it fires the arrows from multiple different angles yeah so it's it's a chance for you to if you're not behind them you can actually like potentially strike them from behind so that's pretty cool I I'm a big fan of seven shot we've put a lot of skills into the game that have been like a kind of shotgun based where you want to stand really really close to someone even if you're using a range weapon because you might hit them you know more times I don't think that's super healthy necessarily because it makes range characters basically stand with melee this one kind of does the opposite and you actually want to standing it like at a bit of a distance and if you do it right you'll strike them with a whole bunch more missiles the you would have otherwise so that's kind of cool she has tools that kind of with her short bow skills let her keep foes at range in particular the five skill is like a cascading AoE knockdown that kind of sets her up to take them down with their other with her other short bow skills there's one thing I wanted to clarify quickly which was on some of the utility skills I've seen some people speculating about summoning her warband allies and the ward and alleys are killable they don't particularly use AI like a lot of the other creatures that you might see in the game like gyros and such there are a lot more like Ranger spirits in that you summon them and they do a particular thing so this kind of gives you the ability to put them out into an area that you kind of now get to affect in a special way depending upon which Ally you summon some of them pop up your allies others disrupt your enemies so you kind of get to pick and choose which parts of those like you need in the moment one of the goals I think we had early on with kala was this idea of an offensive support character and like the the the war band members are ways to support your allies through offense rather than with the help discourage puts barriers on you for example not which is the more defensive a defensive oriented type of support yeah kind of playing up once again the comparison to previous lead specializations because they're an exclusive choice the glint Herald specialization that you had previously was a very defensive supporting kind of passive ally Kali is meant to be much more of an active offensive ally you need to stay in that area in order to maintain the benefits so positioning positioning your war band members appropriately is actually really important for this character I'm curious about the development we had talked about how many of these skills and how the traits fit in with the actual lore of this character who did you how did this all come together so well I mean did you have to just go to narrative and be like so I need a thing we week well coordinated pretty heftily with some some narrative on this rien particular adorns the character of kala so we were closely coordinating with her about it so the trade lines themselves the the top middle and bottom tiers they're intended to be slightly they're basically reminiscent in each ways for the ash legion blood legion and iron legion so the top line like one of the first traits that you can acquire is a ashen demeanor which is based off of kind of disabling since the ash Legion is about being kind of more stealthy like a disruptive type of characters the bloodline Legion is of stuff so they're much more damage centric much more to the fore and iron Legion is more about a bit defense supporting your allies in that kind of fashion even though Colin's overall a pretty offensive character we wanted to give her an option to play a bit more defensive and so kind of similar till the hollow Smith with some of the verticality of the lines with the renegade your first three your atom traits the options there are kind of exclusive but they all well they are flat-out exclusive but they give you options that all kind of have the same trigger like each of them gives you a bonus by giving fight giving you another way to gain collars forever but the trigger for it is themed according to each of the legions effectively so when you disable a foe you gain collars forever when you gain Fury you gain College forever when you evade an attack you gain collars forever like those are those are three potential options you get to choose from like which type of style of play which of those things do you expect it you're going to be having happen most frequently yeah and it's not just call this forever you also get another benefit that's kind of thematic at each of those lines accordingly another thing that I hope the players will pick up and certainly those missing of the stream will is that each of the grandmasters she gains wealth the revenant gains the three new profession abilities there are three op skills two or three out of four and each of the grandmasters effects one of those skills so it kind of upgrades each of those skills according to which one you select so that's what currently showed you is pretty much my favorite abilities it was initially something that was looking at some of the design for the holo Smith when I stated the holo special hold on to his weapons yeah was this fits really really well for kala because and the revenant in particular because your portal is opening up into the MIS opening up into different parts of time and space and belief in particular and so some of the conceit behind the f3 skill Citadel bombardment is that you're opening a portal to a time when the regions were actually united and you know you've got this like gigantic