Aug 17, 2011, 06:03 AM // 06:03
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#1
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Ascalonian Squire
Join Date: Mar 2011
Location: Old Ascalon
Guild: The Raven Revival
Profession: Me/N
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Secondary Class
Hello everypony. So, I've been playing Guild Wars for a couple weeks now. I started off playing an Elementalist/Ranger for a while, then I decided to reroll a Mesmer. Now, I'm stuck on what to pick for my secondary class. I was originally going to go Me/E, but then I started considering going Me/N, because Necromancer seemed to have some good spells and the ability to summon minions could be very helpful when playing solo.
So, I ask y'all for advice. Should I go Me/E or Me/N? Or should I go Me/(Something Else)? Please note as of right now I only have Prophecies (the first one), though I do plan to get the expansions at some point in the future. I looked at the Basic Guide to Playing Mesmer, but it was last updated 3 years ago, and I hear there have been a lot of changes since.
Last edited by Hawkflight; Aug 17, 2011 at 07:04 AM // 07:04..
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Aug 17, 2011, 06:53 AM // 06:53
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#2
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Forge Runner
Join Date: Jan 2009
Location: Wrocław, Poland
Guild: Midnight Mayhem
Profession: Me/
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Keep in mind you can later change your secondary profession. After becoming Weh No Su in Factions and doing some quests or spending 300g. So do not take this decision that seriously.
I went /N with my Prophecies mesmer a few years ago. Not having too many useful skills, especially long before mesmer buffs, i rolled a combination of mesmer hexes and minions - it proved really useful throughout 2008's Prophecies.
But it doesn't really matter, mesmers got loads of powerful skills now, so mesmer-only skillbars are viable, and you can change your secondary later on.
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Aug 17, 2011, 07:02 AM // 07:02
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#3
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Ascalonian Squire
Join Date: Mar 2011
Location: Old Ascalon
Guild: The Raven Revival
Profession: Me/N
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Oh, I just realized something. I said I only have Factions, I meant I only have Prophecies. My bad. Just for the record.
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Aug 17, 2011, 08:42 AM // 08:42
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#4
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Administrator
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No matter, you can obtain the ability to change your secondary profession at some point in any campaign. I'm not a Mesmer expert, but I do know that due to the abilities of their primary profession they don't really need anything from their secondary. As such, I'd honestly just go with whatever you feel like messing around with until you get to the more serious stuff.
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Aug 17, 2011, 09:35 AM // 09:35
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#5
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Wilds Pathfinder
Join Date: Nov 2009
Profession: E/
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Like said before, mesmer skills are nice and balanced, you don't really need skills from a second professions so a few possibility's:
1: me/mo so you can bring an hard ressurection skill
2: me/r so you can bring a pet (keep in mind that when your pet dies, your skills are locked for a few seconds)
3: me/n for some additional hexes/conditions
4: me/ele for better energymanagement
personally I would go for number one. Take 7 mesmerskills and add a resurectskill like rebirth (through skillquest in the jungle), and before you get that far resurrect (skill quest in old ascalon).
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Aug 17, 2011, 10:02 AM // 10:02
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#6
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Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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Monk is the usual safe secondary Its never a bad choice and it does very well until you know far more about the game.
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Aug 17, 2011, 11:18 AM // 11:18
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#7
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Forge Runner
Join Date: Jan 2009
Location: Wrocław, Poland
Guild: Midnight Mayhem
Profession: Me/
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Me/R for pet might only be viable if going for LDoA, imho. Pets, with no Beast Mastery or skillbar that includes them, cause more trouble than help.
Me/E for better e-management? Aside from Soul Reaping and Spirit Siphon, mesmers have the best e-management in game, active-skill-wise. Besides, he won't be able to put points to Energy Storage and GoLE itself ain't useful to mesmers.
As for Me/Mo res skill, i used Resurrection Chant back when i was a rookie - high health res, and 6s cast time is cut down by Fast Casting.
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Aug 17, 2011, 04:34 PM // 16:34
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#8
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Ascalonian Squire
Join Date: Mar 2011
Location: Old Ascalon
Guild: The Raven Revival
Profession: Me/N
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Well, Me/Mo for rez skills is pointless for me, as I generally play solo. Me/R could be okay, but the two styles are so different I'm not sure how I could make them work together. And Me/W is just no.
The way I see it, if I go Me/E then I get energy management and the ability to 'kill it with fire' or spread Air Magic conditions with Epidemic. If I go Me/N I get some vampirism abilities (for both energy and health), Spiteful Spirit, some nifty hexes, and the ability to summon undead minions which can be handy. Thought on this?
Last edited by Hawkflight; Aug 17, 2011 at 05:23 PM // 17:23..
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Aug 17, 2011, 06:29 PM // 18:29
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#9
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Krytan Explorer
Join Date: Jul 2010
Profession: E/
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You won't be playing solo throughout the game - if you're meaning that you don't take henchmen. You'll start using them at some point, you won't be able to complete the game otherwise. Once you start using them, it's unlikely you'll stop at that point in the game. Rez's will be important.
That being said, there's a lot of options, but I rarely use anything but mesmer skills on a mesmer - the only exception being a rez.
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Aug 17, 2011, 06:29 PM // 18:29
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#10
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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Don't take any of the stuff mentioned in this thread as the good options when you get characters much more developed.
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