Secondary Class Guide Written by: Jaws of Doom With the support of: Valkyrie Einherjer Leadership =============================================================================== =============================================================================== Table of Contents: Preface [0PF0] Elementalist [0E0] E/Me [0EMe0] E/Mo [0EMo0] E/N [0EN0] E/R [0ER0] E/W [0EW0] Mesmer [0Me0] Me/E [0MeE0] Me/Mo [0MeMo0] Me/N [0MeN0] Me/R [0MeR0] Me/W [0MeW0] Monk [0Mo0] Mo/E [0MoE0] Mo/Me [0MoMe0] Mo/N [0MoN0] Mo/R [0MoR0] Mo/W [0MoW0] Necromancer [0N0] N/E [0NE0] N/Mo [0NMo0] N/Me [0NMe0] N/R [0NR0] N/W [0NW0] Ranger [0R0] R/E [0RE0] R/Me [0RMe0] R/Mo [0RMo0] R/N [0RN0] R/W [0RW0] Warrior [0W0] W/E [0WE0] W/Me [0WMe0] W/Mo [0WMo0] W/N [0WN0] W/R [0WR0] Contact Info [0CI0] History [0HI0] Credits [0CR0] Legal Info [0LI0] =============================================================================== =============================================================================== Preface [0PF0] This guide is written to fulfill the ever looming question of what you should choose for your secondary for a new character. Whether you are new to the game, or a veteran that is creating a new character, this guide is here to look at different possibilities for secondaries, and what you can do for each choice. Each class will be set up as followed. First, there will be a general description of the class in general. This is looking at with no secondary, and will go over what kind of role you will be playing as in game with your class. Following that, there will be five sections, one for each secondary class. These will go in detail over different combinations and possibilities that you can create with the two classes. Please note that I'm not going to choose a class for you. You won't find any rankings or system that will tell you what you should play as. Instead, I just hope to give you ideas to suit your particular play style. Also, even though I may reference a number of builds throughout the guide, it will be up to you to fill out the build as you wish. Whether you look it up on another site, or build it yourself, that will be your responsibility, and will not be listed in the guide. Also, this will be looking at only the PvE or RPG aspect of the game, and not the PvP aspect. This is because PvP is so much more team orientated, that your secondary will be chosen on what the team needs, and not what you want to be. The classes are listed in alphabetical order to help in finding them, but you can also use the code I put behind each section and sub-section, and your browser search tool (usually Ctrl+F) to instantly head to the section of your choice. =============================================================================== =============================================================================== Elementalist [0E0] Generally, the primary job of the elementalist is to do a lot of damage through their magical attacks. Two of the most popular types of elementalist use either air or fire magic. Air is generally used to inflict damage on a single enemy, while fire is used to inflict damage to multiple enemies. Water is known as a hexing magic that is used to inflict damage as well as slow enemies down. Finally, earth has a little bit off offensive magic coupled with defensive wards and enchantments to protect yourself and your team. As an elementalist, you should rarely find yourself in need of energy with the primary energy storage giving you more energy for each level in it. E/Me [0EMe0] This is very popular when you have one very powerful skill that you want to throw out multiple times. Two mesmer skills, Arcane Echo and Echo allow you to copy any spell in your inventory, allowing you to use it over and over again. Also, since the two Echo skills are Unalligned, you don't need to have any attribute points in any mesmer skills in order to make this effective. Another strong possiblity would be to use Inspiration Magic to provide energy management in very energy costly builds. While elementalist do have their own skills to keep their energy high, mesmer Inspriation Magic can be used to supply an extra boost in energy when needed. E/Mo [0EMo0] The best part of the monk secondary is your ability to self-heal, which monks lack an effective means of. However, you can take this even farther, and make yourself a full monk. Instead of having the greater healing ability from Divine Favor, you will have a lot more energy than primary monks have allowing you to heal much more often. Another good combination would be to mix a monk's Smiting Prayers in with your other magic to provide other means of damage. This is extremely effective in areas with a large number of undead enemies, which will take double damage from your smiting skills. E/N [0EN0] Mixing a necromancer secondary in with the elementalist can give you the same advantage as the monk's smiting prayers. Using Blood Magic or Curses, you can give yourself the