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	<title>attributes &#8211; Leveling Guides</title>
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		<title>TERA Base Class Stats (Infographic)</title>
		<link>https://www.leveling-guides.com/tera-base-class-stats-infographic/</link>
		
		<dc:creator><![CDATA[Leveling-Guides.com]]></dc:creator>
		<pubDate>Mon, 14 Nov 2016 14:44:15 +0000</pubDate>
				<category><![CDATA[Tera Online]]></category>
		<category><![CDATA[attributes]]></category>
		<category><![CDATA[classes]]></category>
		<category><![CDATA[infographics]]></category>
		<category><![CDATA[stats]]></category>
		<category><![CDATA[tera]]></category>
		<guid isPermaLink="false">http://www.leveling-guides.com/?p=1268</guid>

					<description><![CDATA[As many players have been looking for base stats for every class, I decided it would be nice to compile all that basic info into one resource. From now on, if you need to quickly figure out which class’ basic attributes are highest or lowest, the following infographic should give you a good overview. It includes every class’ Health Points, Mana Points, Damage, Defense, Movement Speed, Critical Hit, Attack Speed and Range. The stats are color coded so you can more easily see which class has average, below average or&#8230;]]></description>
										<content:encoded><![CDATA[<p>As many players have been looking for base stats for every class, I decided it would be nice to compile all that basic info into one resource. From now on, if you need to quickly figure out which class’ basic attributes are highest or lowest, the following infographic should give you a good overview.</p>
<p>It includes every class’ Health Points, Mana Points, Damage, Defense, Movement Speed, Critical Hit, Attack Speed and Range. The stats are color coded so you can more easily see which class has average, below average or above average stats in relation to others. I hope you’ll find it useful.</p>
<figure id="attachment_1269" aria-describedby="caption-attachment-1269" style="width: 407px" class="wp-caption aligncenter"><a href="https://www.leveling-guides.com/wp-content/uploads/2016/11/TERA-Class-Stats.jpg"><img decoding="async" class="size-large wp-image-1269" title="TERA Base Class Stats" src="https://www.leveling-guides.com/wp-content/uploads/2016/11/TERA-Class-Stats-407x400.jpg" alt="TERA Base Class Stats" width="407" height="400" srcset="https://www.leveling-guides.com/wp-content/uploads/2016/11/TERA-Class-Stats-407x400.jpg 407w, https://www.leveling-guides.com/wp-content/uploads/2016/11/TERA-Class-Stats-100x98.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2016/11/TERA-Class-Stats-300x294.jpg 300w, https://www.leveling-guides.com/wp-content/uploads/2016/11/TERA-Class-Stats-36x36.jpg 36w, https://www.leveling-guides.com/wp-content/uploads/2016/11/TERA-Class-Stats.jpg 1100w" sizes="(max-width: 407px) 100vw, 407px" /></a><figcaption id="caption-attachment-1269" class="wp-caption-text">Basic character stats in TERA. Click for a larger view!</figcaption></figure>
<p>You’re most welcome to share this image or post it in your guild forums, but please let everyone know where you got it from. And if you have any other info you’d like me to to add to this image, be sure to let me know. Also, do the same in case you spot a mistake or if there were any recent changes.</p>
]]></content:encoded>
					
		
		
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		<item>
		<title>Beginners Guide to Path of Exile</title>
		<link>https://www.leveling-guides.com/beginners-guide-to-path-of-exile/</link>
		
		<dc:creator><![CDATA[fmg]]></dc:creator>
		<pubDate>Fri, 18 Oct 2013 16:53:54 +0000</pubDate>
				<category><![CDATA[Path of Exile]]></category>
		<category><![CDATA[attributes]]></category>
		<category><![CDATA[beginners guide]]></category>
		<category><![CDATA[guides]]></category>
		<category><![CDATA[mechanics]]></category>
		<category><![CDATA[skills]]></category>
		<category><![CDATA[tips]]></category>
		<guid isPermaLink="false">http://www.freemmoguides.com/?p=530</guid>

