I'm a wee bit past level 5, but I had to ask everyones opinions... I chose Necromancer as my secondary profession to being a Ranger. Except... I'm not quite feeling the whole Necromancer skills set thing yet...
Did I make a good choice? Can anyone suggest what secondary profession goes well w/ a Ranger? :-/
Also... Where/when can I change my secondary profession?
-Jason.
R/??...?
Kalvashi
Markaedw
For a secondary, any secondary works, but it really depends on what you were going after. The only real use for ranger necro is the "touchie build" but there are some good necro skills that can help a ranger build, there are the plauge sending spells, but not much else. I have dfound that ele or monk are the best.
MrTumnus
(scroll to bottom for changing profession locations)
It's really up to you but here's a few ideas of what you'd be looking at for each secondary:
Core professions
1.) Monk: Self heals and rez spells A good and popular choice for new players or those who like to try soloing or other builds. Spells usually cost between 5 and 15 energy points.
2.) Necromancer:You've played with it a little bit and know a bit of what it's like. You can cast curse spells, raise minions, and you have a few self heals. The upkeep for minions might be expensive manawise as well. However, I believe there exists a build for the R/N that is extremely effective in PvP.
3.) Elementalist: You have powerful spells, but they cost a lot of energy usually (between 10 and 25), some causing exhaustion (temporarily lowers your maximum spell point capability). Expect to frequently be short of energy unless you are good a energy management. Elementalists use glyphs that affect the next relevant spell that you cast, which can be very useful.
4.) Mesmer: I think the best way to use this combination is as a "shutdown" ranger. You can use your interrupting skills as well as those from a mesmer's spell set to effectively shut down enemy spell casters (monks, eles, necros etc.) as you stop their spells from being cast. I think spell cost averages the same as the monk and/or necro.
5.) Warrior: This was the secondary on my first ever character (since retired to some estate north of Tyria on the far side of the Charr Nation). I chose it because I figured that if enemies got too close in range, I could switch to melee weapons and fight like that. The special thing about Warriors is that they possess skills that are adrenaline based, which doesn't require energy to use. This makes them useful in places where energy is almost non-existent or hard to come by (don't worry, you will encounter these places, but they are few and not until much later in the game). Still, adrenaline based attacks are a great way to complement your attack skills that use energy. Warriors also bring with them "shouts" which can give great armour bonuses to the entire team and activate instantly (which means they cannot be interrupted).
Factions professions: These professions require you to have Guild Wars: Factions to access.
6.) Assassin: I'm too familiar with the assassin profession, but from what I know their most interesting non-primary attribute (their primary is critical strikes) is the shadowstep, which allows you to instantly transport to another location. This can be useful if you ever need to escape somewhere, or do some quick melee damage then get out. (I'm not too familiar with this as a secondary if someone else could elaborate that'd be great).
7.) Ritualist: Spirits Spirits Spirits. Ritualists are great support teammates as they can stand in the back (or middle) line of a fight and shoot while providing enhancements through spirits. Rangers also have their own spirits (via nature rituals) so you can quickly add enhancements to the battle. In addition, Ritualists can also cast armour/weapon enhancing spells that give bonuses to their own or allies' weapons.
Nightfall Professions: These are only available to those who have the third chapter of the game, Guild Wars: Nightfall (The most recent version)
8.) Paragon: As a secondary, you will have access to the shouts of the Paragon that motivate and inspire the team. You can wield either a spear or a bow effectively now, both ranged attacks and you can benefit from their calls and self healing abilities.
9.) Dervish: Dervishes are modified versions of Warriors. With access to Dervish attributes you can now wield a scythe, which can hit multiple enemies at once. They also have self healing abilities and enchantments that can enhance your attacks too.
Any of these would probably be a great profession secondary; it just depends on your fighting preference/style. I can switch professions on any of my characters depending on what I want to play, for instance, my Elementalist doesn't use mesmer spells for energy management but wants a pet so I became a ranger secondary. If i wanted self heals for a soloing urge I'd change to a monk secondary. It all depends on what you want to be able to do in conjunction with your primary profession.
Note that the ranger primary attribute lowers the energy cost of all attacks, Rituals, touch skills, and Rangers skills...which applies to all skills you use even if they aren't Ranger skills.
If you need more information I'd suggest visiting the Guildwiki website (http://gw.guildwiki.org for general information that is helpful to new players.
For more information on Ranger secondaries you can go to
http://gw.gamewikis.org/wiki/Seconda...s_for_a_Ranger
The above is just my thoughts off the top of my head.
Bottom Line: Play what you want.
