Number of attributes a character uses
Sir Tidus
I'm curious. How many attributes (number of attributes that u put ranks in or use skills from) do you guys use for one character?
End
2 or 3
since im normally an ele i go 12 e storage 12 fire
but other people will do stuff like 12, 9, 9.
since im normally an ele i go 12 e storage 12 fire
but other people will do stuff like 12, 9, 9.
Sir Tidus
Quote:
Originally Posted by the end is near
2 or 3
since im normally an ele i go 12 e storage 12 fire but other people will do stuff like 12, 9, 9. |
Ekelon
My average number is probably 3. 1 for primary attribute, 1 for whatever main thing i'm using, and 1 for my 2nd thing (usually comes from secondary profession).
Arkantos
I usually go with 2-3. If you have 1 your bar will most likely be pretty bad. 4 is alright in some cases, but most of the time it's too spread out.
samcobra
Anything more than 4 pretty much means that you're going to be ineffective.
I usually have 2-3, which usually depends on whether the primary/secondary attribute is useful (ie. not with spawning power, not with tactics)
I'll use 4 atts occasionally on some chars, like my monk with auspicious HP. However, I really find it difficult to imagine most situations where 4 or more attributes to spread points into is effective
I usually have 2-3, which usually depends on whether the primary/secondary attribute is useful (ie. not with spawning power, not with tactics)
I'll use 4 atts occasionally on some chars, like my monk with auspicious HP. However, I really find it difficult to imagine most situations where 4 or more attributes to spread points into is effective
Turtle222
2-3
212ch
212ch
Kyomi Tachibana
Quote:
Originally Posted by samcobra
Anything more than 4 pretty much means that you're going to be ineffective.
I usually have 2-3, which usually depends on whether the primary/secondary attribute is useful (ie. not with spawning power, not with tactics) I'll use 4 atts occasionally on some chars, like my monk with auspicious HP. However, I really find it difficult to imagine most situations where 4 or more attributes to spread points into is effective |
And sometimes on my mesmer, even if it's just the leftover points tossed in Healing Prayers for Res chant. FC, Dom(or Illusions) and Inspiration. Leftover in Healing, for res chant, or Prot for Rebirth, usually it's only 3 or 4 points, but it's still there.
Bluefeather
For my warrior
12+1+1 Strength
12+1 Sword or Axe
3 tactics (this just extra point for healing signet)
For my ranger.
12+1+1 Expertise
12+1 Marksmanship (or wilderness survival)
For my monk
12+1+1 Divine Healing
12+1 Healing Prayers
Basically, i only use skills for my main profession. Sometimes, i copy builds and if they are working I try to use those builds like what I have for my warrior now who is using Conjure Flame build (copied from this site).
12+1+1 Strength
12+1 Sword or Axe
3 tactics (this just extra point for healing signet)
For my ranger.
12+1+1 Expertise
12+1 Marksmanship (or wilderness survival)
For my monk
12+1+1 Divine Healing
12+1 Healing Prayers
Basically, i only use skills for my main profession. Sometimes, i copy builds and if they are working I try to use those builds like what I have for my warrior now who is using Conjure Flame build (copied from this site).
Sir Tidus
Wow, so you guys all only use skills from one profession.
Arkantos
Quote:
Originally Posted by Sir Tidus
Wow, so you guys all only use skills from one profession.
|
MithranArkanere
Usually:
Gr: 2
R: 3
Mo: 2
N: 2
Me: 3
Ele: 2
A: 3
Rt: 2
D: 2
P: 3
Gr: 2
R: 3
Mo: 2
N: 2
Me: 3
Ele: 2
A: 3
Rt: 2
D: 2
P: 3
Sir Tidus
So what attributes should a sword W/Mo use?
Arkantos
Quote:
Originally Posted by Sir Tidus
So what attributes should a sword W/Mo use?
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- Tain -
In most cases, I'm running 12-10-8.
