Class that has the easiest time going through the story?
Elios
Hey folks, I'm looking to play through GW1 so that I can learn a little more of the story leading up to GW2 (and I want to appreciate the game that started it all in the first place). I probably won't have a ton of time to devote to playing, but I was wondering which class(es) potentially have the easiest learning curve when it comes to going through a Prophecies playthrough the first time. I won't have access to any sort of twink items or money, so I just need a class combo that is pretty easy to learn and doesn't struggle too much as it levels.
Once I've beaten the game once I may go back and try to challenge myself more, but as for right now I'm just looking to learn a little more. Thanks for any/all advice!
Once I've beaten the game once I may go back and try to challenge myself more, but as for right now I'm just looking to learn a little more. Thanks for any/all advice!
Schmerdro
In general, I would say that spell casters have a good advantage to physical attackers because they don't have to worry about being body-blocked, obstructed or blinded/weakened. And, while they do have to worry about being dazed, that condition is far less crippling and less common.
Monks are the most defensive. Ritualists are the most versatile (really, they can do anything, including focusing on physical attacks, either melee or ranged). Elementalists are the most straight-forward. Necromancers have the best energy management and are also quite versatile. Mesmers have good energy management but are the most difficult to play.
But, since you're going through Prophecies, I guess I would recommend either the Necromancer or the Elementalist.
If you could tell us what specific play-style you enjoy then we may be able to give better advice.
Monks are the most defensive. Ritualists are the most versatile (really, they can do anything, including focusing on physical attacks, either melee or ranged). Elementalists are the most straight-forward. Necromancers have the best energy management and are also quite versatile. Mesmers have good energy management but are the most difficult to play.
But, since you're going through Prophecies, I guess I would recommend either the Necromancer or the Elementalist.
If you could tell us what specific play-style you enjoy then we may be able to give better advice.
Bristlebane
It all really comes down to your own play style. Limiting to Prophecies:
* Elementalist, usually pretty straight forward. Keep attunement up and nuke nuke nuke. But they can take on other roles too.
* Mesmer, more complex usually involving interrupts and shutdowns. In essence you can say that mesmer rarely kill anything.. they make their enemies kill themselves.
* Monk, usually protection or health if you rather be the one that keeps your team alive. Got offense too (but don't mix it) but in general their offense is generally not as strong.
* Necromancer, if you like to play with dead things. Minion master and minion bombers got a bit easier with the new minion panel (press y). They're can also be excellent healers (usually as N/Ritualist) due to gaining lots of energy through soul reaping.o other
* Ranger, not as popular these days I would assume but they can still be fun to play. If you like the idea of laying down traps and luring foes into them, you would enjoy ranger. Or just pew pew with a bow from safe distance.
* Warrior, if you just like going up physical and generally likes to protect your team. Less magic, more slashing, bashing and dismemberments.
...
These are more common roles but you can go more niche roles too. Generally farming, running etc.
* Elementalist, usually pretty straight forward. Keep attunement up and nuke nuke nuke. But they can take on other roles too.
* Mesmer, more complex usually involving interrupts and shutdowns. In essence you can say that mesmer rarely kill anything.. they make their enemies kill themselves.
* Monk, usually protection or health if you rather be the one that keeps your team alive. Got offense too (but don't mix it) but in general their offense is generally not as strong.
* Necromancer, if you like to play with dead things. Minion master and minion bombers got a bit easier with the new minion panel (press y). They're can also be excellent healers (usually as N/Ritualist) due to gaining lots of energy through soul reaping.o other
* Ranger, not as popular these days I would assume but they can still be fun to play. If you like the idea of laying down traps and luring foes into them, you would enjoy ranger. Or just pew pew with a bow from safe distance.
* Warrior, if you just like going up physical and generally likes to protect your team. Less magic, more slashing, bashing and dismemberments.
...
These are more common roles but you can go more niche roles too. Generally farming, running etc.
expugnare
Honestly, every class is pretty easy to roll through in PvE.
Prophecies is an extremely, extremely, extremely long campaign, though. You will have more than enough time to get a good grasp of the game as you play through it.
When deciding a class, a more relevant decision is what sort of play style do you like?
