Making some PvE Profession Overviews

Schmerdro

Schmerdro

Krytan Explorer

Join Date: Apr 2006

Canada

N/

[size=200][color=#FF4000]The Warrior[/color][/size] is the quintessential hack-and-slash fantasy hero: tough, strong, and an expert at wielding melee weapons on the battlefield.


[color=#008000][size=150]Pros:[/size][/color]

[color=#008000][size=200]+[/size][/color] Highest base armor of all professions.
[color=#008000][size=200]+[/size][/color] Can use a variety of martial weapons and be effective.
[color=#008000][size=200]+[/size][/color] Great defensive skills, some of which can not be removed and others which affect all party members within earshot.
[color=#008000][size=200]+[/size][/color] Access to a variety of stances and shouts for defensive or offensive purposes.
[color=#008000][size=200]+[/size][/color] Great utility skills such as conditions, interrupts, knock-downs, and anti-blocking.
[color=#008000][size=200]+[/size][/color] Many skills require adrenaline (instead of energy), which can be gained by hitting enemies or taking damage.
[color=#008000][size=200]+[/size][/color] Decent farming and good running ability.


[size=150][color=#FF0000]Cons:[/color][/size]

[size=200][color=#FF0000]-[/color][/size] Only 1 stance can be active at a time and stances can be removed by certain skills.
[size=200][color=#FF0000]-[/color][/size] Smallest energy pool and lowest energy regeneration, making it difficult to use expensive or spammable energy skills.
[size=200][color=#FF0000]-[/color][/size] Usually, a Warrior has to be adjacent to a foe in order to attack, which can be difficult depending on the surrounding environment or when enemies are body-blocking or kiting.
[size=200][color=#FF0000]-[/color][/size] More vulnerable to various conditions and hexes, which may reduce their damage output, movement ability, or reduce their armor.
[size=200][color=#FF0000]-[/color][/size] Must communicate with the spell-casters in the party on when they are ready to start a battle, even though its adrenaline system encourages rushing ahead.
[size=200][color=#FF0000]-[/color][/size] Few Area-of-Effect skills, most of them with "adjacent" range and even fewer with "nearby" range.


[size=150]In-Depth Analysis:[/size]

[color=#FF4000]Axe Mastery[/color]: a few Area-of-Effect skills, interrupts, Deep Wound, Crippling, and Weakness.
[color=#FF4000]Swordsmanship[/color]: a few Area-of-Effect skills, interrupts, Deep Wound, Crippling, and Bleeding.
[color=#FF4000]Hammer Mastery[/color]: several Area-of-Effect skills, knock-downs, Deep Wound, and Weakness.
[color=#FF4000]Tactics[/color]: a wide variety of stances and shouts, and a few melee attack skills.
[color=#FFFF40]Spear Mastery[/color]: ranged adrenaline attacks that can apply interrupts, Deep Wound, Crippling, and Bleeding.
[color=#FFFF40]Leadership (rank 0)[/color]: provides decent self-defense, a re-usable resurrection skill, and a way to prolong shout effects.
[color=#808040]Scythe Mastery[/color]: area-of-Effect melee attacks that can apply Deep Wound, Crippling, and enchantment removal.
[color=#808040]Mysticism (rank 0)[/color]: offers easily-maintained holy damage and decent enchantment removal.
[color=#40FF00]Wilderness Survival[/color]: offers a decent speed boost, a way to inflict poison, and a few defensive skills.
[color=#8000FF]Shadow Arts[/color]: various self-defense skills, shadow-stepping, anti-blocking, and a speed boost.
[color=#FF00BF]Inspiration Magic[/color]: good hex removal and many defensive stances with long durations.
[color=#004000]Curses[/color]: Condition transfer skills to help remove effects like Blindness, Crippling, Weakness, or Dazing and place them on enemies. Also has the ability to apply Weakness and Cracked Armor, and good enchantment removal.
[color=#000080]Healing Prayers[/color]: more self-healing, condition/hex removal, and some re-usable resurrection skills.
[color=#000080]Smiting Prayers[/color]: good enchantments that can increase damage output and some re-usable resurrection skills.
[color=#0080BF]Channeling Magic[/color]: good skills with Area-of-Effect damage and some re-usable resurrection skills.
[color=#BF0000]Air, Earth, Fire, Water Magic[/color]: provides increased elemental damage, several Point-Blank-Area-of-Effect damage spells, and either more Knock-downs, Area-of-Effect snaring, or a speed boost.





[size=200][color=#40FF00]The Ranger[/color][/size] is more in touch with living nature than any other profession; living as one with life in all its abundance, and utilizing unique survival skills that come from this connection.


