Sallington wrote: »Vigor takes 88,000 AP to unlock. You can make that accidentally stumbling into people fighting in one weekend if you play like 2 hours each day.
Info from quick Google
daedalusAI wrote: »Sallington wrote: »Vigor takes 88,000 AP to unlock. You can make that accidentally stumbling into people fighting in one weekend if you play like 2 hours each day.
Info from quick Google
What an utterly generic answer to a specific question.
And yes I did find that page among others already.
1st : AP bonus!
Killing a delve boss in pvp will give you Blessing of War buff for 1 hour. 20% AP gained. **Try to have it active at all time, it's really worth it.
Having all home keeps will give you another 5% AP gained.
2nd : Increase Healing done! The more you heal, the more you'll repair the walls and same for the AP gained trought repairs.
*For DKs : Igneous Shield (Obsidient shield morph) will give you Major Mending (25% healing done)
*For Templars : Cleansing ritual + Sacred Ground passive will give you Major Mending (25% healing done)
*For NBs : Soul Siphoner passive will give you 2% (rank 1) or 3% (rank 2) more healing done per Shiponing ability sloted (Potentially a maximum of 18% healing done)
Combat Medic (Alliance war, Support passive) will give you 10% (rank1) or 20% (rank2) more healing done near keep.
Ritual Stone gives another 10% healing done (Don't forget to change it once you get Emperor)
Healing set 5th bonus gives Minor mending (8% more healing done) *Use only when repairing ***The set was working on Dragon and not on Witcher few months later. Not sure if they'll fix it..
A lvl 1 purple staff with the Powered Trait will give you 6% healing done *Use only when repairing
Having all those bonus was getting me 104AP/stone on my DK and 84AP/stone on my Sorc, instead of 50AP/stone.
You probably know that keep walls upgrade over time. They start at 200k hp and eventually they get a 305k hp pool.
The auto repair is pretty slow tho so you will have about 100k/walls to repair. Note that in this case, you can also repair useless stuff (postern house, keeps corners and ressource's towers)
Also, if there is a big defense going on or a keep being called ua and you can still port, go ahead.
You will run out of things to repair for sure so jump on any occasion of good AP. Defense is always good AP!
Also keep in mind that solo kill can get you 1800 AP (with AP bonus) and zerg kill 50 ish AP
You can see the AP calculations on how much you get per kill here: https://goo.gl/iQ3AwS
Every time someone is killed in range of a keep/outpost/resource, the amount of AP for their kill is given to the player(s) who contributed, as well as being added to a pool. That pool adds up until nobody has died for a certain amount of time, then is distributed EQUALLY among all the players of the faction who owns the location who are in range.
This is why people flock to locations that had big fights in the hopes of getting ticks.
This is also why some groups will build up a tick, then leave so that only one person (who they want to be first on the leader board) get the whole tick. After a BIG fight, if you've seen 100 people at a keep and each got 5k AP, that would have been 500k AP if only one person was there. This is often called a "Moon DiE Tick" because of a player named Moon (guild master of the guild DiE) way back when the game started used this technique to keep on top of the boards.