StormDragonZ
Warrior: Strength + Axe/Sword Mastery*
Ranger: Expertise + Marksmanship
Elementalist: Energy Storage + Fire/Air Magic*
Mesmer: Illusion Magic + Inspiration Magic + Fast Casting
Necromancer: Soul Reaping + Blood Magic + Curses
If it has the * on it, that means one or the other depending on what weapon or type I'm using. Elementalist can be Energy + Fire OR Energy + Air.
Ranger: Expertise + Marksmanship
Elementalist: Energy Storage + Fire/Air Magic*
Mesmer: Illusion Magic + Inspiration Magic + Fast Casting
Necromancer: Soul Reaping + Blood Magic + Curses
If it has the * on it, that means one or the other depending on what weapon or type I'm using. Elementalist can be Energy + Fire OR Energy + Air.
ShadowsRequiem
usually 9str/14weap/11tact on war
If i'm not using tact 14weap/13str for sents
If i'm not using tact 14weap/13str for sents
Zahr Dalsk
Usually 3, sometimes 2.
Accursed
Marksmanship ~ 12+2
Expertise ~ 9+1
Wilderness Survival ~ 9+1
Channeling ~ 3
Expertise ~ 9+1
Wilderness Survival ~ 9+1
Channeling ~ 3
Luminarus
Monk 3 or 4
Divine Favor
Healing Prayers
Prot Prayers
and sometime +
Shadow Arts (return, dark escape)
OR
Inspiration (channeling)
OR
Tactics (Balanced Stance, Tactics blocking stances)
Warrior
2-4
Strength
Weapon Mastery
Maybe tactics, though probably alot less since the buff to Lions Comfort
Air Magic (Conjure, Shock), Shadow Arts (Shadow Refuge, Deaths Charge), Prot Prayers (mending touch), Curses (Plague Touch, Spinal Shivers), Domination (Hex Breaker), Command (Anthem of Envy [joke build]), Motivation (Mending refrain), Restoration (Self Heal, DPS/FomF)
Ranger:
2-4
Marksmanship
Expertise
Wilderness Survival (sometimes)
Prot Prayers (mending touch)
Communing (Brutal Weapon)
Channeling (Nightmare Weapon, Splinter Weapon)
Elemental Conjure
Command (GFTE, Envy)
Paragon:
3-4
Spear
Leadership
Command/Motivation
Tactics/Element/etc
Generally I run with 2 main skill lines, a third for extra damage/debuff removals and the 4th is extremely optional
Divine Favor
Healing Prayers
Prot Prayers
and sometime +
Shadow Arts (return, dark escape)
OR
Inspiration (channeling)
OR
Tactics (Balanced Stance, Tactics blocking stances)
Warrior
2-4
Strength
Weapon Mastery
Maybe tactics, though probably alot less since the buff to Lions Comfort
Air Magic (Conjure, Shock), Shadow Arts (Shadow Refuge, Deaths Charge), Prot Prayers (mending touch), Curses (Plague Touch, Spinal Shivers), Domination (Hex Breaker), Command (Anthem of Envy [joke build]), Motivation (Mending refrain), Restoration (Self Heal, DPS/FomF)
Ranger:
2-4
Marksmanship
Expertise
Wilderness Survival (sometimes)
Prot Prayers (mending touch)
Communing (Brutal Weapon)
Channeling (Nightmare Weapon, Splinter Weapon)
Elemental Conjure
Command (GFTE, Envy)
Paragon:
3-4
Spear
Leadership
Command/Motivation
Tactics/Element/etc
Generally I run with 2 main skill lines, a third for extra damage/debuff removals and the 4th is extremely optional
Bryant Again
Usually just three. Max out Sword, Axe or Hammer, then Strength, then Tacts.
