Not counting a monk....
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Originally Posted by Zinger314
Necros. They have 2 effective class builds (SS and MM).
Every other class has 1. Do the math. |
Ritualist have half a dozen effictive builds just off the top of my head
Monks can play Healer, Active prot And Bonder
Blanket Statements are bad mkay?
And to Original poster, Ive Done All of cantha, And all but the final mission of Tyria, so yes, i think i can say my response is valid, My Rit has Felt love all over Guild Wars, Inc FoW, and UW
A Ritualist Can Fill 80% of the roles in the party, they can Heal, Protect (with several hundred hours as a monk, and several hundred now as a ritualist, i feel monk are better for protting/healing on person at a time, whereas ritualists are FAR more effective at keeping an entire team alive)
They Can Deal Damage (Channeling Has Some pretty nice damage output (Spirit Rift>Clamor>Drop Daoshen>ancestors rage= about 500 damage AOE in a few seconds, nice)
They Can play MM (Not as effictivly as a Necro, but they can still do it at 80-90% efficiency, especially if they are a meat sheild army)
The Only Roles they cannot Fill very well are SS,Tanking (they can, but so-so with 85 AL with Oracles+Mighty Ashes) and Disruption/Shutdown
And before anyone tells me how useless Ritualist monks are, Bear in mind many of those playing them at the moment are inexperianced, as it is a new class
Case in Point:
Going back for masters on Eternal Grove, I've gone restoration Rit, and theres anouther monk in the party
Before we leave the Warrior (typical Whammo in the mission) Says: " We've got a useless Restoration Rit, we're going to lose"
in the first 30 seconds the monk drops, leaving me as the only source of healing, We Still got the masters, and i didnt lose a single person
at the end i "Apologised" to the whammo for losing them the mission, he apologiesd to me and promised to be more open minded in future
For this reason i think that Ritualists may outshine monks as a favored class, theyre just amazingly versatile, it just depends on Wether Pug Groups Realise this
i think a lot of people are afraid of change, the idea of monks not being the only effective healer scares them
(For Anyone Interested in my Restoration PVE Build:
Weapon Of Warding (Predictive Prot), Mend Body And Soul (Condition Removal), Soothing Memorys(Main Heal), Spirit Light(Power Heal), Mighty Was Vorizun(Give Self 85 AL and 50 Energy), Recuperation(Anti Pressure/Degen), Spirit Channeling (Replaced With MoR if More Energy will be needed, or Expel Hex's if nobody else has Hex Removal) Lively Was Naoimi (AoE Rez, and Self rez if its going to crap) 16 Restoration, 9 Communing, 11 Spawning/10 Insp )
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Originally Posted by Zinger314
Necros. They have 2 effective class builds (SS and MM).
Every other class has 1. Do the math. |
Anyway, i am going to say necros have the easiest time getting a party..
In Order (PvE):
Monks - Short Supply, Great Demand
Necromancers - Multiple Uses, Short/ Moderate Supply
Warriors - Moderate Supply, Great Demand (I would have once said 'Great Supply', but it's been reduced following Factions)
Ritualists - Short Supply, Moderate Demand (essentially fill supply gap left by monks)
Elementalists - Short Supply, Small Demand, First Pick Over Remaining (by virtue of wards and other obvious mass buffs/debuffs)
Rangers - Moderate Supply, Small Demand (Only taken when a damage dealer is needed and no one else (wars/necs) are available to fill the slot. Or for special uses (winter in Fire Islands, Interrupt for Shiro, etc.)
Mesmers - Short Supply, Small Demand
Assassins - Great Supply, Small Demand, Responsible for Warrior supply reduction
Monks - Short Supply, Great Demand
Necromancers - Multiple Uses, Short/ Moderate Supply
Warriors - Moderate Supply, Great Demand (I would have once said 'Great Supply', but it's been reduced following Factions)
Ritualists - Short Supply, Moderate Demand (essentially fill supply gap left by monks)
Elementalists - Short Supply, Small Demand, First Pick Over Remaining (by virtue of wards and other obvious mass buffs/debuffs)
Rangers - Moderate Supply, Small Demand (Only taken when a damage dealer is needed and no one else (wars/necs) are available to fill the slot. Or for special uses (winter in Fire Islands, Interrupt for Shiro, etc.)
Mesmers - Short Supply, Small Demand
Assassins - Great Supply, Small Demand, Responsible for Warrior supply reduction
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Originally Posted by Zorian Direspell
Rangers - Moderate Supply, Small Demand (Only taken when a damage dealer is needed and no one else (wars/necs) are available to fill the slot. Or for special uses (winter in Fire Islands, Interrupt for Shiro, etc.)
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I would mostly agree with Zorian's list, except that I would push Warriors below Rits and Eles. There are certainly fewer (for the time being) while they are testing out their assassins -- but the supply for them is still huge. I would sat the supply is about equal to the demand. When I am in a group and the leader calls 6/8 LFM, there are always a dozen warriors that try to get in (but surprise, we already have all that we need).