To change professions:
-In Guild Wars Prophecies (Chapter 1): After ascension (when you beat a duplicate of yourself much later in the game) you will need to complete quests in either Heroe's Audience, or Seekers passage to change professions, depending on which secondary you want to choose (If you want to change to a monk secondary, complete the quest "A monks path"; if mesmer, "a mesmer's path" etc.). Once you complete the quest you can change to that profession for free at any time. This is exclusive to core professions only.*
-In Guild Wars Factions: You can change professions at Senji's Corner from the profession changer for a one time fee of 500 gold per profession. These professions include all the professions that you have access too (core + factions and/or nightfall if you own them)*
-In Guild wars Nightfall: You can change professions from a profession change in the command post on the mainland for a one-time fee of 500g per profession. These professions include all the professions that you have access too (core + factions and/or nightfall if you own them)*
* - If you do change professions you will retain all the skills of the old secondary should you want to switch back. That is, any skills you gained from your old secondary (including elite skills) will still be there for you should you want to switch back. If you had ranger as a secondary, your pet will stay too and be back when you switch back.
It's really up to you but here's a few ideas of what you'd be looking at for each secondary:
Core professions
1.) Monk: Self heals and rez spells A good and popular choice for new players or those who like to try soloing or other builds. Spells usually cost between 5 and 15 energy points.
2.) Necromancer:You've played with it a little bit and know a bit of what it's like. You can cast curse spells, raise minions, and you have a few self heals. The upkeep for minions might be expensive manawise as well. However, I believe there exists a build for the R/N that is extremely effective in PvP.
3.) Elementalist: You have powerful spells, but they cost a lot of energy usually (between 10 and 25), some causing exhaustion (temporarily lowers your maximum spell point capability). Expect to frequently be short of energy unless you are good a energy management. Elementalists use glyphs that affect the next relevant spell that you cast, which can be very useful.
4.) Mesmer: I think the best way to use this combination is as a "shutdown" ranger. You can use your interrupting skills as well as those from a mesmer's spell set to effectively shut down enemy spell casters (monks, eles, necros etc.) as you stop their spells from being cast. I think spell cost averages the same as the monk and/or necro.
5.) Warrior: This was the secondary on my first ever character (since retired to some estate north of Tyria on the far side of the Charr Nation). I chose it because I figured that if enemies got too close in range, I could switch to melee weapons and fight like that. The special thing about Warriors is that they possess skills that are adrenaline based, which doesn't require energy to use. This makes them useful in places where energy is almost non-existent or hard to come by (don't worry, you will encounter these places, but they are few and not until much later in the game). Still, adrenaline based attacks are a great way to complement your attack skills that use energy. Warriors also bring with them "shouts" which can give great armour bonuses to the entire team and activate instantly (which means they cannot be interrupted).
Factions professions: These professions require you to have Guild Wars: Factions to access.
6.) Assassin: I'm too familiar with the assassin profession, but from what I know their most interesting non-primary attribute (their primary is critical strikes) is the shadowstep, which allows you to instantly transport to another location. This can be useful if you ever need to escape somewhere, or do some quick melee damage then get out. (I'm not too familiar with this as a secondary if someone else could elaborate that'd be great).
7.) Ritualist: Spirits Spirits Spirits. Ritualists are great support teammates as they can stand in the back (or middle) line of a fight and shoot while providing enhancements through spirits. Rangers also have their own spirits (via nature rituals) so you can quickly add enhancements to the battle. In addition, Ritualists can also cast armour/weapon enhancing spells that give bonuses to their own or allies' weapons.
Nightfall Professions: These are only available to those who have the third chapter of the game, Guild Wars: Nightfall (The most recent version)
8.) Paragon: As a secondary, you will have access to the shouts of the Paragon that motivate and inspire the team. You can wield either a spear or a bow effectively now, both ranged attacks and you can benefit from their calls and self healing abilities.
9.) Dervish: Dervishes are modified versions of Warriors. With access to Dervish attributes you can now wield a scythe, which can hit multiple enemies at once. They also have self healing abilities and enchantments that can enhance your attacks too.
Any of these would probably be a great profession secondary; it just depends on your fighting preference/style. I can switch professions on any of my characters depending on what I want to play, for instance, my Elementalist doesn't use mesmer spells for energy management but wants a pet so I became a ranger secondary. If i wanted self heals for a soloing urge I'd change to a monk secondary. It all depends on what you want to be able to do in conjunction with your primary profession.
Note that the ranger primary attribute lowers the energy cost of all attacks, Rituals, touch skills, and Rangers skills...which applies to all skills you use even if they aren't Ranger skills.