[color=#008000][size=150]Pros:[/size][/color]

[color=#008000][size=200]+[/size][/color] Good base armor rating, especially against elemental damage.
[color=#008000][size=200]+[/size][/color] Can attack from the furthest range of any profession, as long as you are on equal ground or higher ground than the enemy.
[color=#008000][size=200]+[/size][/color] Can use most of the martial weapons and be effective.
[color=#008000][size=200]+[/size][/color] Good self-defense skills and stances; good self-condition-removal.
[color=#008000][size=200]+[/size][/color] Great utility skills such as conditions, interrupts, and anti-blocking.
[color=#008000][size=200]+[/size][/color] Great energy management through various skills and its primary attribute.
[color=#008000][size=200]+[/size][/color] Good Area-of-Effect damage through traps (with "nearby" range) or bow attacks that hit multiple foes simultaneously (as long as they are adjacent to each other).
[color=#008000][size=200]+[/size][/color] Can use offensive preparations, which can not be removed.
[color=#008000][size=200]+[/size][/color] Nature rituals have passive effects with a range that is more than twice the size of the aggro bubble and half the entire compass range.
[color=#008000][size=200]+[/size][/color] Can tame an animal companion which attacks about once every 2.15 seconds in melee range, has 80 base armor, between 420 and 540 maximum health, and has one of 5 different evolutions.
[color=#008000][size=200]+[/size][/color] Arrow range and damage increase when attacking targets from a higher elevation.
[color=#008000][size=200]+[/size][/color] Good farming and decent running ability.


[size=150][color=#FF0000]Cons:[/color][/size]

[size=200][color=#FF0000]-[/color][/size] Only 1 stance can be active at a time and stances can be removed by certain skills.
[size=200][color=#FF0000]-[/color][/size] Arrow range and damage decrease when attacking targets from a lower elevation.
[size=200][color=#FF0000]-[/color][/size] A trap expires after 90 seconds if an enemy does not trigger it and it is easily interrupted.
[size=200][color=#FF0000]-[/color][/size] Only 1 preparation may be active at a time.
[size=200][color=#FF0000]-[/color][/size] Nature Rituals have long casting times, their spirits are generally easy to kill, and they affect foes as well as allies (meaning they could backfire in certain situations).
[size=200][color=#FF0000]-[/color][/size] Most pets begin at level 5 and then need to be leveled up and evolved.
[size=200][color=#FF0000]-[/color][/size] If a pet dies, the owner's skill bar is disabled for 3 to 10 seconds, depending on Beast Mastery investment, and its body can not be exploited.
[size=200][color=#FF0000]-[/color][/size] Attacks are projectiles, therefore they require Line-of-Sight in order to hit and they could be dodged by a moving enemy.
[size=200][color=#FF0000]-[/color][/size] Small energy pool and mediocre energy regeneration, making it difficult to use expensive or spammable energy skills that are not affected by Expertise.
[size=200][color=#FF0000]-[/color][/size] More vulnerable to various hexes, which may reduce their damage output.


[size=150]In-Depth Analysis:[/size]

[color=#40FF00]Marksmanship[/color]: a wide variety of ranged attacks that can inflict dazing, crippling, or bleeding.
[color=#40FF00]Beast Mastery[/color]: contains all pet-related skills, a few stances, a few nature rituals, and a trap skill.
[color=#40FF00]Wilderness Survival[/color]: holds most of the Ranger's self-defense skills, preparations, traps, nature rituals, and poison-inflicting skills.
[color=#8000FF]Dagger Mastery[/color]: can easily spam dagger attacks without needing critical hits for energy management.
[color=#FFFF40]Spear Mastery[/color]: ranged spear attacks allows more single-target Damage-Per-Second than a bow, without needing many skills.
[color=#808040]Scythe Mastery[/color]: area-of-Effect melee attacks that can apply Deep Wound, Crippling, and enchantment removal.
[color=#808040]Mysticism (rank 0)[/color]: offers easily-maintained holy damage and decent enchantment removal.
[color=#808040]Earth Prayers[/color]: enchantments that help the user spread more conditions, like blindness.
[color=#000080]Healing Prayers[/color]: more self-healing, condition/hex removal, and some re-usable resurrection skills.
[color=#000080]Smiting Prayers[/color]: good enchantments that can increase damage output and some re-usable resurrection skills.
[color=#FF00BF]Inspiration Magic[/color]: good hex removal and many defensive stances with long durations.
[color=#0080BF]Channeling Magic[/color]: good skills with Area-of-Effect damage and some re-usable resurrection skills.
[color=#BF0000]Air, Earth, Fire, Water Magic[/color]: provides increased elemental damage, several Point-Blank-Area-of-Effect damage spells, and either more Knock-downs, Area-of-Effect snaring, or a speed boost.
[color=#004000]Blood Magic[/color]: great synergy with the life-stealing touch skills that are affected by Expertise.