My estimate of the average number of times each class has to type "XX LFG":
Monk: 1
Necro: 1 (maybe 2)
Rit: 2
Ele: 2 (maybe 3)
Warrior: 2-3
Ranger: 4-5
Assassin & Mesmer: 10 (someone eventually feels sorry for you - or you give up and hench)
My estimate of the average number of times each class has to type "XX LFG":
Monk: 1
Necro: 1 (maybe 2)
Rit: 2
Ele: 2 (maybe 3)
Warrior: 2-3
Ranger: 4-5
Assassin & Mesmer: 10 (someone eventually feels sorry for you - or you give up and hench)
the necro.its rare i wait long to join a crew.every calss has its advantages and disadvantages.but lets face the cold hard truth.
1)play a monk and let someone die.....oops
2)play a warrior and over agro....oops.
3)play a ranger as a tank .....oops
4)play a ritualist that noone knows what the heck you are????
5)play an assassin =see ranger above
6)play a mez and sit under a tree with the assassins
7)play a ele (not true for all) scream i need energy
8)play a necro and:miss a corpse.who cares
minnions over agro "they are dumb ai"people accept this.
supply nrg to other players and over sac life(its funny)
go orders and stay in the rears(you arnt missed)
hex stuff faster than the ele can nuke.........well...
in my expeiences necro is more fun to play as people just accept these things and are almost always needed.......................and unless you are a necro with a bow you seldom have people calling you a noob(even if you are)
this was meant in humor and not meant to offend the good players that dont do"necro".necro may be more work/maintaing minnions and such but is alot less stressful.
p.s. blood renewal..........use it
1)play a monk and let someone die.....oops
2)play a warrior and over agro....oops.
3)play a ranger as a tank .....oops
4)play a ritualist that noone knows what the heck you are????
5)play an assassin =see ranger above
6)play a mez and sit under a tree with the assassins
7)play a ele (not true for all) scream i need energy
8)play a necro and:miss a corpse.who cares
minnions over agro "they are dumb ai"people accept this.
supply nrg to other players and over sac life(its funny)
go orders and stay in the rears(you arnt missed)
hex stuff faster than the ele can nuke.........well...
in my expeiences necro is more fun to play as people just accept these things and are almost always needed.......................and unless you are a necro with a bow you seldom have people calling you a noob(even if you are)
this was meant in humor and not meant to offend the good players that dont do"necro".necro may be more work/maintaing minnions and such but is alot less stressful.
p.s. blood renewal..........use it
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Originally Posted by Mimi Miyagi
It wasn't "pissed all over", my points were valid. If he can't defend his response, then he obviously didn't think the question through clear enough.
My question didn't want a response from a specific place, I wanted a response for ALL places. Not just a couple places from Cantha. My question covered both games, not just what's popular in a narrow point of view. Of every single mission/quest/challenge within all of GW, which profession is MOST easily gotten into a party, not counting monks. It would seem to discount assasins and ritualists, as they only appear in about 1/3th of the entire world. So yes, in some respects, my question is fairly biased towards core professions. |
Why get ticked off when someone supposedly "cant defend his response?"
My personal opinion...
Necros are used in just about every single mission/quest in the game. I judge this by the high end areas - SF, Tombs, HA, UW, FOW, etc, not to mention all of the main quests.
I think ritualists are taking up the "void" of not enough monks - but that doesn't mean they are everywhere, and get into parties easily.
This is not saying ritualists are worthless, to assume that is missing the point.
Parties tend to be (right or wrong) very closed minded about the party composition. Three man ranger trapper groups in UW won't take a rit. 5 man Oro farming runs won't take a rit. 55 monk/SS necro farming runs won't take a rit. Tomb B/P parties won't take a rit. 12v12 teams normally won't take a rit. I could go on and on, but the point is made.
But just about every single party needs a necro for some reason or another. The trapper UW runs are about the only exception - but they are loners anyway.
Shrug, it's my opinion. I don't particularly like rits (or assasins for that matter) but that's besides the point.
Necros are used in just about every single mission/quest in the game. I judge this by the high end areas - SF, Tombs, HA, UW, FOW, etc, not to mention all of the main quests.
I think ritualists are taking up the "void" of not enough monks - but that doesn't mean they are everywhere, and get into parties easily.
This is not saying ritualists are worthless, to assume that is missing the point.
Parties tend to be (right or wrong) very closed minded about the party composition. Three man ranger trapper groups in UW won't take a rit. 5 man Oro farming runs won't take a rit. 55 monk/SS necro farming runs won't take a rit. Tomb B/P parties won't take a rit. 12v12 teams normally won't take a rit. I could go on and on, but the point is made.
But just about every single party needs a necro for some reason or another. The trapper UW runs are about the only exception - but they are loners anyway.
Shrug, it's my opinion. I don't particularly like rits (or assasins for that matter) but that's besides the point.
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Originally Posted by Stockholm
You hit him with Broad Head arrow and dazze him for 20 sec, (20 sec interupt)
gives Wammo time to knockhim down. |
EDIT: you cannot prevent him entering meditation and the only way to get him out of it early is by reaching the 700 damage cap. You can't knock him down to end it. You can't use Wild Blow to end it because it isn't a stance. These are all common misconceptions.
