Difference between revisions of "What Profession Should I Play"
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* In '''large scale WvW,''' Weavers and Catalysts are ranged glass cannons that excel at AoE damage and field control, and Tempests are healers with unique aura buffs. | * In '''large scale WvW,''' Weavers and Catalysts are ranged glass cannons that excel at AoE damage and field control, and Tempests are healers with unique aura buffs. | ||
− | * In '''PvP and small scale WvW,''' Tempests are powerful supports with high sustain, while Weaver focuses on single target burst with duelling and roaming potential. | + | * In '''PvP and small scale WvW,''' Tempests are powerful supports with high sustain, while Weaver focuses on single target burst with duelling and roaming potential. Catalysts are currently struggling to find their niche, but they are capable of dealing massive AoE damage in team fights or even taking 1v1s in the right hands. |
Play an elementalist if: | Play an elementalist if: | ||
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* In '''large scale WvW,''' Scrappers are supports with strong healing and condition cleanse. They have the unique ability to stealth the group or reveal stealthed enemies. | * In '''large scale WvW,''' Scrappers are supports with strong healing and condition cleanse. They have the unique ability to stealth the group or reveal stealthed enemies. | ||
− | * In '''PvP and small scale WvW,''' Holosmiths are versatile melee skirmishers that deal high damage | + | * In '''PvP and small scale WvW,''' Mechanists are powerful sidenoders with lots of sustain, Holosmiths are versatile melee skirmishers that deal high damage, but Scrappers have mostly fallen out of favor. |
Play an engineer if: | Play an engineer if: | ||
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* In '''large scale WvW,''' Firebrands are supports that bring the critical {{Tooltip|Stability}} boon. Core guardian and Dragonhunter are very powerful selfish ranged DPS. | * In '''large scale WvW,''' Firebrands are supports that bring the critical {{Tooltip|Stability}} boon. Core guardian and Dragonhunter are very powerful selfish ranged DPS. | ||
− | * In '''PvP and small scale WvW,''' | + | * In '''PvP and small scale WvW,''', Core Guardians continue to be top tier supports or decent (but squishy) damage dealers. Dragonhunters are great for team fights, capable of dealing high damage and CC but are currently overshadowed by Willbenders and their S tier damage output combined with unmatched mobility. Firebrand doesn't exist. |
Play a guardian if: | Play a guardian if: | ||
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==Mesmer== | ==Mesmer== | ||
− | More than any other class, | + | More than any other class, Mesmers break the rules. They can teleport and stealth their party, become invulnerable, and rewind their ability cooldowns. Skilled mesmers are wanted in every group regardless of game mode, as they open up entire new strategies with the utility that only a mesmer can provide. |
The {{Tooltip|Chronomancer}} elite specialization enhances the supportive capabilities of mesmers, allowing them to buff themselves and their party members. The {{Tooltip|Mirage}} elite specialization focuses on clones, dueling, and damage. | The {{Tooltip|Chronomancer}} elite specialization enhances the supportive capabilities of mesmers, allowing them to buff themselves and their party members. The {{Tooltip|Mirage}} elite specialization focuses on clones, dueling, and damage. | ||
− | * In '''open world and casual PvE,''' | + | * In '''open world and casual PvE,''' Mesmers can be difficult to get the hang of, but excel in the hands of an experienced player thanks to their utility and survivability. |
* In '''fractals and raids,''' Chronomancers are supports that provide powerful party-wide buffs and irreplaceable utility. Mirage is able to provide high damage and buffs with rotations that rely on maintaining clones and dodging frequently to unlock powerful ambush attacks. Virtuoso has a simple but flashy playstyle that also provides great DPS. | * In '''fractals and raids,''' Chronomancers are supports that provide powerful party-wide buffs and irreplaceable utility. Mirage is able to provide high damage and buffs with rotations that rely on maintaining clones and dodging frequently to unlock powerful ambush attacks. Virtuoso has a simple but flashy playstyle that also provides great DPS. | ||
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* In '''large scale WvW,''' Chronomancers are utility and CC supports. Though only used in small numbers the skills they can bring are irreplaceable | * In '''large scale WvW,''' Chronomancers are utility and CC supports. Though only used in small numbers the skills they can bring are irreplaceable | ||
