
Path of Exile has three attributes, around which we have placed the character classes. All six character classes have been announced.
Strength (Red): The Marauder
Strength confers raw brute power, and is represented on weapons by high base damage. Strength armor pieces grant physical damage reduction. Monsters aligned with Strength generally hit hard and take many blows to defeat. Our announced Strength character class is the Marauder.
Dexterity (Green): The Ranger
Dexterity confers agility in combat, and is represented on weapons by faster attack speeds. Dexterity armor pieces grant the ability to evade enemy blows more often. Monsters aligned with Dexterity are nimble and difficult to hit, often attacking from a distance or with multiple weapons. Our announced Dexterity character class is the Ranger.
Intelligence (Blue): The Witch
Intelligence confers knowledge – of both arcane magic and deadly combat techniques. It is represented on weapons through improved critical strikes. Intelligence armor pieces grant the wearer a mystical energy shield which protects them from blows and can recharge when they are out of combat. Monsters aligned with intelligence are often weak spell-casters who can be dangerous if not immediately dealt with. Our announced Intelligence character class is the Witch.
Strength/Dexterity: The Duelist
The Duelist is a hybrid character class that excels at both Strength and Dexterity skills.
Strength/Intelligence: The Templar
The Templar is aligned with both Strength and Intelligence.
Dexterity/Intelligence: The Shadow
The Shadow is aligned with both Dexterity and Intelligence.
Characters, monsters and items can also be aligned with multiple attributes at once. For example, a staff weapon is generally about 70% strength and 30% intelligence. It differs from a maul (which could be 100% strength) because it is better at scoring critical strikes, but doesn't hit for as much raw physical damage.
There are three playable “hybrid” character classes in Path of Exile: The Duelist, the Templar and the Shadow.
Players can use any items or skills, providing they have enough of the relevant attribute requirements. There is the flexibility to dabble in unaligned attributes in order to use off-class skills and items. However, it is generally more efficient for players to invest in the attributes appropriate to their character class.

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- I state i'm not in beta, so i don't know the game yet, and i don't know if your choice has a sense, considering i've heard there is already a good character customization, but anyway i'm curious to know why there are just Strength, Dexterity, and Intelligence.
Why there isn't Constitution? Agility or any other stat? I've seen the game features, and i love random levels and random items, but with just three stats i fear it's too simple. - The second question is: is this game korean-style? How is the curve of exp? Thanks and sorry for my english. (Posted in the wrong section) Last edited by Ciunay_Ragathol on September 26, 2011 3:22 PM
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To answer the first question as far as I can tell from playing the game:
___A major reason there are just three stats is because of the way the skill tree works. It is frickin' huge, and there are sections for each stat category- it makes it easier to understand, but not overly simple, to have just three major stats- with other stats, or at least the expected affects of those other stats, being held under the umbrella of one of the three. There are passive skills you can pick up that have the effects of things like constitution for extra health/survivability and more things (like faster cast speed) that you can pick up that aren't often thought of as stats. ___You basically pick these up like you would increase those stats if you had points to directly affect them- but instead by choosing to go down one tree/path in your passive skill tree (say, to increase accuracy for your ranger, instead of getting agility to do the same thing- instead of crit or attack speed). ___Meanwhile you get a dex, str, and int (more points to the stat the passive is under, but also affected by what class you are- so your marauder wouldn't get the same stat increase on that dex stat that your ranger would [but you really want him to get that %hit, so you think long and hard about it]) So in the end, though there isn't and actual Constitution stat, the strength portion of the tree (which is really one of three pie slices in the circle that is the tree) has subsections that give strength-related stats like Constitution I hope that helped, didn't realize I was rambling. I'll see if I can answer that second question in another post. |
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To try and answer your second question:
(my experience is a little limited on this one though) First, just going to say- I'm not sure what you mean by Korean-style, for some reason that makes me think of a constant/ long grind to level or get stuff kind of game. But I'm not really sure why I think that. Anyway, exp curve I do understand. ___You start off leveling at a quick pace (not rapid, but levels aren't as slow as some other games- unfortunately it's been a while since I've played any action rpg to compare how fast the leveling is). After the initial level or two I've had two really different results- 1- leveling slowing down a lot, and needing to grind out a level or two before I could fight the act one boss alone. And then on act two, a really slow grind to quest bosses. But this was because I was messing around with my first character : I made a ranger, and tried to build her like a dex/int hybrid- melee and all (using claws, which hold a large section that straddles the line between dex and int). The result was that I kept dying for lack of survivability (didn't want to go strength for any extra life, and because of my stats I didn't really get the best armor to live in the center of large groups). 2- On a witch I was practically running through levels, so that I would be in places at least 1-2 levels above me, and gaining much better exp because of the way it scales. On none of my characters have I reached any high levels (near the end of act two and level 20 something for my witch). But from what I understand, it slows down as you get higher level- and then the top levels wind up going quite slow, from lack of level 100 monsters/ ones that are easy to kill. |











