It's not like I was in the beta for this game or anything.
From your examples, I would think Witcher Hunter (which we already have with Ed), Bright Wizard, or White Lion. I hear good things about White Lion, but I think Mangoose could provide some clarity.So, I'm downloading this now. What side should I play on? Which class is newbie friendly?
When I played WoW I was used to stunlock rogue(back in vanilla days), mages and paladins. In Guild Wars2 it was a Thief, Mesmer and Guardian.
What would work for me then?
Well at the moment i'm slowly increasing my level but if someone wants to play just send me a message in game
Well problem is that the two human DPS are the most glass cannon DPS. And we already have one of them. Not sure if our party makeup could keep you and/or Ed alive. Nothing keeps Witch Hunters alive lol. And we don't have someone to harass (CC/punt/snare/etc.) melee DPS coming after you and Kald. Ed doesn't count.I'd rather play one of the DPS classes. Doesn't matter if it's ranged or melee. I'm not fond of elves and dwarves tho'
Good, we are close in level. What time zone are you in? I typically get home from work around 7:30 PM Eastern USA timezone.i'm level 16
No aura twisting... That means I wouldn't mind going KotBS tank either. Gotta tryem all out I guess.Changes from Live: Careers said:Dwarfs
Slayer
Fixes:
Changes:
- Inevitable Doom is an Ailment instead of Damaging
- Spellbreaker removes a shield first and deals damage second
- Reckless Gamble triggers on every hit of AoE attacks
Engineer
Changes:
- Improvised Upgrades stacks 8 times instead of 5, increases damage output by 5% per stack instead of 4%, and extends the Engineer's range and that of his turret by 3.125% per stack.
- If a turret is destroyed or recreated (but not resummoned), 4 stacks of Improvised Upgrades will be lost.
- Snipe is a 13 point mastery skill with a cooldown of 5 seconds.
- Land Mine staggers for 5 seconds
Runepriest
Changes:
- Rune of Mending can be cast on the move
Empire
KotBS
Changes:
- It is no longer necessary to twist auras
- The tactic "Destroy Confidence" is no longer available
- The tactic "Encouraged Aim" will not function without a great weapon equipped
- The tactic "Dirty Tricks" will increase critical hit chance by 5% instead of 10%
- The tactic "Bellow Commands" is now implemented as +15 AP Regen Per Second (as from items, so it is blocked when the player is not naturally regenerating AP
Warrior Priest
Changes:
- Intimidating Repent requires a great weapon to work.
- The group cleansing tactic Cleansing Power will no longer cause the cleanse to be untargeted, and it will cleanse either your groupmates or yourself, but not both.
- Hammer of Sigmar inflicts 20-150 base damage and 53-399 improved damage, and will always critically hit when improved.
High Elves
Swordmaster
Changes:
- Crashing Wave is available at 9pts in Vaul
- Phoenix's Wing no longer requires a target
- Phoenix's Wing inflicts Spirit damage
White Lion
Changes:
- Pounce's cooldown is 10 seconds, and it will no longer work in the air. Pounce will grant a 3 second 35% speed boost to the White Lion when they land, and this boost will be removed if the White Lion uses any ability.
Shadow Warrior
Changes:
- Leading Shots improves groupmates' critical hit rates by 8% instead of 15%
Archmage
Changes:
- Healing Energy can be cast while moving
- Energy of Vaul will heal the group
- Drain Magic steals 20 AP every second rather than 60 AP every 3 seconds.
- Magical Infusion increases the value of heals on the target by 25%
- Shield of Saphery can be cast on anyone instead of within party/warband (client side issue forces this, ability lights up on all targets even if they are out of warband)
Greenskins
Black Orc
Changes:
- Down Ya Go is available at 9pts in Toughest
Choppa
Changes:
- Don' Wanna Live Forever is available at rank 15 in place of Don't Hate Da Choppa
- Hurtin' Time triggers on every hit of an AoE
Squig Herder
Changes:
- The Horned Squig gains stat contribution from your Ballistic Skill instead of your Strength
Shaman
Changes:
- Gork'll Fix It can be cast on the move
- Fury of Da Green will heal the group
- Shrug It Off increases the value of heals on the target by 25%
- Yer Not So Bad steals 20 AP every second rather than 60 AP every 3 seconds.
- Don' Feel Nuthin' can be cast on anyone instead of within party/warband (client side issue forces this, ability lights up on all targets even if they are out of warband)
Chaos
Chosen
Changes:
- It is no longer necessary to twist auras
- The tactic "Power From The Gods" is now implemented as +15 AP Regen Per Second (as from items, so it is blocked when the player is not naturally regenerating AP
Magus
Changes:
- Unholy Empowerment stacks 8 times instead of 5, increases damage output by 5% per stack instead of 4%, and extends the Magus' range, and that of their daemon by 5% per stack.
- If a daemon is banished or resummoned using the base Summon Daemon skill (but not moved using the Resummon ability), 4 stacks of Unholy Empowerment will be lost.
- Bolt of Change is a 13 point mastery skill with a cooldown of 5 seconds.
- Daemonic Infestation staggers for 5 seconds
Marauder
Changes:
- The tactic "Deadly Clutch" will no longer affect heals which do not run through heal handlers. In practice, this means that any heal not affected by heal debuffing effects (lifetaps, potions and Morale heals) will not be affected by Deadly Clutch.
Zealot
Changes:
- Dark Medicine will cast on the move
Blackguard
Reordered the Path of Loathing:
- 13pts: None Shall Pass
- 11pts: Feeding on Hate
- 9pts: Wave of Scorn
- 7pts: Anger Drives Me
- 5pts: Force of Fury
Disciple of Khaine
Changes:
- Terrifying Aura requires two swords to work.
- The group cleansing tactic Efficient Patching will cleanse either your groupmates or yourself, but not both.
- Wracking Agony inflicts 20-150 base damage and 53-399 improved damage, and will always critically hit when improved.