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|+'''Possible core attribute point allocations'''
 
|-
 
!colspan="6"|Attribute Levels||width="1"|Total Levels ||width="1"| Leftover Points
 
|-
 
|12||12|| || || || ||24||6
 
|-
 
|12||11||6|| || || ||29||5
 
|-
 
|12||10||8|| || || ||30||5
 
|-
 
|12||9||9|| || || ||30||7
 
|-
 
|11||11||8|| || || ||30||9
 
|-
 
|11||10||10|| || || ||31||1
 
|-
 
|12||9||8||5|| || ||34||3
 
|-
 
|11||10||9||4|| || ||34||4
 
|-
 
|12||8||8||7|| || ||35||1
 
|-
 
|11||10||8||6|| || ||35||4
 
|-
 
|11||9||9||6|| || ||35||6
 
|-
 
|10||10||10||5|| || ||35||2
 
|-
 
|11||9||8||8|| || ||36||1
 
|-
 
|10||10||9||7|| || ||36||2
 
|-
 
|10||10||8||8|| || ||36||4
 
|-
 
|9||9||9||9|| || ||36||8
 
|-
 
|11||8||8||8||4|| ||39||2
 
|-
 
|10||9||8||8||5|| ||40||2
 
|-
 
|9||9||9||8||5|| ||40||4
 
|-
 
|10||8||8||8||7|| ||41||0
 
|-
 
|9||9||8||8||7|| ||41||2
 
|-
 
|9||8||8||8||8|| ||41||4
 
|-
 
|8||8||8||8||8||5||45||0
 
|-
 
|}
 
 
Countless permutations of attribute levels are possible. This table shows all the ways to allocate 200 attribute points (the maximum possible) under these restrictions:
 
* no nonzero attribute is below 4
 
* no more than one nonzero attribute is below 8
 
* no other way (within these restrictions) is strictly better
 
 
Notes:
 
* Leftover points are ''not'' "dead points". They're just not enough to further increase the core attributes. They can be used to raise other attributes (to level 3 at most).
 
* The possibilities are sorted from least total levels (very specialized, efficient skills) to most total levels (very diverse, improved flexibility). In general, a good allocation choice would reflect the same specialization/diversity of attributes represented in the skill bar.
 
* When considering highly specialized builds, another key factor to keep in mind is their vulnerability to [[Power Block]].
 
* Other popular schemes include:
 
**12 10 6 6 +0 (popular with mesmers)
 

Latest revision as of 07:02, 22 May 2006