-Preferences- Your Class? Your Weapons? Your Playstyle?

#1 Edited by Seppli (10251 posts) -

A week in, what's your preferred class / specc / weapon loadout / playstyle...

  • Class: Ranger
  • Weapons: Sword & Warhorn / Shortbow
  • Playstyle: PvE - specced for Massive Buffs on Pet and Weapon-Set Swap. Quickness Might Fury - you name it - I've got almost 100% uptime. Swapping Pets and Weapons like two Snowballin' Brazzers Porn Hoes. sPvP Build is similar - yet more Spirit centric. 2 Spirits (Burn/Blind & Extra Dmg/Freeze) and Quickness on Pet-Swap. Elite skill is the Healer/Rezzer Spirit.
The Ranger is an amazingly put together profession. The guys at ArenaNet got its pet management mechanics amazingly right. Nobody designed better pet mechanics to date. Everything meshes and flows just perfectly.  Tag Team!
 
Love the Sword & Warhorn combo. Powerful and cheap buff, in combination with frequent Quickness from Zephyr and Pet Swap - what a monster DPS combo - and once I got used to disengage with Skill 2 - since often walking/dodging away gets canceled by the sword's autoattack rotation, it's my favorite way of dealing damage. Shortbow is simply amazing for its mobility and speed - and when flanking, there's few ranged weapons as deadly as the Ranger's shortbow. My preferred playstyle lacks a bit in the AoE department, but really - when you need AoE , you are zerging, or you are doing it wrong - so I really don't need a dedicated AoE weapon like the axe, even if it can be mighty handy.
 
What about you guys? What are your preferences regarding Class/Traits & Weapon combinations, and how does it play out?
#2 Posted by TheHT (11237 posts) -
  • Class: Ranger
  • Weapons: Shortbow/Axe & Warhorm, Greatsword
  • Playstyle: Avoid, counter, stun, burst AoE damage with Rampage as One and/or Quickening Zephyr, send pet on errands (distract, tank, inflict conditions, ressurect).

Depending on the situation I'll either use a shortbow or axe & warhorm. It depends on whether I'll be kiting a lot, in which case the shortbow is perfect with it's swiftness granting evade shot and crippling shot. Otherwise I'll use the warhorm primarily to buff myself and then go buck wild on enemies with the greatsword. Timing your counterattack to be ready right as an enemy is about to hit you is really, really satisfying. And always be moving to avoid whatever attacks you can while up close, using your hilt stun/daze only when needed.

When things get hairy, make your enemies get near each other and use Rampage as One and Quickening Zephyr to wipe them all out quickly. I can take out maybe 5 or so enemies at a time when they're all close enough with this. Pop troll unguent, pop RaO, pop Sharpening Stone, pop Quickening Zephyr, and watch those health meters get rapidly smaller.

Traits are focused on greatsword cooldown/power, vigor/energy regen, and opening strikes. The cooldown helps make swoop more usable for getting back into the fight after dodging back, or for getting to another fight after dropping one mob. Opening strikes encourages always moving and taking dudes out to keep inflicting vulernability with every new enemy (only after getting the trait to regain opening strike after killing a foe).

Constantly moving and always looking at what you're going to attack next and also what you're going to send your pet to do next is the jist of it.

I don't use much high DPS pets. Mostly tankers like my bear and ones with useful conditions like the raven. Other things just die too quick with the way I command them.

#3 Edited by Seppli (10251 posts) -

@TheHT:

Regarding Pet Management. Invest 5 points into Beastmastery (Quickness on Pet Swap), and you'll never ever have a pet die on you anymore - you'll be swapping way too frequently (you'll just need a proper keybind). I usually go with pets with poison abilities for PvP - put the kibosh on heal efficiency. Red Moa's Fury Buff is all kinds of hot in PvE.

