Secondary Class Guide

Written by: Jaws of Doom
With the support of: Valkyrie Einherjer Leadership

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Table of Contents:

Preface       [0PF0]

Elementalist  [0E0]
E/Me          [0EMe0]
E/Mo          [0EMo0]
E/N           [0EN0]
E/R           [0ER0]
E/W           [0EW0]

Mesmer        [0Me0]
Me/E          [0MeE0]
Me/Mo         [0MeMo0]
Me/N          [0MeN0]
Me/R          [0MeR0]
Me/W          [0MeW0]

Monk          [0Mo0]
Mo/E          [0MoE0]
Mo/Me         [0MoMe0]
Mo/N          [0MoN0]
Mo/R          [0MoR0]
Mo/W          [0MoW0]

Necromancer   [0N0]
N/E           [0NE0]
N/Mo          [0NMo0]
N/Me          [0NMe0]
N/R           [0NR0]
N/W           [0NW0]

Ranger        [0R0]
R/E           [0RE0]
R/Me          [0RMe0]
R/Mo          [0RMo0]
R/N           [0RN0]
R/W           [0RW0]

Warrior       [0W0]
W/E           [0WE0]
W/Me          [0WMe0]
W/Mo          [0WMo0]
W/N           [0WN0]
W/R           [0WR0]

Contact Info  [0CI0]

History       [0HI0]
Credits       [0CR0]
Legal Info    [0LI0]

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Preface       [0PF0]

This guide is written to fulfill the ever looming question of what you should
choose for your secondary for a new character.  Whether you are new to the
game, or a veteran that is creating a new character, this guide is here to
look at different possibilities for secondaries, and what you can do for each
choice.  Each class will be set up as followed.

First, there will be a general description of the class in general.  This is
looking at with no secondary, and will go over what kind of role you will be
playing as in game with your class.  Following that, there will be five
sections, one for each secondary class.  These will go in detail over
different combinations and possibilities that you can create with the two 
classes.

Please note that I'm not going to choose a class for you.  You won't find any
rankings or system that will tell you what you should play as.  Instead, I
just hope to give you ideas to suit your particular play style.

Also, even though I may reference a number of builds throughout the guide,
it will be up to you to fill out the build as you wish.  Whether you look it
up on another site, or build it yourself, that will be your responsibility,
and will not be listed in the guide.  Also, this will be looking at only the
PvE or RPG aspect of the game, and not the PvP aspect.  This is because PvP
is so much more team orientated, that your secondary will be chosen on what
the team needs, and not what you want to be.

The classes are listed in alphabetical order to help in finding them, but you
can also use the code I put behind each section and sub-section, and your
browser search tool (usually Ctrl+F) to instantly head to the section of your
choice.

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Elementalist  [0E0]

Generally, the primary job of the elementalist is to do a lot of damage through
their magical attacks.  Two of the most popular types of elementalist use
either air or fire magic.  Air is generally used to inflict damage on a single
enemy, while fire is used to inflict damage to multiple enemies.  Water is
known as a hexing magic that is used to inflict damage as well as slow enemies
down.  Finally, earth has a little bit off offensive magic coupled with
defensive wards and enchantments to protect yourself and your team.  As an
elementalist, you should rarely find yourself in need of energy with the
primary energy storage giving you more energy for each level in it.


E/Me          [0EMe0]

This is very popular when you have one very powerful skill that you want to 
throw out multiple times.  Two mesmer skills, Arcane Echo and Echo allow you
to copy any spell in your inventory, allowing you to use it over and over
again.  Also, since the two Echo skills are Unalligned, you don't need to have
any attribute points in any mesmer skills in order to make this effective.

Another strong possiblity would be to use Inspiration Magic to provide energy
management in very energy costly builds.  While elementalist do have their
own skills to keep their energy high, mesmer Inspriation Magic can be used to
supply an extra boost in energy when needed.

E/Mo          [0EMo0]

The best part of the monk secondary is your ability to self-heal, which monks
lack an effective means of.  However, you can take this even farther, and make
yourself a full monk.  Instead of having the greater healing ability from
Divine Favor, you will have a lot more energy than primary monks have allowing
you to heal much more often.