[size=200][color=#000080]The Monk[/color][/size] can speak directly to the gods to open a conduit for divine magic that can heal and protect allies in battle or unleash holy power upon the its enemies.


[color=#008000][size=150]Pros:[/size][/color]

[color=#008000][size=200]+[/size][/color] Very good healing spells and damage reduction enchantments, which can target either a single ally or multiple allies at once.
[color=#008000][size=200]+[/size][/color] Maintained enchantments can be used before combat and they remain as long as the target is in the Monk's compass range.
[color=#008000][size=200]+[/size][/color] A wide variety of condition and hex removal, and re-usable Resurrection skills.
[color=#008000][size=200]+[/size][/color] Access to Holy Damage which doubles when inflicted on Undead enemies. Some of them have an Area-of-Effect with "adjacent" and "in the area" range.
[color=#008000][size=200]+[/size][/color] Great farming and running ability.


[size=150][color=#FF0000]Cons:[/color][/size]

[size=200][color=#FF0000]-[/color][/size] Weak armor, like all spell-casters.
[size=200][color=#FF0000]-[/color][/size] Very few energy-management skills, so a secondary profession is often required to maintain a satisfactory Energy level.
[size=200][color=#FF0000]-[/color][/size] Enchantments can be removed by certain skills.
[size=200][color=#FF0000]-[/color][/size] Few holy damage skills are efficient against non-Undead foes.
[size=200][color=#FF0000]-[/color][/size] Smiting Prayers have few utility skills, like Knock-downs and skills that spread Burning.
[size=200][color=#FF0000]-[/color][/size] Little versatility. A Monk's primary attribute generally forces them to use Healing or Protection skills, and to use only few or no skills from a secondary profession.
[size=200][color=#FF0000]-[/color][/size] Playing a healer or protector can be a lot more challenging and demanding than having any other role in a party.


[size=150]In-Depth Analysis:[/size]

[color=#000080]Healing Prayers[/color]: fast and powerful healing.
[color=#000080]Protection Prayers[/color]: efficient damage reduction and some healing spells.
[color=#000080]Smiting Prayers[/color]: inflicts direct and/or conditional holy damage on enemies.
[color=#FF00BF]Inspiration Magic[/color]: provides the much-needed energy management for abnormally challenging situations.
[color=#BF0000]Energy Storage (rank 0)[/color]: various glyphs that provide defense against interrupts, decent energy management, or shorter spell recharge.





[size=200][color=#004000]The Necromancer[/color][/size] wields the power of death itself, a power no enemy can stand against forever.


[color=#008000][size=150]Pros:[/size][/color]

[color=#008000][size=200]+[/size][/color] Strong energy management via Soul Reaping, and can provide energy boosts to party members.
[color=#008000][size=200]+[/size][/color] Able to exploit fleshy corpses to teleport at its location, to create non-removable wells, with "in the area" range, or to raise an army of minions.
[color=#008000][size=200]+[/size][/color] Has many hexes that can harm a wide variety of foes.
[color=#008000][size=200]+[/size][/color] Skills that cause lifestealing and damage that ignores armor, making them more effective against high level foes. Also has skills that deal cold damage.
[color=#008000][size=200]+[/size][/color] Skills that cause Area-of-Effect damage or conditions, which have an "adjacent," "nearby," or "in the area" range.
[color=#008000][size=200]+[/size][/color] Decent self-healing skills.
[color=#008000][size=200]+[/size][/color] Great enchantment removal and condition transfer skills.
[color=#008000][size=200]+[/size][/color] Versatile. Different builds can easily provide strong offensive or defensive abilites for the party.
[color=#008000][size=200]+[/size][/color] Good farming ability.


[size=150][color=#FF0000]Cons:[/color][/size]

[size=200][color=#FF0000]-[/color][/size] Weak armor, like all spell-casters.
[size=200][color=#FF0000]-[/color][/size] Some spells have long casting times, making them easier for enemies to interrupt.
[size=200][color=#FF0000]-[/color][/size] Minions can become a liability due over-aggroing, and if the master dies, they can turn against the party. Also, it can be difficult to target specific minions.
[size=200][color=#FF0000]-[/color][/size] Some spells have a health sacrifice cost, which can influence your foes to attack you instead of someone else, like the tank, or put additional pressure on party healers to keep the Necromancer alive.
[size=200][color=#FF0000]-[/color][/size] Some of the lifestealing spells have been balanced for PvP, and are less effective in PvE.
[size=200][color=#FF0000]-[/color][/size] Offensive or defensive enchantments can be removed by certain skills.


