What's the best secondary (for each primary)? Debate
LifeInfusion
Think. You have 10 classes now. I remember back when there was only 6 the consensus was Mesmer or Monk for the majority of the professions.
In Alphabetical Order:
Assassin
Dervish
Elementalist
Mesmer
Monk
Necromancer
Paragon
Ranger
Ritualist
Warrior
================================================== ========
When I mean "the best secondary for each primary" I mean that the skills are actually usable to a great degree on that primary. A W/E for example, is limited to skills like Shock.
In Alphabetical Order:
Assassin
Dervish
Elementalist
Mesmer
Monk
Necromancer
Paragon
Ranger
Ritualist
Warrior
================================================== ========
When I mean "the best secondary for each primary" I mean that the skills are actually usable to a great degree on that primary. A W/E for example, is limited to skills like Shock.
Jetdoc
Monk is probably the number one secondary for all professions when it comes to (1) self healing/survivability and (2) a hard rez.
I don't know about the "best" (since that is a very subjective term), but here's my take on the most "popular"...
Monk/Mesmer. The energy recovery abilities synergize very well with the Monk's high energy demands.
Necromancer/Monk and Necromancer/Mesmer. Monk for healing sacrifices and healing minions, Mesmer for the hex/echoing synergies with the Blood and Curse lines.
Paragon/Warrior. The only two classes with shouts, and a primary attribute that returns energy when shouts end.
Dervish/Monk. Monk has some of the shortest/most spammable enchantments available, and Dervishes have a primary attribute that returns energy and health when those enchantments end.
I don't see a majority of Assassins, Mesmers, Elementalists, Rangers, Ritualists or Warriors with the same secondaries (Whammo jokes aside). I think that speaks wonders as to (1) the ability of these primaries to function self-sufficently and (2) the versatility of these classes.
I don't know about the "best" (since that is a very subjective term), but here's my take on the most "popular"...
Monk/Mesmer. The energy recovery abilities synergize very well with the Monk's high energy demands.
Necromancer/Monk and Necromancer/Mesmer. Monk for healing sacrifices and healing minions, Mesmer for the hex/echoing synergies with the Blood and Curse lines.
Paragon/Warrior. The only two classes with shouts, and a primary attribute that returns energy when shouts end.
Dervish/Monk. Monk has some of the shortest/most spammable enchantments available, and Dervishes have a primary attribute that returns energy and health when those enchantments end.
I don't see a majority of Assassins, Mesmers, Elementalists, Rangers, Ritualists or Warriors with the same secondaries (Whammo jokes aside). I think that speaks wonders as to (1) the ability of these primaries to function self-sufficently and (2) the versatility of these classes.
ca_aok
Warrior: Monk for specific spills like LV and condition removal (MENDING SUCKS PEOPLE, DON'T USE IT), as well as a hard res. Assassin for movement speed/shadow step skills and a few others as well.
Ranger: Elementalist for conjure x and a support skill. Mesmer for double the interupt goodness. Monk for a hard res.
Necro: Mesmer for arcane echo and SV/AV. Monk for HB/Heal Area (MMs) and a hard rez, or for support skills on batteries and orders necros.
Mesmer: Monk, hard res, fast casting heals. Elementalist, fast casting spells.
Elementalist: Mesmer for energy management.
Monk: Mesmer for energy management. Ritualist for some additional support options.
Assassin: Warrior for stances. Ranger for stances/crit barrager. Dervish for crit scyther.
Ritualist: Monk for healing abilities. Mesmer for energy management/farming.
Dervish: Warrior for stances/wild blow. Mesmer for stances (I thought this was dumb until I tried it... stuff like mantra of flame/physical resistance really helps the dervish's low armor level provided you know what type of foes you will face). Monk for the same reasons as warrior, except skills like live vicariously can hit 3 enemies at once.
Paragon: Warrior for spammable shouts.
Ranger: Elementalist for conjure x and a support skill. Mesmer for double the interupt goodness. Monk for a hard res.
Necro: Mesmer for arcane echo and SV/AV. Monk for HB/Heal Area (MMs) and a hard rez, or for support skills on batteries and orders necros.
Mesmer: Monk, hard res, fast casting heals. Elementalist, fast casting spells.
Elementalist: Mesmer for energy management.
Monk: Mesmer for energy management. Ritualist for some additional support options.
Assassin: Warrior for stances. Ranger for stances/crit barrager. Dervish for crit scyther.
