User:One Three Three Seven/The Elitist's Guide to Professions

=Profession= A profession is a set of attributes and skills that the player chooses. Each profession has its strength's and weaknesses, and should be used accordingly. No one profession is better than another, as it depends on how you play it and what you are using it for. For example, a monk trying to gank is complete fail compared to a sin trying to gank. But the opposite is also true, a sin trying to heal is noob when you have a monk healing. But these professions can be combined to complement each other. A monk may use an assassin's defensive skills to kite enemies, and an assassin may use a monk's smiting skills to assist in its kills. This guide will help you to decide which profession is best for the kind of rape that you wish to instill upon your enemies.

[[Image:Warrior-icon.png]]Warrior (W)

 * The warrior has 5 attributes. Strength is its primary attribute and has the complementary attributes of Swordsmanship, Axe Mastery, Hammer Mastery, and Tactics. It is commonly known that Strength is one of the most failing attributes in Guild Wars.
 * Warriors are commonly seen as damage dealers or tanks. Warriors have a high DPS when auto-attacking and are great choices when you wish to kill stuff, but are constantly screwed over by the millions of builds that have Blind and Wards and Hexes and Elemental Damage and Weakness and Condition Removal and Healing and Prots and anything that is not specifically a 60 AL dummy in the Isle of the Nameless.
 * Warriors are good tanks because of the high health and high armor rating that they have. When combined with +armor and damage reduction skills and most specifically skills like Mending and Healing Hands they become the leetest of the tankz0rs.

[[Image:Ranger-icon.png]]Ranger (R)

 * The ranger has 4 attributes. Expertise is its primary attribute and has the complementary attributes of Marksmanship, Wilderness Survival, and Beast Mastery. Rangers are more commonly used for spreading conditions and interupting, but are absolute fail damage dealers.
 * A ranger has many condition-inflicting skills in its arsenal, which combined with the long range of a bow, can cause decent pressure among their enemies.
 * A ranger most powerful skill of all is Distracting Shot. Considered one of the most powerful skills in the game Distracting Shot can interupt and disable and enemy's most important spell, and possibly render that enemy useless for 20 seconds. A ranger without Distracting Shot is like a warrior build without mending. Srsly. A ranger's power comes from their interupts and if used correctly can completely shut down an enemy monk.
 * Rangers have a vast arsenal of blocks at their disposal. Most assassins and warriors realize this and hesitate to initiate a spike against a ranger, for fear that it will fail. Rangers should use this to their advantage and taunt the assassins and warriors.
 * Rangers have many Nature Spirits in their Wilderness Survival and Beast Mastery attributes. These spirits affect all creatures within its range, which means that its benefits and drawbacks are shared across the map. Many morons feel that these spirits are uberleeth4x, and constantly fuck up their own team. Use the Nature Spirits wisely, and make sure that your teammates can deal with the affects of these spirits.

[[Image:Monk-icon.png]]Monk (Mo)

 * The monk has 4 attributes. Divine Favor is its primary attribute and has the complementary attributes of Healings Prayers, Protection Prayers and Smiting Prayers. Monks are most commonly chosen for their abilities to heal and protect (orly?) other teammates and shouldn't smite if their life depended on it.
 * Smiting prayers are absolute phail. Ya, thats a fail with a "ph". Believe it. Many smiting prayers skills have 10 or more energy cost, which doesn't help the fact that monks have the lowest energy management of all the professions. These smiting prayers do minimal damage (OMG 50 DAMAGE FROM SIGNET OF JUDGEMENT! YESSHHHHHH!), and the only positive point is that these skills do Holy Damage. Smiting monks are only useful for cleaning up Minion Armies.
 * Healing and Protecting is what monks are most adept at. Monks should stick to these two attribute lines if they do not want to be fr00b. Healing monks can heal for massive amounts of health, but need faster reflexes because there is nothing to slow down spikes if you are pure healer. That is why many teams will bring two monks, one healing and one prot.
 * Prot monks are the monks that prevent the damage from happening in the first place. Prot monks have many damage reduction and damage prevention skills in their arsenal. Some protection prayers skills can heal, such as Zealous Benediction, which is why monks can go full prot with good healing as well, but remember that Zealous Benediction is failz0r compared to Word of Healing.
 * Many monks choose to run a hybrid build. A hybrid build is a build that utilizes 1-2 Healing Prayers skills and 5-7 Protection prayers skills and vice versa. Gift of Health is gud when running a hybrid prot, as it gives you a spammable 100+ heal without any downside.
 * 55 monks are 1337. I mean they have mending, so... duh.