Professions and their place in combat
2 pages • Page 2
Quote:
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Originally Posted by Dj Tano
Dervish - middle armour, very high damage, enchantments, conditions, avatars (deals a lot of damage to nearby enemies whilst healing himself and dealing conditions with enchantments)
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v
@ OP - Well, except for the Dervishes, that may be how the concepts started out.
This is how they ended up:
Melee
Warrior - overconfident, fragile ego, wishes could carry weapons in town to show off
Assasin - overconfident, boundless ego, insults bounce off
Dervish - confused, can't decide between melee and magic
Ranged
Ranger - inferiority complex, wants to be everybody else, takes pet everywhere (no BM skills, just pet)
Ritualist - loner, only needs her spirits to be happy, always playing with ashes
Paragon - bossy, needs to delegate more
Distance
Monk - smug, doesn't like melee characters as they waste his energy
Ele - scatterbrained, has trouble with stopwatch
Necro - loner, doesn't like to get near live people
Mesmer - selfconfident/arrogant, monk's favorite due to avoidance of getting clothes dirty
Hopefully, that little bit of humour has released the tensions building in this thread.
On Topic - The original concept was obviously the standard game mix - melee, ranged, distance. As new professions are being added, the devs are expanding roles, creating professions that both compliment and oppose the original ones. With the secondaries added into the mix, your choices become unlimited. You start the game with a warrior/monk (because everyone tells you that's the best) and end it with a warrior/necro (because you've discovered that combination better suits your play style).
Damage can be relative. While an ele can put out high DPS, it's often not as useful as a ranger's interrupts, which prevents damage to your party.
This is how they ended up:
Melee
Warrior - overconfident, fragile ego, wishes could carry weapons in town to show off
Assasin - overconfident, boundless ego, insults bounce off
Dervish - confused, can't decide between melee and magic
Ranged
Ranger - inferiority complex, wants to be everybody else, takes pet everywhere (no BM skills, just pet)
Ritualist - loner, only needs her spirits to be happy, always playing with ashes
Paragon - bossy, needs to delegate more
Distance
Monk - smug, doesn't like melee characters as they waste his energy
Ele - scatterbrained, has trouble with stopwatch
Necro - loner, doesn't like to get near live people
Mesmer - selfconfident/arrogant, monk's favorite due to avoidance of getting clothes dirty
Hopefully, that little bit of humour has released the tensions building in this thread.
On Topic - The original concept was obviously the standard game mix - melee, ranged, distance. As new professions are being added, the devs are expanding roles, creating professions that both compliment and oppose the original ones. With the secondaries added into the mix, your choices become unlimited. You start the game with a warrior/monk (because everyone tells you that's the best) and end it with a warrior/necro (because you've discovered that combination better suits your play style).
Damage can be relative. While an ele can put out high DPS, it's often not as useful as a ranger's interrupts, which prevents damage to your party.
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Originally Posted by vojnik
Remember kiddies shadow stepping is powerful indeed
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N
I think the beauty of GW is that no class has to stay in its set "region of combat" to be usable.
You can have such a wide variety of options to choose from that you're never limited to what you picked in the beginning in terms of playability and what you're interested in doing.
If you started with a necro but want to get into melee, roll a N/W and try some stuff out. Same with any other class / combo.
Basically, this game owns.
You can have such a wide variety of options to choose from that you're never limited to what you picked in the beginning in terms of playability and what you're interested in doing.
If you started with a necro but want to get into melee, roll a N/W and try some stuff out. Same with any other class / combo.
Basically, this game owns.
Thanks Darcy. I needed a good laugh and this thread did need some lightening up. 
As to the "everybody can tank" concept: It may be true that every profession, played in the right way, is capable of at least limited tanking, I have personally seen far too many 'squishies' that THINK they can tank and end up sucking dirt real early in the battle. Learn your profession. Learn the capabilities and limitations and you will be an invaluable asset to any team!
As to the "everybody can tank" concept: It may be true that every profession, played in the right way, is capable of at least limited tanking, I have personally seen far too many 'squishies' that THINK they can tank and end up sucking dirt real early in the battle. Learn your profession. Learn the capabilities and limitations and you will be an invaluable asset to any team!
First, although I am technically a 'squishy tank' I agree with quickmonty's comment about it. Anyone can tank, but some classes find it easier than others. Of all the caster classes, ele is the easiest to tank with, as they can easily boost their armour beyond levels which a warrior would be capable of. But I digress; The roles in which I see each class would be as follows, within their own skill selection and armours: (warning: extensive chart to follow...