Ritualist: Monk for healing abilities. Mesmer for energy management/farming.
Dervish: Warrior for stances/wild blow. Mesmer for stances (I thought this was dumb until I tried it... stuff like mantra of flame/physical resistance really helps the dervish's low armor level provided you know what type of foes you will face). Monk for the same reasons as warrior, except skills like live vicariously can hit 3 enemies at once.
Paragon: Warrior for spammable shouts.
Sword
there is no best profession, it all depends on what you are trying to accomplish with your characters build
VitisVinifera
Quote:
Originally Posted by Sword
there is no best profession, it all depends on what you are trying to accomplish with your characters build
beat me to it.
Depends. On the area you are in, what you are trying to accomplish, and your strengths/weaknesses.
Be creative and try several out. Don't rely on others to make your decisions for you. That takes away much of the value of this game.
Depends. On the area you are in, what you are trying to accomplish, and your strengths/weaknesses.
Be creative and try several out. Don't rely on others to make your decisions for you. That takes away much of the value of this game.
Pick Me
Quote:
Originally Posted by LifeInfusion
Think. You have 10 classes now. I remember back when there was only 6 the consensus was Mesmer or Monk for the majority of the professions.
In Alphabetical Order:
Assassin
Dervish
Elementalist
Mesmer
Monk
Necromancer
Paragon
Ranger
Ritualist
Warrior
================================================== ========
When I mean "the best secondary for each primary" I mean that the skills are actually usable to a great degree on that primary. A W/E for example, is limited to skills like Shock. I agree with the two above posters that it depends on what you are trying to accomplish. And there is no "best" primary or secondary profession. Its truly based on taste and objective.
Are we talking about PvP or PvE?
Anyway, here is my humble opinion for PvE.
A/W - stances and wild blow
D/Mo - fast casting/recharge enchantments; remove condition/hex;hard rez
E/Rit - cover hexes/conditions; remove conditions;hard rez; good healing support
Me/N - hex synergy; condition creater; condition removal; healing skills
Mo/Me - energy regain; little moveability
N/Me - hex removal; little moveability; hex synergy; energy regain; condition spreader
P/W - shout synergy; stances; quick signet recharge (Healing Signet - for that shout that gives energy when signet is used); IAS
R/P - shouts work on pets too; hard rez; condition removal
Rit/N - MMbombing
W/D - good healing; good enchantments; good IAS; hex removal
In Alphabetical Order:
Assassin
Dervish
Elementalist
Mesmer
Monk
Necromancer
Paragon
Ranger
Ritualist
Warrior
================================================== ========
When I mean "the best secondary for each primary" I mean that the skills are actually usable to a great degree on that primary. A W/E for example, is limited to skills like Shock. I agree with the two above posters that it depends on what you are trying to accomplish. And there is no "best" primary or secondary profession. Its truly based on taste and objective.
Are we talking about PvP or PvE?
Anyway, here is my humble opinion for PvE.
A/W - stances and wild blow
D/Mo - fast casting/recharge enchantments; remove condition/hex;hard rez
E/Rit - cover hexes/conditions; remove conditions;hard rez; good healing support
Me/N - hex synergy; condition creater; condition removal; healing skills
Mo/Me - energy regain; little moveability
N/Me - hex removal; little moveability; hex synergy; energy regain; condition spreader
P/W - shout synergy; stances; quick signet recharge (Healing Signet - for that shout that gives energy when signet is used); IAS
R/P - shouts work on pets too; hard rez; condition removal
Rit/N - MMbombing
W/D - good healing; good enchantments; good IAS; hex removal
anshin
ranger goes well with everything:P
but they are right... you make your own opinion...
but they are right... you make your own opinion...
LightningHell
In my opinion...
E/Mo - Heal Party spam! And other miscellenia.
Me/E - GoLE, (if Domination) good secondary Elites
Mo/A or E - GoLE, and Shadow Steps.
N/Mo - Support. Soul Reaping powers the N/ enough to be able to consistently aid the party.
R/W - IAS, stances. And Thumpers! =3
W/Mo or A - Mending Touch or a Shadow Step.
A/Mo - Mending Touch.
Rt/ - I have no idea.
D/W - Wild Blow.
P/W - Shouts. And I don't know where to put my Paragon's secondary anywhere else - just doesn't seem feasible.
E/Mo - Heal Party spam! And other miscellenia.
Me/E - GoLE, (if Domination) good secondary Elites
Mo/A or E - GoLE, and Shadow Steps.
