Help me pick a new class please.

NuclearDope

Krytan Explorer

Join Date: Jan 2006

Hey.

Been playing for 37 months according to my /age,
and I want to try a new class for my last slot..
so far i have

Necro (Main, absolute favourite)
Warrior (2nd)
Ranger
Mesmer (retired at the moment, when i finished NF and spiritual pain got nerfed i just began to lose the fun in it)
Ele (more of a farmer than anything)
Assassin (deleted though i finished the campaigns)
Para (stalled because i can't help but use the OP builds but they're just not fun atm)

So this leaves me with a handful of choices..

I'm leaning towards monk, but...how does a monk work with h/h, with the exception of a few friends i play h/h almost exclusively, does it work ok? also, would it be best to say, PUG a campaign to get to know the pressure aspect?
Just feels wierd coming from a mostly damaging/weakening role to full support...

So can anyone help me decide? this is not specifically about monks, looking for opinions on other classes too, or how you may have ideas for making Sin's/Ele/Mes/Para more fun, open to all suggestions, if you convince me on more than one i'll just buy a slot.

Thanks

mistokibbles

Lion's Arch Merchant

Join Date: Mar 2008

N/A

Sin - Not much to do with it if you're not farming since most builds are generally the same.
ele - different element types maybe?
mes - maybe some AP spammer builds? fc nukers..
para - Maybe try a motigon?
Dervish - farming, running, if you like seeing high numbers
rit - just for the challenge of playing one

Mortal Amongst Mere Gods

Krytan Explorer

Join Date: Oct 2007

Riding the spiral

W/

Go Ursan. Any profession, doesn't matter. You will find eternal joy and happiness. And Q.Q'ers.

dilan155

dilan155

Desert Nomad

Join Date: May 2007

living room

N/

if you go monk you will have better choise of heros, cause you need atleast one monk wich can be replaced by you

Kyomi Tachibana

Kyomi Tachibana

Wilds Pathfinder

Join Date: Jul 2007

Oregon, USA

Where iz teh Bonuz [WitB]

P/W

I have a lot of fun on my mesmer with Assassin's Promise builds, spamming [Ebon Vanguard Assassin Support] everywhere.

FlamingMetroid

FlamingMetroid

Jungle Guide

Join Date: Sep 2007

standing on your last control point, while the rest of your team is to busy killing mine

The Luminaries [Lumi]

A/

remember: dervs are assassins for wussies

Dawgboy

Dawgboy

Frost Gate Guardian

Join Date: Dec 2005

Ohio

Antisocial Misfit

Monking with h/h is easy.
ctrl+shift+space=call target without attacking. It's helpful in some situations, but usually I just start to attack normally and let my crew rush in.

shoyon456

shoyon456

Desert Nomad

Join Date: Jul 2006

D/

I don't know how/why you enjoy playing a warrior, but since Dervish is my favorite class atm, I would suggest you give that a steady try.

I don't want to rant, so I will concisely explain the downsides and upsides to trying the dervish. Downsides first just to make it sound more objective .

***Downsides:

-Lower AL than most classes. Although the dervish is suited to compensate for his 70 AL (same AL sins) with enchant buffs and mysticism, many ursan grps and "1337" people shun you, just as they would a sin.

-no KD. A staple of many warrior builds is conditional KD (bulls, etc...)

-Limited stance cancelling/getting through. Generally you need to use a skill from either the assassin line or warrior line to achieve this.

-Limited weapon usage. Any dervish not wielding a scythe (or sometimes staff) and not using ursan is a noob in short. There is no reason to ever change from scythe, which limits what you can do.

-Multiple hex/skill trigger from scythes. The downside to multiple attacks is this triggers hexes like empathy and spiteful multiple times. In addition, if you hit 3 ppl with riposte on, you get insta death GG.

***Upsides (yay!):

-Multiple enchantment trigger from scythes. Enchants like Mystic vigor and Vigorous spirit trigger multiple times for hitting multiple targets with your scythe.

-Caster energy regen+Mysticism. Dervs have +4 energy regen like all casters, however their base energy is low. This is where the use of their primary attribute Mysticism comes in.

At 15 Mysticism, you get 5 energy and 15 health when an enchantment ends on you (this is what mine is usually at). This applies to enchants you AND your party put on you, so if your monk puts RoF on you, once someone hits you and it heals you, you get a nice 5 energy that can be put into a scythe attack and a small heal.

-God forms. Yes, some are very bad, but the three that you will always see are Avatar of Lyssa, Dwayna, and Melandru. Since you said you like to H/H I'll let you know that these forms can be kept up indefinitely in pve using Eternal Aura.


-High Crit Damage. Not only can the scythe hit 3 adjacent targets at once, but 6-41 makes it the highest criting wep in the game. This has its drawbacks obviously, because sins can sweep up the place with Critical Strikes. However, There's always the Wild Blow utility and numerous others.

