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Attribute Builds List - Recourse for Decreasing Severity of Level Spread

MalaWolf

ICE ICE ICE!
Joined
Jan 4, 2013
Location
Melbourne, Australia
From what I understand, all attributes will be either removed or given pre-set at level 1. What we need to do as a balance team, is work out the best builds that allow for the most versatility but still are effective in all roles of game-play so that when we set attributes at level 1, every class has a good build that can be used in many different ways.

I've spoken with Naxet about this, and we need to finalize the best builds for each class.

These are the best builds I have, and players who made them, these are probably not the most min/max they can be, and I am missing ninja.

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14 25 2 27 12 24 8 - Paladin xMjay

15 25 -6 23 30 10 0 - Dread Knight Chazza

22 23 25 27 -2 -2 0 - Dragoon Da_Burg

30 24 2 27 0 0 13 - Zerker Salary
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15 21 35 18 11 2 0 - Ranger natenate

15 15 2 14 40 10 0 - Runeblade Da_Burg

20 20 5 20 16 -4 30 - Bard MalaWolf
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20 20 -3 15 35 10 3 - Pyromancer Malawolf

0 20 1 12 35 20 15 - Beguiler Adam Forte

-2 20 5 20 30 25 4 - Necromancer natenate

0 20 0 19 35 20 3 - Wizard MalaWolf
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23 16 4 23 24 20 0 - Disciple Franky

-2 20 5 5 20 40 0 - Druid Mala/Jup

2 19 0 19 20 35 0 - Cleric MalaWolf

0 30 0 19 30 17 0 - Bloodmage NateMala

6 21 0 19 30 25 0 - Shaman natenate
 
Last edited:

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
From what I understand, all attributes will be either removed or given pre-set at level 1. What we need to do as a balance team, is work out the best builds that allow for the most versatility but still are effective in all roles of game-play so that when we set attributes at level 1, every class has a good build that can be used in many different ways.

I've spoken with Naxet about this, and we need to finalize the best builds for each class.

These are the best builds I have, and players who made them, these are probably not the most min/max they can be, and I am missing ninja.

--------------------------------------------
14 25 2 27 12 24 8 - Paladin xMjay

15 25 -6 23 30 10 0 - Dread Knight Chazza

22 23 25 27 -2 -2 0 - Dragoon Da_Burg

30 24 2 27 0 0 13 - Zerker Salary
----------------------------------------------
----------------------------------------------
15 21 35 18 11 2 0 - Ranger natenate

15 15 2 14 40 10 0 - Runeblade Da_Burg

20 20 5 20 16 -4 30 - Bard MalaWolf
----------------------------------------------
----------------------------------------------
20 20 -3 15 35 10 3 - Pyromancer Malawolf

0 20 1 12 35 20 15 - Beguiler Adam Forte

-2 20 5 20 30 25 4 - Necromancer natenate

0 20 0 19 35 20 3 - Wizard MalaWolf
---------------------------------------------
---------------------------------------------

23 16 4 23 24 20 0 - Disciple Franky

-2 20 5 5 20 40 0 - Druid Mala/Jup

2 19 0 19 20 35 0 - Cleric MalaWolf

0 30 0 19 30 17 0 - Bloodmage NateMala

6 21 0 19 30 25 0 - Shaman natenate
Rather not have negative or 0 attributes ... also have to account for attribute items that will be in here. A good basis to be off of, though.
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
Since attributes will no longer be manually assigned, diminishing returns will no longer be a factor. I think it would be best to throw out all we know about how much attributes a class can have. It would be best to make it so all classes have the same amount of point just distributed differently.
 

MalaWolf

ICE ICE ICE!
Joined
Jan 4, 2013
Location
Melbourne, Australia
All good, these are just min/max builds that leave stats that don't do much at there default value.
Such as goon having -2 intellect because it's a useless stat for goon.
 

MalaWolf

ICE ICE ICE!
Joined
Jan 4, 2013
Location
Melbourne, Australia

Quoting From WhiteNinja1970 - regarding best builds for some classes.
Note:
*Some Classes have attributes that do not scale of any skill, so I did not do attributes for them or I think that that they can just have the base stat for those skills.

*Pretty much all of these have 20 Constitution, so all are 10% Magic Resistance. It can be arranged so probably tankier classes have a bit higher magic resistance.

*Bloodmage has base melee dmg in wiki for all hoe type.

Shaman:

Since Shaman has no skills that scale off of Strength, this should be the base axe dmg:
  • Wood-32
  • Stone-38
  • Iron-42
  • Diamond-50
  • Gold-54
1045 Healthpoints, 100% MovementSpeed, 1120 ManaPoints, 50 Mana Regen, 33 Intellect, 30 Wisdom.

Dreadknight:

1070 Healthpoints, 100% MovementSpeed, 980 ManaPoints, 30 Mana Regen, 20 Strength, 30 Intellect.

Pyromancer:

1050 Healthpoints, 100% MovementSpeed, 990 ManaPoints, 40 Mana Regen, 15 Strength, 35 Intellect, 10 Charisma.

Bloodmage:
1045 Healthpoints, 102% MovementSpeed, 1150 ManaPoints, 50 Mana Regen, 30 Intellect, 30 Wisdom.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
Since attributes will no longer be manually assigned, diminishing returns will no longer be a factor. I think it would be best to throw out all we know about how much attributes a class can have. It would be best to make it so all classes have the same amount of point just distributed differently.
Exactly - I'm working on this new base - its coming up on Visions soon.
 

Jrr_

Architect
Balance Team
Adventure Team
Legacy Supporter 3
Joined
Oct 27, 2012
Location
Straya
@Kainzo Are we keeping the bastion armour or should make more balanced armor weights because there is no way in hell any melee class will be able to beat warriors such as paladin with its current armour.
 
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