					<description><![CDATA[Path of Exile is a very in-depth game with a steep learning curve and beginners often get confused with many of the game&#8217;s mechanics and systems. The purpose of this page is to provide commonly asked questions about the game and their answers, to provide tips for new players, and explain commonly-asked questions about the game&#8217;s mechanics. Contents: 1. Tips for New Players List of Acronyms/Glossary General Tips Build Tips Vendor &#38; Economy Tips Gameplay Tips 2. Game Mechanics Difficulty Levels Skills Gems Flasks Classes Attributes Charges Additional vs. Increased&#8230;]]></description>
										<content:encoded><![CDATA[<p>Path of Exile is a very in-depth game with a steep learning curve and beginners often get confused with many of the game&#8217;s mechanics and systems. The purpose of this page is to provide commonly asked questions about the game and their answers, to provide tips for new players, and explain commonly-asked questions about the game&#8217;s mechanics.</p>
<p><img decoding="async" loading="lazy" class="alignright size-medium wp-image-531" src="https://www.leveling-guides.com/wp-content/uploads/2013/10/Path-of-Exile-logo-300x204.jpg" alt="Path of Exile logo" width="300" height="204" /><strong>Contents:</strong></p>
<ul>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#tips-for-new-players">1. Tips for New Players</a>
<ul>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#glossary">List of Acronyms/Glossary</a></li>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#general-tips">General Tips</a></li>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#build-tips">Build Tips</a></li>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#vendor-and-economy">Vendor &amp; Economy Tips</a></li>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#gameplay-tips">Gameplay Tips</a></li>
</ul>
</li>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#mechanics">2. Game Mechanics</a>
<ul>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#difficulty">Difficulty Levels</a></li>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#skills">Skills</a></li>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#gems">Gems</a></li>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#flasks">Flasks</a></li>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#classes">Classes</a></li>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#attributes">Attributes</a></li>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#charges">Charges</a></li>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#additional-increased-more">Additional vs. Increased vs. More</a></li>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#defenses">Defenses</a></li>
</ul>
</li>
<li><a href="https://www.leveling-guides.com/beginners-guide-to-path-of-exile/#links">3. Links and Other Resources</a></li>
</ul>
<h2>1. Tips for New Players<a name="tips-for-new-players"></a></h2>
<h3 id="wiki_list_of_acronyms.2Fglossary">List of Acronyms/Glossary<a name="glossary"></a></h3>
<ul>
<li>Adds &#8211; Enemies that spawn during a boss encounter</li>
<li>AoE &#8211; Area Of Effect</li>
<li>BM &#8211; Blood Magic</li>
<li>B/O &#8211; Buy Out</li>
<li>CI &#8211; Chaos Inoculation</li>
<li>C/O &#8211; Current Offer</li>
<li>DOT &#8211; Damage Over Time</li>
<li>DPS &#8211; Damage Per Second</li>
<li>EA &#8211; Explosive Arrow</li>
<li>EB &#8211; Eldritch Battery</li>
<li>EK &#8211; Ethereal Knives</li>
<li>ES &#8211; Energy Shield</li>
<li>Eva &#8211; Evasion</li>
<li>GCP &#8211; Gemcutter&#8217;s Prism</li>
<li>GS &#8211; Ground Slam</li>
<li>GM &#8211; Game Moderator &#8211; GMs can affect the game to resolve issues; synonymous with administrator</li>
<li>GMP &#8211; Greater Multiple Projectiles</li>
<li>IIQ &#8211; Increased Item Quantity</li>
<li>IIR &#8211; Increased Item Rarity</li>
<li>IR &#8211; Iron Reflexes</li>
<li>LA &#8211; Lightning Arrow</li>
<li>LMP &#8211; Lesser Multiple Projectiles</li>
<li>LS &#8211; Lightning Strike</li>
<li>Mob &#8211; &#8220;Mobile&#8221;, from old MUD games, but it means &#8220;Monster&#8221;</li>
<li>Ninja &#8211; A player who takes drops that aren&#8217;t theirs (hard to determine in this game because of the loot timers)</li>
<li>OBO &#8211; Or Best Offer</li>
<li>Reroll &#8211; To make a new character or randomize the attributes/stats on an item (depending on context)</li>
<li>RoE &#8211; Radius of Effect</li>
<li>RT &#8211; Resolute Technique</li>
<li>Toon &#8211; A character</li>
<li>TP &#8211; Town portal</li>
<li>WP &#8211; WayPoint</li>
<li>WTB &#8211; Want To Buy</li>
<li>WTS &#8211; Want To Sell</li>
<li>WTT &#8211; Want To Trade</li>
</ul>
<h3>General Tips<a name="general-tips"></a></h3>
<ul>
<li>There are three acts and three difficulty types (normal, cruel, and merciless). Completing all three acts on one difficulty advances your character to the next difficulty. Each increase in difficulty and act makes the game noticeably more difficult. In Cruel your resistances are reduced by 20% and in Merciless your resistances are reduced by 60%. Note that this includes Chaos Resistance.</li>
<li>If you die in hardcore your character will be moved to the regular (softcore) league and you can continue playing them there.</li>
<li>AOE skills are very important for farming and killing large groups of mobs. (Almost) Every build should have an AOE skill worked in somewhere.</li>
<li>You can use any gem as any class, so long as you meet the stat requirements.</li>
<li>There are some reasons to not level up a skill gem – the mana cost of the upgraded skill may be prohibitive or you may not have the stats required to use the upgraded skill gem. If you don&#8217;t want to level up your gem, you can right click on the notification that it is ready to level up to hide it. You may later level the gem from your inventory screen.</li>
<li>Two of the same type of support gem do not stack when linked together. However, you may link any number of different support gems.</li>
<li>Dual wielding grants +10% more attack speed and a +15% block chance.</li>
<li>There is a minimap. You can turn it on from the UI options menu. You can also turn on &#8220;items always visible&#8221; and &#8220;hold alt to pick up items&#8221; from here.</li>
<li>To highlight items on the ground, hold down the ALT key. Alternatively, you can toggle the option of highlighting items on ground by pressing the Z key.</li>
<li>There are no full respecs in this game. You can get respec points from quests and orbs of regret to &#8220;unspend&#8221; passive points, but in doing this you cannot break any dependencies. It is often better just to roll a new character if you need to make large changes.</li>
<li>Instances reset between 8-15 minutes. Don&#8217;t loiter in town if you have a portal open, as it will disappear when the instance is reset.</li>
<li>Control + Clicking on the entrance to an area allows you to reset an instance as you enter it.</li>
<li>To link an item in chat hold control + alt and then click the item.</li>
</ul>
<h3>Build Tips<a name="build-tips"></a></h3>
<ul>
<li>When making new builds plan for about 80-85 skill points. You will reach this point around the time you complete Act III on Merciless and begin endgame content. No need to get all crazy with a 120 point build. By the time you have 80-85 points you’ll have a much better understanding of where the skill points should be going. Also, this keeps your head from exploding.</li>
<li>Path of Exile can be unforgiving for those who neglect defenses (like elemental resistances). Sure you could make a full glass cannon build. But, would I advise that? Absolutely not.</li>
<li>As a rule of thumb, try to get at least +100% life or energy shield from your passive skill tree into your build (To clarify, that is cumulative from +8%, etc., nodes. There are no gigantic +100% nodes.).</li>
<li>You need elemental resistances. An easy way to build up resists is through rings. It’s a good idea to carry around different sets of resist rings and swap them out depending on the mobs you encounter.</li>
<li>Keystones are major, large passives that lie on the outside of the passive skill web. They have the ability to completely change the way a character plays, and builds are usually planned around which keystones will be taken.</li>
<li>Don’t know how to build your character? Check out the official <a href="http://www.pathofexile.com/forum">path of exile forums</a> and <a href="http://www.reddit.com/r/pathofexilebuilds">/r/pathofexilebuilds</a> for ideas.</li>
</ul>
<h3>Vendor and Economy<a name="vendor-and-economy"></a></h3>
<ul>
<li>Control + Click quickly moves items between your inventory and a vendor/your stash.</li>
<li>Shift + Click allows you to split stacks of items.</li>
<li>Eternal Orbs, Exalted Orbs, Divine Orbs, Gem Cutters Prisms, and Chaos Orbs are the most valuable currencies. Your best bet is to hoard everything until you get a good understanding of values in this game.</li>
<li>Pick up: all currency items, quality skill gems (hover over the gem, if it has a quality bonus, no matter how small, pick it up), unique items, items with three color links (a red, blue, and green socket linked together), superior-quality flasks, and any item with 5 or 6 links.</li>
<li>White items can be insanely valuable. This is because some of the best items in the game can be crafted from a white item using the aforementioned currencies. Example: Find a white weapon with good sockets. Increase its quality by +20% using Blacksmith’s Whetstones, then use an Orb of Alchemy on the item to make it a rare with +20% quality!</li>
<li>Superior items (items with bonus quality) can be hoarded and sold for Blacksmith Whetstones, Armorer Scraps and Glassblower Baubles. Any item with 20% quality can be vendored for a whetstone/scrap/bauble, and any combination of weapons/armor/flasks totaling 40% quality can be vendored for a whetstone/scrap/bauble, respectively</li>
<li>Items with at least one of each color socket, all linked together, can be vendored for a Chromatic Orb.</li>
<li>If you don&#8217;t have any resistance rings but really need some, you can vendor a skill gem and iron ring to get a resistance ring. Red skill gems give fire resistance rings, Blue skill gems give cold resistance rings, and Green skill gems give lightning resistance rings.</li>
<li>You can vendor Orbs of Transmutation for four Scrolls of Wisdom each.</li>
<li>Vendoring white items yields Scrolls of Wisdom, vendoring unidentified magical and rare items yields Transmutation Shards, and vendoring identified magical and rare items yields Alteration Shards.</li>
</ul>
<h3>Gameplay Tips<a name="gameplay-tips"></a></h3>
<ul>
<li>Look out for Puncture. This is a skill enemies use that does five times more damage while you are moving. You are effected by puncture if you’re leaving a giant trail of blood behind you, and you HP is dropping like a rock.</li>
<li>Look out for Viper Strike. This is a skill enemies use that does chaos damage over time to you, and it stacks. Four stacks can kill you very quickly. Run away and wait for the stacks to dissipate if your flasks and lifesteal can&#8217;t keep up with your HP loss.</li>
<li>You don&#8217;t have to have an aura on your skill bar to keep it up. It only turns off if you enter town, you remove the gem, or you manually turn it off.</li>
<li>Weapons/shields equipped in your secondary weapon/shield set (you can swap between two sets) can be used to level up skill gems, though you can&#8217;t cast them when those weapons aren&#8217;t equipped. You can swap between primary and secondary weapon sets with the &#8220;x&#8221; key, or from your inventory menu.</li>
</ul>
<h2>2. Game Mechanics<a name="mechanics"></a></h2>
<h3>Difficulty Levels<a name="difficulty"></a></h3>
<ul>
<li>There are three difficulty levels: Normal, Cruel, and Merciless. You must complete Normal difficulty before you can move to Cruel, and you must complete Cruel before you can move to Merciless. The higher difficulties have death penalties, causing you to lose experience when you die. They are 0% for Normal (no penalty), 7.5% for Cruel and 15% for Merciless difficulty. This is a percentage of the experience needed to gain the next level, not your total experience.</li>
<li>Losing experience in this way cannot cause you to drop down a level. For instance if you have 11% progress to your next level and die in merciless difficulty, your progress will be reset to 0%. There are also penalties to resistances in higher difficulty levels. In Cruel difficulty, there is a -20% penalty to player resistances, and this increases to -60% in Merciless.</li>
</ul>
<h3 id="wiki_skills">Skills<a name="skills"></a></h3>
<ul>
<li>Skills currently come in two main varieties: spells, and attack skills. Any skill that uses your weapon damage counts as an attack skill, and everything else counts as a spell.</li>
<li>Attack skills are dependent on your weapon, and so are affected by attack speed, accuracy, etc.. Bonus damage from rings and other gear is applied when using an attack skill.</li>
<li>Spells do not draw their damage from your weapon in any way. They are affected by % cast speed, %fire/cold/lightning damage, %spell damage, and critical strikes. Integer damage bonuses on gear are not added to spells.</li>
<li>Traps are very similar to spells, but are not affected by cast speed or spell damage mods. They are affected by % trap laying speed, and relevant damage mods. Integer damage bonuses on gear are not added to trap damage.</li>
<li>The only exception to this is Town Portal, which is not affected by attack speed, cast speed, or anything else.</li>
</ul>
<h3 id="wiki_gems">Gems<a name="gems"></a></h3>
<ul>
<li>Support gems only affects skills where it makes sense. For instance, skills that do not already do damage (such as Temporal Chains) will not benefit from Added Cold Damage. Skills that do not already have an area of effect will not benefit from Increased Area of Effect, etc.</li>
<li>Gems get experience equal to 10% of the experience you earn.</li>
<li>The number of gems you have equipped has no effect on the rate of XP gain. So having less gems equipped does not cause them to gain XP faster than if you had many gems equipped.</li>
<li>Gems are not affected by the experience penalty when facing enemies below your level.</li>
<li>Gems do not lose experience when you die.</li>
<li>Gems can grant auras which need to be cast outside of town. Once cast, the mana pool is reduced by a certain amount for the aura and this shows up as &#8220;Mana Reserved&#8221;. This amount can be modified by items.</li>
<li>When a gem is ready to level up, it shows up on the right side of the screen with a plus sign. Next to the plus sign are the new attributes of the gem. Before leveling the gem, mana pool of the player should be taken into consideration.</li>
</ul>
<h3 id="wiki_flasks">Flasks<a name="flasks"></a></h3>
<ul>
<li>Flasks come in four main varieties: life flasks, mana flasks, hybrid flasks, and utility flasks.</li>
<li>Life, Mana, and Hybrid flasks &#8211; These flasks cause you to regenerate life and/or mana when used. The amount recovered is shown on the flask as Life Recovery and Mana Recovery. The time it takes to recover the full amount is shown on the flask as Recovery Time. If you reach your maximum life and/or mana amount before the end of the recovery time, the flask effect will end prematurely. For example: You are at 100/300 life, and 150/200 mana. You use a hybrid flask that has 400 Life Recovery, 200 Mana Recovery, and Recovery Time of 8 seconds. After 2 seconds, you will be at 200/300 life, and 200/200 mana, and the mana recovery effects ends. The life recovery continues, and at 4 seconds, you have reached maximum life, and the life recovery effect also ends. *Flasks can have magic modifiers that provide bonuses while the flask effect is active, for example increased movement speed or resistances. These bonuses end when the life/mana recovery effect ends. *When multiple flasks are used at the same time, the effects are queued. The effect with the highest regeneration rate is always applied first. For example: You have two flasks, one that gives 500 life recovery over 10 seconds and has a 20% increased movement speed modifier, and a second that gives 500 life recovery of 5 seconds with no additional modifiers. You use the first flask and gain the movement speed while recovering life. After one second, you use the second flask. At this point the remaining 9 seconds from the first flask is queued, and the second flask begins its effect. Once the second flask has expired, the first flask resumes its effect for the remaining duration.</li>
<li>Utility Flasks &#8211; These flasks give a temporary bonus for a set duration. Unlike the other flasks, the effects are not queued, each effect has its own timer that can overlap with other effects. The default effects of the flasks will not stack. For example: You have a magic Granite Flask with +25% movement speed, and a regular Granite Flask, both giving +4000 armour for 4 seconds. You drink the first flask, and one second later you drink the second second flask. The result will be that for the first four seconds you will have +4000 armour and +25% movement speed. At the four second mark the first flask ends, but the second flask still has 1 second left. So you will have +4000 armour (but not the movement speed) for another 1 second.</li>
<li>Flask Charges &#8211; Drinking a flask consumes flask charges. Each flask shows how many charges are used per drink in its description, and each flask has a maximum number of charges it can hold. Whenever you or one of your minions kills an enemy, all of your flasks gain charges.</li>
<li>By default regular monsters grant 1 charge each, magic (blue) monsters grant 3.5 charges each, and rare (yellow) monsters grant 6 charges each. So killing a rare monster causes all of your flasks to gain 6 charges.</li>
</ul>
<h3 id="wiki_classes">Classes<a name="classes"></a></h3>
<p>The main difference between the classes is their stating location on the passive skill tree. Classes also start with different amounts of attributes at level 1:</p>
<ul>
<li>Marauder: 30 STR, 14 DEX, 14 INT</li>
<li>Ranger: 14 STR, 30 DEX, 14 INT</li>
<li>Witch: 14 STR, 14 DEX, 30 INT</li>
<li>Duelist: 22 STR, 22 DEX, 14 INT</li>
<li>Templar: 22 STR, 14 DEX, 22 INT</li>
<li>Shadow: 14 STR, 22 DEX, 22 INT</li>
</ul>
<p>Scion is the class added at the game&#8217;s release and starts in the middle of the passive skill tree.</p>
<h3 id="wiki_attributes">Attributes<a name="attributes"></a></h3>
<p>All classes begin with the same base life, mana, and evasion, and gain the same amount per level. These are still affected by the classes&#8217; base stats. For example, a Marauder will start with 50+(30/2) = 65 life.</p>
<ul>
<li>50 life, +6 per level</li>
<li>40 mana, +4 per level</li>
<li>50 evasion, +3 per level (including level 1)</li>
</ul>
<p>Attributes are required to equip gear and skills. The three attributes also grant some passive bonuses:</p>
<ul>
<li>Strength grants +0.5 life and +0.2% melee physical damage per point</li>
<li>Dexterity grants +2 accuracy and +0.2% evasion per point</li>
<li>Intelligence grants +0.5 mana and +0.2% energy shield per point</li>
</ul>
<p>Therefore the +10 attribute passive skills effectively grant:</p>
<ul>
<li>+10 Strength: +5 life, +2% melee physical damage</li>
<li>+10 Dexterity: +20 accuracy, +2% evasion</li>
<li>+10 Intelligence: +5 mana, +2% energy shield</li>
</ul>
<p>Life and mana regeneration &#8211; All classes have a base mana regeneration rate of 105% of their maximum mana per minute. For example, a character with 100 maximum mana will regenerate 105 mana per minute, or 1.75 mana per second.</p>
<ul>
<li>&#8220;Increased Mana regeneration rate&#8221; modifiers modify the base rate. For example, 20% Increased Mana regeneration rate would result in 105 * 1.2 = 126% per minute.</li>
<li>Characters do not begin with any life regeneration, but it is available from gear and passive skills.</li>
<li>The rate at which you gain life from life leech is 20% of maximum life per second. If you have 1000 maximum life, and leech 600 life with a single attack, it will take three seconds for that life to be applied to your current life. You always get the full amount of life leeched, although it may take time to be applied &#8211; if you leech a large amount of life during a battle, you may find that the life gain continues long after the battle is over. Similar to flasks, the life gain from leech will end if you reach maximum life.</li>
<li>The same is true for mana leech, although the rate is 12.5% of maximum mana per second.</li>
</ul>
<h3 id="wiki_charges">Charges<a name="charges"></a></h3>
<p>Charges are glowing orbs that represent temporary buffs with different benefits:</p>
<ul>
<li>Endurance Charge (strength) &#8211; +5% Physical Damage reduction &amp; +5% additional Elemental Resistances per Charge</li>
<li>Frenzy Charge (dexterity) &#8211; +5% increased Attack Speed &amp; +5% increased Cast Speed per Charge</li>
<li>Power Charge (intelligence) &#8211; 50% increased Critical Strike Chance per Charge</li>
</ul>
<p>Charges are accumulated by the use of certain skills and equipment, and last a short duration—nine seconds by default. Gaining a charge resets the duration of all accumulated charges. Each type of charge grants different bonuses. A charge bonus increases proportional to the number of accumulated charges of that type. By default, characters can have a maximum of three charges of each type active. This limit can be raised by certain passives and equipment.</p>
<h3 id="wiki_additional_vs._increased_vs._more">Additional vs. Increased vs. More<a name="additional-increased-more"></a></h3>
<p>When you are reading the Tool Tip of a node, pay attention to the percentages and the word that comes directly after it. It will determine how that percentage modifies your current stat. In short:</p>
<ul>
<li>Additional &#8211; adds directly to the base value.</li>
<li>Increased/Decreased &#8211; an additive multiplicative increase in percentage.</li>
<li>More/Less &#8211; a multiplicative increase in percentage.</li>
</ul>
<p>What this means is that additive increases add directly to your current percentage. Whereas multiplicative increases, increase your current percentage multiplied by that amount.</p>
<p>There are two types of multiplicative modifiers. There are your increases, which are added together, then multiplied, and then there are your mores, which are all multiplied separately. For example, let&#8217;s give a character a bunch of additional damage effects from weapons:</p>
<pre><code>a1, a2, a3, ... , aj.
</code></pre>
<p>He/She also has a bunch of passives that give you % increased damage. We will call these percentages:</p>
<pre><code>i1, i2, i3, ... , ik.
</code></pre>
<p>You also have a few gems/items/etc that give you a certain % more damage. We&#8217;ll call these:</p>
<pre><code>m1, m2, m3, ... , ml. 
</code></pre>
<p>They all multiply together in the following way:</p>
<pre><code>(Base damage + a1 + a2 + a3 + ... + aj) * (1 + i1 + i2 + i3 + ... + ik) * (1 + m1) * (1 + m2) * (1 + m3) * ... * (1 + ml).
</code></pre>
<p>So there is additional, which is added directly to the base value, there is increased, which is an additive multiplier, and then there is more, which is just a regular multiplier.</p>
<h3 id="wiki_defenses">Defenses<a name="defenses"></a></h3>
<p>There are a wide variety of defenses in the game, and it is important that you learn what they are and how they work if you want to survive. They are:</p>
<ul>
<li>Life</li>
<li>Energy Shield</li>
<li>Armor</li>
<li>Evasion</li>
<li>Block</li>
<li>Elemental Resistances</li>
<li>Chaos Resistance</li>
<li>Dodge</li>
</ul>
<p><strong>Life</strong> &#8211; Run out of this and you die. Your character begins at level 1 with 50 base health, and gains 4 health for each level thereafter and 1 health for every two strength you have. Your other defenses mitigate the impact enemy attacks have on your life pool. More is better, unless you focus on&#8230;</p>
<p><strong>Energy Shield</strong> &#8211; ES works similarly to life, only you don&#8217;t get any bonus ES per level, you get it from gear. You cannot replenish it through flasks, and instead it regenerates itself after a short period during which you are not hit. Every 5 points of intelligence increase your maximum ES pool by 1%. Characters that choose to focus this exclusively end up taking the Chaos Inoculation keystone. Some notes: Chaos damage goes directly through ES to your health pool (which is why Chaos Inoculation is so useful), and having any ES at all confers a 50% chance to resist being stunned.</p>
<p><strong>Armor</strong> &#8211; Armor provides damage reduction from physical attacks. It reduces incoming physical damage by a percentage according to the following formula:</p>
<pre><code>Reduction = Armor / (Armor + 12 * Damage)
</code></pre>
<p>So, attacks that do more damage penetrate your armor better. It is capped at a 90% reduction. Armor is excellent for tanking large groups of weak mobs, but is somewhat lackluster against enemies that hit very hard.</p>
<p><strong>Evasion</strong> &#8211; This is your chance to simply avoid being hit by physical attacks. It rolls against your attacker&#8217;s accuracy like so:</p>
<pre><code>Evasion Chance = 1 - Attacker's Accuracy / ( Attacker's Accuracy + ( Defender's Evasion / 4 ) ^( 0.8 ) )
</code></pre>
<p>Evasion also reduces the odds that you will be hit by a critical attack, since your opponent must succeed on a second attack roll as a critical-hit check. Technically, PoE doesn&#8217;t use an RNG to determine when you do/don&#8217;t get hit with Eva, but they have a weird system in place that gives the same results as an RNG with a little more reliability for the end-user (this is buried somewhere in the Mechanics Thread, I&#8217;ll find it later). High Eva is great, but focusing <em>only</em> on Eva can be very dangerous as you will be 1-shot by more powerful enemies later in the game. It is capped at a 90% chance to evade.</p>
<p><strong>Block</strong> &#8211; If you have a shield or are dual wielding, you will block a certain percentage of incoming enemy physical attacks. Against all physical attacks, if the attack hits you get to roll against your block chance. If you succeed, the attack is mitigated. If the attack would have stunned you had it hit, you go through a 350 millisecond block animation, otherwise the damage is just mitigated with no effects. Block chance is capped at 75%.</p>
<p><strong>Elemental Resistances</strong> &#8211; Comes in three flavors &#8211; Fire, Cold and Lightning. Up until now, there has been no mention of spells. Spells (usually) do elemental damage, hit automatically, and generally can&#8217;t be blocked or dodged. However, their damage is reduced by whatever percentage your resistances are. If you have 50% resistance to that element, then you take half damage from that attack. Elemental resistances are capped at 75% without certain skills.</p>
<p><strong>Chaos Resistance</strong> &#8211; Works like elemental resistances, except it&#8217;s much harder to get. Chaos damage always does DOT and bypasses ES. Chaos Inoculation provides immunity to Chaos damage.</p>
<p><strong>Dodge</strong> &#8211; A special defense that only characters with the Acrobatics keystone can get. It provides an additional chance to negate attacks and even spells. It is calculated independently of Eva.</p>
<h2>3. Links and Other Resources<a name="links"></a></h2>
<ul>
<li><a href="http://www.pathofexile.com/forum/view-thread/1199">Even more tips and good explanation of controls</a></li>
<li><a href="http://www.pathofexile.com/forum/view-thread/55263">List of Acronyms</a></li>
<li><a href="http://www.pathofexile.com/forum/view-thread/36608">Common questions and their answers</a></li>
<li><a href="http://www.pathofexile.com/forum/view-thread/11707">In-depth Mechanics of PoE</a></li>
<li><a href="http://en.pathofexilewiki.com/wiki/Path_of_Exile_Wiki">Path of Exile Wiki</a></li>
<li><a href="http://bit.ly/SPg6fI">Quest Reward List</a></li>
<li><a href="http://bit.ly/W9ZBra">Accuracy Table</a></li>
<li><a href="http://www.pathofexile.com/forum/view-thread/54167">Mods Compendium Thread</a></li>
<li><a href="https://docs.google.com/spreadsheet/ccc?key=0ArsB7KohOhhpdHoyZzU2WVZZNXQxMDg4MVk1b0FGbkE#gid=1">Direct Link to the Mods Compendium</a></li>
<li><a href="http://www.pathofexile.com/forum/view-thread/54003">Crafting Guide</a></li>
<li><a href="http://exaltingpoe.com">Worth Exalting?</a></li>
<li><a href="https://dl.dropbox.com/u/42594711/LL%20vs%20LGOH%20calc.xlsx">Life Leech vs. Life Gain On Hit calcuator</a></li>
<li><a href="https://www.leveling-guides.com/currency/">Path of Exile currency exchange rates</a></li>
<li><a href="https://docs.google.com/spreadsheet/ccc?key=0AgmLrclcPv-sdDZMbjdCcnB0MkV6UnpnUkdZNTNxY2c#gid=0">Monster Levels per Area and Difficulty</a></li>
</ul>
<p><em>Source: <a href="http://www.reddit.com/r/pathofexile/">Reddit</a></em></p>
<hr />
<p>&nbsp;</p>
<p>If you have any resources of your own to add to our list post them in the comments below.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Path of Exile Game Systems Overview For Beginner Players</title>
		<link>https://www.leveling-guides.com/game-systems-overview-for-beginner-players/</link>
		
		<dc:creator><![CDATA[Leveling-Guides.com]]></dc:creator>
		<pubDate>Sat, 16 Feb 2013 19:42:49 +0000</pubDate>
				<category><![CDATA[Path of Exile]]></category>
		<category><![CDATA[accuracy]]></category>
		<category><![CDATA[attributes]]></category>
		<category><![CDATA[blocking]]></category>
		<category><![CDATA[classes]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[damage types]]></category>
		<category><![CDATA[drop rates]]></category>
		<category><![CDATA[dual wielding]]></category>
		<category><![CDATA[energy shield]]></category>
		<category><![CDATA[evasion]]></category>
		<category><![CDATA[flasks]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[grouping]]></category>
		<category><![CDATA[instances]]></category>
		<category><![CDATA[items]]></category>
		<category><![CDATA[leveling]]></category>
		<category><![CDATA[monsters]]></category>
		<category><![CDATA[skill gems]]></category>
		<category><![CDATA[sockets]]></category>
		<category><![CDATA[stuns]]></category>
		<category><![CDATA[waypoints]]></category>
		<guid isPermaLink="false">http://pathofexileguides.net/?p=29</guid>