[size=150]In-Depth Analysis:[/size]

[color=#004000]Blood Magic[/color]: has lifestealing spells and some damage skills that ignore armor, and spells that provide health and energy to allies.
[color=#004000]Curses[/color]: includes hexes that can harm enemies and spells that can cause conditions like weakness, poison or cracked armor.
[color=#004000]Death Magic[/color]: spells to raise minions and spells that can damage foes and cause disease, poison and weakness.
[color=#FF00BF]Illusion Magic[/color]: some skills have synergy with high number of hexes or conditions.
[color=#FF00BF]Domination Magic[/color]: soul reaping provides energy to continually cast interrupts and other punishing spells.
[color=#000080]Healing Prayers, Protection Prayers[/color]: soul reaping provides energy to continually cast defensive spells.
[color=#000080]Smiting Prayers[/color]: inflicts direct and/or conditional holy damage on enemies.
[color=#0080BF]Restoration Magic[/color]: soul reaping provides energy to continually cast defensive spells.
[color=#BF0000]Fire Magic[/color]: powerful spells that have a high energy cost and low recharge.
[color=#8000FF]Deadly Arts[/color]: good utility skills that lower the recharge of other skills, give deep wound, knockdowns, and more enchantment removal.
[color=#808040]Earth Prayers[/color]: more effective self-defense enchantments and stances.





[size=200][color=#FF00BF]The Mesmer[/color][/size] is the mental master of illusion, control, and domination, subverting an enemy's Energy for its own purposes and supporting the entire party in battle with powerful, mind-bending magic.


[color=#008000][size=150]Pros:[/size][/color]

[color=#008000][size=200]+[/size][/color] Skills provide the potential capability to shutdown down every type of foe, especially spell-casters, thereby preventing significant amounts of damage from ever reaching the party.
[color=#008000][size=200]+[/size][/color] Access to some of the best energy management skills in the game.
[color=#008000][size=200]+[/size][/color] Damage dealt by mesmer skills ignores armor, making them more effective against high level foes.
[color=#008000][size=200]+[/size][/color] Fast casting makes it difficult for foes to interrupt spells and signets.
[color=#008000][size=200]+[/size][/color] Good hex and enchantment removal skills.
[color=#008000][size=200]+[/size][/color] Great condition transfer skills.
[color=#008000][size=200]+[/size][/color] Good self-defense skills.
[color=#008000][size=200]+[/size][/color] Decent Area-of-Effect skills, with an "adjacent," "nearby" or "in the area" range.
[color=#008000][size=200]+[/size][/color] Versatile. Access to a variety of offensive and defensive builds. Also has skills that can copy their own skills or ones from allies or enemies, and can use them to full effectiveness by changing their linked attribute.
[color=#008000][size=200]+[/size][/color] Decent farming ability.


[size=150][color=#FF0000]Cons:[/color][/size]

[size=200][color=#FF0000]-[/color][/size] Weak armor, like all spell-casters.
[size=200][color=#FF0000]-[/color][/size] Skill class. Best when played by a player fully versed in the intricate workings of a wide range of other professions and builds.
[size=200][color=#FF0000]-[/color][/size] Optimal use of interrupts requires fast reflexes, a fast computer and a fast internet connection. The AI tends to be better at this than a human player.
[size=200][color=#FF0000]-[/color][/size] Many skills are designed and balanced for the PvP environment, and are less useful in Normal Mode PvE.
[size=200][color=#FF0000]-[/color][/size] Enchantments and stances can be removed by certain skills and only 1 stance can be active at a time.


[size=150]In-Depth Analysis:[/size]

[color=#FF00BF]Domination Magic[/color]: includes many interrupts and some hexes designed to punish foes for attacking, casting spells or even doing nothing. Also has some skills that can totally disable enemy skills.
[color=#FF00BF]Illusion Magic[/color]: includes some strong degen hexes, avoidance skills and spells to stop attacks. Some skills can deliver conditions like Deep Wound or Cracked Armor.
[color=#FF00BF]Inspiration Magic[/color]: contains many strong energy management skills, as well as some stances that provide damage reduction. Also has some interrupts.
[color=#BF0000]Fire Magic[/color]: fast casting allows for fast nuking with powerful AoE spells.
[color=#BF0000]Water Magic[/color]: fast casting allows for fast snaring with AoE water hexes.
[color=#004000]Curses[/color]: synergy for certain skills when using large numbers of hexes or conditions.
[color=#8000FF]Deadly Arts[/color]: good utility skills that lower the recharge of other skills, give Deep Wound, Knock-Down, and more enchantment removal.
[color=#000080]Smiting Prayers[/color]: inflicts direct and/or conditional holy damage on enemies and gives access to a wide variety of resurrection skills.