− | * In '''PvP and small scale WvW,''' Mirages are extremely annoying assassins/duelists with high mobility | + | * In '''PvP and small scale WvW,''' Mirages are extremely annoying assassins/duelists with high mobility and an even higher skill cap. They are rather unforgiving to play in sPvP but in WvW roaming a Celestial Mirage is one of the most effective and easiest specs to play. These days Chronomancer is seen as a niche one trick spec with extremely high damage but very little (if any) sustain, making it a very rare sight. In sPvP Virtuoso is struggling to find its place, but in WvW roaming they are similar to Mirage - high sustain, high damage duelists. |
Play a mesmer if: | Play a mesmer if: | ||
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Necromancers weaken their enemies and grind them down. They aren't the fastest or the cleanest, but they apply constant pressure to their enemies, forcing them to retreat and succumb. This slow grinding playstyle, combined with the necromancer's ability to cheat death, makes them relatively simple to play. | Necromancers weaken their enemies and grind them down. They aren't the fastest or the cleanest, but they apply constant pressure to their enemies, forcing them to retreat and succumb. This slow grinding playstyle, combined with the necromancer's ability to cheat death, makes them relatively simple to play. | ||
− | The {{Tooltip|Reaper}} elite specialization turns | + | The {{Tooltip|Reaper}} elite specialization turns Necromancers into menacing juggernauts with a lot of survivability and melee damage. The {{Tooltip|Scourge}} elite specialization reduces the Necromancer's survivability in exchange for ranged damage, debuffs, and support. |
* In '''open world and casual PvE,''' necromancers are one of the best classes for soloing thanks to their minions and self-sufficiency. They deal high damage while stubbornly refusing to die. | * In '''open world and casual PvE,''' necromancers are one of the best classes for soloing thanks to their minions and self-sufficiency. They deal high damage while stubbornly refusing to die. | ||
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* In '''large scale WvW,''' Scourges are fragile but incredibly dangerous ranged damage dealers. Core Necromancers and Reapers are a durable damage dealers that can change between melee and ranged with a focus on boon removal for Core and melee for Reapers. All Necromancer builds often coordinate skills with the commander's calls to spike the enemy group. | * In '''large scale WvW,''' Scourges are fragile but incredibly dangerous ranged damage dealers. Core Necromancers and Reapers are a durable damage dealers that can change between melee and ranged with a focus on boon removal for Core and melee for Reapers. All Necromancer builds often coordinate skills with the commander's calls to spike the enemy group. | ||
− | * In '''PvP and small scale WvW,''' | + | * In '''PvP and small scale WvW,''' Core Necromancers and Harbingers dominate teamfights with their constant condition pressure and boon corruption. Reapers are extremely potent direct damage dealers but get shut down even easier than other Necro specs without a support. In WvW 1v1ing with them isn't impossible but requires rather good management of mobility tools. Scourge used to be a dominant support/hybrid spec and the king of reviving allies, but that was dozens of nerfs ago. Nowadays they don't see much play. |
− | Play a | + | Play a Necromancer if: |
* You like being an unstoppable wave of death. | * You like being an unstoppable wave of death. | ||
− | * You like forcing your enemies to flee. | + | * You like controlling the field and forcing your enemies to flee. |
* You like both dealing damage and supporting your team, or | * You like both dealing damage and supporting your team, or | ||
− | * You like | + | * You like weakening your enemies and ripping their buffs away. |
[[Necromancer|See Necromancer Builds]] | [[Necromancer|See Necromancer Builds]] | ||
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* In '''large scale WvW,''' rangers are rarely played, but Soulbeast can provide a unique "immobilizer" role in coordinated groups. | * In '''large scale WvW,''' rangers are rarely played, but Soulbeast can provide a unique "immobilizer" role in coordinated groups. | ||
− | * In '''PvP and small scale WvW,''' | + | * In '''PvP and small scale WvW,''' Rangers of every specialization make strong duelists. Core Ranger, Soulbeast and Untamed all have strong burst damage while Druid focuses more on longer fights with decent sustain and plenty of stealth (but it's also the weakest of the 4). Rangers are usually a "middle of the pack" kind of class - they are rarely competitive enough for high end tournaments, but have a strong and constant presence in ranked PvP and WvW roaming. Great class for loners who prefer to play solo and do well. |
Play a ranger if: | Play a ranger if: | ||
* You like pets. | * You like pets. | ||
− | * You '''really''' like pets. | + | * You '''really''' like pets (Untamed). |
− | * You don't like pets. | + | * You don't like pets (Soulbeast). |