Holly Herro
W/R:
9 str
9 axe/sword
Rest on wilderness
Since I got the runes etc. I need all I can get on wilderness for troll unguent and apply poison ^_^
9 str
9 axe/sword
Rest on wilderness
Since I got the runes etc. I need all I can get on wilderness for troll unguent and apply poison ^_^
cosyfiep
depends on my character and their build....usually 3 but sometimes 4 (a few points into prot for my 2ndary monks helps with rebirth).
fenix
At most, 3, although I have played a couple bars with a janky 4. You really don't want any more than 3 most of the time anyway. Hell, I run 2 atts on my Warrior (14 sword, 13 str) in PvE...
Sakura Az
depends on the build as everyone says, mostly 2-3 att lines, usualy split 12,9,9
on my sin i have 4 att lines usualy, 11 dagger 10 crit, 6 shadow, 8 earth prayers, or with grenths grasp 12 dagger, 10 crit, 4 deadly, 7? wind
on my sin i have 4 att lines usualy, 11 dagger 10 crit, 6 shadow, 8 earth prayers, or with grenths grasp 12 dagger, 10 crit, 4 deadly, 7? wind
aapo
It's funny when good players usually understand that energy totals don't matter over the course of battle, since energy management plays bigger role, but when it comes to choosing Elementalist attributes Energy Storage jumps to 11-13 points without question. What's up with that? I'd rather take 11 point ward on fire Elementalist bar.
garethporlest18
I run 2 a lot. Sometimes I'll put on 3 like with primary att characters. But usually only 2 on warrior.
Steboy93
On my w/p I only use swords-12+1+1 and str-12+1. God-mode dragon slashers have no need for other attribute lines
JONO51
2 or 3, sometimes a 4th but thats usually leftover points for things like mending touch etc.
Lord Sojar
2-4 is typical, with 2-3 being most popular. I would 3 is most popular, the 12 9 9 split. Works with almost any build.
There are some weird builds that use 5, and a few terrible ones that use 1. I don't recommend using any of the latter, however.
There are some weird builds that use 5, and a few terrible ones that use 1. I don't recommend using any of the latter, however.
Stormcaller
Mostly 2 though I run 3 sometimes.
Targuil
Quote:
Originally Posted by aapo
It's funny when good players usually understand that energy totals don't matter over the course of battle, since energy management plays bigger role, but when it comes to choosing Elementalist attributes Energy Storage jumps to 11-13 points without question. What's up with that? I'd rather take 11 point ward on fire Elementalist bar.
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Esprit
Elementalist: 2 (one for the element and one for Energy Storage)
Monk: 2 (one for type of healing and one for Divine Favor)
Mesmer: 2 - 4 (sometimes it can't be helped to be spread across all attributes)
Monk: 2 (one for type of healing and one for Divine Favor)
Mesmer: 2 - 4 (sometimes it can't be helped to be spread across all attributes)
Blonde Warrior
3 on average
Harmless
Quote:
Originally Posted by Sir Tidus
I'm curious. How many attributes (number of attributes that u put ranks in or use skills from) do you guys use for one character?
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For example, splinter barrage ranger has points in expertise, marks, and channeling, leftovers are in wilderness.
zwei2stein
Quote:
Originally Posted by aapo
It's funny when good players usually understand that energy totals don't matter over the course of battle, since energy management plays bigger role, but when it comes to choosing Elementalist attributes Energy Storage jumps to 11-13 points without question. What's up with that? I'd rather take 11 point ward on fire Elementalist bar.
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Besides that, maxing energy total is really bad when you sacrifice things you should not trade for energy (HP/Armor)
Eles are fine with 12/9/9 thou. Its not like aegis/hp/wards/whatever are going to be cool when you cant reliably midblast energy to keep them up.
Stormlord Alex
Seriously spec into?
Depends on profession. Usually 3
Dervish is nearly always 2 - Scythe and Mysticism. Everything else is worthless trash.
Warrior... 2 or 3 - Either full Weapon/Strength or speccing Wind Prayers/Elemental Magic.
Ele... Generally 3. There's no real reason to ever run 13 Energy Storage. Drop points from Energy into Air/Earth/monk lines/Channeling for Wards, Blinding Flash, Aegis, Splinter Weapon etc.
