Talk:Skill bar/Archive 1

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removed "according to the latest information" because the information has already been cited. --174.130.8.142 23:12, 28 April 2010 (UTC)

Yeh, thanks, just didn't quite know how to put it. --Naoroji User Naoroji Sigavatar.jpg 23:13, 28 April 2010 (UTC)
It's cool. :)--174.130.8.142 23:13, 28 April 2010 (UTC)

Environmental Weapons

I wonder how they will apply this to the new Action Bar system--Knighthonor 21:06, 3 May 2010 (UTC)

Theve already said stuff; Your first 5 places are relavent to what weapons you're weilding. So if you pick up a rock, depending on your profession - Lets say elementalist, you can use wind to hurl it at an enemy. --User:Nautaut (t) 21:08, 3 May 2010 (UTC)
'Action Bar' system? Explain, please? --Naoroji User Naoroji Sigavatar.jpg I need help! 21:08, 3 May 2010 (UTC)
But how many different ways can you throw a rock. Its going to take up the first 5 slots right? So if a Warrior picks up a egg, what you think it can do with it that another profession cant do? Eat it?--Knighthonor 21:09, 3 May 2010 (UTC)

A warrior with a sword and shield in his hands might have a skill bar like this:

1 2 3 4 5 6 7 8 9 10
Automatic Player's choice (racial and profession skills)
Sword skills Shield skills Free choice Healing Elite
Throw it, roll it, stick it on his weapon and swing with it, put it down again. That's four. And I'm not even thinking of anything in which the Warrior might add an effect to the boulder. --Naoroji User Naoroji Sigavatar.jpg I need help! 21:11, 3 May 2010 (UTC)
Stick it on his weapon, awesome :L --User:Nautaut (t) 21:12, 3 May 2010 (UTC)
Stick it on his weapon <----would require Main hand right?--Knighthonor
Haven't got a clue; also, it was just an idea, could still be anything else =). --Naoroji User Naoroji Sigavatar.jpg I need help! 21:14, 3 May 2010 (UTC)
I'm still stuck on sticking it on his weapon. That was plucked right out of the air wasn't it. lol --208.189.200.2 15:45, 13 May 2010 (UTC)
I would say the options for a rock would be something like [+Damage Melee Skill] [Profession/race-linked Skill] [Profession/race-linked Skill] [Throw Skill] [Drop Skill]. The second and third being fighting skills like throwing the rock down to make a shock wave, making it into a meteor, using it in a heavy knock-back melee attack, etc. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 01:55, 14 May 2010 (UTC)
You do know that the first 5 (automatic) skill slots are also profession dependent slots right? Lightblade 03:05, 14 May 2010 (UTC)

Eric Flannum has suggested in an interview with PC GAMER that the banner is an environmental weapon, which of course makes sense. The Banner when carried only modifies the off hand abilities however. In this article it states that environmental weapons change the first 5 skills but this does not seem to be the case. Could this could be worded in such a way to show this? I would make the changes myself but I thought I would check that I am not mistaken. --Decoinferno 08:50, 17 September 2010 (UTC)

Should Mechanics be explained here as well?

Mechanics that will change the effect of out main/off hand weapons but are on their own separate action bar, such as Attunements, be explained here, or on another page discussion?--Knighthonor 15:48, 13 May 2010 (UTC)

Attunemenst need to be explained on their own page. Thats the most common way. -- Cyan User Cyan Light sig.jpg 15:49, 13 May 2010 (UTC)
lets not jump the gun and wait till we actualy know the skills.--Neil2250 User Neil2250 sig icon5.png 15:50, 13 May 2010 (UTC)
Anet arleady stated Attunements wont be part of the chosen spells slots. --Knighthonor 01:58, 14 May 2010 (UTC)
The attunements will probably work like auras for a paladin in WoW where it has its own little bit above the skill bar
Which is why I suggest that also be explained here--Knighthonor 02:26, 14 May 2010 (UTC)
As soon as we know how it works, then we'll decide. "Let's not jump the gun." --Kyoshi User Kyoshi sig.png (Talk) 02:49, 14 May 2010 (UTC)
Agreeing with Kyoshi on this one. It will all depend on how the bar is set up. I think it does deserve a passing mention here though.--Corsair@Yarrr 02:54, 14 May 2010 (UTC)
It doesn't mind at all that Attunements wont be part of the chosen spell slots. If the time is there, it will get his own page where the mechanic will be explained. -- Cyan User Cyan Light sig.jpg 10:17, 14 May 2010 (UTC)

Movement

Just a question here but would you be able to keep the skills that they require like the off hand and such but then move them around so they go in an order comfortable for you?

