Which Profession is most in-demand?

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C
Collings4
Pre-Searing Cadet
#1
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.
GODh
GODh
Jungle Guide
#2
Probably a monk... but since the arrival of heroes most players dont PUG anymore (maybe in hard mode but as a new player it's going to take awhile before you can do that), so it doesnt really matter. Just pick a profession that suits you...
Star_Jewel
Star_Jewel
Jungle Guide
#3
In demand for what? PvE?
Depends what you're doing.

Normal Mode, getting through the campaigns? Doesn't matter, you won't really find random people to group with for that (get into a newbie-friendly guild if you want people to play with in the basic parts of the game; your profession won't matter). If you'll be playing with heroes, again, it doesn't really matter. All professions can get through the campaigns.

Hard Mode PUGs (on Zaishen day)? Most professions can get groups, but some are more popular than others -- monks, ritualists.
Elementalists, rangers, and paragons are in current need of a buff -- which the developers claim to be thinking about -- so nobody really begs for those professions in PUGs.

High-end/Speed clears? Depends on the area and the meta team set up.

Really, unless you're planning on taking a specific role in a certain speed clear, don't worry about what other people might want. Take a look at our Campfire section and read about the different professions. Choose what seems like it would be the most fun for you.
It mainly comes down to a choice of three things: Melee (warrior, assassin, dervish), ranged physical (ranger, paragon), or ranged caster (monk, mesmer, necromancer, elementalist, ritualist).
Maybe also consider offense or party-support defense (though most classes can swap between one or the other -- you're not necessarily locked in to being a healer as a monk).
Once you can pick between those playstyles, narrowing down your choices further should be pretty easy.
V
Vanway
Academy Page
#4
making a character to fill a slot in a team build you know nothing about is silly, you should do at least one play through before you consider making a char for speedclears, and since you never have to group with players, your professions 'demand' doesn't mean anything until you start doing organized end game content. once youve played through on a char you like, see what it can do, learn a role, and watch the other players to see which role you want to learn next, and then maybe make a char for that role.
n
naruhodo
Pre-Searing Cadet
#5
I'm kinda new too, but it seems like Ritualists are really popular and in-demand (their elite tomes sell for twice that of other classes'). Rits are really versatile since, depending on their build, they can heal, do lots of damage, and even have some protection and interrupt spirits.

...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.

I started out as a Monk/Necro and played through all the campaigns that way though, so I kinda like my own weird non-"elite" build ...I prolly won't be able to PUG for the Underworld though :P
Star_Jewel
Star_Jewel
Jungle Guide
#6
Quote:
Originally Posted by naruhodo View Post
...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.
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.
n
naruhodo
Pre-Searing Cadet
#7
Quote:
Originally Posted by Star_Jewel View Post
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.
Oh? I'm actually happy to hear that. 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).

I was kind of disheartened because it made it look like Monk primaries aren't in demand for elite missions... but maybe if I set myself apart with Divine Favor skills like Seed of Life I'd be useful... though I'm not really sure how to use it well yet
Wenspire
Wenspire
Wilds Pathfinder
#8
Monks are usually always in demand, that I see. A Rit that can resto seems also far and few, since most only know how to run SoS.
R
Rictuar
Ascalonian Squire
#9
For general pve I would recommend a ritualist. As has been said, they are extremely versatile and can fill nearly any needed role.

Monk is the most in demand profession though. I don't enjoy my monk at all when using heroes, no matter if I'm smiting or healing. Trying to h/h with a monk is painfully frustrating. Not difficult, just frustrating. Monks really shine when grouped with others.

So if you solely want to pick your new class based on fitting in well with other players, go monk. Otherwise go rit for an easier time when not grouping with others.
G
Gladiator Steven
Academy Page
#10
Quote:
Originally Posted by Star_Jewel View Post
monks, ritualists.
Elementalists, rangers, and paragons are in current need of a buff
How in the world do Ritualists need a buff?
They're actually used in comparison to rangers.
DCLXVI
DCLXVI
Frost Gate Guardian
#11
Quote:
Originally Posted by Gladiator Steven View Post
How in the world do Ritualists need a buff?
They're actually used in comparison to rangers.
If you look at the post you quoted, there's a "." behind Ritualists and "Elementalists" starts with a capital, denoting a new sentence. In short, the poster meant monks & ritualists are popular, while the other three are less popular.
Star_Jewel
Star_Jewel
Jungle Guide
#12
Quote:
Originally Posted by naruhodo View Post
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).
I don't do speed-clears, but in ToA, going into the Underworld, I'm guessing they were forming a meta team. They probably didn't want just any E/Mo, but one that would make use of the Energy Storage elite skill Ether Renewal to run a build like this.

