Relics of Orr Episode 44, Underwater Combat and Environments




Relics of Orr show

Summary: I am joined by Csquirrelrun to summarize Guild Wars 2 underwater environment information so far. Download the MP3 Please visit our sponsor. If you purchase a system, enter the coupon code "Relics" for $25 in J!NX merchandise. Gear up in Relics swag at our Zazzle Store. Send us your text or mp3/ogg attachment feedback at relicsoforr@gmail.com Call at 708.202.9262 Visit us on Facebook, Twitter, and Steam.   Community Segments: None Sequel Scuttlebutt Jonathan Sharp talks about underwater combat Jon Peters and an underwater combat video Key features: breath meter (there isn’t one) underwater weapons – trident, spear, harpoon gun underwater skills z-axis – skills and drowned state (drowed state creating incentive to go underwater when low on health) amphibious enemies – change behaviour on land/underwater dynamic events underwater towns (and underwater areas in cities e.g. LA) underwater minions (Ranger has amphibious pets) Speculator’s Corner underlying concern with a lack in variety of skills (access to only 2 weapons – 1 for ele and engineer) the range issue with melee characters and the z-axis Ambience. They’ve got a deepening thick blue like water tends to have, if you’ve done scuba, you see that the plants are extremely well done, and even the ambient sound is just like being underwater. Dodging works underwater also Skills that sink enemies If you like aerial combat, understand that a good portion, maybe half, of this game is underwater and there’s little functional difference between aerial and underwater combat. This just rationalizes it better. Music By: Canto6 (Intro) The Matt Nasi Band (Outro)