[size=200][color=#BF0000]The Elementalist[/color][/size] is the master of arcane lore and magical aptitude, calling upon the power of fire, earth, air, and water to obliterate enemies.


[color=#008000][size=150]Pros:[/size][/color]

[color=#008000][size=200]+[/size][/color] High damage output, featuring elemental damage as well as some armor-ignoring damage skills.
[color=#008000][size=200]+[/size][/color] Area-of-Effect spells with an "adjacent," "nearby" or "in the area" range.
[color=#008000][size=200]+[/size][/color] Ability to deliver many types of conditions, knockdowns and even some interrupts.
[color=#008000][size=200]+[/size][/color] Large energy pool via Energy Storage, and good energy management skills.
[color=#008000][size=200]+[/size][/color] Good defensive Wards, with "in the area" range, which can't be removed and great self-defense enchantments.
[color=#008000][size=200]+[/size][/color] Versatile. Different builds can focus on various offensive or defensive roles for the party.
[color=#008000][size=200]+[/size][/color] Great farming ability.


[size=150][color=#FF0000]Cons:[/color][/size]

[size=200][color=#FF0000]-[/color][/size] Weak armor, like all spell-casters.
[size=200][color=#FF0000]-[/color][/size] Many spells have long casting times, making them easy to interrupt.
[size=200][color=#FF0000]-[/color][/size] Area of Effect Damage Over Time (AoEDOT) spells cause enemies to scatter, making them much less effective. It is even worse in Hard Mode.
[size=200][color=#FF0000]-[/color][/size] Some spells include exhaustion, which can limit the energy pool.
[size=200][color=#FF0000]-[/color][/size] Enchantments for energy management and other buffs can be removed by foes.
[size=200][color=#FF0000]-[/color][/size] Only 1 glyph can be active at a time.
[size=200][color=#FF0000]-[/color][/size] Level differential negatively impacts damage output when facing high Level foes, such as those commonly found in Hard Mode.


[size=150]In-Depth Analysis:[/size]

[color=#BF0000]Air Magic[/color]: contains the hardest hitting single target damage spells. Can cause Blindness, Cracked Armor, Weakness, and knockdowns.
[color=#BF0000]Earth Magic[/color]: features a mix of damaging AoE and spike spells, as well as some defensive buffs and wards. Can cause Blindness, Weakness, and knockdowns.
[color=#BF0000]Fire Magic[/color]: contains the most AoE skills. Can cause burning, and knockdowns.
[color=#BF0000]Water Magic[/color]: features many hexes that can slow the enemy, as well as some defensive buffs and a strong defensive ward. Can cause knockdowns.
[color=#FF00BF]Inspiration Magic[/color]: provides the much-needed energy management for abnormally challenging situations, and good self-defense skills.
[color=#000080] Healing Prayers, Protection Prayers[/color]: provide a wide variety of resurrection skills. With skills from Energy Storage, Elementalists can easily cast multiple defensive spells.
[color=#000080]Smiting Prayers[/color]: inflicts direct and/or conditional holy damage on enemies.
[color=#0080BF]Restoration Magic[/color]: has some resurrection skills. With skills from Energy Storage, Elementalists can easily cast multiple defensive spells.
[color=#8000FF]Deadly Arts[/color]: Good utility skills that lower the recharge of other skills, give Deep Wound, Knock-Down, and enchantment removal.





[size=200][color=#8000FF]The Assassin[/color][/size] walks the shadows, a deadly viper ready to strike at the heart when the enemy least expects it.


[color=#008000][size=150]Pros:[/size][/color]

[color=#008000][size=200]+[/size][/color] Great combat mobility through the usage of Shadow Stepping skills, enabling them to quickly attack a foe or to retreat.
[color=#008000][size=200]+[/size][/color] Can use any martial weapon and be effective.
[color=#008000][size=200]+[/size][/color] Good energy management, especially when attacking foes with a lower or equal experience level.
[color=#008000][size=200]+[/size][/color] Great defensive enchantments, stances or spells, and good self-condition-removal.
[color=#008000][size=200]+[/size][/color] Great utility skills such as conditions, interrupts, knock-downs, and anti-blocking.
[color=#008000][size=200]+[/size][/color] Great farming and running ability.