-Self Sufficient buffs. Most people will agree that Dervs are meant to KILL like sins. However, they do have a whole attribute line "earth prayers" devoted to self preservation. These need to be used correctly however to juggle energy regain via mysticism and still do effective damage.

-The lore behind them and their unique hood. Sorry, but I'm a sucker for lore and I've been playing as a derv in my mind since the concept for the class was introduced last year or whenever. I, and many others, find my black FoW armored derv to be badass.

You say you like the damage, and your war is your second favorite, so in my opinion this would be a reasonable shot, especially since its one class you seem to not have tried. Unless you are running a specific build to fill a different role, as a derv your main concern is your damage output, and everyone should have their eyes on you to help you fulfill that.

Scythe wielding holy warrior with high numbers flying everywhere is the way to go! Pm me if you have any questions/suggestions/comments/concerns/etc... Goodluck on finding a class!

Note: Please do not use Avatar of Balthazar in PvE or I may hurt you.

Zamba

Pre-Searing Cadet

Join Date: Jun 2008

The Army From [HeLL]

A/

Quote:
Originally Posted by shoyon456
I don't know how/why you enjoy playing a warrior, but since Dervish is my favorite class atm, I would suggest you give that a steady try.

I don't want to rant, so I will concisely explain the downsides and upsides to trying the dervish. Downsides first just to make it sound more objective .

***Downsides:

-Lower AL than most classes. Although the dervish is suited to compensate for his 70 AL (same AL sins) with enchant buffs and mysticism, many ursan grps and "1337" people shun you, just as they would a sin.

-no KD. A staple of many warrior builds is conditional KD (bulls, etc...)

-Limited stance cancelling/getting through. Generally you need to use a skill from either the assassin line or warrior line to achieve this.

-Limited weapon usage. Any dervish not wielding a scythe (or sometimes staff) and not using ursan is a noob in short. There is no reason to ever change from scythe, which limits what you can do.

-Multiple hex/skill trigger from scythes. The downside to multiple attacks is this triggers hexes like empathy and spiteful multiple times. In addition, if you hit 3 ppl with riposte on, you get insta death GG.

***Upsides (yay!):

-Multiple enchantment trigger from scythes. Enchants like Mystic vigor and Vigorous spirit trigger multiple times for hitting multiple targets with your scythe.

-Caster energy regen+Mysticism. Dervs have +4 energy regen like all casters, however their base energy is low. This is where the use of their primary attribute Mysticism comes in.

At 15 Mysticism, you get 5 energy and 15 health when an enchantment ends on you (this is what mine is usually at). This applies to enchants you AND your party put on you, so if your monk puts RoF on you, once someone hits you and it heals you, you get a nice 5 energy that can be put into a scythe attack and a small heal.

-God forms. Yes, some are very bad, but the three that you will always see are Avatar of Lyssa, Dwayna, and Melandru. Since you said you like to H/H I'll let you know that these forms can be kept up indefinitely in pve using Eternal Aura.


-High Crit Damage. Not only can the scythe hit 3 adjacent targets at once, but 6-41 makes it the highest criting wep in the game. This has its drawbacks obviously, because sins can sweep up the place with Critical Strikes. However, There's always the Wild Blow utility and numerous others.

-Self Sufficient buffs. Most people will agree that Dervs are meant to KILL like sins. However, they do have a whole attribute line "earth prayers" devoted to self preservation. These need to be used correctly however to juggle energy regain via mysticism and still do effective damage.

-The lore behind them and their unique hood. Sorry, but I'm a sucker for lore and I've been playing as a derv in my mind since the concept for the class was introduced last year or whenever. I, and many others, find my black FoW armored derv to be badass.

You say you like the damage, and your war is your second favorite, so in my opinion this would be a reasonable shot, especially since its one class you seem to not have tried. Unless you are running a specific build to fill a different role, as a derv your main concern is your damage output, and everyone should have their eyes on you to help you fulfill that.

Scythe wielding holy warrior with high numbers flying everywhere is the way to go! Pm me if you have any questions/suggestions/comments/concerns/etc... Goodluck on finding a class!

Note: Please do not use Avatar of Balthazar in PvE or I may hurt you.
Now I know what my new class is going to be. xD

*On Topic* I think you should make a Sin, just for the fun of it, they are enjoyable to play, they hit fast. Also their armor looks cool.

Shadowmere

Shadowmere

Wilds Pathfinder

Join Date: Jan 2007

The Grim Squeakers [REAP]

N/

Quote:
Originally Posted by Zamba
*On Topic* I think you should make a Sin, just for the fun of it, they are enjoyable to play, they hit fast. Also their armor looks cool.
Agreed, I would recommend either of the factions professions honestly.

The rit is extremely versatile and fun, channeling magic can dish some serious hurt, restoration can heal like nobody's business and no one can deny how much a horde of attack spirits hurts, and with a few adjustments (Spirit's Strength) you can have your rit laying down the hurt with any weapon as well.

