Most versitile profession
Lishy
Hi.
I am Kain Fz.
I have been playing gw for awhile now, and I am wondering what the most versatile profession is.
I m currently playing a sin and I have beaten eye of the north and factions.
The thing is that he is starting to get boring and he may become a mule like my other characters.Any suggestions on a very versatile profession I should try in which always can have a new experience?
Sorry if this doesn't belong here.
I am Kain Fz.
I have been playing gw for awhile now, and I am wondering what the most versatile profession is.
I m currently playing a sin and I have beaten eye of the north and factions.
The thing is that he is starting to get boring and he may become a mule like my other characters.Any suggestions on a very versatile profession I should try in which always can have a new experience?
Sorry if this doesn't belong here.
Coloneh
necromancers and elementalists are incredibly versitile.
Diddy bow
Rangers of course ^^
Jake_Steel
Any but a Warrior, but Warriors at least can swap up on the weapons the most...
xiaotsu
For versatility, I'd have to go with rangers. It's a personal opinion of course, but I rarely get bored of playing my ranger.
uberwan kapwni
diddy bow is correct. rangers for certain.
Marverick
Quote:
Originally Posted by Jake_Steel
Any but a Warrior, but Warriors at least can swap up on the weapons the most...
I think Assassin and Dervish are the least versatile. Actually probably Dervish; Assassins can at least run every weapon besides Swords to some degree of efficiency. Dervishes are scythe, scythe, scythe......
Most versatile, in PvE I'd go with Necromancer because infinite energy allows you to accomplish a substantial amount of things.
Most versatile, in PvE I'd go with Necromancer because infinite energy allows you to accomplish a substantial amount of things.
RhanoctJocosa
Ranger
12char
12char
System_Crush
Quote:
Originally Posted by Marverick
Most versatile, in PvE I'd go with Necromancer because infinite energy allows you to accomplish a substantial amount of things.
/agree
While rangers can use bows, traps, pets and have a tendency to use meteor showers and expertise helps with binding rituals, necro's can do anything, even melemancers can have their moments, though I wouldn't recommend trying for survivor with one.
While rangers can use bows, traps, pets and have a tendency to use meteor showers and expertise helps with binding rituals, necro's can do anything, even melemancers can have their moments, though I wouldn't recommend trying for survivor with one.
Olim Chill
In PVE Ranger and Necromancer top the list.
Pyro maniac
probably necro in PvE
Soul Reaping is still the best primary
Soul Reaping is still the best primary
BlackSephir
Ranga' popped to my head when I saw this thread so there
Aris the Accurate
Rangers are gods gift to versatility..and Gw in general
Lima
I'd say elementalist, not really got much into my ranger so I couldn't compare the two.
Terraban
Necro
Ritualist
Ranger
In no particular order.
Ritualist
Ranger
In no particular order.
moko
Quote:
Originally Posted by Terraban
Ritualist
Splinter
Ancestor
Splinter
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right, so versatile!!!
Ancestor
Splinter
Ancestor
Splinter
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right, so versatile!!!
Shyft the Pyro
It really depends on the definition of "versatile."
If what you mean is "the primary profession offers the ability to fill different party roles," I would probably go with Ritualist or Paragon. Both have a lot of defensive capabilities, both in terms of "protection" and "healing;" both have DPS capabilities - Paragons with Spear Mastery skills, Ritualists with Spirit Strength; and while the Ritualist has the offensive edge with Channeling magic that mimics "nuking," the Paragon certainly wins defensively with "They're on Fire!" and "There's Nothing to Fear!"
On the other hand, if you define "versatile" as "capable of running skills from any secondary profession and 'mimicking' any class," the Elementalist and the Necromancer win hands-down. Both of these professions have a primary attribute that provides excellent energy management, and since the only way to be as good at a secondary profession (without access to runes and that profession's primary attribute) is to work harder and cast more, energy management is what really allows a character to function well in such a situation. I may be biased (because of my main character choice), but I believe the Elementalist has an edge here: the Necromancer's energy management requires things to die rather frequently, and while things most often do in PvE, I prefer the Elementalist's "guaranteed" energy pool and the superb energy recovery of Ether Prodigy.
(On a side note, an Elementalist can tank rather well if equipped with the right Earth Magic enchantments, so it could also perform better as a "frontline" character than a Necromancer )
As far as your new character goes, I'd advise you pick up something you haven't played in terms of the party role. If you've played your Assassin as the "tank" - lead the heroes/henchies into melee, provide constant damage, etc. - consider a caster instead, or perhaps a ranger, to see the battlefield from a different perspective. Unless you've got all skills unlocked (which I doubt), I'd also recommend you pick both a primary and a secondary profession that are new to you. That way, you will be able to unlock more skills as you go through the game, which will benefit your heroes even if you end up dissatisfied with the new character and relegate it to storage
If what you mean is "the primary profession offers the ability to fill different party roles," I would probably go with Ritualist or Paragon. Both have a lot of defensive capabilities, both in terms of "protection" and "healing;" both have DPS capabilities - Paragons with Spear Mastery skills, Ritualists with Spirit Strength; and while the Ritualist has the offensive edge with Channeling magic that mimics "nuking," the Paragon certainly wins defensively with "They're on Fire!" and "There's Nothing to Fear!"
