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Vit vs. will

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Pure harvester= huge will and small p/c if u go for exp, or huge phys only if u go for gc

 

Pure fighter= vit+small phys+huge coord

 

Allrounder= will+decent p/c

 

Pure mixer= will+ huge phys ( or phys only ;) )

 

But in most cases being pure profession is kinda boring, so many ppl choose Allrounder version anyways :devlish:

 

mp

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IMO ive always prefered a little phys say 20 or so, higher coord in 40-70's and about 16 will n vita

it seems to give me a good supply of mana, i hit alot, i dnt take as much dmg and i also deal i lil bit more, but im am not pure PK i will be when i reset though :> so im allrounder atm, so my coord is good for training, but ive heard of PKers just using 20 vita n as much coord as they can get, but to do that u need a good resto since u have only 170-240 HP, but i would definatley say if ur gunna PK for GC or kill stuff for Drops, wil+max coord FTW!

~bigk

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Vitality( most ppl prefer 16-20) gives u additional toughness, so it allows u to keep low phys- u can spend more pps for coord, thats why u get better gc when u kill for drops, u get better exp coz u can train at-19a/d where "will-ppl" have to train at full a/d.

Its also better for pvp and for pk.

 

Example:

p56+vit16 gives u toughness 36, which is relatively high for pk and for yetis, u can train/kill them w/o big problems if ur coord is high enough.

To reach same 36 toughness u will need p68 at will 16 and only 4 vit, that "takes away" 12 pps from ur coord so its not 100 but only 88, big difference on yeti and even bigger on pk.

 

And what do u get if u choose will-build? For a fighter its really nothing coz only very small bonus in given exp( under 5%) and little more health, which also doesnt matter a lot coz if u wear col ur hp is always high enough as long as u block good and dont receive too big dmg.

 

All those things under only 2 conditions: u have to wear CoL all the time and u dont care about harvesting/mixing exp :lipssealed:

 

mp

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see i have reset and im just goining the no phys no vita just 16 will and rest coord and nexus for harving and potions when i get enough GC to bu the Books, but i am a mixer/fighter i PK when i want some fun but im not guna start serious PKing untill around 90's a/d tho i have gotten some good drops in the past, thats y i like PKing for the drops and for the fun and adrenaline rush hehe, + the exp from alching/potioning/harving is great easy exp tho i use IEDP perk so im always buying bones and i gather the materials myself but @ 16 will i get +3 exp in everything so i get 75k exp every 1k HEs i make and if i have ings/food ready it will take me ~10 mins max to make so thats fast exp and i just discovered a way to fast lvl mag thru 10-40 :blush:

~bigk

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High will is also good for training a/d on weak monsters, cause the bigger newb you are, the bigger is the bonus.

I mean, for example you train on spider which would give you +34 def exp (just and example). If you add 18 will, you get +3 xp to a/d, which is almost +10% xp. It adds to both att and def, so it's like extra god at low level. Reducing damage at such levels is only detrimental because it would prevent you from leveling magic :blush:

 

Because of +xp will build is better even on fluff/feros I think, because those make fairly low damage, with good armor you get only crits with will build too, reducing damage is really not an issue.

 

Of course, on tougher monsters you may find vitality more convenient :)

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Now that the attribute cap is in place I would say that for a fighter you should have your stats like this.

 

10 Phys

48 Coord

10 Reasoning (this now affects amount of restore)

20 Will

48 Vitality (this due to being hit less and making your summons stronger)

 

I think this would be good for any fighter. And with a 48 Vitality your summons will be STRONG and you will be WAY MORE likely to summon 2 for price of 1. hehe

Edited by Paul Brown

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I agree with Manderijn, might is one of the most important attributes in PK

 

 

I disagree. NOT being hit in PK is more important than might. What good is might if you get hit everytime they swing at you? The high vitality is great to substitute for the new lack of coord. And if you dont think it works then just wait too see what happens when a yeti gets summoned with a 48 vit hehe. :fire: Or should I say 2 yeti for the price of one hehehe. :fire:

 

The emu is not that important either for a fighter. You should be able to carry all you need with less than 600 emu. I have done a lot of harvesting and alc work and the huge emu just isnt that important. Its more important that people have a hard time hitting me while they fight. :)

Edited by Paul Brown

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I have less coord, phys, same vit and more instinct now than before the cap and yetis do less damage now than before.