I would certainly hope so, but I don't believe they've said anything about it yet. Eive_Windgrace 01:23, 14 May 2010 (UTC)

Res...?

How about that..? The preceding unsigned comment was added by 158.75.15.200 (talkcontribs).

healing professions will have rez spells in my opinion--Knighthonor 11:06, 18 May 2010 (UTC)
Yeh, but there probably won't even be healing professions,... Keep up, KH. --Naoroji My Contributions 11:08, 18 May 2010 (UTC)
(Edit conflict) However we don't know yet if there will be a specific healing profession.. Although, if there is, you're probably right =) I wonder how Anet will integrate the ressurection system in the game if there isn't a healing profession.. -- Cyan User Cyan Light sig.jpg 11:10, 18 May 2010 (UTC)
In my opinion, there will be healing professions, But they wont be designed to have only a single role Healing like the Monks once did--Knighthonor 11:11, 18 May 2010 (UTC)
Then it isn't a healing profession,...? --Naoroji My Contributions 11:15, 18 May 2010 (UTC)
??What? There wont be Dedicated Healer professions. What this means, is no Profession with only the single role of Healing. To clear this up a bit. the New Healer professions also will have equal Damage roles, and Healing roles. Not just the single role of Healing like Monks had.--Knighthonor 11:22, 18 May 2010 (UTC)
Like the Elementalist, because it is a healer too, so it should have a res among the Water skills. 87.97.113.80 11:30, 18 May 2010 (UTC)
@KH, and smiting prayers don't count because..?
Smiting wasnt the profession's main role. Healing was. Smiting was mostly Buffing, which is a "type of Support"--Knighthonor 11:36, 18 May 2010 (UTC)
Didn't work out that way. Anyway, I'd predict a resurrection spell available to all classes, like in GW1, though it's pure speculation at this point. --Kyoshi User Kyoshi sig.png (Talk) 02:32, 19 May 2010 (UTC)
I would say that we will have some form of resurrection in the game... now whether all professions will have one is a different story. I somehow doubt all professions will be able to resurrect, though it is (as always) possible. Also, the current speculation is that all professions will be able to provide some type of support... depending on how you want to play the profession; but I doubt there will be a dedicated healing profession. --User Phnzdvn sig.pnghnzdvn 19:22, 19 May 2010 (UTC)
No one thought of it yet? Resurrection Shrines? They were in every explorable area in GW1 and a large portion of the missions had them, I think they could easily replace rezing in GW2. Eive Talk Windgrace 20:15, 29 May 2010 (UTC)
ok to the unknown person up there how is a water ele a healer??--♥Icyyy♥ 04:11, 31 May 2010 (UTC)

(Reset indent) Simple, you can choose a resurrection skill in one of your racial/profession slots, I guess every profession and race will have access to a res (aka res sig from gw1). And of course, some professions will have access to reusable resses which they can slot into on of their racial/profession slots. --Reaper of Scythes** User Reaper of ScythesJuggernaut1.png 11:41, 31 May 2010 (UTC)

At IcyyyBlue, Anet has said that an ele attuned to water magic would have the passive affect of healing allies around him/her, as well as a few healing focused skills in the water attribute, this is GW2 mind, not GW1, where water magic was almost useless, save snaring and the few fire resistant areas, in which case air or earth was almost more effective. 72.174.198.212 00:17, 10 June 2010 (UTC)
In regards to the presence of Ressurections...its a persistent world, its not like you can just zone to the nearest outpost...I think that there will be a simple res timer (i.e. when your entire party dies in an explorable area in GW1) that will resurrect you after a specific time, so you dont have to wait for another player to res you. Aquadrizzt The Weapon Master 16:06, 17 June 2010 (UTC)

Profession independant

I think we should keep the example skillbar a non-profession generic skillbar. In accordance with this, I think the Attunements should be removed and a note at the bottom be added regarding these. And in the Offhand area, change it to Offhand/Two-Handed Weapon to reflect staffs, rifles, and greatswords. EiveTalk 13:54, 16 June 2010 (UTC)

Not in combat?

