Jan 22, 2012, 08:54 PM // 20:54
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#1
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Ascalonian Squire
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Ritualist Attributes
I'm a bit confused as to the attributes section of the Ritualist, i intend to play as an SoS build as that seems to be what everyone is saying is good for soloing, and after some searching i've managed to figure out how to get certain spells, where to do and what to do, etc.
But one thing that's confusing me is the attributes.
For example on this page.
"http://pvx.wikia.com/wiki/Build:Rt/any_SoS_Channeling_Rit"
It says..
Channeling Magic 12 + 1 + 1
Restoration Magic 3
The spell bit i understand, that's basically the loadout currently being used.
But the Numbers i think i don't understand at all, from what i've gathered, the first number is the points spent? If that's correct, where's the +1 +1 coming from?
And i apologise for my constant questions flooding the forum!
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Jan 22, 2012, 09:36 PM // 21:36
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#2
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Ascalonian Squire
Join Date: Mar 2011
Guild: UndiesPatrol
Profession: Me/
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The +1 +1 means +1 from a minor channeling rune, and another +1 from your headgear.
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Jan 22, 2012, 09:41 PM // 21:41
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#3
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Ascalonian Squire
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Ah ok, makes sense now! so lets say i wanted to go with the build i posted, would i put 12 attribute points into channelling magic and 3 into restoration, and that's that done?
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Jan 22, 2012, 09:48 PM // 21:48
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#4
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Wilds Pathfinder
Join Date: Sep 2006
Location: WI
Profession: Mo/
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spawning power would also be at 12+1(minor rune)
12+1(headpiece)+1(minor rune) channeling
12+1(minor rune) spawning power
3 restoration
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Jan 22, 2012, 10:05 PM // 22:05
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#6
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Unbridled Enthusiasm!
Join Date: Nov 2009
Location: EST
Guild: DPR
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For truely solo sure...for any non-solo running channeling rit with any type of melee in your team I'd recommend at least hitting the 15 break point for splinter weap...ie...12+2+1...at least
__________________
~"Serenity now.... Insanity later"~
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Jan 22, 2012, 10:12 PM // 22:12
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#7
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Ascalonian Squire
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Quote:
Originally Posted by Essence Snow
For truely solo sure...for any non-solo running channeling rit with any type of melee in your team I'd recommend at least hitting the 15 break point for splinter weap...ie...12+2+1...at least
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so that would be 12 points in channeling magic and the remaining 3 from gear? I hope i'm understanding this correctly.
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Jan 22, 2012, 10:33 PM // 22:33
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#8
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Unbridled Enthusiasm!
Join Date: Nov 2009
Location: EST
Guild: DPR
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your headpiece will have either +1 rit attribute...or +1 applied attribute....some headpeice come with a certain attribute already and some take the attribute of an applied rune. The +1 +2 or +3 runes are available from rune traders. So it would be +1 from the headpiece and +1-3 from the rune on top of the 12.
__________________
~"Serenity now.... Insanity later"~
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Jan 22, 2012, 10:35 PM // 22:35
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#9
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Desert Nomad
Join Date: Aug 2008
Guild: Fuzzy Physics Institute
Profession: E/
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Quote:
Originally Posted by JoshuaRAWR
so that would be 12 points in channeling magic and the remaining 3 from gear? I hope i'm understanding this correctly.
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Yes. You would use a major rune of channeling on your headpiece, instead of a minor rune.
Note, however, that major and superior attribute runes carry a significant health penalty. As you're just starting out, don't be in too much of a hurry to add those until you're comfortable enough with the game to play with lowered health and/or can afford insignia, runes, and gear to overcome the penalty.
Many new players make the mistake of loading up with major and superior runes for different attributes without realizing that they're setting themselves up as targets for the AI foes, resulting in a lot of death and frustration.
Edit: As a side issue, I recommend against starting this game with a target build in mind. I think it screws up the priorities to focus on chasing after skills and gear to complete a specific build before other aspects of playing have been thoroughly learned. It diverts you from the "now" and just results in anxiety as you obsess over the fact that you don't yet have this skill or that bit of gear that you come to feel is essential to playing the game.
PvX builds are designed for players who have fully-developed characters working late in the game and into elite areas, hard-mode content, etc. They just aren't really necessary to having a satisfactory experience playing through most or all of a campaign.
It's best for a new player, IMHO, to focus on trying out the different skills as the game offers them to you, learning how they work and how they can work together. Experiment, learn how to blend skills to provide a proper mix of damage and utility, and don't neglect the basic tactical skills. A good PvX build is no substitute for having the mechanics of the game down cold.
Last edited by BrettM; Jan 22, 2012 at 10:53 PM // 22:53..
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Jan 22, 2012, 10:47 PM // 22:47
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#10
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Ascalonian Squire
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Thank you very much for the informative and swift replies guys, i was almost expecting a bashing for being a complete noob! I'm glad i was shown otherwise. :-) I guess the only thing for me to do now is to try and take this all in!
Again, thank you very much for the help!
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Jan 23, 2012, 04:26 PM // 16:26
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#11
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Site Contributor
Join Date: Aug 2006
Location: UK
Guild: [Zraw]
Profession: Mo/
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Guess this question was answered, but in future please read the FAQ before posting simple questions, they are probably answered there.
Quote:
9. What does 12+1+3 , 10+1, or 11+1+1 mean?
The first number represents the base attribute level and the numbers after it represent runes and headpieces. For example "12+1+3 swordsmanship" would mean that the swordsmanship attribute is set as 12 (the max it can be) and then this is bumped up to 16 with a swordsmanship headpiece (+1) and a superior swordsmanship rune (+3).
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