#4 Posted by Maystack (906 posts) -
  • Class: Elementalist
  • Weapon: Daggers
  • Playstyle: Make fools bleed

I tried staff in the betas and didn't find it as fun as the daggers. I also attempted to use scepter/dagger at some point but it just didn't have the same effect. I usually just stick to Earth attunement and stack bleed like crazy. If there's a big mob of players I might switch to fire to create the flame ring to get some combos in. Also if I need range I'll use water, as it has the longest reach of all dagger skills.

#5 Posted by wemibelec90 (1656 posts) -

Still trying to nail down my class. Not a huge fan of the way the combat feels and having trouble finding the one that I hate the least.

Online
#6 Posted by Red_R0B0T (33 posts) -

Thief-- shortbow, dual pistols. I love the fact that I can play a ranged rogue. Dual pistols is for single target, shortbow for groups. I basically hang back and rain conditions and grenades on everyone. It's a blast. It sorta reminds me of the Shadow Warrior from Warhammer Online, only better and in a game people are actually playing.

#7 Posted by announakis (114 posts) -

class: warrior ftw

Weapon : shield+sword / great sword

playstyle: dance around the battle field, crippling, bleeding, isolating and stunning / spiking.

#8 Posted by Gravier251 (217 posts) -
  • Class: Guardian
  • Weapons: Greatsword/Staff
  • Playstyle: Largely a case of dive in and start whirling on people. Mostly uses signets, both for passives and in pvp as a means of having 2 abilities that recharge quickly and stop someone moving for 2-3 seconds each. Fairly tough and with a decent health pool so can often hold down a point against 3-4 people quite stubbornly especially with the healing elite skill. One on one the build is largely to just dive in and whirl away with a 50% crit chance. PvE is relatively similar, albeit will probably swap the signet I use to immobilize with something like "Save Yourselves" to buff everyone. As for the staff that is mostly just for the speed buff. Also can charge 12 might stacks with the 4 skill if given the chance before swapping to the sword.
#9 Edited by Seppli (10251 posts) -

@wemibelec90 said:

Still trying to nail down my class. Not a huge fan of the way the combat feels and having trouble finding the one that I hate the least.

My key to basic GW2 combat understanding - generally speaking - is about knowing your weapon's Skill 1 well. It's your bread and butter skill for that weapon, and determines what the weapon is all about. Skill 2 through 10 are situational utility, from spiking damage to applying conditions and boons to mobility. First learn in which situation to use which Skill 1 (respectively which weapon's right for the job at hand), and concentrate soley on seeing what's going on, moving accordingly, and actively dodging incoming attacks. Soon you'll blindly know what the other buttons do, and you'll have arrived - feeling comfortable and capable in combat.

#10 Edited by Seppli (10251 posts) -

@Gravier251:

12 stacks of might sounds nasty. How much more do you deal buffed up so mightily?

#11 Posted by TaliciaDragonsong (8698 posts) -

Thief: Alternating between Sword/Pistol and Dagger/pistol (or pistol/dagger when feeling lazy or events are too clusterfucked for me to bother).
I either go for murdering the shit out of people with Sword/Pistol which works amazing in PvP I've found, some good moves that so far have served me well versus all classes.
Even a big ass Charr with a even bigger ass sword that got me at half hp was no match for my Thief with that combo.
Or I use the Pistol/Dagger for some support with the body shot and dancing dagger moves, high numbers with those.
 
Also played some Engineer last night and I must say I'm in love with the Rifle moves, the backwards blast is fucking gold and killing a centaur with it launched the fucker through the forest while flailing about. Amazing.
I also like the Grenade backpack, I've turned on instant cast for AoE moves and the amount of damage inflicted by the grenades on groups is just criminal.

#12 Posted by MyNiceIceLife (621 posts) -
  • Class: Elementalist
  • Weapon: Staff
  • Playstyle: Runs around hoping not to get destroyed by big baddies

My biggest problems early on was packs before I got my staff and then the lightning bolts jumped so i could kill more. Now i'm to the point where I use the lightning hammer and go crazy on stuff, or just run around throwing fire at everything as it tries to catch me. Finally put some points into Fire so things got a lot easier instead of just "saving" points till I hit 40 (5 more levels to go).