While not versatile in the same way as rits assassins are what I like to call "weapon masters" due to crit strikes main attribute sins can use any weapon as good (and sometimes better) than the class it's native to meaning your assassin can swing a scythe, shoot a bow or chuck a spear just as competently as he/she slings his/her daggers.

NuclearDope

Krytan Explorer

Join Date: Jan 2006

Thanks for all the suggestions guys, have to say you almost got me convinced on Derv's Shoyon, maybe i'll give one a try.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Dervish, because broken inherant damage and spammable deep wound is awesome.

Tommy's

Tommy's

Furnace Stoker

Join Date: Dec 2006

[Bone]

Mo/

However Dervishes are quite fun, I would still suggest to go Monk. Sins are to my opinion just trash.

But why to play monk:
Its very easy to get a party, because everyone needs you.
They can farm quite well.
Since Ursans are so popular, you will be popular aswell
There are many sides on a monk: Bonder, Healing, normal Prot or Hybrid. I never get bored of it

The only downside to my opinion of monk is the fact that you are not a damager. Smiting just sucks in normal gameplay. The fun of Derv and Warriors is that they are frontliners, which makes the game more active.

Hope this helped, GL choosing your next char

Taisayacho

Taisayacho

Wilds Pathfinder

Join Date: Jan 2007

England (GMT)

The Imperial Guards of Istan [TIGI]

R/

Sin, for massive $$$$ of course.
And they're uber fun to play, imo.

Monkey Slayer

Monkey Slayer

Academy Page

Join Date: Nov 2007

I'd say ritualist. Merely because of the fact that, like Shadowmere said, they can dish out amazing damage. I don't even use spirits on my new one and I can still lay down the hurt. I play an ele, monk, and my new rit. Monks are, like Crucist Ovv said, mainly either backline healers or farmers. Elementalists are mostly limited to either a fire nuker, which is what EVERYONE runs, or an earth survivor, which isn't so much for fun as it is for survivability. So whatever you choose to play.

englitdaudelin

Krytan Explorer

Join Date: Jul 2006

East Coast

Soldier's Union [SU]

N/Me

If you were leaning monk, but are unsure about playing the "support class," may I recommend the ritualist?

In the spirit of Shoyon's post, I offer...

Rit disadvantages:
a) Lots of requirements to pull off the strongest spells. To heal well, or to use channeling magic for damage, you need to be either holding an item, or near a spirit. Often, you need to carry the spirit yourself, so that's one skill slot down, just to meet the requirements for a heal or spike.
b)Energy management requires thought and careful reading of skills. The rit, like the mesmer, requires ACTIVE energy management: again, hold an item, be near a spirit, etc. (That said, Rit elites and item spells usually help provide this).
c) In healing, no divine favor bonus. It's arguable whether this is VITAL; it's also arguable whether this makes a rit a weaker healer than a monk. If you meet your spirit conditions or item conditions, you can spam BIG heals for cheap, and regen the energy pretty quickly.
d)Rit discrimination: you're not a monk, you're not an ele. Some people will therefore not understand what you can provide. A monk and I kept a competent party alive through both Vizunah Square and Nahpui Quarter--we were the only two healers. It can be done, although people will argue otherwise.
e)I'm sure I'm forgetting more disadvantages, but I'll move on...

Rit advantages:
a)See c) above: Big heals, spirits, and weapon spells. Lots of great heals cost 5e, hit for 180+ healing, and recharge in 3-5 seconds. Weapon spells for interruption, healing, defense, health bonuses, and more, can deny your opposition easy damage on your party. And spirits can make your healing job even easier: +3 regens, conditions expire faster, big pop of healing upon a spirit's death...these are all really effective ways to keep a party healthy and killing.
b)Channeling magic. Spirit Rift + Ancestor's rage + Spirit Burn + Bloodsong = lovely, quick-recharging, burning-causing spike. Now, you don't have GREAT area-of-effect damage, and you don't have the knockdowns and meteors of an ele, but you have really potent spikes.
c)Item (bundle) spells. You may be squishy, but you can carry items that boost armor, energy, and health; items to prevent interruption; items to speed recharge and casting times, and more.
d)Spirits. Like an MM, you can fatten a party in a hurry with sets of spirits for different purposes. Want to do damage? Wall of Pain, Bloodsong, Dissonance, Shadowsong, Agony, Vampirism, etc...: scads of fast damage. Healing? A group of resto spirits to buff the team up.
e)if you need to farm, there's always Vengeful was Khanei.

Have fun, whatever you choose!

Damian979

Krytan Explorer

Join Date: May 2008

You have most of the key attacking classes, try making a monk or a support rit. It's almost like a completely different game when all of a sudden you are focusing on your team surviving instead of killing enemies.

Also makes you appreciate your heros more too lol