char army and they're firing missiles and you're just opening a portal there and just some of those are passing through into your neighborhood if you have a legendary by the way yes try try using that skill with a legendary yeah all of the missiles will get replaced with legendary effects so if you're if you're running around with the dreamer you can open up a portal to basically the entire charge which are shooting unicorn it doesn't have to be a short boat you know that skill is a profession skill so you can do it while you're equipped with like yeah since the revenant can have access to like I say never more you can like equip a staff and fired like Ravens ghostly Ravens out of the portal thank you we're Tigers yes supervisors there they're running to can you have a yeah portals to the tiger dimension a couple times oh yeah I think so that should be plenty of fun I think that the I understand that's awesome whose idea was that during work during work actually not quite I had to make sure that that happened but yes like it was pretty good it was pretty sweet I thought that was something we couldn't leave out yeah that's amazing oh yeah I think it was because we were doing the a lot of the other skills like the the missiles that come out of the pores from around the enemies are doing that but the they don't want barment wasn't so we yeah anyone that needs to do that I wish I could have seen whoever's face the first time that happened and I think it's like the first are you doing that thing like all of our testers try it's they have access to all the legendaries yeah yeah they were like oh oh god how does this look with oh my gosh so it's pretty cool that's incredible I love it yeah alright I think that's probably a good time it's not gonna get better than that so it's probably a good time to go to the Mirage we shortbow right now open the only legendary I have it [Music] Robert would you like to talk about yeah so I the wrong car first elite specialization that we really really fleshed out I think yeah there's always first death that's the rule right chronic was first part born I'm waiting for Stephane to like kick the door and be like yeah yeah but this was I think we mentioned again this is something else we've mentioned one of the developer Diaries I think or maybe it was in the video but the Mirage early came about when we were just kind of spitballing named loosely we knew we want we wanted to go to Alona we said yeah what's the name of Italy special ation and someone in the room said Mirage and that basically defined the rest of dignity yeah we were we we had the name from the beginning in the name really drove a lot of development and what the class did Mike his heel for example some was a little oasis kind of the classic classic Mirage that you see in the distance all his abilities have these kind of kind of misty San Sam themes where the blur effect is the channels of sand like yeah the blur effect allows you to you know just let attacks pass through you just like a mirage you see in the distance so like that really drove a lot of the theming it was a really it was a really strong way to keep it to keep everything cohesive as a as we developed this guy well and a big push for this too the thing that was interesting to me was that you had the mirror tech from a concept artist yes and that was like a big driver yes oh the mirror thing you know the mirror thing wasn't really a design inspired thing that it came from a different source what ended up happening was one of our concept artists was looking for concept pieces to kind of get the Mirage theme pulled together and they pulled it I think an image of like a desert kaleidoscope kind of thing and one of our effects artists saw that concept art and built this mirror which I don't think it's actually changed since he originally built it know if you want you can summon the mirror really quick that I don't believe it changed significantly I think you got a little sandier and I think he's got a little brighter but overall it didn't change from the original development he said hey he came to me and said hey I made this effect I thought it would be cool yeah any place you can use it that'd be cool and we did started developing with that particular aesthetic and image in mind it's like what do you do with a mirror well mirror can shatter and we kind of built a lot of his mechanics out around that around around the mirror system yeah bad luck for them good luck for you yes very much so what do you see the Mirage doing this weekend uh I think the more I kind of seen the Mirage frustrating a lot of people this weekend it's super happy about this yeah what we're doing with Mirage I think we've given people Mesmer players some tech that I think which is this is also new tech that we've developed specifically for the Mirage you can retarget your illusions on with a couple that with a few of his skills so it allows and when you retarget your illusions you you briefly become untargetable so what it does is if if enemy has you targeted when you use an either of these skills they lose their targeting which means it allows you to shuffle amongst your illusions specific loans because it is incredibly annoying yeah yeah I just FYI oh yeah so it allows my designs to shuffle amongst your clones we also allow clones to perform the special ambush attacks that that you can do if it wasn't obvious I think from the idea of the ambush tax and the deception skills this is kind of a mess for thief yeah automatically now he has deception skills which