I'll have to see if I can find that, thanks!
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Attacks can combine. For example if the Elementalist sets up a firewall in front of the ranger, the arrows the ranger fires become fire arrows.
This is pure awesome! Unless the creature is immune to fire and the elementalist is an idiot... Much cooler then older invisible effects that resulted in everyone shooting fire damage or some such.
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Your role in combat (DPS, Tank, Healer, etc.) is not just dependant on class, but also what equipment you're currently using
I think this especially good for a game that caters to a bit more casual player, and were seeing something similar in TOR where they don't have a traditional healer, or at least claim not to - healers were always a bit of a hurdle to overcome when building a group.
This was true to a lesser degree in GW, it was an unintended feature where people figured out how to set up a primary and secondary class to be able to do things they shouldn't be able to do. Tanking Monks, Elementalist that were melee fighters or tanks(typically for solo farming)... The community was quite creative with builds.
One thing I have found interesting is the skill bar. GW had 8 slots, typically slot 8 was reserved for a resurrection skill (if you didn't bring one in a group and you wiped...people would be pissed). 1 Slot was for your elite skill you chose (can only carry 1). The first 3 slots typically ended up being weapon skills or attacks and the remaining 3 were utility skills, tactical skills and self heals.
The new system uses 10 skills the first 5 are determined by your weapon and/or offhand item or attunement if your a caster and are automatically selected, slot 6 is a healing spell, 7-9 are utility slots, and 10 is your elite.
It's interesting because it reflects an observation of how players have traditionally used the skill bar and reflects the general wisdom of GW players.
Unfortunately I feel like at the same time it neuters a lot of player choice in the process and further reduces a players effective tool bar choices. Of course perhaps this reduces the non-use of weapon skills that are determined to be inferior.
Many skill bars and crazy builds were created in GW that used synergy of oddly related skills. A lot of this in GW1 was due to secondary professions which won't exist in GW2 and made balancing difficult.
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The announced a new item called a transmutation stone (particulars on how to acquire have not been released although some initial indicators are pointing to In-game store, with perhaps a IG way to do so). It allows you to transfer the stats of one item onto another item, allowing you to retain that awesome hat you have without sacrificing your armor rating.