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'''Ranks''' are the measure of a character's development of a given attribute. Their values indicate how powerful a certain attribute's [[skill]]s are. Additionally, ranks in [[weapon mastery]] attributes (including [[Beast Mastery]]) will increase the [[damage]] dealt by using the respective [[weapon]] type. See [[Damage Rating progression]] for details on how weapon mastery attribute ranks affect damage.
 
'''Ranks''' are the measure of a character's development of a given attribute. Their values indicate how powerful a certain attribute's [[skill]]s are. Additionally, ranks in [[weapon mastery]] attributes (including [[Beast Mastery]]) will increase the [[damage]] dealt by using the respective [[weapon]] type. See [[Damage Rating progression]] for details on how weapon mastery attribute ranks affect damage.
   
[[Attribute point]]s (AP) are used to increase an attribute's rank.
+
[[Attribute Point]]s (AP) are used to increase an attribute's rank. Each rank costs more points than the previous rank, as detailed in the table to the right. Attribute points can raise an attribute to a maximum rank of 12.
   
  +
Equipment and other effects can raise attributes beyond rank 12 to a game-enforced cap of 20.
The maximum unmodified rank an attribute can be raised to is 12, but the final rank can be modified in various ways:
 
  +
* Attribute [[rune]]s grant +1, +2, or +3 ranks to a specific attribute.
* Using a [[rune]] of a certain attribute, which give a character a rank bonus of up to +3. Note that positive Rune effects of the same type do not stack, so having a Rune of Minor [[Fire Magic]] and a Rune of Superior Fire Magic equipped at the same time still gives +3 instead of +4, because only the highest positive effect counts.
 
* Wearing various [[Armor|headgears]], which can give a +1 bonus to one attribute.
+
* All [[Armor|headgear armor]] gives +1 to a specific attribute.
  +
* A [[weapon upgrade]] [[of Mastery]] (for [[staff]]s and [[martial weapon]]s) and the "Master of My Domain" [[inscription]](for [[shield]]s and [[focus item]]s) grant a 10–20% chance of boosting the item's linked attribute by +1 whenever a skill is used.
* Using a non-wand weapon, a [[shield]], or a [[focus item]] that has a chance to invoke a +1 bonus to an Attribute when the player uses a skill. This ability has a variable chance of success (10-20%). Wands do not have the +1 ability, while shields only provide +1 for non-weapon attributes, so no profession has a chance of a total +2 rank bonus with this method. This bonus only affects a skill's "green numbers" (ie. "X...Y" parameters), not the other inherent effects of an attribute, such as extra healing from [[Divine Favor]] or increased damage from one of the "[[weapon mastery]]" attributes.
 
  +
** This bonus doesn't actually increase the attribute's rank, however, it only modifies the variables (the "green numbers") of the skill being used. This is the only way to exceed the attribute cap of 20.
* [[Statue#Gods' Blessings|Blessings]] of Gods can temporarily boost the rank by 1. Note this is only available in PvE, not PvP.
 
  +
** Because these upgrades only work for attributes that can be linked to an item, certain attributes cannot receive this bonus. These are [[Beast Mastery]], [[Expertise]], [[Leadership]], and all non-weapon [[assassin]] and [[dervish]] attributes.
* [[Necromancer]]s and [[Elementalist]]s can boost their rank in certain attributes through skills. The Necromancer spell [[Awaken the Blood]] provides +2 [[Blood Magic]] and +2 [[Curses]] for a certain time span. Elementalists have the [[Glyph of Elemental Power]], which boosts all elemental attributes ([[Air Magic]], [[Earth Magic]], [[Fire Magic]], [[Water Magic]]) by +2 for the next ten spells.
 
  +
* [[Ranger]]s, [[Necromancer]]s, [[Elementalist]]s, and [[Ritualist]]s have skills that can boost their attributes.
*[[Lunar Blessing]] boosts every attribute by 1. Note this is only available in PvE, not PvP.
 
  +
** {{r}} [[Expert's Dexterity]] provides +2 to [[Marksmanship]] in PvE and +1 in PvP
*[[Golden Egg]] boosts every attribute by 1. Note that like Lunar Blessings, this is only available in PvE, not PvP.
 
  +
** {{r}} [[Trapper's Focus]] provides +0...2 to [[Wilderness Survival]]
*[[Grail of Might]] boosts every attribute by 1 along with other bonuses. Note that this is only available in PvE, not PvP.
 
  +
** {{n}} [[Aura of the Lich]] provides +1 to [[Death Magic]]
*[[Candy Corn]] boosts every attribute for the user by 1. PvE Only.
 
  +
** {{n}} [[Awaken the Blood]] provides +2 to [[Blood Magic]] and [[Curses]]
*[[Elemental Lord]], the Factions title-based Elementalist skill, raises all elemental attributes by 1. Note that like the three latter increases, this is only available in PvE, not PvP.
 