There are totally builds and set-ups out there that exploit (for lack of a better term) the hell out of certain skills/attributes to run as something other than your primary. But I would be reluctant to say, as a generalization, "E/Mo is always better than Mo/[whatever]."
c
chuckles79
Wilds Pathfinder
#13
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.


Edit: Holy crap I forgot Monks. Long story short, you are the healer and are always in demand. It's also a thankless job that will make you hate people in general. The good news is that most people allow monks to get away with being total d!cks to people, so if you like to powertrip, this is your class.
SpyderArachnid
SpyderArachnid
Wilds Pathfinder
#14
Play what you want to play. No sense in playing something that is just in demand, and not even enjoying it. If you are a noob or a newb, best play something you will enjoy in the long haul, not something that others want you to do.

Try out each class for yourself and make your own decision on what you enjoy most. Heroes can cover the missing slots if you need something specific.
O
Old but new
Ascalonian Squire
#15
Quote:
Originally Posted by chuckles79 View Post
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.

This person hit the nail on the head. I could not put any better myself if I tried.

----------

Most wanted Classes: From greatest to least:

Assassins- Every Speed Clear needs them, so they are the most in demand

Ritualist-They fill so many roles in this game it's overpowered. They ARE the Holy Trinity in Guild Wars

Necromancer- Being the only class with real Energy management, makes them valuable

Mesmers- Big damage, interrupts...The Nuker roll in every other game

Elementist- They fill only one roll

Paragon-they fill only one roll

Dervish- they fill only one roll ( can off tank like a warrior)

Warrior- They fill only one roll, ( they can still tank quit well)
Rise of Cpu
Rise of Cpu
Frost Gate Guardian
#16
what i tend to see is that people often choose different classes according to the areas they play in (US, Europe, Asia, etc.) that's just what i think (no flame pls haha). Also it really depends where in the game you'll most likely play, I think all classes tend to be more popular depending on how useful they are in certain environments.
In general i find that Monk is the most demanded class in GW, that's what i found a year ago. since builds change and all, may be that it is no longer the case. anyway for me, I chose monk because I could choose a wide range of choices within the class its self. Ranging from healing, to damage dealin, etc.
H
Heath Laron
Ascalonian Squire
#17
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).
Rise of Cpu
Rise of Cpu
Frost Gate Guardian
#18
Quote:
Originally Posted by Heath Laron View Post
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).
You actually made a good point. Heroes tend to be your best friends throughout the game, or henchmen, depending on what campaign you're starting from. Technically i find that having an active guild to be part of, with experienced, open-minded, and out-going players, allows you to ask for help from them and not having to do things alone. I remember that a year ago, guilds used to be desperate for monks with good experience to help them out with missions, etc. It was kind of rare to find a monk that knew what he/she was doing. That's why i advise you to look out for that. players tend to be really critical to monks, because their survival all counts on you. so theres a lot of pressure from being a monk, especially most casters, as gameplay for casters tends to be different, its not something you'll learn over night.
Xsiriss
Xsiriss
Jungle Guide
#19
It's all about what play style/experience you want. For a beginner you probably want simple roles. Physical; Warrior or Ranger. Caster; Elementalist, Monk. Necromancers etc. require a bit more knowledge of the game on how best to use them and understand the synergy they have with your party.
Sagittario
Sagittario
Krytan Explorer
#20
In demand for Speed clears and farms are the most assassins and mesmers, but do you really want to do SC before you even started GW?
Try more proffesions and pick the one you like, after you're get XPed, there's no problem to make a SC toon.

In general ritualist is the most self-reliant toon, so I'd start with that one.
But mesmers are much fun with, so that would my 2nd choice.