					<description><![CDATA[Path of Exile does contain plenty of features we&#8217;ve seen in other Action RPG games, but many of them are slightly or entirely different. The passive skill tree for example is incredibly intimidating for new players, paired with flasks or skill gems or loot system it can be quite confusing and overwhelming for beginners. This fairly long guide written by Malice should help you get a quick grasp on some of the basic features and systems of Path of Exile so if you&#8217;re waiting for the game to download or&#8230;]]></description>
										<content:encoded><![CDATA[<p>Path of Exile does contain plenty of features we&#8217;ve seen in other Action RPG games, but many of them are slightly or entirely different. The passive skill tree for example is incredibly intimidating for new players, paired with flasks or skill gems or <a href="http://www.leveling-guides.com/path-of-exile-loot-guide/">loot system</a> it can be quite confusing and overwhelming for beginners. This fairly long guide written by <a href="http://www.pathofexile.com/account/view-profile/Malice" target="_blank" rel="noopener">Malice</a> should help you get a quick grasp on some of the basic features and systems of Path of Exile so if you&#8217;re waiting for the game to download or patch I recommend you read it.</p>
<p>Main contents:</p>
<ul>
<li><a href="http://www.leveling-guides.com/game-systems-overview-for-beginner-players/#skill-gems">Skill gems &amp; sockets</a></li>
<li><a href="http://www.leveling-guides.com/game-systems-overview-for-beginner-players/#general-gameplay">General gameplay tips</a></li>
<li><a href="http://www.leveling-guides.com/game-systems-overview-for-beginner-players/#skills">Skills</a></li>
<li><a href="http://www.leveling-guides.com/game-systems-overview-for-beginner-players/#classes">Classes</a></li>
<li><a href="http://www.leveling-guides.com/game-systems-overview-for-beginner-players/#items">Items</a></li>
<li><a href="http://www.leveling-guides.com/game-systems-overview-for-beginner-players/#combat">Combat</a></li>
<li><a href="http://www.leveling-guides.com/game-systems-overview-for-beginner-players/#parties">Parties</a></li>
<li><a href="http://www.leveling-guides.com/game-systems-overview-for-beginner-players/#instances">Instances</a></li>
</ul>
<h2><a name="skill-gems"></a>Skill gems &amp; sockets<a href="http://www.leveling-guides.com/wp-content/uploads/2013/02/Skill-gems-and-sockets.jpg"><img decoding="async" loading="lazy" class="alignright size-full wp-image-32" title="Skill gems and sockets" src="http://www.leveling-guides.com/wp-content/uploads/2013/02/Skill-gems-and-sockets.jpg" alt="Skill gems and sockets" width="264" height="292" /></a></h2>
<p>Sooner or later you will get your hands on some skill gems.</p>
<ul>
<li>Gems must be socketed in your gear to grant access to the skill.</li>
<li>A gem will only go into a socket of matching colour</li>
<li>Gems can be socketed and removed from sockets as much as you like. Right click a gem to remove it from a socket</li>
<li>Sockets appear randomly on items. The rarity of an item does not affect how many sockets it has.</li>
<li>Sockets can be linked. The links are shown as gold bars between the sockets. Support gems affect any skill gems in sockets that they are linked to.</li>
<li>Gems you have socketed in gear you are wearing will gain experience and level up, even if you are not using the skills they grant.</li>
</ul>
<h2><a name="general-gameplay"></a>General gameplay tips</h2>
<ul>
<li>Flasks recharge slightly every time you kill an enemy. So don&#8217;t be afraid to use flasks that are full to keep your life and mana topped up &#8211; your flasks are only replenishing their charges when they aren&#8217;t already full.</li>
<li>Items with great stats might seem like the best choice at first, but don&#8217;t neglect sockets. As long as they are socketed, skill gems gain experience whether you are using the skills they grant or not, so keeping them socketed will mean they get more powerful sooner. A good socket arrangement on an item with mediocre stats is sometimes a better choice than a great item with bad sockets.</li>
<li>Spend some time looking at the passive skill web, it can appear daunting at first, but it will soon become familiar. Skill points can be refunded, but refund points are hard to come by, so choose wisely.</li>
<li>If you&#8217;re just starting out and are unsure how you wish to play your character, try to avoid specialising too heavily. For instance, stay away from skills that improve one handed weapon damage if you feel you might end up liking to swing a two-hander.</li>
</ul>
<h2><a name="skills"></a>Skills<a href="http://www.leveling-guides.com/wp-content/uploads/2013/02/Skills.png"><img decoding="async" loading="lazy" class="alignright size-full wp-image-33" title="Skills, abilities and spells" src="http://www.leveling-guides.com/wp-content/uploads/2013/02/Skills.png" alt="Skills, abilities and spells" width="297" height="143" /></a></h2>
<h3><strong>Skill Types</strong></h3>
<p>Skills currently come in two main varieties: spells, and attack skills. Any skill that uses your weapon damage counts as an attack skill, and everything else counts as a spell.</p>
<ul>
<li><strong>Attack skills</strong> &#8211; Attack skills are dependent on your weapon, and so are affected by attack speed, accuracy, etc.. Bonus damage from rings and other gear is applied when using an attack skill.</li>
<li><strong>Spells</strong><em> &#8211; </em>Spells do not draw their damage from your weapon in any way. They are affected by % cast speed, %fire/cold/lightning damage, %spell damage, and critical strikes. Integer damage bonuses on gear are not added to spells.</li>
<li><strong>Traps</strong> &#8211; Traps are very similar to spells, but are not affected by cast speed or spell damage mods. They are affected by % trap laying speed, and relevant damage mods. Integer damage bonuses on gear are not added to spells.</li>
</ul>
<p>The only exception to this is <em>Town Portal</em>, which is not affected by attack speed, cast speed, or anything else.</p>
<h3>Support Gems</h3>
<p>Support gems only affects skills where it makes sense. For instance, skills that do not already do damage (such as <em>Temporal Chains</em>) will not benefit from <em>Added Cold Damage</em>. Skills that do not already have an area of effect will not benefit from <em>Increased Area of Effect</em>, etc.</p>
<h3>Skill gem experience gain</h3>
<ul>
<li>Gems get experience equal to 10% of the experience you earn.</li>
<li>The number of gems you have equipped has no effect on the rate of XP gain. So having less gems equipped does not cause them to gain XP faster than if you had many gems equipped.</li>
<li>Gems are not affected by the experience penalty when facing enemies below your level.</li>
</ul>
<h2><a name="classes"></a>Classes<a href="http://www.leveling-guides.com/wp-content/uploads/2013/02/Path-of-Exile-Classes.jpg"><img decoding="async" loading="lazy" class="alignright size-medium wp-image-34" title="Path of Exile Classes" src="http://www.leveling-guides.com/wp-content/uploads/2013/02/Path-of-Exile-Classes-300x234.jpg" alt="Path of Exile Classes" width="300" height="234" /></a></h2>
<p>The main difference between the classes is their stating location on the passive skill tree. Classes also start with different amounts of attributes at level 1:</p>
<ul>
<li><strong> Marauder</strong>: 30 STR, 14 DEX, 14 INT</li>
<li><strong> Ranger</strong>: 14 STR, 30 DEX, 14 INT</li>
<li><strong> Witch</strong>: 14 STR, 14 DEX, 30 INT</li>
<li><strong> Duelist</strong>: 22 STR, 22 DEX, 14 INT</li>
<li><strong> Templar</strong>: 22 STR, 14 DEX, 22 INT</li>
<li><strong>Shadow</strong>: Dex/Int: 14 STR, 22 DEX, 22 INT</li>
</ul>
<h3>Life/mana per level</h3>
<p>All classes begin with the same base stats, and gain the same amount per level:</p>
<ul>
<li>50 life, +6 per level</li>
<li>40 mana, +4 per level</li>
<li>50 evasion, +3 per level (including level 1)</li>
</ul>
<h3>Attributes</h3>
<p>Attributes are required to equip gear and skills. The three attributes also grant some passive bonuses:</p>
<ul>
<li><strong> Strength</strong> grants +0.5 life and +0.2% melee physical damage per point</li>
<li><strong> Dexterity</strong> grants +2 accuracy and +0.2% evasion per point</li>
<li><strong> Intelligence</strong> grants +0.5 mana and +0.2% energy shield per point</li>
</ul>
<p>Therefore the +10 attribute passive skills effectively grant:</p>
<ul>
<li><em>+10 Strength</em>: +5 life, +2% melee physical damage</li>
<li><em>+10 Dexterity</em>: +20 accuracy, +2% evasion</li>
<li><em>+10 Intelligence</em>: +5 mana, +2% energy shield</li>
</ul>
<h3>Life and mana regeneration</h3>
<p>All classes have a base mana regeneration rate of 105% of their maximum mana per minute. For example, a character with 100 maximum mana will regenerate 105 mana per minute, or 1.75 mana per second. &#8220;Increased Mana regeneration rate&#8221; modifiers modify the base rate. For example, <em>20% Increased Mana regeneration rate</em> would result in 105 * 1.2 = 126% per minute. Characters do not begin with any life regeneration, but it is available from gear and passive skills.</p>
<p>The regeneration rate of life gained from life leech is capped at 20% of maximum life per second. If you have 1000 maximum life, and leech 600 life with a single attack, it will take three seconds for that life to be applied to your current life. You always get the full amount of life leeched, it is only the rate at which it regenerates that is capped &#8211; if you leech a large amount of life during a battle, you may find that the regeneration continues long after the battle is over. Similar to flasks, the regeneration from leech will stop if you reach maximum life. The same is true for mana leech, although the cap is 12.5% of maximum mana per second.</p>
<h2><a name="items"></a>Items<a href="http://www.leveling-guides.com/wp-content/uploads/2013/02/Path-of-Exile-Items.jpg"><img decoding="async" loading="lazy" class="alignright size-medium wp-image-35" title="Path of Exile Items" src="http://www.leveling-guides.com/wp-content/uploads/2013/02/Path-of-Exile-Items-300x192.jpg" alt="Path of Exile Items" width="300" height="192" /></a></h2>
<h3>Attribute requirements</h3>
<p>Most gear has attribute requirements that must be met in order to equip the gear. These requirements come from the base item type and are unaffected by magical modifiers, quality, or number of sockets. A complete list of gear and attribute requirements can be found <a href="http://www.pathofexile.com/item-data/">here</a>.</p>
<h3>Level requirements</h3>
<p>Some items have a level requirement that must be met in order to equip the item. There are two factors that affect level requirements:</p>
<ul>
<li>The level of the base item type. This is the level that the item starts appearing (and is separate from the <em>itemlevel</em> that affects which magical modifiers can spawn on it). See the item data link above for a list with all item levels. Some of the very low-level base items do not come with a level requirement.</li>
<li>The level of the magical modifiers. The level requirement for magical modifiers is equal to 80% of the level of the highest-level magical modifier on the item.</li>
<li>The highest level requirement of the two listed above is the one that appears on the item.</li>
</ul>
<h3>Drop rates</h3>
<p>There is a penalty to the chance of currency items (scrolls, orbs, etc.) dropping in areas with a monster level more than two levels lower than your character level. For each additional level that you have compared to the area&#8217;s monster level+2, the chance of a currency item drop is reduced by 2.5%. So if you are level 30 in a level 20 area, you will see 20% less currency item drops on average:</p>
<p>2.5*(30-(20+2))=20</p>
<p>A level 30 character in a level 28 area will see no penalty. Currency item Drops are not increased or decreased in this way when fighting in areas above your level. For the purposes of this penalty, your level is never considered to be higher than 58. Therefore a level 70 character receives no penalty in a level 56 area.</p>
<p>There are two modifiers that affect drop rates in the game, <em>increased item rarity</em>, and <em>increased item quantity</em>. There are three potential sources of these modifiers:</p>
<ol>
<li>the player (skills, passives, gear etc.)</li>
<li>monsters (such as bosses and champions)</li>
<li>party bonuses</li>
</ol>
<p>Modifiers from the player stack additively with each other, and are subject to diminishing returns. Modifiers from the party bonus and monsters stack additively with each other, and are <em>not</em> subject to diminishing returns. The total player bonus stacks multiplicatively with the total party &amp; monster bonus.</p>
<p><strong><em>Increased Item Rarity</em></strong></p>
<p>Increased Item Rarity % modifiers increase the chances of an item being magic, rare, or unique. For example with a total of +100% increased item rarity, you&#8217;d get twice as many magic items, twice as many rares and twice as many uniques from normal enemies. This modifier has no effect on the number or type of currency items, scrolls, or gems that drop. When in a party, only the modifier from the player who lands the killing blow on an enemy is counted. If one of your minions gets a kill, the minion&#8217;s IIR is added to yours and the total is used. Magic, rare, and unique monsters have an Increased item rarity modifier for drops.</p>
<p><strong><em>Increased Item Quantity</em></strong></p>
<p>This modifier increases the average number of items that drop from monsters and chests. It does not affect the type, quality, or rarity of item dropped, only the chance that <em>something</em> will drop. There is no cap on the usefulness of this modifier, as monsters can drop more than one item at a time. The base chance for an item to drop from a normal monster is 16%. This varies between monster types, and special monsters have higher drop chances. When in a party, each player in the party after the first gives the equivalent of +50% item quantity modifier on drops.</p>
<h3>Quality</h3>
<p>All weapons, armour, flasks and gems can randomly receive between +1% and +20% quality. This value can be increased by <em>Whetstones</em>, <em>Armour Shards</em>, <em>Flask Quality Upgrades</em>, and <em>Gem Quality Upgrades</em>, but is capped at 20%. The effect of quality depends on the item:</p>
<ul>
<li>On weapons, increased physical damage</li>
<li>On armour, increased Armour rating, Evasion, Energy Shield, and Shield Block Chance</li>
<li>On flasks, increased life and mana recovery</li>
<li>On gems, the bonus is specific to each gem. For instance, <em>Frenzy</em> gets increased damage, while <em>Cleave</em> gets increased attack speed.</li>
<li>On maps, increases the item quantity bonus from monsters in the map area.</li>
</ul>
<h3>Modifiers</h3>
<p>Modifiers are split up in to two main groups, prefixes and suffixes. A magic item can have only one prefix and one suffix, never two prefixes or two suffixes. Rare items can have up to six modifiers, it is unknown if there is a limit on how many of these can be prefixes/suffixes. A randomly generated rare item (from a drop or Orb of Alchemy) receives between four and six modifiers randomly, with the following odds:</p>
<ul>
<li>1/12 chance of 6 mods</li>
<li>4/12 chance of 5 mods</li>
<li>7/12 chance of 4 mods</li>
</ul>
<p>All modifiers have a level associated with them, and will only appear on items whos <em>item level</em> is greater than or equal to the modifier&#8217;s level. Lists of available magical modifiers are available in the <a href="http://www.pathofexile.com/item-data/">item data</a> section. The &#8220;Culling Strike&#8221; modifier (found on some unique items) causes monsters to die if you strike them down to 10% or less life.</p>
<h3>Modifier Stacking</h3>
<p>In general, integer modifiers are applied before percentages. Percentage modifiers using the words &#8220;% increased&#8221; or &#8220;% reduced&#8221; stack additively with one another, while &#8220;% more&#8221; and &#8220;% less&#8221; modifiers stack multiplicatively. When dealing with weapons, some modifiers that are listed <em>on the weapon itself</em> are applied first, before mods from other pieces of equipment, skills, and so on. This includes anything affecting physical damage, such as <em>increased physical damage</em>, <em>added physical damage</em>, <em>quality</em> etc., and also attack speed, critical strike chance, critical strike multiplier, and accuracy. It does not include elemental damage mods.</p>
<p>Similarly, when dealing with armour, evasion, and energy shield on armour, any modifiers affecting those stats that are listed <em>on the piece of armour</em> are applied first. This includes quality and any other mods directly affecting armour, evasion, or energy shield amount. It does not include mods affecting the energy shield recharge delay or regeneration rate, only the amount of energy shield.</p>
<p>Imagine I have 100 life, and two passive skills that increase total life by 15%. The total bonus will be 30%, resulting in 130 life. Now imagine I am wearing boots that give +40 life, and have a passive skill that grants +20 life. The integer bonuses are applied first, giving me 160 life, then the percentage bonuses are applied to that subtotal, for a final total of 208 life.</p>
<p>Quality behaves differently on armour and flasks than on weapons. On armour and flasks, it stacks multiplicatively with other modifiers on that piece of equipment. Quality on weapons stacks additively with other % modifiers on the weapon.</p>
<h3>Sockets</h3>
<p>There are three types of sockets:</p>
<ol>
<li><strong> Strength (red)</strong></li>
<li><strong> Dexterity (green)</strong></li>
<li><strong> Intelligence (blue)</strong></li>
</ol>
<p>Sockets appear randomly on most equipable items. Higher level items can appear with more sockets than lower level items of the same type. The maximum amount of sockets that can appear on an item also varies by the type of item:</p>
<ul>
<li>Two handed weapons and body armour can have up to 6 sockets</li>
<li>Wands, shields, and one handed weapons can have a maximum of 3 sockets</li>
<li>Everything else can have a maximum of 4 sockets</li>
</ul>
<p>One exception to this is the starting weapon that appears on the beach at the start of the game. Its item level is 1 but it always has one socket of each colour.</p>
<ul>
<li>Items are more likely to receive sockets that match their attribute requirements. So an item requiring only dexterity is more likely to have green sockets than red or blue sockets.</li>
<li>You can only put a blue (intelligence) gem in a blue socket, red gem in a red socket, etc.</li>
<li>Sockets can be linked. The links are shown as gold bars between the sockets. Support gems affect any skill gems in sockets that they are linked to.</li>
</ul>
<p>Additionally, two skill gems of the same type can be used in separate socket groups, resulting in more than one usable version of that skill. Skill Gems are only affected by support gems in the same socket group. For example, imagine a piece of armour with 5 sockets. The first two sockets are linked in one group, and the remaining three sockets are linked in a separate group. If you put <em>Cleave</em> and <em>Faster Attacks</em> in the first group, and <em>Cleave</em>, <em>Added Fire Damage</em>, and <em>Added Cold Damage</em> in the second group, you would have two different versions of cleave available &#8211; one cleave skill that attacks faster, and another cleave that does bonus fire and cold damage. Small letters appear over the skill icons for each support gem you have attached to that skill. This allows you to differentiate between the different versions if you have more than one of the same skill gem equipped.</p>
