Apr 26, 2013, 05:13 PM // 17:13
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#2
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Krytan Explorer
Join Date: Apr 2006
Location: Canada
Profession: N/
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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.
Last edited by Schmerdro; Apr 26, 2013 at 05:15 PM // 17:15..
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Apr 26, 2013, 05:58 PM // 17:58
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#3
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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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.
Last edited by Bristlebane; Apr 26, 2013 at 06:02 PM // 18:02..
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Apr 26, 2013, 10:38 PM // 22:38
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#4
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Desert Nomad
Join Date: Dec 2005
Location: Houston, TX
Guild: The Academy [PhD]
Profession: E/A
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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.
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Apr 27, 2013, 03:32 AM // 03:32
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#5
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Ascalonian Squire
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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.
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Apr 27, 2013, 05:26 AM // 05:26
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#6
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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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.
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Apr 28, 2013, 06:41 AM // 06:41
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#7
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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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.
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Apr 28, 2013, 10:46 AM // 10:46
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#8
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Furnace Stoker
Join Date: Jul 2006
Location: Belgium
Guild: Whats Going On [sup]
Profession: Mo/
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warrior with an axe and shield is pretty easy
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Apr 28, 2013, 10:52 AM // 10:52
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#9
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Ascalonian Squire
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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.
Last edited by Elios; Apr 28, 2013 at 11:04 AM // 11:04..
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Apr 28, 2013, 12:22 PM // 12:22
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#10
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Wilds Pathfinder
Join Date: Jan 2007
Guild: Real Rogue Clan
Profession: Rt/Mo
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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
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Apr 28, 2013, 12:28 PM // 12:28
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#11
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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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.
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Apr 28, 2013, 05:21 PM // 17:21
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#12
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Desert Nomad
Join Date: Dec 2005
Location: Houston, TX
Guild: The Academy [PhD]
Profession: E/A
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Quote:
Originally Posted by 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.
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Assassin is looking right at you. Instantly shadowstep to foes, kill them in a second, go on to other foes. Bam bam bam bam bam. Everything is dead, you look cool with flashy daggers.
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Apr 28, 2013, 07:16 PM // 19:16
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#13
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Academy Page
Join Date: Apr 2009
Location: Pittsburgh, PA, USA
Guild: Band of Merry Misfits [Band]
Profession: N/
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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.
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Apr 28, 2013, 09:57 PM // 21:57
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#14
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Ascalonian Squire
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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.
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Apr 28, 2013, 10:13 PM // 22:13
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#15
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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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).
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Apr 29, 2013, 07:28 AM // 07:28
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#16
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Why Monks do fine any to the op which ever you are good at playing?
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Apr 29, 2013, 02:56 PM // 14:56
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#17
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Krytan Explorer
Join Date: Apr 2006
Location: Canada
Profession: N/
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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.
Last edited by Schmerdro; Apr 30, 2013 at 07:24 AM // 07:24..
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Apr 30, 2013, 09:54 AM // 09:54
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#18
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Ascalonian Squire
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Quote:
Originally Posted by 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.
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This looks great. I purchased the GW Trilogy this morning so I'm gonna give it a go. I assume for this I'd create the Warrior in Factions and getting the Assassin portion before heading off to Ascalon (after I get off the newbie island, of course)?
Last edited by Elios; Apr 30, 2013 at 10:31 AM // 10:31..
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Apr 30, 2013, 12:31 PM // 12:31
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#19
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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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.
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Apr 30, 2013, 01:55 PM // 13:55
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#20
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Krytan Explorer
Join Date: Apr 2006
Location: Canada
Profession: N/
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Quote:
Originally Posted by Elios
I assume for this I'd create the Warrior in Factions and getting the Assassin portion before heading off to Ascalon
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No, you can start your Warrior in any campaign you want. I suggest you go by appearances but, if you don't care about that, then keep in mind that Prophecies has the largest Tutorial area, Factions has the shortest (and allows you to level up the fastest), and Nightfall is in between in terms of length.
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.
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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.
Last edited by Schmerdro; Apr 30, 2013 at 02:54 PM // 14:54..
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