^Title is pretty self explanitory.
Best to worst IMO (in terms of general usefulness, not linked skills)
Divine Favor - Extra healing: can't go wrong!
Soul Reaping - Excellent source of extra energy while in battle.
Expertise - Very useful for lots of expensive skills.
Energy Storage - More energy for those expensive spells.
Fast Casting - Great for those long casting ele and resurrection spells.
Critical Strikes - Not bad, not great. Works well with some R or W skills.
Leadership - Makes up for the 2 pip energy regeneration.
Spawning Power - Only ranger and necro secondaries can benefit from this primary, helps with protection spirits though.
Mysticisim - Health gain isn't that noticable, energy is just "meh".
Strength - Terrible . . . barely makes a difference in raw damage output.
Rate the Primary Attributes
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That's just silly, though. When looking at the Primaries, you have to look at linked skills in order to judge them overall. Sure, some are terrific on their own, while others are pathetic. Generally the ones that are pathetic on their own have a ton of useful skills to make them worthwhile, while the ones that are great inherently, have very few skills, or at least very few useful ones.
The order you placed them in is pretty much how I'd judge them "on their own". Take a look at their linked skills, it's almost completely reveresed. Except Divine Favor, it's just plain good on both fronts. Oh yeah, Fast Casting I'd consider bad on both fronts. But that's just me.
The order you placed them in is pretty much how I'd judge them "on their own". Take a look at their linked skills, it's almost completely reveresed. Except Divine Favor, it's just plain good on both fronts. Oh yeah, Fast Casting I'd consider bad on both fronts. But that's just me.
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The best Primary Attribute would have to be Expertise due to how versatile it is. Secondary would be Soul Reaping, Energy on death=more energy to kill= more energy on death. Vise-versa for necro healers combined with rit spirits. Third is a tie between Mysticism and Critical Strikes for + energy for energy based killers
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Here's my opinion, not considering the skills directly linked to the attributes even though that's something rare to happen.
Expertise - 10/10 - Allows Rangers to be Rangers, being an incredible energy management that doesn't even give you energy directly, and hey, you aren't even using a skill slot for that. Unfortunately, Ranger haters have to accept it's perfect, because it only does not affect skills you shouldn't be using anyway. And it synergizes with ALL ranger skills, affecting some skills from other professions comes as a bonus for me.
Critical Strikes - 9.7/10 - Works great as energy management and also is useful for damage, unfortunately, only as long as you're dealing criticals (ie: your target blocks a lot), no criticals and see you later Mrs. Energy, as Assassins usually require heavy energy usage.
Soul Reaping - 9.5/10 - Incredible energy management without using a single skill slot. Unfortunately, when there are no creatures dying, is a huge waste of atribute points.
Divine Favor - 9.3/10 - Completely sinergizes with every ally-targeted Monk spell. Unfortunately, Monks can use offensive spells and signets, which obviously do not profit from this attribute.
Energy Storage - 9/10 - Makes an Elementalist have an undeniable energy pool and allow Elementalists to survive with heavy Exhaustion. The problem is that it gives too much energy, and if you ever run low on energy, it will take a really long time to recover.
Fast Casting - 8.7/10 - Makes Mesmers virtually interruptible, and allows them to virtually interrupt anything. Doesn't synergize with Signets though.
Mysticism - 8.6/10 - Allows a Dervish to keep himself heavily enchanted in a way no other profession would be able to, unfortunately, if you are already at full energy, you won't benefit from it, except for the Health which will not save you from heavy degen or spikes, works really only as a health filler, but I think natural renegeration has already been created for that purpose. Dervishes energy pool is usually low for a 4-pip character.
Leadership - 8.5/10 - Paragons have 2 pips of energy regeneration, yet they can spam chants and shouts thanks to this attribute. Unfortunately, a lone Paragon is an energy-less Paragon.
Strength - 7/10 - Synergizes with attack skills only, and as a Warrior relies on attack skills, that's not bad. Maybe it would be better if it worked on attacks regardless or being used a skill or not. Unfortunately, it requires a high allocation in order to make a decent difference in the damage output.
Spawning Power - 6/10 - Only affects three types of skills: Nature Rituals, Binding Rituals and Animate Spells. The latter is not recommended because of the energy required. Ritualists have a lot of other skills besides Binding Rituals, don't you think?
Expertise - 10/10 - Allows Rangers to be Rangers, being an incredible energy management that doesn't even give you energy directly, and hey, you aren't even using a skill slot for that. Unfortunately, Ranger haters have to accept it's perfect, because it only does not affect skills you shouldn't be using anyway. And it synergizes with ALL ranger skills, affecting some skills from other professions comes as a bonus for me.