are all about confusing the enemy they're all stuff that kind of same defense a lot of have like a similar defensive feel to a lot of the themes like the deceptions are generally defensive so it's like a lot because you his deceptions are also defensive in that way let's see and then discuss the ambush skills as well as in particularly a more skills are basically kind of themed a little bit after the whole idea this the thief's stealth attacks like if you're still you get a special attack on your one skill whereas with the Mirage every time you blur you get it your one skill becomes a special attack for each of the weapons and then you wield hmm so yeah so a set of new skills that like each of the base weapons also gets if you're running as a mirage yeah so so we ended up at so they're actually I think seven or eight new attacks basically because it's only four main hand weapons you don't get you don't get a new ambushed check for your offhand since only in the one skill but um there's a whole new skills experiment with they kind of provide different options for for the Mesmer in those situations where you can dodge an attack basically it's kind of a it's an interesting way to like you know avoid an attack and then also counter-attack at the same time the idea of the Mesmer thief is interesting I haven't looked at it like that until you said that they went have yeah they're very good at like short-range mobility effectively like in particular their elite skill plays into that like a multi charge skill that just kind of jumps you to a nearby place and also yeah it allows you to basically reposition yourself you lose a little bit of mobility with the new mechanics and you don't dodge role anymore but what you lose in mobility you gain and I guess flexibility you it allows you to basically hold on if you want to use that ambush if you'll need to use it a crowd of guys it's bet that one's better in a group of guys yeah the training component yeah well there was a place where there were like 40 golems yeah it looks a little better when you use it use it in large groups but like I was saying sorry I lost it well there's there's the blurring component yeah and the actual the the loss of mobility there you you get the flexibility which is one particular thing that people are looking forward to out from what I've seen yes so it allows you to do two things the first is that it allows you to cast skills while dodging so normally if an enemy is winding up a large TAC like you know like one of those world bosses or just one of those champions me out in the world you see them yes you know you see they'll wait for the windup yeah I've got to stop attacking the mirage doesn't have to he can keep firing yeah you just attack right straight to the other thing that's really fun about this dodge is it allows you to dodge when you're otherwise incapacitated if you're getting there you may be I mean occure down he's wanting a fall attack you can dodge that you know you can dodge that even though you're knocking down yeah bore yourself while you're so it's very strong but it does make it a little tougher to get out of those those large AO ease since you can't just dodge roll out of it right so yeah the elite gives you a little bit more ability not yeah not everything that you need hopefully the only allows for some interesting interesting play patterns like one thing I like to do is um he's got a he has a stun break that dodges and backwards and leaves a mirror behind so what you can do is you can dodge backwards leave the mirror behind and then immediately use the elite to jump back right jump back onto the mirror shattering it giving yourself the Mirage cloak yeah then also potentially like striking someone else from the shattering of the mirror that when you were in melee before yeah nice all right to left so beast okay let's do it [Music] this pet mechanic it's just a thing I did not expect I'm super surprised when I first saw it well I think a lot of people did it was something that we had been contemplating for quite a long time the development of the sole beast was the result of a lot of different things like we do up a lot of tech for it that we just didn't have I think it hard a thorn there like the like you we just couldn't get really cured if your pet easily back then yeah there was no way to there there the tech just didn't exist we we couldn't even fake it so like tech wise this guy spent probably one of the more competent complex care this is certainly one of the more intense ones to have developed not and not just you know from just the whole athletes were hiding your pet but there were a lot of other small things that went into this guy like just the stuff that effective where your pet disappears and like kind of flows into you that took a lot of development to get that to look right really yeah like because you know I had to get rid of your pet had to play an effect that kind of traveled from where your pet was even though your pet wasn't there anymore I'm traveling for you then hadn't released your pet afterwards yeah so like just getting just getting a lot just even like a lot of visual effects on this guy like we're very large challenges from a technical standpoint they weren't doing really good oh no they are amazing alright so how exactly does this work so the way that this plays out is that you essentially can take on some of the archetypes of a particular family of pets when this happens you get two parts to it you get a component that is family centric which is the family skills for