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jumbodog
11-15-2016, 11:05 AM
So the concensus that I can tell is that tanking INT is the choice if tanking anything, but is this true for a THW warrior considering that INT plays a part in dodge/evade mechanics?

Has anyone ever placed Aura so that it will only get to 79? For example placing:

STR: 30
CON: 49
DEX: 70
AGI: 74
DIS: 68
AUR: 51
LOG: 88
INT: 70
WIS: 70
INF: 70

Leads to:
STR: 100
CON: 100
DEX: 100
AGI: 100
DIS: 100
AUR: 79
LOG: 100
INT: 98
WIS: 95
INF: 95

I mean, well yeah, but spirit points. but as a GoS Dwarf, is this that big of a deal? Of should I drop INF anyway since a dwarf will have a hard time with Warcries anyway?

Additionally, when approaching training. I know a lot frees up once 140 ranks of armor is achieved, but in the lower levels, for a THW GoS Dwarf Warrior, what can I cut in order to get some extra points for survival, first aid, perception, and trading? Or should I just forget this stuff until after armor? Part of me wants to just "stop" armor training at MBP and train in useful things until their points could be fixskilled over to full plate. Anyone else taken this approach to armor training?

It seems I'm having trouble mathing things in order to get:
2x THW
2x CM
2x PF
3x Armor
2x Dodge
Extra points into MOC

And have room for... anything else at all....

As a THW can I drop Dodge down to 1x until full plate (lvl 45/46), and then rush it back up to 2x? that way I can get the MOC earlier, I can skin and get extra cash for the skins, which over many levels really adds up. Or should I take the former approach of just dropping armor training until 45th train and fixskill into full plate. Then keeping the core skills, including 2x dodge, and getting MOC up sooner, and probably having a chance to skin things looks like the game may be more fun in the short run since I'll have actual skills to use.

Thoughts?

Archigeek
11-15-2016, 11:35 AM
I went this route rather than really tanking anything. This path gives me enough spirit to resurrect most anyone in a pinch, granted that's much less of an issue than it used to be, as most people want a chrism now days. I still like the results though. Tanking influence is a bad idea in my opinion, because warcries. You can however take strategic advantage of some enhancives while warcry training. If you wait till late in the game to train warcries it won't matter as much, but it's a pretty attractive guild skill.

Name: Kerl Argonus Race: Human Profession: Warrior (shown as: Axe Hurler)

Normal (Bonus) at level 100
Strength (STR): 100 (30)
Constitution (CON): 100 (25)
Dexterity (DEX): 100 (25)
Agility (AGI): 100 (25)
Discipline (DIS): 100 (25)
Aura (AUR): 95 (22)
Logic (LOG): 100 (30)
Intuition (INT): 90 (25)
Wisdom (WIS): 100 (25)
Influence (INF): 96 (23)
Mana: 308 Silver: 0

>info start
Level 0 Stats for Kerl, Human Warrior

Strength (STR): 39
Constitution (CON): 59
Dexterity (DEX): 62
Agility (AGI): 62
Discipline (DIS): 73
Aura (AUR): 76
Logic (LOG): 88
Intuition (INT): 52
Wisdom (WIS): 82
Influence (INF): 67

Jeril
11-15-2016, 06:19 PM
So the concensus that I can tell is that tanking INT is the choice if tanking anything, but is this true for a THW warrior considering that INT plays a part in dodge/evade mechanics?

Has anyone ever placed Aura so that it will only get to 79? For example placing:

STR: 30
CON: 49
DEX: 70
AGI: 74
DIS: 68
AUR: 51
LOG: 88
INT: 70
WIS: 70
INF: 70

Leads to:
STR: 100
CON: 100
DEX: 100
AGI: 100
DIS: 100
AUR: 79
LOG: 100
INT: 98
WIS: 95
INF: 95

I mean, well yeah, but spirit points. but as a GoS Dwarf, is this that big of a deal? Of should I drop INF anyway since a dwarf will have a hard time with Warcries anyway?

Additionally, when approaching training. I know a lot frees up once 140 ranks of armor is achieved, but in the lower levels, for a THW GoS Dwarf Warrior, what can I cut in order to get some extra points for survival, first aid, perception, and trading? Or should I just forget this stuff until after armor? Part of me wants to just "stop" armor training at MBP and train in useful things until their points could be fixskilled over to full plate. Anyone else taken this approach to armor training?

It seems I'm having trouble mathing things in order to get:
2x THW
2x CM
2x PF
3x Armor
2x Dodge
Extra points into MOC

And have room for... anything else at all....

As a THW can I drop Dodge down to 1x until full plate (lvl 45/46), and then rush it back up to 2x? that way I can get the MOC earlier, I can skin and get extra cash for the skins, which over many levels really adds up. Or should I take the former approach of just dropping armor training until 45th train and fixskill into full plate. Then keeping the core skills, including 2x dodge, and getting MOC up sooner, and probably having a chance to skin things looks like the game may be more fun in the short run since I'll have actual skills to use.

Thoughts?

The reason why we say to tank INT is because while it may play a role in things like dodge it is such a minor one to be almost non existent.

A lot of people sacrifice dodge early on to pump armor and get into fullplate sooner. I have been saying to grab 48 ranks of dodge at 2x then leave it alone until you are finished with armor. This gives you 1x dodge by the time you will have the ranks for fullplate.

MoC is great and to me you should never be below 1x. Some people only train for specific thresholds and work on other things in between but that just seems too clunky for me.