)
*-Core-*
Warrior: - The most poweful class, provided they can get to you. Average support and low healing, but highest damage and highest armour.
Damage: *****
Armour: *****
Healing: **
Support: ***
Attributes: Clearly set out and easy to use. All have skills of worth for various situations.
Monk: - The best healers by a long way. High Support, but low armour and virtually zero damage outside of Smiting.
Damage: *
Armour: **
Healing: *****
Support: ****
Attributes: Again, clearly set out and easy to use. Some cross over between attributes, but nothing major.
Ranger: - Adaptable class that is workable in melee. Low Healing, but excellent all round abilities otherwise. Capable spiker class.
Damage: ***
Armour: ****
Healing: **
Support: ***
Attributes: Expertise is most commonly neglected by 1st time rangers, but is the keystone of the ranger as a profession.
Elementalist: - Most adaptable class. Low healing, but competent in many different roles. Armour is below average, but easily buffed to high levels.
Damage: ****
Armour: ***
Healing: **
Support: ****
Attributes: Has high cross-attribute potential. Energy storage is overrated except for certain niche builds and builds with a lot of exhaustion.
Necromancer: - Adaptable Class. Average or above average in all areas but armour.
Damage: ****
Armour: **
Healing: ***
Support: ***
Attributes: A few cross attribute skills, generally though, skills within an attribute are confined to the role of that attribute.
Mesmer: - The counter-offensive class. Easily makes up in firepower what it lacks everywhere else.
Damage: *****
Armour: **
Healing: **
Support: **
Attributes: Domination is anti caster, Illusion is anti melee, Inspiration is E-Denial and E-management and Fast Casting does what it says on the tin. Some skills cross over between Domination and Illusion.
*-Factions-*
Assassin: - The best spiking Class. Medium armour, low support and poor healing.
Damage: *****
Armour: ***
Healing: *
Support: **
Attributes: Critical Strikes makes assassins a workable class. Dagger mastery is essential unless you are going for A/R, A/W or A/D for critical damage. Shadow Arts is not a brilliant skill set. Deadly arts is better, but needs points invested to really make it worthwhile, taking away from the assassin's spiking ability.
Ritualist: - Good healing and support Class. Low armour and average damage.
Damage: ***
Armour: **
Healing: ****
Support: ****
Attributes: Difficult to work with at first, as skills are all over the place and don't seem to follow any coherent set of rules per attribute, with the exception of restoration. Non healing ritualists will generally have to mix channeling and communing.
*-Nightfall-*
Paragon: - The best Support Class. Medium damage, High Armour, but low healing.
Damage: ***
Armour: ****
Healing: **
Support: *****
Attributes: Easily laid out, except for command, which is a bit of a mish-mash of what were seemingly abilities that didn't fit into any of the other attributes...
Dervish: - The best AoE damage class. Average armour, healing and support ability.
Damage: *****
Armour: ***
Healing: ***
Support: ***
Attributes: Whatever set of attributes you choose, they can all do a bit of everything - even scythe mastery has a heal, but be sure to invest at least 9, ideally 12 in Mysticism - it really does make all the difference.
A note on two of the ratings:
Ranger damage is 3*, because, although rSpike is a powerful thing, one ranger with a bow, without any buffs, has the lowest DPS of any of the martial classes.
Elementalist armour would warrant 2* if it were not for the huge number of armour buffs at their disposal. They can easily surpass the armour of a warrior with these, but because it is only conditional, it does not merit more than one additional star.
Well, there you have it - my lengthy opinion on not the roles best suited to each primary, but rather, the inherent strengths of each primary.
/phew
)*-Core-*
Warrior: - The most poweful class, provided they can get to you. Average support and low healing, but highest damage and highest armour.
Damage: *****
Armour: *****
Healing: **
Support: ***
Attributes: Clearly set out and easy to use. All have skills of worth for various situations.
Monk: - The best healers by a long way. High Support, but low armour and virtually zero damage outside of Smiting.
Damage: *
Armour: **
Healing: *****
Support: ****
Attributes: Again, clearly set out and easy to use. Some cross over between attributes, but nothing major.
Ranger: - Adaptable class that is workable in melee. Low Healing, but excellent all round abilities otherwise. Capable spiker class.
Damage: ***
Armour: ****
Healing: **
Support: ***
Attributes: Expertise is most commonly neglected by 1st time rangers, but is the keystone of the ranger as a profession.
Elementalist: - Most adaptable class. Low healing, but competent in many different roles. Armour is below average, but easily buffed to high levels.