If you need more information I'd suggest visiting the Guildwiki website (http://gw.guildwiki.org for general information that is helpful to new players.
For more information on Ranger secondaries you can go to
http://gw.gamewikis.org/wiki/Seconda...s_for_a_Ranger
The above is just my thoughts off the top of my head.
Bottom Line: Play what you want.
To change professions:
-In Guild Wars Prophecies (Chapter 1): After ascension (when you beat a duplicate of yourself much later in the game) you will need to complete quests in either Heroe's Audience, or Seekers passage to change professions, depending on which secondary you want to choose (If you want to change to a monk secondary, complete the quest "A monks path"; if mesmer, "a mesmer's path" etc.). Once you complete the quest you can change to that profession for free at any time. This is exclusive to core professions only.*
-In Guild Wars Factions: You can change professions at Senji's Corner from the profession changer for a one time fee of 500 gold per profession. These professions include all the professions that you have access too (core + factions and/or nightfall if you own them)*
-In Guild wars Nightfall: You can change professions from a profession change in the command post on the mainland for a one-time fee of 500g per profession. These professions include all the professions that you have access too (core + factions and/or nightfall if you own them)*
* - If you do change professions you will retain all the skills of the old secondary should you want to switch back. That is, any skills you gained from your old secondary (including elite skills) will still be there for you should you want to switch back. If you had ranger as a secondary, your pet will stay too and be back when you switch back.
Darcy
What chapter do you have? It is different for each one. Here is the guildwiki link http://gw.gamewikis.org/wiki/Profession Info you need is at bottom of page.
Prophecies - Crystal Desert (profession quest required)
Factions - Senji's Corner (must complete Nahpui Quarter mission)
Nightfall - Sunspear Sanctuary/Command Post (complete Building a Base: Prisoners of War quest)
Prophecies - Crystal Desert (profession quest required)
Factions - Senji's Corner (must complete Nahpui Quarter mission)
Nightfall - Sunspear Sanctuary/Command Post (complete Building a Base: Prisoners of War quest)
XvArchonvX
Try the search button. are a billion and a half threads out there that ask for a recomendation on a ranger secondary.
http://www.guildwarsguru.com/forum/s...nger+secondary
http://www.guildwarsguru.com/forum/s...nger+secondary
Thom Bangalter
Quote:
Originally Posted by MrTumnus
It's really up to you but here's a few ideas of what you'd be looking at for each secondary:
Core professions
1.) Monk: Self heals and rez spells A good and popular choice for new players or those who like to try soloing or other builds. Spells usually cost between 5 and 15 energy points.
2.) Necromancer:You've played with it a little bit and know a bit of what it's like. You can cast curse spells, raise minions, and you have a few self heals. The upkeep for minions might be expensive manawise as well. However, I believe there exists a build for the R/N that is extremely effective in PvP.
3.) Elementalist: You have powerful spells, but they cost a lot of energy usually (between 10 and 25), some causing exhaustion (temporarily lowers your maximum spell point capability). Expect to frequently be short of energy unless you are good a energy management. Elementalists use glyphs that affect the next relevant spell that you cast, which can be very useful.
4.) Mesmer: I think the best way to use this combination is as a "shutdown" ranger. You can use your interrupting skills as well as those from a mesmer's spell set to effectively shut down enemy spell casters (monks, eles, necros etc.) as you stop their spells from being cast. I think spell cost averages the same as the monk and/or necro.
5.) Warrior: This was the secondary on my first ever character (since retired to some estate north of Tyria on the far side of the Charr Nation). I chose it because I figured that if enemies got too close in range, I could switch to melee weapons and fight like that. The special thing about Warriors is that they possess skills that are adrenaline based, which doesn't require energy to use. This makes them useful in places where energy is almost non-existent or hard to come by (don't worry, you will encounter these places, but they are few and not until much later in the game). Still, adrenaline based attacks are a great way to complement your attack skills that use energy. Warriors also bring with them "shouts" which can give great armour bonuses to the entire team and activate instantly (which means they cannot be interrupted).
Factions professions: These professions require you to have Guild Wars: Factions to access.
6.) Assassin: I'm too familiar with the assassin profession, but from what I know their most interesting non-primary attribute (their primary is critical strikes) is the shadowstep, which allows you to instantly transport to another location. This can be useful if you ever need to escape somewhere, or do some quick melee damage then get out. (I'm not too familiar with this as a secondary if someone else could elaborate that'd be great).
7.) Ritualist: Spirits Spirits Spirits. Ritualists are great support teammates as they can stand in the back (or middle) line of a fight and shoot while providing enhancements through spirits. Rangers also have their own spirits (via nature rituals) so you can quickly add enhancements to the battle. In addition, Ritualists can also cast armour/weapon enhancing spells that give bonuses to their own or allies' weapons.