#13 Posted by wemibelec90 (1656 posts) -

@Seppli: I understand how it works; I'm just not sure I like it. Still trying to decide.

Online
#14 Edited by TheHT (11237 posts) -

@Seppli: I do swap regularly, it's just that the damage heavy pets I've used (river drake and snow leopard) never get enough done before they die or I have to swap them out in order to justify using them.

However, since I do swap regularly, maybe I should invest those 5 points anyways. Quickening Zephyr is the bees knees.

How do you get your near 100% uptime on might and fury though?

#15 Posted by Imsorrymsjackson (855 posts) -

Thief

Sword/Pistol

Stunlocking people and hitting for huge crit damage then just vanishing away to remove any conditions.

#16 Posted by Gravier251 (217 posts) -

@Seppli: Well, it varies by crit. But testing it with whirl against the heavy target dummy and did 5,280 in a single whirl compared to about 2,700. though even unbuffed auto attacks can come in at about 1.7k on crit against the heavy dummy, with a 30% chance on crit of giving might.With the 50% crit chance the build has so long as there are things to hit I tend to be building at least a few might constantly.

It is hard to get a consistent value out of it due to it's crit heavy nature. Auto attack seems to be (unbuffed) in the 800-1900 range against the light dummy just now. But as I attack it generates might and tends to get up to about 2.6k on the crit from auto-attacking alone. The damage can fluctuate a bunch, but it can sometimes spike quite enjoyably and I seem to get some quite decent survivability out of it with 2,302 armour and 21,685 health. Which can last quite some time with the virtues, signets and the tome of courage which raises the health to 30,845 and gives some heals, buffs and also a spell that 100% heals me. Tend to use the book for self healing if need be, or just to hold down a point for a while against a number of people while they bombard me and I just stand there in the zone healing myself.

#17 Posted by Malaiki (29 posts) -

Well started off with a thief and have changed to necro, rogue was my main in wow which I loved so I think I've to many preconceived ideas for the class in gw2 it just doesn't feel right.

#18 Posted by Tennmuerti (8093 posts) -

Tried warrior necromancer and elementalist, currently sticking to my elementalist plant person. After trying out the different weapons rolling with 2 daggers right now, really prefer it for the fast paced close combat type of magick, basic spell works like a shotgun and gets 3 hits on dudes in close combat increasing damage dramatically. I do switch to staff from time to time on group events when i need a shitload of aoe

#19 Posted by BabyChooChoo (4485 posts) -
  • Mesmer
  • Greatsword
  • By as annoying as possible (only applies in PvP obviously) which generally involves stalling and confusing people
#20 Posted by Hennet_sim (339 posts) -

Mesmer

When soloing sword /gun very high and fast damage output

when soloing get out the telport to target and burn down fast if that does not kill use phantasm duelist to kill stronger mobs that can kill me in 1 shot as I avoid FOREVER

When in PvP or group staff range and buffs and de buffs and the phantasm does more damage on targets whit lots of debuffs

in pvp I stay at range and push back with choas storm

#21 Edited by corpdecker (7 posts) -

Class: Engineer

Weapons : Dual Pistols

I'm doing most PVE right now, exploring the game and opening the maps up. I'm putting most of my points in explosives and firearms. My current build @ lvl 61 :

This setup gives me all kinds of control on the field, I can keep my distance and rarely get touched.

Regular Skills

The aoe damage of Explosive Shot as a main nuke should not be underestimated, the increasing damage of Poison Dart Volley gets to be pretty excellent + you deny heals to enemies, Static shot blinds your target and confuses everything else nearby making it great to hit on an incoming melee while preventing any ranged behind it from casting. Blowtorch up close is decent, from a distance it does indeed blow. Glue Shot is incrediballs for crowd control, that combined with the Knee Shot trait in Firearms really helps to immobilize a large area.