Monk is 3. Hybrid Prot/Heal >>>>> pure Heal or Prot.
Ranger is 3, too. Expertise/Marks/Wilderness or Expertise/Beast/Weapon, or Expertise/Marks/Channeling for Splinter Volley.
and that's all I can be bothered to remember now.
Depends on profession. Usually 3
Dervish is nearly always 2 - Scythe and Mysticism. Everything else is worthless trash.
Warrior... 2 or 3 - Either full Weapon/Strength or speccing Wind Prayers/Elemental Magic.
Ele... Generally 3. There's no real reason to ever run 13 Energy Storage. Drop points from Energy into Air/Earth/monk lines/Channeling for Wards, Blinding Flash, Aegis, Splinter Weapon etc.
Monk is 3. Hybrid Prot/Heal >>>>> pure Heal or Prot.
Ranger is 3, too. Expertise/Marks/Wilderness or Expertise/Beast/Weapon, or Expertise/Marks/Channeling for Splinter Volley.
and that's all I can be bothered to remember now.
gremlin
The reason many players balance their skills the way we do is because the game tends to reward that method.
It sounds a reasonable idea to split the points 50/50 between primary and secondary but you would probably be ineffective in both.
Some builds work using more points others do not, I have used a lot of secondary points in some of my ranger builds.
R/E for example where I use fire to boost damage so my points are pretty much all in Marksmanship and Fire.
or
R/Rit where I am using splinter shot and want to boost the effect of that skill.
E/M is another example you could use max points in energy storage and the rest in smiting or healing.
A Healer or smiter with 100+ energy can be pretty effective
It sounds a reasonable idea to split the points 50/50 between primary and secondary but you would probably be ineffective in both.
Some builds work using more points others do not, I have used a lot of secondary points in some of my ranger builds.
R/E for example where I use fire to boost damage so my points are pretty much all in Marksmanship and Fire.
or
R/Rit where I am using splinter shot and want to boost the effect of that skill.
E/M is another example you could use max points in energy storage and the rest in smiting or healing.
A Healer or smiter with 100+ energy can be pretty effective
Pyro maniac
12-12(-3)
12-11-6
12-10-8 (or 12-9-9)
11-10-10
12-11-6
12-10-8 (or 12-9-9)
11-10-10
Eldin
This is all my characters:
Ranger: Marksmanship, Expertise, Wilderness survival - puts remaining into prot just for rebirth so the points aren't wasted.
Warrior: Axe mastery, tactics (moreso than strength), strength - puts remaining into prot just for rebirth so the points aren't wasted, I sometimes move from axe to sword depending on my build though I mainly use axe.
Mesmer: Domination magic and inspiration magic. Again, remaining into protection prayers.
Necromancer: Varies on build, though always have some in soul reaping.
Assassin: Dagger mastery, critical strikes, remaining into shadow arts.
Ritualist: Channelling magic, about level 9 restoration, remaining into spawning power (for when I go support and bring a spirit or two).
Dervish: Scythe mastery, then mysticism, then earth prayers.
As you can see I generally am a one-profession kind of guy, with the second profession having little use beyond a res or something.
Ranger: Marksmanship, Expertise, Wilderness survival - puts remaining into prot just for rebirth so the points aren't wasted.
Warrior: Axe mastery, tactics (moreso than strength), strength - puts remaining into prot just for rebirth so the points aren't wasted, I sometimes move from axe to sword depending on my build though I mainly use axe.
Mesmer: Domination magic and inspiration magic. Again, remaining into protection prayers.
Necromancer: Varies on build, though always have some in soul reaping.
Assassin: Dagger mastery, critical strikes, remaining into shadow arts.
Ritualist: Channelling magic, about level 9 restoration, remaining into spawning power (for when I go support and bring a spirit or two).
Dervish: Scythe mastery, then mysticism, then earth prayers.
As you can see I generally am a one-profession kind of guy, with the second profession having little use beyond a res or something.