that type of pet so if you you go if you merge with a Jaguar you get like the feline family bonuses and you get access to the the two feline skills that normally you never get access to usually you just have access to your f2 and then in addition based upon which pet it was in the family we tried to theme them according to like the particular pets you get an additional bonus the archetypes are like kind of support e-power offensive damage condition damage versatility and defensive so their five archetypes and you get the one that's kind of fits that particular pet within the family the best so you there are a lot of pets in the game by the way turns out so and a lot of people think that we also just kind of took namby-pamby the the skills that the pets have and just gave them to the character and that took a lot more work than people may realize because there there there are a lot of pet skills well and like translating those into player animation layer animation scaling that was a lot of work to try and retain some of the feel of those abilities but you know give them a more human vent so one other thing that's very human but yeah human noise yeah player character yeah you know I think some of them you know you know making sure that the effects looked right things like that we're also pretty tricky to kind of get convey that same theme like what does a tailwhip look like human a human yes right I think the other thing you should probably mention is how we kind of had a role in some of the stats from the the pet yeah yeah that's that's the archetype component ever that I was mentioning the different the five different types like based upon which type you merge with you get a few hundred stats of the appropriate ones are like the deadly type is the the kind of condition offensive one and you get some condition damage and you get some expertise to go with it so it kind of just gives you a little bit more kick on on the pet management panel there's a new section to it on the bottom right section that covers like each of those this was another thing that had to be developed specifically for the sole base yeah so the pet management you I got a bit of an overhaul we clean up a lot of things from the base Ranger as well and this also gave us the option to you know display any what each pet would would be granting you yeah that was really important for us to do since Rangers the core Ranger is really balanced around the extra damage from his pet so his skill his individual skills without the had extra damage would probably you know fall a little short on the DPS sale yeah pretty other class but with the stat bonus we can kind of even that out a little bit more yeah it helps with it like I think the probably more so than any other attributes it's the actual control that you have over those abilities because some of those were really powerful abilities that players have long wanted to have access to have control over we frankly we could never give those to you because they were really damn powerful but this was a way that we could actually do that while not just be having it be purely additive to in addition to you having your pet so that's kind of a pretty cool trade-off that they were we were able to make I'm hoping to see players realizing that it's not just okay I'm gonna camp soul beast mode or beast mode and just never see my pet again I think some of the most interesting gameplay that people are going to discover is weaving in and out of beast mode and swapping pets because like they are separate cooldowns when you use an ability that was granted to you by your pet it doesn't set your pets ability on cooldown like so you can use it then bring your pet back out then they'll use those abilities and then you can swap to your other pet and they'll come in and use their family abilities and then you can merge with that pet then use that same and then use that same again yes okay so I think it it opens up a world of possibilities like I think this brings some of the the pets that have existed in core really into question like do you want now to run those pets in order to gain their family abilities which you could never have done before this is so much more it's not just a mechanic to get rid of the pet to hide to hide your pet forever is so much more going on here yeah that's and then something I'm looking forward to and kind of in keeping with the theme like you also gain access to stances as the utility type so in each of the stances is kind of named after a creature it was kind of a martial arts type thing you know you have like mantis form and crane for things like that yeah Eagle stance we kind of did similarly with this one like your heel is bare stance Carl's mousing over it there and these give you like temporary unique buffs that grant you kind of an aspect of what that that creature does like personal Carl the effects are really cool too yeah yeah you seem like a brief vision of the spirit of that creature type oh yeah it's pretty cool like the bear the heel is just a quick example your bear pets have a shake it off which kind of gets rid of conditions and the bear stance kind of does similarly you heal yourself and conditions on you actually get consumed to heal you so and if you trait for its you can actually kind of share stances with nearby allies for a brief time so that's that's something I'm kind of really looking forward to seeing it's it's the Grandmaster middle line yeah a leader of the pack so that should be pretty cool to see there's there's a lot to play with there