User:AOTT/Opinion
PvP and PvE[edit]
I'm a balanced player when it comes to PvP and PvE. I get all my skills through PvE, and often I use my PvE characters in PvP (unless a build requires I use something with a different primary class).
When I play my necromancer, I often refer to myself as a "Siege Mistress." An interesting mix, that Necromancer. It's been proven in PvP as one of the better Necromancers out there. And I burn through PvE. Oh, I burn through it... I'm good at Necromancers. Recently, ANet nerfed Soul Reaping, making my Necromancer much much weaker. For this, I intend to bug them until they remove the 5 second cool down.
My second favorite class to play is my Ranger, because it's so versatile that I can do just about anything with it. My ranger works best when I try to focus on an individual opponent, but I can cause enough disruption around me that I can escape from even a large group of people trying to kill me. I feel that the ranger is the best class for running, since they have more skills for it with more benefits than the Warrior. (And they're FAST, oh wow, they're FAST.) I also burn through PvE with my Ranger. I know several builds for Rangers that are devastating, the most powerful build I have is posted below.
My Warrior takes third place for play time. Even though it's not as old as my Monk. What can I say, it's a warrior. Not much to it.
Opinion on the Factions classes[edit]
It's been a while since I really thought to look at this section of my Wiki. I have an assassin right now; I deleted my Ritualist in favor of a Mesmer. I have not used my Assassin for months. In PvP, I still consider them weak and ineffectual unless circumstances are perfect or their target has already been weakened. A simple "block/dodge" stance can render an assassin completely impotent.
My experience with Ritualists hasn't been particularly impressive. I have worked with them and fought against them, and they really lack primary defensive abilities. If they're not noticed, they can cause quite a bit of disruption with their spirit spamming. Their spells leave something to be desired. Still, they have had a slightly more formidable impact on battles than the Assassin, at least in my experience. It can be impressive to see a small army of spirits throwing so many projectiles at one opponent at once. Unfortunately, it's a short-lived impact.
So, I suppose right now the Factions classes are still regarded as a disappointment for me.
Opinion on the new Nightfall Classes[edit]
I have 2 Nightfall Characters. Dervish and Paragon, of course. I've played the Dervish more, and it does incredible amounts of damage, at least until the Devs get around to nerfing it so it's weak as a kitten. Which would not be cool, since I consider it an apology for the ineffectual pinpricks Assassins dish out. I'm sure we've all seen the impact of Dervishes on PvP, almost (but not quite) supplanting Warriors as the most powerful melee class. As I gather more skills for my own Dervish, I expect I'll be wreaking a lot more havoc as time goes on.
My Paragon hasn't seen as much action, however I have fought against them in the RA, and they're an absolute nuisance. I thought the assassins teleporting around and the Ritualists spirit spamming was annoying, but now I have to deal with these weak, almost environment-level effects from all their screaming. As a ranger-esque midliner, the Paragon fails to impress me with damage output. It's like the developers wanted to make a "leader" that would fall in a hail of bullets once it entered combat! Since so many players focus on using the shouts and party-support abilities, they forget to use the Paragon's self-sustaining abilities and potential to wreak havoc by itself. As I advance my Paragon, I hope to convince myself otherwise of the ineffectual attempts others have made as the best that a Paragon can do in PvP and PvE. It just seems to me that the Paragon has something more to offer than a shadowy background effect, and I've got to be the one to find it.
About [FOMJ][edit]
[FOMJ] was an accident. I never intended the guild to flourish the way it did; I had expected other guilds to be so well-developed and well-known that my little stake in the battle isles would be ignored by all but the most newbie players. Well, FOMJ grew faster than I could have imagined, and it floated between 70-90 players at any given time with an average of about 15-20 officers by the end of its life. When Factions came out, and I heard about Alliances and the rumored ability to take control of cities, I had originally expected to be fighting for control of a city constantly in a siege-like 'round the clock stuggle for supremacy. I was actually fairly confident in my Guild's ability to hold such a siege, but alas; city ownership turned out to be a matter of how many faction points an Alliance could muster. Once Factions hit its peak, it dawned upon me that the only way to take control of even a minor outpost would be impossible to accomplish without sacrificing all other aspects of the game. So, I gave up the dream of owning Cavalon (which at present requites 24 million faction points to control, 1/7/07) and settled for having far more members in my guild and alliance than any of those alliances. Thanks to my impressive officer core and my own efforts, I'd say we did a pretty spiffy job.
FOMJ was disbanded on 1/15/07. The members were given to Allies within the [FOMJ] Alliance. The [FOMJ] Alliance guilds reformed under [EMHW]. I joined [TRA], which was kicked from the [EMHW] Alliance for low activity. [TRA] is still a lone guild at this point. [4/16/07]
Hard Data[edit]
AOTT is the original Guild Leader of the now disbanded guild, Followers of Master Jack [FOMJ]. She has been playing for 2 years and uses Prophecies, Factions, and Nightfall.
A cell filled with quotes[edit]
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Player Achievements[edit]
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FOMJ Stats[edit]
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