Turrets

Unless I'm running, I'm using the Healing Turret, not only does it provide more healing than the medkit (and instantly rather than dropping kits and running over them), it hangs around providing steady heals and can be overcharged to give even more heals and clear ALL conditions in it's large aoe range; it also helps draw enemy aggro leaving you more time to pewpew. All the damage an enemy does to the turrent instead of you is health gained. The other turrent I use is the thumper turrent. This thing is a blast. It will draw aggro from most anything that gets near it and with the Metal Plating trait in Inventions it can take a ton of damage. The best part of it is the "blow shit to kingdom come" overcharge where it sends anything near it flying backwards.

Utility Skills

Elixer B : provides a nice set of boons all in one, the speed increase is nice for running around a map, extra distance on jumps or past mobs you don't care to dance with. It also gives a decent set of damage boosts with Might, Fury and Retaliation. You can also target and aeo area to buff your allies with for close fights.

Grenade Kit : This is the most recent update to my aresenal and I can't imagine running without it now. The range on these is excellent and the damage is crazy. Not only do you get aoe damage, you get a large aoe slow (this combined with Glue Shot is quite formidable), you can put bleeds on mobs and just watch them die. I don't use fast casting, but double tap the keys (on my Naga mouse) so I can see the target area well. By 80 I'll be putting another set of points into Explosives for the Grenadier trait for even more damage. My favorite part of this kit however is it's use underwater, the grenades almost never miss and they do 5x the damage the regular weapon skills do, it's insane.I just don't even care how many mobs there are anymore underwater, I strafe swim/kite so they get bunched/lined up and just let the 'nades fly. Good times.

Elite

There's only one real choice here unforetunately, and that is the Supply Drop. The intial 2 second aoe stun + turrets and medpacks make this a real winner. The best part of it IMHO is that the turrents draw a large amount of fire away from you, and if you are in a situation that requires this to be called out, that's probably direly needed.

Other thoughts

The mortar elite for 30pts is the very last skill I will buy, it's slow, weak and a general p.o.s. The golems are OK, but short lived and I found them to be surpisingly squishy, the turrets from the supply drop seem to outlive the golems. While the DPS golem does more damage, it lacks the utilty the supply drop gives plus I usually pull aggro off of it anyway. It's a /facepalm sigh when you see the champion mob coming after you while this huge golem is running around like a chicken with it's head cut off.

I've run this same build in pvp and it works fairly well due to the CCs, but I drop the thumper turret for Elixer S to get out of stuns and be invulnerable for a few seconds. Supply drop really shines in pvp as well due to the 2 second aoe stun you can drop on a capture point (and then grenade the shit out of them ^_^ )

I'll most likely change up my build once I hit 80 just slightly to something like this:

#22 Edited by Monthenor (41 posts) -

Class: PvE Guardian

Weapons: Hammer (swap for Scepter/Focus when zerging)

Usage: I run up to a guy and stand there, wailing on him with my autoattack. I have signets to buff myself (increased Power, -10% damage), and the hammer autoattack ends with a symbol that gives me Protection (-33% damage), so I can take quite a lot of punishment as long nobody moves too much. I recently traited up to have larger symbols, so that helps. My ranged guildmates stand around and pour damage over my shoulder. If things get hot I hit 4 to knock the guy away, then 3 him into place for a couple seconds. Against veterans I'll dodge sometimes. Against champions I'll call down my attack golem.

I was hoping spirit weapons would be better than they are, frankly. I think I'll stay a solo tank rather than wait around thirty seconds between battles for all my ghost weapons to come back.

Does anybody else feel that offhand Focus gives you a better blocking option than offhand Shield? It's so weird.

