User:JediRogue/Profession Combos

Introduction

 * This article is being created in response to arguements about whether the guides for choosing secondary professions should be deleted. See the discussion here.
 * My own comments for things that are going be to changed or expanded upon have been noted with small text.
 * This article cannot be completed by me alone as I do not currently own Nightfall and can only write about Dervishes and Paragons based on what I have read on the wiki and observed in game.
 * Comments and suggestions are much welcomed and appreciated on the talk page.
 * I am endeavoring to include much info from the existing pages, alot of my own opinions, ideas that may or may not be good depending on the specific build, and the spirit behind the reason many people wish to keep these articles.
 * 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.
 * At this point I intend to carry elements of this article over onto the Secondary profession guides and the secondary and primary pages. Don't worry, I know there are some sections that aren't ripe.

General Notes

 * The things unique to a primary are:
 * Armor (level and energy regen)
 * Runes
 * Primary Attribute
 * Keep these in mind when considering profession combos.


 * In chosing a secondary you should also keep the following in mind:
 * Is this skill really only effective with the primary attribute?
 * Is this worth the attribute points I'm investing?
 * Am I trying to fill a gap or vulnerability in my skill set which would be better filled by another player rather than a secondary profession?
 * In the role I'm filling, am I going to have the time/energy/armor for a skill? Skills from your own primary don't usually have this problem, but mixing professions could bring this up.
 * A secondary profession choice is by no means permanent. PvE characters will be able to change it after Ascension (or campaign equivalent) and PvP characters can change at any time.

All Primaries
These tips are not specific to any particular primary
 * Assassin shadowsteps to move out of danger.
 * Most classes contain a speed boost and self heal. The benefits of such skills are for the most part self-explanatory. If your primary profession does not have one, or you do not like it, consider looking to your secondary profession. I might construct such a list at a later time.
 * Inspiration magic stances (Mantra of Earth, Flame, Lightning, Frost; Elemental and Physical Resistance) can be very useful at reducing damage if you know what kinds of enemies you are going to be facing.
 * Unlinked skills are a great way to find use in a secondary without spending any attribute points.
 * Some unlinked condition removal: Signet of Malice, Plague Touch, Antidote Signet
 * Some unlinked Hex removal: Remove Hex, Expel Hexes, Holy Veil, Purge Signet

Casters
Monks, Mesmers, Elementalists, Ritualists, Necromancers
 * Casters tend to be better suited to the backline because of their low armor. Avoid build decisions that will move you to the front line. Specifically, do not chose a melee secondary with the intention of using melee weapons (except in special cases).
 * Melee secondaries do have their uses. Rangers and Warriors have defensive stances and speed boosts which can help keep you safe if you fall under pressure. Dervishes have many enchantments which can help with defense and healing. Assassin shadowstepping can move you to safety when the backline is threatened.
 * Elementalist glyphs are unlinked except for restoration and any they changed. gotta check that and can apply to spells from any profession.

Melee
Warriors, Assassins, Dervishes
 * You are going to be right up in the action with enemies close by. Consider skills that are touch range or PBAoE.
 * Avoid skills with a long cast time. They are more easily interrupted and you will surrounded by foes, taking damage for the cast time.

Ranged
Rangers, Paragons
 * With a higher AL than the rest of the backline, should a catastrophic team wipe occur, you will be more likely to survive. Hard rezzes may be more useful.
 * Take advantage of the fact that you can stay safely in the backline: avoid bringing half a bar of skills that encourage you to run in and half a bar that works fine from a distance.

Assassin

 * Primary Attribute: Critical Strikes
 * AL: 70
 * Energy Regen: 4

Elementalist

 * Shock is an unconditional knockdown that could replace Horns of the Ox as an opening for an attack chain.

Ranger

 * Ranger is a common secondary for Assassins who prefer to stay away from the front line. These A/Rs wield bows and tend to have a higher survivability than their dagger-wielding bretheren. The loss of energy management from Expertise is replaced with energy management from critical strikes. Additionally, you will gain an increased chance of critical strikes. This build is commonly seen in PvE.

Warrior

 * Assassins may choose to give their attack speed a boost with various warrior stances. This is most commonly seen in the BoA/Tiger Stance sin. However, other IAS stances are also used in different ways.

