I never played the beta and from what I know of the game is what I read about it on various sites.
I am and has always been in love with dealing tons of damage with no mercy in all the MMO's I have played.
Zon and Frost Orb / Nova Sorce, rouges and mages in most MMOs, Zerker class in AC2, etc...
What class or hybrid in this game would deal the most damage of any other combination?
Don't tell me they are all balanced because every game says that and yet there is always that class who out performs every other class in dmg.
Any experts on the game care to share their thoughts? Thanks
Highest DMG dealing Class?
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I don't think it is fair to say classes aren't balanced in this game. Some skills do more damage than others, however, different classes have different abilities. I read something about someone that made a primary monk build that could heal and smite. There's a smite combo that does like 340 damage and takes 4 seconds to cast.
I must say though, traditionally casters have always been the biggest damage dealers simply because they die quicker as well. One beta weekend event is not enough to say though, but imo classes are balanced as best as humanly possible. Just experiment.
I must say though, traditionally casters have always been the biggest damage dealers simply because they die quicker as well. One beta weekend event is not enough to say though, but imo classes are balanced as best as humanly possible. Just experiment.
This game is the most balanced game ive ever seen, they all have their strong points and weak points. usually monks are soo unbalanced in games so they always die quick but as the thread below shows they can be deadly
http://www.guildwarsguru.com/forum/s...t=suicide+monk
http://www.guildwarsguru.com/forum/s...t=suicide+monk
C
Be careful, you'll make him play an Ele/War
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I don't have the experience the vets in this forum do, but let me try.
Warriors, elementalists and rangers are more "common" damage dealers while the other three "support" classes have less direct damage attacks / weaker raw damage output.
Warrior, elementalist and ranger damage output depends on the target's armor. The necros, monks and mesmers however deal shadow, chaos or holy damage, all of which ignore armor (unless there are exceptions).
Other than that, how you deal the damage is important as well (as always). Melee attacks use either adrenaline or energy (they work differently) and obviously you have to be in melee range, ranger bow attacks are considered attack skills like melee attacks and spells are.. well spells. There are also different types of skills, such as signets & hexes. The type of your attack skills is quite important because depending on the type, you can be interrupted / shut down by your opponent.
Creating an effective damage dealer in GW requires you to think about what kind of targets you want to go after. Rangers, for example, have less armor than warriors, but against elemental damage they are better protected.
An elementalist might get outdamaged by a smiting monk if they were to target the same ranger.
.I don't have the experience the vets in this forum do, but let me try.
Warriors, elementalists and rangers are more "common" damage dealers while the other three "support" classes have less direct damage attacks / weaker raw damage output.
Warrior, elementalist and ranger damage output depends on the target's armor. The necros, monks and mesmers however deal shadow, chaos or holy damage, all of which ignore armor (unless there are exceptions).
Other than that, how you deal the damage is important as well (as always). Melee attacks use either adrenaline or energy (they work differently) and obviously you have to be in melee range, ranger bow attacks are considered attack skills like melee attacks and spells are.. well spells. There are also different types of skills, such as signets & hexes. The type of your attack skills is quite important because depending on the type, you can be interrupted / shut down by your opponent.
Creating an effective damage dealer in GW requires you to think about what kind of targets you want to go after. Rangers, for example, have less armor than warriors, but against elemental damage they are better protected.
An elementalist might get outdamaged by a smiting monk if they were to target the same ranger.
R
Elementalist or Warrior, generally. Of all Elementalists, Me/El's or El/Me's do the most damage. Of all warriors, W/Mo's or W/El's do the most damage. (Use Conjure [Element] if you play a W/El. Don't be dumb and try to play a nuker as a Warrior primary)
Other often overlooked combonations are such class ideas as the El/Nec focusing on sacraficing skills to do do damage - Dark Aura, Touch of Agony, and Dark Pact can do massive damage to a target, but also to you.
Still, if you want mass damage, I'd say try a W/Mo. Easier. Though a good Me/El can do just as much/more damage.
Other often overlooked combonations are such class ideas as the El/Nec focusing on sacraficing skills to do do damage - Dark Aura, Touch of Agony, and Dark Pact can do massive damage to a target, but also to you.
Still, if you want mass damage, I'd say try a W/Mo. Easier. Though a good Me/El can do just as much/more damage.
I am surprised to hear that warriors do alot of damage considering every MMO out there where the Warrior is just a "meat sheild".
Are warriors in this game comparable to that of a barbarian from D2?
I wish to solo play more then group. I will only group if I must. I am pretty much looking for the highest dmg dealing combination to solo with, but also can stand on its own during PvP.
Any more ideas? Thanks for the input
Are warriors in this game comparable to that of a barbarian from D2?
I wish to solo play more then group. I will only group if I must. I am pretty much looking for the highest dmg dealing combination to solo with, but also can stand on its own during PvP.
Any more ideas? Thanks for the input
C
E
Barrage:
Description
All your Preparations are removed. Shoot arrows at up to 5 enemies near your target. These arrows strike for +1-13 damage if they hit.
Energy Cost
5
Casting Time
0 seconds
Recharge Time
1 seconds
Skill Type
Bow Attack
Linked Attribute
Marksmanship
A ranger can buff himself for +dmg at range for disgusting damage. Also, if you can get buffed from a few other key skills, well, yeah. Then shoot this buffed arrow at a group AND add MORE damage and well: Pain. Lots and lots of pain
Description
All your Preparations are removed. Shoot arrows at up to 5 enemies near your target. These arrows strike for +1-13 damage if they hit.