#23 Posted by AdventOblivion (98 posts) -
  • Class: Necromancer
  • Weapons: Scepter/Dagger, Staff
  • Play-style: Condition/Bleed.
    Kite a couple of mobs together and then throw tons of status effects on one of them. When one is full apply vulnerablilty to myself and spread the conditions to the other mobs in the area.
    If they have pretty high health switch to staff and spam marks. If they're going down easily sit back and continue to auto attack as I watch the beautiful damage number fountain spew from large groups in unison.
#24 Posted by jesterroyal (351 posts) -

Class: PvE Necromancer

Weapon: Staff, Scepter/random more powerful offhand

Play Style: Conditional Minion Master.

All my utility skills are minions which is where much of my damage comes from. I usually try to cluster enemies with my minions to keep them in one place and start laying marks right under the enemy in question. I can finish my own weakness burst combos with either a staff mark or a minion explosion so I can lightly stack almost every vulnerability. If i need more damage output I switch over the scepter during the mark cooldowns and inflict more bleeding. When i get in trouble I just bring the pain with the flesh golem pain train. Charge makes the golem run in a straight line often with knockback and usually knockdown including a hefty hit of damage AND unlike other minion skills it doesn't kill the minion. Also the death shroud doesn't hurt for doing light damage to a massive group of enemies followed up by freezing fearing and kiting until it runs out.

#25 Posted by mandude (2669 posts) -
  • Class: Theif
  • Weapons: Dual Pistols
  • Playstyle: Umm...

Haven't really worked out a strategy, yet. I mostly just spam the rapid fire skill. As an avid Magic: the Gathering player and former Guild Wars 1 player, I can't help but feel they're not offering much in the way of meaningful skillset customisation. When it comes time to pick a new skill, I usually find myself going for the one that seems the least useless rather than one I'd actually want to use. Maybe I should have just picked a ranger, though.

#26 Posted by jesterroyal (351 posts) -

@mandude said:

  • Class: Theif
  • Weapons: Dual Pistols
  • Playstyle: Umm...

Haven't really worked out a strategy, yet. I mostly just spam the rapid fire skill. As an avid Magic: the Gathering player and former Guild Wars 1 player, I can't help but feel they're not offering much in the way of meaningful skillset customisation. When it comes time to pick a new skill, I usually find myself going for the one that seems the least useless rather than one I'd actually want to use. Maybe I should have just picked a ranger, though.

They all have decent utility if you have a specific build in mind but I can totally see what you are talking about. I passed up on some signets and such just because I was had no clue how to make them work with what i wanted to do. I also felt like I had to buy skills that I didnt care about just to get to the higher tier of utility skills. The point that makes it okay is that theres SO many skill points in the game that you will unlock every skill so it won't really matter. Then you might start to see the benefits of certain skills if you gear in a way.

#27 Posted by mandude (2669 posts) -

@jesterroyal said:

@mandude said:

  • Class: Theif
  • Weapons: Dual Pistols
  • Playstyle: Umm...

Haven't really worked out a strategy, yet. I mostly just spam the rapid fire skill. As an avid Magic: the Gathering player and former Guild Wars 1 player, I can't help but feel they're not offering much in the way of meaningful skillset customisation. When it comes time to pick a new skill, I usually find myself going for the one that seems the least useless rather than one I'd actually want to use. Maybe I should have just picked a ranger, though.

They all have decent utility if you have a specific build in mind but I can totally see what you are talking about. I passed up on some signets and such just because I was had no clue how to make them work with what i wanted to do. I also felt like I had to buy skills that I didnt care about just to get to the higher tier of utility skills. The point that makes it okay is that theres SO many skill points in the game that you will unlock every skill so it won't really matter. Then you might start to see the benefits of certain skills if you gear in a way.

Yeah, I don't mind so much about having to unlock them first, but it also seems as though there are fewer skills altogether than in Guild Wars 1. The signets are the only ones I really use, because of the passive abilities. The rest seem to do very little considering the 30 second cooldown.

#28 Edited by uniform (1835 posts) -
  • Class: Guardian
  • Weapons: Hammer / Staff & Mace and Shield
  • Playstyle: Heals and Support. Alternating between party healing / boon application and mobility to some enemy control (protection buff on hammer is nice) and boon application. Mace and shield for heals, boons, and the nice number 5 bubble.

