Jan 12, 2009, 02:18 AM // 02:18 | #1 |
Pre-Searing Cadet
Join Date: Jan 2009
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before starting..
so my order of guild wars is coming soon and i'd like to ask.. what is the most mobile class? something that requires lots of moving around and CC's.
i used to play WoW as a frost mage and it required lots of running around and CC's not to get hit. i'd just like to know . |
Jan 12, 2009, 02:41 AM // 02:41 | #2 |
Walking Wiki
Join Date: Nov 2006
Location: Isle of Medication
Guild: Visitors from Aranna [VFA]
Profession: Me/E
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The most mobile profession is probably the Assassin. They have several abilities that let them make short shadowsteps (similar to teleports) around the field, and they have a few snares to assist with CC (or to stop your victim from running away while you carve them up). Though the Assassin isn't the most newbie-friendly profession to work with, so you may be better served choosing a more straightforward profession for your first character.
If kiting and CC is your thing, give the Elementalist a try. Their water magic repertoire has a few handy AoE snares to play around with. The Ranger is another straightforward option - plenty of CCs in the form of both bow/pet attacks for targeted CC or traps for AoE CC. |
Jan 12, 2009, 03:15 AM // 03:15 | #3 |
Forge Runner
Join Date: Apr 2008
Location: Canada
Profession: E/
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What does CC stand for?
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Jan 12, 2009, 04:39 AM // 04:39 | #4 |
Furnace Stoker
Join Date: May 2006
Profession: R/
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Combat control? Something to do with crippling/snaring it sounds like.
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Jan 12, 2009, 04:45 AM // 04:45 | #5 |
Krytan Explorer
Join Date: Jun 2008
Guild: The Cape Is A Lie[Trim]
Profession: W/E
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Sin or warrior would be the best but I would prefers monk so u can farm and make money
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Jan 12, 2009, 04:50 AM // 04:50 | #6 |
Site Contributor
Join Date: Dec 2006
Location: Martinsburg, WV
Guild: Scions of Carver [SCAR]/Trinity Of The Ascended [ToA]
Profession: W/
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Jan 12, 2009, 05:00 AM // 05:00 | #7 |
Krytan Explorer
Join Date: Jul 2008
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Guildwars is not WoW. Try a few professions out before you make a big definite decision.
I would say the Necromancer is the most versatile class in guildwars, so I would give them a try. But I'm pretty biased to my PvE necro, which I love =P |
Jan 12, 2009, 05:04 AM // 05:04 | #8 |
Lion's Arch Merchant
Join Date: Jul 2007
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Yes crowd control and unless you play a ranger and run around and cripple theres no need for it, tank goes in ahead of everyone else GG :S water ele is a lot like a frost mage I guess so ranger or ele ^^
Btw sins aren't how you make them out to be :P the teles are usually offensive and draw all aggro onto you being squishier than the tank and all. Plus 123456 is how a lot of people I know learned to play the game ^^ But yea +1 for Ele |
Jan 12, 2009, 05:26 AM // 05:26 | #9 |
Forge Runner
Join Date: Apr 2008
Location: Canada
Profession: E/
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another +1 for ele, they're very versatile imo.
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Jan 12, 2009, 06:36 AM // 06:36 | #10 |
Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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Which GW game are you buying or are you getting them all ?.
You get the 6 basic classes whichever game you buy but to start an assassin or Ritualist you need Factions and for the Paragon and Dervish classes you need nightfall. Assassin is indeed the mobile class as its a hit and run melee class. The lighter Armoured spellcasters, Necro Elementalist Monk and Mesmer you pretty much have to keep moving to avoid area effect skills dodge arrows and avoid melee. You get 4 character slots with the first game and 2 more with each additional game so you can experiment easily. If one doesn't work out put all their gear and cash into storage, delete the character and start another. Remember you can eventually change your secondary class only the prime class is permanent. Have fun |
Jan 12, 2009, 01:00 PM // 13:00 | #11 | |
Academy Page
Join Date: Sep 2006
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Quote:
Also, you will never be outside a party (aside from special solo-farming builds). If you can't play with friends, you can get party up with computer-controlled NPCs. Either way, you won't depend on snaring an entire group of monsters to survive - although proper snaring certainly helps (to counter a poster above, in GW it actually works a lot better than tanking). |
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