<h3>Item level</h3>
<p>Each item has a level associated with it that is equal to the <em>monster level</em> of the area it dropped in. The monster level is shown on the map overlay. Rare and unique monsters have +2 to their level, and will yield items with an <em>itemlevel</em> two levels higher than other monsters in the same area. You can check an item&#8217;s level by picking it up on the cursor and typing /itemlevel in the chat box. This item level determines which modifiers it can receive, and how many sockets it can receive.</p>
<h3>Vendor Item levels</h3>
<p>Items obtained from vendors can have an item level up to character level + 1, but will not exceed the following maximums:</p>
<ul>
<li>Normal Act 1: 16</li>
<li>Normal Act 2: 25</li>
<li>Cruel Act 1: 31</li>
<li>Cruel Act 2: 35</li>
<li>Ruthless Act 1: 43</li>
<li>Ruthless Act 2: 48</li>
<li>Merciless Act 1: 50</li>
<li>Merciless Act 2: 50</li>
</ul>
<p><strong>Item level needed for number of sockets (research ongoing)</strong></p>
<ul>
<li>1 socket : 1</li>
<li>2 sockets: 1</li>
<li>3 sockets: 15</li>
<li>4 sockets: 28</li>
<li>5 sockets: 35</li>
<li>6 sockets: 50 (lowest seen so far)</li>
</ul>
<h2><a name="combat"></a>Combat<a href="http://www.leveling-guides.com/wp-content/uploads/2013/02/Path-of-Exile-Combat.jpg"><img decoding="async" loading="lazy" class="alignright size-medium wp-image-36" title="Path of Exile Combat" src="http://www.leveling-guides.com/wp-content/uploads/2013/02/Path-of-Exile-Combat-300x168.jpg" alt="Path of Exile Combat" width="300" height="168" /></a></h2>
<h3>Level scaling</h3>
<p><em>1. Effect of level on PvP Damage</em></p>
<p>Level itself does not affect any combat calculations outside of PvP. Damage in PvP is scaled based on level as follows:</p>
<blockquote><p>damage multiplier = 1/(1+(attacker_level/8))</p></blockquote>
<p>For example a level 30 character will have their PvP damage reduced by 79%, while a level 60 character will have their damage reduced by 88%.</p>
<p><em>2. Effect of level on experience</em></p>
<p>Level also affects the amount of XP you gain from killing enemies. There are two penalties that are applied, one when in a party, and another based on the relative level of the player and monsters. Both of these are applied at the same time if you are both in a party, and too far above or below the monster level.</p>
<p>The multiplier for XP while in a party is players share (Level+10)^2.71 divided by the total of all players shares. For example, if a level 10 player was partied with a level 30 player:</p>
<ul>
<li>Level 10 player&#8217;s share: (10+10)^2.71 = 3355</li>
<li>Level 30 player&#8217;s share: (30+10)^2.71 = 21957</li>
<li>Total Shares: 3356 + 21957 = 25313</li>
<li>Level 10 player would receive: 3355/25313 = 0.132 = 13.2% of the XP</li>
<li>Level 30 player would receive: 21957/25313 = 0.867 = 86.7% of the XP</li>
</ul>
<p>The player also suffers a penalty to XP if they are too far above or below the monster&#8217;s level. There is a safe level range where no penalty is applied, which is equal to three, plus one for every sixteen complete player levels. Any additional level difference in excess of this safe range is called the <em>Effective Difference</em>.</p>
<p>The formula then applied is:</p>
<blockquote><p>((PlayerLevel +5)^1.5) / ((PlayerLevel+5+(EffectiveDifference^2.5))^1.5)</p></blockquote>
<p>So a level 24 character has a safe band of 3+1=4 levels. So from Monster level 20 to 28, there is an effective level difference of 0. At Monster Levels 19 and 29, the Effective level difference is 1. The Effective Difference matters in either direction. Here are graphs of the experience multiplier by <a href="http://i.imgur.com/aGtDD.png">monster level</a> and by <a href="http://i.imgur.com/ImgOj.png">effective level</a>.</p>
<p><em>3. Effect of level on currency item drops</em></p>
<p>See the drop rates section above for details on how level affects currency item drops.</p>
<h3>Dual wielding</h3>
<p>Dual wielding grants a +10% attack speed bonus, and a 15% chance to block. The attack speed bonus is applied multiplicatively with other attack speed modifiers. The default attack and certain other skills will alternate between each weapon, striking with each hand in turn. Some skills (such as Cleave and Dual Strike) attack with both weapons at once, while others only use the main-hand weapon.</p>
<h4>Hit &amp; damage calculation order of effects</h4>
<p>There are a number of steps involved in deciding whether an attack hits or not and how much damage is done:</p>
<p>1. Avoiding the hit:</p>
<ul>
<li>At this stage there is a chance to evade attacks (accuracy vs evasion)</li>
<li>Any chance to dodge from acrobatics or phase acrobatics is also checked here</li>
</ul>
<p>2. Avoiding the damage:</p>
<ul>
<li>Blocking is checked</li>
</ul>
<p>3. Mitigating the damage:</p>
<ul>
<li>Physical damage reduction and resitances are applied</li>
</ul>
<p>4. Taking the damage:</p>
<ul>
<li>Non-chaos damage is removed from energy shield until it&#8217;s depleted.</li>
<li>Any remaining damage (including all chaos) is removed from life.</li>
</ul>
<h3>Stuns</h3>
<p>Whenever a player or monster takes damage, there is a chance they will be stunned. A stun interrupts whatever that creature was doing while a brief animation is played. The default length of stuns is 350ms. The duration of stuns can be altered by <em>reduced block and stun recovery</em>, <em>increased stun duration</em>, and similar modifiers.</p>
<p>The formula used for determining whether or not a stun occurs is:</p>
<blockquote><p>stun_chance = 200 * damage / defender_effective_max_life</p></blockquote>
<p>Where defender_effective_max_life is the maximum life of the creature being hit. Increases to monster life from a party of more than one player do not affect defender_effective_max_life. For a player with Chaos Inoculation, their defender_effective_max_life is whatever their max life would be if they did not have Chaos Inoculation. Reduced stun threshold modifiers reduce the value of defender_effective_max_life.</p>
<p>For example, 25% stun threshold reduction means you treat their maximum life as only 75% as much as it actually is, meaning you stun them easier. If the stun chance would be less than or equal to 25%, it&#8217;s ignored, so you need to deal more than 12.5% of effective maximum life to have a chance to stun.</p>
<h3>Accuracy</h3>
<p>Accuracy is compared to enemy evasion when determining if an attack hits or misses. The complete formula is below:</p>
<blockquote><p>chance to hit = attacker_accuracy / ( attacker_accuracy + ((defender_evasion/4)^0.8))</p></blockquote>
<p>Chance to hit can never be lower than 5%, nor higher than 95%.</p>
<h3>Evasion</h3>
<p>Evading an attack prevents all damage and other harmful effects from the attack. Only attacks and attack skills can be evaded. Spells cannot be evaded.</p>
<h3>Blocking</h3>
<p>Blocking an attack prevents all damage and other harmful effects from the attack. Usually, only attacks and attack skills can be blocked, but there are some passive skills that allow you to block spells. Chance to block is capped at 75%. When an attack is blocked, the game first calculates if the attack would have caused a stun were it not blocked. If it would have caused a stun, the blocking animation is played, stunning you briefly. If it would not have caused a stun, then you get a &#8220;free&#8221; block with no animation. <em>Faster Block and Stun Recovery</em> and <em>Increased Block Recovery</em> modifiers reduce the length of the blocking animation.</p>
<h3>Armor / Damage Reduction</h3>
<p>Damage Reduction reduces physical damage taken. Elemental damage and damage-over-time are not affected. The amount of damage reduction depends on the defender&#8217;s armour total, and the attacker&#8217;s attack damage:</p>
<blockquote><p>reduction = armor / (armor + 12*damage)</p></blockquote>
<p>The amount of reduction is capped, it cannot be more than 95%.</p>
<p>The fact that damage reduction scales with the amount of damage means it is difficult to know exactly how much damage is being reduced. An easy to remember rule of thumb is that to achieve 50% damage reduction, you will need an armour rating equal to twelve times that of the damage being dealt. For example, to achieve 50% damage reduction against a 100 damage hit, you&#8217;ll need 1200 armour.</p>
<p>Here are two graphical representations of the armor formula:</p>
<ol>
<li><a href="http://i.imgur.com/HWND8.png">Effect of X Armour on Damage</a></li>
<li><a href="http://i.imgur.com/B0nmM.png">Effect of Armour on X Damage</a></li>
</ol>
<h3>Energy Shield</h3>
<p>As long as you have greater than 0 Energy Shield, you have a 50% chance to avoid stun. Energy Shield acts as an additional hit point pool on top of life. If you have any Energy Shield remaining when you take damage, the damage is subtracted from the Energy Shield first. Damage is only applied to life once all Energy Shield is depleted. The exception to this is Chaos Damage, which ignores Energy Shield.</p>
<p>Energy Shield will recharge if you do not take any damage for a certain period of time. The default delay is 6 seconds. This time can be reduced with <em>reduced energy shield delay</em> modifiers from passive skills and gear. The formula for the recharge delay is:</p>
<blockquote><p>100 / ( 100 + reduction )</p></blockquote>
<p>So 100% reduction is halving the delay, not removing it entirely.</p>
<h3>Critical Strikes</h3>
<p>Whenever you use a skill or attack, you have a chance to deal a Critical Strike. Critical Strikes are rolled on a per-action basis, not per-monster. So each time you use a skill, the Critical Strike roll is made once and only once. If you roll a Critical Strike, you will deal Critical damage to all enemies hit by the skill.</p>
<p>Critical Strikes do more damage than normal, based on your <em>Critical Strike Damage Multiplier</em>. All characters have a base Critical Strike multiplier of 150%, meaning a critical strike does 150% of normal damage. This multiplier can be increased with various skills and modifiers on items. For instance, with a multiplier of 250%, if you deal a Critical Strike with attack that normally does 100 damage, you will instead deal 250 damage.</p>
<p>The chance to deal a critical strike is taken from the weapon used to perform an attack or attack skill, and in the case of spells, each spell has it&#8217;s own critical strike chance, which is listed in the skill gem&#8217;s description.<br />
This value can be increased by <em>increased critical strike chance</em> modifiers from spells and gear. For example, if you are using a weapon with 5% chance to crit, and you have 50% increased critical strike chance, you will have a 7.5% chance to score a critical strike.</p>
<p>Critical chance can not be less than 5% nor more than 95%. Critical Strike Chance and Critical Strike Damage Multiplier are calculated separately for each spell and weapon attack. All weapons and damage-dealing spells have a base Critical Strike chance listed on them. This only affects your chance to critical for attacks made with that weapon or spell. For instance the critical strike chance on a wand does not affect your chance to critical with a spell.</p>
<h3>Damage Types</h3>
<p>There are currently 5 main types of damage, they are Physical, Fire, Cold, Lightning, and Chaos. Fire, Cold, and Lightning are collectively known as <em>Elemental Damage</em>. Damage reduction from armour only affects physical damage. Each of the elemental damage types has it&#8217;s own resistance value (eg &#8220;Fire resistance&#8221;) which is viewable in the character sheet. Resistances reduce damage taken, and are capped at 75%.</p>
<h4><em>Fire damage</em></h4>
<p>If you land a critical strike with an attack or spell that deals fire damage, the enemy begins <strong>Burning</strong>. Burning causes damage over time. Humanoids, Monkeys and Sea Witches will flee while burning.<br />
Burning lasts 4 seconds, and the amount of damage over time is 1/3 of the fire damage dealt per second. So a total of 4/3 of the original damage, over 4 seconds.</p>
<h4><em>Cold damage</em></h4>
<p>Hitting an enemy with cold damage can cause the enemy to be <strong>Chilled</strong>. Critical hits with cold damage can also cause the target to be <strong>Frozen</strong>. Chilled enemies move, attack, and cast 30% slower, while frozen enemies cannot do anything except drink flasks.</p>
<h4><em>Lightning damage</em></h4>
<p>If you land a critical strike with an attack or spell that deals lightning damage, the enemy becomes <strong>Shocked</strong>. This can be stacked up to three times on one target. In this state, monsters or players take 40% additional damage per instance of Shock. Shock stacks additively with itself, for a maximum of 120% with a stack of three. The damage multiplier itself applies multiplicatively with your final damage, since it it increasing the <em>damage the enemy takes</em>, rather than the damage you deal.</p>
<h4><em>Chaos Damage</em></h4>
<p>Chaos damage ignores energy shield, reducing life directly.</p>
<p>Burning, Chilled, Frozen, and Shocked are collectively known as <strong>Status Ailments</strong>. The duration of the chilled, frozen, and shocked statuses is related to the amount of cold/lightning damage dealt.<br />
If the duration based on the damage would be less that 300ms, it&#8217;s ignored entirely.</p>
<h3>Charges</h3>
<p>Some skills grant Endurance (strength), Frenzy (dexterity), or Power (intelligence) charges. Each charge lasts a short duration before it disappears. Gaining a charge resets the duration of all accumulated charges.</p>
<ul>
<li><strong>Endurance charges</strong> are related to the strength attribute and grant +5% physical damage reduction, and +5% to elemental resistances (fire, cold, and lightning) per charge. The physical damage reduction stacks with the damage reduction from armour, so that they are both applied at the same time. For example, if a monster deals 100 damage, and you have 10% DR from two endurance charges, and enough armour to prevent 30 of the 100 damage, the incoming damage would be reduced by 40.</li>
<li><strong>Frenzy charges</strong> are related to the dexterity attribute and grant +5% attack speed and +5% cast speed per charge.</li>
<li><strong>Power charges</strong> are related to the intelligence attribute and grant +50% critical strike chance per charge.</li>
</ul>
<p>By default characters can have a maximum number of 3 active charges of each type at one time. This maximum can be increased by certain passive skills.</p>
<h2><a name="parties"></a>Parties<a href="http://www.leveling-guides.com/wp-content/uploads/2013/02/Path-of-Exile-Grouping.jpg"><img decoding="async" loading="lazy" class="alignright size-medium wp-image-37" title="Path of Exile Grouping" src="http://www.leveling-guides.com/wp-content/uploads/2013/02/Path-of-Exile-Grouping-300x168.jpg" alt="Path of Exile Grouping" width="300" height="168" /></a></h2>
<p>The maximum party size is 6 players. In order to play with your friends, you&#8217;ll first need to finish the first zone called Twilight Strand (takes about 5 minutes). To group up with random players use the message board in towns, or open the social window (&#8220;S&#8221; hotkey) and click the &#8220;Public Parties&#8221; tab.</p>
<h3>Monsters in party</h3>
<p>Monsters gain 50% extra life for each additional party member after the first. For example, against a party of 3 players, monsters have double life. The original life amount is used for the purposes of determining the length of stuns and status ailments from elemental damage &#8211; this means monsters will <strong>not</strong> be harder to stun/ignite/etc. when fighting in a party.</p>
<h3>Loot in party</h3>
<p>Each player in a party after the first gives the equivalent of +50% item quantity modifier on drops. So a party of three will see twice as many drops as a lone character. Increased Item Rarity &amp; Quantity modifiers are only counted from the player who lands the killing blow.</p>
<h3>Experience in groups</h3>
<p>For a description on how experience is shared between players, see the level scaling section above. Only party members actually in the instance count toward getting XP. If one member is in town he gets no XP. Experience is only shared with other players who are near you (roughly two screens). Monsters are still made harder by players elsewhere on the level. Being in a dungeon with a party member grants you a 30% experience bonus. Monsters give +50% base XP for every party member after the first.</p>
<h3>Flasks in groups</h3>
<p>Only the character landing the killing blow on an enemy will gain flask charges. The same is true for all +life and +mana gained &#8220;when you deal a killing blow&#8221; modifiers. Flasks have a +75% charge recovery bonus for each party member after the first.</p>
<h2><a name="instances"></a>Instances<a href="http://www.leveling-guides.com/wp-content/uploads/2013/02/Path-of-Exile-Waypoint.png"><img decoding="async" loading="lazy" class="alignright size-medium wp-image-38" title="Path of Exile Instances" src="http://www.leveling-guides.com/wp-content/uploads/2013/02/Path-of-Exile-Waypoint-300x210.png" alt="Path of Exile Instances Waypoint" width="300" height="210" /></a></h2>
<p>All areas in Path of Exile are instanced. When you enter an area, a new instance is created. Once you leave the area, the instance will remain in its current state for 15 minutes &#8211; if 15 minutes passes with no players entering the instance, it will be closed. Entering the same area again will create a new instance with a new randomly generated map. Areas without side areas attached (any area with two or less exits) has a shorter timer, and will only last 8 minutes while empty.</p>
<p>Instances you create are private, and cannot be entered by other players unless they join your party. However, once a player has entered an instance, that instance remains associated with the player even if they leave the party. So it is possible to share an instance with non-party members in some circumstances. The exception to this is towns, which are always public, and cut-throat leagues, where all instances are public &#8211; meaning anyone can enter your instances at any time.</p>
<p>Some areas have waypoints. Once activated (by clicking on the waypoint), waypoints allow you to travel instantly to any other waypoint you have activated. Ctrl-clicking on a waypoint destination in the waypoint menu, or an area transition will bring up the instance management screen. This screen lists all available instances of the area you ctrl-clicked on, and the time remaining until they are closed. It also allows you to create new instances, and enter existing ones.</p>
<p>Using the instance management screen you can have more than once instance of the same area open at one time, and choose which available instance you want to enter.</p>
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		<title>Alacrity Stat – What Does It Do?</title>
		<link>https://www.leveling-guides.com/alacrity-stat-what-does-it-do/</link>
		