N/Mo - Support. Soul Reaping powers the N/ enough to be able to consistently aid the party.
R/W - IAS, stances. And Thumpers! =3
W/Mo or A - Mending Touch or a Shadow Step.
A/Mo - Mending Touch.
Rt/ - I have no idea.
D/W - Wild Blow.
P/W - Shouts. And I don't know where to put my Paragon's secondary anywhere else - just doesn't seem feasible.
Orinn
what I play, anyway:
A/Mo: Hard rez and some protection spells. although my heros are usually A/P with "Go For The Eyes," something I'm planning on trying out later.
D/W: wild blow is that good that it's the only warrior skill on my bar
E/Me: mainly for non-elite e-management, but lately, stone striker + mantra of earth
Me/N: Fragility, fevered dreams, enfeeble. Not incredibly effective, but a whole lot of fun.
Mo/E: Ward against melee on a modified prot monk
N/Mo: set up as a minion master, although he can also 55 or Orders
P/????: no secondary yet, and so many good choices. I'm thinking P/A with daggers for quick adrenaline, maybe...
R/Rt: Rit spirits can bait traps, add yet more conditions or interrupts, serpent's uickness helps on the recharge, and the energy cost is still affected by expertise. Win-win-win
Rt/Me: Honestly, I play as pure rit, barely using mesmer skills. Once I get a few more skills, I don't know.
W/Mo: hard rez and condition removal
yeah, I play some off-the-wall builds
A/Mo: Hard rez and some protection spells. although my heros are usually A/P with "Go For The Eyes," something I'm planning on trying out later.
D/W: wild blow is that good that it's the only warrior skill on my bar
E/Me: mainly for non-elite e-management, but lately, stone striker + mantra of earth
Me/N: Fragility, fevered dreams, enfeeble. Not incredibly effective, but a whole lot of fun.
Mo/E: Ward against melee on a modified prot monk
N/Mo: set up as a minion master, although he can also 55 or Orders
P/????: no secondary yet, and so many good choices. I'm thinking P/A with daggers for quick adrenaline, maybe...
R/Rt: Rit spirits can bait traps, add yet more conditions or interrupts, serpent's uickness helps on the recharge, and the energy cost is still affected by expertise. Win-win-win
Rt/Me: Honestly, I play as pure rit, barely using mesmer skills. Once I get a few more skills, I don't know.
W/Mo: hard rez and condition removal
yeah, I play some off-the-wall builds
LifeInfusion
What if I throw a wrench in to the mix...What if once you pick a profession you cannot pick it as a secondary?
I'm trying to avoid any form of /Mo or /Me...I'm thinking of making a Ranger, that's why.
I'm trying to avoid any form of /Mo or /Me...I'm thinking of making a Ranger, that's why.
Pick Me
Quote:
Originally Posted by LifeInfusion
What if I throw a wrench in to the mix...What if once you pick a profession you cannot pick it as a secondary?
I'm trying to avoid any form of /Mo or /Me...I'm thinking of making a Ranger, that's why. This question confuses me. If you choose a monk primary, you certainly can't choose it as a secondary.
I believe some of use have already given you our opnion as a 2ndary for a Ranger that is not /Me or /Mo.
I'm trying to avoid any form of /Mo or /Me...I'm thinking of making a Ranger, that's why. This question confuses me. If you choose a monk primary, you certainly can't choose it as a secondary.
I believe some of use have already given you our opnion as a 2ndary for a Ranger that is not /Me or /Mo.
Jetdoc
Quote:
Originally Posted by LifeInfusion
What if I throw a wrench in to the mix...What if once you pick a profession you cannot pick it as a secondary?
You're thinking like me - maximum unlocks through PvE.
Here are my PvE characters, using that logic:
W/Mo - the ultimate solo fiend.
N/Me - can do everything a necro can do, other than maybe spam heal party/heal area.
Rt/E - Ward Against Melee and Glyph of Lesser Energy make her a tough cookie.
R/P - insane synergies here, especially with Go For The Eyes/Disrupting Accuracy and shouts working on your pet.
That covers 8 of the 10 available classes. I'll let you guess what my next PvE character will be, which I'm drooling over as well.
Here are my PvE characters, using that logic:
W/Mo - the ultimate solo fiend.
N/Me - can do everything a necro can do, other than maybe spam heal party/heal area.
Rt/E - Ward Against Melee and Glyph of Lesser Energy make her a tough cookie.
