> Forest of True Sight > Questions & Answers Reload this Page I am about to buy the game, I have just a few questions
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Old Jan 23, 2006, 11:03 AM // 11:03   #21
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Quote:
Originally Posted by NatalieD
I'd guess he means for trapping... while setting a trap you can be interrupted by any attack, but mesmers have skills to prevent interruption, so you can run right up to enemies and set traps on them mid-fight.
Thanks for the insight,

I have almost no experience in playing Guild Wars, but from the info on the site and the form given so far, I don???t understand why an R/Me would be considered as better then an R/Mo at later levels.

Ranger/Monk: You get some of the healing abilities that would mean quite a lot during a long battle, beside this, you could even switch your role in playing a healer for your team/friends. Additionally, the healing/buff could possibly apply to your animal (if you decide to have one), making quite a disrupting application in battle.

Ranger/Me: Get yourself prevented from being disrupt during trap setting.

I don???t see the advantage of the R/Me overcome the R/Mo at the moment, perhaps there are more than this?
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Old Jan 23, 2006, 11:13 AM // 11:13   #22
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Quote:
Originally Posted by romeo_longsword
Thanks for the insight,

I have almost no experience in playing Guild Wars, but from the info on the site and the form given so far, I don???t understand why an R/Me would be considered as better then an R/Mo at later levels.

Ranger/Monk: You get some of the healing abilities that would mean quite a lot during a long battle, beside this, you could even switch your role in playing a healer for your team/friends. Additionally, the healing/buff could possibly apply to your animal (if you decide to have one), making quite a disrupting application in battle.

Ranger/Me: Get yourself prevented from being disrupt during trap setting.

I don???t see the advantage of the R/Me overcome the R/Mo at the moment, perhaps there are more than this?

Ranger/Monk dosent have the energy to play monk for his team, and I tihnk you'll find the ranger has a fine self healing skill called troll ungent, and in PvE you'll rely on this heavly. In PvP, your monks will be healing.

Go R/Me, in the early levels conjure Phantasm (mesmer skill) can really help you stack on the damage over time on your enemys.

Most rangers, are a self suffiecent class, I think you'll benefit from starting as a R/Me. Once you reach a certin part in the game, it lets you change your seconday class as much as you'd like.
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Old Jan 23, 2006, 11:21 AM // 11:21   #23
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Quote:
Originally Posted by Order Of Thy Sword
Once you reach a certin part in the game, it lets you change your seconday class as much as you'd like.
Thanks a lot for your advice.

From what you say, there is an option that allow you to change your second class with no limit?
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Old Jan 23, 2006, 12:45 PM // 12:45   #24
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From what you say, there is an option that allow you to change your second class with no limit?
yes u can much later, but u need to find it yourself we cant spoil it by telling you everything.
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Old Jan 23, 2006, 01:43 PM // 13:43   #25
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Your secondary profession does not define your character significantly in PvE play beyond some specialised builds. If you choose to play as a R/Mo, it will be no different from playing a R/Me for the greater part of the game. You will not suffer for choosing one secondary over another. There is no combination that is inherently better than all others.

This is especially true for rangers, a class that can do a little bit of everything. Most rangers wont even use their secondary for PvE except in the case of monks where it will probably be used for resurrection spells.

My advice is to make a quick PvP character after you create your PvE ranger and talk to a Priest of Balthazar. Take a good look at the available skills for every profession and find the ones that you feel will complement your playstyle. People tend to misunderstand the dual profession mechanic, it becomes clearer once you actually play the game.

Quote:
Originally Posted by romeo_longsword
Ranger/Monk: You get some of the healing abilities that would mean quite a lot during a long battle, beside this, you could even switch your role in playing a healer for your team/friends. Additionally, the healing/buff could possibly apply to your animal (if you decide to have one), making quite a disrupting application in battle.
Once again, you'll probably understand this better once you play the game. A R/Mo would make a poor healer because of two reasons: Limited energy and energy regeneration compared to a primary monk and no benefit from the Divine Favor attribute (the monk primary attribute). Your party would benefit a lot more if you did your job as a ranger. It could benefit your animal companion though, you raise a valid point there.
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Old Jan 23, 2006, 02:41 PM // 14:41   #26
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All seconaries have applications, and all are worth trying. Fortunately, you can even cahnge your secondary as many times as you like, later in the game. My (main) Ranger started Ranger/Monk, but has since unlocked most of Warrior and selected skills from Mesmer, Necromancer and Elementalist. Is any one the "best"? No, but each has ways to play that are effective, and there is nothing stopping you from picking up a few skills from another class later - Elemental damage boosts from /Elementalist, condition abusing skills or vampiric attacks from the /Necromancer, stances boosting your defense against element types or ways to shut down enemy skills as a /Mesmer, running and survival skills or (for the fun of it) go toe to toe with a hammer as a /Warrior, and obviously enough, as a /Monk you can set up for some minor heals/protections to help out, some smiting to boost damage or simply to have ressurection abilities.

One thing nobody has mentioned yet is that rangers suffer somewhat in the early game, being quite underpowered until later. Rangers are in the unenviable position of needing to invest fairly heavily in their primary attribute to get any efficiency, so while they can become very effective later, they go through an awkward phase in which they just can't keep their energy up on the attack.
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