Awesome Profession guide - Why hide it?

Awesome Profession guide - Why hide it?

in Engineer

Posted by: Zenguy.6421

Zenguy.6421

(I’ve posted this in the Engineer forum as there is no general GW2 Professions forum and I play an Engineer. Mods, please move this as required.)
[edit]For clarification, this is about a very useful guide to all professions, not specifically the Engineer. I just posted it here because I play an engineer and don’t believe in spamming multiple forums. (The mods can post this up on the other profession forums if they want.)[/edit]

Lurking down the bottom of the Update Notes for 14 December is a short summary of the design philosophies for the different GW2 professions. There it is, the ideal guide to selecting profession based on preferred play style, and its hiding away at the bottom of an ageing update note!

Please drag this gem into the light of day and add it (or equivalent) to the main Guild Wars 2/The Game/Professions guide so people can see it when working out the profession for their new character.

Class balance philosophies

Warrior
We want the Warrior to be capable of good melee damage in a sturdy body. They can still do some decent damage at range, but they aren’t as good at it as the Ranger (with their pet). They have a hard time taking enemy boons down, and instead, have to just go through them with raw force. They may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions.

Guardian
The Guardian is a heavy armor class who relies on boons to make up for their low levels of innate health. They focus on area control and punishing enemies for the position on the battlefield. We want them to feel very powerful when their boons are active, but if those boons are removed, they will start to feel pressure. They can remove conditions more easily than the Warrior, but share the Warrior’s need to be in melee range to dole out maximum damage.

Ranger
The ranger class combines its own innate abilities with the skills of their pets. We’ve balanced the class around the idea that you always have a pet with you to aid in any fight. The fact that the ranger can have multiple pets allows them to combine their pets in ways that most impact the current fight. We want the Ranger to have some of the evasion enjoyed by the Thief, as well as the mobility other classes employ. The class is able to deal physical or condition damage, and it can do this in melee or at range.

Engineer
The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.

Thief
Thieves are the masters of mobility, stealth and high single target damage. They can be very fragile if you counter their stealth with area of effects or large stacks of conditions, but they trade this fragility in order to have some of the highest burst damage in the game. They are able to help allies through traps, venoms and the mobility to flank most encounters.

Mesmer
Mesmers rely on illusions in order to accomplish their goals. They need illusions to accomplish some of their highest damage and control, and without the illusions, they become fairly fragile. They can deal with enemy boons better than most classes, but enemy conditions can often be a problem. They share some of the stealth and mobility that the Thief enjoys, but suffer from a low health pool if you get past all their tricks.

Ele
We see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elemetnalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage.

Necro
The necro boasts the highest natural health of all the caster classes, and also has death shroud to extend that life total even higher. While they don’t have some of the escape or damage reduction capabilities that other classes boast, they do have a lot of ways to win attrition fights. They have access to poison on multiple weapons, they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills. Necomancers also have multiple movement disabling abilities, while allows them to chase down enemies who are low on health.

(edited by Zenguy.6421)

Awesome Profession guide - Why hide it?

in Engineer

Posted by: Shoyoko.7309

Shoyoko.7309

I’m sorry but i do not think this summary best describe engineer
=_=

No two engineers are the same.
Passionate engineer; self-proclaimed kitmaster. <3

Awesome Profession guide - Why hide it?

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Posted by: Kuruptz.4782

Kuruptz.4782

Engineer EXTREME versatility

little bit Extreme arent we?

So Extreme… or King of versatility that is the question in Guild wars 2 life

King sounds more Superior

Awesome Profession guide - Why hide it?

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Posted by: Anymras.5729

Anymras.5729

Also: Only particularly versatile if using a particular set of utility skills (kits), as opposed to the Elementalist, which will always have their attunements available, regardless of their utilities.

Hey, Anet, you realize there’s other parts of Engineer besides Kits, right?

Awesome Profession guide - Why hide it?

in Engineer

Posted by: Zenguy.6421

Zenguy.6421

Also: Only particularly versatile if using a particular set of utility skills (kits), as opposed to the Elementalist, which will always have their attunements available, regardless of their utilities.

Engineers get more options overall as we have access to 6 kits (c.f the Ele’s 4 attunements) plus weapon plus F1-4 toolbelt skills.

Awesome Profession guide - Why hide it?

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Posted by: Anymras.5729

Anymras.5729

Still only get actual versatility if you’re using kits, which still requires sacrifice of a utility slot. Sure, you get some awkward thing for your toolbelt skill, but you never get to choose it beyond ‘Well, it came with the kit…’

As for how many kits are available: That’s 30 potential Kit Skills, with three possible combinations of weapon (45 weapon skills total), four toolbelt skills and one Elite.
Each Engineer can carry up to four kits at a time, and one set of weapons, so that’s a total of 30 skills (20 Kit skills, 5 Weapon Skills, 4 Toolbelt, 1 Elite).

Elementalist gets five possible weapon combinations, five attacks each, with four elemental attunements. 20 skills available each for Staff, Dagger/Dagger, Scepter/Dagger, Dagger/Focus, and Scepter/Focus. And that’s without counting their Utilities or Elite – which they could easily use to gain 25 more possible skills, via Conjures.
Each Elementalist, therefore, could potentially have 40 (5 Weapon Skillsx4 Attunements + 4×5 Conjured Weapon Skills) weapon skills, and then their Healing skill on top of that.

Sure, Engineer can choose from more kits. Elementalist can choose from more weapons. I’m not overly experienced with the Elementalist, so I can’t say what all of the things they do…well, do, but in sheer numbers, it seems pretty clear who’s got more options, and it sure isn’t us.

Edit: Realized I completely forgot that one skill slot is restricted to Healing skills, and thus that I had given the Elementalist four more skills than they would actually have available.

(edited by Anymras.5729)