ability to do shadow damage along with your normal elemental skills. This is very effective when facing enemies with a high armor level as your shadow skills give you the ability to ignore it completely. Another possibilty would be for energy management. Offering of Blood can be used to trade a bit of health for an instant energy burst, while Well of Power can be used on a corpse to provide you with a constant increase of energy regeneration. E/R [0ER0] The highlight of this combination would be the ability to mix physical and elemental ranged damaged. This would allow you to stay out of the way of melee damage, as well as focus on doing damage that your foe is weak against. Another great possibility would be to combine the ranger skills of Enerngizing Wind and Quickening Zephyr to help you with skill casting. The combination of these two skills will allow you to cast your skills for less energy, while at the same time, making them recharge E/W [0EW0] With a warrior secondary your main benefit would be in protection and self-healing. The warrior Tactics line gives you a number of stances that you can use for protection against a large attack, as well as Healing Signet for a decent self-heal. Another possibilty would be to use Earth Magic skills to increase your armor, and then to run into melee range being more well protected than a warrior would be. You could then use one of the warrior's melee weapons combined with close range area of effect spells to do the majority of your damage. =============================================================================== Mesmer [0Me0] Overall, the mesmer is a very specialized class that relies on taking advantage of an enemy's weakness in ordder to inflict damage. They also have the ability to inflict massive amounts of health degeneration through their illusion magic. Mesmers also have the best energy management in the game with their inspiration magic giving them the ability to create or steal energy. Due to how specialized they are, it is not recommended that for new players do to high difficulty of putting together an effective build, however, experienced players can use the mesmers abilities to decimate another team with great efficiency. Me/E [0MeE0] The greatest advantage is here that a mesmer can easily fast cast a number of cheap elementalist skills to do a lot of damage in a short time. Combined with energy management skills that mesmers already have, they will be able to consistantly spam a few cheap skills to do their damage. Other possibility is to use the elemental glyphs to increase the effectiveness of their mesmer abilities. This can include the ability to make skills cost less energy, make them instantly recharge, or instantly cast for longer spells. The best part about this is that it requires no attribute points in any elementalist attributes, freeing them up for other uses. Me/Mo [0MeMo0] The biggest advantage to gain here is the ability to fast cast resurrecting skills during battle. The biggest problem with reusable resurrecting skills is the large amount of time it takes to cast them, which may leave your team vulnerable if you are under attack. The ability to significantly reduce that time is a huge advantage allowing you to get people back in the fight faster, and without having to use the one time Resurrection Signet. The other possibilty with this is to provide yourself with a few powerful self- healing skills. While you won't have enough energy to be able to heal the entire team, you can use one or two good healing skills to keep yourself alive with your weak armor. Me/N [0MeN0] A great combination here would be to combine the health degeneration skills of a mesmer with that of the necromancer to make them even more effective. This will give you the ability to spread more degeneration to more enemies taking them down quicker than with just mesmer degeneration alone. Another possiblity along the same lines would be to use the wells that necromancers can create for the same degenerative purposes. This also has the advantage that with your fast casting ability, you will generally be able to get the corpse before enemy necromancers, allowing you to prevent them from using their own wells, or from raising minions. Me/R [0MeR0] Like the secondary necromancer, the ranger will also allow you to spread you degeneration skills even wider. However, a secondary ranger will allow you to cause degenerative conditions such as poison or bleeding, allowing you to have a greater variety instead of the all hex Me/N. Another strong possiblity would be to combine the disruptive abilities of the mesmer with the disruptive abilities of a ranger to prevent enemies from casting any spells. Using a combination of the two will allow you to stop any spell being cast by your target if your reaction is fast enough, which would in turn, prevent a lot of damage directed at your team. Me/W [0MeW0] Probably the most interesting combination, this allows