GuildWiki talk:Role guide project

Another issue is how to pick an initial setup for each role. My vote is to go for ease of use: the easiest viable build you can create for a role should be the one on the profession page. This includes at the very least play difficulty (builds that require very precise timing aren't a good choice except when it is absolutely required, such as for interrupters), versatility (a general build should always be favored over a location/enemy-specific, if possible), and skill set (1-campaign builds being favored over multi-campaign builds, again except where required, such as for Touch Ranger). Of course, this also ties into another idea I had...I'll go write that up now. :) -- Peej 08:45, 21 March 2007 (CDT)
 * I think you are thinking through this slightly incorrectly. We aren't going to be favoring builds or anything.  The whole point is that we make a guide.  So, that guide contains a bare bones build with the essentials and then just does a walkthrough of other options for that role based on different professions, different elites, etc.  But I don't think we want this to be a compilation of builds, strictly a guide.  Defiant Elements  (talk ~ contribs) 18:07, 22 March 2007 (CDT)
 * No, what I mean is, whoever starts the guide will need some build to put in for each of the roles, right? That build needs to come from somewhere, and the "favoring" I meant is really just "don't put really hard to use builds in the guide" essentially. ;) -- Peej 18:31, 22 March 2007 (CDT)

What's a "spirit wrangler?" 18:04, 22 March 2007 (CDT)

Runners
Technically, all classes can run decently. Necros are the only class that must use 2nd prof skills to actually get run boosts. With a refined build and lots of practice, I think any class can run tough stuff like droks. Of course it's much easier for a tank to run droks than a necro, but it's possible. --8765 09:46, 27 March 2007 (CDT)