11 Jan 2011 at 17:03 - 12
About warriors:
Without Factions, there's little incentive to run a warrior main, but then again most of the best skills aren't in Prophecies for some reason (extreme powercreep maybe?). You don't have the most powerful skill, "Save Yourselves!" which is a partywide +100 armor boost. Without Nightfall your AoE is limited: axes (cyclone axe), swords (100 Blades), Hammer (Earthshaker + Crude Swing). Then you will be lacking Enraging Charge, which is the best skillbar compression for a warrior. You'll also miss flail, which is basically the only IAS (increased attack speed) usable in PvE without disadvantages like double damage to you, less damage to your target, etc.
You will get crappy tanking skills like Defy Pain, which are bad gameplay since mobs target whoever has least armor and/or health. There's no "tanking" in GW and in Prophecies the only potential tanking skills are in the elementalist skillset (Obsidian Flesh, Armor of Earth). It's pointless anyway since bosses in prophecies don't do double damage, there's no "spammable" AoEs like Searing Flames, and killing faster is better than letting things wail on you for however long. In fact, just yesterday I did Sorrow's furnace in normal mode trying to get one of the greens (Rockmolder) and it took me 20 minutes to clear the entire zone. I only had the terrible healer hench as a healer.
However, you do get access to Eviscerate, Dismember, Warrior's endurance, Counter blow, and Executioner's Strike. There's a reason why in Prophecies days you only had axe and hammer dominating other than swords with conjures. Swords could only pump out Galrath Slath (Sever Artery - gash is inferior to Dismember in every way).
If your wife wants to play high damage, let her go axe/hammer warrior. Sword without Steelfang slash, Whirlwind attack, Standing Slash, and Dragon slash has no advantage over the two other weapons. The problem is without Enraging charge (from Nightfall) you need to whack the mob at least 5 seconds just to pump out the big damage (if you spec 6 into Tactics you can cheat a bit with "To the Limit!", which is inferior to enraging Charge since it has no increased movement speed).
Conceptual builds based off the above recommendation:
Eviscerate
12+1+1 Axe, 11+1 Strength, 6 Tactics (don't bother with rune for Tactics, get -20% blind clarity)
Sprint/Rush, "To the Limit!" (+6 adrenaline with 3 mobs), Eviscerate, Cyclone Axe, Executioner's Strike, Disrupting Chop, "For Great Justice!", Resurrection Signet
Adrenaline = 8,8,6
so 1 weapon strike is enough if you engage 3+ mobs. Berserker Stance isn't really great when it ends on attack skill use, Flurry lowers damage (though not damage form attack skills), and Frenzy is not viable on adrenaline bars with Henchman (it's not Nightfall so you can't control the skillbars and microing a combination of Frenzy-Rush is a pain. You could do Frenzy-Flurry or Frenzy-sprint.).
Earthshaker
12+1+1 Hammer, 11+1 Strength, 6 Tactics (don't bother with rune for Tactics, get -20% blind clarity) with stonefist insignia on hands
Sprint/Rush, "To the Limit!", Earthshaker, Crude Swing, Counter blow (for single targets like bosses), Crushing Blow, Mighty Blow/Irresistible Blow/Power attack, Resurrection Signet
Adrenaline = 8, 4 , 8 (if you choose Mighty Blow)
This is rough to run without an IAS (increased attack speed, but Crude swing allows it to work)
Warrior's Endurance
12+1+1 Axe, 12+1 Strength
Warrior's Endurance, cyclone axe, Power attack, Distracting Blow, Dismember, Swift Chop (filler skill, can also put Resurrrection signet), Rush, Frenzy
Frenzy is less risky here since your adrenaline is not being used up very much so the emergency "rush" stance is almost always available. The principle is that stances don't stack, if you use one then the other ends (" a cancel stance"). The ideal IAS here is Burst of Aggression which would free up a skill slot. Your only option other than Frenzy would be to use Berserker Stance or Flurry, which are bad ideas. Flurry actually increases your damage since the damage reduction only happens to the base damage from your weapon. Attacking 33% faster with 25% less damage would mean 99.75% damage but 33% more adrenaline due to faster attack speed.
About Mesmers:
A warning: Mesmers don't bring as much bargaining chips to normal mode since their specialty (disruption and shutdown) are best for when you can't instagib mobs. A warrior will do upwards of 100 just by critical hits on casters (easily proven by wild blow, which has no additional damage).
