ArrantSagacity (talk | contribs) m (Reverted edits by Gordon Ecker (talk); changed back to last version by Honorable Sarah) |
N Segick@legacy41693973 (talk | contribs) m (updated mysticism) |
||
(7 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
− | A [[Primary attribute]] in an [[attribute]] of a character [[profession]] that can only be utilized |
+ | 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. |
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. |
||
Line 14: | Line 15: | ||
|{{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. |
||
|- |
|- |
||
− | |{{n}}[[Necromancer]]||[[Soul Reaping]]||Gain 1 [[Energy]] per rank |
+ | |{{n}}[[Necromancer]]||[[Soul Reaping]]||Gain 1 [[Energy]] per rank when a non-spirit creature dies within range (About half [[Range|Compass Range]]); this effect can happen a maximum of 3 times every 15 seconds. Energy gain when at full energy does not count toward the limit. |
|- |
|- |
||
− | |{{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>). |
+ | |{{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%. |
|- |
|- |
||
|{{e}}[[Elementalist]]||[[Energy Storage]]||Increases maximum [[Energy]] by 3 per rank. |
|{{e}}[[Elementalist]]||[[Energy Storage]]||Increases maximum [[Energy]] by 3 per rank. |
||
Line 22: | Line 23: | ||
|{{a}}[[Assassin]]||[[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. |
|{{a}}[[Assassin]]||[[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. |
||
|- |
|- |
||
− | |{{rt}}[[Ritualist]]||[[Spawning Power]]||Increases the [[Health]] of summoned [[Spirit]]s and animated [[Minion]]s by 4% per rank. |
+ | |{{rt}}[[Ritualist]]||[[Spawning Power]]||Increases the [[Health]] of summoned [[Spirit]]s and animated [[Minion]]s by 4% per rank. Also increases the duration of your [[Weapon Spell]]s by 4% per rank. |
|- |
|- |
||
|{{p}}[[Paragon]]||[[Leadership]]||Gain 1 [[Energy]] for each ally affected by your [[Shout]]s and [[Chant]]s, up to a maximum of 1 energy per 2 ranks. |
|{{p}}[[Paragon]]||[[Leadership]]||Gain 1 [[Energy]] for each ally affected by your [[Shout]]s and [[Chant]]s, up to a maximum of 1 energy per 2 ranks. |
||
|- |
|- |
||
− | |{{d}}[[Dervish]]||[[Mysticism]]|| |
+ | |{{d}}[[Dervish]]||[[Mysticism]]||Dervish enchantments cost 4% less for each rank. While enchanted, gain +1 armor for each rank. |
|} |
|} |
||
Latest revision as of 01:12, 21 February 2011
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 |
Warrior | Strength | Attack skills gain 1% armor penetration per rank. |
Ranger | Expertise | Reduces Energy cost of Attack skills, Rituals, touch skills and all Ranger skills by 4% per rank. |
Monk | Divine Favor | Monk spells that target an ally heal the primary target for an additional 3.2 Health per rank, rounded down. |
Necromancer | Soul Reaping | Gain 1 Energy per rank when a non-spirit creature dies within range (About half Compass Range); this effect can happen a maximum of 3 times every 15 seconds. Energy gain when at full energy does not count toward the limit. |
Mesmer | 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%. |
Elementalist | Energy Storage | Increases maximum Energy by 3 per rank. |
Assassin | 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. |
Ritualist | Spawning Power | Increases the Health of summoned Spirits and animated Minions by 4% per rank. Also increases the duration of your Weapon Spells by 4% per rank. |
Paragon | Leadership | Gain 1 Energy for each ally affected by your Shouts and Chants, up to a maximum of 1 energy per 2 ranks. |
Dervish | Mysticism | Dervish enchantments cost 4% less for each rank. While enchanted, gain +1 armor for each rank. |