R/P - insane synergies here, especially with Go For The Eyes/Disrupting Accuracy and shouts working on your pet.
That covers 8 of the 10 available classes. I'll let you guess what my next PvE character will be, which I'm drooling over as well.
LifeInfusion
Yeh ...I'm like Jetdoc, I'm looking for most unlocks.
Jetdoc, D/A would be hot, A/D would be hot as well. The big question of the thread is which is better though.
Here's my current setup:
E/Mo,Rt <-- rit was a bad idea. I only end up using the res. Monk I use hex/conditional removal and Heal Party
W/A,R <-- assassin shadowstep is nice, but ranger was a bad idea, the only builds usable are Melandru's resilience and pet builds because of the high energy cost w/o expertise
N/Me,P,D <-- paragon and Dervish was me trying to just get unlocks.
=======
Mo/Me <--- not for unlocking
I know it is NOT optimal. That is why I asked what other people do to maximize unlocks, I odn't have time/money/effort to roll a new character.
Jetdoc, D/A would be hot, A/D would be hot as well. The big question of the thread is which is better though.
Here's my current setup:
E/Mo,Rt <-- rit was a bad idea. I only end up using the res. Monk I use hex/conditional removal and Heal Party
W/A,R <-- assassin shadowstep is nice, but ranger was a bad idea, the only builds usable are Melandru's resilience and pet builds because of the high energy cost w/o expertise
N/Me,P,D <-- paragon and Dervish was me trying to just get unlocks.
=======
Mo/Me <--- not for unlocking
I know it is NOT optimal. That is why I asked what other people do to maximize unlocks, I odn't have time/money/effort to roll a new character.
Vorianatriedes
No I amn o expert but both rangers and ritualists seem to have alot of spirit summoning abilities which might work well together. Also I have seen some amazing R/Mo runners, but they arnt much good for anything else according to one pro I know.
Age
For a Ranger anything would go could try /N or even /W for something new you could try even R/Rit or even a R/D or R/P.The sky is the limit with Rangers depending on what you are going to do with it.
When it comes to Monk it doesn't have to be /Mes i believe Anet wants you to get away from that castor/castor although nothing wrong with it.
When it comes to Monk it doesn't have to be /Mes i believe Anet wants you to get away from that castor/castor although nothing wrong with it.
Vorianatriedes
I have an N/R and its alright but I havnt found many good combos yet. I have only found one which is worth mentioning and I tried farming with without any success I think it needs abit of work. Mark of Pain, Ignite Arrows, Dual Shot, Charm Animal, Comfort Animal, Call of Haste and insidious parasite. The only problem with it is you die too quick to be really be able to do any damage any ideas on how to improve it? R/N on the other hand I can tell would be alot better than an N/R as you wont die too easily and you will be able to make good use of expertise which you could use to reduce the cost of some necromancer area of effect spells and decrease casting which would be a good bonus. I have noticed there are a few good erpertise abilities which are almsot useless to me that I could use in a few combos. The only problem is oyu would have to go for cheaper necromancer spells as some can be quite expensive and you will run out of energy really quickly. On the other hand an R/Rit might be good as you will decrease the casting time of some ritualist skills which is a big bonus as they take ages to cast atleast thats what I have noticed. You still suffer the same problem though of an energy shortage. I dont know about the other mentioned combos as I havnt really tried the classes out.
Lets Get to Healing
Quote:
Originally Posted by Pick Me
E/Rit - cover hexes/conditions; remove conditions;hard rez; good healing support
Can some one elaborate, especially on the bold?
Pick Me
Quote:
Originally Posted by Lets Get to Healing
Can some one elaborate, especially on the bold?
When I said cover hexes, I mean instead of removing hexes, you can actually regenerate life because of them.
Resilient Was Xiko - For each hex or condition you are suffering from while holding her ashes, you gain +2 health regeneration.
Resilent Weapon - While suffering from a condition or hex, that ally gains +1 - +5 health regeneration and +24 armor.
RWX will remove conditions when the ashes are dropped. But hexes activate healing for these skills.
Hope this clarifies things for you.
Resilient Was Xiko - For each hex or condition you are suffering from while holding her ashes, you gain +2 health regeneration.
Resilent Weapon - While suffering from a condition or hex, that ally gains +1 - +5 health regeneration and +24 armor.
RWX will remove conditions when the ashes are dropped. But hexes activate healing for these skills.
Hope this clarifies things for you.