Critical Strikes - 9.7/10 - Works great as energy management and also is useful for damage, unfortunately, only as long as you're dealing criticals (ie: your target blocks a lot), no criticals and see you later Mrs. Energy, as Assassins usually require heavy energy usage.
Soul Reaping - 9.5/10 - Incredible energy management without using a single skill slot. Unfortunately, when there are no creatures dying, is a huge waste of atribute points.
Divine Favor - 9.3/10 - Completely sinergizes with every ally-targeted Monk spell. Unfortunately, Monks can use offensive spells and signets, which obviously do not profit from this attribute.
Energy Storage - 9/10 - Makes an Elementalist have an undeniable energy pool and allow Elementalists to survive with heavy Exhaustion. The problem is that it gives too much energy, and if you ever run low on energy, it will take a really long time to recover.
Fast Casting - 8.7/10 - Makes Mesmers virtually interruptible, and allows them to virtually interrupt anything. Doesn't synergize with Signets though.
Mysticism - 8.6/10 - Allows a Dervish to keep himself heavily enchanted in a way no other profession would be able to, unfortunately, if you are already at full energy, you won't benefit from it, except for the Health which will not save you from heavy degen or spikes, works really only as a health filler, but I think natural renegeration has already been created for that purpose. Dervishes energy pool is usually low for a 4-pip character.
Leadership - 8.5/10 - Paragons have 2 pips of energy regeneration, yet they can spam chants and shouts thanks to this attribute. Unfortunately, a lone Paragon is an energy-less Paragon.
Strength - 7/10 - Synergizes with attack skills only, and as a Warrior relies on attack skills, that's not bad. Maybe it would be better if it worked on attacks regardless or being used a skill or not. Unfortunately, it requires a high allocation in order to make a decent difference in the damage output.
Spawning Power - 6/10 - Only affects three types of skills: Nature Rituals, Binding Rituals and Animate Spells. The latter is not recommended because of the energy required. Ritualists have a lot of other skills besides Binding Rituals, don't you think?
Helllooo.. first of all you people are silly - when discussing the primaries you discuss the *bonus* primary is giving. NOT the linked skills OK? Comprehendo?
As second, the OP is silly. Mysticism on of the worse primaries? What are you smoking dude? It's one of the best. I have beaten the game with Dervish, and i would advise you to actually try Dervish before saying Mysticism is useless. Actually, you dont even have to play it, you just have to gain more experience in the game.
I've seen a lot of threads like these, but never the one where primaries were so messed up as in yours. DF on #1 spot? What? Have you ever heard of expertise? And Spawning Power is the worse, it only benefits 3-4 spirits. In practice, because RLord got nerfed no one uses those few spirits, Spawning power is totally useless except in PvE sometimes, and even then..
As second, the OP is silly. Mysticism on of the worse primaries? What are you smoking dude? It's one of the best. I have beaten the game with Dervish, and i would advise you to actually try Dervish before saying Mysticism is useless. Actually, you dont even have to play it, you just have to gain more experience in the game.
I've seen a lot of threads like these, but never the one where primaries were so messed up as in yours. DF on #1 spot? What? Have you ever heard of expertise? And Spawning Power is the worse, it only benefits 3-4 spirits. In practice, because RLord got nerfed no one uses those few spirits, Spawning power is totally useless except in PvE sometimes, and even then..
Expertist: 10/10 Best overall primary attribute, hands down
Critical Strikes : 8/10 Damage AND energy boost
Mysticism : 7/10 Health AND energy boost
Leadership : 7/10 What other attribute could you use a 5 energy skill that does something and GAIN energy while you use it
Soul Reaping : 6/8 Really great attribute if you make the build right
Devine Favor : 6/8 I may get bashed for this but its really kinda sucks, WOO i get a little extra healing, sure over the corse of 2-3 healing spells it makes up for itself but not that great
Energy Storage : 5/8 Not that great but it finds a its home on Elementalist
Strength, Fast Casting, Spawning are just kinda boosts, nothing really GAINED worth mentioning except a little edge
Critical Strikes : 8/10 Damage AND energy boost
Mysticism : 7/10 Health AND energy boost
Leadership : 7/10 What other attribute could you use a 5 energy skill that does something and GAIN energy while you use it
Soul Reaping : 6/8 Really great attribute if you make the build right
Devine Favor : 6/8 I may get bashed for this but its really kinda sucks, WOO i get a little extra healing, sure over the corse of 2-3 healing spells it makes up for itself but not that great
Energy Storage : 5/8 Not that great but it finds a its home on Elementalist
Strength, Fast Casting, Spawning are just kinda boosts, nothing really GAINED worth mentioning except a little edge
C
Quote:
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Originally Posted by DeBron
^Title is pretty self explanitory.