On the other hand, if you define "versatile" as "capable of running skills from any secondary profession and 'mimicking' any class," the Elementalist and the Necromancer win hands-down. Both of these professions have a primary attribute that provides excellent energy management, and since the only way to be as good at a secondary profession (without access to runes and that profession's primary attribute) is to work harder and cast more, energy management is what really allows a character to function well in such a situation. I may be biased (because of my main character choice), but I believe the Elementalist has an edge here: the Necromancer's energy management requires things to die rather frequently, and while things most often do in PvE, I prefer the Elementalist's "guaranteed" energy pool and the superb energy recovery of Ether Prodigy.
(On a side note, an Elementalist can tank rather well if equipped with the right Earth Magic enchantments, so it could also perform better as a "frontline" character than a Necromancer )
As far as your new character goes, I'd advise you pick up something you haven't played in terms of the party role. If you've played your Assassin as the "tank" - lead the heroes/henchies into melee, provide constant damage, etc. - consider a caster instead, or perhaps a ranger, to see the battlefield from a different perspective. Unless you've got all skills unlocked (which I doubt), I'd also recommend you pick both a primary and a secondary profession that are new to you. That way, you will be able to unlock more skills as you go through the game, which will benefit your heroes even if you end up dissatisfied with the new character and relegate it to storage
Wakka
Quote:
Originally Posted by System_Crush
/agree
While rangers can use bows, traps, pets and have a tendency to use meteor showers and expertise helps with binding rituals, necro's can do anything, even melemancers can have their moments, though I wouldn't recommend trying for survivor with one.
But yes Rangers.
While rangers can use bows, traps, pets and have a tendency to use meteor showers and expertise helps with binding rituals, necro's can do anything, even melemancers can have their moments, though I wouldn't recommend trying for survivor with one.
But yes Rangers.
Aris the Accurate
Quote:
If what you mean is "the primary profession offers the ability to fill different party roles," I would probably go with Ritualist or Paragon. Both have a lot of defensive capabilities, both in terms of "protection" and "healing;" both have DPS capabilities - Paragons with Spear Mastery skills, Ritualists with Spirit Strength; and while the Ritualist has the offensive edge with Channeling magic that mimics "nuking," the Paragon certainly wins defensively with "They're on Fire!" and "There's Nothing to Fear!"
you make alot of good points...but allow me a rebuttal
While rangers may not have "protection" or "healing" skills they have spirits that can help allies and severly hinder enemies. As far as dps goes all I have to say is Bunny thumper.
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Quote: Both of these professions have a primary attribute that provides excellent energy management What more e-management do you need then 4% of skill cost per rank in Expertise?
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I prefer the Elementalist's "guaranteed" energy pool and the superb energy recovery of Mind Blast.
fixed Quote:
Theres the fact that they rely on things dying regularly to crank spells out. Necros can do some surprising things, but i wouldn't lump them in the same category as eles or rangers when it comes to versatility.
The first best PvE counter to this statement that i can think of will be what is now being called Sabway. The hero build focuses exclusively on necros to supply pressure from an SS, frontline and increased pressure from an MM with a WoR Necro/Rit to supplement healing from the hench monk. its not a bad build. But look at it again. The build ends up being like every other necro build in PvP; it relies on some battery to operate, namely the MM, to crank out minions on a regular basis. Corpse denial weakens the build considerably. No MM kills it. While necros can do different things, they are reliant on other necros acting as a team to do so. Without those other necros (namely an MM for PvE purposes) they tend to break apart. Necros are the great specializers; what they spec for (and specifically doing that) they can do well. But they've no staying power without their battery, and the builds are rigid. What they do they do very well, but they can't do anything else. If they're built to pressure, thats it. if they're built to crank minions, thats it. If they're built to heal...you get the idea. Eles and rangers can pressure, spike, and split in the same build. In this regard, necros are fragile. And the reason why is their energy manager. Its reliant on death; reliant on an 8-man. Ele and ranger energy management, on the other hand, rely completely on themselves. Ranger expertise lowers skillcost. If its not a spell shout or chant, its cheap. Ele energy managers are self targeting and unsurpassed in terms of EoT gains. Quote: Apply Poison pick your elite (Crippling Shot, Burning Arrow, Magebane Shot) Savage Shot Distracting Shot Natural Stride Troll Unguent Mending Touch Resurrection Signet yea... really versatile This speaks to the fickleness of a typical GW player's memory, not to the versatility of the class in itself. Because every top tier guild in obs mode is running Cripshot right now does not mean that the only thing rangers are capable of running is Cripshot. This is not to pick on you maverick. Many--most--players are quick to forget the other builds the class can run well if it is not shoved under their nose every day. Because players don't see it in the meta right now, they don't think about it. Therefor, it does not exist to them. But on the subject of "the standard", lets look at your typical build that you gave us again. Versatility does not always equal so much "I can run all skills" as it does "I can do a lot with my 8 skills". And that really is a pretty typical ranger bar. just by changing the elite, we radically change the functionality of that ranger. Crip Shot: I can supply severe team pressure over time. BHA: I can shut down bosses. Burning Arrow: I can solo in their base. Magebane: I will tear your solo monk apart in 4v4s. If we take Mend Touch out, put Splinter Weapon in and Barrage can AoE. Prep Shot builds will chew up casters with high damage. "But," you may say, "thats where it ends." It doesn't. Rangers don't end just being rangers. Thumpers and (don't flame me for this) Touchers can frontline. R/P can actually supplement a paragon midline if you use a good IAS and go heavy on adren skills, and many paragon motivation skills are inexpensive enough that expertise not working on them can be ignored(they can, in fact, crank them out almost as well as the primary can) which brings us back to the whole "Jack of All Trades; Master of None" mentality on which Rangers were designed. Quote:
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