View Full Version : [Magery] PVP Mage Templates
Hex_Europa
11-14-2005, 09:52 AM
***PLEASE BE AWARE THAT DUE TO CAPPING & SKILL REQUIREMENTS SINCE THIS THREAD WAS STARTED SOME OF THE TEMPLATES MAY NOT BE PLAYABLE AS ORIGINALLY INTENDED***
Due to the forthcoming changes i expect a influx of Mages.
So i have prepared a brief overview of each of the major templates to help them out.
This isn't written for new players to the game i expect a base knowledge of all the skills and things mentioned.
Finally these templates are not final they can be adapted for every individual out there wishing to play a mage. So if you don't have a 250 stat cap altar it to whatever you do have, same goes for the skill cap.
I look forward to seeing all the new mages out there in the field.
Hex_Europa
11-14-2005, 09:54 AM
Advanced Mage PVP Templates
This tutorial is for advanced players and a basic knowledge of the topic is assumed.
Player versus Player (PvP) Mage templates have a few skills that are essential and should not be dropped. These essential skils are magery, evaluate intelligence and meditation, you will also need a way to defend yourself from melee attacks as well as resisting spells to prevent other mages from exploiting a very big hole in your template.
I will not recommend statistics in this tutorial due to stat increase from artifacts and armour making it a very personal preference, however a basic setup would be
Strength 90
dexterity 40
Intelligence 120
This is of course assuming a 250 stat char and can be adapted to suit your needs.
The following templates are widely used and can be adapted by a individual to suit his/her needs.
Scribe Mage
The Aim of this template is to deal high damage via mage spells, this is achieved by including Inscription in the template. At Grandmaster this bonus is 10 Spell Damage Increase (SDI) unfortunately the bonus Inscription gives work in segments of 20 skill with a bonus 5 SDI for reaching GM therfore it is very important if you choose to play a scribe mage you take inscription all the way to GM otherwise you will have below par results for your skill points.
This 10 SDI from GM Inscription isn't affected by the SDI PVP cap therfore with the inclusion of 15 SDI from items which is the current cap, 25 SDI can be achieved from these 2 alone.
When combined with the SDI benefits of Evaluate Intelligence and high levels on Intelligence the results can be devastating.
This is achieved by following these equations
Eval. Int. Bonus: ((EvalInt * 3) / 100) + 1
Intelligence Bonus: (INT / 10) (Drop decimals from result) Up to 120.
GM Inscription Bonus: 10% Damage Bonus
Spell Damage Increase: Int. Bonus + Inscr. Bonus + Spell Damage Increase Items*
Total Damage: (Base Damage * Eval. Int. Bonus) * ((Spell Damage Increase / 100) + 1) (Drop decimals from result)
Two common templates are: (Assuming 700 skill points)
120 Magery
120 Evaluate Intelligence
120 Resist Spells
120 Meditation
120 Wrestle/Swords/Fencing/Macing/Archery
100 Inscription
This is a expensive high end template to put together but will maximise your offensive capabilities. Your defensive skill is a personal preference some mages prefer wrestling due to be able to use a book or chug pots whilst some may prefer archery for it's ranged damage ability.
It is possible to free up these 120 Skill points by using a mage weapon -0 skill such as Staff of the Magi and Swords of Prosperity however i would advise against this due to the fact if you are disarmed you will be hit by a dexxer 100% of the time.
A more cost efficient template would be
115 Magery
115 Eval
115 Med
115 Resist
115 Wrestle/Swords/Fencing/Macing/Archery
100 Inscription
The remainding skill points can be put into miscellaneous skills which are at the end of this thread.
Nox Mage
As you've guessed by the title this character uses poisoning on his/her template to deal extra damage to opponents. Poisoning is a expensive and hard skill to train however it can be extremely useful in both 1 vs 1 pvp and group pvp in the field.
This skill is capable of enhancing the level of poison you cast within two tiles of the target, or with poison fields. How high a level of poison you cast is based on how much combined poisoning skill and magery you have on your template ((magery + poisoning)/2; if that's equal or greater than 65, you will cast normal poison instead of the standard lesser poison. If it's greater or equal to 85, you'll cast greater poison, and lastly, if it's greater or equal to 100, you will cast deadly poison without fail).