Bristlebane has elucidated some of the basic elements of each class above me. I would take heed of that insight and decide accordingly. At the end of the day, primary profession and campaign are really the *only* two static elements about any Guild Wars character. Basically everything else, including name and gender, can be warped in some way as you play. So just keep that in mind as you play through.
Best of luck, hopefully you enjoy your decision.
Prophecies is an extremely, extremely, extremely long campaign, though. You will have more than enough time to get a good grasp of the game as you play through it.
When deciding a class, a more relevant decision is what sort of play style do you like?
Bristlebane has elucidated some of the basic elements of each class above me. I would take heed of that insight and decide accordingly. At the end of the day, primary profession and campaign are really the *only* two static elements about any Guild Wars character. Basically everything else, including name and gender, can be warped in some way as you play. So just keep that in mind as you play through.
Best of luck, hopefully you enjoy your decision.
Elios
Much obliged for the advice folks, I really appreciate it. Most recently I've been playing a Thief in GW2 and a rogue in WoW, so I'm used to fast-paced melee DPS. I've previously played ranged DPS (Mage in WoW, Sniper in SWTOR), and I do have a low-level Mesmer, but it seemed a bit complex with all the indirect effects.
Bristlebane
Some people prefer active play styles (watching what their enemies do and react accordingly). This is a good place for mesmers, monks, etc.
Then there's those that just like to C-Space and button mashing quickly through the game. This means builds where you could more or less use skills randomly, or in sequence 12345 and still kill stuff.
I would suggest more actively playing myself. Like your low level mesmer, don't give up on it too quickly, a good mesmer later on can be extremely powerful and also outdamage many other professions.
Then there's those that just like to C-Space and button mashing quickly through the game. This means builds where you could more or less use skills randomly, or in sequence 12345 and still kill stuff.
I would suggest more actively playing myself. Like your low level mesmer, don't give up on it too quickly, a good mesmer later on can be extremely powerful and also outdamage many other professions.
Cuilan
The three melee professions (warrior, dervish, and assassin) would be the DPS melee. All three of them are easy, however dervish has a tear down mechanic for enchantments and assassins are a bit limited in their builds unless they play as their secondary. Rangers and paragons also can play as assassin or dervish with their weapons and some of their skills. Would really suggest getting the other expansions.
Coast
warrior with an axe and shield is pretty easy
Elios
I appreciate the continued responses! Perhaps I should look into playing the Mesmer more. I just struggled a bit with understanding the best way to approach most encounters, but I suppose a bit of research could help with that. I may give a warrior a try as well, given that they seem fairly straight-forward.
But first, another question: which class has a faster play style, ala the Thief in GW2? I think I want to try a class that can tear through enemies and feels smooth, similar to the Thief. I like that fast-paced play style, and I suppose I can get the other expansions if necessary.
But first, another question: which class has a faster play style, ala the Thief in GW2? I think I want to try a class that can tear through enemies and feels smooth, similar to the Thief. I like that fast-paced play style, and I suppose I can get the other expansions if necessary.
Highlander Of Alba
As with the posters above any will do its a pity you don't have the other campaigns though as they all have the 6 core classes but have other professions added along with the core ones. The cost of the other campaigns is so cheap now its worthwhile looking around to see if you can obtain an all in one that has them all plus eye of north combined.
But if you just have the one up close is the warrior, as its a long curve to complete without skipping (don't ) So if you really love the thief then buy the complete collection via the web then hop onto the Assassin then you have the thief from gw2 playstyle in a sense. They are all fun so get the feeling of gw1 as its totally different from gw2 . As a altholic from both gw1/2 have 13 toons at 80 in gw2 I still love GW1 more than 2 to be honest
But if you just have the one up close is the warrior, as its a long curve to complete without skipping (don't ) So if you really love the thief then buy the complete collection via the web then hop onto the Assassin then you have the thief from gw2 playstyle in a sense. They are all fun so get the feeling of gw1 as its totally different from gw2 . As a altholic from both gw1/2 have 13 toons at 80 in gw2 I still love GW1 more than 2 to be honest
Bristlebane
No easy answer to that since the game is meant to be played in teams with other players, hench or heroes. Therefore it becomes more a question of team composition rather than single classes.
