> Forest of True Sight > Questions & Answers Reload this Page +18 Attribute Point Question
Reply
Old Mar 14, 2007, 08:58 PM // 20:58   #1
Pre-Searing Cadet
 
Join Date: Mar 2007
Advertisement

Disable Ads
Default +18 Attribute Point Question

Hello,

I was wondering how the mechanics of something worked, and to better illustrate I will say why.

I would like to get one of my skills, in this case protection prayers, up to 18. With max points spent I am at 12. I can then add 1 point for head gear and 3 points for Superior Rune to get me to 16. How would i go about getting to 18. From what I have read, people have stats for 18 and 19 points but I don't know how thats possible to do.

I came across some of these +1 to an attribute weapons and offhands with a 20 percent chance or whatever. My question is, after achieving the +1 does the +1 remain for the the rest of the time I am in that zone? Does it stay if I swap weapons/offhand after achieving the +1? Does this +1 stack? (i.e. can I get plus one from both a 1 handed and an offhand item for a total of +2?)

Any advice for how this monk can get to +18 for my attribute would be appreciated.
portudork is offline   Reply With Quote
Old Mar 14, 2007, 09:03 PM // 21:03   #2
Desert Nomad
 
Xenex Xclame's Avatar
 
Join Date: Mar 2006
Guild: DPX
Profession: R/
Default

Anything above +16 is just for completion, its not something you should really worry about , if you have 16 then your fine.

Now on how they have the numbers for 17,18,19,20 etc, yes like you said, they use the 20% of getting +1 in a attribute, they also use ,in some explorable areas,the shrines to get the bonus +1 to a attribute, and then even for elementalist, they use the glyph of elements to get the next 5 skills with +2 attribute points added to it.


Edit: with the +1 weapons , it checks the chance of giving you the bonus just before you finish the skill, so if it decides you get it, you will get the bonus on the current skill that your using after you used that skill, it just goes back to normal, and will check again if it gives you the bonus, the only +1 bonus that stays are the ones from shrines in explorable areas, they stay as long as you are in that zone.

Last edited by Xenex Xclame; Mar 14, 2007 at 09:10 PM // 21:10..
Xenex Xclame is offline   Reply With Quote
Old Mar 14, 2007, 09:03 PM // 21:03   #3
Krytan Explorer
 
RSGashapon's Avatar
 
Join Date: Nov 2006
Location: Sol 3
Profession: R/
Default

Except for +1/20% mods on certain weapons, temporary blessings and boosts are the only way to reach attribute levels over 16.

Oh yeah Glyphs too, but Xenex already beat me to it.

Last edited by RSGashapon; Mar 14, 2007 at 09:10 PM // 21:10..
RSGashapon is offline   Reply With Quote
Old Mar 14, 2007, 09:09 PM // 21:09   #4
Pre-Searing Cadet
 
Join Date: Mar 2007
Default

So then my next question is, what are the mechanics with these +1 attribute weapons and offhands.

Does the effect stay only for a certain period of time, or just until you zone?

Does the effect stack, i.e. could I get both hands going to get +2?

Lastly, if I remove the item does the effect get removed with it.

My reasoning for this was in relation to a skill. If I had +18 in protection prayers, the skill would be manageble I think for what I want to use it for, but otherwise probably not worth it.
portudork is offline   Reply With Quote
Old Mar 14, 2007, 09:24 PM // 21:24   #5
Desert Nomad
 
RPGmaniac's Avatar
 
Join Date: Aug 2005
Default

The +1 items only work on the spell it activates for and it will only last as long as the spell does. Also, if you are centering a build on having 18 protection prayers, I would reconsider because the only ways as mentioned above are glyphs for elementalists or items or favor (which if you are on American servers, GL with that one). 16 protection prayers is usually enough for most prot monk builds.
RPGmaniac is offline   Reply With Quote
Old Mar 14, 2007, 09:37 PM // 21:37   #6
Pre-Searing Cadet
 
Join Date: Mar 2007
Default

It was specific to an UW farming build I was considering, but I am thinking the fuss is not worth it considering the alternative.

This +2 glyph, I will check it out though. Seems to be my best bet.

Thanks
portudork is offline   Reply With Quote
Old Mar 14, 2007, 09:39 PM // 21:39   #7
Krytan Explorer
 
LuckyGiant's Avatar
 
Join Date: Aug 2005
Location: New Zealand
Guild: Retired :)
Default

Quote:
Originally Posted by RSGashapon
Oh yeah Glyphs too.
Glyph only works with ele spells

Also, Awaken the Blood, +2 blood and +2 curse attritube for a decent amount of time

Last edited by LuckyGiant; Mar 14, 2007 at 09:42 PM // 21:42..
LuckyGiant is offline   Reply With Quote
Old Mar 14, 2007, 10:35 PM // 22:35   #8
Forge Runner
 
DeanBB's Avatar
 
Join Date: Jul 2005
Location: Arizona
Guild: Wizardry Players Guild, http://4guildwars.7.forumer.com
Default

In other words, for Protection Prayers 16 is max with a 20% chance of 17 when you cast a Protection spell. If you are fortunate enough to have the right shrine then another +1 is possible.

You cannot have 2 +1/20% mods, only the off-hand provides one.
DeanBB is offline   Reply With Quote
Old Mar 14, 2007, 10:54 PM // 22:54   #9
Furnace Stoker
 
Coloneh's Avatar
 
Join Date: Nov 2006
Profession: D/W
Default

protective bond farming is useless. we have tried every way of getting around the cost. its DEAD.
Coloneh is offline   Reply With Quote
Old Mar 15, 2007, 04:24 PM // 16:24   #10
Academy Page
 
Join Date: Mar 2007
Profession: E/
Default

what is protective bond farming and y is it useless??
Sxy Seraphin is offline   Reply With Quote
Old Mar 15, 2007, 05:09 PM // 17:09   #11
Forge Runner
 
Etta's Avatar
 
Join Date: Jun 2006
Location: Mancland, British Empire
Default

55 monks used to use it back in the day, but it had been nerf in the August 05.
Etta is offline   Reply With Quote
Reply


Share This Forum!  
 
Thread Tools
Display Modes


All times are GMT. The time now is 08:42 AM // 08:42.