If you combine it with a weapon skill and the weapon skill + poisoning is 200.0 or more, you will receive a -5 mana reduction on all special moves, as well as being able to inflict poisoning with a weapon that is 1 level higher (poisoning skill = percentage chance of higher level poison), so you can inflict up to level 5 poison for a mere 10 mana.
One thing to be warned about regarding increasing poisoning is that, while the level of poison increases, that doesn't necessarily mean that it becomes better - lesser poison, the one normally cast, is the fastest poison in the game, and as such, it's far better for interrupting enemy mages in PvP than even level 5 poison is.
Yet again i suggest taking Poisoning all the way to GM to make full use of it when using spells and the *Infecting* weapon skill.
GM Poisoning = Deadly Poison Fields (Excellent for group field pvp)
Deadly Poison spell when within 2 tiles of the target
Now we have looked at the spell capabilities of the nox mage we'll move onto the weapons used by such a template and why.
This is calculated differently to the magey spells
The Poisoning skill will give a (Poisoning Skill)% chance to increase the level of poison delivered by 1. The blade must have poison applied to it. The power of the poison depends on the type of poison used and your poisoning skill.
With Poisoning skill 0.0 - 19.9 you can inflict Level 1 (with a chance of level 0)
With Poisoning skill 20.0 - 39.9 you can inflict level 2 (with a chance of level 3)
With Poisoning skill 40.0 - 59.9 you can inflict level 3 (with a chance of level 4)
With Poisoning skill 60.0 - 100.0 you can inflict level 4 (with a chance of level 5)
Therfore at GM Poisoning if you use the *Infecting* special move with a weapon which has Deadly Poison applied to it you have a 100% chance of upping the poison to Lethal Poison. For this very reason i suggest poisoning is taken to 100 and either a fencing /swords weapon is used as these are the only melee classes with the *infecting* special move.
If you choose not to use one of these weapon skills you will not be utilising your nox template to it's full potential and just have magery spells to rely on for your poisoning needs.
Weapons with this move are:
Butcher’s Knife
Dagger
Cleaver
Kryss
Pike
Double Bladed Staff
A common template (assuming 700 skill points)
120 Magery
120 Evaluate Intelligence
120 Resist Spells
120 Meditation
120 Swords/Fencing
100 Poisoning
A more cost efficient template would be
115 Magery
115 Eval
115 Med
115 Resist
115 Swords/Fencing
100 Poisoning
The remainding skill points can be put into miscellaneous skills which are at the end of this thread.
Tactics Mage
The tactics mage is exactly that, a mage which has tactics.
The reason behind this is so the mage can deal damage from his/her weapon as well as magery.
Due to this reason wrestling is never used by a tactics mage and for once those slow but hard hitting macing weapons come into there own.
The reason of taking Tactics in favour of anatomy is that at Grandmaster level Tactics gives a 68.75% bonus whilst anatomy only gives a 55% damage bonus.
I will not go into detail of all the weapons you can choose because there is so many however what i will say is that hard hitting weapons that may be too slow for a dexxer wanting to swing at the swing speed cap really come into there own on a tactics mage. The main special move used by a tactics mage is Armour Ignore which at GM Tactics on a hard hitting weapon such the hammerpick, Longsword can do around 25-35 hp Damage.
Now considering Publish 38 is capping Armour Ignores and Critical Strikes at 35 HP anyway then tactics mages are laughing as they can do the same damage as a dexxer using this move.
A few examples of these weapons are:
HammerPick - Armour Ignore & Mortal
War Axe - Armour Ignore & Bleed
Spear - Armour Ignore & Paralyse
Longsword - Armour Ignore & Concussion
Broadsword - Armour Ignore & Crushing blow
Composite Bow - Armour Ignore & Moving Shot
These are the most popular weapons for a tactics mage, as you can see none are particulary fast however the idea of this template isn't to hit fast it's to do high damage when the weapon does hit, weapons such as the hammerpick and war axe are ideal for this.
A common template (assuming 700 skill points)
120 Magery
120 Evaluate Intelligence
120 Resist Spells
120 Meditation
120 Swords/Fencing/Macing/Archery
100 Tactics
A more cost efficient template would be
115 Magery
115 Eval
115 Med
115 Resist
115 Swords/FencingMacing/Archery
115 Tactics
The remainding skill points can be put into miscellaneous skills which are at the end of this thread.
