The one element that I feel is missing from the build paradigm is how one plays his/her character.
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I'll use R/W as an example since that's what I've played the most.
Often I receive questions and criticism about where I put my attributes. Specifically, why do I put points in both swords as well as marksmanship? The reason is how I play the character, and I see attributes as a balancing element. When doing this, my skills tend to work for both a sword as well as a bow. How can they be used differently?
You'll thank yourself for having marksmanship when...
- Your target is either unreachable or running away.
- You want to attack a ranged enemy without getting others' aggro.
- You're fighting something while the group is at a range, it dies, and you need to take out that spellcaster-harassing mob that is a five-second run from you.
- You need a faster weapon speed to take someone out (more rolls to get through blocking or avoidance to apply poison, or something else of that sort).
- Mobs are grouped closely together near the group.
- You want to cause a finger wiggler anxiety in a PvP battle.

- You're needed to fulfill the role of a tank.
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Putting eight points into swords instead of boosting wilderness survival or beast mastery by one or two points seems worth it to me. Yeah, my poison may otherwise be able to last a second or two longer, or my pet may get a few more HP per heal, but how much is that worth? An already high attribute requires a ton of points for that small boost... And some skills will show absolutely no change. The numbers will look a little better for one who calculates a build, but how much better does it play?
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Maybe I'm easy-going, but I just feel that there's too much focus on numbers. The skills are very important. The attributes are also important. However, I feel that if a skill has sufficient points to be effective, you won't be killing yourself to put points elsewhere if you have a reason... Even if those points are allocated for reasons unrelated to the skills themselves. You'll often regret bringing the wrong skills, but you probably won't die because you didn't up some stat from 10 to 11.
I don't really see GW as a card game with skills for cards, but as a game where other things can come into play that can't be linked with the Ctrl button. The attribute paradigm is what causes me trouble, but I'm sure other similar factors get to those who play other classes as well. Perhaps one's choice of runes, one's choice of weapon, an unusual focus on a secondary class, or an unusual tactic.
I guess the reason I bring this up is because I'm wondering what everyone truly thinks, and what exactly is important in a build?
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