		<dc:creator><![CDATA[Leveling-Guides.com]]></dc:creator>
		<pubDate>Thu, 22 Dec 2011 15:19:24 +0000</pubDate>
				<category><![CDATA[Star Wars: The Old Republic]]></category>
		<category><![CDATA[attributes]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[star wars the old republic]]></category>
		<category><![CDATA[stats]]></category>
		<category><![CDATA[swtor]]></category>
		<guid isPermaLink="false">http://www.leveling-guides.com/?p=800</guid>

					<description><![CDATA[There’s been a ton of questions lately surrounding the Alacrity attribute in SWTOR: what exactly is alacrity, and what does it do. I’ve posted about SWTOR character stats before, in which I’ve mentioned the following: Alacrity Rating – Decreases activation time for all abilities. This does NOT affect the global cooldown, and only reduces the time on casted abilities. Basically, if you’re familiar with the Haste attribute from WoW, Alacrity is pretty much the same. From the latest testing by players, Alacrity does in fact appear to be reducing the&#8230;]]></description>
										<content:encoded><![CDATA[<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/swtor-alacrity.jpg"><img decoding="async" loading="lazy" class="size-full wp-image-801 alignright" title="Swtor Alactrity attribute" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/swtor-alacrity.jpg" alt="Swtor Alactrity attribute" width="382" height="162" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/swtor-alacrity.jpg 382w, https://www.leveling-guides.com/wp-content/uploads/2015/04/swtor-alacrity-100x42.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2015/04/swtor-alacrity-300x127.jpg 300w" sizes="(max-width: 382px) 100vw, 382px" /></a>There’s been a ton of questions lately surrounding the Alacrity attribute in SWTOR: what exactly is alacrity, and what does it do. I’ve posted about <a href="https://www.leveling-guides.com/swtor-stats-attributes/">SWTOR character stats</a> before, in which I’ve mentioned the following:</p>
<blockquote>
<p><strong>Alacrity Rating</strong> – Decreases activation time for all abilities. This does NOT affect the global cooldown, and only reduces the time on casted abilities.</p>
</blockquote>
<p>Basically, if you’re familiar with the Haste attribute from WoW, Alacrity is pretty much the same. From the latest testing by players, Alacrity does in fact appear to be reducing the global cooldown (GCD) as well, but it’s still unconfirmed.</p>
<p>To get a 1% reduction in ability cast time, you’ll need 25 alacrity rating. Note that alacrity rating is different that alacrity percentage!</p>
<p>So for example, +150 Alacrity Rating would give you 10% Alacrity, at least 50% more than a +75 relic could possibly give. Global Cooldown (if affected at all) would be reduced to 1.36 seconds from 1.5 seconds. If you get 20 alacrity at level 50 it would give you roughly 13% quicker ability cast time.</p>
<p>Some players say alacrity affects all global cooldowns, some say it only reduces GCD on spells that aren’t instant cast, and some players claim it doesn’t affect GCD at all. Hopefully someone will do the proper testing soon and we’ll find out how good alacrity really is.</p>
<p>If you have your own data to contribute with be sure to post is in the comments below, and don&#8217;t forget to check out <a href="https://www.leveling-guides.com/star-wars-the-old-republic-swtor-leveling-guide/">our leveling guide</a> for more information!</p>
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		<item>
		<title>SWTOR Jedi Consular Beginners Guide</title>
		<link>https://www.leveling-guides.com/swtor-jedi-consular-beginners-guide/</link>
		
		<dc:creator><![CDATA[Leveling-Guides.com]]></dc:creator>
		<pubDate>Wed, 14 Dec 2011 19:43:49 +0000</pubDate>
				<category><![CDATA[Classes]]></category>
		<category><![CDATA[Jedi Consular]]></category>
		<category><![CDATA[Star Wars: The Old Republic]]></category>
		<category><![CDATA[abiltiies]]></category>
		<category><![CDATA[attributes]]></category>
		<category><![CDATA[beginners guide]]></category>
		<category><![CDATA[companions]]></category>
		<category><![CDATA[guides]]></category>
		<category><![CDATA[jedi consular leveling guide]]></category>
		<category><![CDATA[leveling guide]]></category>
		<category><![CDATA[lightsabers]]></category>
		<category><![CDATA[maps]]></category>
		<category><![CDATA[missions]]></category>
		<category><![CDATA[quests]]></category>
		<category><![CDATA[skills]]></category>
		<category><![CDATA[stats]]></category>
		<category><![CDATA[strategy guide]]></category>
		<category><![CDATA[swtor]]></category>
		<category><![CDATA[traveling]]></category>
		<guid isPermaLink="false">http://www.leveling-guides.com/?p=887</guid>

					<description><![CDATA[You’ve chosen an exalted path—the Jedi Consular class. This is a great class to play in The Old Republic if you love Force powers, or if you are having a tough time deciding what role you want to play on a team—melee (or ‘tanking’), damage-dealing at range, or even some healing. This class can do all three, and you’ll get a chance to try the different skills out on Tython, your origin planet. Once you’ve loaded the game and chosen your server, the first thing you’ll see is your character&#8230;]]></description>
										<content:encoded><![CDATA[<p>You’ve chosen an exalted path—the Jedi Consular class. This is a great class to play in The Old Republic if you love Force powers, or if you are having a tough time deciding what role you want to play on a team—melee (or ‘tanking’), damage-dealing at range, or even some healing. This class can do all three, and you’ll get a chance to try the different skills out on Tython, your origin planet.</p>
<p>Once you’ve loaded the game and chosen your server, the first thing you’ll see is your character selection screen. If you’ve created a Consular already, great! If not, click ‘Create Character’ and have fun customizing. Race and gender give no advantages or disadvantages in game, so pick whatever looks good to you. When you’re satisfied that you have the hottest looking Consular in the galaxy, you’ll be taken to the opening crawl of your story. Enjoy reading it—this is YOUR Star Wars saga!</p>
<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Beginners-Guide.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-888" title="Jedi Consular Beginners Guide" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Beginners-Guide.jpg" alt="Jedi Consular Beginners Guide" width="500" height="199" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Beginners-Guide.jpg 500w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Beginners-Guide-100x39.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Beginners-Guide-300x119.jpg 300w" sizes="(max-width: 500px) 100vw, 500px" /></a></p>
<p>A shuttle will fly you down to the surface of Tython, which is the origin planet for both Jedi classes. You’ll meet Master Yuon Par, who has taken you as her Padawan. You’ll also get instruction on how to move in game, find your quest log, locate taxis, and equip items. This is a good spot to click the ‘Options’ button on your top bar, and check out your preferences. If your game is running slowly, the graphics are usually the culprit. Turn shadows, anisotropy, and grass down or off. Lowering ‘ground clutter’ can help, too. Under ‘social’, check ‘allow access to same class stories’ if you plan on grouping a lot. This will let you join other JCs in their class stories. Note—only one of you will get credit if you’re grouped with someone who has the same class quest. There is a choice to auto-loot the area on right click—this is very handy. Add more hotbars, especially the bottom two. You’ll need them as you gain skills. I enabled all four bars and put the skills I used infrequently on the right bar. I set my left bar for crew member skills. There’s a tab at the bottom of the preference window for keybinds. Adjust them as you desire—there are a lot of options you can hotkey or rebind to keys you prefer. Click ‘apply’ to save all your options, and then ‘OK’ to close the window.</p>
<p>You’ll also notice tips on the right side of your screen from time to time–click those to open the tip windows and learn more. These are incredibly helpful, and you want to ignore these about as much as you want to be eaten by a Rancor.</p>
<h2>People to See, Places to Go</h2>
<p>Once you arrive at the Gnarls taxi stop, make sure to pick up the bind point. Get in the habit of unlocking all your bind points, which are usually located by the taxis and in cantinas. This gives you many more quick <a href="http://www.swtorlevelingguide.com/2011/09/how-traveling-in-swtor-works.html">travel options</a>. You’ll thank yourself later when you want to hop back somewhere to turn in quests.</p>
<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Bind-Point.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-889" title="Bind Point" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Bind-Point.jpg" alt="Bind Point" width="500" height="438" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Bind-Point.jpg 500w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Bind-Point-100x87.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Bind-Point-300x262.jpg 300w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Bind-Point-456x400.jpg 456w" sizes="(max-width: 500px) 100vw, 500px" /></a></p>
<p>You’ll find your first skill trainer and some merchants in this area as well. Visit the trainer as soon as possible after leveling up to get your new skills. You need all your Jedi powers to defeat those enemies!</p>
<p><img decoding="async" loading="lazy" title="Jedi Consular Trainer" src="http://jediconsularguide.com/wp-content/uploads/Jedi-Consular-Trainer.jpg" alt="" width="500" height="357" /></p>
<p><strong>Skills for Survival</strong><br /> The default hotkey for your skills is ‘p’. Most skills will be automatically added to your hotbars if you have an open space for them. Some are not, however. Also, passive skills do not need to be on your hotbars. They’re always active. The skills are unlocked on your bar by default, so you can move them around freely to suit your particular play style. Click the little padlock icon on the left side of the center skillbar to lock or unlock it.</p>
<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Abilities-Screen.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-890" title="Jedi Consular Abilities Screen" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Abilities-Screen.jpg" alt="Jedi Consular Abilities Screen" width="384" height="500" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Abilities-Screen.jpg 384w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Abilities-Screen-76x100.jpg 76w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Abilities-Screen-230x300.jpg 230w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Abilities-Screen-307x400.jpg 307w" sizes="(max-width: 384px) 100vw, 384px" /></a></p>
<p>I usually keep Force Wave in slot one, Project in two, Telekinesis in three, and my melee skills in four and five. Seeing items ripped out of the ground and thrown at your enemy is Very Cool, so I lean more towards using the Force skills. I have those hotkeyed on my number pad. If you prefer more of a melee style, move the lightsaber skills to slots two and three instead. The issue of mousing versus hotkeying the skills has caused many a debate and even a few nasty little flamewars. Do what works best for you and ignore the fruitcakes out there who tell you that you’re wrong for doing it that way.</p>
<h2>Quests and Maps</h2>
<p>Right near the Gnarls taxi, you’ll notice Master Relnex, who will have your first real quest for you. Quest givers have cut out gold triangles above their heads when they have quests to offer. The triangles will be filled in when you have a completed quest to turn into them. Why BioWare chose triangles, I don’t know. In any case, go find those students before the Flesh Raiders capture them!</p>
<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Quest-Giver.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-891" title="Quest Giver" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Quest-Giver.jpg" alt="Quest Giver" width="500" height="423" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Quest-Giver.jpg 500w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Quest-Giver-100x84.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Quest-Giver-300x253.jpg 300w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Quest-Giver-472x400.jpg 472w" sizes="(max-width: 500px) 100vw, 500px" /></a></p>
<p>Check your map periodically (default hotkey is ‘m’). This is a great way to find more quests and new areas to explore. Accept all the quests you can possibly find, including the bonus objectives that come from taking down your foes. All of those will give you experience points (XP) towards the next level and practice using the different combat and healing skills.</p>
<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Map-with-Quest-Locations.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-892" title="Map with Quest Locations" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Map-with-Quest-Locations.jpg" alt="Map with Quest Locations" width="500" height="313" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Map-with-Quest-Locations.jpg 500w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Map-with-Quest-Locations-100x62.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Map-with-Quest-Locations-300x187.jpg 300w" sizes="(max-width: 500px) 100vw, 500px" /></a></p>
<p>Tempting as it is to move your class storyline along, don’t rush through the Gnarls area. You receive XP for discovering Lore objects, unlocking new areas, and meeting new species. You’ll have your first dialogue option that offers Light Side (LS) or Dark Side (LS) points. You can role-play it the way you want, though there is currently a definite advantage to choosing one side or the other. Some gear is restricted to either LS or DS, and you have to earn a certain level of points to unlock those ranks. Your Jedi can turn to the DS, though it will be a challenging path to play. Dark Side Jedi do not turn into Sith and switch factions to the Empire, just as Light Side Sith do not switch factions to the Republic.</p>
<p>When you receive quest rewards, take the time to mouse over them to find out which attributes they boost. The main <a href="http://www.starwarsmmolevelingguide.com/character-stats/">attribute</a> for the JC is Willpower, with Endurance coming in a close second. Willpower raises the amount of Force power, while Endurance raises your hit points. Since you can only wear light armor, raising both is essential. Presence is useful for raising your companions’ hit points, but don’t worry about that one too much. At lower levels, you can also put points into Strength if you want to raise the amount of damage you do with your lightsaber. Gear with this stat may arguably useful for Jedi Shadows, but not for Sages, who need the extra Force points more than melee damage. At higher levels, Willpower is always going to be the better option, however. Don’t bother with Aim or Cunning.</p>
<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Stats.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-893" title="Jedi Consular Stats" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Stats.jpg" alt="Jedi Consular Stats" width="468" height="500" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Stats.jpg 468w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Stats-93x100.jpg 93w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Stats-280x300.jpg 280w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Jedi-Consular-Stats-374x400.jpg 374w" sizes="(max-width: 468px) 100vw, 468px" /></a></p>
<p>After finishing up in the Gnarls area, you’ll be directed to the Jedi Temple. Take the time to explore the area in and around the temple thoroughly. You’ll find class trainers, several quests, a cantina, lore objects, and a variety of vendors, including one for your Tython commendations. Don’t bother buying armor at this stage—you’ll receive a number of armor pieces as quest rewards. The understudy’s foil is useful for killing the bad guys faster than your practice saber, but it’s not essential. Save up the commendations for the Consular robe that you can buy at the Specialty Vendor. That served me well through most of Coruscant, which is the planet you go to when you finish your work on Tython. Pick up a few medpacs and stims that boost your Endurance and Willpower. You can find these at Stim Vendors and Republic Medical Droids.</p>
<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Stims-and-Medpacks.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-894" title="Stims and Medpacks" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Stims-and-Medpacks.jpg" alt="Stims and Medpacks" width="500" height="290" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Stims-and-Medpacks.jpg 500w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Stims-and-Medpacks-100x58.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Stims-and-Medpacks-300x174.jpg 300w" sizes="(max-width: 500px) 100vw, 500px" /></a></p>
<h2>Health and Welfare</h2>
<p>Make sure to use your Force Valor buff as often as it wears off. It lasts an hour. You can buff an entire party or even other players. If you buff other players who aren’t Consulars as you meet or pass them in game, you’ll find that some of them will stop to return the favor. Every bit helps!</p>
<p>What happens if your health drops during battle? Well, when your foes are lying at your feet, take a few moments to use your meditation skill. This will heal you and replenish your Force points. Always go into the battle with a full health bar whenever possible. What happens if your health bar drops to zero? You’ll have a screen pop up saying you were defeated. You will be presented with two options–revive where you’re at, or get revived at the nearest medcenter. If you’ve finished all your objectives and were ready to turn in your completed quests, or are in the middle of a huge mob that you have no hope of defeating, then being transported to the nearest medcenter might be more convenient. Otherwise, revive where you’re at. You’ll have 8 seconds of stealth to get to a safe spot to heal yourself and re-apply any buffs and stims. Then go finish off the bugger who defeated you and pick up those drops he so kindly left behind. Your armor takes damage during battle, but it takes a lot more damage if you are defeated. Make sure to repair your items at a vendor when you sell all those terrific drops you’ve picked up during your adventures.</p>
<h2>Explore, Explore, Explore</h2>
<p>Once you’re done with the Jedi Temple orientation, you will be directed to Kalikori Village to help the Pilgrims there and to solve some of the mysteries for your class quest chain. Following that, you’ll end up at the Forward Speeder Camp to foray into the ruins of Kaleth. Explore all the areas–you never know when you’ll find lore objects, new quests, security chests and crates, and the fabled <a href="http://www.swtor-leveling-guide.net/swtor-datacrons-matrix-crystals-relics-guide/#datacron-locations">datacrons</a>. There are some gorgeous areas on Tython where you have a chance to stop and just simply enjoy.</p>
<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Datacrons.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-895" title="Datacrons" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Datacrons.jpg" alt="Datacrons" width="500" height="351" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Datacrons.jpg 500w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Datacrons-100x70.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Datacrons-300x210.jpg 300w" sizes="(max-width: 500px) 100vw, 500px" /></a></p>
<p>Sometimes, you’ll receive a mission item when you accept a quest. That item will end up in your inventory (default hotkey ‘i’). Click the ‘mission’ tab. You can drag the item to your hotbar so that you don’t have to open your inventory every time you need to use it.</p>
<h2>Enemies of the Republic are Everywhere</h2>
<p>The enemies get tougher as you advance through the different zones, and you’ll see more challenging foes and even a few bosses. Generally, if the enemy has a name, it means BioWare cared enough about him to shower him with love, attention, and lots of hitpoints. You’ll have a better chance of surviving a boss encounter if you’re in a group or if you’re the same or higher level compared to the boss. Left-clicking on the boss will give you some of his stats so that you know what you’re up against.</p>
<p>Bosses often have better quality loot drops than the average enemy. Usually the drops will shine with a white light, but if you see green, blue, or especially purple, there’s something special there for you!</p>
<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Purple-Loot-Drop.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-896" title="Purple Loot Drop" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Purple-Loot-Drop.jpg" alt="Purple Loot Drop" width="500" height="405" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Purple-Loot-Drop.jpg 500w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Purple-Loot-Drop-100x81.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Purple-Loot-Drop-300x243.jpg 300w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Purple-Loot-Drop-493x400.jpg 493w" sizes="(max-width: 500px) 100vw, 500px" /></a></p>
<p>A gold shaft of light indicates a drop needed for a mission has fallen. Make sure to grab those up.</p>
<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Gold-Mission-Drop.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-897" title="Gold Mission Drop" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Gold-Mission-Drop.jpg" alt="Gold Mission Drop" width="500" height="390" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Gold-Mission-Drop.jpg 500w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Gold-Mission-Drop-100x78.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Gold-Mission-Drop-300x234.jpg 300w" sizes="(max-width: 500px) 100vw, 500px" /></a></p>
<h2>Dialogue Options Can Be a Lot of Fun</h2>
<p>BioWare has done a terrific job of making the quests varied and fun. I had to laugh at the baby flesh raider quest and the subsequent dialogue choices when turning in the completed quest for the reward.</p>
<h2>Heroic Quests</h2>
<p>At the Forward Speeder Camp, you’ll also receive your first <a href="https://www.leveling-guides.com/swtor/swtor-free-beginners-leveling-guide/#heroic-quests">Heroic quest</a>. Pay attention to the number of people it says you should have in your party before attempting it, usually 2+ or 4. You’ll need at least that many players, and companions don’t count. These aren’t called ‘heroic’ quests for nothing! These quests are also excellent spots for grouping up and earning social points. Don’t miss out on that.</p>
<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Heroic-Quest.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-898" title="Heroic Quest" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Heroic-Quest.jpg" alt="Heroic Quest" width="500" height="301" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Heroic-Quest.jpg 500w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Heroic-Quest-100x60.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Heroic-Quest-300x180.jpg 300w" sizes="(max-width: 500px) 100vw, 500px" /></a></p>
<h2>Companions Join You on Your Adventures</h2>
<p>Your first companion, Qyzen Fess, will join you on Tython. You’ll receive more companions over the course of the game. Once you have him in your party, your dialogue choices affect you in more complex ways. These choices many times give you not only LS/DS choices, but now also give affection points. If your companion likes the choice you’ve made, you’ll get rewarded with affection points. If he doesn’t like your choice, affection points will be subtracted. The codex entries in your log (default hotkey ‘l’) on your companions will tell you what they like and dislike, so make sure to read those if you’re planning on maximizing affection with them. Sometimes, your companions won’t like your LS or DS choices. This adds a new dimension to your conversation options.</p>
<p>Don’t forget to equip your companion with items, too, though the equipment he has when you first receive him should be sufficient on Tython. He can wear heavy armor, so give him the best you can find or buy. Despite the fact that his main attributes are Aim and Cunning (both ranged attributes), he comes only with a weapon proficiency in techstaff, which is a melee weapon. You can access your companion’s equipment in the character pane (default hotkey is ‘c’). You’ll see the companion tab right next to yours. You don’t have to worry about assigning attribute points or abilities to your companion. He automatically levels up when you do.</p>
<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Qyzen-Fess-Companion.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-899" title="Qyzen Fess Companion" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Qyzen-Fess-Companion.jpg" alt="Qyzen Fess Companion" width="500" height="303" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Qyzen-Fess-Companion.jpg 500w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Qyzen-Fess-Companion-100x60.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Qyzen-Fess-Companion-300x181.jpg 300w" sizes="(max-width: 500px) 100vw, 500px" /></a></p>
<h2>First Lightsaber!</h2>
<p>Finally, the time will come for you to craft your own lightsaber. This class quest is the toughest on the planet except for maybe the heroic quest. Make sure you’ve reached at least level 8, and preferably higher. Remember to equip the lightsaber as soon as you craft it. You’ll need it! Once you’ve completed this quest, you’ll return to the Jedi Temple and learn some important news that will send you on even greater adventures across the galaxy.</p>
<div id="attachment_35134"><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Lightsaber.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-900" title="Lightsaber" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Lightsaber.jpg" alt="Lightsaber" width="361" height="500" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Lightsaber.jpg 361w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Lightsaber-72x100.jpg 72w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Lightsaber-216x300.jpg 216w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Lightsaber-288x400.jpg 288w" sizes="(max-width: 361px) 100vw, 361px" /></a></div>
<p>By this time, you should be well past the ‘newbie’ stage and ready to tackle the advanced stuff. May the Force be with you!</p>
<h4>Need more detailed Jedi Consular tricks and tactics? Check out this strategy guide <a href="https://www.leveling-guides.com/downloads/swtor/jedi-consular" target="_blank">here</a> and learn the mistakes every new player makes!</h4>
<p><em>Guide source: Torwars.</em></p>
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		<title>SWTOR Stats &#038; Attributes</title>
		<link>https://www.leveling-guides.com/swtor-stats-attributes/</link>
		
