ArenaNet said that the secondary skill system was originally implemented to parallel Magic: The Gathering and its tendency to feature deck using two colors of mana. However, unlike MtG, in GW you need to invest a lot of resources into a secondary profession, specifically attribute points and skill slots. (in MtG, usuing a second color takes no more effort than only using one)
99% of the builds I make (and also see) use only skills from the Primary profession. You only have 7-8 skill slots; you have to make them count.
It was somewhat innovative back in 2005, but now, a secondary profession merely justifies bad builds and exploitive class interaction.
What's the point of the secondary profession?
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Conjures for physical attackers
Plage Touch
Res Spells
Splinter Weapon for Rangers
Mending Touch for Rangers
Earth Elementalists and Mystic Regeneration
Dervishes and Wild Blow
just to name the ones I was just thinking about. It is not only Wammos with Healing Hands and Mending that use secondary professions.
My Necro usually has only Necro skills, other classes tend to mix and match more as seen above. Calling taking advantage of the secondary by default exploitive is blunt and oversimplying, just wrong.
Plage Touch
Res Spells
Splinter Weapon for Rangers
Mending Touch for Rangers
Earth Elementalists and Mystic Regeneration
Dervishes and Wild Blow
just to name the ones I was just thinking about. It is not only Wammos with Healing Hands and Mending that use secondary professions.
My Necro usually has only Necro skills, other classes tend to mix and match more as seen above. Calling taking advantage of the secondary by default exploitive is blunt and oversimplying, just wrong.
M
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Originally Posted by Zinger314
(in MtG, usuing a second color takes no more effort than only using one)
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You use the secondary to supplement, or make up for, your primary profession's strengths and/or weaknesses. A good example is a warrior; you don't have any real condition or hex removal, but numerous other professions do. Also, as to your point about heavy investment; well, you can max out 2 attributes, but to do more than that you do have to sacrifice maxing it out to get decent levels. Having 1 attribute at 12 (before runes/armor bonuses) and another 2 at 9 or 10 isn't so bad...
Still, there are a pretty good selection of skills unlinked to any attribute as well...
Still, there are a pretty good selection of skills unlinked to any attribute as well...
http://www.pvxwiki.com/wiki/Build:A/...Blossom_Farmer
most PvE assassins just kind of sat there and weren't worth the party slot before this
most PvE assassins just kind of sat there and weren't worth the party slot before this
Most of the time I tend to use skills from my primary profession. But some well, I have characters that use secondary profession's skills (R/P Packhunter, W/Rt VwK farmer, N/Mo 55, Mo/D 55...).
Or, I use one skill from a different profession (N/Me Echo SS or SV, X/Rt with DPSig, Rebirth on my necro, pretty sure I had to run a A/D for something O_o;;...)
Or, I use one skill from a different profession (N/Me Echo SS or SV, X/Rt with DPSig, Rebirth on my necro, pretty sure I had to run a A/D for something O_o;;...)
It's definantly innovative, but not as deep as I'd like it to be. Can't say much about other classes, but my Warrior in PvE's secondary just feels like a tiny little helping hand - at least, that's how it used to be. Now I could care less about my secondary profession. I actually wish I could just be a W/.
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Originally Posted by Stormlord Alex
Death Pact Signet.
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Quote:
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Originally Posted by longac
Conjures for physical attackers
Plage Touch Res Spells Splinter Weapon for Rangers Mending Touch for Rangers Earth Elementalists and Mystic Regeneration Dervishes and Wild Blow |
One major opportunity GW1 missed out on was to have sets of skills particular to certain primary/secondary combinations; having w/n only skills, or mo/rt only skills would have gone a long way to make players feel more individual and versatile. Right now, the only reason to use a combination is for a certain secondary profession skill, and that's it. If a w/n could get "death knight" skills, and a mo/rt could get "divine spiritualist" skills, it would really add a lot more flavor to the game.