[size=150][color=#FF0000]Cons:[/color][/size]

[size=200][color=#FF0000]-[/color][/size] Mediocre base armor, for a melee profession; daggers also prevent the use of a shield.
[size=200][color=#FF0000]-[/color][/size] Fewer skills than the professions found in the Prophecies campaign.
[size=200][color=#FF0000]-[/color][/size] Skill class. Best when played by a player fully versed in the intricate workings of a wide range of other professions and builds.
[size=200][color=#FF0000]-[/color][/size] Dagger attack chains have certain prerequisites and can be easily foiled by miss or block skills.
[size=200][color=#FF0000]-[/color][/size] Critical hits occur less often against high level foes, such as those found in Hard Mode or Elite Areas, making the Assassin's primary attribute less reliable.
[size=200][color=#FF0000]-[/color][/size] Enchantments and stances can be removed by certain skills and only 1 stance can be active at a time.
[size=200][color=#FF0000]-[/color][/size] More vulnerable to various hexes, which may reduce their damage output or movement ability.
[size=200][color=#FF0000]-[/color][/size] Few Area-of-Effect skills, all of which have "adjacent" range.


[size=150]In-Depth Analysis:[/size]

[color=#8000FF]Dagger Mastery[/color]: dagger attack chains offer great single-target, armor-ignoring Damage-Per-Second with conditions such as crippling, poison, bleeding, Deep wound, and dazing.
[color=#8000FF]Deadly Arts[/color]: good utility skills that lower the recharge of other skills, give crippling, poison, deep wound, knockdowns, enchantment removal, increase the armor-ignoring and earth damage output, and apply various hexes that disables a foe.
[color=#8000FF]Shadow Arts[/color]: many skills for self-defense or that apply dazing, blinding, crippling, or poison, and a few hexes that disables a foe.
[color=#40FF00]Marksmanship[/color]: good synergy with ranged bow attack skills that hit multiple times and that benefit from critical hits.
[color=#808040]Scythe Mastery[/color]: good synergy with scythe attacks, which have the highest critical hit damage of all martial weapons and can hit up to 3 adjacent foes.
[color=#808040]Mysticism (rank 0)[/color]: offers easily-maintained holy damage.
[color=#FF00BF]Inspiration Magic[/color]: good hex removal and many defensive stances with long durations.
[color=#000080]Healing Prayers[/color]: more self-healing, condition/hex removal, and some re-usable resurrection skills.
[color=#000080]Protection Prayers[/color]: various damage-reduction enchantments, condition/hex removal, and some re-usable resurrection skills.
[color=#000080]Smiting Prayers[/color]: good enchantments that can increase damage output and some re-usable resurrection skills.
[color=#0080BF]Channeling Magic[/color]: good skills with Area-of-Effect damage and some re-usable resurrection skills.
[color=#BF0000]Air, Earth, Fire, Water Magic[/color]: provides increased elemental damage, several Point-Blank-Area-of-Effect damage spells, and either more Knock-downs, Area-of-Effect snaring, or a speed boost.





[size=200][color=#0080BF]The Ritualist[/color][/size] channels otherworldly energies that summon allies from the void and employs mystic rituals that bend those allies to its will.


[color=#008000][size=150]Pros:[/size][/color]

[color=#008000][size=200]+[/size][/color] Can use a wide variety of weapon spells, which can not be removed.
[color=#008000][size=200]+[/size][/color] Spirits with passive effects have a range that is more than twice the size of the aggro bubble and half the entire compass range. The other spirits can use attack skills from the same range as a longbow or flatbow.
[color=#008000][size=200]+[/size][/color] Great condition removal, good re-usable Resurrection, and good self-defense skills.
[color=#008000][size=200]+[/size][/color] Can heal other allies through skills that either affect one ally or all allies within earshot or compass range.
[color=#008000][size=200]+[/size][/color] Good variety of energy management skills.
[color=#008000][size=200]+[/size][/color] Good utility skills like conditions, interrupts and a few Knock-downs.
[color=#008000][size=200]+[/size][/color] Ability to counteract physical attackers and improve the effectiveness of various types of allies.
[color=#008000][size=200]+[/size][/color] Can use a martial weapon and be effective.
[color=#008000][size=200]+[/size][/color] Decent Area-of-Effect skills, most of which have an "adjacent" or "nearby" range.
[color=#008000][size=200]+[/size][/color] Versatile. Different builds can focus on various offensive or defensive roles for the party.
[color=#008000][size=200]+[/size][/color] Good farming ability.


[size=150][color=#FF0000]Cons:[/color][/size]

[size=200][color=#FF0000]-[/color][/size] Weak armor, like all spell-casters.
[size=200][color=#FF0000]-[/color][/size] Fewer skills than the professions found in the Prophecies campaign.
[size=200][color=#FF0000]-[/color][/size] Item spells replace your equipped weapon(s), which will remove valuable bonuses to energy, health, spell recharge, etc.
[size=200][color=#FF0000]-[/color][/size] Binding Rituals have long casting times and their spirits are generally easy to kill.
[size=200][color=#FF0000]-[/color][/size] Only 1 weapon spell can be active on an ally at a time.
[size=200][color=#FF0000]-[/color][/size] Playing a healer can be a lot more challenging and demanding than having any other role in a party.
[size=200][color=#FF0000]-[/color][/size] No hex removal.