you to use the mesmer elite skill Illusionary Weaponry, to inflict massive melee damage on your enemies. When combined with Flurry or other skills to increase your attack speed, it will allow you to inflict a huge amount of damage in a short time. Just remember that you need to be careful with your weak armor, and warrior defensive stances may be very helpful in keeping you alive. Another possibility would be to simply use a warrior's Tactics to help reduce damage. Since you have some of the weakest armor in the game, if you're attacked, it is very benefitial to have some kind of protection to help you, and your monk out due to the increased damage that your enemies will have. =============================================================================== Monk [0Mo0] I just want to start out by making it clear that if you are a primary monk, you will be expected to either protect or heal your team. Smiting monks are very rare, and almost never used in PvE fighting. If you do want to smite, all I ask is that you let your team know so that you don't find yourself in a lack of healing later on. However, this guide will be focusing on the healing and protection aspects that a monk excels at. Mo/E [0MoE0] One great combination is using earth magic to increase your base armor. Since monk armor is very weak like most caster armor, you will often find yourself the target of enemy attacks as they like to go for weaker armor first. Using Kinetic Armor is the best way to help yourself out as you will cast often enough to keep it renewed while receiving a nice benefit. Another possiblity would be to combine the monk's impressive protection ability with the wards that earth elementalists can make to add even more protection. This is particularly effective with ranger team members that can stay in the wards, and do damage to the enemies outside of it. Mo/Me [0MoMe0] Overall, this is the most common monk secondary due to the mesmers awesome energy management. With both elites and non-elites to help regain energy, it is by and far the best way to keep your energy high to allow you to continue to heal. This also works well for bonders who rely on maintained enchantments to protect the team. Two Inspiration Magic skills, Mantra of Inscriptions and Mantra of Signets will allow you to regain energy faster, which will in turn, allow you to maintain more enchantments, allowing you to protect your team better. Mo/N [0MoN0] Another popular combination due to energy management skills. Mainly, Offering of Blood will give you an instant energy burst, while Well of Power will give you extra energy regeneration allowing you to cast more often. Another good possibility here is condition management. A number of monk skills will draw conditions from your teamates to you. You can then use Necromancer skills such as Plague Signet or Plague Touch to send those gathered condtions to your enemy so that they have to deal with them instead of you. This is particularly effective against disease. Mo/R [0MoR0] Ranger secondaries can use a number of natural rituals to assist them in their healing. One example is a combination of Quickening Zephyr and Energizing Wind to allow them to heal more often due to a smaller recharge time, while at the same time, costing less energy in the first place. Symbiosis also works wonders for monks that use a lot of enchantments to assist in healing. A ranger secondary can also be used to help manage energy with the right abilities. Specifically, Marksman's Wager will allow you to recover energy each time your hit a target, allowing for a form of regaining energy when you have time away from healing. Mo/W [0MoW0] The warrior secondary will allow you to use a number of Tactics abilities to assist your team. One of the things you can do would be to use a variety of shouts to help improve the defense of your team to complement your Protection Prayers. Skills such as "Watch Yourself" and "Shields Up!" are both excelent ways to protect nearby team memebers under attack. The other possiblity would be to use warrior defensive stances to protect youself in battle, as you will be a prime target for your foes. For this Bonetti's Defense is by far the best by not only protecting you, but giving yourself energy to work with as well. However, any of a number of defensive stances may be a life saver in battle. =============================================================================== Necromancer [0N0] The necromancer is a very interesing and powerful class to play as. The ability to exploit corpses to cause even more damage has become an extremely effective weapon, especially with the ability to raise minions. However, necromancers also have many skills allowing them to inflict damage directly to there enemy, often with the added benefit of ignoring armor. N/E [0NE0] The secondary elementalist is one solid choice for a secondary minionmancer. The key to this lies in Glyph of Renewal, which allows you to