Parry Mage
This template gives the player extra protection against dexxers in the pvp world. The mage uses a one handed weapon or wrestling and a shield when combined with the Parrying skill and high dexterity levels gives the mage a 30% chance of blocking at GM.
For parrying to be useful the mage MUST use a shield, this then gives them the choice of using a one handed weapon or a spellbook if they have wrestling, however this means archery is not viable for this template
Although at the beginning of this i said i was not going to advise on statistics of any of these templates this is the exception as dexterity is a component modifier of the parry chance.
This is as follows
Blocking with a shield:
% Chance = (Parrying - Bushido) / 4 (If less than 0, the chance is 0)
(Add 5% if Parrying or Bushido skill is 100 or above)
Dexterity Modifier if dex is less than 80: (80 - Dexterity) / 100 (If Dexterity is higher than 80, the modifier is 0)
Final % Chance of blocking = Base Chance * (1 - Dexterity Modifier)
As you can see to get the most out of your Parrying skill points you will need a minimum of 80 dexterity which is EXTREMELY high for a mage template making it one of the tighest stat templates ingame.
The good news is with all the artifacts and rewards ingame these day it's not impossible to reach such levels.
The stat template i use on my parry mage is 70,80,100, i then raise my strength and intelligence through artifacts and reward items.
At GM Parrying you will have a 30% chance of blocking a melee attack with a shield If you cannot reach 80 dexterity on your mage then this 30% will fall considerably therfore if you cannot reach 80 dex then it's probably best not to take on this tight template because you won't be getting the most out of your skill points.
This template combined with high Defence Chance Increase (DCI) will make it extremely hard for a dexxer to hit you often and therfore give you a clear advantage in a fight .
A common template (assuming 700 skill points)
120 Magery
120 Evaluate Intelligence
120 Resist Spells
120 Meditation
120 Swords/Fencing/Macing/Wrestle
100 Parrying
A more cost efficient template would be
115 Magery
115 Eval
115 Med
115 Resist
115 Swords/FencingMacing/Wrestle
115 Parry
The remainding skill points can be put into miscellaneous skills which are at the end of this thread.
Chiv Mage
A Chiv mage is a mage that takes advantage of the current faster casting/faster casting recovery cap of chivlary which is 4/6.
Whilst chivlary spells such as Enemy of One, Consecrate weapon may not be very useul for a mage there and still plenty of spells that are.
Dispel evil, is a life saver when surrounded by monsters at a champion spawn.
Holy Light is a excellent area affect spell which is similar to the necromancers wither.
Cleanse by fire has more of a chance of curing the higher level poisons than the normal cure spell.
Divine fury is excellent for a stamina refresh when low of stamina from getting hit by a dexxer or pushing through champ spawns.
The main reason mages take up chivlary is for the Close Wounds spell.
As i mentioned before the current cap for chivlary is 4/6, this allows a mage to cast close wounds at the same speed as a circle 2 magery spell.
To get the most out of this template you will need high karma due to the chivlary being more affective at high karma levels.
At the highest karma levels close wounds will heal up to 39 HP per spell, therfore if you have 4/6 on that char you can heal 39hp at the same speed of a circle 2 magery spell such as harm.
This makes chiv mages extremely hard to kill when they can heal so fast , the fact that they are casting faster means there's less chance of being disrupted and you getting the heal off.
To make this template work at it's best you will need 4/6 casting (which is easy to get from rewards and artifacts) and high karma levels.
A common template (assuming 700 skill points)
120 Magery
120 Evaluate Intelligence
120 Resist Spells
120 Meditation
120 Swords/Fencing/Macing/Wrestle/Archery
100 Chivlary
A more cost efficient template would be
115 Magery
115 Eval
115 Med
115 Resist
115 Swords/FencingMacing/Wrestle/Archery
105 Chivlary
The remainding skill points can be put into miscellaneous skills which are at the end of this thread.
Necro Mage
This is without a doubt one of the most fun but challenging templates to play. Yep you've guessed it it's a mage with necromancy....... but wait necromancy is no good without Spirit Speak so we'll have to fit that in too.