Damage: ****
Armour: ***
Healing: **
Support: ****
Attributes: Has high cross-attribute potential. Energy storage is overrated except for certain niche builds and builds with a lot of exhaustion.
Necromancer: - Adaptable Class. Average or above average in all areas but armour.
Damage: ****
Armour: **
Healing: ***
Support: ***
Attributes: A few cross attribute skills, generally though, skills within an attribute are confined to the role of that attribute.
Mesmer: - The counter-offensive class. Easily makes up in firepower what it lacks everywhere else.
Damage: *****
Armour: **
Healing: **
Support: **
Attributes: Domination is anti caster, Illusion is anti melee, Inspiration is E-Denial and E-management and Fast Casting does what it says on the tin. Some skills cross over between Domination and Illusion.
*-Factions-*
Assassin: - The best spiking Class. Medium armour, low support and poor healing.
Damage: *****
Armour: ***
Healing: *
Support: **
Attributes: Critical Strikes makes assassins a workable class. Dagger mastery is essential unless you are going for A/R, A/W or A/D for critical damage. Shadow Arts is not a brilliant skill set. Deadly arts is better, but needs points invested to really make it worthwhile, taking away from the assassin's spiking ability.
Ritualist: - Good healing and support Class. Low armour and average damage.
Damage: ***
Armour: **
Healing: ****
Support: ****
Attributes: Difficult to work with at first, as skills are all over the place and don't seem to follow any coherent set of rules per attribute, with the exception of restoration. Non healing ritualists will generally have to mix channeling and communing.
*-Nightfall-*
Paragon: - The best Support Class. Medium damage, High Armour, but low healing.
Damage: ***
Armour: ****
Healing: **
Support: *****
Attributes: Easily laid out, except for command, which is a bit of a mish-mash of what were seemingly abilities that didn't fit into any of the other attributes...
Dervish: - The best AoE damage class. Average armour, healing and support ability.
Damage: *****
Armour: ***
Healing: ***
Support: ***
Attributes: Whatever set of attributes you choose, they can all do a bit of everything - even scythe mastery has a heal, but be sure to invest at least 9, ideally 12 in Mysticism - it really does make all the difference.
A note on two of the ratings:
Ranger damage is 3*, because, although rSpike is a powerful thing, one ranger with a bow, without any buffs, has the lowest DPS of any of the martial classes.
Elementalist armour would warrant 2* if it were not for the huge number of armour buffs at their disposal. They can easily surpass the armour of a warrior with these, but because it is only conditional, it does not merit more than one additional star.
Well, there you have it - my lengthy opinion on not the roles best suited to each primary, but rather, the inherent strengths of each primary.
/phew
Interrupts are really interesting (...some might say geeky) to look at... but what do they fall under? Support? The thing is, I can look at them as virtual damage or virtual healing (similar to the concept of virtual damage though e-denial).
Virtual healing is like this - a mesmer interrupting a fireball (whatever) is the equivalent of a healer directly healing the damage it would have done to the party.
Virtual damage is the same but comes as interrupts vs. prots or heals - take an assassin, have a ritualist drop Warmonger's Weapon on them and sic the assassin on a monk. Apart from the monk having a really bad day, every heal/prot interrupted is virtual damage done by the ritualist. The ritualist could also be doing virtual healing by casting Wailing Weapon on an assassin and have them ruin every attack a dervish tries against some of your support.
Conditions, hexes and their removal have knock-on effects that can be considered virtual healing and damage too... blind being the most obvious form of virtual healing. I know rangers provide all sorts of support in this area that isn't direct - Dust Trap for instance isn't just doing damage, it's preventing enemy melee from doing any - thus providing virtual healing. Things get very complicated when indirect effects are looked at
It's a really important thing for me to raise though, because classes that look so-so from their direct input are freaking gods when their indirect contributions are examined as well.
Virtual healing is like this - a mesmer interrupting a fireball (whatever) is the equivalent of a healer directly healing the damage it would have done to the party.
Virtual damage is the same but comes as interrupts vs. prots or heals - take an assassin, have a ritualist drop Warmonger's Weapon on them and sic the assassin on a monk. Apart from the monk having a really bad day, every heal/prot interrupted is virtual damage done by the ritualist. The ritualist could also be doing virtual healing by casting Wailing Weapon on an assassin and have them ruin every attack a dervish tries against some of your support.
Conditions, hexes and their removal have knock-on effects that can be considered virtual healing and damage too... blind being the most obvious form of virtual healing. I know rangers provide all sorts of support in this area that isn't direct - Dust Trap for instance isn't just doing damage, it's preventing enemy melee from doing any - thus providing virtual healing. Things get very complicated when indirect effects are looked at
It's a really important thing for me to raise though, because classes that look so-so from their direct input are freaking gods when their indirect contributions are examined as well.W
Quote:
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Originally Posted by Enchanted Warrior
Assassins/Dervishes act as gorilla fighters moving in and out quickly to hit and run.
