Health/Energy Pools and Regen.
Daemon
I've been searching to no avail for information on all the classes' starting Health/Energy pools and their associated pips of regeneration. Also, I've been wondering what classes have access to armor/items that increase these pools/pips, as well as the max obtainable by each, and how much each increases when you level. Is there an article on Health/Energy Pools and Regeneration somewhere?
Fezz
Here is a list of the armors, I am not sure how accurate it is(I believe I remember one of the mods mentioning that it wasn't high priority to keep it updated yet), but it should be accurate enough.
Here are the Base Profession Statictics, also not listed is the Max health w/o items at level 20 is 480(got it right this time).
For Energy boosting items you are limited to Foci, or the many sorts, and I believe they range from +1-10 Energy.
And for tons of other information check Here, and pretty much the entire site.
Here are the Base Profession Statictics, also not listed is the Max health w/o items at level 20 is 480(got it right this time).
For Energy boosting items you are limited to Foci, or the many sorts, and I believe they range from +1-10 Energy.
And for tons of other information check Here, and pretty much the entire site.
Daemon
Thank you, it helps. Now I just have to compile all the information into one convenient package...
Sin
It has been said that rangers have a nice attribute, i think it's expertise, that lessens the costl so they can cast a 10 mana spell with say 6 - 8 mana. Other than that are the Foci (Focus), Grim Cresta (I think), Idol, Icon and you might find something in runes if you are an elementalist, mesmer or necro; the Ranger gets something from the runes that add to expertise too I think. I had a +11 or +12 Icon once so mana pool was now +37 instead of just +25, although ranger not real good without a bow. Some of them also offer up armour so can be like a shield if you are a warrior/mo or warrior/elementalist, etc. and vice versa. I do remember also that some of the items require.
Anyway, that's what I remember. Hope it helps.
Anyway, that's what I remember. Hope it helps.
Davion
That 10 energy spell is still going to cost 10 energy with expertise regardless.
Expertise _ reduces costs of traps, attack skills, glyphs, shouts, rituals, stances, preparations....
Anything classified as a spell (hex or enchantment too) will not decrease in cost with expertise.
The bonus you get having ranger expertise is that because all the affore mentioned skills cost less you will have a higher remainder of energy pool left over for spells. It's indirect only, and useful for management of them..not actual casting.
The range of foci was listed in a thread previously, by ensign if not mistaken... +1-12
Expertise _ reduces costs of traps, attack skills, glyphs, shouts, rituals, stances, preparations....
Anything classified as a spell (hex or enchantment too) will not decrease in cost with expertise.
The bonus you get having ranger expertise is that because all the affore mentioned skills cost less you will have a higher remainder of energy pool left over for spells. It's indirect only, and useful for management of them..not actual casting.
The range of foci was listed in a thread previously, by ensign if not mistaken... +1-12