It's virtually impossible to build a proper scrolled necromancer mage so keep that in mind before walking the path; alternatively, you can use artifacts (staff of the magi and midnight bracers) to make up for some skill points and scroll other skills with.
Adding necromancy and Spirit speak adds another level to your mage - in form of 16 new spells, and a new form of healing (that'll heal through anything, even mortal wound and poison). Strangle is a excellent spell as it'll interrupt your opponent and can be removed with nothing short of remove curse, as well as being a poison based spell that does more damage based on how much stamina your opponent has left.
Pain spike is a great finisher to any arsenal, and seeing as it only costs 5 mana, it's always a great bet, not to mention that it lowers stamina drastically, and as such is great in combination with strangle.
Corpse skin will add damage to your fire based spells (of which necromancy has none) as it lowers fire resist by 15 points, but keep in mind that it raises poison and cold resistances so you will essentially make it harder to use necromancy on a target that has corpse skin on him. Poison strike is another good spell for a mage, as it adds the elemental damage he himself lacks, and wither is just all round good, especially in high spawn areas such as a champ or against a stealther.
Blood oath is an excellent spell as well, as it turns every damage you take from the one you casted it on, into damage he takes as well (This spell is currently getting bushido archers disarming). All round, necromancy is a great addition to a template, even if it does leave you lacking in the scroll department.
Ok now for the template...
A common template (assuming 705 skill points)
105 Necro
110 Magery
110 Eval
100 Resist
115 Wrestle/Mace/Fencing/Swords/Archery
100 Spiritspeak
60 Meditation
As you can see a necromage template isn't as easy or clear cut as any of the others mentioned. And players with a 720 skill point cap will have a clear advantage.
Miscellaneous Skills
When you have points left over on a template you may wonder what to do with them, well a few common ones are.
Focus = 1 Stamina regen per 10 skill & 1 Mana regen per 20 skill
Tracking = Even a small amount of tracking can be affective
Detect Hidden = Again rather affective for passive revealing stealthers even when low skill.
Nisse
11-14-2005, 12:45 PM
Post deleted by Nisse
imported_Jimmy Pop
11-14-2005, 12:58 PM
Here's a couple Nox/Scribe Templates
Cheap Template
110 Swords
110 Magery
110 Eval
100 Inscription
100 Med
100 Resist
90 Poisoning
Expensive Template
120 Swords
120 Magery
120 Eval
100 Inscription
110 Resist
90 (80?) Poisoning
60 Med
Kafka $TC$
11-14-2005, 01:49 PM
120 mage
120 Eval
120 Med
120 Mag Resist
120 spirit speak
100 necro.
Swords of Prosperity or Staff of Magi.
Pretty fun one to play!
Nice post Hex
Hex_Europa
11-14-2005, 02:48 PM
Excellent there's some good templates coming in now, it'll give everyone a real choice.
Even better to see all the mages whether you are pure or hybrid resurfacing.
Good_Ole_Lefty
11-14-2005, 03:40 PM
Best Guide I have seen in Years Hex, Great Work!
Chandalir
11-16-2005, 12:35 AM
Stickied as per request (no you won't get a "zomg nerf dexxers!!11" thread stickied if you request it
Hex_Europa
11-16-2005, 05:12 AM
Kafka i really like that necro mage temp you've posted i'm going to give it a go
Btw have we got any chiv or parry mages here ? i'm intrested in what your temps are.
Nerf-Herder
11-23-2005, 06:27 AM
<blockquote><hr>
Kafka i really like that necro mage temp you've posted i'm going to give it a go
Btw have we got any chiv or parry mages here ? i'm intrested in what your temps are. http://boards.stratics.com/php-bin/shared/images/graemlins/grin.gif
[/ QUOTE ]
I have a chiv mage. I do not PvP, but I do participate in fel champ spawns. As pretty much everyone knows, these get raided frequently. In spite of my lack of any significant dueling prowess, I am a pretty adept party healer when on my chiv mage (Holy Mage as I prefer to call him).
