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|{{mo}}[[Monk]]||[[Divine Favor]]||Monk spells that target an ally heal the primary target for an additional 3.2 [[Health]] per rank, rounded down.
 
|{{mo}}[[Monk]]||[[Divine Favor]]||Monk spells that target an ally heal the primary target for an additional 3.2 [[Health]] per rank, rounded down.
 
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|{{n}}[[Necromancer]]||[[Soul Reaping]]||Gain 1 [[Energy]] per rank when a creature dies within range (2.5~3 [[Danger Zone]] radii); this effect can happen a maximum of 3 times every 15 seconds. [[Energy]] gain is halved (rounded down) for [[Spirit]]s, and you may only gain energy from spirits that you control.
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|{{n}}[[Necromancer]]||[[Soul Reaping]]||Gain 1 [[Energy]] per rank when a creature dies within range (2.5~3 [[Danger Zone]] radii); this effect can happen a maximum of 3 times every 15 seconds.
 
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|{{me}}[[Mesmer]]||[[Fast Casting]]||Divides casting time of spells by 2<sup>(attribute/15)</sup> (or multiplies casting time by roughly 0.955<sup>(attribute)</sup>). Each rank also decreases the activation time of your [[Signet]]s by 3%.
 
|{{me}}[[Mesmer]]||[[Fast Casting]]||Divides casting time of spells by 2<sup>(attribute/15)</sup> (or multiplies casting time by roughly 0.955<sup>(attribute)</sup>). Each rank also decreases the activation time of your [[Signet]]s by 3%.

Revision as of 23:01, 29 November 2007

A Primary attribute in an attribute of a character profession that can only be utilized if the profession is the primary profession of that character. Each primary attribute enhances the core abilities of its profession. A warrior with more Strength will deal more damage while a monk with more Divine Favor will heal better.

Each profession in the game has multiple attributes, but only one primary attribute. You can only use the primary attribute of your primary profession. The primary attribute of your secondary profession will not be accessible (except at rank 1 from the appropriate blessing). For this reason it is an important consideration when deciding what your primary profession will be. The primary attribute for each class is listed below.


Profession Primary Attribute Inherent Effect
WarriorWarrior Strength Attack skills gain 1% armor penetration per rank.
RangerRanger Expertise Reduces Energy cost of Attack skills, Rituals, touch skills and all Ranger skills by 4% per rank.
MonkMonk Divine Favor Monk spells that target an ally heal the primary target for an additional 3.2 Health per rank, rounded down.
NecromancerNecromancer Soul Reaping Gain 1 Energy per rank when a creature dies within range (2.5~3 Danger Zone radii); this effect can happen a maximum of 3 times every 15 seconds.
MesmerMesmer Fast Casting Divides casting time of spells by 2(attribute/15) (or multiplies casting time by roughly 0.955(attribute)). Each rank also decreases the activation time of your Signets by 3%.
ElementalistElementalist Energy Storage Increases maximum Energy by 3 per rank.
AssassinAssassin Critical Strikes Increases critical hit rate by 1% per rank. For each critical hit inflicted, 1 Energy is gained at ranks 3-7, 2 Energy is gained at ranks 8-12 and 3 Energy is gained at ranks 13 and above.
RitualistRitualist Spawning Power Increases the Health of summoned Spirits and animated Minions by 4% per rank. Also increases the duration of your Weapon Spells by 2% per rank.
ParagonParagon Leadership Gain 1 Energy for each ally affected by your Shouts and Chants, up to a maximum of 1 energy per 2 ranks.
DervishDervish Mysticism Whenever an enchantment on you ends, you gain 1 Health per rank and 1 Energy per 3 ranks.