* You like hunting dangerous enemies and winning through smart healing and positioning. | * You like hunting dangerous enemies and winning through smart healing and positioning. | ||
* You like summoning spirits and buffing allies, or | * You like summoning spirits and buffing allies, or | ||
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* In '''large scale WvW,''' Heralds and Vindicators are ranged damage dealers with a focus on spike damage. Heralds also provide incredible boon support to their team while Vindicators offer a more selfish, personal DPS focused playstyle. | * In '''large scale WvW,''' Heralds and Vindicators are ranged damage dealers with a focus on spike damage. Heralds also provide incredible boon support to their team while Vindicators offer a more selfish, personal DPS focused playstyle. | ||
− | * In '''PvP and small scale WvW,''' Heralds are | + | * In '''PvP and small scale WvW,''' the Revenant class has a long history of being rather OP damage dealers, but they also take skill to play. Power Heralds are high on damage/mobility but there's very little room for mistakes when it comes to sustain, as most of their tools help with avoiding damage not recovering from it (except for {{Skill|Infuse Light}}). Renegades are more forgiving in terms of sustain while their burst damage is a bit lower but still dangerous. Vindicators are known for their medium damage but good sustain and group utility. Core Revenants don't really see play. |
Play a revenant if: | Play a revenant if: | ||
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* In '''large scale WvW,''' Daredevils are slippery damage dealers that constantly evade attacks and bring incredible spike damage. They are rarely played at large numbers, but a strong choice from groups smaller than 30. | * In '''large scale WvW,''' Daredevils are slippery damage dealers that constantly evade attacks and bring incredible spike damage. They are rarely played at large numbers, but a strong choice from groups smaller than 30. | ||
− | * In '''PvP and small scale WvW,''' | + | * In '''PvP and small scale WvW,''' Thieves of all specializations make excellent roaming and ganking assassins. Deadeye's bit of an outlier, very dominant and easy to play in WvW but almost completely absent in sPvP for many reasons, ranging from balance being split between gamemodes to sPvP maps having more obstacles enemies could hide behind. |
Play a thief if: | Play a thief if: | ||
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* In '''large scale WvW,''' Spellbreakers are durable supports with strong CC and boon removal. At smaller zerg sizes (<30), DPS Spellbreakers are both durable and incredibly high potential damage. Both builds bring the unique {{Skill|Winds of Disenchantment}} skill, which single-handedly defines fights by forcing engagements and retreats. | * In '''large scale WvW,''' Spellbreakers are durable supports with strong CC and boon removal. At smaller zerg sizes (<30), DPS Spellbreakers are both durable and incredibly high potential damage. Both builds bring the unique {{Skill|Winds of Disenchantment}} skill, which single-handedly defines fights by forcing engagements and retreats. | ||
− | * In '''PvP and small scale WvW,''' | + | * In '''PvP and small scale WvW,''' Warriors are duelists who are having a rather hard time right now. In sPvP, Bladesworn seems to be doing well at duels and smaller skirmishes but in WvW roaming they aren't very popular. Core Warriors and Spellbreakers have very similar builds and playstyles but also the same weaknesses. They are currently struggling in the meta. Berserker has some scary burst damage if it goes unchecked - but most people know this and pressure them out of existence, making them near extinct. |
Play a warrior if: | Play a warrior if: | ||
− | * You want to be a tough, brutal frontline fighter. | + | * You want to be a tough, mobile, brutal frontline fighter. |
− | * You like simple but rewarding classes. | + | * You like simple but rewarding classes with great gameplay flow. |
− | * You like setting yourself on fire and headbutting enemies | + | * You like setting yourself on fire and headbutting enemies. |
* You like calmly preparing for a single lethal strike, or | * You like calmly preparing for a single lethal strike, or | ||
* You like countering attacks and expertly interrupting your foes. | * You like countering attacks and expertly interrupting your foes. | ||
[[Warrior|See Warrior Builds]] | [[Warrior|See Warrior Builds]] |
Revision as of 15:50, 17 May 2022
Not sure which Guild Wars 2 profession to try out? This page will cover how each profession plays, both at a casual and a competitive level. Last updated July 2020
Elementalist
Elementalists are masters of the elements. They're capable of strong damage per second or healing per second depending on playstyle. Elementalists have access to more weapon skills than any other class, which makes them difficult to pick up but rewarding to master.