[size=150]In-Depth Description:[/size]

[color=#0080BF]Channeling Magic[/color]: great Area-of-Effect and single-target damage output. Great support skills for physical attacking allies.
[color=#0080BF]Communing[/color]: a wide variety of offensive and defensive support skills.
[color=#0080BF]Restoration Magic[/color]: great defensive spells for the caster and the party.
[color=#000080]Smiting Prayers[/color]: more support spells for physical-attacking allies and the ability to inflict direct and/or conditional holy damage.
[color=#004000]Curses[/color]: more support spells for physical-attacking allies.
[color=#004000]Death Magic[/color]: ability to raise minions that activates several Spawning Power enchantments.
[color=#40FF00]Marksmanship[/color]: good synergy with bow attack skills that hit multiple times.
[color=#FF4000]Axe Mastery[/color]: good synergy with axe attack skills which are useful in many different situations.





[size=200][color=#FFFF40]The Paragon[/color][/size] is the guardian angel of Elona, humanity's champion against malefic threats.


[color=#008000][size=150]Pros:[/size][/color]

[color=#008000][size=200]+[/size][/color] Has the second highest base armor of all professions.
[color=#008000][size=200]+[/size][/color] Can attack from a range that is a little smaller than the aggro bubble.
[color=#008000][size=200]+[/size][/color] Great defensive skills that can affect any or all allies within earshot and can not be removed. Can also use a re-usable resurrection skill.
[color=#008000][size=200]+[/size][/color] Great conditional removal skills.
[color=#008000][size=200]+[/size][/color] Access to a variety of shouts, chants, and echoes for defensive or offensive purposes.
[color=#008000][size=200]+[/size][/color] Good utility skills such as conditions, interrupts, and anti-blocking.
[color=#008000][size=200]+[/size][/color] Some skills require adrenaline (instead of energy), which can be gained by hitting enemies or taking damage.
[color=#008000][size=200]+[/size][/color] Good running ability.


[size=150][color=#FF0000]Cons:[/color][/size]

[size=200][color=#FF0000]-[/color][/size] Worst farming ability of all professions.
[size=200][color=#FF0000]-[/color][/size] Fewer skills than the professions found in the Prophecies or the Factions campaign.
[size=200][color=#FF0000]-[/color][/size] Attacks are projectiles, therefore they require Line-of-Sight in order to hit and they could be dodged by a moving enemy.
[size=200][color=#FF0000]-[/color][/size] Little versatility. Most Paragons builds have some spear attacks, some shouts/chants, and very few other skills.
[size=200][color=#FF0000]-[/color][/size] The Paragon's effectiveness is considerably lower when allies spread out too much or are few in numbers (like 3 or less).
[size=200][color=#FF0000]-[/color][/size] More vulnerable to various hexes, which may reduce their damage output or disable their usage of shouts and chants.
[size=200][color=#FF0000]-[/color][/size] Very few Area-of-Effect skills.



[size=150]In-Depth Analysis:[/size]

[color=#FFFF40]Spear Mastery[/color]: ranged attacks that can inflict bleeding, deep wound, crippling, and dazing.
[color=#FFFF40]Command[/color]: a wide variety of offensive and defensive skills that are easy to use.
[color=#FFFF40]Motivation[/color]: provides healing, condition removal, and energy management.
[color=#FF4000]Tactics[/color]: a wide variety of stances and shouts that complement the Paragon skills very well.
[color=#FF00BF]Inspiration Magic[/color]: good hex removal and many defensive stances with long durations.
[color=#000080]Healing Prayers[/color]: more self-healing, condition/hex removal, and some re-usable resurrection skills.
[color=#000080]Smiting Prayers[/color]: good enchantment that can increase damage output.
[color=#BF0000]Air, Earth, Fire, Water Magic[/color]: provides increased elemental damage.
[color=#0080BF]Channeling Magic[/color]: good skills with Area-of-Effect damage and some re-usable resurrection skills.
[color=#808040]Mysticism (rank 0)[/color]: gives easily-maintained holy damage.
[color=#40FF00]Wilderness Survival[/color]: offers a few stances, self-healing, and self-condition-removal skills.





[size=200][color=#808040]The Dervish[/color][/size] serves the gods as a holy warrior, standing confidently in the whirlwind of conflict.