  +
** {{n}} [[Masochism]] provides +2 to [[Death Magic]] and [[Soul Reaping]] (Different functionality in PvP)
  +
** {{e}} [[Glyph of Elemental Power]] provides +2 to all elemental attributes
  +
** {{rt}} [[Ritual Lord]] provides +2...4 to all ritualist attributes
   
  +
There are also several ways to increase attributes that are only available in PvE. The consumables allow all attributes to be raised to 20 in PvE.
The maximum rank a character can achieve in a given attribute are as follows:
 
  +
*[[Blessings]] of the gods provide +1 to specific attributes.
{| {{STDT}}
 
  +
*[[Elemental Lord]] provides +1 to all elemental attributes.
! width="500" | Attribute || PvE Maximum || PvP Maximum
 
  +
*The PvE version of [[Masochism]] provides +2 to [[Death Magic]] and [[Soul Reaping]].
  +
*[[Candy Corn]], [[Golden Egg]], [[Grail of Might]], and [[Lunar Blessing]] each provide +1 to all attributes.
  +
  +
The maximum ranks attainable in PvP are as follows (not counting "of Mastery" or "Master of My Domain"):
  +
{| class="stdt"
  +
! Attribute || Max
 
|-
 
|-
|
+
|
* [[Blood Magic]] and [[Curses]]
+
* {{e}} [[Fire Magic]]
 
* {{rt}} All [[Ritualist]] attributes
* [[Fire Magic]], [[Water Magic]], [[Earth Magic]], [[Air Magic]]
 
  +
| 20
| 21 || 19
 
 
|-
 
|-
  +
|
| All other attributes that are linked to weapons:
 
  +
* {{r}} [[Wilderness Survival]]
* Every [[Warrior]] attribute
 
  +
* {{n}} [[Blood Magic]] and [[Curses]]
* [[Marksmanship]]
 
 
* {{e}} [[Air Magic]], [[Earth Magic]], and [[Water Magic]]
* Every [[Monk]] attribute
 
  +
| 18
* [[Soul Reaping]] and [[Death Magic]]
 
* Every [[Mesmer]] attribute
 
* [[Energy Storage]]
 
* Every [[Ritualist]] attribute
 
* [[Dagger Mastery]]
 
* [[Spear Mastery]], [[Command]], [[Motivation]]
 
* [[Scythe Mastery]]
 
| 21 || 17
 
 
|-
 
|-
 
|
 
|
* Every [[Ranger]] attribute except [[Marksmanship]]
+
* {{r}} [[Marksmanship]]
 
* {{n}} [[Death Magic]]
* Every [[Assassin]] attribute except [[Dagger Mastery]]
 
  +
| 17
* Every [[Dervish]] attribute except [[Scythe Mastery]]
 
  +
|-
* [[Leadership]]
 
  +
|
| 20 || 16
 
 
* All other attributes
  +
| 16
 
|}
 
|}
#Player attributes are capped to a maximum of 20 before considering the chance of +1 from a focus, shield, or weapon.
 
   
 
Many players prefer to specialize in 2 or 3 attributes to make most effective use of limited skill slots and AP. For example, a monk dedicated to healing might decide to have 12 rank in both [[Healing Prayers]] and [[Divine Favor]]. This costs nearly all the character's AP, but allows for maximum effectiveness of skills linked to those attributes. However, because of the quickly diminishing returns of higher ranks, it is a viable strategy to diversify into 4 or more attributes if a [[build]] requires doing so.
 
Many players prefer to specialize in 2 or 3 attributes to make most effective use of limited skill slots and AP. For example, a monk dedicated to healing might decide to have 12 rank in both [[Healing Prayers]] and [[Divine Favor]]. This costs nearly all the character's AP, but allows for maximum effectiveness of skills linked to those attributes. However, because of the quickly diminishing returns of higher ranks, it is a viable strategy to diversify into 4 or more attributes if a [[build]] requires doing so.
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* List of attributes by [[profession]]
 
* List of attributes by [[profession]]
 
* [[Attribute point spending]]
 
* [[Attribute point spending]]
  +
* [[Attribute Points]]
  +
*How to obtain additional [[Attribute]] points for PvE characters: [[Attribute quest]]
   
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
  +
  +
[[de:Attribut]]

Latest revision as of 15:48, 5 January 2013

Every profession has 4 or 5 attributes, one of them being the primary attribute of the profession. The primary attribute of a profession is only available if the respective profession is also the character's primary profession. For example: an Elementalist/Mesmer has Energy Storage and all other Elementalist and Mesmer Attributes except Fast Casting, while a Mesmer/Elementalist has Fast Casting and all other Mesmer and Elementalist Attributes except Energy Storage.

Rank[ | ]

Attribute point cost for each rank.

Rank Incremental
Cost
Total
Cost
1 1 1
2 2 3
3 3 6
4 4 10
5 5 15
6 6 21
7 7 28
8 9 37
9 11 48
10 13 61
11 16 77
12 20 97

Ranks are the measure of a character's development of a given attribute. Their values indicate how powerful a certain attribute's skills are. Additionally, ranks in weapon mastery attributes (including Beast Mastery) will increase the damage dealt by using the respective weapon type. See Damage Rating progression for details on how weapon mastery attribute ranks affect damage.

Attribute Points (AP) are used to increase an attribute's rank. Each rank costs more points than the previous rank, as detailed in the table to the right. Attribute points can raise an attribute to a maximum rank of 12.

Equipment and other effects can raise attributes beyond rank 12 to a game-enforced cap of 20.

There are also several ways to increase attributes that are only available in PvE. The consumables allow all attributes to be raised to 20 in PvE.

The maximum ranks attainable in PvP are as follows (not counting "of Mastery" or "Master of My Domain"):

Attribute Max
20
18
17
  • All other attributes
16

Many players prefer to specialize in 2 or 3 attributes to make most effective use of limited skill slots and AP. For example, a monk dedicated to healing might decide to have 12 rank in both Healing Prayers and Divine Favor. This costs nearly all the character's AP, but allows for maximum effectiveness of skills linked to those attributes. However, because of the quickly diminishing returns of higher ranks, it is a viable strategy to diversify into 4 or more attributes if a build requires doing so.

Keep in mind that these limitations only apply to human players; NPCs can have their attributes at a higher level than the 12 rank limit without having to resort to runes or additional equipment.

See also[ | ]