how good did it feel to finally figure out to make all this work leave at that point it was it was brilliant and a relief it was both I can't say it wasn't I mean one of them went home and slept for 18 hours didn't get to do that fun as an interesting kind of developer story on this side story on this one the elite skill for the sole beast was originally a spell breaker skill yes a lot of it allowed the league yeah the illegal double strike it was originally something that we did for the spell breaker we were kind of exploring his different types of themes but we ended up putting it on the sole beast just because like it made more sense for double strikes to come from a character who's purging with their pet yeah I didn't really make much sense on the spell breaker and the smoker I think benefited a lot more from having his like big boom destruction area yeah right yeah and that one in particular I think continuing a little bit on that play is particularly route well with some of the abilities that you gain access to as a ranger both in core and with the soul beasts like being able to strike twice it's not just it's not duplicating the attack that you create but it's a separate strike it can critically strike it and proc a bunch of things that the Ranger has a lot of procs for so like vulture stance makes all of your strikes do something extra based upon the health of your opponent like like vultures when you're when when you're weak that's when they come in again yeah like maybe they keep you down though so in this case was striking Oh who's at low health like in flicks poison and like the double strike that means you every time you're striking that's that's two stacks of poison to a low health foe so like sharpening stones core Ranger just like you put out the bleeding from every strike that much faster so it creates a lot of opportunities I think that it's one of those skills that's like you're gonna really use to spike down an enemy alright so I have one more question before we move on to the next one and you guys have answered this and I forgot the answer who named that who named the skill richest girl who names the beast mode skill don't when that first happened it was pretty meta considering where we are yeah name that one yeah there was a lot of debate and I'm yeah I checked it with these guys and yeah so now what like basically I figured that one way or another players were gonna call it beast mode so we just say let's just let's just call it what's gonna get cold is exactly like so yeah that's that's all that there was to it it felt a little weird at first but little bit it grew on me are you know I was complaining I was just very curious fair enough alright Carl are you ready to play piano Weaver oh okay alright let's start over the mo is with us [Music] you have a cool shirt on irineu oh thank you I yeah haven't even noticed that they actually wasn't just like yeah that wasn't that it was just like hey Weaver oh yes okay I would say the same but now we're past this whole beast um so the Weaver oh gosh pretty much everyone's reaction to the Weaver is the leader line right the Weaver has been in the works for ever it's been a concept that's been around since free heart of thorns yeah it was it was one of the when we were trying to decide which one to focus on for her yeah like it wasn't called the Weaver back then we didn't call it the Weaver until fairly fairly close to the end of development yeah but this was a contender for a heart of thorns was in yeah I guess contender for the tempest technically yeah exactly the the the tech to make it really work wasn't quite in place and honestly the amount of stuff that had to be done for the Weaver is it was huge we needed we needed a situation where we can really focus development on him specifically rather than because I think at the time heart of thorns were also doing a lot of the we'd also done like the trade the entire trait rework a lot of the systems implementation just like the elites mechs in general they didn't exist that was the first time we were doing them so yeah putting them in and also doing something like one of this level of complexity would have been would it wouldn't have come out as well as I think it has all right so what's the idea behind the Weaver besides oh gosh yes oh so the Weaver's core mechanic is this idea of two elements um I think I I don't know exactly where the idea came from but like I think there might have been a little bit of inspiration from things like you know Avatar living multiple elements together and gaining and potentially increased versatility in a place where I'm not being particularly versatile for desert gets you killed we really wanted to have some skills that just really kind of combine two elements together I think you saw a little bit of that in Guild Wars 1 where you had skills like steam which is fire fire and water yeah and like similarly this guy actually does have a steam steam ball skill I believe I don't remember which combination it was but yes I think you think it's been renamed since yeah I'm not sure that I found all the combinations yet so yeah so the way it works is every combination of elements has its own unique skill 3 but it doesn't matter which order though so fire earth is the same as earth fire the difference but however that still matters because if you're a fire earth it means your first two skills are firing your last two skills are earth but if you're but five years yeah then your earth your first two skills are earth kills your last killer part and