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Possible core attribute point allocations
Attribute Levels Total Levels 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
10 9 9 8     36 6
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 still 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 a character's 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)