Energy Cost
5
Casting Time
0 seconds
Recharge Time
1 seconds
Skill Type
Bow Attack
Linked Attribute
Marksmanship
A ranger can buff himself for +dmg at range for disgusting damage. Also, if you can get buffed from a few other key skills, well, yeah. Then shoot this buffed arrow at a group AND add MORE damage and well: Pain. Lots and lots of pain
N
its just as deadly when you have no energy to use when your a healing monk 
gogo energy stealing skills.
less direct damage can be just as painful to a team as strait forward damage, but the two must go hand at hand for it to be effective.
there are so many different skill combos to use in this game, it often takes both your primairy and secondairy proffesions to pull off a good mass chunk of damage, but everything has a counter to it.
good balanced game we have here awaiting us to play.

gogo energy stealing skills.
less direct damage can be just as painful to a team as strait forward damage, but the two must go hand at hand for it to be effective.
there are so many different skill combos to use in this game, it often takes both your primairy and secondairy proffesions to pull off a good mass chunk of damage, but everything has a counter to it.

good balanced game we have here awaiting us to play.
J
Quote:
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Originally Posted by itachi
barrage? Can you please elaborate on your post please? Is that a pure ranger or mixed with perhaps a warrior? Thanks
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Barragebot
Ranger/Monk
Expertise 10, +3 Rune, +1 Hat
Marksmanship 11, +1 Rune
Beastmastery 3, +1 Rune
Smiting Prayers 7
Healing Prayers 7
Barrage
Penetrating Attack
Hunter's Shot
Debilitating Shot
Pin Down
Tiger's Fury
Judge's Insight
Restore Life
With the haste provided by Tiger's Fury, and the Holy Damage afforded by Judge's Insight a ranger can repeatedly attack about 5 targets at once in rapid sucession for cheap energy costs because of his high Expertise.
Barrage is: All your Preparations are removed. Shoot arrows at up to 5 enemies near your target. These arrows strike for +1-13 damage if they hit.
Since Tiger's Fury is a "Stance" and Judge's Insight is a "Enchantment", they aren't stripped by Barrage. Tiger's allows you to attack 33% faster, and Judge's gives you 20% Holy Damage. So with your high Expertise, Barrage can be used for 2-3 energy, and recharges in one second. That's some FAST smackdown. Throw in penetrating and hunters shots, and taking into account the 20% armor mitigation you are getting from Judge's and you are really laying it down hard.
I hope that makes sense.
Quote:
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Originally Posted by Chaos Engine
Warrior, elementalist and ranger damage output depends on the target's armor. The necros, monks and mesmers however deal shadow, chaos or holy damage, all of which ignore armor (unless there are exceptions).
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A Elementalist produces the most dps. Air magic is the most direct damage so it is better for pvp and fire does area damage so it is better for pve.
Warrior can't deal the same amount of damage as an elementalist. Warriors are more steady damage. An elementalist can unload on you with spells and either kill you or nearly kill you, then be out of energy and have to wait a few seconds for your energy to recharge. While with a warrior you will have less damage per hit but will have more hits. But, I still think elementalists will deal a lot more damage.
Also Chaos Engine a Ele/W is not a bad build (It is actually really good). You use 7 elemental skills and sprint. Sprint is very usefull to have. An elemantalist can't take much damage so if you see you are about to get swarmed you use sprint to either run away or run to the warriors in your group to get the group off you. You would be surprised how well it works.
Warrior can't deal the same amount of damage as an elementalist. Warriors are more steady damage. An elementalist can unload on you with spells and either kill you or nearly kill you, then be out of energy and have to wait a few seconds for your energy to recharge. While with a warrior you will have less damage per hit but will have more hits. But, I still think elementalists will deal a lot more damage.
Also Chaos Engine a Ele/W is not a bad build (It is actually really good). You use 7 elemental skills and sprint. Sprint is very usefull to have. An elemantalist can't take much damage so if you see you are about to get swarmed you use sprint to either run away or run to the warriors in your group to get the group off you. You would be surprised how well it works.
GW follows the standard "trinity" of the MMORPG.
Mages (Elementalists) = Extreme Damage
Warriors = Extreme Tanking
Priests (Monks) = Extreme Healing
Let me be clear that all of the classes in the game are fairly balanced at the moment, but combat in PvP and otherwise generally focuses on the tried and true "Tanker holds agro, healer sustains tanker, caster does the actual damage" formula.
What shakes Guild Wars up are things such as a fun little word called penalties... (Mesmer Domination, Necromancer Curses/Blood, Ranger spirits) That is merely a sampling, but the basic idea is that Guild Wars provides many ways to cripple foes through other methods than just straight damage. Yes, death is still the ultimate disabling method, but not all things that are still alive in Guild War's match are still useful when suffering from certain conditions
Mages (Elementalists) = Extreme Damage
Warriors = Extreme Tanking
Priests (Monks) = Extreme Healing
Let me be clear that all of the classes in the game are fairly balanced at the moment, but combat in PvP and otherwise generally focuses on the tried and true "Tanker holds agro, healer sustains tanker, caster does the actual damage" formula.
What shakes Guild Wars up are things such as a fun little word called penalties... (Mesmer Domination, Necromancer Curses/Blood, Ranger spirits) That is merely a sampling, but the basic idea is that Guild Wars provides many ways to cripple foes through other methods than just straight damage. Yes, death is still the ultimate disabling method, but not all things that are still alive in Guild War's match are still useful when suffering from certain conditions