For a minimum expenditure of mana, I can keep myself alive with close wounds. This gives me alot of extra mana to use to cross heal allies, and especially use cleanse by fire to remove high level oisons from them. (at 120 chivalry, a paladin has a 90% chance to cure lethal poison)
Holy light spam can really **** off any enemy mage groups if they are standing too close to each other, and I cannot stress enough how cool it is to be able to mass revive fallen allies with 75% of their health in tact (assuming you work the compassion virtue) - This is an invaluble tool as it allows your party to retreat if overrun and retool, regroup, rejoin the fight in a matter of seconds.
The template is a typical six time legendary Holy Mage. (Basically the same as what is already listed in this thread) - That means 120 in Magery, Meditation, Evaluating Intelligence, Wrestling, Resisting Spells, and Chivalry.
If I am ever lucky enough to get an Ornament of the Magician, I will probably drop wrestling and go with a weapon skill. Right now, I need the FC1 on my spellbook to reach 4/6 casting.
The Holy Mage seems more suited for field fighting (especially healing) than it is for straight-up dueling one vs one, but he CAN hold his own and crank out repectable damage (I just personally have a problem finishing people).
While I am certainly not a PvP Professional, I do know how to run a mage. I have seven different characters who have GM or higher mage, med, eval. IMHO, mages provide the most variety both in terms of character builds and how they can be run.
Nisse
11-23-2005, 10:37 AM
Hopfuly we will see faction blome again and there we can have a few more fun mages.
We got the thieve mage.
Here i sugest to use a scribe templet but remove werstling or weapond skill to pick up stealing. Use a magi staf or sword of pofecy. To steal a segil in faction you will only need 80 stealing.
Another faction mage will be a tinker mage or a remove trap mage.
SirBrugsman
11-27-2005, 08:16 PM
Hi my name is Guardian Knight, and due to real life issues I havent played UO in 3 years, even though I started in 1997 and Ive done pvp since I played, now since my account hasnt been touched for almost 3 years, my templates are all messed up, thnx to soulstone i can make a few adjustments. Now my question is, I have gm poison and gm inscribe could i put them on a necro template and him be worth a darn, or must i keep him on the mage template like above? Thnx for any response.
Hex_Europa
11-30-2005, 08:46 AM
Your best bet is to post on the necromancer board for a necro template.
http://boards.stratics.com/php-bin/uo/postlist.php?Cat=2&Board=uonecromancer
If you don't like what they give you we can probably come up with some magery ones with scribe and nox in http://boards.stratics.com/php-bin/shared/images/graemlins/grin.gif
Rooster ^^
12-06-2005, 11:43 AM
Go for wrestle /w 40-50 dex total and 25% dmi
this ensures your hits will do atleast 1dmg and always land a stun punch or disarm.
Rafe4tw
12-06-2005, 04:33 PM
The wrestle doing no damage has been fixed, it always does at least 1 point now.
My necro mage templete
110 eval
110 resist
105 necro
100 SS
100 anatomy
100 meditation
95 magery
I use the tome of lost knowledge to bump magery to 110. Templete gives 115 weapon defense and you get to use a shield for more dci, and you can drop the book to chug and not ruin your defense. *loves it*
Edalim Keove
12-07-2005, 10:10 AM
Rooster, I thought that all wrestle hits automatically did 1 point of damage regardless of DMI. At least thats what I remember as their fix for finally getting us wrestle mages back our special moves.
ISmellBad
12-26-2005, 11:25 AM
Haha, my chiv/parry mage dominates.
110 Magery
110 Eval
110 Med
110 Parry
110 Resist
100 Inscribe
60 chiv
1/3 Ring with 10 Chiv
1/2 Brace with 10 Chiv
Scrappers
Arcane Shield
Max karma + 4/6 + Parry = this character survives a lot.
This character is made to just survive. Ive only died at a raid one time, and that was because of 3 dog archers and some lag. Its a good template, and even without a melee skill, the inscribe makes up for the damage.