Another good combination would be to mix a monk's Smiting Prayers in with your
other magic to provide other means of damage.  This is extremely effective in
areas with a large number of undead enemies, which will take double damage
from your smiting skills.

E/N           [0EN0]

Mixing a necromancer secondary in with the elementalist can give you the same
advantage as the monk's smiting prayers.  Using Blood Magic or Curses, you
can give yourself the ability to do shadow damage along with your normal
elemental skills.  This is very effective when facing enemies with a high
armor level as your shadow skills give you the ability to ignore it
completely.

Another possibilty would be for energy management.  Offering of Blood can
be used to trade a bit of health for an instant energy burst, while Well of
Power can be used on a corpse to provide you with a constant increase of
energy regeneration.

E/R           [0ER0]

The highlight of this combination would be the ability to mix physical and
elemental ranged damaged.  This would allow you to stay out of the way of
melee damage, as well as focus on doing damage that your foe is weak
against.

Another great possibility would be to combine the ranger skills of
Enerngizing Wind and Quickening Zephyr to help you with skill casting.
The combination of these two skills will allow you to cast your skills
for less energy, while at the same time, making them recharge

E/W           [0EW0]

With a warrior secondary your main benefit would be in protection and
self-healing.  The warrior Tactics line gives you a number of stances
that you can use for protection against a large attack, as well as Healing 
Signet for a decent self-heal.

Another possibilty would be to use Earth Magic skills to increase your
armor, and then to run into melee range being more well protected than
a warrior would be.  You could then use one of the warrior's melee weapons
combined with close range area of effect spells to do the majority of your
damage.

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Mesmer        [0Me0]

Overall, the mesmer is a very specialized class that relies on taking advantage
of an enemy's weakness in ordder to inflict damage.  They also have the ability
to inflict massive amounts of health degeneration through their illusion magic.
Mesmers also have the best energy management in the game with their inspiration
magic giving them the ability to create or steal energy.  Due to how 
specialized they are, it is not recommended that for new players do to high
difficulty of putting together an effective build, however, experienced players
can use the mesmers abilities to decimate another team with great efficiency.

Me/E          [0MeE0]

The greatest advantage is here that a mesmer can easily fast cast a number of
cheap elementalist skills to do a lot of damage in a short time.  Combined with
energy management skills that mesmers already have, they will be able to
consistantly spam a few cheap skills to do their damage.

Other possibility is to use the elemental glyphs to increase the effectiveness
of their mesmer abilities.  This can include the ability to make skills cost
less energy, make them instantly recharge, or instantly cast for longer spells.
The best part about this is that it requires no attribute points in any
elementalist attributes, freeing them up for other uses.

Me/Mo         [0MeMo0]

The biggest advantage to gain here is the ability to fast cast resurrecting
skills during battle.  The biggest problem with reusable resurrecting skills is
the large amount of time it takes to cast them, which may leave your team
vulnerable if you are under attack.  The ability to significantly reduce that
time is a huge advantage allowing you to get people back in the fight faster, 
and without having to use the one time Resurrection Signet.

The other possibilty with this is to provide yourself with a few powerful self-
healing skills.  While you won't have enough energy to be able to heal the
entire team, you can use one or two good healing skills to keep yourself alive
with your weak armor.

Me/N          [0MeN0]

A great combination here would be to combine the health degeneration skills of
a mesmer with that of the necromancer to make them even more effective.  This
will give you the ability to spread more degeneration to more enemies taking
them down quicker than with just mesmer degeneration alone.

Another possiblity along the same lines would be to use the wells that
necromancers can create for the same degenerative purposes.  This also has
the advantage that with your fast casting ability, you will generally be
able to get the corpse before enemy necromancers, allowing you to prevent
them from using their own wells, or from raising minions.

Me/R          [0MeR0]

Like the secondary necromancer, the ranger will also allow you to spread you
degeneration skills even wider.  However, a secondary ranger will allow you
to cause degenerative conditions such as poison or bleeding, allowing you
to have a greater variety instead of the all hex Me/N.