Current build 0/0/30/10/30. Thinking of swapping to something like 0/0/30/30/10.

#29 Posted by Silvergun (297 posts) -
  • Class: Warrior
  • Weapons: Greatsword + Rifle
  • Playstyle: Heavy DPS

When it comes to frontloading damage, I don't think anything can beat greatsword and rifle on a warrior. Individually, both have options that can dish out well over 10k damage in seconds, and together you have a combo that can down just about anybody before they know what hit them. Hundred Blades, Volley, and Kill Shot are all capable of hitting for well over 10k damage each, and can easily be chained together. Even though I'm using pure +Power +Precision +Crit Damage gear, I still have over 20k HP at 80, and ~2000 armor plust Dolyak Signet, as well has an 8500/30 second cooldown heal, which ensures I'm difficult to take out as well. In PvE, greatsword murders anything in a face to face fight, and I can face tank veterans easily. Dungeons is a different story, but I can easily swap a couple talents and be set up to take full advantage of rifle in those.

I've had great success with it in WvW as well, since nobody expects to be 2-shot by a Volley and the following Kill Shot, and For Great Justice is really the best damage buff in the game, especially when in a group. It does lack any way to bestow swiftness on others though (With Signet of Rage and the 20% signet cooldown reduction trait, I can get a very respectable 30 seconds up, 18 down on my self), but between FGJ and the AE condition removal of Shake it Off, I'm pretty happy with what I contribute to my group.

#30 Posted by Anund (892 posts) -

@mandude said:

@jesterroyal said:

@mandude said:

  • Class: Theif
  • Weapons: Dual Pistols
  • Playstyle: Umm...

Haven't really worked out a strategy, yet. I mostly just spam the rapid fire skill. As an avid Magic: the Gathering player and former Guild Wars 1 player, I can't help but feel they're not offering much in the way of meaningful skillset customisation. When it comes time to pick a new skill, I usually find myself going for the one that seems the least useless rather than one I'd actually want to use. Maybe I should have just picked a ranger, though.

They all have decent utility if you have a specific build in mind but I can totally see what you are talking about. I passed up on some signets and such just because I was had no clue how to make them work with what i wanted to do. I also felt like I had to buy skills that I didnt care about just to get to the higher tier of utility skills. The point that makes it okay is that theres SO many skill points in the game that you will unlock every skill so it won't really matter. Then you might start to see the benefits of certain skills if you gear in a way.

Yeah, I don't mind so much about having to unlock them first, but it also seems as though there are fewer skills altogether than in Guild Wars 1. The signets are the only ones I really use, because of the passive abilities. The rest seem to do very little considering the 30 second cooldown.

Caltrops, the ambush trap and later the Thieves' Guild. Those are the only skills you need.

#31 Edited by Seppli (10251 posts) -

Cool massively sturdy Ranger build for sPvP (and maybe endgame PvE in explorable mode dungeons). Sword & Dagger / Axe & Torch combo. 25 wilderness survival, 30 nature magic, 15 beast mastery. 6/6 Runes of the Forge. Shaman Amulet & Gem.

Good enough specc to win 2 on 1 situations. Extreme survivability through high mitigation and lots of condition removal and plenty healing power and massive active evasion through increased vigor regeneration and sword and dagger evasion skills - complemented by decent damage through burning, and constantly reduced healing capabities of hostiles through continuous poison uptime. Highly recommended.

Downsides are very low mobility and lacking burst.

#32 Posted by jesterroyal (351 posts) -

Anybody played an engineer yet? I'm pretty interested in that but looking through the skill list is not as straight forward as other classes. I'm really torn on the last classes to use for my character slots as well. Seeing Thurb play Mesmer makes it look like a stupid fun class (and great for jumping puzzles). I like the pet collection aspect of ranger but as a minion master Necro I think i have pets covered. Thief looks interesting but the steal ability seems almost useless. Its a tough tossup. Is anybody else reaching this point when thinking about secondary (or tertiary) characters to play?

