Which gw2 class




















Elementalists are masters of their chosen element. 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. 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. 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. 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. Renegades admittedly can hold their own fairly well, but Heralds almost require a group to be effective.

Revenants often get in trouble for trying to do both when they should specialize. Either option is perfectly viable, but the role must be committed to fully for it to have maximum effect. Rangers are fun because they can charm animals across the game world and take pets into battle.

While pets are fun they tend to get trashed by AOE attacks. Druids work better in groups and Soulbeasts work better alone. Druids are incredibly valuable, turning the tides of battle in difficult content like Raids. Soulbeasts give the ranger a lot more utility, thanks to their impressive skills and entertaining Beastmode abilities. Necromancers are masters of battle manipulation as they can summon minions to do their dirty work.

The Reaper subclass is a juggernaut that turns its power inward to improve survivability and become brutal in melee and the Scourge subclass becomes a glass cannon to fight from afar and provide group support. Necromancer is a grindy class to play which can be frustrating for many players who just want to end fights quickly and move on. The key to a good Necromancer is to know when to attack, punish the enemy, or support allies.

A mixed class tends to go a long way and leaves them diverse enough for most situations. Necromancers need to learn how to read a battlefield and respond accordingly.

Reapers are more than capable of tanking blows on the front lines with proper support, slashing through groups of enemies and dealing impressive damage while sustaining via their shrouded form. Tougher enemies can be whittled down with the Scourge's barrage of conditions, with can be valuable against strong bosses.

Mesmers are masters of deceit and chaos. They can teleport allies reduce cool-downs and make their allies hard to target. Chronomancers emphasize the use of buffs for themselves and allies while Mirage elites use clones and other sneaky tactics to overwhelm opponents in one-on-one combat. They also have the benefit of being in demand with any group. Think of them as an effective mix of Thief and Revenant. The opponent should always wonder what the Mesmer will be up to next. Chronomancers can be invaluable to teams in higher-tier content thanks to other ability to manipulate the "flow of time" during battle, while Mirage can offer a massive distraction point for enemies thanks to their deceptive abilities.

There are brutal tanks who can keep themselves and their allies alive. The Dragonhunter gives Guardians better mobility and berserker-like DPS while the Firebrand can be either a damage-dealing powerhouse or a team support healer.

Learning when to move from one element to another and using your entire spell arsenal is essential to play a good elementalist — channeling the same element all the time prevents you from using the class to its full potential. Many tears were shed by players trying to catch up with an injured elementalist.

Although all classes can use tandem skills to create powerful combos, the elementalists are the specialists. They have at their disposal very popular combo areas in all game modes but also the skills to exploit these combo areas. If they do not exploit all their tools to their full potential, elementalists are very weak in direct combat.

The professions that can take away their advantages such as necromancers , or that can block their attacks such as guardians are their nemesis. If you are unable to avoid or absorb attacks, you will spend a lot of time on the ground. Ethos: The game style of elementalists is very variable. Some builds work like those of warriors: control then murder. Other builds are based on a very fluid approach to combat in the manner of rangers approaching and moving away. Finally, elementalists can specialize in damage applied to a large area using a staff.

In all cases the use of combo zones is almost compulsory. An interesting iteration of the typical dark spell caster, the necromancers combine a wide range of very versatile skills with incredible endurance.

The necromancers prevail by attrition and gradually subjugating their opponents. Able to inflict an impressive number of alterations and ignore counter-attacks, the necromancers gain the advantage over their opponents as the fight continues.

Necromancers can wear the Death Shroud that gives them a unique set of skills and acts as an additional health reserve. As nearby creatures die or use certain spells, necromancers accumulate vital force. A necromancer can use this vital force to activate the Death Shroud that will gradually drain the vital force and replace the skills with 5 new unique spells.

The vital force acts as a second life bar: Any damage taken when the shroud of death is active drains the vital force and not health. The other classes have access to these bonuses but you have to be in a group and coordinate to have a satisfactory result. An engineer can apply more alterations to his enemies and faster, but the necromancy can return them to him while adding his own alterations. They wear only light armor otherwise they would be immortal.