recharge your minion healing skills instantly. This is also effective as you don't have to put any points into the elementalist attributes to make it effective. Another good combination is to use elementalist skills to increase the damage from your necromancer. Water Magic hexes work well some Necromancer Curses to inflict good damage, and your shadow damage dealing spells can also mix with elemental skills for more damage. N/Me [0NMe0] This is extremely effective with the elite Spiteful Spirit. With the Arcane Echo ability of the mesmer, you can copy Spiteful Spirit to do more damage to massed groups. This is commonly known as the most effective way to "nuke" a large group if you can put it on targets that will stay alive a long time to get the most out of it. The memser's ability to echo also makes them good at being a minonmancer. With the ability to copy the minion healing skills, it gives you much more flexability with how often you can heal your minions outside of battle. N/Mo [0NMo0] This is the most popular build for the minionmancer for a couple of reasons. First of all, Healing Breeze is a popular way to keep your health high due to the sacrifical nature of the minion heaing skills. More importantly, Heal Area allows you to heal yourself as well as your minions out of battle as they will form a circle around you. Without minions, you can use monk prayers in one of two main ways. The first would be to use Healing Prayers to help to keep yourself alive when using high health sacrificing abilities. The other possibilty would be to use Smiting Prayers to inflict damage while avoiding health sacrifices altogether. Idea from Chubbs [HoP] Necromancers can also assist in healing. With there Soul Reaping ability, they have awesome energy managment, not to mention Offering of Blood if nobody is dying. While they won't be the most effective, they will be able to spam heal very easily. N/R [0NR0] The best combination here is to use the combination to inflict a wide range of status effects on your foes. Using ranger skills, you can easily poison or bleed your enemies, which you can then combine with Virulance to force them to deal with a number of extra conditions, as well as add disease which will spread quickly. You can also use some of the ranger's sprits to increase the effectiveness of your minions. Winnowing can be used to increase the damage that each one does, while Fertile Season will increase there health, making it easier to keep them alive. Also, Serpent's Quickness can be used to make your minion healing skills recharge faster as long as you keep your own health high. N/W [0NW0] With a warrior secondary, you can play risky, and go for the melee range instead of the traditional long-range caster. This will allow you to take full advantage of a number of necromancer skills that need to be in "touch" range, as well as the wells that will form at the corpses of your recently killed enemies. More traditionally, the Tactics line will help protect and heal you during combat. Specifically, Healing Signet is free, and can be used to counteract health sacrifices. Other stances can protect you if you become a target. =============================================================================== Ranger [0R0] The ranger can fill a variety of different rolls, making them a kind of team specialist. They have the ability to inflict a great amount of physical damage from a distance with their bows, as well as charm animals for another source even though beastmasters are very rare, and generally considered ineffective. Their natural rituals also can change the very rules of the game as they have the ability to affect both allies and enemies alike. R/E [0RE0] Possibly the best combination for the secondary elementalist would be to use the conjure abilities to increase the damage of your weapon. You can use this stacked with a preperation and an attack, to increase your damage done to a specific target, or use it with Barrage for higher damage as your enchantment will not be removed like preperations. Your other strong option here would be to use elemtalist attacks to supplement your bow attacks. You will need to watch your energy in this case, so energy management skills like Marksman's Wager is a must if you decide to choose this route. Glyphs may also be handy for this allowing you to decrease energy costs for the high damage elementalist skills you may wish to use. R/Me [0RMe0] The mesmer secondary is perfect for trappers that assist the team by laying a large number of traps for enemies to hit when they charge in. Using the mesmer skill Distoration will allow you to avoid getting hit so that you can literally lay traps right at the enemy's feet without getting interupted. The mesmer secondary also works great for a disruption rangers who focus on stopping powerful enemy spells. For this, the mesmer ability Arcane Conundrum can be combined with other ranger and mesmer abilities to give any ranger