ISmellBad
12-26-2005, 11:27 AM
You forgot about this template:
DS Mage
120 Mage
120 Eval
120 Med
120 Resist
120 Wrasslin'
100 Ninja
(Note - 100 Ninja is there because Im one three three seven and have 1/3s with 10 ninjitsu on them)
Be human so you can track. 60 Damage DS 4tw
There is also a deviation from this, but Im not letting me secret out.
imported_archite666
01-14-2006, 02:58 AM
How about healing for a parrying mage? I mean I know you won't be able to pull off 4 second heals or anything but if your gonna have high dex why not have healing, a skill that can constantly heal you while you focus on offensive spell casting? Think about it your already avoiding alot of Dexxer blows and now your healing constantly while using mass offensive spells. Just an idea,im not a Pvp expert
ogbigblack
02-04-2006, 11:15 AM
Heres what I have currently-
I made this character for PvM and PvP
+20 Stat
100 Str
20 Dex
125 Int
115 Eval
115 Mag
115 Med
115 Necro
115 SS
115 Resist
I planned on using Swords of Prosperity in PvP situations and Slayer spellbooks in PvM...
any suggestions for my template or items that are must haves?
Fision
02-26-2006, 11:03 AM
Man How Could You Forget About This One
Bushido Tank
120 Magery
120 Eval Int
120 Parry/Spells
120 Med
120 Swords
100 Bushido
(700.0 Cap)
Str 90
Dex 40
Int 95
Cheap Temp
115 Magery
115 Eval Int
115 Parry/Spells
115 Meditation
115 swords
115 bushido
10 focus or something
RollinTheTweed
03-27-2006, 07:04 AM
120 magery
120 eval
120 med
120 parrying
120 resist
120 bushido (of course with 720 skill cap)
My char is is currently at: 110 magery, 120 med, 115 eval, 115 resist, 115 parry (or close) 103.ish bushido. It's the ultimate gimp mage template that saves your ass in tight squeezes and ganks. I also use the swords of props, only down fall is being disarmed, but I have DSL for a reason lol.
I have also heard, but havent tested it because test ignores account age making everyone 700 skill points. Well anways I heard this template is actualy still doing pretty good. If you have 720 skills avail.
120 mage
120 eval
120 med
120 resist
120 swords
120 tactics
Someone already mentioned the DS mage, that's my next project for my blueby. I know I double posted one template *shrugs*
Plato's Student
04-05-2006, 02:57 AM
Great post, i'm developing a nox mage on Sieg and this is very helpfull. I'm just a little confused with these equations.
Supose I have gm eval
Eval. Int. Bonus: ((EvalInt * 3) / 100) + 1
((100 * 3 ) / 100 ) + 1 =
(300 / 100) + 1 =
3 + 1 = 4
I cast a flame strike at 60 base, were looking at 240 damage before sdi?
Obviously i have misread. * does mean multiply right?
60 * 4 = 240?
Total Damage: (Base Damage * Eval. Int. Bonus) * ((Spell Damage Increase / 100) + 1) (Drop decimals from result<blockquote><hr>
This is simple math but that can't be the right awnswer. Sorry if i'm overlooking something stupid.
Plato's Student
04-05-2006, 03:04 AM
Oh yah,
mage 115
eval 110
inscrib 100
resist 115
med 90
poison 80
fenc 90
What do you think? Should i gm fenc in place of those 115's?
I think I read somewhere that the eval int bonus applies to a percentage increase not multiplied as in your equation. So i think it would ad something like 4% SDI, though I am not 100% sure on that one
Hex_Europa
06-11-2006, 12:16 PM
Whats the latest PVP templates out there at the moment. I see alot of mages with Bushido. Feel free to post them here http://boards.stratics.com/php-bin/shared/images/graemlins/blush.gif)
Hex_Europa
06-20-2006, 02:13 PM
Ok the latest uber template as far as i can see is as follows.
120 Magery
120 Eval
120 Resist
120 Meditation
120 Busido
120 Swords
Running around with a bokuto and spamming nerve strike is the order of the day for now.
