03 Jan 2007 at 09:45 - 135
when i rate anything, i try to be as comprehensive and objective as possible.
for me, ill rate 10/10, but heres how i break it down.
each primary should be ranked on its inherent effects, we'll give that 4 points, since its really the inherent effects that make them unique.
next, would be the skills they provide, i'll give that a rating of 4 points as well, afterall the skills are pretty darn important to the build.
and lastly, how well they play with seccondary professions. anet gave us seccondary proffessions and primary attributes, obviously they should be able to play well together. 2 points.
Expertise: 4/3/2 total 9/10. i would not say its the best, as thats subjective, but this one is certainly up there. its a great primary as it plays with so many skills that it allows the ranger an absurd level of versatility, and certainly the most far-ranging cache of builds available, almost sole due to this attribute. pairs very well with defensive skills for the ranger, allowing the ranger to invest points into a non-primary class for damage output, and a ranger-class line for defensive skills, or whatever the case may be. though, as far as direct-damage, its skill line lacks.
Critical Strikes 3/4/2 total 9/10. critical strikes make the assassin what it is, period. this is probably the best attribute line for the emagalation of damage output and energy regain in the game. the drawback, is that because of an assassins reliability on energy, if you can shut down an assassins ability to critical, you shut down the usefulness of this entire line, at least temporarily.
Soul Reaping 4/3/2 total 9/10. possibly the best primary in the game for a support character in a pve-heavy environment. built propperly a support necro will NEVER run out of energy, allowing them to "donate" it to their allies, and deal out considerable damage. in PvP its not quite as useful, but i personally believe its underrated.
unlike many other primary attributes, its still useful at a reasonably low-level. but at a high level, its better than expertise as far as team-support goes. in terms of individualistic bonuses, it loses out, mainly because it can often over-do itself so much that you end up feeling as if you've put too many points into it. in terms of the attatched skills...they have certainly gotten a MASSIVE boost since prophecies.
divine favor 4/4/0 total 8/10.
this is, over time, one of the most (if not THE most) useful primaries, hands down. and it is divine favor that makes protection builds possible. and the power it grants to healing, increases its effectiveness by leaps and bounds. and its pretty darn obvious that it has (skill for skill) the most useful skill-line attatched to it (yeah, strength overall wins this, but strength has a lot of total crap skills, divine favor doesnt have nearly as many).
the downside?
it does not play with seccondary class skills...at all, quite literally. thankfully most monk builds revolve only around monk skills, but its regardless of the point that divine favor is ONLY useful for monk skills. if this assisted with ANY skill that provides a direct heal or buff to an ally it would be powerful to the level of being highly rigged. but, when rating a primary, you do have to consider its play on seccondary professions' skills.
leadership: 4/3/1 total 8/10. a great one overall, good skills, a good bonus, but unfortunatly it doesnt really play with outside professions except the warrior.
what i particulrly like about it is that it is perhaps the only one that directly rewards a paragon who plays well, and punishes one who doesnt. a paragon that concistently spams shouts like an imbicil when out of an allie's range will quickly handicap themselves. and one who uses shouts in the propper area and timing, should not run out of energy easily, allowing them to continue their good work. more than any other attribute, i believe it helps the player learn to play the character.
fast casting: 3/3/2 total 8/10. absolutly makes the mesmer. as was previously mentioned; it makes mesmers both hard to interupt, and increases their ability to interupt others.
the downside is it doesnt have the best skill-line in the world, and because of diminishing returns, its benefit at a higher level leaves something to be desired.
energy storage: 3/3/2 total 8/10. allows the ele to use its high-energy skills and deal with exhaustion.
that having been said, i personally think if it werent for the direct NEED of this for an ele to really function, i'd rate it lower. why? because it just seems to me if you look at the skills of an ele, their skills basically forfeit any advantage you get from this to begin with. so, whats the point, really? i do think they could have done something a little better. on the other hand, it plays very, very well with non-ele skills.
strength: 2/4/1 total 7/10. most people here would think im nuts for giving this a half decent rating. fact is, strength is often underrated. it has the largest skill-line attatched to it, and while a lot of those skills are trash, a lot of them are gold too. and its inherent bonus, while its not the best in the game, certainly does add up.
it does play with outside damage skills quite well, but i gave it a 1 rating simply because no sane warrior should be using non-warrior attack skills...that just makes no real sense.
mysticism: 2/3/2 total 7/10. plays very, very well with outside enchantments, especially since its the only primary that will work off of skills cast on you by another character. works for keping up the energy bar though the health gain is hardly the highlight of the skill.
the attatched skills are quite good pound for pound, but the bar as a whole is slightly limited.
spawning power: 1/4/1 total 6/10. works alright with minions, but its main power is its effect on rituals. that having been said, not many rituals actually truly benefit from this. overall pretty weak, but it does have some half decent skills attatched to it, the skills are definetly a better motivation to use this than the inherent effect.