Guide to Valhalla's .Spec

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Solomon
Posts: 45
Joined: Sun Oct 27, 2013 6:13 pm

Guide to Valhalla's .Spec

Post by Solomon » Thu Apr 10, 2014 11:56 pm

With the increase of new players and returning players, I thought it may be helpful to give some .spec ideas. Please keep in mind these are
only "guidelines" and can be altered to accommodate many playing styles as well as personal preferences.

If you have any questions you can post here or PM me

-Solomon/Sergio



*Special thanks to Hannibal for his contributions to this Guide!

White = Writers choice


*NO stats listed include Race/Clothing/jewelry bonuses (unless otherwise stated)

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Assassin-

1.Strength/Dex Specs - 105 str/105 Dex/11 int

Primaries-
135 Tactics
120 Wrestling
120 Weapon Skill

Secondaries-
80 Healing
xx Weapon skill
80 Parry

(Weapon skill/parry used only to increase str/dex)


2. Best Offensive - 88 str/85 dex/50 int

Primaries-
135 Tactics
120 Armslore
120 Weapon Skill

Secondaries-
80 Healing
80 Archery
80 Alchemy


3.Other - 88 str/77 dex/58 int

Primaries-
135 Tactics
120 Anatomy
120 Armslore

Secondaries-
80 Healing
80 Archery
80 Alchemy

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Bard-

1. Basic set up - 75 str/76 dex/73 int

Primaries-
135 Music,
120 Provocations
120 Peacemaking

Secondaries-
80 Anatomy
80 Healing
80 Magery


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Priest/Cleric-

1.Defensive - 90 str/83 dex/50 int

Primaries-
135 Healing
120 Anatomy
120 Weapon Skill

Secondaries-
80 Necro
80 Parry
80 Posioning

2.Offensive - (Recommend Cleric, for healing Ability +20)- 95 str/90 dex/38 int

Primaries-
120 Anatomy
120 Weapon Skill
120 Tactics

Secondaries-
80 Necro
80 Parry
80 Posioning



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Druid/Necromancer-

1. Skilled specs - Druid 70 str/ 66 dex/ 87 intel----Necro 75 str/ 66 dex/ 82 int.

Primaries-
135 Necromancy/Druidry
120 Magery
120 Invocation

Secondaries-
80 Anatomy
80 Weapon Skill
80 Tactics

2. Decent Intel Specs- Druid 64 str/50 dex/110 Int----Necro 69 str/50 dex/105 int

Primaries-
135 Necromancy/Druidry
120 Magery
120 Invocation

Secondaries
80 Anatomy
80 Meditation (it's a primary but boosts intel,80 works well with this set up)
80 Alchemy


3.Intel Specs- Druid 62 str/50 dex/113 Int----Necro 66 str/50 dex/108 int

Primaries-
135 Necromancy/Druidry
120 Magery
120 Invocation

Secondaries
80 Inscription
80 Meditation
80 Alchemy

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Fighter-

1.Offensive-

Primaries- 94 str/85 dex/ 43 int
135 Weapon Skill
120 Tactics
120 Armslore

Secondaries-
80 Healing
80 Magic Resist
xx Other weapon skill (for additional str bonus)

