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Gaining levels gives attributes points. That's well and good. But I'm not really sure how to allocate them well, and don't see a way to undo choices if I change my mind later. I don't want to make bad, careless choices now and discover down the line that my character is permanently gimped because of it.
Each skill is classified as body, mind, or focus. In this, the skills associated with the archetype are all one of these three, and the skills associated with the particular class are split between the other two.
Each skill is also classified as rune, spirit, or soul. In this, the skills associated with the archetype are divided among the three, while the skills associated iwth the particular class are all the same affinity type.
So which of these is relevant to allocating skill points? As I read it, my attribute in the former is relevant to the damage I deal. What matters for the latter is the target's affinity, and my own is irrelevant. Is that accurate?
It also seems that most of the really good skills are associated with the class, not the archetype. Should I put all of my attribute points into the two attributes associated with the skills of my class? Should I divide all of the attribute points evenly among all three attributes for the sake of the affinities?
Or is putting all points into one attribute the optimal strategy, to increase the damage from the skills associated with that attribute, and then use only those skills? In many games, given a choice between (one attack that does 80 damage and two attacks that do 50 damage) or (three attacks that each do 60 damage), the optimal strategy would be to choose the former and spam the 80 damage attack. Is that essentially the situation here?
Also, are all skills affected by attributes, or only some? It looks like the time of a particular effect is not affected by attributes; do attributes instead affect the magnitude of that effect?
Comments
Well you could go to your skill library, open library, look at the skills that you will eventually be able to use. Youll notice 3 little icons to the right of each skill. Pan over these and lear what attributes and stats effect the skills. Youll most likely see a trend with a majority being one attribute and youll notice possibly a secondary attribute.
Every class is diffrent and you might want to ask in game for specifics.
For instance, im a rune mage, a majorty of my damage skill use mind as the base attribute, while a lot of my opening combos and closers use rune/body as a base attribute. I pump a majority of my points into mind and i put one in body every now and then, ignoring focus, since the very few skill i have that use that base dont really appeal to what im trying to do.
Be aware of buffs that may effect attributes and plan ahead. A rune mage gets a buff that for 12 seconds boosts my body and soul attributes 25% of my mind base number...that means i can plan on using that skill should i want a strong melee skill attack.
So you really cant screw up the build too much, if you invest most of the points in the bases that the skills you use the most.
Also note that pep effects these skills, the higher the boost the higer the pep level.
Damage is one thing, but dont forget your resistances. If you ignore, for example, focus, then focus based skills will do more damage to you.
Then again, in beta I totally ignored both Body and Focus and customized my skillbar with Mind-only skills, except debuffs and heals. My AM killed players 20 levels above my own, and the only player who killed me at times was another A-Level AM, which is also Mind based, so go figure
The developers said to even your stats, but with focus on your main class stat. I say specialize.
I waznt to believe this but i gotta say, adding stats to an off attribute does nothing for my resistances to that particulair type of damage. I was to believe that adding sigils was the only way to really add defenses.
I not saying your wrong its just this is the only time ive ever heard that attributes directly effect resistances. i mean all my resistances are at 0% because i have no defensive sigils.
Can anyone else vouch for this?
Resistances=increased by skills, no effect from stats
Affinities=effected by stats
Resistance buffs like battlecry will gain no extra resistances from stat allocation, only the amount of damage they reduce. They are a general effect with no specialisation area. A melee resist stat will reduce any damage from any melee skill, regardless of its damage type or affinity, but will not reduce damage taken from ranged or magical attacks.
Affinites are directly tied to your stats and reduce damage from their specific damage type, ignoring what kind of attack it is. A high Rune affinity will reduce damage from both a rune based melee and rune based magic attack. The type of attack is unimportant, as long as the skill hitting you does rune damage it will be reduced. A high Rune affinity will not reduce damage from Spirit attacks no matter what type of attack it is, thats where Spirit affinity comes in.
All defense stats can be increased by sigils and/or consumables.
You are right, I worded myself wrong. Resistance = Magic Affinity. My bad, I havent played since around christmas.