Talk:Profession

Content missing
Just noticing from the edit history of this talk page, it appears that a vandal at some point had moved this page to Talk:Professions from hell, but that content was never restored to here - appears to have been deleted under the new name. --- Barek (talk • contribs) - 16:02, 3 December 2007 (UTC)
 * Interesting.. Can you get the file back so we can put the talk page back? or are you no longer an admin? or shall we just opt to leave it blank? --[[Image:Warwick sig.JPG]] Warwick (Talk ) (Contr. ) 16:11, 3 December 2007 (UTC)


 * People really hate this page... --- [[Image:VipermagiSig.JPG]] -- (s)talkpage 17:07, 3 December 2007 (UTC)


 * I resigned a few months back due to being too busy in the real world - gave up my admin rights. So, it'll take an active admin to restore it.  --- Barek (talk • contribs) - 05:38, 7 December 2007 (UTC)


 * Regardless, this page needs protection due to the large number of vandals on it. Cress Arvein(Talk) 19:38, 13 December 2007 (UTC)

Secondary Profession Paradox
I've noticed that to create a character with a secondary profession from a later product is not initially possible. For instance, If you want to play a Monk/Dervish immediately, you have to create the character in Nightfall. Their are no Dervish trainers in Prophecies or Factions. To create a Mo/D otherwise you have to change your secondary profession after Ascending (or equivalent), I think. Could someone who knows this info post a comment or update? This is something that should really be a part of the main section of the article since it affects all campaigns. -- Sabardeyn 09:21, 5 February 2008 (UTC)

you can change secundary profession to dervish/paragon at the Great Temple of Balthazar Profession Changer (NPC) or after completing the Hunted! quest in Kournam at the The Command Post no need to worry its pretty impossible to screw a character in this game =) (LDoA and Survivor aside) 201.95.104.206 17:40, 9 March 2008 (UTC)

Profession images
It'd be nice to have a more consistent set of images for each professions. The Warrior and Ranger images are excellent as official art, but the rest seem to lack appropriate pictures of the same fashion. Perhaps reverting both back to the previous ones with both male and female. Likewise, the Assassin and Ritualist pages could use more "official" pics. The Paragon and Dervish ones just need to be PSed together - but then again, I'm probably being too picky. Just a thought. Azasuke 04:23, 15 April 2008 (UTC)

Water/air and speed buffs
Firstly, I don't think the note in water should be there at all. Armor of Mist is hardly enough to constitute a summary of water magic including self speed buffs. As for air, Storm Djinn's (self) is far more common than Windborne, so if the note must stay there, I suggest the part about self/ally part is removed. --Shadowcrest 01:10, 16 April 2008 (UTC)
 * Agree on water. For air, "ally" spells include yourself.. I think it's valid. Tain 03:34, 16 April 2008 (UTC)
 * It does, but some people when they see ally they might think not self. What I'm suggesting is the line saying "...which deal damage or provide a movement speed boost." --Shadowcrest  16:52, 16 April 2008 (UTC)
 * Works for me. For water, I think we should put something along the lines of "Increases the damage and effectiveness of water skills, which deal damage with multiple AoE spells which commonly snare enemies, and can provide defensive bonuses for the caster." Tain 22:55, 16 April 2008 (UTC)
 * Why does everyone keep deleting the notes about defensive and speed boosting spells in Water??? For the player who bought Prophecies only, there are just as many speed boosts in the Water line as there are in the Air line. To an elementalist secondary, Water's defensive and speed boosting spells can be some of the key skills to a defensive or running build. I play a Warrior primary and Windbourne Speed is just not an option for my running builds. It costs too much to keep active for any length of time and has no other bonuses. Armor of Mist however is quite viable because of the increased armor and duration. I've been able to use it (or Storm Chaser) to run some areas that I couldn't cover with Sprint or "Charge!". Also, the other defensive spells such as Mist Form are staples of elementalist tanks everywhere. The point here is that those spells are in the lineup and should be mentioned just as much as the spells that snare or do AoE damage. Some of the defensive spells, while not commonly used by elementalists, are some of the best in the game for a secondary profession choice. 64.32.249.154 15:42, 19 April 2008 (UTC)
 * Players use Earth Magic for defence, no matter their secondary. I have NEVER seen an "aqua-tank". As for Armor of Mist, I have no idea. You could be right.[[Image:Entrea Sumatae.png|Entrea Sumatae]]Entrea  [T]  15:57, 19 April 2008 (UTC)
 * There was a build a while back called the "InvinciMentalist" that used Water and Earth for massive armor stacking. It was quite effective until ANet fixed the loophole that allowed armor stacks. I'll agree that earth is more effective for tanks looking for armor or the occasional aftershock. At the same time, if you want snares and cold damage (quite useful against the Warrior Titans) then Water is the best choice. Frigid Armor also protects against burning condition - and sure makes the Monk's job easier. Just because everyone out there is focusing on one line of skills for their defense builds, it doesn't make it the best in every situation. 64.32.249.154 16:13, 19 April 2008 (UTC)
 * OK, for titans, Water could be best. But for everything else, Stoneflesh Aura far outdoes everything Water Magic could do, and Grasping Earth is a good enough slowdown. Although, a terra tank is to tank, not to do damage, so the cold damage is irrelevant.[[Image:Entrea Sumatae.png|Entrea Sumatae]]Entrea  [T]  16:16, 19 April 2008 (UTC)
 * This article is just a general summarization of what each attribute does. A single spell doesn't really justify changing a summary to reflect speed buffs in the water line. And your note about players in proph having as many speed buffs in water as in air is a double edged sword; players without prophecies will have 0 water speed buffs. --Shadowcrest 16:31, 19 April 2008 (UTC)
 * I guess I must concede the point about water having a speed buff - it doesn't belong in the summary (for the same reason that I used for including it in my earlier arguement). Should we add that Earth has snares? I know that I don't use them, but there are 4 available and Ward against Foes is a Core skill. 64.32.249.154 16:42, 19 April 2008 (UTC)
 * Two of them suck, but I guess Grasping and WaF are common enough to include it. --Shadowcrest  16:45, 19 April 2008 (UTC)