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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:36
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Simplistic? (ie, simple?) I don't think so ...
You have a character, with two classes, a primary and a secondary. You have 4 skill types from your primary and 3-4 from your secondary, which correspond to 7-8 total 'attributes', of which you have, by levelmax (20), 150 total points to distribute between (1 point costs 1, 2 points cost 2, ... , 7 points cost 7, 8 points cost 9, 9 poinst cost 11, ...) Basically you can be "good" (8-10) in 2 skills, or "okay" (6-8) in three to four.
Then, you have in each skill category, about 20 skills to choose from, meaning you have a total of around 150 skills to choose from (if you get them all, which is hard). You can only choose 8 to be useable at any one time ... meaning you have to choose very carefully.
There are about 5 or 6 different ways of playing any given class combination; for example I have a monk/elementalist, which can either be played as:
* Healer/nuker (my char): Fire, Healing high, some divine favor; basically heals people and has 2 fire damage spells equipped, one AOE and one direct damage, for when healing isn't necessary. Flexible in that when you are in a party with plenty of monks, you can add another fire spell or two and do more damage. 
* Healer/DOTer: Water or earth, healing high, some divine favor. Same thing, but with DOT or 'weaken' spells (earth, water); they take less energy to cast, as you only cast them once, and you help your other pals out, while mostly healing.
* Healer/Protector: Healing and Protection prayers high; some divine favor; some (elemental). Basically a straight monk, with shielding spells and healing spells, but using ELE secondary to get better off-hand items (ie, like a shield, but instead of +armor it's +energy).
* Protector/Nuker: Protection prayers high, fire high; healing middling. Has probably 2 nukes, 2 heals, 3 protects, 1 res. Mostly there to cast protects, then nuke, with some healing (only works as a secondary healing monk).
* Smiting Monk: Smiting prayers high, healing, earth/water, and divine favor middling. Smiting prayers are the 'damage' part of monks. Earth/water are for DOT and weaken effects to enhance smiting - you may not have very many skills from that category, but in some instances you'll need them.
Etc. There are more possibilities - these are only some, and only some of Mo/Ele. (I'm not sure i'd ever play smiting monk as a Mo/Ele ... but a Mo/Mesmer, with smiting prayers and the far superior weaken spells of a mesmer ... *drools*)
Only having 8 skills also means you have to be *smart* - compared to FFXI or Everquest, my previous games, I get a lot more frustrated with people who don't bring the right skills along and/or who don't act smartly. You really have to bring the right skillset for the job - an elementalist who brings fire spells to an area with fire-resistant monsters is a complete waste of space ... and a Ranger/Mesmer who doesn't bring Cripple and a Fear skill ... well, same thing. 
Add into that, the fact that you can adjust your skillpoints up OR DOWN - ie, totally change your skill focus if you decide you don't like how your char is currently playing, or if your guild needs a Nuking Monk instead of a Protecting Monk - giving a lot more flexibility, and meaning you don't have to just delete the char and start over if you want to change focus ... 
I think it's a wonderful game. PvP is good, from my beta experience, only if you're in a game with experienced players, and preferably with a guild you're experienced *with* - then it's a load of fun, but random PvP like arena combats, is not as much because you often get complete idiots. 
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dudemanjack
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Wow. This game sounds pretty good. I may have to pick it up.
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Jon Miller
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very few people play in character in MMOs period
I even don't always do so..
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Jon Miller
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Jon Miller
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14 hours straight isn't that much
talk to me when you do 36 hours straight..
JM
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