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.
 * If you know what type of damage you are going to be taking, Mantras from the Inspiration line provide both protection against the elements as well as a fair energy income.

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.
 * Enfeeble is a quick way to inflict weakness needed to trigger the knockdown from Stoning.
 * E/N is not a useful combination if it is merely to gain the primary attribute as necromancers have their own form of energy management in Soul Reaping

Ranger

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

Warrior

 * Outside of defensive stances, there is little benefit to being an E/W; most warrior skills are focused on melee weapons. Elementalists have low armor and should avoid frontlines.

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)

Necromance

 * 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
 * Important:The role of the Monk is usually healer (or protector). Almost all monk skills and the primary attribute are geared toward this. A primary as a monk is a poor choice for most other roles. If you want to fill another role, reconsider the choice of primary.

Elementalist

 * Glyph of Lesser Energy is a useful way of lowering the energy cost of more expensive spells such as Heal Party and Aegis. Even if only used on lower energy spells, GoLE is a common form of energy management for monks.

Mesmer

 * The Inspiration Magic line has several spells that are useful to a monk for energy management: Mantra of Recall, and even Power Drain if you have the reflexes. (Consider for Hero monks.)
 * 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.

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

Mesmer

 * The necromancer will get many of the same benefits from a Me secondary as the elementalist.
 * Many mesmer hexes synergize well with Necromancer hexes (such as price of failure and spirit of failure)

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 affected by Expertise, attack skills are. As a ranger primary, you would be able to carry more atack skills that are not adrenaline based. These can be coupled with a Ranger's speed buffs. The bunny thumper is a good example of this.
 * Some rangers may benefit from a warrior's IAS stances as well.

Ritualist

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

Assassin

 * See Rt/W below.

Elementalist

 * Combine Gale and other knockdowns with Earthbind
 * Water snares to hold foes in range of spirits.

Monk

 * A ritualist can make a fine healer through Restoration Magic however the resto line lacks some elements of a good monk skill bar: unconditional condition removal and hex removal. A monk secondary could provide this.

Necromancer

 * Spawning power affects minions. As a Rt/N, you will be able to raise healthier more durable minions in exchange for higher level ones from runes. Additionally you will be able to use several Spawning Power skills for such a build.

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
 * Things to consider: Warriors will usually be in close range. Touch range skills are therefore effective. Your energy pool is very small, and you will have little regen. Even relying entirely on adrenaline skills for damage, energy needs to be carefully managed. Avoid skills with high energy costs.

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 useful for both interrupts and setting up for many skills which trigger on knocked down foes.
 * Aftershock may seem like a option for damage after a knockdown. However, many warrior skills trigger on foes who are knocked down and may be preferable both in saving attribute points and energy.

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.
 * Although it will shut down your bar as well as your foes (and cost you to lose adrenaline), Blackout is a option of shut down and interuption. Against a caster, this will reduce them to mere wand attacks, while you will still have your weapon.

Monk

 * Monk is a common choice, especially for Warriors who like to strike out on their own. The heavy armor greatly reduces the damage you take, and Monk support can help further.
 * Skills such as Mending, which has a small return for a high cost of attribute points and Orison of Healing, which is a mediocre heal without the Monk's divine favor, should be avoided.
 * While groups may prefer a warrior to have more damage output and allow the monks to support them with healing, a soloing warrior might consider bringing skills like Live Vicariously, Vigorous Spirit, and Healing Hands to provide steady heals each time they swing or take damage.
 * Warriors may want to bring a "hard rez" such as Resurrect and Rebirth. However, beware using them in battle as the long cast times are easily interruptable, and may result in resurrecting a party member that will require too much of the monk's attention to return them to action. Be especially cautious about using Rebirth in the middle of combat, as bringing a newly resurrected caster to the front line is ill-advised.
 * Holy Veil is an unlinked skill that will discourage hexing you and provide hex removal.
 * Mending Touch is a useful form of condition removal, even with little or no attribute point investment.
 * Heal Area/Karei's Healing Circle are very poor choices for a W/Mo because, as a warrior, you will frequently be in close range with your foes. These skills will heal them as well as you which is counter-productive in the usual goal of killing things.

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.
 * Mark of Fury can be useful for increasing your adrenaline gain. With the extra strike of adrenaline, you can use skills such as Enraged Smash on every swing.

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.