Necro vs elem
Both are valuable to zergs in WvW. Necromancers are the main damage of a zerg with well skills, whereas elementalists play more of a supportive role with healing fields and crowd control skills – although they still have a good damage output.
As for roaming, from my experience I’d say ele is probably more popular as a roaming class, though any class can be good once you learn it. The best advice I can give is to try both and see which one you prefer.
Both are valuable to zergs in WvW. Necromancers are the main damage of a zerg with well skills, whereas elementalists play more of a supportive role with healing fields and crowd control skills – although they still have a good damage output.
As for roaming, from my experience I’d say ele is probably more popular as a roaming class, though any class can be good once you learn it. The best advice I can give is to try both and see which one you prefer.
Main problem with roaming is that the necro is a turtle. You can use the warhorn skill but then you’ll aggro everything not more than half a mile off and you will fall back to combat speed. You can pack the slot skill but that’s a wasted skill unless you want to do some cliff jumping as a lure for stupid enemies who want to hunt you down.
But as necros lack gap closers or openers they are realy sloooooow compared to D/D eles. So to get one’s feet wet in WvW … if roaming is what one is looking for … D/D ele is a good choice. If one likes to run with the pack both classes are very viable but the necro usually will get a lot more loot and WxP.
As for “forgiving gameplay” necro is the far better choice. No attunement bingo to learn (and learn the cooldowns by heart so that you switch at the right time), compared to the ele (lowest armor/lowest health) the necro has a much higher health-pool and with the shroud even a secondary health-pool should things go wrong.
Ele and the attunement-juggling is tons of fun but needs quite some time to learn. Necro is much easier to play and might be better for getting one’s feet wet in GW2 PvE or WvW – unless if you want to roam solo.
(edited by HtFde.3856)
You really need to tell us more about yourself. Both can be good choices, but it really depends on you liking the playstyle.
Both classes have different kinds of challenges. You may need quick hands and reactions with an ele, and a good sense of positioning as a necro. But these generalities can be false depending on individual builds too, so it never ends.
Personally, I feel life is easier on an ele in larger groups (Oh yea, it also depends on who you’re running with). But as a total beginner, the necro’s shroud is more handy and button mashing on an ele is a quick trip back to spawn.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
R : well , actually i have two questions
I can play during the day when i can roaming b’cause there is n much people for a zerg ( or zerk , idk , i mean when there is a lot of people following a comm) . So during the day would you recommend me to play necro , revenant , warrior ?
And after during night i join a big group where there is a comm . Should i take my necro , revenant , warrior ?
Ps : i really like to do domages , i don t want to know and if i need a 1vs1 in case , i can kill him ( but just for in case if its possible ) and don t want to die all 2 secs .. I want to help my group .. Could you give me with this characteristics a build for roaming and with the group for the class you recommend me ? I know i ask a lot but if you can that will be amazing !! Thx guys !
Just try them both out. If you do not like one then you probably wont enjoy playing it and wont be enjoying wvw.
You can roam with every class. If you dont feel comfortable with one class, try another.
You can be useful in group fights with many classes too but the playstyle you use while roaming is usually not same. Also, in guild raids you do not have total freedom to pick whatever class you like and play however you want, you pick what is needed most and play so the group gets most benefit.
Nods, if you run with a public zerg it is a “come as you are” affair – although quite often the commanders will ask for people to bring more of a specific class (although we sometimes do plate-only raids or necro-only parties). Guild “zergs” are not random in composition – you’ll probabyl be required to bring a specific class with a specific build.
If you’re going frontline I’d recommend TS – if you’re not using that it can be pretty hard if the commander does a fake push and you’re the only one going in after the commander has stopped … well, they did remove repair cost from the game …
If you’re a new player you’ll probably also want some loot to fill your material tabs, get some gold, etc. In that case necro does fine as does guardian. Revenant is – like a portal-or-veil machine mesmer or a portable waterfield generator called elementalist – more a utility class which is quite important but has a harder time getting loot.
Eventually, though, you’ll probably level a few characters to 80 and you’ll find that they play differently enough to be fun. Thief is the only class I do not play very often, all other chars see regular use – especially so in WvW.
Eles provide way more than water— and should have no trouble getting bags, just trait lightning bolt and toss static fields and unsteady grounds as needed— much less meteors.
Honestly, I’ve never been bag poor on any class except thief or warrior and sure guardian gets the most bags but one shouldn’t really fight in big fights with that mindset—winning the fight is the more important thing.
But in my experience, the baggerific ranking goes like
1. Guardian— Staff & and also stability to fight through clouds
2. Ele— Meteors, traited Static Field and Unsteady Ground
3. Necro— Wells, Marks, Traited Life Blast
4. Engineer— Mortar, Rifle, Elixir Gun, or FT, goes heavily down if your frontline sucks and cannot hold in place the enemy
5. Ranger- Piercing Arrows, goes heavily down too if your frontline sucks. Alternatively speaking, the ever so rare frontline version.
6. Mesmer- Walk into a zerg and press f1f2f3f4 and blink away, GS
7. Warrior- Hammer, flurry. You’re sorta screwed and are a bannerbot unless you have competent guardians feeding you stab or you went like stances. Have not really played since the stab nerf. Retaliation may or may not help enough.
8. Thief- Ding people with shortbow
It’s generally directly in proportion to how easy it for them to land aoe/cleave from a distance.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Roaming… Reapers are great fighters but slow. D/D Celestial Eles are beasts when played well but they have a lot going on so require more overall skill to play.
Zergs… Staff Eles are the mobile arrow carts of a zerg and do a big portion of their damage and setup the zerg for big heals. Necros control the action to a large extent.
If I had to pick one of the classes to do both, Ele since they have a lot of options for moving quickly in and out of combat.
“Youre lips are movin and youre complaining about something thats wingeing.”