Topic got a 2 month bump so it’s not as up to date anymore
Fair enough
As for spirit weapons, those are something I’ll wait for more info on before deciding whether I’m interested in a vitality build or not. Imo they feel a bit overhyped rn, but we’ll wait and see
TBH I just kinda wonder how they relate to magic
Ive stated my reason for vitality at the beggining of here, so now for my opinion on spirit weapons. Who can tell if they will be cool, or since strength took a mix of strength and weapons, who can even tell if any class but the knight will effectively use them. I think they might pose useful but i wouldnt count on it.
I think vitality awakenings can really pose to be a much greater reason to invest in vitaltiy
Strength weapons are something entirely different than fighting style imbued weapons, though they both scale with weapons and strength
Spirit weapons would likely only scale with vit.
Me disliking the existence of vitality has remained true since the very beginning… it’s just a weird thing for me. I’ve always been more interested in power and gimmicks, along with being able to unlock more things than i’ve been interested in my maximum health going up, unless I get really invested in pvp.
I used to always want power and speed in games and be a pure glass cannon (in AA i only used power and denied sunken champion even because it had a little less power than the high tier wizard robes) but as I’ve played games more i started to realize how good it feels to tank high power shots and have started to lean towards tankiness in games more and more (never entirely throwing away power).
So i understand why you feel that vitality is dumb because ive been in the same boat before, but i promise the tank life in games is more fun than it may sound
I will go paladin on an ice file and maybe add vitality to my savant file.
Weren’t there also spirit weapons for vitality later?
Yup, this post is a bit old though so we hadn’t known about em at the time
But even then it seems strange that juggernauts and paladins will have to use spirit weapons to have the full benefits of their class
I hope vetex averts this issue somehow but so far it doesn’t seem too great to add vitality to anything other than savant and even 40% vitality at current levels seems kind of low
I forgot to check the date, sorry :/
Maybe they will be utility based and work off the vitality stat. Less of an offensive means and more of a self support? Or maybe thats wrong entirely. Regardless im not against it in any way as i find weapons to be tools for any class no matter how small of a tool, and we cant tell if it will work in a way that flows poorly or well with juggernaut or paladins.
Though i wouldnt oppose vitality spells
My stat percentages:
40 percent strength
40 percent magic
20 percent vitality
Other than just more max health slightly better health regen and eventual access to spirit weapons I can’t see vitality getting anything else
Of course vetex did nerf vitality the day after adding the stat, so maybe he could revert that or change vitality to be 3.5 per stat invested or something?
On release you’d have 144 extra health, you’d be better off putting some more into magic and fighting styles so you can unlock more abilities with the
At max level this doesn’t matter of course but you’d still only be getting 1200 extra health. If the one video of two people at max level fighting in wom shows us anything, the max health without armor would be around 16k, 1k doesn’t seem too impactful
i recommend just going 60/40 or 50/50 tbh because you need those points in magic to actually unlock new skills but vitality can be made up with just using armor or the hard enchant on a few items. a slight decrease in damage is more worth it than unlocking skills at a higher level than normal imo. for instance, by level 120, you wouldn’t even be able to unlock the magic jump spell nor the beam spell with 40% of your skill points because the magic jump presumably costs 100 skill points, whereas 40% of the 240 available only gives 96, which is 4 shy of the requirements. with 60% in magic, you still wouldn’t have enough for the beam but after the level cap is increased just a little bit you would have it. idk if the same applies for fighting styles but basically you should not use vitality unless youre going for a vitality build since its points that could be used unlocking new abilities with your main forms of combat
The scaling for spells is +30 so they’d have high jump by a tiny fraction, they would be able to unlock up to beam as well if they went 60/40
100% going to have a second file that’s just pure warden and all hp equipment because how could i not
huh i never responded on this one apparently ig
i’m going 2 of each build w/ some outliers of being more due to character lore i like to mess around w/ and what not.
but the very least 2 of each build and maybe put some stats into vitality without me becoming a savant. while likely relying on gear more times than not