Another strong possiblity would be to combine the disruptive abilities of the
mesmer with the disruptive abilities of a ranger to prevent enemies from
casting any spells.  Using a combination of the two will allow you to stop
any spell being cast by your target if your reaction is fast enough, which
would in turn, prevent a lot of damage directed at your team.

Me/W          [0MeW0]

Probably the most interesting combination, this allows you to use the mesmer
elite skill Illusionary Weaponry, to inflict massive melee damage on your
enemies.  When combined with Flurry or other skills to increase your attack
speed, it will allow you to inflict a huge amount of damage in a short time.
Just remember that you need to be careful with your weak armor, and warrior
defensive stances may be very helpful in keeping you alive.

Another possibility would be to simply use a warrior's Tactics to help
reduce damage.  Since you have some of the weakest armor in the game, if
you're attacked, it is very benefitial to have some kind of protection
to help you, and your monk out due to the increased damage that your
enemies will have.

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Monk          [0Mo0]

I just want to start out by making it clear that if you are a primary monk, you
will be expected to either protect or heal your team.  Smiting monks are very
rare, and almost never used in PvE fighting.  If you do want to smite, all I
ask is that you let your team know so that you don't find yourself in a lack of
healing later on.  However, this guide will be focusing on the healing and
protection aspects that a monk excels at.

Mo/E          [0MoE0]

One great combination is using earth magic to increase your base armor.  Since
monk armor is very weak like most caster armor, you will often find yourself
the target of enemy attacks as they like to go for weaker armor first.  Using
Kinetic Armor is the best way to help yourself out as you will cast often
enough to keep it renewed while receiving a nice benefit.

Another possiblity would be to combine the monk's impressive protection ability
with the wards that earth elementalists can make to add even more protection.
This is particularly effective with ranger team members that can stay in the
wards, and do damage to the enemies outside of it.

Mo/Me         [0MoMe0]

Overall, this is the most common monk secondary due to the mesmers awesome
energy management.  With both elites and non-elites to help regain energy, it
is by and far the best way to keep your energy high to allow you to continue 
to heal.

This also works well for bonders who rely on maintained enchantments to protect
the team.  Two Inspiration Magic skills, Mantra of Inscriptions and Mantra of
Signets will allow you to regain energy faster, which will in turn, allow you
to maintain more enchantments, allowing you to protect your team better.

Mo/N          [0MoN0]

Another popular combination due to energy management skills.  Mainly, Offering
of Blood will give you an instant energy burst, while Well of Power will give
you extra energy regeneration allowing you to cast more often.

Another good possibility here is condition management.  A number of monk skills
will draw conditions from your teamates to you.  You can then use Necromancer 
skills such as Plague Signet or Plague Touch to send those gathered condtions
to your enemy so that they have to deal with them instead of you.  This is
particularly effective against disease.

Mo/R          [0MoR0]

Ranger secondaries can use a number of natural rituals to assist them in their
healing.  One example is a combination of Quickening Zephyr and Energizing
Wind to allow them to heal more often due to a smaller recharge time, while
at the same time, costing less energy in the first place.  Symbiosis also
works wonders for monks that use a lot of enchantments to assist in healing.

A ranger secondary can also be used to help manage energy with the right
abilities.  Specifically, Marksman's Wager will allow you to recover energy
each time your hit a target, allowing for a form of regaining energy when
you have time away from healing.

Mo/W          [0MoW0]

The warrior secondary will allow you to use a number of Tactics abilities
to assist your team.  One of the things you can do would be to use a
variety of shouts to help improve the defense of your team to complement
your Protection Prayers.  Skills such as "Watch Yourself" and "Shields
Up!" are both excelent ways to protect nearby team memebers under attack.

The other possiblity would be to use warrior defensive stances to protect
youself in battle, as you will be a prime target for your foes.  For this
Bonetti's Defense is by far the best by not only protecting you, but
giving yourself energy to work with as well.  However, any of a number
of defensive stances may be a life saver in battle.

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Necromancer   [0N0]

The necromancer is a very interesing and powerful class to play as.  The
ability to exploit corpses to cause even more damage has become an extremely
effective weapon, especially with the ability to raise minions.  However,
necromancers also have many skills allowing them to inflict damage directly to
there enemy, often with the added benefit of ignoring armor.