this is on all of the weapons so there's there's a dagger double attack there's sword duel attack their staff duel attacks and it's we told Carl he was crazy when he proposed this and he said I know and then he kept going and he built it anyway yeah like read yeah it was it was pretty awesome like there was a lot of a lot of time just in designing which skills should go where sure how yes charts there were also charts though you list the elements on ones and other elements like main hand element off hand element and then like what what does the combination become for every then you do that for everything for every weapon yeah and then chart of that type for every weapon that you're going to do that with those were some long meetings worth it though totally worth it yeah I'm amazed those meetings are over stunned we definitely don't in that we did we definitely did argue about a couple things like which one is like where where we put we wanted to put plasma or where which one will be steam attacks which will be met attacks right things like that yeah which weapons should get the appropriate ones like some of the effects that were built for these duel attacks are just pretty freaking fabulous yeah for example my personal favorite I think it's any of the plasma attacks like all them lies might actually have a fire lightning I really I really like a lot of the fire lightning attacks but yeah the flies looks really good yeah I'm a fan of couple of a couple of the the water earth ones like just the the grinding stone kind of components they're pretty cool but maybe I'm brutal like that maybe a little bit amazing I think we're gonna have to watch out for with this class though is you'll notice is Carl switching between elements there's a cool-down on all of his elements that's a big departure from the way traditional MLS works where you can go to you can Emilio fire water air earth in quick succession yeah it's not a great idea but there's no cooldown on switching to a new element there's only a cool down on the last element you want to worry but this guy there's always a cool-down on all the elements so you have to kind of know you have to what skills you want really really in about three seconds from now kind of at all times yeah you have to plan wait not quite all of them but you need to know like which off hands guess you're gonna need you're gonna want you have to be anything you can get to your main hand skills pretty quickly but if you if you want if you're gonna want like basic the more powerful skills the offhand skills the ones that are longer cooldown you got a plan ahead and yeah put the players that can do that are probably the ones that will face some of the bigger successes with laver I think Carl right now is on air offhand so like if you want if you want that retreat skill or the knock back you need to know that okay I'm gonna need to jump back in a little in three three seconds from me so I can switch the switch to another element then yes but you and you also have to know okay what am I going to need in my main hand at this point yeah but there's a lot of really fun combos that Carl's kind of demonstrating right now we on you can jump in with one skill and then attack for a little while yeah first switch elements back up with a different skill fire some range attacks at them and then jump back and then switch switch a third time jump back in with a new a new gap closer pretty sweet yeah my expectation is that people my patient probably recommendation is that people starting with Weaver is to equip unravel this is my question where do you even begin yeah I recommend I recommend people who are just starting with us to to take unravel it's definitely there if you absolutely if you really need that fire that fire off hand skill you can just tap that once it's gotta accept charges so you can yeah it's all of the new stances that you gain as a weaver our ammunition based so you can use use one way too short while use it again if you need to I think that they work really well in particular some of the stances play off of which elements that you're attuned to that so when you go into a particular stance if you are erth erth like you gain the you gain double the earth bonus but you could also kind of mix and match effectively with whichever attunements you have I probably clarify I guess for there's probably some questions about this is if your doula tuned and you use an attack if you can use one of your utilities like one of the core utilities like the elemental summons aura like this lifts of storms it does take your main hand yeah attuma in that situation I'm sure the Republican question would yeah that way you can like we did that because it's you you want to be able to basically cast those as the element that you can get to a little more quickly yeah well there is a fun Weaver skill that allow that does take into account both of your elements it's these it's a PBA we attack that kind of pulses around you Evan as you change your elements it changes what it's pulsing as well so the pulses actually change based on which elements you're in so you can do like double earth or you can do earth water or then go fire water and so on and you know it's moment-to-moment what do you need it just develop really press because the effects will change as your yes you're swapping to I believe you know that's true pretty sweet alright so where do you see this this weekend what do you see everybody doing with it aside from just trying to figure how it works I think a lot of people are going to