The Tempest elite specialization turns elementalists into resilient group supports. The Weaver elite specialization focuses more on damage and dueling and requires players to quickly chain different elements together.
- In open world and casual PvE, elementalists are good at wiping out large groups of enemies thanks to their AoE skills. With a dagger or sword, they're highly mobile and capable of quickly engaging or escaping from enemies. However, their low health pool makes mistakes punishing.
- In fractals and raids, All elementalist specialisations can be built as glass cannon damage dealers, particularly Weaver and Catalyst. Tempest favours wide-area ranged cleave, while Weaver focuses on single-target DPS and Catalyst is somewhere in between. Both Tempest and Catalyst provide boon support, whether they are dealing damage or as healers.
- In large scale WvW, Weavers and Catalysts are ranged glass cannons that excel at AoE damage and field control, and Tempests are healers with unique aura buffs.
- In PvP and small scale WvW, Tempests are powerful supports with high sustain, while Weaver focuses on single target burst with duelling and roaming potential. Catalysts are currently struggling to find their niche, but they are capable of dealing massive AoE damage in team fights or even taking 1v1s in the right hands.
Play an elementalist if:
- You like massive AoE skills with flashy effects.
- You like complex classes with many different skills and rotations.
- You like playing glass cannons, or
- You like constantly healing and sustaining yourself and your allies.
Engineer
Engineers are jacks of all trades. They have more utility skills than any other class, regardless of role, which lets them find the right tool for any situation. While anyone can perform reasonably well on Engineer, the deeper you dive into Engineer's bag of tricks, the more rewarding you'll find playing Engineer to be.
The Scrapper elite specialization turns engineers into tanky supports with strong damage mitigation. In contrast, the Holosmith elite specialization is capable of high damage output and significant cleave.
- In open world and casual PvE, engineers are strong all-rounders thanks to their high damage and varied utility skills.
- In fractals and raids, Power Holosmiths are relatively bursty DPS that inflict heavy crowd control and vulnerability. Condition Mechanist provides sustained damage, supported by their own mech, and has many options for tailoring the complexity of the build to suit your needs. Both Scrappers and Mechanist can be played as boon supports while also offering damage or healing, alongside defensive buffs for their party.
- In large scale WvW, Scrappers are supports with strong healing and condition cleanse. They have the unique ability to stealth the group or reveal stealthed enemies.
- In PvP and small scale WvW, Mechanists are powerful sidenoders with lots of sustain, Holosmiths are versatile melee skirmishers that deal high damage, but Scrappers have mostly fallen out of favor.
Play an engineer if:
- You like blowing things up.
- You like classes with lots of utility and niche skills.
- You like cutting enemies down with flashy glowing lasers.
- You want a friendly robot to command, or
- You like being an unkillable hammer-wielding sustain machine.