		<dc:creator><![CDATA[Leveling-Guides.com]]></dc:creator>
		<pubDate>Mon, 12 Dec 2011 15:14:59 +0000</pubDate>
				<category><![CDATA[Star Wars: The Old Republic]]></category>
		<category><![CDATA[attributes]]></category>
		<category><![CDATA[star wars]]></category>
		<category><![CDATA[stats]]></category>
		<category><![CDATA[swtor]]></category>
		<guid isPermaLink="false">http://www.leveling-guides.com/?p=796</guid>

					<description><![CDATA[Star Wars: The Old Republic will begin early access next week (woo!), and as people begin to roll new characters in a new game they’ll be wondering exactly how they should be gearing up. This guide will explain the functions of all of the different stats in TOR (and there are a lot.) As far as what specs want what, that’s a bit murkier, but by reading through today’s post you should be able to get a basic handle on things. I’m not going to get too heavy into what&#8230;]]></description>
										<content:encoded><![CDATA[<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/stats-and-attributes.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-797" title="SWTOR Stats and attributes" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/stats-and-attributes.jpg" alt="SWTOR Stats and attributes" width="550" height="200" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/stats-and-attributes.jpg 550w, https://www.leveling-guides.com/wp-content/uploads/2015/04/stats-and-attributes-100x36.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2015/04/stats-and-attributes-300x109.jpg 300w, https://www.leveling-guides.com/wp-content/uploads/2015/04/stats-and-attributes-500x181.jpg 500w" sizes="(max-width: 550px) 100vw, 550px" /></a></p>
<p><a href="http://www.swtor.com/">Star Wars: The Old Republic</a> will begin early access next week (woo!), and as people begin to roll new characters in a new game they’ll be wondering exactly how they should be gearing up. This guide will explain the functions of all of the different stats in TOR (and there are a lot.) As far as what specs want what, that’s a bit murkier, but by reading through today’s post you should be able to get a basic handle on things. I’m not going to get too heavy into what the stats are, take this as a quick reference sheet.</p>
<ol>
<li><a href="https://www.leveling-guides.com/swtor-stats-attributes/#primary-stats">Primary Stats</a></li>
<li><a href="https://www.leveling-guides.com/swtor-stats-attributes/#power-stats">Power Stats</a></li>
<li><a href="https://www.leveling-guides.com/swtor-stats-attributes/#secondary-stats">Secondary Stats</a></li>
<li><a href="https://www.leveling-guides.com/swtor-stats-attributes/#gear-defining-stats">Gear-Defining Stats</a></li>
<li><a href="https://www.leveling-guides.com/swtor-stats-attributes/#pvp-stat">PvP Stat</a></li>
<li><a href="https://www.leveling-guides.com/swtor-stats-attributes/#defensive-stats">Defensive Stats</a></li>
</ol>
<h2><a name="primary-stats"></a>Primary Stats</h2>
<p>There are six primary stats that you’ll find on gear and weaponry which affect your characters the most. These stats provide multiple bonuses instead of a single increase, and (depending on spec) may have up to 5 different effects for a single point. To sum it up, each stat has multiple effects, and certain <abbr title="Advanced Classes">ACs</abbr> and classes get additional bonus effects.</p>
<ul>
<li><strong>Strength</strong> &#8211; Increases Melee Damage + Melee Crit<em></em></li>
<ul>
<li><em>Jedi Knight/Sith Warrior Bonus – Force Damage + Force Crit</em></li>
</ul>
<li><em></em><strong>Willpower </strong>– Increases Force Damage + Force Crit<em></em></li>
<ul>
<li><em>Jedi Shadow/Sith Assassin Bonus – Melee Damage + Melee Crit</em></li>
<li><em>Jedi Sage/Sith Sorcerer <em>Bonus </em> – Healing Power</em></li>
</ul>
<li><strong>Aim &#8211;</strong> Increases Ranged Damage + Ranged Crit<em></em></li>
<ul>
<li><em>Vanguard/Powertech <em>Bonus </em>&#8211; Tech Damage + Tech Crit</em></li>
<li><em>Commando/Mercenary <em>Bonus </em>&#8211; </em> <em>Tech Damage + Tech Crit + Healing Power</em></li>
</ul>
<li><strong>Cunning</strong> &#8211; Increases Tech Damage + Tech Crit<em></em></li>
<ul>
<li><em>Gunslinger/Sniper Bonus – Ranged Damage + Ranged Crit</em></li>
<li><em>Scoundrel/Operative Bonus – Ranged Damage + Ranged Crit + Healing Power</em></li>
</ul>
<li><em></em><strong>Endurance &#8211; </strong> Increases health</li>
<li><strong>Presence – </strong>Increases companion damage, companion health, and companion healing</li>
</ul>
<h2><a name="power-stats"></a>Power Stats</h2>
<p>When you see those primary stats above increasing damage or healing, they’re not actually directly affecting your abilities. Rather, these stats bump up your character’s power stats, of which there are three. In addition to being modified by primary stats, tech/force/power can be found on gear such as <a href="http://www.swtorlevelingguide.com/2011/08/swtor-weapons-list.html">weapons</a> and foci/shields.</p>
<ul>
<li><strong>Power</strong> &#8211; Generic stat that increases the damage (and healing!) of all of your abilities, regardless of type.</li>
<li><strong>Tech Power</strong> – Increases only damage abilities considered “tech,” such as grenades or flamethrowers.</li>
<li><strong>Force Power </strong>– Increases only damage abilities considered “force,” such as Telekinetic Throw or Shock.</li>
<li><strong>Healing Power (Tech and Force) </strong>– This is actually split up into Healing Power: Tech and Healing Power: Force, but for all intents and purposes they’re the same. Increases the amount healed by all of your healing abilities.</li>
</ul>
<h2><a name="secondary-stats"></a>Secondary Stats</h2>
<p>A staple of any MMO’s gearing process is having big powerful primary stats followed by the less powerful but more varied secondary stats, and Star Wars: The Old Republic is no exception.</p>
<ul>
<li><strong>Accuracy Rating</strong> – Increases your chance to hit with all attacks. Keep in mind there are separate caps for different types of attacks. If you go over 100% hit, the additional percentage is converted into defense penetration!</li>
<li><strong>Critical Rating</strong> – Increases your chance to score a critical hit with all heals and attacks.</li>
<li><strong>Surge Rating</strong> – Increases critical bonus damage with all heals and attacks. The default bonus is 50% extra damage/heals on a crit, which this rating improves.</li>
<li><strong>Alacrity Rating</strong> – Decreases activation time for all abilities. This does NOT affect the global cooldown, and only reduces the time on casted abilities.</li>
</ul>
<h2><a name="gear-defining-stats"></a>Gear-Defining Stats</h2>
<p>Due to the extreme amount of gear customization in TOR, developers want you to be able to take any orange item (orange = fully moddable) and use it all the way to <a href="https://www.leveling-guides.com/swtor/swtor-free-beginners-leveling-guide/">max level</a> if you prefer. In order to achieve this, weapons and armor both have a dynamic stat on them which changes based on the level of the mods you have placed inside the item.</p>
<ul>
<li><strong>Rating</strong> – Increases the damage done on a weapon. You’ll see this listed at the very top of a lightsaber or blaster’s tooltip. The stat itself does absolutely nothing except increase the damage done — think of it as the ‘item level’ stat you’re used to seeing in games like World of Warcraft.</li>
<li><strong>Armor</strong> – Armor, which you should be more familiar with, increases Energy and Kinetic resistances (more on that later), is the dynamic stat increased on pieces of equipped gear.</li>
</ul>
<p>So, for an example, if you take an orange lightsaber with all level 1 mods in it, compared to the same lightsaber with all level 10 mods in it, the Rating stat will be much higher, and thus so will it’s damage. Same goes for Armor on those pieces with Armor on them.</p>
<h2><a name="pvp-stat"></a>PvP Stat</h2>
<p>Conveniently enough, BioWare has condensed all the necessary PvP stats into one gigantic unit.</p>
<ul>
<li><strong>Expertise – </strong>Increases damage/healing done and decreases damage taken in PvP situations.</li>
</ul>
<p>I’m not entirely sure what’s defined as a PvP situation, but I would imagine it’s damage done/taken to/from other characters, or healing someone who has recently taken damage from another player. Expertise is a jack-of-all-trades stat, it helps everything a little bit.</p>
<h2><a name="defensive-stats"></a>Defensive Stats</h2>
<p>Just in case some of you care about survivability…</p>
<ul>
<li><strong>Resistance – </strong>There are 4 types of resistance in the game. Energy and Kinetic Resistance are affected by Armor as well as specific resistance stats, whereas Internal and Elemental resistance are only affected by their stats.</li>
<li><strong>Defense Rating – </strong>Increases chance to parry melee attacks and deflect ranged attacks.</li>
<li><strong>Shield Chance – </strong>For those who equip a shield in their offhand slot, increases the chance for an attack to be partially absorbed by your shield.</li>
<li><strong>Absorption Rating – </strong>Increases the amount of damage reduced when an attack is shielded.</li>
</ul>
<p>Phew – I think that just about covers everything. Most of these stats should be pretty familiar, specifically things like armor and crit, but it’s good to take a look over everything to help out your gearing needs. Keep an eye out soon for my mega-gigantor-uber post detailing the playstyles and general rotations of each of the DPS specs available to us at launch. Until next time, stay frosty!</p>
<blockquote>
<p><strong>See also</strong>: <a href="https://www.leveling-guides.com/downloads/swtor/stats-and-strategy" target="_blank">SWTOR attributes and other strategies</a></p>
</blockquote>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Sith Warrior Beginners Guide</title>
		<link>https://www.leveling-guides.com/sith-warrior-beginners-guide/</link>
		
		<dc:creator><![CDATA[Leveling-Guides.com]]></dc:creator>
		<pubDate>Mon, 28 Nov 2011 21:18:15 +0000</pubDate>
				<category><![CDATA[Classes]]></category>
		<category><![CDATA[Sith Warrior]]></category>
		<category><![CDATA[Star Wars: The Old Republic]]></category>
		<category><![CDATA[advanced classes]]></category>
		<category><![CDATA[armor]]></category>
		<category><![CDATA[attributes]]></category>
		<category><![CDATA[Korriban]]></category>
		<category><![CDATA[leveling]]></category>
		<category><![CDATA[mechanics]]></category>
		<category><![CDATA[newbies guide]]></category>
		<category><![CDATA[rage]]></category>
		<category><![CDATA[skill rotation]]></category>
		<category><![CDATA[species]]></category>
		<category><![CDATA[swtor]]></category>
		<guid isPermaLink="false">http://www.leveling-guides.com/?p=980</guid>