spend some of this time figuring out how it works and how it works for them in particular like what their preferred play style is are they gonna stay in like two elements and just kind of continually swap between them like going double fire fire earth double earth back to fire or are they gonna try and weave like all of the elements together which is kind of encouraged also by the elite skill the elite skill pays off if you can get through all four of the attunements by giving you a flip over skill that like just is huge CC my brother the church it's got it's got all the elements at once basically yes it's a little hard to get the Earth's at the bottom the last you can see a lot of the head over time he picked up like he's each of the each of the weaves from the different attunements and then massive AOE CC and it's really damn cool because literally while you're doing that you're picking up a new thread a new element and kind of adding it to your spell's and then eventually kind of kept skating those onto your foot yeah I don't want to call it like give a good nice call out to our effects artist who did really well and the thing you were saying about people figuring out how it works for them that's the thing about this I mean we laugh about how it's complicated and there's a lot going on but that's because it seems incredibly versatile and customizable yeah so it just takes some getting used to you have to play around with a little bit more yeah I am expecting couple people to just to get kilts as the elementalists has pretty low health we do the Weaver does actually which is a good segue to talk about how the Weaver does have some traits that give you a little extra vitality or the electrode if any on some situations to kind of mitigate that but I am expected like because he's kind of the strongest I think in melee there's definitely other people people who are gonna get spiked out probably not not really how how swishing very heavy offense this character and unlike unlike dagger with elementalist this character is it's not like as much a OE focused it's more target based so it'd be pretty close for a while yeah exactly where dagger dagger is like a kind of a small area around you like a couple hundred radius like 300 radius this is the first time we've been able to been kind of the true melee I guess for our 4 elementos before you couldn't really go melee yeah it was too dangerous to like get in there do damage and get out yeah like you have the abilities to do that like to weave in and out of combat but yeah I think it's gonna be a really fun kind of entering and closing how combat with this character we also tried to make it more rewarding to unlike dagger just be in the right place this character you also need to actually like land your attacks to get back into full benefits of them so like if you actually strike with your sword attacks then you get this extra cool effect where dagger it's more like if I'm in put in the right position it it has this effect in an area around me one thing I like to call out on the sword a little bit is what's what's actually what the sword is how its structured for each different element for all for every one of the auto attacks on sword it's it's kind of themed elements like the water the water a third hit of the auto attack will heal and the fire a third hit of that I have a burn but also the to skill is always based around some kind of movement all of the movement that you get from the two skill varies based on the element you're in like water water is more defensive it lets you retreat a little bit earth is also defensive but it doesn't retreat you it you actually you you actually dodge and play is you innovate whereas lightning and fire the more offensive elements will get you get you in yeah so you have to know like okay I need to go in now to make sure I have fire or lightning but now I need to retreat mask to make sure I have water earth to do that it's a constant exercise in thinking ahead yeah I have I have definitely when playing this like you switch to the wrong element and jumped it when I was marrying a couple times yet this takes not mess that up yeah again you are still in elemental sin you are very squishy you have a couple options for defense but yes you're only get you only get so many chances yes basically it's really important to keep track of which elements you're in and which elements are going into next I think it's probably an assumption you're gonna learn the hard way a couple times yeah I think I think it's definitely just plan on it maybe a little bit of that School of Hard Rock's sorry that was awful there it is alright you know what I think on that note that was our ninth elite specialization we're gonna call it school card rocks nothing you had that and it was good okay otterby thank you guys very much for coming in and showing off and giving us a little preview of what we're all gonna see tomorrow when elite specialization preview weekend begins we're really looking forward to see what people come up with I mean we've definitely come we've given some interesting suggestions today but I'm expecting our players to really have it's really just our players are grossly active and they will find all sorts of things that we had not planned that hopefully are amazing suggestions there's more yeah there's definitely there's just a lot of ways than time to see what players come up with that we hadn't even expected yeah all right we'll go show us we will see you in-game starting tomorrow bye everybody we'll see you next time