Best to worst IMO (in terms of general usefulness, not linked skills) Spawning Power - Only a ranger secondary can benefit from this primary, helps with protection spirits though. |
If I have to judge an attribute, here's the main factors, given a score of 1 to 3 for simplicity's sake:
How good are the inherent gains of the attribute, and how big an investment is required for them to be good (a high score means good gains, and that a high investment isn't always necessary):
Expertise 3
Divine Favor 2
Soul Reaping 1
Fast Casting 2
Critical Strikes 3
Leadership 2
Mysticism 1
Spawning Power 1
Strength 0
Energy Storage 1
How good are the skills tied to the attribute, and how useful are they with a low investment:
Expertise 3
Divine Favor 1
Soul Reaping 1
Fast Casting 1
Critical Strikes 2
Leadership 1
Mysticism 2 (excellent skills, but high investment needed)
Spawning Power 2
Strength 1
Energy Storage 0
How important is the attribute to its profession - how well does the profession function without it (a high score means that the attribute is important and the profession generally performs poorly without it. The scores are given according to builds that portray the profession's general purpose - healing/prot monks, archer rangers, support paragons etc. Not things like solo-trappers and illusionary weapon mesmers):
Expertise 3
Divine Favor 3
Soul Reaping 1
Fast Casting 2
Critical Strikes 2
Leadership 2
Mysticism 3
Spawning Power 1
Strength 0
Energy Storage 1
How good are the inherent gains of the attribute, and how big an investment is required for them to be good (a high score means good gains, and that a high investment isn't always necessary):
Expertise 3
Divine Favor 2
Soul Reaping 1
Fast Casting 2
Critical Strikes 3
Leadership 2
Mysticism 1
Spawning Power 1
Strength 0
Energy Storage 1
How good are the skills tied to the attribute, and how useful are they with a low investment:
Expertise 3
Divine Favor 1
Soul Reaping 1
Fast Casting 1
Critical Strikes 2
Leadership 1
Mysticism 2 (excellent skills, but high investment needed)
Spawning Power 2
Strength 1
Energy Storage 0
How important is the attribute to its profession - how well does the profession function without it (a high score means that the attribute is important and the profession generally performs poorly without it. The scores are given according to builds that portray the profession's general purpose - healing/prot monks, archer rangers, support paragons etc. Not things like solo-trappers and illusionary weapon mesmers):
Expertise 3
Divine Favor 3
Soul Reaping 1
Fast Casting 2
Critical Strikes 2
Leadership 2
Mysticism 3
Spawning Power 1
Strength 0
Energy Storage 1
If I had to...
Expertise
Divine Favor
Critical Strikes
Mysticism
Leadership
Fast Casting
Soul Reaping
Energy Storage
Spawning Power
Strength
A couple of them are weird (Soul Reaping has a much higher value in PvE or if you build specifically around it, Spawning Power is basically useless unless you're playing a specific character) but for a rough measurement that list works.
Peace,
-CxE
Expertise
Divine Favor
Critical Strikes
Mysticism
Leadership
Fast Casting
Soul Reaping
Energy Storage
Spawning Power
Strength
A couple of them are weird (Soul Reaping has a much higher value in PvE or if you build specifically around it, Spawning Power is basically useless unless you're playing a specific character) but for a rough measurement that list works.
Peace,
-CxE
M
I will not rate all, but for me Spawning Power are clearly the worst, I was really disappointed with that attribute, because ALL primary attributes MUST work well with all secondary professions in some way.
About Strength, I think you must test more the damage before say it's the worst, ok? Armor Penetration is not a joke, specially versus low armor professions.
I always rate Primary Attributes as useful they are combined with ALL others attributes in game. So, I don't see how Leadership is useful at all if you are not using shots/chants, or Spawning Power if you are not "Spawning".
Example of SUPER useful primary attributes (in my point of view) are: Expertise, Fast Casting, Soul Reaping, and Energy Storage. I am not really sure what is the best of the best; It's really difficult to decide because this game is "balanced", three of my four best (Expertise, Soul Reaping, and Energy Storage) are energy management, and that is VERY important in this game.
The best for me is a tie: Soul Reaping, and Energy Storage.
About Strength, I think you must test more the damage before say it's the worst, ok? Armor Penetration is not a joke, specially versus low armor professions.
I always rate Primary Attributes as useful they are combined with ALL others attributes in game. So, I don't see how Leadership is useful at all if you are not using shots/chants, or Spawning Power if you are not "Spawning".
Example of SUPER useful primary attributes (in my point of view) are: Expertise, Fast Casting, Soul Reaping, and Energy Storage. I am not really sure what is the best of the best; It's really difficult to decide because this game is "balanced", three of my four best (Expertise, Soul Reaping, and Energy Storage) are energy management, and that is VERY important in this game.
The best for me is a tie: Soul Reaping, and Energy Storage.
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