Feb 15, 2006, 07:58 PM // 19:58
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#1
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Frost Gate Guardian
Join Date: Aug 2005
Location: tn, usa
Profession: E/Mo
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If you started new...
I finally talked my brother into playing the game. We both work so his time spent will be limited. I told him most of my time wasted was deleting characters I made and remaking them. Also wasted time getting into groups.
So my question is, if you were to start over and were mainly focused on pve what 3 build would you pick for streamlining the process?
imo
mo/me
w/e
n/r...?
I don't know I've seen a MM that used n/r but I don't know if it works well. Must cover all 6 professions.
Whats your thoughts?
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Feb 15, 2006, 08:02 PM // 20:02
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#2
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Ascalonian Squire
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I think there was already a thread about this that was far more complex and informative or maybe that was gwonline? Anyway...
R/W
N/Me
E/Mo
MM as a N/Me works best using Echo(Elite)
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Feb 15, 2006, 08:03 PM // 20:03
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#3
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Grotto Attendant
Join Date: Mar 2005
Location: A little chalet outside Drok's
Guild: Natural Born Killaz
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I wouldn't use a W/E - Warrior's energy is to low to make secondary of much use. A W/R would probably be a better combo.
I'd try a W/R, E/Mo (or Mo/E), and a Me/N (or N/Me)
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Feb 15, 2006, 08:18 PM // 20:18
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#4
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Forge Runner
Join Date: May 2005
Location: Alaska
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Well for me I would probably use what I have right now for the most part anyway...
Me/E (my only character to beat the game so far)
W/Mo (my second furthest character)
R/Me
N/Mo
If I had another character spot I would like to make a E/Me starting from the beginning... get all the skills that way and Elementalists have so much energy its awsome for Mesmer only you don't get any fast casting.
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Feb 15, 2006, 08:19 PM // 20:19
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#5
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Frost Gate Guardian
Join Date: Aug 2005
Location: tn, usa
Profession: E/Mo
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[QUOTE=gabeybaby]I think there was already a thread about this that was far more complex and informative or maybe that was gwonline? Anyway...[QUOTE=gabeybaby]
Sorry if this is a repeat and a waste of your time. I am sick of "there was already a thread about this" on every post. The majority of every topic discussed has probably been talked about in previous post.
The fact is skills change, builds change, uw/tombs change. What groups are looking for and what works change often and I just thought I would get some opinion.
(btw I've been reading gw guru over 6 months and started less than 10 threads, I search a lot but currently its disabled)
Last edited by Toll Booth Willie; Feb 15, 2006 at 08:23 PM // 20:23..
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Feb 15, 2006, 08:20 PM // 20:20
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#6
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Forge Runner
Join Date: May 2005
Location: Alaska
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Well for me I would probably use what I have right now for the most part anyway...
Me/E (my only character to beat the game so far)
W/Mo (my second furthest character)
R/Me
N/Mo
If I had another character spot I would like to make a E/Me starting from the beginning... get all the skills that way and Elementalists have so much energy its awsome for Mesmer only you don't get any fast casting.
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Feb 15, 2006, 08:42 PM // 20:42
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#7
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Academy Page
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Do a search, you will probably get much better answers.
For a quick answer:
Since your brother's play time is limited, I would suggest a monk. Monks rarely ever need to wait for a group to form. He can get into the action right away, Mo/Me & Mo/N or both great choices for monk.
If you are going warrior, Wa/Mo is the better choice. Wa/Mo can farm easily & be runners.
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Feb 15, 2006, 11:39 PM // 23:39
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#8
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Krytan Explorer
Join Date: May 2005
Location: Netherlands
Guild: Searching
Profession: Mo/N
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Me/x
Mo/N
R/Me
N/Me
Im kinda sick of warriors.
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Feb 15, 2006, 11:42 PM // 23:42
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#9
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Forge Runner
Join Date: Oct 2005
Profession: W/
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MM is n/mo for heal area.... not m/me..... thats for ss
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Feb 15, 2006, 11:59 PM // 23:59
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#10
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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To me, I would say that your three characters should encompass all six classes to let you experience the best of all worlds.
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Feb 16, 2006, 01:00 AM // 01:00
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#11
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Forge Runner
Join Date: May 2005
Location: Alaska
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oops looks like I double posted... weird.
Keep in mind that chapter 2 is coming out soon and you might want to play one of those classes. I know I do.
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Feb 16, 2006, 02:17 AM // 02:17
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#12
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Lion's Arch Merchant
Join Date: Jan 2006
Location: UK
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Quote:
Originally Posted by {IceFire}
MM is n/mo for heal area.... not m/me..... thats for ss
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MM needs no secondary. Period.
Anyone who needs to use Heal Area should be taught that you can keep all fiends/minions alive with necro only skills
Sometimes i go N/R for serpents quickness.
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Feb 16, 2006, 02:42 AM // 02:42
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#13
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Furnace Stoker
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Quote:
Originally Posted by Veneficus
MM needs no secondary. Period.
Anyone who needs to use Heal Area should be taught that you can keep all fiends/minions alive with necro only skills
Sometimes i go N/R for serpents quickness.
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Not true, while doing Thirsty River runs I've been interrupted while using Blood of Master and Vereta's Sacrifice, the answer was simple a third heal and it works quite well. (No, stances aren't the answer)
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Feb 16, 2006, 03:03 AM // 03:03
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#14
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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E/Mo,W/R, N/Me
E/Mo,W/N, R/Me
Mo/N,E/Me,W/R
Mo/E, W/N, R/Me
N/Mo, E/Me, W/R
Are the easiest ways to get all 6
Just pick primaries and mix and match the secondaries. Be advised warrior and ranger are not really good secondaries. W/R beastmastery is okay though.
Last edited by LifeInfusion; Feb 16, 2006 at 03:06 AM // 03:06..
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Feb 16, 2006, 04:11 AM // 04:11
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#15
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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If I had to start from scratch again I would not play this game. Finding groups is too difficult in places that henches are not viable. Gold is insanely hard to get when you are new. Doesn't get any easier when you get higher. Drops suck which forces you to use greens or collectors. More and more Guilds are going inactive.
Waiting a year for chapter 2 has taken its toll on this game. Glad that there will be a 6 month gap from now on. That should keep the game fresh.
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Feb 16, 2006, 04:25 AM // 04:25
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#16
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Jungle Guide
Join Date: Jul 2005
Location: Australia
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Your choices would depend on if you enjoy meele fighting or spell casting
Mo/me (monks can and will always find groups, and the /me is for energy management)
Most professions don't really have nice skills till 1/2 to 2/3 of the way through the game.. so sometimes, persisting with something works, although, you'll notice quite early on (either pre-searing or just after) if you really hate a certain class or not.
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