[color=#008000][size=150]Pros:[/size][/color]

[color=#008000][size=200]+[/size][/color] Good energy management.
[color=#008000][size=200]+[/size][/color] Good Area-of-Effect damage through scythe attacks, with "adjacent" range, and self-enchantments, most of which have an "adjacent" or "nearby" range.
[color=#008000][size=200]+[/size][/color] Dual purpose self-enchantments that activate both on cast and removal.
[color=#008000][size=200]+[/size][/color] Can activate and maintain full-time the avatar of one of the five Gods of Tyria, which can not be removed and provides powerful combat effects.
[color=#008000][size=200]+[/size][/color] Great self-defensive enchantments and stances, and a few skills that can heal other allies.
[color=#008000][size=200]+[/size][/color] Decent ability to remove conditions or hexes from itself.
[color=#008000][size=200]+[/size][/color] Decent utility skills such as condition spreading and anti-blocking.
[color=#008000][size=200]+[/size][/color] Have an inherent +25 health more than any other profession.
[color=#008000][size=200]+[/size][/color] Decent farming and good running ability.


[size=150][color=#FF0000]Cons:[/color][/size]

[size=200][color=#FF0000]-[/color][/size] Mediocre base armor, for a melee profession; the scythe also prevents the use of a shield.
[size=200][color=#FF0000]-[/color][/size] Fewer skills than the professions found in the Prophecies or the Factions campaign.
[size=200][color=#FF0000]-[/color][/size] Enchantments and stances can be removed by certain skills and only 1 stance can be active at a time.
[size=200][color=#FF0000]-[/color][/size] Usually, a Dervish has to be adjacent to a foe in order to attack, which can be difficult depending on the surrounding environment or when enemies are body-blocking or kiting.
[size=200][color=#FF0000]-[/color][/size] Little versatility: The primary attribute of a Dervish requires heavy usage of self-enchantments, which leaves little room for any other type of skill.


[size=150]In-Depth Analysis:[/size]

[color=#808040]Scythe Mastery[/color]: Area-of-Effect melee attacks that can apply Bleeding, Deep Wound, Crippling, and enchantment removal.
[color=#808040]Earth Prayers[/color]: many skills that give earth damage and conditions such as crippling, bleeding, blind, and weakness.
[color=#808040]Wind Prayers[/color]: many skills that give cold damage, crippling, and enchantment removal.
[color=#FF4000]Strength (rank 0)[/color]: offers more melee attacks skills.
[color=#FF00BF]Inspiration Magic[/color]: good hex removal and many defensive stances with long durations.
[color=#8000FF]Shadow Arts[/color]: improved mobility through Shadow Stepping skills and more self-defense skills.
[color=#000080]Protection Prayers[/color]: more defensive spells, and some re-usable Resurrection skills.
[color=#000080]Smiting Prayers[/color]: good enchantments that can increase damage output and some re-usable resurrection skills.
[color=#0080BF]Channeling Magic[/color]: good skills with Area-of-Effect damage and some re-usable resurrection skills.
[color=#BF0000]Air, Earth, Fire, Water Magic[/color]: provides increased elemental damage, several Point-Blank-Area-of-Effect damage spells, and either more Knock-downs, Area-of-Effect snaring, or a speed boost.
[color=#004000]Blood Magic[/color]: provides support for physical-attacking allies.



Obviously, this isn't meant to break any new ground, it's just a re-analysis of how people can play any profession in PvE.

SmokingHotImolation

Wilds Pathfinder

Join Date: Mar 2008

Odense, Denmark

E/

Didnt read through it all, but i see you wrote that warriors have few armor ignoring skills. Since all the bonus dmg from attack skills is armor ignoring, you can probably remove that cons..

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

and also needs to add "defacto damage dealer" to warriors. nice list, but not entirely accurate.

Kerwyn Nasilan

Kerwyn Nasilan

Forge Runner

Join Date: Aug 2007

WHERE DO YOU THINK

W/

Not as in depth as the profession-centric ones, it is a decent overview.

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

Quote:
Originally Posted by Kerwyn Nasilan View Post
Not as in depth as the profession-centric ones, it is a decent overview. That's the problem, it's an overview not a guide.

Marty Silverblade

Marty Silverblade

Administrator

Join Date: Jun 2006

I don't suppose you've realised the full guides (several times longer than this) in the profession specific forums?

Schmerdro

Schmerdro

Krytan Explorer

Join Date: Apr 2006

Canada

N/

Quote:
it's an overview not a guide
I was going by how the wiki named it. But I agree that "overview" sounds better so I'll make this change.

Quote:
all the bonus dmg from attack skills is armor ignoring Good point. I'll add that for the Warrior, Paragon and the Dervish. Apparently the Ranger and Assassin didn't have that Cons note, so I guess my bias is pretty obvious now XD