Most/least wanted FotM profession
#1
Posted 27 November 2012 - 03:26 PM
I just want to know your opinion (will help me choose a class)
#2
Posted 27 November 2012 - 06:16 PM
Just chose the class you will enjoy playing.
#3
Posted 27 November 2012 - 07:10 PM
#4
Posted 27 November 2012 - 07:47 PM
#5
Posted 27 November 2012 - 07:52 PM
Aetou, on 27 November 2012 - 07:47 PM, said:
I declare over time you will see this sentiment more and more. While I am not so sure about Engineers since I don't have one, I would have to agree on Necromancer, since I do have one. Gone are the days a Fiend pack Focus Fire would get you a group in some content ASAP (GW1).
#6
Posted 27 November 2012 - 08:05 PM
#7
Posted 27 November 2012 - 08:05 PM
Here's things I've seen on these runs:
MM necros, while awesome in general, aren't super great in FoTM - their minions pull agro badly at times (Ahhh the dredge suit boss and minions = terrible!!), same with ranger pets when you're trying to pull the boss and that damn piglet pet runs into the mob and grabs everything under the sun (this is the player's fault for not controlling their pet).
The fastest runs I've been in have had more than 1 engineer. It could have been just they were more experienced but supply crate healz and nets are pretty awesome.
Oh course you can't go wrong with a warrior and there's a surplus of them so they must be very happy with what they're doing. I'd just recommend bringing a ranged weapon for your swap set. When the war can't shoot anything in the jumping maps and just sits in the back it makes me sad.
But overall, again, no1 cares what class you are so have fun with it!
#8
Posted 27 November 2012 - 08:21 PM
Operetta, on 27 November 2012 - 08:05 PM, said:
This is why I specifically do not play my Necro with minions, in instances or otherwise. I also suggest Ranger pets be set to passive and manually controlled, however mob skills then send others flying can still send pets into more aggro. Also a reason to avoid the demon summoning and bird summoning runes, aside from the fact they suck anyways.
#9
Posted 27 November 2012 - 10:51 PM
I think the necro is far from useless in dungeons but the kind of support the profession offers, while very important (eg. blind, chill, cripple, vulnerability and weakness, plus DoT conditions depending on build) is just not often noted. Regardless, reading the posts above makes me semi-glad to have shelved my necro in favor of a support elementalist for dungeon runs.
#10
Posted 28 November 2012 - 01:22 AM
1.Guardian (if someone knows what he is doing, a must have class)
2.Warrior (if you have Guardian then even glass cannon warr can be good addition)
3.Mesmer (well people can`t live without some of their toys)
4.Ranger (spec it right and it`s damage machine, if he can hold it`s beast on a tight leash)
5.Elementalist (hey if someone can make dmg and heal at same time i love them)
6.Necro (we still know that they are only one with real condition dmg, and they are tough as nails to kill)
7.Engineer (class that looked so promising on the start turned to be....meh)
8.Thief (i don`t see any reason why would someone want this one in there, but hey some might find them place)
#11
Posted 28 November 2012 - 01:39 AM
#12
Posted 28 November 2012 - 01:43 AM
#14
Posted 28 November 2012 - 06:41 AM
#15
Posted 28 November 2012 - 07:44 AM
2. Warrior - Crazy high damage, very good survivability even as glass cannons.
3. Mesmers - Only class that can provide portals, time warp.
4. Elementalist - Similar to guardian, can provide boons and healing while still doing decent damage. Stuck with light armor though.
5. Thief - good damage but the utility does not make up for the squishiness compared to warriors.
6. Necromancers - some bosses in FotM glitch out on necro pets so that's cool i guess.
7 Rangers - Don't put out nearly enough damage to make up for their lack of utility.
Not sure about engineers. Not many people seem to even play them.
#16
Posted 28 November 2012 - 08:18 AM
That being said, in FoTM I like:
- Mesmers (portal love and good survivability)
- Guardian (purely for their supportive capabilities, imo they don't contribute high dps)
- Warrior (high burst dps)
- Rangers (high burst dps)
Everything else is mediocre.
Engineers and Necros are alright, but I cringe when I see more than one Thief in the party...they just die too fast...Also Elementalists, haven't seen a good ele (thus far) that can throw down beast damage and live to tell the tale...
#17
Posted 28 November 2012 - 09:42 AM
#18
Posted 28 November 2012 - 10:02 AM
1: Warrior, Good cc and heals, and the only class that is able to go glass and not die every 2 seconds.
2: Elementalist, Able to keep up a lot of party buffs, also decent heals.
3: Guardian, Can do the same as an ele, the lack of a good ranged weapon makes ele the better choice for me.
4: Engineer, Great utility (Elixir R!), also tanky and good damage.
5: Necromancer, Just plain tanky, also the best class to dps the seal at the colossus fractal.
6: Mesmer, Useful in a low level pug, but not really needed later on, I expect people to be able to run a wisp when they reach 10+.
7: Ranger, Very situational, has to attack from behind to do good damage, RaO is a total boss at the swamp fractal though.
8: Thief, This just isn't a good PvE profession, most thieves also run glass cannon builds, and are as useful as someone running full MF gear.
I usually run with 2 other people, one runs a fairly tanky banner warrior with a hammer, the other runs a support elementalist focusing on regeneration and protection, and I am using the vigorous shouts build with full clerics and axe/shield.
#19
Posted 28 November 2012 - 03:46 PM
They have top class damage, top class support and can bring supply drops (which used right, can prevent wipes).
