I have no idea which profession to choose for my character. Which one is most in demand? I was leaning towards Necromancer or Dervish, but something tells me Monk or Warriors are more needed.
P.S. I AM INDEED A NOOB.
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...I prolly won't be able to PUG for the Underworld though :P|
...That being said, it seems like the most "elite" people choose a primary class that has an inherent energy management attribute (e.g. Necromancer's soul reaping, Elementalist's energy storage, Ranger's expertise, etc) and then just choose a useful class like Monk or Ritualist as their secondary.
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Not really. There are gimmicks out there that make use of this tactic, but they're the exception and not the rule. If you choose to play mainly as your secondary profession, you miss out on being able to use profession-specific runes -- you'll only be as powerful as 12 points in a given attribute will provide you. A player who is playing as their primary profession can use runes to get up to 16 natural points in an attribute. You also miss the ability to effectively use skills in the primary attribute of your secondary profession (N/Mo playing as a monk will not really be able to use any Divine Favor skills because their Divine Favor will be 0).
Can it be done? Yes. (The beauty of Guild wars is that a lot of things can be done.) But it's not generally the optimal way to play. You'd have a lot of energy, sure, but your skills would be mediocre. |

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When I went to Temple of the Ages to possibly look for an Underworld group for the Halloween quest, I saw that the only people looking for PUGs wanted an E/mo (for the energy storage and protection skills spam I guess).
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Assassins: I would not recommending creating one at this point. While this is the profession of choice for Speed Clears, it's also has a bit of elitism ("show stones") and non-SF sins are a mixed bag.
Dervishes: Currently the melee of choice. While possessing lighter armor than a warrior (but more than casters) they have the most offense in the game right now and have a lot of flexibility in that they have 4 pips of energy regeneration. Dervishes can be rolled into any role and be at least minimally effective. Elementalists: They have some niche roles, but the only real reason to create one is to be ready for an expected buff that should happen within the next 2-6 months. The fire nuking concept is crippled in Hard Mode and their ability to pump out damage is inferior. They are usually welcomed in most PuGs, providing you are flexible. Mesmers: I have mixed feelings about mesmers. A good player as a mesmer is a godsend, but few people have the patience and personality to use this profession to it's max potential. If you are willing to take some criticism as you get used to playing this profession correctly, you will have an enjoyable experience. Not the first choice for end-game content with the exception of DoA. Necromancers: If you want to PuG and play with other people, this is the caster profession of choice. Necromancers have several different playstyles and are extremely effective in all of them. I'm not currently aware of any GW activities where necros are not a welcome addition to the team. The one downside is that it will be boring playing by yourself. Paragon: Extremely hampered by only having one recognized meta build. Fortunately the one build is a good one and you will be welcomed into almost any PuG (not FoW and UW speed clears though). The "imbagon" build works well when playing solo, providing a lot of survivability and is kind when you make mistakes. However this build is very gimped in 4 man and 6 man missions (not likely to find a good PuG) and you can't farm anything with it. Ranger: There's nothing wrong with rangers, and there's nothing great. With medium armor and only 3 pips of energy, the only interesting mechanics are their great dodging stances. Originally created to spread multiple conditions, many skill additions later in the game made this role weaker as the campaigns progressed. I do recommend the ranger as a good first profession to explore the GW campaigns. Do note that they have been slated for some reworking and possible buffs in the near future. Ritualist: Currently the best all around build in GW for all purposes. They are the best solo farmers, and are welcome in all kinds of teams. The only downside is that there are so many of them, you won't be in high demand for PuGs. I do recommend that if you play one that you make it a priority to run more than just the popular SoS build, that you be able to run resto, SoGM communing, and ST protection builds. This will allow you to play with multiple rits. Warrior: This profession is unfortunately passed it's glory days. Warriors have dominated the meta for a long time, and are being supassed as damage dealers (sins and dervs) and as tanks (Shadowform sins). While no means an uneffective class, it tends to attract a fanbase of players for whom tactics and strategy are an afterthought. Many PuGs view warriors with suspicion of stupidity until proven otherwise. That being said, some of the best players I've seen in GW use warriors and when used correctly can be a very dynamic profession. They can tank pretty well and can deal pretty good damage. Like the ranger, an excellent choice for first timers. Others will disagree and agree with all of this, but it's pretty comprehensive from someone who has played every profession at least a little bit in PvE and PvP. |
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What it all comes down to: pick whichever profession interests you most. You will probably spend a lot of time playing alone with heroes, so don't compromise your own fun for that of other players.
Don't worry about getting groups for daily Zaishen quests; irrespective of which profession you use, you'll always be able to form a party with people rushing to join it (even if you have difficulty joining other groups). |