2. Defensive- 97 str/91 dex/ 35 int

Primaries-
120 Anatomy
120 Parry
120 Tactics

Secondaries-
80 Healing
80 Magic Resist
xx Other weapon skill

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Knight-

1. Offensive- 95 str/86 str/ 41 int

Primaries-
120 Weapon Skill
120 Armslore
120 Tactics

Secondaries-
80 Healing
80 Magic Resist
80 Wrestling


2. Defensive- 97 str/91 dex/35 int

Primaries-
120 Parry
120 Anatomy
120 Tactics

Secondaries-
80 Healing
80 Magic Resist
80 Wrestling

3. Leader- 96 str/87 dex/38 int

Primaries-
135 Leadership
120 Weapon Skill
120 Tactics

Secondaries-
80 Healing
80 Magic Resist
80 Wrestling


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Mage-

1. Well Rounded Specs- 71 str/63 dex/90 int

Primaries-
135 Magery
120 Invocation
120 Magic Resist

Secondaries-
80 Anatomy
80 Healing
80 Tactics


2. Intel Specs- 70 str/43 dex/ 112 int

Primaries-
135 Magery
120 Invocation
120 Meditation

Secondaries-
80 Alchemy
xx Necromancy
xxDruidy

*All secondaires used to boost intel

3.Other- 76 str/45 dex/105 intel

Primaries-
135 Magery
120 Invocation
120 Meditation

Secondaries-
80 Healing
80 Anatomy
60 Necro

4. Crafter Mage-

Primaries-
100 trade skill
100 trade skill
100 trade skill

Secondaries-
80 trade skill
80 trade skill
80 trade skill

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Monk-

1.Well Rounded/Offensive Specs- 92 str/77 dex/ 53 intel

Primaries-
135 Wrestling
120 Tactics
120 Anatomy

Secondaries-
80 Archery
80 Magery
80 Meditation


2.Defensive- 86 str/68 dex/ 70 intel

Primaries-
120 Tactics
120 Healing
120 Anatomy

Secondaries-
80 Archery
80 Magery
80 Meditation

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Paladin-

1.Well Rounded Specs- 101 str/100 dex/ 21 int

Primaries-
135 Parry
120 Weapon Skill
120 Tactics

Secondaries-

80 Druidry/Necro
80 Anatomy
80 Wrestling


2.Offensive- 92 str/83 dex/46 int

Primaries-
120 Armslore
120 Weapon Skill
120 Tactics

Secondaries-

80 Druidry/Necro
80 Anatomy
80 Wrestling

3.Defensive- 97 str/93 dex/32 int

Primaries-
135 Parry
120 Healing
120 Weapon Skill

Secondaries-

80 Druidry/Necro
80 Anatomy
80 Wrestling

*Keep in mind Druid/Necro effects str/int by 5 depending on which is picked

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Ranger-

1.Well Rounded set up- 87 str/83 dex/51 int

Primaries-
135 Archery
120 Tactics
120 Anatomy

Secondaries
80 Druidry/Necro
80 Healing
80 Weapon Skill


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Rouge-

1.Thief- 72 str/85 dex/ 66 int

Primaries-
135 Lockpicking
120 Stealing
120 Hiding

Secondaries-
80 Magic Resist
80 Weapon Skill
80 Healing

2.Offensive- 85 str/90 dex/47 int

Primaries-
120 Archery
120 Tactics
120 Poisoning

Secondaries-
80 Magic Resist
80 Weapon Skill
80 Healing

3.Hybrid- 84 str/90 dex/48 int

Primaries-
120 Archery
120 Tactics
120 Stealing

Secondaries-
80 Magic Resist
80 Weapon Skill
80 Healing



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Tamer-

1.Well Rounded style- 90 str/78 dex/55 int

Primaries-
135 Taming
120 Anatomy
120 Healing

Secondaries-
80 Weapon Skill
80 Tactics
80 Wrestling




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Crusader-

Offensive- 83 str/71 dex/69 int

Primaries-
135 Armslore
120 Anatomy
120 Tactics

Secondaries-
80 Healing
80 Magic Resist
80 Poisoning

*Because of the Chivalry spell Divine Fury specializing a Weapon Skill isn't necessary. (increases all Weapon skills by +100, 95+100=195 weapon skill un-specced.) And any higher then 95 Chivalry is unnecessary because the fail rate while casting holding weapon/shield is minimal. (there is also relics/shields to boost chivalry).


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Revenant-

1.- 68 str/60 dex/95 int

Primaries-
135 Magic Resist
120 Invocation
120 Magery

Secondaries-
80 Healing
80 Anatomy
80 Camping/Alchemy (alters stats slightly)

2.- 75 str/59dex/90 int

Primaries-
135 Magic Resist
120 Invocation
120 Necromancy

Secondaries-
80 Healing
80 Anatomy
80 Camping/Alchemy (alters stats slightly)

3.- 86 str/48dex/91 int

Primaries-
135 Magic Resist
120 Necromancy
120 Meditation

Secondaries-
80 Healing
80 Anatomy
80 Camping/Alchemy (alters stats slightly)

4.- 73 str/61dex/90 int

Primaries-
135 Magic Resist
120 Necromancy
120 Magery

Secondaries-
80 Healing
80 Anatomy
80 Camping/Alchemy (alters stats slightly)

