View Full Version : Main Att. at 16 or 14?

Violette Blaze
12-08-2005, 01:20
Which is more profitable, having your main attribute at 16 or 14? Someone told me, definitely for someone without a rune of sup vigor, go 14, and even then, you'll be hardpressed to make it as a mesmer with the loss of health, is 16 worth it?


Wrath of God
12-08-2005, 01:47
For mesmers, I want set my attribute this way:

10 Fast Casting + (1) Minor Rune = 11

11 Inspiration + (3) Superior Rune = 14

10 Domination + (1) Headgear + (1) Minor Rune = 12

Of course you can switch out either Inspiration or Domination for Illusion or something.

Nobleman Azure
12-08-2005, 02:31
All this really depend on your build more than anything else

Wrath of God
12-08-2005, 02:35
And the reason I have all the non-passive altributes at an even number is because most mesmer spells don't benefit from odd numbers but they do from even number. For example, Blackout at level 13 still disables them for only 6 seconds. But at level 14, it starts disabling for 7 seconds.

12-08-2005, 03:05
I like domination at 16...a lot of spells go up there and there are a lot of high numerical spells that go up at every level.

I find inspiration is good at 12...or 10 w/o energy drain and doesn't benefit much more than that.

Illusion can also be high with things like IW and fragility.