May 28, 2009, 05:40 PM // 17:40
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#41
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Frost Gate Guardian
Join Date: Mar 2009
Profession: Me/
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So it seems to me that it goes something like this:
1) Assassin, Mesmer, and Necromancer
2) Healer and Protter
3) Elementalist, Permasin, and Necromancer
4) Paragon, Ranger, and Elementalist
5) And everyone's opinion.
So, if I look at all of this, I may have missed some data, it seems that being an Elementalist allows the most flexibility while still being useful. It also seems to me that the Warrior and Dervish professions are left out, except from personal opinions.
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May 28, 2009, 07:28 PM // 19:28
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#42
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Krytan Explorer
Join Date: Oct 2007
Guild: IGN Eat Scythes
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Quote:
Originally Posted by Jeydra
Elementalists are pretty versatile imo, you can slip into so many different shoes (although not excel in all of them of course):
1. Damage - Fire Magic (in NM and some selected HM areas), Air + PvE skills (in HM)
2. Support - Earth Magic (Churning Earth / Eruption) or Air Magic (Blinding Surge)
3. Healing - ER protting
4. Mallyx'ing - Ether Prism Restoration
5. Physical - Elemental attributes give you a Conjure + some defensive skills like Armor of Earth / Armor of Mist; the real problem is you can't trigger Barbs and MoP anymore
Energy Storage as a primary attribute is almost always useful, so Elementalists are similarly very versatile ... although they of course can't do most of what's written above better than every other class.
Rather off-topic though.
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1. Done better by Sins, Wars, Necros, Dervs, Mesmers, etc.
2. Done much better by Necros (enfeebling blood, etc.), Paras, Monks (smiting), and any physical that can run SY!
3. True, but good monks can still prot and heal just as effectively.
4. Seems like you're running out of ideas...
5. Are you actually implying that you might use an ele for physical damage? I've lost all hope in this thread.
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May 28, 2009, 11:58 PM // 23:58
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#43
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Forge Runner
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Quote:
Originally Posted by Jeydra
Elementalists are pretty versatile imo, you can slip into so many different shoes (although not excel in all of them of course):
1. Damage - Fire Magic (in NM and some selected HM areas), Air + PvE skills (in HM)
2. Support - Earth Magic (Churning Earth / Eruption) or Air Magic (Blinding Surge)
3. Healing - ER protting
4. Mallyx'ing - Ether Prism Restoration
5. Physical - Elemental attributes give you a Conjure + some defensive skills like Armor of Earth / Armor of Mist; the real problem is you can't trigger Barbs and MoP anymore
Energy Storage as a primary attribute is almost always useful, so Elementalists are similarly very versatile ... although they of course can't do most of what's written above better than every other class.
Rather off-topic though.
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I'm saying they're versatile, not that they can do everything better than everyone else.
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May 31, 2009, 12:56 AM // 00:56
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#44
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Wilds Pathfinder
Join Date: Aug 2006
Location: Long Island, NY
Guild: Elite Knights [SWAT]
Profession: W/
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If youre new to guild wars i would make a ranger...they come with decent armor (70al+elemental defense) and good defense skills (lots of blocking and running). They are very fun to play and you can vary your style alot. They do put out high damage, but they work best in a team. Good for spreading conditions and weakening enemies. They are not the best for farming, but there are plenty of ways to make very good money with them....my favorite class is warrior, but thats probably just because it was my first character.
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