N/E           [0NE0]

The secondary elementalist is one solid choice for a secondary minionmancer.
The key to this lies in Glyph of Renewal, which allows you to recharge your
minion healing skills instantly.  This is also effective as you don't have
to put any points into the elementalist attributes to make it effective.

Another good combination is to use elementalist skills to increase the
damage from your necromancer.  Water Magic hexes work well some Necromancer
Curses to inflict good damage, and your shadow damage dealing spells can
also mix with elemental skills for more damage.

N/Me          [0NMe0]

This is extremely effective with the elite Spiteful Spirit.  With the
Arcane Echo ability of the mesmer, you can copy Spiteful Spirit to
do more damage to massed groups.  This is commonly known as the most
effective way to "nuke" a large group if you can put it on targets
that will stay alive a long time to get the most out of it.

The memser's ability to echo also makes them good at being a minonmancer.
With the ability to copy the minion healing skills, it gives you much
more flexability with how often you can heal your minions outside of
battle.

N/Mo          [0NMo0]

This is the most popular build for the minionmancer for a couple of reasons.
First of all, Healing Breeze is a popular way to keep your health high due
to the sacrifical nature of the minion heaing skills.  More importantly,
Heal Area allows you to heal yourself as well as your minions out of battle
as they will form a circle around you.

Without minions, you can use monk prayers in one of two main ways.  The first
would be to use Healing Prayers to help to keep yourself alive when using
high health sacrificing abilities.  The other possibilty would be to use
Smiting Prayers to inflict damage while avoiding health sacrifices altogether.

Idea from Chubbs [HoP]
Necromancers can also assist in healing.  With there Soul Reaping ability,
they have awesome energy managment, not to mention Offering of Blood if nobody
is dying.  While they won't be the most effective, they will be able to spam
heal very easily.

N/R           [0NR0]

The best combination here is to use the combination to inflict a wide range
of status effects on your foes.  Using ranger skills, you can easily poison
or bleed your enemies, which you can then combine with Virulance to force
them to deal with a number of extra conditions, as well as add disease which
will spread quickly.

You can also use some of the ranger's sprits to increase the effectiveness
of your minions.  Winnowing can be used to increase the damage that each
one does, while Fertile Season will increase there health, making it easier
to keep them alive.  Also, Serpent's Quickness can be used to make your
minion healing skills recharge faster as long as you keep your own health
high.

N/W           [0NW0]

With a warrior secondary, you can play risky, and go for the melee range
instead of the traditional long-range caster.  This will allow you to
take full advantage of a number of necromancer skills that need to be
in "touch" range, as well as the wells that will form at the corpses
of your recently killed enemies.

More traditionally, the Tactics line will help protect and heal you
during combat.  Specifically, Healing Signet is free, and can be
used to counteract health sacrifices.  Other stances can protect you
if you become a target.

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Ranger        [0R0]

The ranger can fill a variety of different rolls, making them a kind of team
specialist.  They have the ability to inflict a great amount of physical
damage from a distance with their bows, as well as charm animals for another
source even though beastmasters are very rare, and generally considered
ineffective.  Their natural rituals also can change the very rules of the
game as they have the ability to affect both allies and enemies alike.

R/E           [0RE0]

Possibly the best combination for the secondary elementalist would be to
use the conjure abilities to increase the damage of your weapon.  You
can use this stacked with a preperation and an attack, to increase your
damage done to a specific target, or use it with Barrage for higher damage
as your enchantment will not be removed like preperations.

Your other strong option here would be to use elemtalist attacks to supplement
your bow attacks.  You will need to watch your energy in this case, so energy
management skills like Marksman's Wager is a must if you decide to choose this
route.  Glyphs may also be handy for this allowing you to decrease energy
costs for the high damage elementalist skills you may wish to use.

R/Me          [0RMe0]

The mesmer secondary is perfect for trappers that assist the team by laying a
large number of traps for enemies to hit when they charge in.  Using the 
mesmer skill Distoration will allow you to avoid getting hit so that you can
literally lay traps right at the enemy's feet without getting interupted.