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Spellweaver-

1.- 68 str/61 dex/95 int

Primaries-
135 Magic Resist
120 Invocation
120 Magery

Secondaries-
80 Healing
80 Taming
80 Camping

2.- 70 str/60 dex/94 int

Primaries-
135 Magic Resist
120 Invocation
120 Animal Lore

Secondaries-
80 Healing
80 Taming
80 Camping

3.- 81 str/48 dex/95 int

Primaries-
135 Magic Resist
120 Meditation
120 Animal Lore

Secondaries-
80 Healing
80 Taming
80 Camping

4.- 68 str/62 dex/94 int

Primaries-
135 Magic Resist
120 Magery
120 Animal Lore

Secondaries-
80 Healing
80 Taming
80 Camping
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Ninja-

1.- 90 str/83 dex/49 int

Primaries-
135 Anatomy
120 Tactics
120 Wrestling

Secondaries-
80 Healing
80 Poisoning
80 Magic Resistance


2.- 96 str/95 dex/31 int

Primaries-
120 Swords
120 Tactics
120 Wrestling

Secondaries-
80 Healing
80 Poisoning
80 Magic Resistance

3.- 90 str/83 dex/49 int

Primaries-
135 Anatomy
120 Tactics
120 Swords

Secondaries-
80 Healing
80 Poisoning
80 Magic Resistance
Last edited by Solomon on Mon Apr 25, 2016 3:18 pm, edited 9 times in total.

Tellios Madclaw
Posts: 41
Joined: Wed Mar 19, 2014 1:31 pm

Re: Guide to Valhalla's .Spec

Post by Tellios Madclaw » Fri Apr 11, 2014 1:38 am

Most excellent work. I do however have a tidbit to add, seeing as I play one, I'll help you out with what I've found the best to be with a tamer.

2. The Magical Warrior-84 str/66 dex/73 int

Primaries-
100 Tradeskill (adds strength cap so you can wear a plate armor and chainmail mix)
120 Anatomy
120 Healing

Secondaries-
80 Tactics
80 Invocation
80 Magery

This will allow you to still tame everything you could ever hope to tame, since taming will go to 95 out of spec. Reasoning behind all of these is that you'll be able to gate travel, buff and cast spells to a fairly adept degree (especially a fey or vampire, using the animal lore or necromancy bonus of the race). A weapon skill will still go to 75 and you can get it to 85 with a buff, it's high enough to do the damage, especially since you can let your pet do a good amount of lifting for you.

*note. This class is perfect for the early start, especially if you like to meddle around with different skills, you can go from a mage, to a druid, to a necromancer all the way back to a fighter then an archer. Don't forget that you get to keep a big meat shield in front of you the entire time either.

Isobel

Re: Guide to Valhalla's .Spec

Post by Isobel » Fri Apr 11, 2014 5:11 am

Another for Mage:

Primary:
135 Magery
120 Invocation
120 Meditation

Secondary:
80 Healing
80 Anatomy
60 Necromancy

Stats: 76/45/105

High intelligence while strong enough for plate items or order shields.

Solomon
Posts: 45
Joined: Sun Oct 27, 2013 6:13 pm

Re: Guide to Valhalla's .Spec

Post by Solomon » Sat Mar 12, 2016 2:33 pm

Ok all....................I edited this post quite a bit and updated it with the newer classes as well........Feel free to post your own combinations or ask any questions about class/race/specs/abilities

-Solomon/Sergio

User avatar
Odeth
Posts: 33
Joined: Sun Feb 14, 2016 3:46 am
Location: Shidler, Oklahoma

Re: Guide to Valhalla's .Spec

Post by Odeth » Sun Apr 24, 2016 8:22 pm

Just a question, was wondering why invocation was chosen for both revenant specs? I dont use much magery other than buffs, so wasnt sure if it were meant for flamestike and buffs or if it had another unseen effect. I currently am running Magic R, Necro, and Med in primary. Med sounds mundane but regens more mana based off med and necro, so a few ticks mid fight is useful. Also having med in there gives me 83str/47 dex and 95 mana. But other than mana regen and stats its not worth much in there. Lemme know about invoc, im unsure what the numbers are for how much invoke adds to buffs and whatnot.

Solomon
Posts: 45
Joined: Sun Oct 27, 2013 6:13 pm

Re: Guide to Valhalla's .Spec

Post by Solomon » Mon Apr 25, 2016 3:09 pm

i personally never saw much change in meditation after 95.......having invocation in your primaries won't affect the couple buff spells that you do get. it's more for if you ever want to cast attack spells from the regular spell book and have a better damage output. these are just some guidelines for each class....they can be altered to fit your play style and aren't necessarily the best combinations for everyone. i'll add a couple new ones though with med for rev and spellweaver.

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