I wonder how often this will be. Being able to switch up your skills in between mobs seems a little cheap, hopefully you will need to be in town or something in order to do this. ~ Bow 03:03, 18 June 2010 (UTC)

hope so, but you'll also have to queue up other skill bars for characters that can swap out weapons. So if you have a war with a sword set and axe set, you would have to create 2 skill bars. Venom20 [User_talk:Venom20] 03:14, 18 June 2010 (UTC)
I hope the skills could only be changed while in a town, so the game wouldn't become too WoW-like. --ていせい 15:42, 30 September 2010 (UTC)

Utility Skills

Wouldn't it be more accurate to call the three skills slots 6,7 and 8 for "Utility Skills" instead of "Free Choice"? Well, it won't be as clearly written as "Free Choice", but it already says "Player's choice (racial and profession skills)" above that text, and Utility Skills is the type of skill you can put in the skill bar, while Free Choice isn't a type of skills. Sorry if this text was written a bit unclearly, but I'm too tired to correct it at the moment. --HasselmannenUser Hasselmannen-Icon-01.png 07:26, 18 June 2010 (UTC)

The thing is that usually, when people say 'Utility skills', they mean IAS, IMS, blocks, blinds, etc. But those aren't the only skills one could put in there; perhaps we'll also be able to put additional attack skills in those slots. So,... No. --Naoroji User Naoroji Golem - Green.jpg 07:59, 18 June 2010 (UTC)
Hmm... Okay. :) --HasselmannenUser Hasselmannen-Icon-01.png 08:52, 18 June 2010 (UTC)
Utility skill is the official term used by Anet to describe those 3 skills in GW2 though. Chriskang 13:51, 18 June 2010 (UTC)
I was just going to suggest that we rename the healing skill into utility, so I'll change it now.--AdventurerPotatoe User A F K When Needed Potato icon.jpg - 15:23, 7 August 2010 (UTC)
But from what I read, the healing skill is not in-line with Utility skills, the edit is incorrect. The Healing skill is in a seperate slot, next to the three Utility skills. - Infinite - talk 15:33, 7 August 2010 (UTC)
(Edit conflict) Actually, as Chriskang mentioned above, "Utility" is what Arena Net is calling the three skills we get to choose, not the healing skill. I would like to change from "Free choice" to "Utility", too, since that's what Arena Net is calling it and it's a fitting name. Erasculio 15:35, 7 August 2010 (UTC)
+1 (And for newcomers to the various phrases, perhaps we should link the skill types in the diagram to their articles accordingly?) - Infinite - talk 15:39, 7 August 2010 (UTC)
On my mark, its a warrior utility skill which you can put on the healing slot. --AdventurerPotatoe User A F K When Needed Potato icon.jpg - 15:47, 7 August 2010 (UTC)
Nvm, I read it wrong... --AdventurerPotatoe User A F K When Needed Potato icon.jpg - 15:49, 7 August 2010 (UTC)

Color coding

I think we should color code the example skill bar. That would give more information at a glance and would make it more attractive. How about this: weapon skills green, elite skill gold, healing skill blue, utility skills... red? Help me out here. --208.105.170.7 14:28, 18 June 2010 (UTC)

I toyed with it a little bit on my sandbox a little bit. Its a little touchy for some of them.--Corsair@Yarrr 03:08, 19 June 2010 (UTC)
Changed it for now -- Itay AlonTalk 05:37, 22 June 2010 (UTC)

Comparison with Guild Wars Skill Bar

As far as major skill bar mechanics was announced, should we make a section about "Comparison with Guild Wars Skill Bar"? IMO it's time to do it. Here we can make some sort of a place where all the pros and cons (especially for people who hate GW2 freedom restriction) can be summed up in a polite and concise way.--Sergiy 08:32, 9 August 2010 (UTC)

Freedom Restriction? Huh??--Icyyy Blue User IcyyyBlue Elementalist Blue.png 20:59, 14 August 2010 (UTC)
(for example no second prof) You don't know the fact that, for example if every profession have about 100 skills specific to that profession, then they should add every profession 100*(prof_number-1) skills(may be changed lightly to suit that prof) from other professions? So, a ranger should have 100(ranger skills)+700(other prof skills). And that is just the first point, we may hear more about races, weapons and so on.--Sergiy 09:24, 16 August 2010 (UTC)

Determined by Weapons or by Weapon type?