					<description><![CDATA[Torwars just published an excellent newbie guide for the Sith Warrior class. It includes many beginner questions and answers and for those of you still undecided on your class choice, hopefully this will help! Why pick a Sith Warrior? Sith Warrior as a character Species Appearance Primary stats Armors Let’s talk Rage Skill rotation Starting world: Korriban Leveling guide Summary Why Pick a Sith Warrior? The Sith Warrior has a number of cool things going for it. Among them: Force Charge enables the Sith Warrior to leap across a rather&#8230;]]></description>
										<content:encoded><![CDATA[<p><em><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Sith-Warrior1.jpg"><img decoding="async" loading="lazy" class="alignright size-medium wp-image-981" title="Sith Warrior Beginners Guide" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Sith-Warrior1-262x300.jpg" alt="Sith Warrior Beginners Guide" width="262" height="300" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Sith-Warrior1-262x300.jpg 262w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Sith-Warrior1-87x100.jpg 87w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Sith-Warrior1-350x400.jpg 350w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Sith-Warrior1.jpg 1050w" sizes="(max-width: 262px) 100vw, 262px" /></a>Torwars</em> just published an excellent newbie guide for the Sith Warrior class. It includes many beginner questions and answers and for those of you still undecided on your class choice, hopefully this will help!</p>
<ol>
<li><a href="https://www.leveling-guides.com/sith-warrior-beginners-guide/#why-pick">Why pick a Sith Warrior?</a></li>
<li><a href="https://www.leveling-guides.com/sith-warrior-beginners-guide/#sith-warrior-as-character">Sith Warrior as a character</a></li>
<li><a href="https://www.leveling-guides.com/sith-warrior-beginners-guide/#species">Species</a></li>
<li><a href="https://www.leveling-guides.com/sith-warrior-beginners-guide/#appearance">Appearance</a></li>
<li><a href="https://www.leveling-guides.com/sith-warrior-beginners-guide/#primary-stats">Primary stats</a></li>
<li><a href="https://www.leveling-guides.com/sith-warrior-beginners-guide/#armor">Armors</a></li>
<li><a href="https://www.leveling-guides.com/sith-warrior-beginners-guide/#rage">Let’s talk Rage</a></li>
<li><a href="https://www.leveling-guides.com/sith-warrior-beginners-guide/#skill-rotation">Skill rotation</a></li>
<li><a href="https://www.leveling-guides.com/sith-warrior-beginners-guide/#starting-world">Starting world: Korriban</a></li>
<li><a href="https://www.leveling-guides.com/sith-warrior-beginners-guide/#leveling-guide">Leveling guide</a></li>
<li><a href="https://www.leveling-guides.com/sith-warrior-beginners-guide/#summary">Summary</a></li>
</ol>
<h2><a name="why-pick"></a>Why Pick a Sith Warrior?</h2>
<p>The Sith Warrior has a number of cool things going for it. Among them:</p>
<ol>
<li>Force Charge enables the Sith Warrior to leap across a rather vast distance and attack his foes. It is also, quite possibly, the coolest and most utilitarian ability in the game.</li>
<li>No matter which advanced class you choose, you’re pretty durable.</li>
<li>At level 10, you get one of the best companions in the game – Vette. She’s cute, she’s snarky, and aside from dishing out some <em>serious</em> DPS, she’s the kind of girl you’ll want to take home to mom.</li>
</ol>
<h2><a name="sith-warrior-as-character"></a>The Sith Warrior as a Character:</h2>
<p>As a general rule of thumb, Sith Warriors are very melee oriented with very few ranged abilities. However, they’re generally very durable, very good at straight up melee combat, and quite anxious to kick the butts of all those goody two-shoes Jedi. When a Warrior gets to level 10, he quickly learns that there are two sides to this coin: the heavily armored Juggernaut, and the damage dealing Marauder. Choose wisely.</p>
<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Advanced-Classes.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-982" title="Advanced Classes selection window" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Advanced-Classes.jpg" alt="Advanced Classes selection window" width="500" height="281" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Advanced-Classes.jpg 500w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Advanced-Classes-100x56.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Advanced-Classes-300x168.jpg 300w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Advanced-Classes-195x110.jpg 195w" sizes="(max-width: 500px) 100vw, 500px" /></a></p>
<p>The Juggernaut Advanced Class gets heavy armor, and wields a single lightsaber. Any build that goes deep into the Immortal skill tree can be a <strong>very</strong> effective heavy duty tank. They have numerous damage mitigating abilities but, generally speaking, their DPS isn’t great.</p>
<p>There are, however, DPS variants of the Jug (those that ignore the Immortal tree, and instead go heavily into the Vengeance and Rage skill trees) that sacrifice some defense in exchange for offense.</p>
<p>In contrast to the heavily armored Jug, there is the Marauder Advanced Class. The Marauder dual-wields lightsabers, and trades off heavy armor (he can only wear medium) for some impressive mobility, stealth, and melee DPS. The Marauder has got a number of tricks up his sleeve, enabling him to get his groove on with with some over the top hand to hand combat.</p>
<p>Be sure to take a look at <a href="https://www.leveling-guides.com/sith-warrior-specializations-guide/">this guide</a> which should further elucidate the two Advanced Classes.</p>
<h2><a name="species"></a>Species:</h2>
<p>The bottom line is, it just doesn’t matter what species you choose. There is no statistical difference or advantage and the differences are only cosmetic. Each species <em>does</em> get a unique ability all their own, but these are essentially species-specific emotes, and have no effect on game play whatsoever. So, feel free to make that uber-sexy Zabrak that you’ve always fantasized about, because you’re going to be staring at her butt for a very long time.</p>
<h2><a name="appearance"></a>Appearance:</h2>
<p>Like choosing your species, appearance choices are entirely cosmetic. Choose whatever appearance you want. In this regard, the galaxy is your oyster.</p>
<p>There are two small exceptions to this rule, for all you super leet min-maxers out there. If you are a hardcore PVP player, you may want to choose the teeny-weeny body size because of the so-called “<em>ghetto stealth</em>” factor. It’s simply a little bit harder for an enemy player to click on wee little you during PvP combat because you’re so teeny. While most players don’t think this is a big deal, for some, this is the .001% advantage they’ve been looking for.</p>
<p>The flip side is if you’re playing a tanking Jug, picking one of the two bigger body sizes can be a good idea. In some fights, where everyone is getting knocked around and confusion reigns, it may be a bit easier for your healer to find your beefy butt in the midst of the fray. Again, you’ve got to be the judge if this is significant to you.</p>
<h2><a name="primary-stats"></a>Primary Stats:</h2>
<p>Strength and endurance are your <a href="https://www.leveling-guides.com/swtor-stats-attributes/#primary-stats">primary stats</a>. Strength affects virtually all of your abilities as a Warrior. Want more melee damage? Get more strength. Want your Force powers to be more effective? Get more strength. Want your shields to absorb more damage? Get more strength. While it’s not entirely intuitive, the idea is that strength will affect every one of your abilities far more than cunning, aim, or anything else will, ever. In fact, you could pile on all kinds of other stats, and a small amount of strength would still outperform them all combined.</p>
<p>Endurance increases your hit points. Want to be tougher? It’s pretty simple: find and wear the gear with lots of endurance.</p>
<p>From level one through level fifty, you’re simply much better served if you focus on strength and stamina than anything else (unless, of course, you want to end up as Bantha fodder). If you want more offensive power, go for strength. Want to be able to suck up more damage, go for endurance.</p>
<h2><a name="armor"></a>Armor:</h2>
<p>Whether you’re a Maurauder or Juggernaut, armor is the thing that keeps your butt from being knocked into the next galaxy. Common sense will tell you that if two pieces of gear are statistically equal, go for the piece that gives you the most armor. Very simply, mo’ armor = mo’ better.</p>
<p>For Jugs, Soresu Form increases your armor by sixty – yes I said <em>sixty &#8211;</em> percent. Think about this for a second: bracers with 100 armor on them instantly become the equivalent of 160 armor bracers. When you consider every piece of heavy armor that a Jug is wearing, this is suddenly statistically significant. This multiplier is a huge factor, so armor becomes equally important as Strength and Endurance for tanking Jugs.</p>
<h2><a name="rage"></a>Let’s talk Rage:</h2>
<p>The other classes in SWTOR generally start off with a full bar of force or a full clip of ammo, but not us Warriors. We have zero Rage when out of combat. We start out empty and have to fill up our unique little love tank in order to, well, tank (or to DPS, but that wasn’t all cool and catchy right there).</p>
<p>Thus, Warriors have a back and forth kind of <a title="Sith Warrior: Rage Mechanic" href="https://www.leveling-guides.com/sith-warrior-mechanics-guide/">mechanic</a> going on. We use some abilities to generate Rage and other abilities that expend it. This requires a certain amount of attention on the part of a Warrior, and it’s one of the things that makes Warriors both different and interesting compared to other classes.</p>
<h2><a name="skill-rotation"></a>Skill Rotation:</h2>
<p>Whenever possible start combat with Force Charge. Not only do you look bad ass, but it does some pretty good out-the-door damage. It also generates 3 Rage. This should be followed by an Assault (which generates 2 Rage) or two if you’re feeling plucky. One can never have too much Rage. After this, you can begin to alternate Rage building skills (which are generally low damage) with Rage expending skills (which are much higher damage).</p>
<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Skill-Rotation.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-983" title="Skill Rotation" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Skill-Rotation.jpg" alt="Skill Rotation" width="500" height="90" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Skill-Rotation.jpg 500w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Skill-Rotation-100x18.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Skill-Rotation-300x54.jpg 300w" sizes="(max-width: 500px) 100vw, 500px" /></a></p>
<p>At very low levels, your skill rotation should be:</p>
<blockquote>
<p>Force Charge &gt; Assault &gt; Vicious Slash &gt; Assault (then repeat as needed)</p>
</blockquote>
<p>As you progress toward level 10:</p>
<blockquote>
<p>Force Charge &gt; Ravage &gt; Assault(x2) &gt; Smash &gt; Assault &gt; Force Scream &gt; Assault &gt; Vicious Slash (then repeat from the first Assault in the rotation)</p>
</blockquote>
<p>While over-simplified, this rotation gives you the basic idea. Force Charge gets you into combat, builds a bit of Rage, and immobilizes the target. Ravage (on a long 30 second cooldown) will probably take that target out. Taking out a target at the start of a fight, even a weak one, minimizes the damage you receive and gives you an edge.</p>
<p>Next comes a sequence of Assaults (doing a little damage but building more Rage) mixed in with Smashes (AOE damage for fighting groups, with a nice little stun thrown in), Force Screams (single target DPS with a stun), and Vicious Slashes (high single target DPS).</p>
<p>The whole point is that a Warrior needs to 1) take out a weak target early, and 2) keep generating enough Rage to utilize his/her higher DPS and AOE skills every time those skills come off their cooldowns. (Master this, and you’re going to be a god among your fellow MMO gamers.)</p>
<p><strong>Even Simpler:</strong></p>
<p>There are some Warriors that like to keep things as simple as possible. Their “rotation” goes something like this:</p>
<blockquote>
<p>Force Charge &gt;Ravage &gt; Assault (x4) &gt; Smash &gt; Force Scream &gt; Vicious Slash (then repeat from the first Assault)</p>
</blockquote>
<p>The advantage to this simple rotation is just that: it’s simple. In fact, it’s nearly mindless. The disadvantage is that the Warrior isn’t maximizing his stuns and interrupts, or optimizing his cooldowns. However, it’s really hard to screw this up.</p>
<h2><a name="starting-world"></a>Starting World – Korriban:</h2>
<p>At first glance, Korriban looks like a bunch of angry Egyptians strolled over and furiously puked on this desert planet. The place is dry, hot, and sand gets all up in your naughty bits. There’s nothing but temples and tombs (seriously, how many ancient tombs could the Sith really need?) full of ravenous sand worms that want nothing to do but spit on you with their acid-laced drool. Even your Twi’lek companion says that the Sith Academy is the scariest school she’s ever been to. That being said, Korriban really sets the tone: you’re a Sith, and the Sith aren’t a snugly, cozy people. You’ll have a lot of fun killing everything that moves, and the views of the Empire ships cruising in the atmosphere are awe-inspiring.</p>
<p><a href="https://www.leveling-guides.com/wp-content/uploads/2015/04/Korriban.jpg"><img decoding="async" loading="lazy" class="aligncenter size-full wp-image-984" title="Korriban" src="https://www.leveling-guides.com/wp-content/uploads/2015/04/Korriban.jpg" alt="Korriban" width="500" height="281" srcset="https://www.leveling-guides.com/wp-content/uploads/2015/04/Korriban.jpg 500w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Korriban-100x56.jpg 100w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Korriban-300x168.jpg 300w, https://www.leveling-guides.com/wp-content/uploads/2015/04/Korriban-195x110.jpg 195w" sizes="(max-width: 500px) 100vw, 500px" /></a></p>
<p>Your primary quest on Korriban involves becoming accepted as a Sith Lord’s apprentice. Be advised, both your main quest and the side quests are basically a tutorial in how to be truly ruthless and evil….oftentimes making you, the player, feel VERY bad about the choices you are forced to make. Truly, the Dark Side will have it’s way with you on Korriban.</p>
<h2><a name="leveling-guide"></a>Leveling Guide:</h2>
<p>Although this guide is really only designed to help you get a great start as a Sith Warrior, all these principles will help guide you all the way to level fifty.</p>
<ol>
<li>Follow your main story quest. It’s not like you have a choice anyway in how many people you actually put to death, so you might as well enjoy it.</li>
<li>Pick up every possible side quest along the way and complete them. These side quests give you a lot of bang (and experience, equipment, and credits) for the buck….no matter how many sand worms or lost zealots you have to slay with your powers of evil.</li>
<li>As you’re attempting to follow rules one and two, kill every single living thing along the way. On your way back, after you’re quest objective is complete, kill every single thing that has respawned.</li>
</ol>
<p>Follow the above guidelines, and you’ll be at level 10 in no time. Heck, keep playing according to the above principles, and you’ll be at the level cap in no time. This collection of <a href="http://www.swtor-leveling-guide.net/swtor-beginners-leveling-guide/">beginner leveling tips</a> should also come in handy.</p>
<h2><a name="summary"></a>In Summary:</h2>
<p>We hope you’ve enjoyed this guide; it’s intended to get you off to a great start as a Sith Warrior. Instead of having you fumbling around with your class like Helen Keller (was that mean? C’mon, folks, we’re <em>Sith, </em>mean is our middle name) we hope we’ve been able to answer a lot of common questions from your very first day as a Sith Warrior.</p>
<p>Truly, we hope you find these fundamentals helpful. Of course, we’re happy if these get you to level 10, where you pick your advanced class and go out to kick the galaxy’s arse. We’d be even happier, to be frank, if these basic skills continued to help you thrive on your evil, bloodthirsty adventures as a Warrior for another 40 levels after that.</p>
<blockquote>
<h4><a href="https://www.leveling-guides.com/downloads/swtor/sith-warrior" target="_blank">Leveling, advanced classes, quest guides, spell rotations, mechanics and more&#8230; You can find it all in this guide specifically written for Sith Warrior players!</a></h4>
</blockquote>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Rift Attributes Guide</title>
		<link>https://www.leveling-guides.com/rift-attributes-guide/</link>
					<comments>https://www.leveling-guides.com/rift-attributes-guide/#comments</comments>
		
		<dc:creator><![CDATA[fmg]]></dc:creator>
		<pubDate>Tue, 08 Mar 2011 08:03:43 +0000</pubDate>
				<category><![CDATA[Rift]]></category>
		<category><![CDATA[attributes]]></category>
		<category><![CDATA[health]]></category>
		<category><![CDATA[mana]]></category>
		<category><![CDATA[rift]]></category>
		<category><![CDATA[stats]]></category>
		<guid isPermaLink="false">http://www.freemmoguides.com/?p=312</guid>