...
8.) Paragon: As a secondary, you will have access to the shouts of the Paragon that motivate and inspire the team. You can wield either a spear or a bow effectively now, both ranged attacks and you can benefit from their calls and self healing abilities.
9.) Dervish: Dervishes are modified versions of Warriors. With access to Dervish attributes you can now wield a scythe, which can hit multiple enemies at once. They also have self healing abilities and enchantments that can enhance your attacks too.
Any of these would probably be a great profession secondary; it just depends on your fighting preference/style. I can switch professions on any of my characters depending on what I want to play, for instance, my Elementalist doesn't use mesmer spells for energy management but wants a pet so I became a ranger secondary. If i wanted self heals for a soloing urge I'd change to a monk secondary. It all depends on what you want to be able to do in conjunction with your primary profession.
Note that the ranger primary attribute lowers the energy cost of all attacks, Rituals, touch skills, and Rangers skills...which applies to all skills you use even if they aren't Ranger skills.
1) you touch on the primary strength of the R/mo in pve, which is the hard rez. Rangers, in my opinon, are the class best suited for rebirth if there's a full party wipe. While I'm not usually a proponent of bringing rebirth (I prefer just about everyone to bring a sig, except for eles, who should be running glyph of sacrifice+hard rez) Rangers pull it off most effectively. The energy pool on the class isn't that large; sacrificing the remainder of your energy isn't that problematic. They also have a lot of defensive stances that are legitimately useful (unlike warriors, who have 1 remotely playable defensive stance, and a whole lot of crap) and their ability to flee from the failure that is your pug to a safe spot, and then rez from a safe distance is nice.
R/mo also has access to mending touch, one of my favorite skills for self condition removal.
2) Using pretty much anything in the necro line is pretty bad; when I rolled a ranger I chose secondary necro simply for pvp unlocks. However, they have nothing to offer beyond touch ranger skills, which are only vaguely useful in pvp and have fallen out of favor as of late.
3) Going ele you get the conjure spells to stack damage onto barrage, since you can't use preprations. You also get the quickshot+conjure flame+kindle arrows build, which is kind of fun from time to time. Not too much to offer here though either.
4) rangers need two interrupts at most: savage and distracting shot. While mesmers used to be slightly more useful due to distortion, the changed expertise behavior makes that skill unusuable (along with the actual change to distortion). Plus, you have perfectly playable evasive stances in the ranger line (particularly natural stride...I love natural stride <3).
5) Well, there's flail, which gives you a cheap IAS...and I suppose you could waste your elite on charge. You could go thumper, but that's not much fun in pvp. You get more IAS options which are nice for general damage dealing or used in conjuction with choking gas bars...There may be some skills I've overlooked over in the warrior line post-nightfall, but before hand r/w usually meant you were playing pvp. If I'm not mistaken, the most effective way to play barrage is with an IAS and alternating barrages between regular shots (Ensign has a post about it somewhere) and flail is pretty nice (I have issues with it on warrior primaries due to how adrenaline works and the snare effect it provides....it might be more playable on a W/A shadow prison warrior, and someone was trying to explain to me how it was better than it thought, but I'm still not sold on it--whoops, tangent!) but you're not really adding much to your bow using it, other than what I mentioned.
6) I love ranger assassins. Shadow of haste+cancel stance on any class is pretty fun (except warrior, then you can't IAS)* you get signet of malice, which is pretty decent and free condi-removal if you're running some sort of condition build, and you get some other stances. You can also run some sort of jangly R/A build with daggers, but they're all worse than running an assassin primary.
*I love shadow of haste, it's half the reason I still play the game.
7) Ritualists give you some weapon skills. Nothing to write about, really (unless nightfall added something, I haven't even looked at their new skills, other than that anti-blind enchantment that is kind of unplayable).
8) paragons have another condition removing signet. You can run spears and shields, which is mildly fun, and r/p spearchuckers with a pet are pretty decent at pumping out ranged damage. They've been watered down significantly, but still playable.
9) Quite a few good elites here. You can mass blind and mass cripple with the right enchantments. Someone posted a playable R/D scythe build a while back--I never tried it, so I'm not sure how effective it is.
Quote:
Originally Posted by MrTumnus
Bottom Line: Play what you want.
QFT. Just don't make it too bad, and if you post it somewhere, expect some criticism, because there are probably more effective builds out there. I'll be nice though, since you're not playing warrior, and people that play warriors are usually really bad.
Arkantos
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