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.

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 maknig them quite effective for an Elementalist.

Mesmer

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

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.)

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

Necromancer

 * Necromancer touch skills can benefit greatly from Expertise.

Warrior

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

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.