I'll post again if a new one comes out http://boards.stratics.com/php-bin/shared/images/graemlins/wink.gif
Ethir
06-29-2006, 03:03 AM
So what do you say about this template
Magery 100
Eval 100
Archery 100
Tactics 100
Anatomy 100
Heal 100
Medi 100
They don't have to be at 100, i can use powerscrolls as you show me the path http://boards.stratics.com/php-bin/shared/images/graemlins/smile.gif
not very popular bc its really hard to get the jewels to make it work, but i run a nox scribe as my duelist/field mage
115 mage
115 eval
115 med
115 resist
115 fencing
100 scribe
85 poison
I realize that this is 760 pts & eeven being 4th yr u can only get 720, but i got some killer dern jewels that give me the spare 40 pts i need [& still be 2/6] & should i get the $$ or scrolls to go 120's alls it takes is a mark the the travestly http://boards.stratics.com/php-bin/shared/images/graemlins/grin.gif
Hex_Europa
06-30-2006, 11:21 AM
Thats a good looking template i can only imagine how tight it is with the armour requirements. But it just shows it can be done http://boards.stratics.com/php-bin/shared/images/graemlins/grin.gif
Your getting your 10 sdi from scribe and you can cast DP (If your close enough) as well as DP fields so i'd be happy with leave it as it is tbh.
As i'm a sucker for pioneering templates i gotta say i like the look of this one. http://boards.stratics.com/php-bin/shared/images/graemlins/wink.gif
Hex_Europa
06-30-2006, 11:35 AM
Ethir
This template is nice because it offers the ability to heal via bandies which is handy for healing on the run.
I do have concerns about the magery, Eval, Resist, Archery all being a bit too low for PVP.
However i have noticed something.
Anatomy + Evaluate Intelligence + 20) / 2 = defensive wrestling (capped at 120.0).
I'm sure you know about this it's the eval + anatomy equation that acts as a defense although you don't get to use any special moves.
Yours is 100 + 100 + 20 = 220 /2 = 110
Now this doesn't stack with wrestling or a melee skill and as your archery is only at 100 your actually going to get your defensive capabilities from your anatomy and eval as this is the greater of the two.
To be effective as a tank mage your going to need to find more skill points to raise your magery, Eval, Resist and Archery to a reasonable level.
It's a hard template to put together however with the right armour/jewels you could maybe pull it off.
Let me know if you manage to do it http://boards.stratics.com/php-bin/shared/images/graemlins/grin.gif
Ra'ah the Savage
07-12-2006, 08:49 PM
how effective is this template?
110 mage
110 eval
100 med
100 resist
100 bushido
100 parry
100 fence
?
What is better for defense, anat or a wep skill [like wrestling] I have 115 parry and am working wrestle...am i wasting my time?
Hex_Europa
07-13-2006, 09:34 AM
110 mage
110 eval
100 med
100 resist
100 bushido
100 parry
100 fence
IMO your fencing is too low, 115 Mage & Eval would be nice as well as higher Resist.
It's a good template to use, just make sure you use a 2 handed weapon otherwise your wasting your skill points.
http://boards.stratics.com/php-bin/shared/images/graemlins/shocked.gif
What is better for defense, anat or a wep skill [like wrestling] I have 115 parry and am working wrestle...am i wasting my time?
I'd prefer wrestling as you can equip a book to help make up your suit, also you'll get the specials that you don't get with anatomy.
Ra'ah the Savage
07-16-2006, 06:26 PM
well i hear the nox/ninja/mage is the new template to use, so I am thinking about this:
120 fence (115 cheap version)
120 ninja(115 cheap version)
100 mage
100 eval
100 med
100 resist
80 poison (85 for cheap version with 115 fence)
basically the spell damages will be lower but should be made up by LP and DS. What do you guys think?
bheleu
07-17-2006, 12:59 AM
The Dread Lord Pol, Legendary Mage
120 Magery
120 Evaluate Intelligence
100 Meditation
100 Resisting Spells
100 Inscription
80 Focus
80 Poisoning
Thankfully I already got the 120 scrolls for this, broke me lol.
imported_Who_Flung_Poo
07-17-2006, 12:13 PM
here is mine that is also a bushi mage, but sucks when you get disarmed...
120 mage (111)
120 eval (115)
120 resist (115)
120 bushi
120 med
120 parry
i use staff of the magi for my weapon, this temp is great against warriors cause i can spam evade, and cast them to death while they try to hit or disarm me... also if they do manage to disarm i can heal my self fast enough to survive and equip my staff again and evade them more...
Ra'ah the Savage
07-17-2006, 08:39 PM
what about the stealth/hide mage in pvp?