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Originally Posted by Cymboric Treewalker
ROFL.
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In praticality, Warriors, Assassins and Dervs are the best damage dealers. Necros take the cake if they have an army, but that takes long and can be just as much of a curse as a blessing to your team if you die. Eles deal the most damage but they require the target to stay there and take it for 9 whole seconds... If you can trap them in a corner or someting Savannah Heat + Met Shower is insane. Rits are more for support and minor heals to the team, Para is all about support, and monks are all heals and prot. Rangers are great at spreading conditions and interrupts. Mesmers are good at degen and shutting down casters, but cant interrupt as frequently as rangers.
N
unless the assassin is using shadowform or something similar to stop all casting, Assassins are the *easiest* for mesmers to kill (if they attack) - with antimeelee build
ineptitude spikes for 142 and blinds for 10sec
clumsiness spikes for 92 and interrupts the chain attacks that assasins rely on
beyond that, using degen of -16 (Nightmare/Phantasm/Remorse)
kiss assassin goodbye
(yes the cap is 10 but goodluck outhealing 16)
ineptitude spikes for 142 and blinds for 10sec
clumsiness spikes for 92 and interrupts the chain attacks that assasins rely on
beyond that, using degen of -16 (Nightmare/Phantasm/Remorse)
kiss assassin goodbye
(yes the cap is 10 but goodluck outhealing 16)
In Ft Aspenwood, I killed tons of Mesmers with my Assassin. I'm not saying they were good Mesmers, or anti mele Mesmers, but I definitely killed the vast majority of the one's I faced. I was playing A/E and using a great knockdown build.
Of course I realize Ft Aspenwood isn't the best area to base a comparison between Assassins and Mesmers.
Of course I realize Ft Aspenwood isn't the best area to base a comparison between Assassins and Mesmers.
N
Quote:
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Originally Posted by Ninna
unless the assassin is using shadowform or something similar to stop all casting, Assassins are the *easiest* for mesmers to kill (if they attack) - with antimeelee build
ineptitude spikes for 142 and blinds for 10sec clumsiness spikes for 92 and interrupts the chain attacks that assasins rely on beyond that, using degen of -16 (Nightmare/Phantasm/Remorse) kiss assassin goodbye (yes the cap is 10 but goodluck outhealing 16) |
Professions and their place in combat.... hmmmmmm
Warrior way up front, everybody else in the back.
Other guys like assassins, dervishes and especially them ranged guys can start doing their thing when tank is done getting aggro.
Did Raisu palace today for somebody. 3 partywipes with pugs, 1 single attempt with full hench got us masters.
Pugs don't know how to wait for the warrior to go out there...
Buuut.. positions can change depending on build.
Examples are normal assassins vs crit barragers. Or touch rangers vs normal ones. Some MM necros like being closer to the battle than others.
etc..etc...
At least, that's how I see it (and had success with)
Warrior way up front, everybody else in the back.
Other guys like assassins, dervishes and especially them ranged guys can start doing their thing when tank is done getting aggro.
Did Raisu palace today for somebody. 3 partywipes with pugs, 1 single attempt with full hench got us masters.
Pugs don't know how to wait for the warrior to go out there...
Buuut.. positions can change depending on build.
Examples are normal assassins vs crit barragers. Or touch rangers vs normal ones. Some MM necros like being closer to the battle than others.
etc..etc...
At least, that's how I see it (and had success with)
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Originally Posted by Cid
Mesmers = 1v1 Bane.
Is their an anti mesmer build? I duno, but I do love Broadhead arrow. Best elite ever! The best bit about Guild wars is that their arnt always set roles for players. Depending on the build, in a team one of the monks may be doing more damage then the elementalist in the team, and the elementalist may be being more of a nuisance(conditions, KD etc) then the Mesmer. |
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Originally Posted by Trvth Jvstice
@ Fluffyx There is a good reason so many people speak against 1 x 1 battles. As a warrior, if knew I was facing a mesmer one on one, I'd go W/Me and use Blackout and Distortion and kill you with my axe.
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As for a dervish, a lot of people seem to just die repeatedly on them, yet they're very good at taking and dealing damage. A Grenth dervish is especially handy in PVP, while a Balthazar dervish is valuable in PVE. Conviction and Faithful Intervention rely on each other too.
