Willpower — Decreases the recharge on all virtues.
Brawn — Improves the damage of warrior burst skills.
Ingenuity — Reduces the recharge on all tool belt skills.
Empathy — Improves pet attributes.
Cunning — Decreases the recharge of the steal ability.
Intelligence — Reduces the recharge of the four elemental attunements.
Guile — Reduces the recharge on all shattering skills.
Hunger — Increases the size of the necromancer’s life force pool.
Now, my question is the following: some of these attributes will likely be taken by people for both competitive PvP and PvE. Some of them are far more 'selectable' than others. Let's run through them:
Willpower is useful but not necessarily essential.
Brawn is very useful as every Warrior typically uses his or her burst skill.
Ingenuity would be useful if all of the belt items were useful, and ANet mentioned they will probably be getting a buff.
Empathy seems optional albeit convenient, depending on how much you really rely on your pet. It seems more likely to be taken in PvE. PvPers are more likely to opt for other attributes when focusing.
Cunning seems optional, especially in competitive play. While the environmental weapons can be a convenience, they aren't necessarily essential to the abilities of the thief.
Intelligence seems definitely worthwhile both in PvE and PvP.
Guile seems useful. Perhaps not absolutely essential, but definitely useful.
Hunger is as useful as Brawn is to a Warrior, what Necro wouldn't want a larger life force pool?
It seems logical that if ANet improves the special abilities of each profession to a level of usefulness and viability then all of these skills would be considered useful and some even essential, but at the present moment it seems that some of them are skewed in favor of being essential and very useful while others are merely a convenience...if that.
Thoughts?
Edited by Zanos, 07 May 2012 - 03:11 AM.










