I must say right away that I have not watched other guides on the Internet, videos in YouTube, or listened to the opinion of bloggers. I tested the game mechanics myself and came to the conclusion described in this guide.
The first time I thought about the correctness of pumping my equipment was only when I got the 14th level of bow mastery. My primary and secondary weapons matched well in gameplay, used the character attributes correctly, and everything seemed to fit together like puzzles.
At one point, I got tired of constantly crafting arrows and I decided to use an ice glove instead of a bow as a ranged weapon. Then I had to reassign the attribute points of the character and the real truth of the meta builds opened up in front of me.
Class gear system
There are no classes in the game, as many might think. Even the conventional division of weapons into magical and physical does not lead to the emergence of a “magician” or “knight” class.
At any time, you can rearrange the active skills on your weapon to suit the current situation. At any time, you can take a musket instead of a war hammer.
With the ability to reallocate both weapon and artyboot points, you can combine all equipment at once and find the perfect match.
But! investing all the attribute points gained into one stat is extremely foolish. Even if you consider yourself a true magician, use 2 weapons that require mana, you cannot just forget about the other characteristics of the character and completely roll in Focus and Intellect.
The majority of players rest against a maximum of 3 characteristics, which they consider to be priority for themselves. Most of them think narrowly and are not able to perceive the whole picture.
Correct use of weapon points
Let’s start by explaining how to properly allocate Weapon Mastery points. This is indirectly related to the main topic of the guide, but it is extremely important to study.
Since 1 skill level is available from the very beginning, in the process of pumping you can earn 19, since the maximum level of weapon proficiency at the moment is 20.
Each weapon has 2 upgrade branches. They differ from each other in active skills and passive bonuses.
Each branch has 19 of these, of which 3 are always active skills that can be applied to the bind key.
To open the most important passive skill of one of the branches, you need to spend 11 mastery points (10 for any other skills in this branch + 1 for learning the skill itself)
It does not matter in what sequence to pump active skills, passive skills dependent on them and independent passive skills.
It is important to adhere to the 11 + 8 formula, where 11 points go to the main branch and 8 to the secondary branch. Each weapon must have a passive master-skill unlocked. ALWAYS!
The 11 + 8 formula allows you to achieve the maximum variety of passive navs on most weapons, but there are exceptions, such as a war hammer or a sword and shield combination, when you need to spend all 19 points in one branch. It’s okay if you do that, the main thing is to always have an open passive master-skill.
Consider a situation where all 19 points are spent equally between two branches, with an advantage of 1 point. In one branch there are 10 points, and in the other only 9. In this case, the master skill will not be opened on any of them and, most likely, the set of passive skills will be extremely scarce.
Do not forget that you can always reset the allocated points.
So, most likely you invested all your attribute points in Constitution(health), Intelligence and Strength.
Understand that this is a grossly wrong approach. It is necessary to evenly distribute all attribute points (especially after the 14th character level). Thus, you create a BASE for further variation of character stats through equipment.
The attributes of the character will not change from the equipment they wear, they will always be with you and will never let you down. This is the necessary minimum with which you need to put up with and distribute attribute points again, evenly.
If you disagree with this – just take it for granted that this is correct and not otherwise.
By distributing enough points in each attribute branch, you will receive special bonuses at the thresholds.
There is no point in fully pumping the Health branch if at the same time you do not inflict damage, just as it makes no sense to issue a crit from each hit if at the same time you yourself die from one hit.
Equipment characteristics | Характеристики снаряжения
We will correct the situation with the help of the characteristics of your equipment.
An additional bonus to your characteristics is given by:
- wearable decorations
As you know, the best equipment in the game can only be crafted from the rarest resources on machines of the 5th tier with a 200 profession level.
Modifiers can be applied to such equipment to your liking when crafting.
It is also possible that during the game you will find decent high-level equipment, but worse than what you can create. Do not be ashamed to wear it until you have discovered the 200 level of the profession (or rather, several professions, after all, they are connected). Yes, it is a long journey, but it leads to maximum power.
In the screenshot on the right, you can see a diagram of the distribution of equipment stats. It is divided into 3 colors:
- blue – the attribute on which the weapon depends 1
- green – the attribute on which the weapon depends 2
- orange – an attribute of health
The sequence in which the bonuses to the characteristics will be distributed is not important – attribute 1 will receive a buff from gloves or from a helmet.
The proportional distribution of buffs is important. Your gear must !аlways! have 2 buffs for each of the attributes.
And yes, you will have to wear a shield on your back. It will add weight to your gear, this is its only drawback. It is not necessary to use a shield. You can play with two-handed weapons, but the shield must be present in your equipment.
Weapon 1 should give a bonus to its main attribute, just like weapon 2. Even if both of your weapons depend on the same attribute.
Wearable jewelry should only provide a buff to 1 attribute each.
If this guide cleared up the leveling and build situation for you, please reward it in the community center and like it.
Many of the words I said will be received with hostility and in order to avoid abuse in the comments, reviews with an extremely negative statement towards the author (me), the game or the guide itself will be deleted.
The discussion should be reasoned, without obscene words.
Если данное руководство прояснило ситуацию с прокачкой и билдами для вас, пожалуйста наградите его в центре сообщества и поставьте лайк.
Многие сказанные мною слова будут восприняты в штыки и во избежание ругани в комментариях, отзывы с крайне негативным высказыванием в сторону автора(меня), игры или самого руководства – будут удаляться.
Обсуждение должно быть аргументированным, без нецензурных слов.
Сopyright | Копирайт
I am the sole author and copyright holder of this manual. If you are a blogger or streamer and decide to create content based on my guide, you must ask me for permission to use my material. Any “revised” content based on my manual without mentioning myself and linking to the manual will be considered inappropriate by me. I will actively throw strikes on violating channels. No matter how big your audience is, I have set the rules and you have to follow them.
Я являюсь единственным автором и правообладателем на данное руководство. Если вы блоггер или стример и решили создать контент на основе моего руководства – вы обязаны спросить у меня разрешение на использование моего материала. Любой “переработанный” контент основанный на моем руководстве без упоминания меня самого и ссылки на руководство будет воспринят мной как недопустимый. Я буду активно кидать страйки на каналы-нарушители. Не важно насколько большая у вас аудитория, я задал правила, и вы должны их выполнять.
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