However, certain professions get rather good PvE skills that would help. Ritualists can tear through relatively easy. As for Prophecies, all round would probably be Necromancer due to the many roles they can take. In the end it still comes down to your own play style. Mesmer got a steeper learning curve than others but can also outdamage most other professions if played right.
I would say the best way to tear through a place quickly is by knowing the foes you're up against and exploit their weaknesses. If for example mostle melee, AoE would be effective due to them clinging up. Mobs use lots of enchantments? Well then you can strip them and cause heavy damage same time.
However, certain professions get rather good PvE skills that would help. Ritualists can tear through relatively easy. As for Prophecies, all round would probably be Necromancer due to the many roles they can take. In the end it still comes down to your own play style. Mesmer got a steeper learning curve than others but can also outdamage most other professions if played right.
I would say the best way to tear through a place quickly is by knowing the foes you're up against and exploit their weaknesses. If for example mostle melee, AoE would be effective due to them clinging up. Mobs use lots of enchantments? Well then you can strip them and cause heavy damage same time.
infoscott
Start with Ranger. It's basic play style will be the very intuitive at first; pew pew with a bow. But the class is very subtle, and you'll have opportunities later in the game to develop in many interesting ways. This class is also the closest to what you have played in GW2 and WoW. Ranger is also one of the better runner and solo classes.
As for your secondary, I suggest taking Necromancer. You have the option of playing a "Touch Ranger" (R/N) and have some nice utility spells in the Curses and Blood lines. It will give you a chance to experiment with a caster play style at low risk.
As for your secondary, I suggest taking Necromancer. You have the option of playing a "Touch Ranger" (R/N) and have some nice utility spells in the Curses and Blood lines. It will give you a chance to experiment with a caster play style at low risk.
Elios
Ok so sounds like I may be purchasing a compilation of the addons so I can give the Assassin a look and I may give a Ranger a try as well. Thanks folks! Feel free to add more advice if anything comes to mind.
Xenomortis
Avoid the Monk, Ranger and Paragon and you'll be fine.
Honestly, I wouldn't pick the Ritualist nor Mesmer either, but they'll be fine.
Although if you're only interested in the story missions in Normal Mode then it makes little difference (although I'd still avoid the Monk).
Honestly, I wouldn't pick the Ritualist nor Mesmer either, but they'll be fine.
Although if you're only interested in the story missions in Normal Mode then it makes little difference (although I'd still avoid the Monk).
Age
Why Monks do fine any to the op which ever you are good at playing?
Schmerdro
So you asked for a class that works in melee range. That means you want a Warrior, Assassin, Dervish, Ranger, or Paragon.
You also want something easy to play, that means something with straight-forward options for defense, which leaves the Warrior, Ranger, or Paragon. Assassins and Dervishes also have great defensive options but they are vulnerable to enchantment removal.
Finally, you wanted something fast-paced, meaning a fast attack rate and skills with low recharge rate. Daggers attack every 1.33 seconds (even faster when you consider that daggers can double-strike) and have many skills with low recharge times. Axes and swords also attack every 1.33 seconds but most of their attacks skills require adrenaline (and have no recharge) so they need an adrenaline boosting skill like "For Great Justice!" (lasts for 20 out of 45 seconds), Focused Anger (only Paragons can use it), Soldier's Fury (only Paragons can use it), Infuriating Heat (inconvenient to use), and Weapon of Fury (requires Ritualist secondary, removes the possibility of being affected by other weapon spells). All other weapons have a rate of attack that is 1.5 seconds (namely scythes and spears) or slower (everything else).
The simplest build that I can recommend is a W/A with 12 Strength and 12 Dagger Mastery. You can use 4-5 attack skills (Jagged Strike, Fox Fangs, Death Blossom, Power Strike, Counter Attack) and fuel them with the elite skill Warrior's Endurance. The other skills can be for increasing your attack / movement speed or defense, and you will already have the high armor rating of a Warrior. Alternatively, you could an axe and shield, instead of daggers.
And, similarly, you could use an R/A with 12 Dagger Mastery and 12 Expertise, but you would be relying on Expertise for your energy management. With this variant, you could also use a pet (but change your attributes to 8 Expertise and 10 Beastmastery).
Also, keep in mind that all the attributes that I listed have values before their rune bonus. I didn't want to assume whether you prefer minor or superior runes, but you should probably use minor ones.
