Talk:Blademaster/@comment-188.156.46.242-20130507172548/@comment-484486-20130508033738

I imagine it's the same to what I use as a sentinel.

Square: mixture of Bandit and Wisdom. Enough Bandit to stay healed through damage, and the rest as wisdom to increase effective DPS by getting enough to spam skills.

Circle: All agility. ( Power seems to be to small a DPS increase at later levels, especially once DPS gets above 10,000. Fortitude health seems nice, but if you have enough leach you just need enough health to survive a bit of a burst, otherwise better just to be able to heal by doing massive damage, arcana seems to have no effect when I played around with it, but even if it did what it said not worth it compared to leech + high damage. Better to refill pool requicker, that to start with slightly larger ones that run out. )

Triangle: Perception for increased damage. Both Fire and Nature are damage over times and don't stack, so if you are spamming attacks they are less effective and if you kill the targets quickly then the damage over time is not worth it. A little mind might be useful if you are getting stun locked yourself... ( but there are skills for that )

Star: A mix between blessing, winter and storm. These increase effective DPS a lot and also allow taking advantage of weaknesses. I notice that I can kill undead and demons a lot fast if I have blessing relative to other mobs. Soldier doesn't seem to give as much value, though some think that it is calculated ( base damaage + power ) * ( 1 + Soldier ) * ( 1 + Winter * ( ice weakness ) + Storm * ( storm weakness ) + Blessing * ( holy weakness ) ), so it might be a worth having some... but I've found in practice that my practical DPS ( roughly measured by how quickly I kill hard mobs ) is less if I go for soldier instead of elemental damage. I haven't played much with Monk, but if I understand the calculations it would be approximately 5% DPS increase, but the increased speed should also help with leeching and energy per hit.