Something that is not clear from the description is if the first five skills are determined by the specific weapon or by its type. If they are determined by the weapon there might be different one-handed swords with different builds. If they are determined by the weapon type than all one-handed swords would result in the exact same five skills (given a specific profession). I'm uncertain if this has been addressed by the developers yet. If it hasen't the article should perhaps state those two possibilities and the uncertainty. If it has I'd very much like to hear it and the article should be clarified. Ranjit33 12:29, 14 August 2010 (UTC)

A onehanded sword(AKA: Shortsword) gives you 3 skills, the two others are your offhand, so a warrior with a Sword and a Shield is different than a warrior with a warrior with a Sword and a Warhorn, and a Ranger with a Sword and a Warhorn is different from any warrior build. I also heard that Traits affects the first 5 skills on your bar, but they never said in which way. All swords give the same 3 skills depending on your profession. No sword that a warrior wields gives different skills than another. But do not worry, GW2 builds are not just about skills, traits and attributes makes your build unique, so that a warrior with the exact same skills as another warrior have different builds, its just not skill-wise.--AdventurerPotatoe User A F K When Needed Potato icon.jpg - 12:52, 14 August 2010 (UTC)
All one-handed swords will indeed give the exact same skills when wielded by a specific profession. -- Arduin talk 12:55, 14 August 2010 (UTC)
Didnt I just say that? :P --AdventurerPotatoe User A F K When Needed Potato icon.jpg - 12:59, 14 August 2010 (UTC)
MAde you a tl;dr version. :P -- Arduin talk 13:13, 14 August 2010 (UTC)
So excluding the possible effect of traits this would mean that I will have the very same skills with my beginner weapon at the beginning of the game than during the endgame. I don't want to doubt your word but I very much hope that you are mistaken. Ranjit33 14:40, 14 August 2010 (UTC)
But it is true, Guildwars2.com says so, and I doubt you will use exactly the same type of weapon when you finnish the game as you use in the beginning. The combat in GW2 isnt all about clicking on your skill bar in the order 1->2->3->4, the combat is very dynamic, if you could say so. --AdventurerPotatoe User A F K When Needed Potato icon.jpg - 15:06, 14 August 2010 (UTC)
For the elementalist there are five weapon combination. Adding the four attunements that equals twenty. That's not perfect but acceptable. What I miss is skill progression. Sure, the skills will get more powerfull due to the attributes but if you use a staff and fire attunement you will get the same skills in early as well as end game. I was really looking forward to buying new, mightier builds with the karma points. Ah well, let's see how things turn out Ranjit33 15:49, 14 August 2010 (UTC)
I dont see the problem, you have 20 different combinations for the Ele and 5 skills that you choose by yourself, and you can change attunement whenevr you want. Personally I love the new skillbar, it makes it balanced, easy to play with and yet it can be unique. --AdventurerPotatoe User A F K When Needed Potato icon.jpg - 15:56, 14 August 2010 (UTC)
actually the elementalist has only acces to 3 completely different weapon sets * 5(beacause the weapons affect 5 skills) = 15 skills * 4(attunement)= 60 I think that's pretty awesome, having 60 skill at your disposal which are all good.. only if u want to change to dual daggers or something you have to make sure you're not in combat.. but that's just something to make it fair in comparison with the other profs. --Prince Grazel 11:00, 15 August 2010 (UTC)
No its definitely 5 weapon sets: dagger/dagger, dagger/focus, staff, scepter/dagger, scepter/focus, also I might have misunderstood you, but it seems you are saying you can only change weapons outside of combat, thats not true you may change weapons in combat it will just leave you vulnerable for a few seconds.Indigo121 02:38, 16 August 2010 (UTC)
Ele has only one active weapon set, ranger and warrior 2. So an ele can't change weapons when in combat. -- Arduin talk 05:30, 16 August 2010 (UTC)
"So excluding the possible effect of traits this would mean that I will have the very same skills with my beginner weapon at the beginning of the game than during the endgame." Actually, I remember reading about skills actually changing as you progress your character, though I can't recall where exactly... - Infinite - talk 05:38, 16 August 2010 (UTC)

(Reset indent) More on what Infinite said, I thought they said that you do not automatically know all the skills bound to each weapon. In addition, you may have to learn certain attunements before you can even change element. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 07:33, 16 August 2010 (UTC)

Yeah, I saw on a video that two attunements were locked (Air and Earth). I dunno if this has anything to do with what attunement you choose during character creation, but it might be... Kaon Frostblade talk 22:46, 20 September 2010 (UTC)

Im still confused, does this mean that if you use sword or axe for that matter you have LOCKED attack skills ? what I mean is that you CANNOT change those except for swapping to different weapon set?? that would kinda suck you know.Tjal Lee 20:23, 12 March 2011 (UTC)

Example

Does anyone know what the skills are and which weapons are equipped for the example image? It would be nice to have them in the article. Thering 14:57, 18 October 2010 (UTC)

Many people know Necro skills Venom20 User Venom20-icon-0602-sm-black.png 15:26, 18 October 2010 (UTC)