Capping stamina isn't as easy as people make it out to be. Sure, if you're raiding ToV it's not an issue, but anything less and you're unlikely to cap it even as an ogre/troll with shaman buffs. For some reason, SK gear has terrible stamina. The planar set gives 14. The Thurg and Kael sets give a total of 12 and 11 stamina respectively. In Kunark, the class set gives 8 from the BP and that's it. An ogre with 15 points in stam needs about 60 more from gear to cap out with sham buff. There's also value in having capped stamina in resist gear, or without the shaman buff so that you free up an extra buff slot. That's not happening until you're raid-geared in Velious, and 95% of players don't get to raid at all.
Intelligence is almost completely useless to a SK. Mana pool matters to quad kiters and clerics, not to a class that spends most of its life spamming 10-mana spells. In order for the size of your mana pool to matter, you'd have to be going from 100% to 0% mana in one go and still need more. As a SK, that's not really a thing that happens. You don't pour a full mana bar into one mob. At level 50, those fifteen points in int will give you half the mana cost of one lifetap. If you have to put your points into something that isn't stamina, you might as well pick agility and get something out of it.
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