These elites require learning a new style of play, complete with picking up a weapon that generally feels alien for the profession in question (axe for mesmer, torch for necromancer, and so on). With GW2:PoF, the Elite Specializations I tried out (particularly the Necromancer Scourge) felt truly fresh compared to how the profession normally performed, as well as compared to the already released elite professions. When it comes to games, I’m a mechanics junkie: I love trying out a new profession and finding out how it compares to the rest, and what individual contributions it can make to any conflict or raid. The Elite Specializations are a great touch as well, and my personal favorite addition to the game. It’s not only a nice addition to the game, but it’s good to see that the developers decided to put their own spin on the system, rather than just blandly introducing ‘beasts you can ride places’ that were otherwise identical to mounts in other MMOs. The mounts not only offer new ways to explore the world, but they actually are necessary to explore certain sections of the new areas in the expansion. Of all of this, the mount system is the freshest introduction: five distinct mounts that are tied in with the mastery system (which was broadly introduced with Heart of Thorns), and which offer distinctly different types of mobility to get around in the world. On paper, the new additions are considerable: a brand new mount system, a new elite specialization for each of the nine professions in the game, five new open world maps to explore and quest in, new quest chains and equipment sets, and a whole lot more. With all this world-threatening calamity, however, comes a whole lot of fresh content for players to enjoy. Not quite as far a drop as previously seen, but I’m still not jumping.
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