I could have taken vit to get same thoughness as I had with more phys, but this work much better.

I used only to get att xp, now I get same att and def xp.

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Paul, i dont wanna be mean or anything but if u say something that is completely wrong u can post 10 times and write a book each time, it still will be wrong, im with Mango, Vytukas and t3h SnooZy :)

 

PPL plz give advices from ur experience, dont give advices about something that u never tested or tried and u only think its ok/good, like Paul just did.

 

Dont wanna flame here so i will shh now :fire:

 

mp( peacefull lilacs harvester :fire: )

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I disagree. NOT being hit in PK is more important than might. What good is might if you get hit everytime they swing at you? The high vitality is great to substitute for the new lack of coord. And if you dont think it works then just wait too see what happens when a yeti gets summoned with a 48 vit hehe. :P Or should I say 2 yeti for the price of one hehehe. :)

 

You said you were suggesting attributes for fighter, not summoner?

 

I agree with Manderijn, might is one of the most important attributes in PK

The emu is not that important either for a fighter. You should be able to carry all you need with less than 600 emu. I have done a lot of harvesting and alc work and the huge emu just isnt that important. Its more important that people have a hard time hitting me while they fight. :)

With physique instead on vitality people would still "have a hard time hitting you while they fight", but there would be some bonuses: You would have 100 more health, which would in fact be handy, and you would hit two times as much.

 

Usually "fighter" means person that fights in melee combat, not with summons :omg:

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Same pickpoints:

 

44 physique

48 coordination

12 reasoning

12 instinct

20 vitality

 

This build has actually more thoughness, more chance to hit and defend, more health, more emu, and more reasoning for spells, compared to the build your suggesting :omg:

 

Just the charm (for summons) is a bit less...but still very reasonable :P

Edited by Ambrosius

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I disagree. NOT being hit in PK is more important than might. What good is might if you get hit everytime they swing at you? The high vitality is great to substitute for the new lack of coord. And if you dont think it works then just wait too see what happens when a yeti gets summoned with a 48 vit hehe. :P Or should I say 2 yeti for the price of one hehehe. :)

 

You said you were suggesting attributes for fighter, not summoner?

 

I agree with Manderijn, might is one of the most important attributes in PK

The emu is not that important either for a fighter. You should be able to carry all you need with less than 600 emu. I have done a lot of harvesting and alc work and the huge emu just isnt that important. Its more important that people have a hard time hitting me while they fight. :)

With physique instead on vitality people would still "have a hard time hitting you while they fight", but there would be some bonuses: You would have 100 more health, which would in fact be handy, and you would hit two times as much.

 

Usually "fighter" means person that fights in melee combat, not with summons :omg:

 

It is rare that I ever go to a PK area and not see summons. And just because they summon doesnt meen there not a fighter. I have had a few resets and HAVE tested different builds. IMO a high coord and vitality is better than having the PHYS. Who cares about having huge HP, having a CoL gives me +150 more HP, mix that with a MoL and thats +180 HP. I dont see the need to max my phys.

 

and Masterpiter my advise is not wrong as you imply. I am only giving my opinion and telling FROM EXPERIENCE that having a high vitality is not bad for a fighter. I find it rather helpful considering that we now have the lack of coord. Besides by having a low PHYS I realize that I get a lot more exp per fight.

 

Now for a person that is strickly a fighter, maybe they want the huge PHYS to end the fight quickly. Also take into effect that masterpiter has a really high a/d unlike most people in EL.

 

FACT: I get more exp training with a low PHYS, high COORD and high VIT. If I bump my PHYS to more than 10 then my fights end too soon and I loose exp.

 

 

All in all I would say that for any person other than a pure fighter should just try the low PHYS and high COORD + VIT and THEN decide where you fair better. :hug:

 

Lets also not forget that the topic of this forum is not about a pure PK fighter but here is the first post.

 

I saw the fughters debating this what is the all-arounder's view point. which is better for us all-arounders?

 

Now if someone came on and asked "I saw the fughters debating this what is the FIGHTERS point of view for a pure fighter?" I might have responded differently. :hug:

Edited by Paul Brown

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