#33 Edited by Seppli (10251 posts) -

@jesterroyal said:

Anybody played an engineer yet? I'm pretty interested in that but looking through the skill list is not as straight forward as other classes. I'm really torn on the last classes to use for my character slots as well. Seeing Thurb play Mesmer makes it look like a stupid fun class (and great for jumping puzzles). I like the pet collection aspect of ranger but as a minion master Necro I think i have pets covered. Thief looks interesting but the steal ability seems almost useless. Its a tough tossup. Is anybody else reaching this point when thinking about secondary (or tertiary) characters to play?

Engineer is great, if played right. Certainly has extreme versatility with its different kits. I have only played a tiny bit of engineer in a BWE, so I don't know much, but its class mechanic is awesome. Every utility skill including the heal skill is assigned to F1-F4 as well, and thus often has dual functionality. Then there are the kits (flamethrower, grenades, mines, heal, poison gun, etc.) - which replace your weapon and give you a full set of 5 weapon skills.

I'm very much attracted to playing an engineer for serious as my second character sometime down the road. Did an explorable dungoen run with a capable engineer and it was a blast being group with such. Advanced profession I'd say - so keep that in mind.

#34 Posted by plague102 (128 posts) -
  • Class: Necromancer
  • Weapons: Scepter/Dagger, Staff
  • Play-style: Condition
  • Talent: 30 Curse (condition/precision)/ 30 Death Magic (Toughness) / 10 Blood Magic (Vitality)

The name of the game is staying alive and placing as many dots on to something while running around. In PvP this works exceptionally well; dot a target heavily use fear mark and death shroud fear to keep them off of me, combined with flesh golem for constant cripple and a knockdown effect. Runes that give toughness and condition damage give me about 2,000 toughness and over 1000 condition damage allowing me to tank a lot of hits especially when combined with death shroud.

#35 Posted by pay928 (26 posts) -

Class: Mesmer

Weapon: Focus

PlayStyle: That guy that pulls people off stuff in WvW jumping puzzles

Nothing beats pulling off that guy about to finish his puzzle all the way down to his death/back at the start. Promptly followed by portalling up other people to save them time.

#36 Posted by MetalMoog (908 posts) -

Class: Warrior

Weapon: Dual Axes/Rifle

PlayStyle: Hack n' Chop and Guns guns guns!

Loving the Norn Warrior right now but also want to level up a casting class. How are the Necromancers are they a fun class to play? I loved Necromancers/Warlocks in other games dotting mobs and watching their health tick away while I ran around them but am not a big fan of the bleed yourself for mana regen playstyle would prefer just to DoT and cruise around with full health.

#37 Posted by ApeGantz (217 posts) -

Class: Thief

Weapon: Double Dagger

Playstyle: Fuck shit up

---Funny story I first started out with a Elementalist(Staff) but I found it incredibly boring, and I was dying a lot. Then I decided to play a different class so I went for the thief. Normally in MMOs I'll play a Warrior or another class that relies on strength and good weapons but for some reason I didn't want to do that.

So far I have a lvl 16(maybe 17) Thief and I am really enjoying the combat with the double daggers. Most of my items consist of condition bonuses(for the bleed and poison) and precision. In combat I can normally just use Death Blossom and sometimes Dancing Dagger to kill the fodder enemies quickly but when it comes to quest bosses,man it's a challenge but I love it because there's strategy in the kill.

With Bosses, I'll DD them, then wait til they come to attack me and use Death Blossom. Not Death Blossom makes my character do a jumping attack in the air and I land on the other side of the foe. During the move I evade all damage while attacking them and causing bleed damage. So I'll do it a few more times when the foe attacks, then use steal to take their ability. The neat thing about steal is I have it so i get 3 initiative back(trait bonus) so I can either attack again or retreat.

It's pretty sweet!!

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