May 17, 2015, 07:42 PM // 19:42
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#1
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Pre-Searing Cadet
Join Date: May 2015
Guild: Tribal Dragon
Profession: E/R
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Dark knight or Paladin?
Hi guys
I started a new character "warrior" and for second class I'm wondering what to take! I want either a Dark Knight/Blood Knight W/N or a Paladin W/M! Which one does seem the better choice?
Also does you MP increase if you take one of these classes so you can cast more?
Thanks in advance
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May 17, 2015, 10:05 PM // 22:05
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#2
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Krytan Explorer
Join Date: Apr 2006
Location: Canada
Profession: N/
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To answer your second question: No. The only benefit that you can get from your secondary profession is the option to invest in new attributes and use new skills. Nothing else.
A W/N can work if you plan on using Plague Touch or Plague Sending to transfer conditions from yourself to your enemies. Or you can use Enfeebling Blood or Weaken Armor to apply Weakness or Cracked Armor on your foes.
And a W/Mo can be a decent option if you plan on casting Vigorous Spirit on yourself or if you want to have a Resurrection skill.
I generally go W/A and use daggers and this has served me fine when I got my Legendary Guardian and Legendary Master of the North.
Last edited by Schmerdro; May 17, 2015 at 10:11 PM // 22:11..
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May 17, 2015, 10:46 PM // 22:46
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#3
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Administrator
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Quote:
Originally Posted by Warriors in PvE - The how-to guide
Secondary Professions
While the Warrior is quite possibly the most self-sufficient profession in the game, there are still holes in the skillset that can be filled by a secondary profession. Nowadays with PvE skills these holes are much much smaller, but there are still plenty of things you could do with your secondary. There are two main rules for how you use your secondary profession.
1) Your primary is primary and your secondary is secondary. Primary is the most important and secondary supports that. In other words, just remember that no matter what your secondary profession is, you are still a Warrior, and your job is still to rip stuff apart in melee. You are not, and never will be, a Monk, so don't try to be a party support character. You are not, and will never be, an Elementalist, so don't try throwing Fireballs around. Sounds basic, but many Warriors fail to uphold that.
2) Everything your primary can do, you can do better with your primary than your secondary. Use your secondary to pick up skills that assist in fulfilling the purpose of your existing build. For example, don't take Elementalist secondary and expect to do more damage with fire nukes than your melee attacks. Instead, look at specific skills rather than the profession as a whole and see what could be of use to you. Using Conjure Flame to boost the damage of your attacks is a good example of this.
These rules aren't set, and feel free to break them occasionally, but don't expect to be at your best. Remember some builds completely defy these two rules (though this is by design rather than by accident), so if you think you have an interesting concept, try it!
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http://www.guildwarsguru.com/forum/w...t10326347.html
Point is, don't overemphasize the significance of the secondary profession. You don't pick two professions; you pick a primary and a secondary. You're not going to get a vastly different character depending on which one your choose. You end up eventually not really needing one. If you want to run concept bars like that you're better off using a midline profession like an Elementalist, Ritualist or Necromancer. This is of course assuming you're aiming to be reasonably effective; if not by all means run whatever skills you want to fulfil your character concept. It's your game after all, and you're meant to be enjoying it.
Quote:
Originally Posted by Warriors in PvE - The how-to guide
Monk
* Never ever run Monk heals.
* If, and only if, you are playing in Prophecies and are stuck with a full hench team (no heroes either) should you take anti-hex or anti-condition spells. Through a lot of the campaign the henchmen will have neither of these, so in areas where there are troublesome hexes and/or conditions you'll need to take care of it yourself.
* Never ever run Monk heals.
* If you don't have heroes to take this for you, Strength of Honor (9-10 Smiting Prayers) is a decent option. Compared to the Conjure spells, it deals a little more damage, doesn't require you to be dealing a certain type of elemental damage, can be more energy intensive and is in an attribute which offers more (namely Smite Hex if you need it).
Necromancer
* Plague Touch is ok if you're stuck in an area of Prophecies where the henchmen don't have condition removal. Even then it only justifies a slot if there are a lot of troublesome conditions being thrown at you.
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While I stand by this advice, if you don't have heroes the scope for recommended skills is a bit broader than it would be. Using Schmerdro's example, Enfeebling Blood is something that really really ought to go on a midliner, though it's useful enough to warrant a spot on your bar if you need/want it, and it's not costly in terms of casting time, energy or attribute points. These three things are what you should keep in mind when you're selecting secondary skills - to answer your second question, you won't get more energy, or more importantly energy regeneration, by picking a caster profession as a secondary so be careful you don't compromise your effectiveness as a Warrior by trying to be something you're not.
Also, once you complete a certain part of the campaign you'll be able to switch your secondary around whenever you're in an outpost so you don't need to worry about making a wrong choice or anything like that.
__________________
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May 18, 2015, 04:23 AM // 04:23
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#4
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Quote:
Originally Posted by KillMyGameBoy
I started a new character "warrior" and for second class I'm wondering what to take! I want either a Dark Knight/Blood Knight W/N or a Paladin W/M! Which one does seem the better choice?
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Neither concept is optimal for a warrior but I'd suggest trying out Demonic Flesh (Necromancer) paired with lots of nice spammable attacks (avoid auto-attacking too much since Demonic Flesh only triggers on skills, not auto-attacks).
Maybe something like Warrior's Endurance axe build, or perhaps Dragon Slash. Or Earth Shaker + Renewing Smash warrior which puts out a rather nice burst of attack skills rapidly, with the added advantage of keeping all the enemies pinned in place while you do it.
Cast Demonic Flesh before you go into battle, position yourself as much in the middle of the enemies as you can and fire off the attack skills. Demonic Flesh will trigger every time you use an attack skill and damage all adjacent enemies.
That's probably the most effectively you'll be able to leverage the W/N concept.
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