The mesmer secondary also works great for a disruption rangers who focus on
stopping powerful enemy spells.  For this, the mesmer ability Arcane
Conundrum can be combined with other ranger and mesmer abilities to give
any ranger a much easier time at disrupting important enemy spells both
to prevent them from damaging you, or from healing their own.

R/Mo          [0RMo0]

As with the elementalist secondary, a monk's Smiting Prayers also make a
good addition to standard bow attacks.  In this case, Judge's Insight can
be used to stack armor penetration onto your normal bow attacks, as well
as Barrage which will not affect the enchantment.

Rangers can also use this with the monk's Healing Prayers to create an
extremely potent self-healing combination.  For this, the enchantment
Vigorous Spirit can be combined with Barrage to cause you to gain a
massive amount of health with each attack.  Each arrow that flies will
trigger Vigorous Spirit which can easy keep you healed in the middle of
battle.

R/N           [0RN0]

The necromancer secondary allows you to take full advantage of the conditions
that a ranger can spread with the necromancer providing additional spreading.
As is the same for the N/R, using Virulance with the base conditions that
a ranger can provide will allow you to massively spread conditions throughout
a rank of enemies.

Another combination would be to use a number of necromancer "Touch" skills
as support for when melee combat comes to you.  Since these touches are
skills, they are affected by the ranger's Expertise, allowing you to use
them for cheaper energy cost, while at the same time, doing damage to melee
attackers.

R/W           [0RW0]

Due to the physical nature of both classes, these two match quite nicely.
First of all, rangers can take advantage of a number of warrior skills
that increase physical damage, while still staying out of direct combat.
Most noteable is Frenzy which will allow increased attack speed without
having to worry about receiving extra damage from being in close range
combat with a number of foes.

Rangers also have enough base armor to be able to efficiently use melee
weapons in combat.  Combined with a high expertise to reduce the energy
cost of any melee attacks they may want to use will allow them to be
able to spam a number of energy related skills on enemies.  Just be
careful about health with your slightly weaker armor.

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Warrior       [0W0]

Warriors have one really main job, and that is to tank damage the best the can.
The more enemies attack you, the less they are attacking your teamates, and
since you have the best armor, you are much more suited to taking it.
However, you are also the only one suited at doing melee damage, and you will
have the ability to inflict large amounts of damage on the enemy with your
sword, axe, or hammer.

W/E           [0WE0]

Like the ranger, the warrior can also take advantage of the elementalist's
conjure abilities to increase their damage output.  This works best with faster
weapons such as swords and hammers, and work especially well with abilities
that attack more than one person, such as Hundread Blades for swords or Cyclone
Axe for axes.

Warriors can also make great use of point blank spells that elementalists
generally don't use to stay out of melee range.  Water magic gives warriors
Frozen Burst which is effective at keeping foes from running from your attacks.
Air magic allows warriors to use either Shock or Whirlwind for instant
knockdowns, which will allow hammer warriors to follow up with attacks that do
more damage to knockdowned foes.  Reversing that, warriors can also use Earth
Shaker to knock down all nearby foes, and follow that with Aftershock to inflict
large amounts of damage.

W/Me          [0WMe0]

One effective option would be to use the Mantras of Inspiration Magic to protect
yourself against the type of elemental damage that enemies are inflicting in the
area.  Not only will this offer you extra protection against elemental spells,
but it will also give you a slight boost of energy allowing you to use your
energy costing skills more often.

The other strong possibilty here would be to use Illusion magic to slow down and
disable your enemies.  Casting Sympathetic Visage is a great way to deplete
enemy energy and stopping adrenaline build up, while Imagined Burden and
Ethereal Burden are great ways to slow down enemies fleeing from your attacks.

W/Mo          [0WMo0]

The first and most used possibilty here is self healing.  So, I will make myself
clear by stating right off the bat that MENDING IS NOT AN EFFECTIVE MEANS OF
SELF HEALING!!!!!  It simply cannot keep up with the damage you will be taking
and will be overwhelmed easily.  If you want to keep yourself alive, skills like
Healing Breeze or Healing Hands are much more effective at keeping your health
high.

