Gamespot hat ein weiteres Interview mit Jeff Strain publiziert. Die Kollegen berfragen den Lead Designer unter anderem zur Balance von Guild Wars. So werden verschiedenste Features für Hardcore-Spieler und normale Abenteurer geboten. Besonders das Skillsystem sei sehr gleichmäßig gestaltet - standard Charaktere hinken nicht andauernd hinterher.
GameSpot: We\'ve already had a basic introduction to the character classes in Guild Wars: the elementalist, the monk, the mesmer, the ranger, the necromancer, and the warrior. In Guild Wars, you can choose a primary and secondary class for each character. Why was the decision made to allow players a secondary class? How are all the different combinations being made into viable choices?
Jeff Strain: The dual-class system provides richness of strategy by allowing us to make the professions strongly themed, in terms of strengths and weaknesses, without locking players into a specific play style. For instance, a warrior/ranger and a warrior/elementalist are both good front-line tanks (melee fighters that can absorb a lot of damage), but each has different specialties that make for a unique gameplay experience.
The professions are equal in terms of raw power, but while some operate in a fairly straightforward manner, others are more difficult to master. For example, a warrior/ranger is going to be roughly balanced with a mesmer/necromancer, in terms of power, but it will be much easier for a novice to play the former, because the mesmer/necromancer strategies are a little more complex--a factor that appeals to veteran players.