You also want something easy to play, that means something with straight-forward options for defense, which leaves the Warrior, Ranger, or Paragon. Assassins and Dervishes also have great defensive options but they are vulnerable to enchantment removal.
Finally, you wanted something fast-paced, meaning a fast attack rate and skills with low recharge rate. Daggers attack every 1.33 seconds (even faster when you consider that daggers can double-strike) and have many skills with low recharge times. Axes and swords also attack every 1.33 seconds but most of their attacks skills require adrenaline (and have no recharge) so they need an adrenaline boosting skill like "For Great Justice!" (lasts for 20 out of 45 seconds), Focused Anger (only Paragons can use it), Soldier's Fury (only Paragons can use it), Infuriating Heat (inconvenient to use), and Weapon of Fury (requires Ritualist secondary, removes the possibility of being affected by other weapon spells). All other weapons have a rate of attack that is 1.5 seconds (namely scythes and spears) or slower (everything else).
The simplest build that I can recommend is a W/A with 12 Strength and 12 Dagger Mastery. You can use 4-5 attack skills (Jagged Strike, Fox Fangs, Death Blossom, Power Strike, Counter Attack) and fuel them with the elite skill Warrior's Endurance. The other skills can be for increasing your attack / movement speed or defense, and you will already have the high armor rating of a Warrior. Alternatively, you could an axe and shield, instead of daggers.
And, similarly, you could use an R/A with 12 Dagger Mastery and 12 Expertise, but you would be relying on Expertise for your energy management. With this variant, you could also use a pet (but change your attributes to 8 Expertise and 10 Beastmastery).
Also, keep in mind that all the attributes that I listed have values before their rune bonus. I didn't want to assume whether you prefer minor or superior runes, but you should probably use minor ones.
Bristlebane
Just be prepared Factions can be a bit harsh to melee, due to all afflicted causing soul affliction when they die (basically they blow up in your face). And there's a LOT of afflicted in Factions. So if you get a bit low on health, take some steps back and heal up or you'll end up dead. Don't worry it's not that deadly, but it does take chunks of health each soul affliction.
Schmerdro
Quote:
Originally Posted by Elios

This is a quote from the wiki about changing your secondary profession:
Quote:
Role-playing characters cannot change freely between secondary professions until they have Ascended (Prophecies), become Weh no Su (Factions) or completed the quest Hunted! (Nightfall). Doing the Hunted! quest only qualifies native Elonians. Ascended Prophecies characters can take quests to unlock each secondary profession or visit the Profession Changer. Characters from other campaigns without access to Prophecies can only unlock secondary professions at a Profession Changer for a fee of 500 Gold.
Once you have become Ascended, you can also change your secondary profession in the Great Temple of Balthazar, where all secondary professions are available. And, when you finish your respective Tutorial area and go to another campaign, you can avoid the Tutorial area of the new campaign. So you can start in Prophecies and go to Kaineng Center to buy all the skills that you want, which will probably be available in that one outpost. Elios
Played some Factions this morning and got my W/A to 9 or 10, but I'm gonna go back and do some of the quests I skipped over. Been fun so far, but I can see the energy starvation being a problem until I get some better gear/the right skill setup.
Schmerdro
Yeah, until you can capture Warrior's Endurance, I would recommend you stick to axe or sword skills.
As for gear, don't bother with Radiant insignias, use Survivor or something for more armor (I would recommend armor). Maybe use 1-2 Runes of Attunement if you really want to, but save the rest for Absorption, Vigor, Strength, and Axe/Sword/Hammer if you're using them. Elios
Gotcha. I'm looking to get back to Prophecies as soon as possible to play through that storyline, but I've read that Zen Daijun can be a little harry as a lower-level character. Granted, the threads I've read about it are now 7-years-old. Is this still the case?
Schmerdro
Yeah, Zen Daijun can be a little tricky. But the henchmen have updated skill bars so, as long as you take it slow, you should be ok. I could help you if you're stuck. My ign is Schmerdro Ravissen.
Elios
Sounds good, I added you just in case.
Edit: Just beat it, they must've nerfed it because I didn't have much issue. Thanks for the offer of help! Age
I would use word these being Factions and get Quivering Blade and use Sentinal insignia.
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