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"most eligible"
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Originally Posted by Mistress of Whispers
What's a good build for PUGs in Prophecies?
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Good PUGs hardly exist anymore, and it's best you find a guild or group of friends that will accompany you in your adventures.
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Originally Posted by Marty Silverblade
Unless you're a Warrior (for tanking), an Ele (for killing), or Monk (for healing), most PuGs don't think much of you. Just grab some henchies and pwn stuff imo. Of course if you're lucky enough to be in a good guild with good people, you can travel around with them.
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If I'm running the PUG I look for Mesmer first, monk second. That being because I'm usually playing a Monk. If I'm not on my Monk or my Ritualist, then I flip the other of those two.
The last thing I look for is warriors, because there are just too many of them. Last of all is a Wa/Mo combo - I'll only consider them if the zone doesn't offer up anything else. I'd take a second mesmer, not yet at proper level, before a Wa/Mo.
Wa/Mo's tend to do more harm than good. Be wary of them casting things like Heal Area while in melee, or Healing Breeze. They also tend to over-aggro...
But... a lot of less experienced players undervalue Mesmers, so you might find it hard to get into PUGs with one until you get further into the game. In my opinion they are the most dangerous member of a team. Mesmer's don't tend to kill, but they put pressure like nothing else in the game. Mesmer's go straight for the off-switch, leaving the target just standing there like a dead log.
Early on in GW, try a monk if you want groups easily. Once you start to join more experienced players, go for Mesmer.
Oh, and good PUGs do exist. I find them quite common. The more I PUG the more I realize this. I'll get a poor PUG often enough, but most of them turn out to be not at all bad, and some of them end up quite good. The more you PUG, the better you will get at it - so the further you get in the game, the more likely the people willing to PUG that far in have more experience doing it.
The last thing I look for is warriors, because there are just too many of them. Last of all is a Wa/Mo combo - I'll only consider them if the zone doesn't offer up anything else. I'd take a second mesmer, not yet at proper level, before a Wa/Mo.
Wa/Mo's tend to do more harm than good. Be wary of them casting things like Heal Area while in melee, or Healing Breeze. They also tend to over-aggro...
But... a lot of less experienced players undervalue Mesmers, so you might find it hard to get into PUGs with one until you get further into the game. In my opinion they are the most dangerous member of a team. Mesmer's don't tend to kill, but they put pressure like nothing else in the game. Mesmer's go straight for the off-switch, leaving the target just standing there like a dead log.
Early on in GW, try a monk if you want groups easily. Once you start to join more experienced players, go for Mesmer.
Oh, and good PUGs do exist. I find them quite common. The more I PUG the more I realize this. I'll get a poor PUG often enough, but most of them turn out to be not at all bad, and some of them end up quite good. The more you PUG, the better you will get at it - so the further you get in the game, the more likely the people willing to PUG that far in have more experience doing it.
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Originally Posted by arcady
Fire Islands is Prophesies endgame. By the time a player gets that far, they'll have a lot of other ways to tool hat necromancer, and the months of play to know how to do so.
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Originally Posted by Sekkira
Unless it took you months because you were diddle daddling around getting there, you're a horrible player.
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Originally Posted by Skuld
Why would you want to PuG? You'll have much more fun staying as far away from them as possible!
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As to the OP, take whatever class you like the taste of, it generally boils down to this:
-Groups that don't have the imagination to acknowledge that for example: a ranger, makes a lot of difference in a PvE team are bad, so you don't want to end up with those.
-Groups that DO have the imagination have a tendency to be less bad/good, so they are more likely to get the job done.
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Originally Posted by Mistress of Whispers
What's a good build for PUGs in Prophecies? I'm thinking probably monk (everybody loves a healer, unless GW is vastly different from most games), but comboed with what?
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