Lately mesmers gained many damage skills with AoE though their most powerful ones tend not to be the purely damage ones. Psychic Instability, Panic, Keystone signet for example. Energy Surge is decent, but in normal mode I wouldn't bother.
The key thing to remember is that +damage from attack skills is armor ignoring and so are all the dark/holy/chaos damage skills.
Regardless, there's no reason to go secondary monk other than for a fast cast resurrection chant (or restore life in your case since you have prophecies). Whatever you do don't use resurrect, bring rebirth, resurrection chant, or resurrection signet (recharges with a boss kill).
Conceptual prophecies only bars:
12+1+1 Illusion Magic, 10+1 fast casting, 8+1 inspiration magic
Ineptitude, Clumsiness, Arcane conundrum, Fragility, Drain enchantment, Power drain, Leech Signet, Res of choice (signet, Restore Life, Rebirth, etc.)
* You need conditions to be flying around for fragility to trigger
E-Surge
12+1+1 domination, 10+1 Fast casting, 8+1 inspiration magic
Energy surge, Mind wrack, shatter delusions, Power spike, Cry of Frustration, Power drain, Drain Enchantment, Resurrection of choice
12+1+1 domination, 10+1 fast Casting, 8+1 Inspiration magic , rest in healing (prot if running rebirth)
Panic, Wastrel's worry, Cry of frustration, Empathy, Power spike, Drain enchantment, Power drain/Inspired Hex (zone dependent), Resurrection signet (Restore Life in your case if you want a fast res or Rebirth for out of combat res)
A side note:
Personally I feel the most solid choices for someone with only Prophecies is necro or monk. Since you and your wife are mostly damage/utility centered that leaves necro.
For necromancer, most of the skills that are used are Prophecies and core. Spiteful spirit, Barbs, enfeebling blood, mark of pain, weaken armor for curses. Death nova, Aura of the lich, animate bone horror, animate bone fiend, animate bone minions, blood of the master are all available to you in prophecies. For blood, Order of the vampire/Order of pain, Strip enchantment, blood ritual are all available to you. Necromancer has the biggest usable skill set for prophecies players.
An easy bar to make would be:
12+1+3 Curses, 11+1 Blood, 6+1 Soul Reaping --> N/Me
Spiteful Spirit ("SS"), Arcane echo, Enfeebling Blood, Barbs, Weaken armor, Strip enchantment, Blood ritual, Resurrection signet
Or AoTL Minion Bomber ("MB")
12+1+3 Death Magic, 12+1 Soul reaping, 3+1 Blood Magic
Aura of the Lich, Animate Bone Minions, Blood of the Master, Dark Bond, Death Nova, Taste of Death, Infuse Condition, Resurrection signet
The best part is the synergy between the two necromancers. 10 minions triggering barbs = 160 damage per volley, not even including base damage
For monk, you get access to Dwayna's Kiss, Unyielding Aura, Mend condition, Divine Healing. Word of Healing, Aegis, Mend ailment, Protective Spirit, and Restore condition are core.
You could easily make a solid WoH hybrid bar.
12+1+1 Heal, 9+1 Divine Favor, 9+1 Protection prayers
word of Healing, Dwayna's Kiss, Protective Spirit, Mend ailment, Aegis/Guardian (in zones with 4-6 people), Divine Healing, remove hex /holy veil/smite hex, Rebirth (used outside of battle).
Rangers have mediocre options. You have Incendiary arrows and Barrage. without Splinter weapon the best you could pull off is Barrage with conjure Lightning or conjure Frost (the additional damage is armor ignoring for some reason) which basically kills synergy with Barbs, order of pain/order of the vampire, and mark of pain. Prophecies doesn't have heroes, so that locks one of you to necromancer with the role of putting hexes and enchants (barbs, weaken armor, mark of pain, orders).
Elementalists' best skills are in Nightfall. Mind Blast, Searing Flames, Invoke Lightning, Blinding Surge, Icy Shackles...you could do E/Mo ether renewal but neither of you expressed an interest in backlining (support role). Back in 05, the only options were Glyph of renewal Meteor shower (with fireball, immolate and other lame skills as filler), and air magic support (something like elemental attunement/ether prodigy, chain lightning, lightning orb, blinding flash, glyph of lesser energy, aegis, draw conditions, Gale, resurrection).