Guardian
Guardians excel at defensive support. Regardless of their role, they have good off-healing and numerous utility skills that shield their party members from attacks. Guardians are easy to pick up and solid in every game mode, making them a good class for new players.
The Dragonhunter elite specialization turns guardians into skirmishers with mobility and burst damage. The Firebrand elite specialization grants a plethora of support skills, and can be built for damage or healing.
- In open world and casual PvE, guardians deal high damage and are great at supporting other players. However, their low health pool means they have to stay on their toes and be aware of their defensive options to survive.
- In fractals and raids, Dragonhunters are a strong DPS option in short fights, with high burst damage and the ability to provide a small amount of group support. Firebrands are useful as sustained DPS or as high-utility healers and boon supports. Willbenders are most comfortable playing as aggressive, mobile DPS builds - they are the most selfish of the guardian specialisation, but the strong utility set of guardian means that even they can support the group.
- In large scale WvW, Firebrands are supports that bring the critical Stability boon. Core guardian and Dragonhunter are very powerful selfish ranged DPS.
- In PvP and small scale WvW,, Core Guardians continue to be top tier supports or decent (but squishy) damage dealers. Dragonhunters are great for team fights, capable of dealing high damage and CC but are currently overshadowed by Willbenders and their S tier damage output combined with unmatched mobility. Firebrand doesn't exist.
Play a guardian if:
- You like protecting your allies.
- You like having a lot of defensive options.
- You like being the supportive core of your team, or
- You like jumping on enemies and bursting them down.
Mesmer
More than any other class, Mesmers break the rules. They can teleport and stealth their party, become invulnerable, and rewind their ability cooldowns. Skilled mesmers are wanted in every group regardless of game mode, as they open up entire new strategies with the utility that only a mesmer can provide.
The Chronomancer elite specialization enhances the supportive capabilities of mesmers, allowing them to buff themselves and their party members. The Mirage elite specialization focuses on clones, dueling, and damage.
- In open world and casual PvE, Mesmers can be difficult to get the hang of, but excel in the hands of an experienced player thanks to their utility and survivability.
- In fractals and raids, Chronomancers are supports that provide powerful party-wide buffs and irreplaceable utility. Mirage is able to provide high damage and buffs with rotations that rely on maintaining clones and dodging frequently to unlock powerful ambush attacks. Virtuoso has a simple but flashy playstyle that also provides great DPS.
- In large scale WvW, Chronomancers are utility and CC supports. Though only used in small numbers the skills they can bring are irreplaceable
- In PvP and small scale WvW, Mirages are extremely annoying assassins/duelists with high mobility and an even higher skill cap. They are rather unforgiving to play in sPvP but in WvW roaming a Celestial Mirage is one of the most effective and easiest specs to play. These days Chronomancer is seen as a niche one trick spec with extremely high damage but very little (if any) sustain, making it a very rare sight. In sPvP Virtuoso is struggling to find its place, but in WvW roaming they are similar to Mirage - high sustain, high damage duelists.
Play a mesmer if:
- You like using tricks and utility skills to outwit your opponents.
- You like completely circumventing game mechanics.
- You like being an indispensable support class, or
- You like ambushing enemies and dancing out of their attacks.
Necromancer
Necromancers weaken their enemies and grind them down. They aren't the fastest or the cleanest, but they apply constant pressure to their enemies, forcing them to retreat and succumb. This slow grinding playstyle, combined with the necromancer's ability to cheat death, makes them relatively simple to play.
The Reaper elite specialization turns Necromancers into menacing juggernauts with a lot of survivability and melee damage. The Scourge elite specialization reduces the Necromancer's survivability in exchange for ranged damage, debuffs, and support.
- In open world and casual PvE, necromancers are one of the best classes for soloing thanks to their minions and self-sufficiency. They deal high damage while stubbornly refusing to die.
- In fractals and raids, Reapers and Scourges deal low DPS but Reaper has excellent self-buffing and Scourge provides group-wide defences, making them good in inexperienced groups. Harbinger can fill a glass cannon DPS role, or can instead focus on buffing its team with elixirs. In raids they are all useful for the skill which is excellent for clearing adds. Scourges can alternatively be played as supports that mitigate damage and revive teammates.