A necromancer even equipped in an offensive way can afford to dive into the melee in WvW. The trick is to catch them in the first place which is not necessarily easy. Their lack of mobility and stability also bothers them to escape from difficult situations, especially in PvP.

Their combo zones are not very popular and they lack skills to exploit allied zones. Necromancers shine by their autonomy but they bring little to a group, if not dps.

Ethos: The game plan of the necromancer systematically involves hindering your opponent. Necromancers are not very mobile but do well from a distance. The key is not to let your prey escape. You have many tools to weaken your enemies and then reduce their attacks to nothing. You then have the opportunity to replicate either by using alterations or by inflicting direct damage through your Death Shroud.

Mesmers are the representative class of the Guild Wars franchise and a truly unique class, both subtle and deadly. Specialized in manipulation and able to counter his opponents, a mesmer will cause more hatred in PvP than all the other classes combined.

A mesmer specializes in creating illusion to confuse, damage or simply embarrass his enemies. These illusions resemble their creator and exist in 2 varieties: Clones resemble traits for traits to the mesmer and have weak fighting abilities, but can momentarily distract the enemy. The illusory combatants are translucent and powerful. All illusions can be broken by the mesmer using special skills, which forces illusions to self-destruct in exchange for special bonuses.

A good mesmer always has an asset at hand to protect his allies or make life easier for them. By accumulating confusion to punish, blocking attacks and reflecting projectiles and harassing targets with illusions while remaining stealthy, a mesmer will always find a way to disappoint an opponent.

Mesmers inflict little damage without their illusions and are very fragile without their other tools. During the big clashes, your illusions will quickly succumb and deprive you of your offensive potential.

Pendant les grands affrontements, vos illusions vont rapidement succomber et vous priver de votre potentiel offensif. Ethos: As a spell caster, mesmers do very well from a distance. You have the choice between two great game plans. Either quickly assassinate your enemies at the means of breakage skill, or eliminate them in the long run by means of alterations. Where necromancers use alterations to counter enemy attacks, mesmers interrupt the chains of attack of their adversaries by means of stupor or stunning or briefly immune to blows.

Revenants are only available to players who have purchased at least one GW2 extension. Halfway between the shaman, the mystic warrior and the fallen paladin, the revenant is an atypical class in the MMORPG universe.

Revenants channel the energy and spirits of beings belonging to the past, whether they were heroes or threats to Tyria. By channeling these legendary characters, revenants get new powers associated with these legends.

Skills drain this resource. On the other hand, revenants can channel two legends and pass from one to the other in combat. The activated legend determines the utility skills as well as the healing and elite skills available. Apart from a fight, it is easy to change its pair of channeled legend which allows the revenant to adopt a specific role quite quickly.

A good revenant knows how to use all the skills of his legends. Unlike the guardian, the revenant does not have the same ease to share these advantages with the allies. However, the revenant's skills are very quickly recharged. A player who intelligently manages his energy can access a very fluid and responsive playing style.

Unlike the warrior who relies on his natural resistance and the guardian who bases his defense on a judicious use of blocking skills, the revenant ensures his survival by means of attacks avoiding skills. The mace is a weapon oriented alteration, the hammer is a weapon at a distance and the stick is used body to body to heal its allies. The skills associated with channeled legends have unusual but striking functions.

It is difficult to precisely adjust a build for a specific encounter as other classes do. In PvP, revenants are very predictable because of this. An ill-equipped revenant is very vulnerable to alterations. Making a mistake in managing your resources like changing the legend at the wrong time means leaving the door open for enemies to exploit a weakness.

The revenant is an aggressive class with intermediate resistance but does not forgive mistakes. Ethos: As a soldier in heavy armor, the game plan of the revenants is close to warriors' and guardians'. You will need to get closer to your targets and quickly inflict severe damage and then start over.

But you have neither the control potential of the former nor the defense capabilities of the latter.



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