					<description><![CDATA[This guide below is all about attributes, statistics and numbers that help your character in-game get stronger and more adaptable to certain environments. If you find any information lacking you are more than welcome to jump in by posting a comment below. This guide will also tell you what the main and off-stats are recommended for all four main callings. Hopefully you will find it helpful when choosing your equipment. Contents: How to view your attributes Major attributes Health Mana Energy Charge Attributes explained Cleric stats Mage stats Rogue stats&#8230;]]></description>
										<content:encoded><![CDATA[<p><img decoding="async" loading="lazy" class="alignright size-full wp-image-313" title="Attributes Window" src="https://www.leveling-guides.com/wp-content/uploads/2011/03/attributes-window.png" alt="" width="180" height="192" />This guide below is all about attributes, statistics and numbers that help your character in-game get stronger and more adaptable to certain environments. If you find any information lacking you are more than welcome to jump in by posting a comment below.</p>
<p>This guide will also tell you what the main and off-stats are recommended for all four main callings. Hopefully you will find it helpful when choosing your equipment.</p>
<p><strong>Contents:</strong></p>
<ol>
<li><a href="#how-to-view">How to view your attributes</a></li>
<li><a href="#major-attributes">Major attributes</a>
<ol>
<li><a href="#health">Health</a></li>
<li><a href="#mana">Mana</a></li>
<li><a href="#energy">Energy</a></li>
<li><a href="#charge">Charge</a></li>
</ol>
</li>
<li><a href="#attributes-explained">Attributes explained</a></li>
<li><a href="#cleric-stats">Cleric stats</a></li>
<li><a href="#mage-stats">Mage stats</a></li>
<li><a href="#rogue-stats">Rogue stats</a></li>
<li><a href="#warrior-stats">Warrior stats</a></li>
</ol>
<h2 id="How_to_View_Your_Attributes">How to View Your Attributes<a name="how-to-view"></a></h2>
<p>&nbsp;</p>
<div><img decoding="async" src="https://www.leveling-guides.com//HLIC/6c6b2fd2eec693fe8a70183ed3ad413e.png" alt="Your Options MenuTop-left button: Character View" /><br />
Your Options Menu<br />
<strong>Top-left button:</strong> Character View</div>
<div><img decoding="async" src="https://www.leveling-guides.com//HLIC/3fef8ce8a34ec90a8520104a1f7ef68b.png" alt="Attribute View" /><br />
Attribute View</div>
<ul>
<li>Press the hotkey &#8220;C&#8221; or the Character Button in your group of menu button at the bottom left of your default UI setup.</li>
<li>The Character View will show up, press &#8220;Stats&#8221; in the bottom menu selection under your character&#8217;s name and details.</li>
<li>This view now shows your character&#8217;s current Attributes.</li>
</ul>
<h2 id="Major_Attributes">Major Attributes<a name="major-attributes"></a></h2>
<h3>1. Health<a name="health"></a></h3>
<p>Health (Hitpoints, HP) is the bread of all characters. When it reaches zero, you will die.</p>
<h3 id="Mana_(Rift)">2. Mana<a name="mana"></a></h3>
<p>For Mages and Clerics, this statistic gives you the ability to cast spells.</p>
<h3 id="Energy_(Rift)">3. Energy<a name="energy"></a></h3>
<p>For Rogues and Warriors, this Attribute gives the player the energy to execute a physical attack</p>
<h3 id="Charge_(Rift)">4. Charge<a name="charge"></a></h3>
<p>Built up over casting spells and using abilities, this can be spent on separate spells that do not use mana.</p>
<h2 id="Attributes_Explained">Attributes Explained<a name="attributes-explained"></a></h2>
<p>&nbsp;</p>
<table border="1">
<thead>
<tr>
<th>Attribute</th>
<th>Simple Explanation</th>
<th>Suitable Focus</th>
<th>Complex Explanation</th>
</tr>
</thead>
<tbody>
<tr>
<td>Strength</td>
<td>Increases Attack Power<br />
Increases Block<br />
Increases Parry<br />
Increases Physical Crit</td>
<td>Melee DPS</td>
<td>1pt = 1pt Attack Power<br />
1pt = 1pt Block<br />
1pt = 1.5 Parry<br />
1pt = 0.4pt Physical Crit</td>
</tr>
<tr>
<td>Intelligence</td>
<td>Increases Spell Power<br />
Increases Spell Crit<br />
Increases Maximum Mana</td>
<td>Mages &amp; Mana-Based DPS</td>
<td>1pt = 1pt Spell Power<br />
1pt = 0.5pt Spell Crit<br />
1pt = 10 Max Mana</td>
</tr>
<tr>
<td>Wisdom</td>
<td>Inceases: Spell Crit<br />
Inceases: Mana Regen</td>
<td>Healing-Based</td>
<td>1pt = 0.5pt Spell Crit<br />
1pt = 1.5 Mp10</td>
</tr>
<tr>
<td>Dexterity</td>
<td>Increases: Physical Crit<br />
Increases: Dodge,<br />
Increases: Parry</td>
<td>Rogues &amp; Focus on Avoiding damage</td>
<td>1pt = 0.5pt Physical Crit<br />
1pt = 1pt Dodge<br />
1pt = 0.4pt Parry</td>
</tr>
<tr>
<td>Endurance</td>
<td>Increases: Health</td>
<td>Core Attribute</td>
<td>1pt = +9 Max Health</td>
</tr>
<tr>
<td>Armor</td>
<td>Reduces: Damage</td>
<td>Core Attribute</td>
<td>1pt = 0.017% Reduction in all Damage</td>
</tr>
<tr>
<td>Valor</td>
<td>Reduces PvP Damage</td>
<td>Player Vs Player</td>
<td>1pt = ?</td>
</tr>
<tr>
<td>Toughness</td>
<td>Reduces PvE Critical Strikes</td>
<td>Tank Damage Reduction</td>
<td>1pt = ?</td>
</tr>
<tr>
<td>Life Resist</td>
<td>Reduces Life Damage<br />
Increase chance to resist life spells</td>
<td>Useful with Planar Creatures</td>
<td>1pt = 0.05% Life damage Reduction<br />
1pt = 0.1% Chance to resist</td>
</tr>
<tr>
<td>Death Resist</td>
<td>Reduces Death Damage<br />
Increase chance to resist Death spells</td>
<td>Useful with Planar Creatures</td>
<td>1pt = 0.05% Death damage Reduction<br />
1pt = 0.1% Chance to resist</td>
</tr>
<tr>
<td>Fire Resist</td>
<td>Reduces Fire Damage<br />
Increase chance to resist Fire spells</td>
<td>Useful with Planar Creatures</td>
<td>1pt = 0.05% Fire damage Reduction<br />
1pt = 0.1% Chance to resist</td>
</tr>
<tr>
<td>Water Resist</td>
<td>Reduces Water Damage<br />
Increase chance to Water life spells</td>
<td>Useful with Planar Creatures</td>
<td>1pt = 0.05% Water damage Reduction<br />
1pt = 0.1% Chance to resist</td>
</tr>
<tr>
<td>Earth Resist</td>
<td>Reduces Earth Damage<br />
Increase chance to resist Earth spells</td>
<td>Useful with Planar Creatures</td>
<td>1pt = 0.05% Earth damage Reduction<br />
1pt = 0.1% Chance to resist</td>
</tr>
<tr>
<td>Air Resist</td>
<td>Reduces Air Damage<br />
Increase chance to resist Air spells</td>
<td>Useful with Planar Creatures</td>
<td>1pt = 0.05% Air damage Reduction<br />
1pt = 0.1% Chance to resist</td>
</tr>
<tr>
<td>Attack Power</td>
<td>Increases Physical DPS</td>
<td>Physical DPS souls.</td>
<td>1pt = +0.1 Physical DPS</td>
</tr>
<tr>
<td>Physical Crit</td>
<td>Increase chance to Critical hit.</td>
<td>Physical DPS souls.</td>
<td>1pt = +0.41% Chance of Critical Hit</td>
</tr>
<tr>
<td>Hit</td>
<td>Increase chance to land physical Damage</td>
<td>Physical DPS Souls</td>
<td>1pt = +0.01% to physically hit the target</td>
</tr>
<tr>
<td>Dodge</td>
<td>Increases chance of dodge an attack</td>
<td>Avoidance based playing</td>
<td>1pt = +0.024% chance to dodge an attack</td>
</tr>
<tr>
<td>Parry</td>
<td>Increase chance to parry a physical attack</td>
<td>Avoidance based playing</td>
<td>1pt = +0.28% chance to parry an attack</td>
</tr>
<tr>
<td>Block</td>
<td>Increase chance to block physical attacks<br />
Increase amount of damage absorbed from blocks</td>
<td>Tanking</td>
<td>1pt = ~+0.08%<br />
1pt = ~+0.23%</td>
</tr>
<tr>
<td>Spell Power</td>
<td>Increase Spell based DPS</td>
<td>Mana Based DPS</td>
<td>1pt = +0.2 DPS</td>
</tr>
<tr>
<td>Spell Crit</td>
<td>Increase Spell Based Critical Strikes</td>
<td>Mana Based DPS</td>
<td>1pt = +0.04% chance to Critical Hit</td>
</tr>
<tr>
<td>Focus</td>
<td>Reduce Resistance</td>
<td></td>
<td>1pt = -1% chance for spell to be resisted</td>
</tr>
</tbody>
</table>
<p>Source: <a href="http://rift.zam.com/wiki/Rift_101-_Atrributes_%28Rift%29">ZAM Rift Wiki</a></p>
<h2><img decoding="async" loading="lazy" class="alignright size-medium wp-image-321" title="Cleric" src="https://www.leveling-guides.com/wp-content/uploads/2011/03/200px-Cleric-overview-169x300.png" alt="" width="169" height="300" />Cleric Stats<a name="cleric-stats"></a></h2>
<p>There is a very wide range of rift cleric stats, however it is important you avoid those of which are completely useless to your character. Currently, we have Dexterity, Endurance, Wisdom, Intelligence, and Strength. However, there are several other stats as well such as spell power, attack power, armor, hit rating, etc, which we will get into later in the rift cleric stats guide.</p>
<h3><strong>Rift Cleric Stats #1 – Wisdom</strong></h3>
<p>Wisdom is used for the Cleric’s mana regen, this should be heavily stacked for any healing cleric, and avoided completely for the melee dps and tanks. A little bit is okay for the caster DPS, but you shouldn’t sacrifice other stats which are better.</p>
<h3><strong>Rift Cleric Stats #2 – Intelligence</strong></h3>
<p>Intelligence is good stat for healing and caster dps clerics as it will increase the heals of the healer and the damage of the dps. Also, it provides a increase to maximum mana which is a great help for both roles. On top of all that there is even a crit rate bonus, which again, great for both roles.</p>
<h3><strong>Rift Cleric Stats #3 – Endurance</strong></h3>
<p>This is the absolute best stat for Cleric tanks, they receive a large bonus for each point of endurance (80%) so if you choose to tank as a Cleric you will want to stack this as much as possible. For other roles it isn’t very important, and other stats will be much better to help increase your character’s damage or healing.</p>
<p>We won’t get into Strength or Dexterity, as they won’t be used in many situations as a Cleric. We still have the secondary stats which we need to discuss however, so let’s get to that.</p>
<h3><strong>Rift Cleric Stats #4 – Spell Power</strong></h3>
<p>Very important stat for any role, it will increase healing, caster dps, and this may be a surprise but even melee dps. Clerics are able to convert their spell power into attack power, making spell power the thing to stack even for melee DPS.</p>
<h3><strong>Rift Cleric Stats #5 – Crit Rating</strong></h3>
<p>Pretty simple stat, it will increase the rate at which you score a critical strike. Useful mainly for dps roles, but heals can crit too, so it’s not a bad thing to have some crit as a healing role.</p>
<h3><strong>Rift Cleric Stats #6 – Hit Rating</strong></h3>
<p>Very useful for the cleric endgame, you’ll want to reach the hit cap as soon as you can once you have hit level 50. The hit cap is not known yet, but the information should be available when Rift is released.</p>
<p>There you are, we’ve covered the most important stats for the Rift Cleric and it’s time for you to start equipping your character accordingly.</p>
<h2><img decoding="async" loading="lazy" class="alignright size-medium wp-image-322" title="Mage" src="https://www.leveling-guides.com/wp-content/uploads/2011/03/200px-Mage-overview-169x300.png" alt="" width="169" height="300" />Mage Stats<a name="mage-stats"></a></h2>
<p>There is a very wide range of rift mage stats, however it is important you avoid those of which are completely useless to your character. Currently, we have Dexterity, Endurance, Wisdom, Intelligence, and Strength. However, there are several other stats as well such as spell power, attack power, armor, hit rating, etc, which we will get into later in the rift mage stats guide.</p>
<h3><strong>Rift Mage Stats #1 – Wisdom</strong></h3>
<p>Okay, the first rift mage stat we will discuss is Wisdom, this stat will increase your characters mana regen as well as spell critical strike chance. It should be noted that the crit bonus is equal to that of the intelligence stat’s crit bonus.</p>
<p>In rift, most mages are really not going to need a whole lot of mana regen, which makes Wisdom a lower priority statwise. The reason being is that mages are going to have some sort of mana regenerating ability already such as the Warlock soul’s Sacrifice Life: Mana, or the Necromancer’s Consumption, the Dominator’s Mana Wrench, and even the Elementalist has an ability for mana regen, Channel Elements.</p>
<p>It’s always good to have a little bit of extra mana regen so you aren’t using an extra ability in your rotation to regain your mana, however, it really isn’t that big of a deal to throw in an extra ability here and there if you’re gaining better stats because of it.</p>
<h3><strong>Rift Mage Stats #2 – </strong><strong>Endurance</strong></h3>
<p>Secondly we will discuss the Endurance stat, which increases the max health of your character. For raiding you definitely will not want to be stacking endurance, you’re going to be at a good range from the fight most likely and won’t be taking much damage so you will want to make sure you have your stats more based on damage dealing or mana regen abilities.</p>
<p>You may however want to worry about it if you choose to PvP, you don’t want to go into a PvP situation with harldly any endurance as you will be focus faster than anyone else and it isn’t going to be a whole lot of fun. So it’s good to have separate sets of gear you can switch out when going from PvE to PvP.</p>
<h3><strong>Rift Mage Stats #3 – Intelligence<br />
</strong></h3>
<p>So I’ve talked a lot about reasons why you shouldn’t need to stack the above two stats, but there’s good news, you SHOULD stack intelligence. This is the best of the rift mage stats, you should make your decisions on gear based on if it has more intelligence than other stats. If you’re wondering why, it’s because intelligence not only increases your maximum mana, and not only does it increase your spell power on top of that, it also increases the crit rate.</p>
<p>So with intelligence you’re getting all of the above 3 boosts to your mage which are all great for any situation, but there’s something else to look into with it. Since your max mana is going to be higher, it will also cause mana regen spells we talked about earlier to regen more mana, making the need for Wisdom even less if you have more Intelligence.</p>
<p>Now, we aren’t going to discuss Strength or Dexterity as they are completely useless to the mage and should be avoided altogether, but we still need to cover those other stats such as spell power and attack power we talked about earlier.</p>
<h3><strong>Rift Mage Off-Stat #1 – </strong><strong>Spell Power</strong></h3>
<p>As you may have guessed you will want to stack a LOT of spell power, it is one of the most important rift mage stats you will use. However, spell power seems to not be on much armor currently but mainly focused on the weapons, this may change endgame or it may not. Possibly later armor enchants will be available for spell power as well.</p>
<p>As we said earlier Intelligence also increases spell power, so purchasing or obtaining items that have a lot of intelligence as well as spell power will greatly increase your damage.</p>
<h3><strong>Rift Mage Off-Stat #2 – </strong><strong>Spell Crit</strong></h3>
<p>Crit is something we also talked about earlier, basically it is used to increase your crit chance, so the more spell crit you obtain on your items the higher chance you will have of scoring a critical strike. It’s important to get a lot of this, more or less depending on your soul, however, you don’t want to get too much crit if you’re going to be sacrificing a lot of intelligence or spell power.</p>
<h3><strong>Rift Mage Off-Stat #3 – Focus</strong></h3>
<p>In a nutshell, focus is your hit rating, which is very important endgame. We don’t have the hit cap for level 50 yet but when the game is fully released your first priority at level 50 will most likely be the hit cap, and make sure you never go over the hit cap because it is completely wasted stats.</p>
<h2><img decoding="async" loading="lazy" class="alignright size-medium wp-image-323" title="Rogue" src="https://www.leveling-guides.com/wp-content/uploads/2011/03/200px-Rogue-overview-169x300.png" alt="" width="169" height="300" />Rogue Stats<a name="rogue-stats"></a></h2>
<p>There is a very wide range of rift rogue stats, however it is important you avoid those of which are completely useless to your character. Currently, we have Dexterity, Endurance, Wisdom, Intelligence, and Strength. However, there are several other stats as well such as spell power, attack power, armor, hit rating, etc, which we will get into later in the rift rogue stats guide.</p>
<h3><strong>Rift Rogue Stats #1 – Strength</strong></h3>
<p>Strength is a decent rogue stat, it increases the Rogue’s attack power and crit rate which is two great things for DPS rogues, you won’t need much if this if you’re going to tank however some is recommended to help keep threat.</p>
<h3><strong>Rift Rogue Stats #2 – Dexterity</strong></h3>
<p>Dexterity is the top rogue stat, for rogues, it increases crit rate, attack power, dodge rate, as well as parry rate. Therefore the Dexterity stat is useful for both DPS and tank rogues, stacking dexterity is a must in any situation and you should never give up dexterity for strength in any instance.</p>
<h3><strong>Rift Rogue Stats #3 – Endurance</strong></h3>
<p>Endurance is used to increase your maximum amount of hit points, therefore it’s useful for tanks and is good to have in PvP, but you should NOT be stacking this completely if you’re tanking. Dexterity adds a lot for tanks and you should be stacking both of these, as for DPS you shouldn’t really worry too much about endurance.</p>
<p>We won’t cover Wisdom or Intelligence as they’re pretty much useless to the rogue and should be avoided. However we still have a few more secondary stats we will discuss that are in-fact very useful to the rogue.</p>
<h3><strong>Rift Rogue Stats #4 – Attack Power</strong></h3>
<p>Often referred to as “AP” attack power is very useful for rogues, it will increase their base damage which makes it a must-have for DPS rogues, also tanks can use it to help keep threat on enemies.</p>
<h3><strong>Rift Rogue Stats #5 – Physical Hit</strong></h3>
<p>Hit rating is very important in any MMORPG endgame. As soon as you’ve hit <a href="http://www.riftlevelingguide.com/">level</a> 50 you will want to begin working on reaching the hit cap, it is not known currently what the hit cap will be but the information will be available when the game is released. Also, make sure you do not exceed the hit cap because that is a complete waste of stats.</p>
<h3><strong>Rift Rogue Stats #6 – Physical Crit</strong></h3>
<p>Pretty simple, increases your crit rate. This is a pretty great stat for rogues, and pretty equivalent to attack power. You’ll be hitting very quickly as a rogue and if your attacks are critting you’ll be doing a very heavy amount of damage in a short period of time. Crit chance should be stacked, but it’s important to not get too much crit to where it’s becoming a waste.</p>
<h3><strong>Rift Rogue Stats #7 – Dodge and Parry</strong></h3>
<p>Although they are both different stats, I’ve categorized them as one. They both basically do the same thing, avoid an attack. They’re great for tanks but should be avoided for any other role you may be playing.</p>
<h2><img decoding="async" loading="lazy" class="alignright size-medium wp-image-324" title="Warrior" src="https://www.leveling-guides.com/wp-content/uploads/2011/03/200px-Warrior-overview-169x300.png" alt="" width="169" height="300" />Warrior Stats<a name="warrior-stats"></a></h2>
<p>There is a very wide range of rift warrior stats, however it is important you avoid those of which are completely useless to your character. Currently, we have Dexterity, Endurance, Wisdom, Intelligence, and Strength. However, there are several other stats as well such as spell power, attack power, armor, hit rating, etc, which we will get into later in the rift warrior stats guide.</p>
<h3><strong>Rift Warrior Stats #1 – Strength</strong></h3>
<p>Probably the best stat for the warrior in rift is strength, it gives you increased attack power, crit rate, as well as block and parry. Stacking strength is an excellent idea for any warrior.</p>
<h3><strong>Rift Warrior Stats #2 – Endurance</strong></h3>
<p>A great tanking stat for warriors is endurance, this stat will increase your health, however that’s really all there is to it so endurance should be avoided for the most part unless you are doing PvP or tanking.</p>
<h3><strong>Rift Warrior Stats #3 – Dexterity</strong></h3>
<p>The Dexterity skill, like Endurance, is more of a tanky type skill. It focuses on increases to dodge and parry while adding a small amount of crit rate, therefore you shouldn’t really use dexterity in a situation other than tanking. Possibly used in PvP but you’d be better off with strength stats honestly.</p>
<p>We are not going to discuss Intelligence or Wisdom as they are both completely useless to the warrior class and should be avoided no matter what. We will however go into those off-stats which we talked about at the beginning.</p>
<h3><strong>Rift Warrior Stats #4 – Attack Power</strong></h3>
<p>Often referred to as “AP” attack power focuses mainly on maximizing your warrior’s damage, it provides a boost to your physical DPS.</p>
<h3><strong>Rift Warrior Stats #5 – Armor</strong></h3>
<p>As you may have guessed Armor is used to reduce the amount of damage you receive, this makes armor very useful to takes and not very useful in any other situation except maybe PvP. If you choose the tank route, get a lot of armor, if not, try to avoid it.</p>
<h3><strong>Rift Warrior Stats #6 – Physical Crit</strong></h3>
<p>Basically a critical strike chance increase, very important to warriors as they deal a high amount of damage at slower rates, so critting helps out a lot. If your DPSing stack a LOT of crit, tanks don’t need to worry about it as much.</p>
<h3><strong>Rift Warrior Stats #7 – Dodge and Parry</strong></h3>
<p>I’ve categorized these under the same number, although they are two different stats. They both basically do the same thing, avoid an attack, it’s good to stack more Parry as you seem to get more parry than you do dodge.</p>
<h3><strong>Rift Warrior Stats #8 – Hit</strong></h3>
<p>Very important stat to any class endgame, you will want to reach the hit cap before anything else when you reach level 50. We don’t know what the hit cap will be yet but it’s very important to find out as soon as possible when the game is released.</p>
<p>There you have it, we’ve covered all of the important Rift Warrior Stats and you’ve got all the information you need to start building your character efficiently.</p>
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