Now you've picked your main profession, but as you quickly realize: you can choose a secondary one! But which one should you pick? I'll do my best to cover that in this guide, and hopefully you will after reading this be a bit more confident about what profession to pick as secondary.
The guide is designed keeping PvE in mind, for PvE see my upcoming Guide about designing builds.
As always there is no best option for which secondary to choose, the game is very balanced in this aspect too. When picking secondary later on into the game you will mostly be doing so depending on your builds. What I'm covering here is aimed to cover the basics for picking secondary the first time and not later on into the game. I've ignored some of the skill combinations that can be acquired later on into the game as taking those into account would be stupid considering that you by the time you can acquire those you can change secondary profession. So here we go.
Warrior
Ranger
Offers some defensive stances as well as a few ways of applying conditions.
Monk
Warriors with Monk secondary are usually called Wammos, which is a harassment rather than just a statement. The reason why W/Mo has became declared worthless or equal is because of some players to pick bad skills for their Warrior.
Picking a Monk secondary is mostly for the healing skills they offer, this can be good to pick as a beginner as it can greatly aid you in battles by allowing you to keep yourself alive.
Necromancer
Not a good option to pick. The Necromancer skills tend to be quite energy heavy for a Warrior resulting in that you either don't pick any skills from this line or that you run out of energy quickly.
Mesmer
Won't render much usefulness until you can acquire some of the defensive stances that Mesmers got access too.
Elementalist
Snares and damage boosters can be acquired if you pick Elementalist secondary, however keep in mind that it takes quite some time before you can actually get these skills.
Assassin
Features a few decent self heals some snares, interruptions and some skills to increase your running speed. May be viable option.
Ritualist
The Weapon spells Ritualist secondary offer can increase your damage quite a lot, however that's the only thing a Ritualist secondary will offer.
Paragon
Allows you to use a spear instead of an axe, hammer or sword. A few other shouts and chants can also prove good.
Dervish
Due to some Scythe Mastery attacks not being Scythe attacks only you can use this attacks with other primary weapons, making this a good choice. A few other skills for better survivability are also accessible.
Ranger
Warrior
The most commonly picked secondary if you want to play as a "thumper", but that's mainly useful and possible at higher levels.
Monk
Allows for good condition removal, healing and reusable resurrection skills.
Necromancer
Usually not a very good due to the energy heavy skills in necromancer line. Can't truly take advantage of the skills until later into the game.
Mesmer
Some ways for condition spreading otherwise not much offered here.
Elementalist
Wards may be used for some party wide support, a few damage boosting skills however it takes some time to acquire these skills.
Assassin
Allows for reduction of the energy cost of assassin's attack skills, making them more spammable.
Ritualist
Good reusable resurrects and some weapon spells for more damage.
Paragon
Some skills for more damage otherwise not very much offered here.
Dervish
Offers much more effective ways of spreading conditions. Also offers some defensive skills.
Monk
Warrior
Defensive stances allows for more survivability.
Ranger
Defensive stances allows for more survivability, although not as useful as some Warrior ones.
Necromancer
For some offense. Not much use.
Mesmer
Combined with some interruption skills that give back energy upon successful interruption the monk got much better energy management.
Elementalist
Some defensive skills, energy management ones and snares can be used should you choose this as your secondary.
Ritualist
More healing.
Assassin
Allows for much more survivability thanks to skills from the Shadow Magic attribute.
Paragon
May be used for some extra party support.
Dervish
Allows for more survivability.
Necromancer
Warrior
Not a good choice, lack of synergy.
Ranger
Not a good choice, lack of synergy.
Monk
Good option to heal your minions or your party, especially thanks to the energy gain Necromancers can maintain (thanks to Soul Reaping).
Mesmer
Both are hex heavy classes. Tend to be a common combination to punish the foe.
Elementalist
Energy management.
Assassin
Allows for good healing thanks to energy (Soul Reaping) and heals from Restoration Magic attribute.
Paragon
Some shouts affect minions.
Dervish
Allows for more survivability and health regeneration allowing for more spamming of some skills that requires sacrificing health.
Mesmer
Warrior
Not a good choice, lack of synergy.
Ranger
Not a good choice, lack of synergy.
Monk
Allows for support through healing(even if you'd be better off with a monk). Can also provide some spammable signets from Smiting Prayers.
Necromancer
Many hexes combine very well allowing for more punishing.
Elementalist
Energy management and reduced casting time of otherwise long time casting spells (Fast Casting).
Assassin
Not a good choice, lack of synergy.
Ritualist
Allows for offensive and defensive support.
Paragon
Not a good choice, lack of synergy.
Dervish
Allows for more survivability.
Elementalist
Warrior
Not a good choice, lack of synergy.
Ranger
Not a good choice, lack of synergy.
Monk
Due to Elementalists energy management skills and large energy pool they can provide the team with lots of healing without running out of energy.
Necromancer
Due to Elementalists energy management skills and large energy pool they can spam hexes that otherwise would be too energy heavy for other classes.
Mesmer
Allows for some more energy management.
Assassin
Shadowsteps may prove useful to quickly get close to targets and unleash skills that have short range.
Ritualist
Due to Elementalists energy management skills and large energy pool they can provide the team with lots of healing and spam out energy heavy spirits without trouble.
Paragon
Condition removal can be accessed, otherwise not much synergy,
Dervish
Allows for more survivability.
Assassin
Warrior
Allows for an IAS (Increased Attack Speed), which can greatly boost your damage output.
Ranger
Not a good choice, lack of synergy.
Monk
Allows for more survivability.
Necromancer
Not a good choice, lack of synergy.
Mesmer
Not a good choice, lack of synergy.
Elementalist
Conjures can be acquired, however keep in mind that these takes some time to acquire.
Ritualist
Weapons spells can boost the Assassin's damage output.
Paragon
Due to Paragons being located in the Nightfall campaign these aren't possible to choose as a secondary profession until later into the game
Dervish
Due to Dervishes being located in the Nightfall campaign these aren't possible to choose as a secondary profession until later into the game
Ritualist
Warrior
Not a good choice, lack of synergy.
Ranger
Spawning Power affects Nature Rituals as well, although that is hardly any help.
Monk
Allows you to play as a good healer.
Necromancer
Spawning Power affects minions you animate, making them get more health and armor.
Mesmer
Allows for hex removal, something that Ritualists otherwise lack.
Elementalist
Energy management.
Assassin
Not a good choice, lack of synergy.
Paragon
Due to Paragons being located in the Nightfall campaign these aren't possible to choose as a secondary profession until later into the game
Dervish
Due to Dervishes being located in the Nightfall campaign these aren't possible to choose as a secondary profession until later into the game
Paragon
Warrior
Due to both professions using adrenaline skills this combination tends to be a good one due to a "natural" synergy.
Ranger
A pet allows for more energy gain from their main attribute (Leadership).
Monk
Not a good choice, lack of synergy.
Necromancer
Not a good choice, lack of synergy.
Mesmer
Due to Paragons role of being a support class that relieves allies of pressure Mesmers are sometimes picked due to their hex removal.
Elementalist
Conjures can be acquired, however keep in mind that these takes some time to acquire.
Assassin
Due to Assassins being located in the Factions campaign these aren't possible to choose as a secondary profession until later into the game
Ritualist
Due to Ritualists being located in the Factions campaign these aren't possible to choose as a secondary profession until later into the game
Wednesday, May 13, 2009
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