a much easier time at disrupting important enemy spells both to prevent them from damaging you, or from healing their own. R/Mo [0RMo0] As with the elementalist secondary, a monk's Smiting Prayers also make a good addition to standard bow attacks. In this case, Judge's Insight can be used to stack armor penetration onto your normal bow attacks, as well as Barrage which will not affect the enchantment. Rangers can also use this with the monk's Healing Prayers to create an extremely potent self-healing combination. For this, the enchantment Vigorous Spirit can be combined with Barrage to cause you to gain a massive amount of health with each attack. Each arrow that flies will trigger Vigorous Spirit which can easy keep you healed in the middle of battle. R/N [0RN0] The necromancer secondary allows you to take full advantage of the conditions that a ranger can spread with the necromancer providing additional spreading. As is the same for the N/R, using Virulance with the base conditions that a ranger can provide will allow you to massively spread conditions throughout a rank of enemies. Another combination would be to use a number of necromancer "Touch" skills as support for when melee combat comes to you. Since these touches are skills, they are affected by the ranger's Expertise, allowing you to use them for cheaper energy cost, while at the same time, doing damage to melee attackers. R/W [0RW0] Due to the physical nature of both classes, these two match quite nicely. First of all, rangers can take advantage of a number of warrior skills that increase physical damage, while still staying out of direct combat. Most noteable is Frenzy which will allow increased attack speed without having to worry about receiving extra damage from being in close range combat with a number of foes. Rangers also have enough base armor to be able to efficiently use melee weapons in combat. Combined with a high expertise to reduce the energy cost of any melee attacks they may want to use will allow them to be able to spam a number of energy related skills on enemies. Just be careful about health with your slightly weaker armor. =============================================================================== Warrior [0W0] Warriors have one really main job, and that is to tank damage the best the can. The more enemies attack you, the less they are attacking your teamates, and since you have the best armor, you are much more suited to taking it. However, you are also the only one suited at doing melee damage, and you will have the ability to inflict large amounts of damage on the enemy with your sword, axe, or hammer. W/E [0WE0] Like the ranger, the warrior can also take advantage of the elementalist's conjure abilities to increase their damage output. This works best with faster weapons such as swords and hammers, and work especially well with abilities that attack more than one person, such as Hundread Blades for swords or Cyclone Axe for axes. Warriors can also make great use of point blank spells that elementalists generally don't use to stay out of melee range. Water magic gives warriors Frozen Burst which is effective at keeping foes from running from your attacks. Air magic allows warriors to use either Shock or Whirlwind for instant knockdowns, which will allow hammer warriors to follow up with attacks that do more damage to knockdowned foes. Reversing that, warriors can also use Earth Shaker to knock down all nearby foes, and follow that with Aftershock to inflict large amounts of damage. W/Me [0WMe0] One effective option would be to use the Mantras of Inspiration Magic to protect yourself against the type of elemental damage that enemies are inflicting in the area. Not only will this offer you extra protection against elemental spells, but it will also give you a slight boost of energy allowing you to use your energy costing skills more often. The other strong possibilty here would be to use Illusion magic to slow down and disable your enemies. Casting Sympathetic Visage is a great way to deplete enemy energy and stopping adrenaline build up, while Imagined Burden and Ethereal Burden are great ways to slow down enemies fleeing from your attacks. W/Mo [0WMo0] The first and most used possibilty here is self healing. So, I will make myself clear by stating right off the bat that MENDING IS NOT AN EFFECTIVE MEANS OF SELF HEALING!!!!! It simply cannot keep up with the damage you will be taking and will be overwhelmed easily. If you want to keep yourself alive, skills like Healing Breeze or Healing Hands are much more effective at keeping your health high. Another possiblity for damage dealing would be to use Judge's Insight like the ranger possiblity above. Other possibilities would be to use Strength of Honor with adrenal builds, Holy Strike in combination with knockdowns, and Balthazar's Aura for inflicting damage to a number of enemies. All these combinations can significantly increase the damage you do