- In large scale WvW, Scourges are fragile but incredibly dangerous ranged damage dealers. Core Necromancers and Reapers are a durable damage dealers that can change between melee and ranged with a focus on boon removal for Core and melee for Reapers. All Necromancer builds often coordinate skills with the commander's calls to spike the enemy group.
- In PvP and small scale WvW, Core Necromancers and Harbingers dominate teamfights with their constant condition pressure and boon corruption. Reapers are extremely potent direct damage dealers but get shut down even easier than other Necro specs without a support. In WvW 1v1ing with them isn't impossible but requires rather good management of mobility tools. Scourge used to be a dominant support/hybrid spec and the king of reviving allies, but that was dozens of nerfs ago. Nowadays they don't see much play.
Play a Necromancer if:
- You like being an unstoppable wave of death.
- You like controlling the field and forcing your enemies to flee.
- You like both dealing damage and supporting your team, or
- You like weakening your enemies and ripping their buffs away.
Ranger
Rangers are versatile skirmishers that team up with their pets to take on anything. They're the only profession that can seek out and charm creatures across the world. As their class mechanics are simple and they can fall back on their pet when they're having trouble, rangers are one of the easiest classes to learn.
The Druid elite specialization focuses on group support, offering healing and powerful party-wide buffs. Meanwhile, the Soulbeast elite specialization allows rangers to merge with their pets to become tough damage dealers.
- In open world and casual PvE, rangers are among the easiest classes for soloing because of their good sustain and their pet mechanics. Rangers have more control over their pets than other minion classes, making the pet uniquely capable of drawing aggro and allowing the ranger to deal damage safely from a distance.
- In fractals and raids, Druids are irreplaceable healers thanks to their utility and 10-player offensive buffs. Soulbeasts are also strong DPS with a simple learning curve. Sadly, Untamed currently lacks a place in endgame PvE.
- In large scale WvW, rangers are rarely played, but Soulbeast can provide a unique "immobilizer" role in coordinated groups.
- In PvP and small scale WvW, Rangers of every specialization make strong duelists. Core Ranger, Soulbeast and Untamed all have strong burst damage while Druid focuses more on longer fights with decent sustain and plenty of stealth (but it's also the weakest of the 4). Rangers are usually a "middle of the pack" kind of class - they are rarely competitive enough for high end tournaments, but have a strong and constant presence in ranked PvP and WvW roaming. Great class for loners who prefer to play solo and do well.
Play a ranger if:
- You like pets.
- You really like pets (Untamed).
- You don't like pets (Soulbeast).
- You like hunting dangerous enemies and winning through smart healing and positioning.
- You like summoning spirits and buffing allies, or
- You like crippling enemies with traps and barrages of arrows.
Revenant
Revenants project force across the battlefield. With their personal auras and tactical area-of-effect skills, they build up themselves and their allies while raining destruction on their foes. Revenants can be difficult to play due to their energy management system, but they are rewarding for players who learn and master their intricacies.
The Herald elite specialization focuses on defensive buffs and group support. The Renegade elite specialization has a mixture of defense and offense, providing AoE damage, lifesteal, and crowd control.
- In open world and casual PvE, revenants are slow and steady brawlers. They can generate their own boons and healing, making them strong when soloing.
- In fractals and raids, Heralds and Renegades are sustained DPS that boost the damage of their allies. Renegades can also be built as healers with very strong, but short-range, offensive buffs and healing. Vindicator offers a unique playstyle centred around single, impactful dodge-attacks that provide damage or support in an area, and can be played as potent, if niche, healers.
- In large scale WvW, Heralds and Vindicators are ranged damage dealers with a focus on spike damage. Heralds also provide incredible boon support to their team while Vindicators offer a more selfish, personal DPS focused playstyle.
