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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 |
+ | |{{n}}[[Necromancer]]||[[Soul Reaping]]||Gain 1 [[Energy]] per rank once every 5 seconds when a creature dies within range (2.5~3 [[Danger Zone]] radii), [[Energy]] gain is halved (rounded down) for [[Spirit]]s. |
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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>). |
|{{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>). |
Revision as of 21:07, 7 April 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 |
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 once every 5 seconds when a creature dies within range (2.5~3 Danger Zone radii), Energy gain is halved (rounded down) for Spirits. |
Mesmer | Fast Casting | Divides casting time of spells by 2(attribute/15) (or multiplies casting time by roughly 0.955(attribute)). |
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. |
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 | Whenever an enchantment on you ends, you gain 1 Health per rank and 1 Energy per 3 ranks. |