in combat. W/N [0WN0] The necromancer secondary can take full advantage of the necromancer skills as they will be in close range combat the entire time. These can be used to either inflict more damage on your foes, or give yourself a little bit of self healing with the Vampiric Touch. These are best used with adreanal builds due to the high energy cost. Plague Touch is by far the most noteable with the ability to remove bothersome conditions like blind or weakness very quickly. Warriors can also take full advantage of the wells that necromancers can create as these will often be created near the front lines. Using a few wells, the warrior can provide healing to himself, as well as degeneration that your enemies will have to deal with. W/R [0WR0] Again mixing well due to the fact that they both use physical damage, warriors can use the ranger's preperations to increase the effectiveness of there base attacks. This can include spreading poison to a number of enemies, or just doing more damage with skills like Kindle Arrows. Warriors can also use the pet from the Beast Mastery line to increase both their tanking and damage dealing abilities in frontline combat. Most noteable in this combination is the ranger elite skill, Ferocious Strike, which will not only deal good damage, but give you both adrenaline and energy to allow you to do more damage with your own melee abilities. =============================================================================== =============================================================================== Contact Info [0CI0] Personal contact information for the guide: Please use this information if you wish to comment about the guide. All I ask is that you try to be helpful by giving me ways to make it better, or to add possibilities to one of the sections. Please don't simply bash or praise me because that while does make me feel bad or good, it really doesn't help me improve this. Also, please give me an in game name that I can use if I decide to put your idea into the guide. You can contact me: In Guild Wars: Jaws Of Doom Doom Of Jaws Jaws Of Doomier Doom Of Jawsier Jawsier Of Doomer Doomier Of Jawsier [PvP] AOL Instant Messanger: JawsOfDoom2005 Xfire: jawsofdoom Contact information for the guild: Valkyrie Einherjer is always open to new members of any experience level or play type. Whether you bought the game a few days ago, and you're looking for a group of people that are willing to help, or if you're a veteran of the game,and you're looking for a group that can fight along side of in Guild vs Guild or Heroes Ascent, we have what you are looking for. To join: 1. Go to http://z3.invisionfree.com/Valkyrie_Einherjer 2. Register with the forums 3. Head over to the General Discussion 4. Go into the Interested In VE? Look Here forum, and make a new post giving us the information we need so that we can invite you. The leader and officers often check the forums at least once a day, so be we should get the invite out to you within one day. Make sure that you've left any present guild so we can get you in. =============================================================================== =============================================================================== History [0HI0] Version 1.0 First release of the guide. All of the inital information has been added including two possibilities for each secondary. This release also includes all contact information, as well as the preface. Version 1.01 Removed some notes from the top of the guide. Rearranged some wording to meet the 80 character length. Version 1.02 Changed some contact information. Version 1.03 Updated guild and alliance information. Changed some of the credits for my support. Changed permissions as to who can host the guide. Changed character profile. Version 1.04 Updated guild and alliance information. Changed some of the credits for my support. Changed permissions as to who can host the guide. Changed character profile. Version 1.05 Updated guide permissions. Version 1.06 Permission, contact info, and guild info updated. Credits [0CR0] valkyrie Einherjer leadership for their support in writing and publishing this guide. Special thanks to Taran, Chubbs and Peace for being the three best people I know in the game. Legal Info [0LI0] Copyright 2006 By Jaws Of Doom This guide is currently only allowed to be used at six websites: www.gamefaqs.com www.supercheats.com www.hvguild.com www.guildhop.com www.teutonicwarriors.com http://z3.invisionfree.com/Valkyrie_Einherjer/ Use of this guide in whole or in part at any other website is not allowed without consent of the owner. If you do wish to use this on another website, please contact me via e-mail so that I may review the website before use. If I allow it to be used in other websites, the guide must be reproduced in full with no deleted or added sections that I did not create. This guide may be reproduced for personal or private usage without consent of the owner.