User:JediRogue/Profession Combos

General Notes

 * Unlinked skills are a great way to find use in a secondary without spending any attribute points.
 * The things unique to a primary are:
 * Armor (level and energy regen)
 * Ruins
 * Primary Attribute
 * Keep these in mind when considering profession combos.


 * Unless its specifically noted that the skill is effective with a low attribute point investment or is unlinked, all suggestions should be considered to have "if you are willing to invest attributes in that area." There may be and often are better distributions of attribute points.

Elementalist

 * Primary Attribute: Energy Storage
 * AL: 60
 * Energy Regen: 4

Mesmer

 * Echo and Arcane Echo are a great way to get around the long recharge of many Elementalist spells and are frequently used by nukers.
 * If you happen to be in close range with your targets (as in many Elementalist farming builds), Channeling is great energy management.

Monk

 * Without the Monk's divine favor, many direct heals won't be as effective from an Elementalist, but party wide spells such as Aegis gain little benefit from Divine Favor and are also more expensive making them quite effective for an Elementalist.

Necromancer

 * Follow Gale with Fetid Ground.

Ranger

 * Serpent's Quickness can be used to shorten the long recharges of many elementalist skills.

Mesmer

 * Primary Attribute: Fast Casting
 * AL: 60
 * Energy Regen: 4

Elementalist

 * Although you won't have the elementalist's energy storage, Fast Casting is useful to shorten the cast times of many elementalist spells.

Monk

 * Ressurrection spells have long cast times and can benefit greatly from Fast Casting.
 * Signets such as Signet of Rejuvenation do not benefit from divine favor but Mesmers have many ways to enhance signet use. (I'm shooting in the dark here. Probably removing this one)

Necromancer

 * Combining Virulence with Fragility is a familiar spike in PvP.
 * Many Necromancer hexes have long cast times and could benefit from Fast Casting
 * Some Necromancer hexes combine well with Mesmer hexes. (Spirit of Failure and Price of Failure for example.)

Ranger

 * Tiger's and Bestial Fury can be used as a speed buff for Illusionary Weaponry the damage output of which is dependent on the attack speed.

Warrior

 * Flurry can be used as a speed buff for Illusionary Weaponry The reduction of damage output doesn't apply to IW. Flurry has the added benefit of being unlinked.

Monk

 * Primary Attribute: Divine Favor (only works on monk spells. Your secondary won't get any benefit.)
 * AL: 60
 * Energy Regen: 4

Elementalist

 * Glyph of Lesser Energy is a useful way of lowering the energy cost of most expensive spells such as Heal Party and Aegis.

Mesmer

 * The Inspiration Magic line has several spells that are useful to a monk for energy management.
 * Mesmer hex removal skills can be useful to a monk.
 * While in PvE, you want to be in the backline, in PvP monks are often closer to the action. In this case, Channeling is good for energy management.

Ranger

 * In PvP, Throw Dirt may be useful to get a Warrior or other melee fighter off your back.

Warrior

 * With 60 AL, you will want to stay out of a Warrior's usual melee range, but defensive stances and speed boosts could still be useful.

Necromancer

 * Primary Attribute: Soul Reaping
 * AL: 60
 * Energy Regen: 4

Monk

 * Heal Area is great for maintaining a minion army who will often be surrounding you between fights.

Ranger

 * Primary Attribute: Expertise (attacks, rituals, touch skills and ranger skills only)
 * AL: 70
 * Energy Regen: 3

Assassin

 * While using expertise to lower the energy cost of assassin attacks seems a first a good combo, remember that primary assassins are managing energy through critical strikes, and the loss of critical strikes can really weaken the power of an assassin attack chain.

Elementalist

 * Conjure Flame/Lightning/Frost can be used for an attack boost. To avoid having to use an elemental bow string. Use Winter with Conjure Frost and Ignite Arrows with Conjure Flame.

Necromancer

 * Necromancer touch skills can benefit greatly from Expertise.

Warrior

 * Although warrior stances aren't effected by Expertise, attack skills are.

Ritualist

 * Primary Attribute: Spawning Power
 * AL: 60
 * Energy Regen: 4

Elementalist

 * Combine Gale and other knockdowns with Earthbind

Ranger

 * A Ranger's Nature Rituals will benefit from Spawning.
 * Weapon Spells can add a punch to bow attacks.
 * Combine Wanderlust with Brambles.

Warrior

 * Although the Ritualist has a low AL, there are many ways for one to get a good use out of an Rt/W even with melee weapons.
 * Sight beyond Sight will prevent you from becoming blinded, the bane of all Warriors.
 * Weapon spells are useful in adding punch to any melee attacks.

Warrior

 * Primary Attribute: Strength
 * AL: 80
 * Energy Regen: 2

Elementalist

 * Conjure Flame/Lightning/Frost can be used for added damage.
 * PBAoE spells are useful as you will often be surrounded by foes.
 * Shock is a touch range knockdown.
 * Use Aftershock after a knockdown.

Mesmer

 * Inspiration Magic stances can be useful, especially if you know what kind of damage to expect from foes.
 * Epidemic can be used to spread conditions to foes close to your target.

Necromancer

 * Plague Touch is useful for condition removal in touch range. Even out of range, plague signet, and plague sending could also be used. Headbutt and Plague Touch are a useful way to apply dazed.

Ranger

 * Tiger's and Bestial Fury can be used as a speed buff.
 * Antidote Signet is an excellent unlinked and energy free skill that can remove blind as well as poison and disease.