This is almost ridiculously pointless since I'm going off
incomplete, second-hand information about something in a beta that will
likely change 100 times before launch, but, hey - ridiculously pointless is my specialty.
And speaking of specialties, this posting will be a brief rundown of which trait lines in GW2 fit with certain playstyles and preferences you may or may not have.
(You can peruse the listed traits directly from
the source wiki and play with different
builds here.)
Note that each trait line offers you up to 3 (max) of the automatic minor traits and you can
only choose
up to 3 (
max) of the major traits when customizing your character.
And I'm not explaining it anymore
because I already did that here.
ELEMENTALIST
Air Magic
Attribute Increases: Precision (Increases crit chance) and Prowess (Increases crit damage)
Target Audience: Swift movers and shakers that like shockingly strong lightning and wind spells
Weapon Preferences: Air Weapon Skills recharge faster
Other: Aeromancers can stun, blind and knock around foes. They deal more damage to vulnerable and low-health foes. Their Glyph utility spells can recharge faster and grant a boon
Arcane Power
Attribute Increases: Intelligence (Lowers Attunement recharge) and Concentration (Boons you cast last longer)
Target Audience: Active casters that like to have a wide variety of spells to play with
Weapon Preferences: Staff area attacks are broader, Daggers grant added movement speed, Scepters allow you to dodge more
Other: Arcanists are meant to be very versatile mages that can continually cast a whole spellbook at you. Their Arcane utility spells deal an additional condition based on which element they're attuned to. Not much survivability, but an Arcanist can trait for dodge-and-kite fights
Earth Magic
Attribute Increases: Toughness (Improves armor) and Malice (Increases condition damage)
Target Audience: Debuffer casters that want some stony survivability
Weapon Preferences: Earth Weapon Skills recharge faster
Other: Geomancers are rugged, gritty casters with traits to add wallop to their dirty, crippling attacks. They also can keep the benefits of, and quickly recharge, spent Signet utility spells
Fire Magic
Attribute Increases: Attack Power and Expertise (Increases condition durations)
Target Audience: Pyromaniacs that want to see the world burn
Weapon Preferences: Fire Weapon Skills recharge faster, Conjured Weapons deal more damage and have more charges
Other: Pyromancers burn things and deal more damage to burning things, and then burn things even more. They can be solid team-players, creating magical weapons and fiery combo-fields
Water Magic
Attribute Increases: Vitality (Increases health) and Compassion (Increases healing)
Target Audience: Helpful, hard-to-kill healers / Support casters
Weapon Preferences: Water Weapon Skills recharge faster
Other: Hydromancers make the most of Mist Form and Cantrip utility spells, becoming both slippier and sturdier. These Aquamancers regenerate health more quickly and can buff/cleanse/heal allies.
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