good class for a new player?
If you’re looking for a class for all of those things, I’d recommend warrior. It’s a bit cookie-cutter, but from the sounds of things that’s what you’re looking for. Necro’s can be good at dungeons, it just depends on what your build is. And in that case, it’s usually the player that is bad, not the class.
Anyhow, hope you have fun choosing!
Guardian and Elementalist are perhaps the most useful in every facet of PvE, PvP, WvW zerging, roaming and GvG – they will never be turned away. However, their play styles are very different: Guardian has and shares all defensive boons in game, plus access to reflects. Elementalist has and shares access to the most combo fields in game, plus possibly the highest DPS – and skillcap.
Warrior is effective too, but perhaps a tad less versatile, while being the easiest profession to play.
Deux Ex [XX] on Stormbluff Isle
deuxex.enjin.com
well im having loads of fun playing this Altruistic Healing Bunker guardian in the pvp, do you think its worth leveling to 80? or would i be better off with some more damaging class for whatever people do at endgame?
Guardians can deal a decent amount of damage so this is not a problem at all.
Currently playing Heart of Thorns.
well im having loads of fun playing this Altruistic Healing Bunker guardian in the pvp, do you think its worth leveling to 80? or would i be better off with some more damaging class for whatever people do at endgame?
Guardian is a SOLID PVE profession with high dps potential. You’ll generally find yourself running builds more in the mid range though simply because you are a support based profession. That said, you will not be running AH in dungeons. The way it works and the way dungeon content is they’re just not all that great together.
The guardian role in dungeons is more about damage prevention than healing. Using your blinds/blocks/reflects you can simply negate any daamage taken. Add on to that condi cleansing and possibly protection buffs and you’re able to help your group avoid an insane amount of damage they may have otherwise taken.