- In PvP and small scale WvW, the Revenant class has a long history of being rather OP damage dealers, but they also take skill to play. Power Heralds are high on damage/mobility but there's very little room for mistakes when it comes to sustain, as most of their tools help with avoiding damage not recovering from it (except for ). Renegades are more forgiving in terms of sustain while their burst damage is a bit lower but still dangerous. Vindicators are known for their medium damage but good sustain and group utility. Core Revenants don't really see play.
Play a revenant if:
- You like flashy reality-tearing skill effects.
- You like classes that are quirky but strong when played well.
- You like summoning spectral weapons and calling in artillery strikes, or
- You really, really, really like hitting people with hammers.
Thief
Thieves are sneaky, slippery assassins. While their damage-dealing options are straightforward, they have the most mobility, evasive skills, and access to stealth of all the professions. This makes thieves easy to pick up but difficult to play to their full potential.
The Daredevil elite specialization focuses on mobility and evading attacks. In contrast, the Deadeye elite specialization sacrifices mobility for stealth and single-target burst.
- In open world and casual PvE, thieves deal good damage and have the ability to sneak past enemies with their superior mobility and stealth. However, their low health pool makes quick reactions important against more difficult enemies.
- In fractals and raids, Daredevil deals solid DPS with a simple rotation and in raids gains access to potent stolen skills, while Deadeye and Specter deal very high single-target damage, though Deadeye sacrifices mobility in order to do so. Specter can also provide good boon support and provides some passive group defence as well as being the only player-targeting support in the game. All builds can reliably skip sections in fractals with teleports and stealth, which makes for useful out-of-combat utility.
- In large scale WvW, Daredevils are slippery damage dealers that constantly evade attacks and bring incredible spike damage. They are rarely played at large numbers, but a strong choice from groups smaller than 30.
- In PvP and small scale WvW, Thieves of all specializations make excellent roaming and ganking assassins. Deadeye's bit of an outlier, very dominant and easy to play in WvW but almost completely absent in sPvP for many reasons, ranging from balance being split between gamemodes to sPvP maps having more obstacles enemies could hide behind.
Play a thief if:
- You like using stealth to run circles around your enemies.
- You like outplaying enemies in PvP with a high skill cap class.
- You like being able to avoid damage with well-timed evades, or
- You like dealing massive damage and killing things out of nowhere.
Warrior
Warriors are sturdy melee fighters that their party members can rally around. While relatively simple to play, they have access to good damage and crowd control skills, and are useful in all game modes because of their unique offensive capabilities.
The Berserker elite specialization sacrifices personal defense to put out high sustained damage. The Spellbreaker elite specialization is more methodical, and rewards well-timed counters and interrupts by preventing damage and turning it against attackers.
- In open world and casual PvE, warriors are both strong and easy to play thanks to their innate damage and durability.
- In fractals and raids, a Warrior "bannerslave" is near-mandatory in every group because of their powerful and unique damage buffs, and . All specialisations can all fulfil this role depending on the fight, though Berserker or Bladesworn are preferable. Berserkers can also be played as pure DPS with the option to bring extra crowd control.
- In large scale WvW, Spellbreakers are durable supports with strong CC and boon removal. At smaller zerg sizes (<30), DPS Spellbreakers are both durable and incredibly high potential damage. Both builds bring the unique skill, which single-handedly defines fights by forcing engagements and retreats.
- In PvP and small scale WvW, Warriors are duelists who are having a rather hard time right now. In sPvP, Bladesworn seems to be doing well at duels and smaller skirmishes but in WvW roaming they aren't very popular. Core Warriors and Spellbreakers have very similar builds and playstyles but also the same weaknesses. They are currently struggling in the meta. Berserker has some scary burst damage if it goes unchecked - but most people know this and pressure them out of existence, making them near extinct.
Play a warrior if:
- You want to be a tough, mobile, brutal frontline fighter.
- You like simple but rewarding classes with great gameplay flow.
- You like setting yourself on fire and headbutting enemies.
- You like calmly preparing for a single lethal strike, or
- You like countering attacks and expertly interrupting your foes.
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