Another possiblity for damage dealing would be to use Judge's Insight like the
ranger possiblity above.  Other possibilities would be to use Strength of Honor
with adrenal builds, Holy Strike in combination with knockdowns, and Balthazar's
Aura for inflicting damage to a number of enemies.  All these combinations can
significantly increase the damage you do in combat.

W/N           [0WN0]

The necromancer secondary can take full advantage of the necromancer skills as
they will be in close range combat the entire time.  These can be used to either
inflict more damage on your foes, or give yourself a little bit of self healing
with the Vampiric Touch.  These are best used with adreanal builds due to the
high energy cost.  Plague Touch is by far the most noteable with the ability to
remove bothersome conditions like blind or weakness very quickly.

Warriors can also take full advantage of the wells that necromancers can create
as these will often be created near the front lines.  Using a few wells, the
warrior can provide healing to himself, as well as degeneration that your
enemies will have to deal with.

W/R           [0WR0]

Again mixing well due to the fact that they both use physical damage, warriors
can use the ranger's preperations to increase the effectiveness of there base
attacks.  This can include spreading poison to a number of enemies, or just
doing more damage with skills like Kindle Arrows.

Warriors can also use the pet from the Beast Mastery line to increase both
their tanking and damage dealing abilities in frontline combat.  Most
noteable in this combination is the ranger elite skill, Ferocious Strike,
which will not only deal good damage, but give you both adrenaline and energy
to allow you to do more damage with your own melee abilities.

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Contact Info  [0CI0]

Personal contact information for the guide:

Please use this information if you wish to comment about the guide.  All I ask
is that you try to be helpful by giving me ways to make it better, or to add
possibilities to one of the sections.  Please don't simply bash or praise me
because that while does make me feel bad or good, it really doesn't help me
improve this.  Also, please give me an in game name that I can use if I decide
to put your idea into the guide.  You can contact me:

In Guild Wars:

Jaws Of Doom
Doom Of Jaws
Jaws Of Doomier
Doom Of Jawsier
Jawsier Of Doomer
Doomier Of Jawsier [PvP]

AOL Instant Messanger:

JawsOfDoom2005

Xfire:

jawsofdoom

Contact information for the guild:

Valkyrie Einherjer is always open to new members of any experience level
or play type.  Whether you bought the game a few days ago, and you're looking
for a group of people that are willing to help, or if you're a veteran of the
game,and you're looking for a group that can fight along side of in Guild vs
Guild or Heroes Ascent, we have what you are looking for.  To join:

1.  Go to http://z3.invisionfree.com/Valkyrie_Einherjer
2.  Register with the forums
3.  Head over to the General Discussion
4.  Go into the Interested In VE? Look Here forum, and make a new post giving
    us the information we need so that we can invite you.

The leader and officers often check the forums at least once a day, so be
we should get the invite out to you within one day.  Make sure that you've
left any present guild so we can get you in.

===============================================================================
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History       [0HI0]

Version 1.0

First release of the guide.  All of the inital information has been added
including two possibilities for each secondary.  This release also includes all
contact information, as well as the preface.

Version 1.01

Removed some notes from the top of the guide.  Rearranged some wording to meet
the 80 character length.

Version 1.02

Changed some contact information.

Version 1.03

Updated guild and alliance information.  Changed some of the credits for my
support.  Changed permissions as to who can host the guide.  Changed character
profile.

Version 1.04

Updated guild and alliance information.  Changed some of the credits for my
support.  Changed permissions as to who can host the guide.  Changed character
profile.

Version 1.05

Updated guide permissions.

Version 1.06

Permission, contact info, and guild info updated.

Credits       [0CR0]

valkyrie Einherjer leadership for their support in writing and publishing this
guide.

Special thanks to Taran, Chubbs and Peace for being the three best people I know
in the game.

Legal Info    [0LI0]

Copyright 2006 By Jaws Of Doom

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Use of this guide in whole or in part at any other website is not allowed
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This guide may be reproduced for personal or private usage without consent
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