Talk:Control

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I thought that there would be much more info on control, though it wasnt, nao, EDIT! --AdventurerPotatoe User A F K When Needed Potato icon.jpg - 18:40, 6 August 2010 (UTC)

Do we really know enough about the gameplay mechanics to have pages like these yet? EiveTalk 08:34, 25 January 2011 (UTC)
Yes, the current information is all officially revealed and properly sourced. :P - Infinite - talk 12:10, 25 January 2011 (UTC)

Would just like to say...[edit]

That it will be very hard playing something fully according to damage, support or control. Control the least. This because everyone use weapons and non of these will fully bring support skills, or stuns and such for control. They will and do bring damage, all of them. Thus, few will and fewer can truly say they are a "DPS", a "healer" or such. Funny, Ive heard soo much how WoW made all classes hybrids and that GW2 wont. Only with the fact of us having healing skills disconfirms that. And before someone tells me, I do understand this probably is on the wrong page :S Lhimez 17:06, 16 December 2011 (UTC)

Erm... you do realize that ArenaNet was intending to have every profession be able to play every role... right? As in, regardless of what profession or race you are, you can and should expect to play damage, support and control roles at various times. By providing every profession with the ability to succeed either by itself or as a group, they remove dependence on dedicated damage (spikers), control (tanks and shutdown mesmers) and healing (monks and the occasional rit) that plagued GW1. Aqua (T|C) 00:18, 17 December 2011 (UTC)
Yes. Im just saying no one will have a "pure" role playing, as all will include damage. The fact of not having roles stuck on a class I do realize, yes and thats not what I talk about. Its just, control will never be a "role" as it mostly includes stuns, movement and placement. These wont win your match, they will help you deal damage. Which will make everyone hybrids of each role. If they not tend to go only damage. Oh, and control isnt supposed to represent tanks, read the page :P Lhimez 08:26, 17 December 2011 (UTC)
ArenaNet aspires the ideal situation where ever player can provide sufficient damage, support and control. Where the old Holy Trinity of tanking, damage dealing and healing usually leads to hybrids UP TO two of those roles in other games, ArenaNet ditched the system altogether and introduced this new combination of principles. Except that this is not a new Holy Trinity for players to pick from- and fill in an archetype role: these three principles are found sufficiently in any profession and can be used at all times. There will not be a pure-damage elementalist, or a pure-support guardian, or even a pure-control mesmer: the elementalist can also support with many weapon skills, utility skills and even Elites, as well as control with a variety of conditions and effects; the guardian can also deal extreme amounts of damage, as well as control with various boons and effects, including movement control for both your and the opponent's team; the mesmer can also be a strong offensive force, as well as provide exceptional control with many positioning skills.
To put it simply; GW2 does not have a Holy Trinity, nor does it require certain roles to be filled by certain professions to play through even the hardest content. I hope this explaination sufficed. - Infinite - talk 13:07, 17 December 2011 (UTC)
The only thing they ditched with the Holy Trinity was just the clear fact that "You are a tank, go aggro some enemies. You are a DPS, you kill the dudes. You are a healer, you heal so everyone can continue do whatever they do." and instead made everyone hybrids, not playing after roles but just three aspects of combat. And then you will perhaps make your build more according to one of them, but you will never fully play according to it. And if you maybe would like to call it roles, they will never work as such. Lhimez 13:24, 17 December 2011 (UTC)
Yes, I am aware what I said, thanks? - Infinite - talk 14:01, 17 December 2011 (UTC)
Why does this exist as an argument? You both are essentially agreeing with each other. The only difference is that Infinite is a god in disguise. (Lhimez, you're upset about it being called a "role"? Is that the basis of this discourse?) 68.144.96.121 14:15, 17 December 2011 (UTC)
Ahem. "I would just like to say...". Really there isnt. And, yeah all that Infinite said rather confused me, I simplified it, sorta. Lhimez 14:20, 17 December 2011 (UTC)

Obviously you still need a capable build and coordinated party for PvP and high level PvE (dungeon exploration), but it is no longer required to have 2 monks in your 8-man team. Plenty of x activities might be easier/faster/more profitable to do with a set team build just like in original GW, but it is no longer required for mid-low PvE and casual PvP. You can just bring whatever you like and try to make a difference by your play. Skills, weapons and such can now also be customized out of combat, and not only in an outpost or town, so there is much more flexibility and adaptability in individual character builds and teams. Mediggo 16:15, 17 December 2011 (UTC)

This has actually failed to a large part of the player base with groups insisting on only zerker builds. Thus if the encounters don't make players use different types of roles and builds then there will be a demand that all players be the same. Often with all players stacked pinning a boss in a tiny space no maneuver. A rote fight that clearly was not intended. Harder more complex fights in game especially with later content do work better with different roles.Milferd (talk) 15:45, 23 April 2015 (UTC)

I have found a total tank build with Guardian mace/shield with dedicated healing support can duplicate other games tank and healer role on some bosses, even with a shield/sword Guardian build hybrid condition/tank build with healing support many PVE bosses can be tanked staying up and not maneuvering except for boss special attacks resulting in the boss staying in one spot allowing a smaller group to win or a faster burn down in larger groups. This has been domesticated on youtube.Milferd (talk) 15:45, 23 April 2015 (UTC)

I changed the agro section claiming no build can handle the damage. This might be from before ascended nomad armor and weapons were available. There are several bosses my Guardian in sword shield condition tank might actually be able to solo although it would take a very long time to kill the boss. In sword/mace maximum survablity build my Guardian becomes even harder to damage by many bosses. I have tanked in WOW and tanking works in a similar way the more complex bosses just GW2 superior in that you can evade special attacks and are a bit more free to move. GW2 also superior in that no taunt skills are needed just high vitality and resistance combined with shield.Milferd (talk) 15:45, 23 April 2015 (UTC)

Confusion/Retaliation blur the lines[edit]

Both force a choice upon the enemy and impose some control. -- Blue Phoenix User Blue Phoenix Phoenix inverted.jpg 21:09, 17 March 2012 (UTC)

Quote contradicts navigation[edit]

The navigation for control limits it to things that affect location (pull, push, ...), but the quote refers to any type of movement (crippling, etc). 75.37.22.191 04:37, 13 June 2012 (UTC)

Admittedly, it's a bit vague. The reasoning behind that is that the navigation sorts Effects into boons, conditions and control effects and miscellaneous effects. Each is their own group, but obviously there's a great amount of overlapping between effects i.e. poison is fits for damage dealing, healing control and offensive support. Daze, Float, or any of the effects stated as control effects are not conditions nor are they misc. buffs. This page should perhaps further be sorted into control conditions and control effects, similiar to how they are sorted on the navigation template. Mediggo 06:32, 13 June 2012 (UTC)
tl;dr: Conditions are also used for control. No need to list them twice. ^^ Mediggo 07:02, 13 June 2012 (UTC)