#20
Posted 28 November 2012 - 03:59 PM
List of professions in my current group.
1. Guardian (Me) (DPS, Altruistic healing) (Staff/GS)
2. Guardian (Support, condi removal, Altruistic healing) (Shield/Mace and GS)
3. Warrior (Straight forward build with DPS and decent survival)
4. Ele (DPS / party wide buffs)
5. Mesmer (portal love and clones, whats not to love? and ofcourse TIME WARP)
if i HAD to choose 3 prof. i would not take in my run it would be:
1. Thief
2. Engineer
3. Ranger
but most importantly have fun, you have the right to choose any profession you want to take in your run!
Edited by AMIX_GW2, 28 November 2012 - 04:05 PM.
#21
Posted 28 November 2012 - 03:59 PM
madmaxII, on 28 November 2012 - 01:39 AM, said:
One of the quickest groups I have been in was 1 Portalist err Mesmer and 4 Rangers. Having mobs locked onto 4 bears while 4 spike traps and AOE rain down just devastated groups. In the swamp, having two war horns to speed boost the two furthest Wisps along with portals made it cheesy easy.
Edited by Norn Osprey, 28 November 2012 - 04:00 PM.
#23
Posted 28 November 2012 - 04:27 PM
My easiets runn so far was definitivelly the 4 guardian 1 warrior run. 1 support, one tanky and 2 dps guardians, with a glasscannon warrior.
Although i dont really get the hate on the thief, in some situations stealth is priceless, and they can do really good dmg (especially at low hp)
Other than that i agree that guardians, warriors and mesmers are the most desireable classes in fotm.
Edited by SirGamesalot, 28 November 2012 - 04:27 PM.
#24
Posted 28 November 2012 - 04:40 PM
I have a buddy that runs a healing engineer, and whenever he was in my Exp Dungeon grps, we would tear through the places, because I could easily aoe tank everything. I mean, aoe "control" everything. FotM is different from ExpMode, for sure, but even still the need to tank swap. Sorry again, "Control" swap, is much less for me. With the added heals, I can use my blocks and dmg mitigation to "control" groups or bosses for much longer before I need to hop out.
So, to respond on topic, assuming the engineer is playing in a healing role (which most seem not to, and maybe that is why they're getting the low evaluation in this thread, as the posters maybe haven't had a chance to run with an actual healing Engie?)
1) Guardian
2) Warrior
3) Engineer
4) Mesmer*
5) Thief**
6 & 7) A tie between Elementalist & Necro***
8) Ranger****
* Mesmer. They're cool, and yes, portals are useful, but certainly not required or gamechanging. Can't stack a group based soley on the possibility of getting swamp. Even then, learn the paths and watch where you're going, and swamp is clearly the fastest and easiest fractal. Tis the one you pray for once you're at level 20+.
** despite what others are saying, their ability to rez in combat with invis is extremely helpful.
*** Necros/Elems. To be fair, and honest, I don't know that much about them, and most I've encountered aren't great players. thus, it's hard for me to rank.
**** Rangers. There are some good ones, but overall most suck, they can't control their pets, their dmg is weak, & they never use any melee, and sometimes that is just the best option for certain fights. Longbow/Shortbow almost 99% of the time.
#25
Posted 28 November 2012 - 04:47 PM
I think you are running with a lot of weak thieves. SB aoe skills and fields are very helpful and nothing aids in reviving like 13 seconds of stealth for the thief and the downed player.
#26
Posted 28 November 2012 - 08:10 PM
Kenjamin, on 28 November 2012 - 04:40 PM, said:
#27
Posted 28 November 2012 - 09:54 PM
ukgamer23, on 28 November 2012 - 03:46 PM, said:
They have top class damage, top class support and can bring supply drops (which used right, can prevent wipes).
The med kit counts as a heal when swapping to it using #6, and has a 1s CD. Allowing the engineer to spam it, which is uniquely great with runes that have "when you use the heal skill" traits, or skill traits that work on heal/
They are simply misunderstood or not understood at all by some.
Edited by coglin, 28 November 2012 - 11:05 PM.
#28
Posted 28 November 2012 - 10:36 PM
#29
Posted 30 November 2012 - 04:23 AM
2) Engineer (but only one per group)
3) Elementalist
4) Warrior
5) Mesmer
6) Ranger
7) Necromancer
8) Thief
I used to like warriors too but then I did the math and realized that their damage actually isn't that great. Guardians and Engineers do more.
Plus, all the warriors I run into run crap builds. Like longbow shout heal whatever. "Support warriors" lol.
#30
Posted 30 November 2012 - 05:45 PM
Me and two of my guildmate are playing respectively Engineer, Thief as thief and the last one play a Necromance as his third character. And it a incredibly useful combinaison in any dungeon.
My engineer use the grenade kit for AOE and Condition dmg which is more and more powerful as the number of mobs increase. Especially with the grenadier trait that give my a range of 1500.
How many times my friend playing a thief saved ours butts by reviving us in the middle of the battle in stealth mode. In the fractal marsh underground, he can easily run the interupter at the final boss and stealth himself when the boss agro on him, saving time. The thief is also on of the two profession with a true pulling skill (scropion wire). Change completly a fight when you can face 1 foe at the time (even if this doesn't work with every enemies).
The necromancer is the second profession with a true pulling skill (spectral grasp). Its also a blinding machine. With the Plague Elite skill you can use Plague of darkness giving 20 second of almost continious blind. Against a high dps foe and group of foe, it give your group enough time to kill the biggest threat before the blind run out.
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