115 fence
115 mage
115 eval
100 med
100 resist
100 hide
75 stealth
hope to use this to fight in spawns or dungeons
Variation on Chiv Mage
110 Magery
110 Eval
110 Med
110 Parry
110 Resist
100 Spellweaving
60 chiv
Instead of Inscription, use spellweaving. Gives GoL, GoR, plus Pixies and Nature's Fury are VERY NICE, Word of Death is beautiful for spawns.
Use 4/6 with jewels that bump Chiv up to 80. Good solid temp. Only difference between reg chiv mage and this is the weaving.
120 mage
120 eval
120 med
120 resist
120 ninja
100 inscribe
rest in focus
Its my temp and Im having fun with it.
This is what i have in the works,
120 Archery
100 tacs
100 anat
110 magery
110 eval
100 resist
80 chiv
Chuchuka
10-06-2006, 08:48 AM
What can you say about this template :
Magery - 120
Meditation - 120
Resisting - 120
Eval. - 120
Wrastling - 120
Poisoning - 100
What chans for DP will i have with 120 Magery and 100 Poisoning?
Heres one of my mage temps
Tamer mage
720 skill pts
Tame 120
eval 120
magery 110
archery 120
resist 120
scribe 100
lore 30
With this temp my suit is focused on MR (medless temp) and Lmc. With the 120 tame a person only needs 30 lore to control almost any beastie 100% of the time, rune beetle for example. Archery helps alot with being able to dismount to give your pet an easy target, I use scribe for sdi purposes but any other skill work awesome in place of scribe like skills that I tested (on test) and work awesome are:
Ninjitsu
chiv
poison
med
Another I think is fun but hard to maintain karma
Eval 120
magery 110
med 100
poison 90
fence 120
resist 120
chiv 60
Arken
10-17-2006, 03:05 PM
700 skill point build...wanting to do a nox style mage. For equipment, looking to maintain 100% LRC, 40% LMC, 2/6 FC/FCR, and as close to full 70's resists as I can get. I can't afford an ornament of the magician yet, so in order to get the suit right, I've got to use a spellbook (using scrapper's atm). I also have the Vesper Museum Chaos Shield (1/2 fc/fcr). Using Reactive armor to compensate for my armor's low physical (and comparatively high elemental) resists right now. All I'm missing is a ring (looking for something with small lrc, lmc, and any combination of phys/cold/poison resists) to get the suit about right. Added bonus, I get +10 INT, +10 mana, and 4 MR from what I've got equipped right now as well.
Skills (once I find/get all my scrolls):
120 Magery
120 Eval
120 Resist
120 Meditation
120 Wrestling
100 Poisoning
Eventually I'd probably switch out Wrestling for Swords or Fencing.
Thoughts/tips?
Crunch VmP
11-03-2006, 01:16 PM
switch for swords and use a cleaver.
Lord Forest
11-14-2006, 02:42 AM
How's this?
Insc 100
Poisen 100
Mage 115
Eval 115
Med 110
Fencing 115
Focus 25
res spells 115
720 skill base
+15 mage tome/+20 fencing on kyriss
+20 Mage & +20 Focus Cristaline ring
paulwoodxxx
11-28-2006, 04:18 PM
big big noob question.. but its ok because i am a noob..so its all good
i was wondering for the tactics mage template, if the anatomy and the tactics +'s can be added together .. im thinkin no, but just making sure :S
thanks
Crunch VmP
12-18-2006, 04:05 AM
i dont really see this anymore, lol
but if u wanna go tactics mage i'd go macing as well for a concussion blow (maybe a little bit of chiv for consecrate weapon too)
Someone explain to me why using nerve strike on a bushi mage is better than armor ignore for 35 dmg on a tactics mage? I mean, maybe for 1 on 1, but at a spawn or a harry or something it doesn't seem too wonderful.
Good_Ole_Lefty
12-30-2006, 05:20 PM
"Someone explain to me why using nerve strike on a bushi mage is better than armor ignore for 35 dmg on a tactics mage? "
The reason is you dont need tactics. So you save all those skill points. Nerve strike does 25hp direct damage plus base damage (damage from wep,DI,str,anat,tact bonus) plus any hit spell effect.
To get 35 AI's you need to invest skill points, its all based on base damage. It's odd isn't it.
<blockquote><hr>
120 mage
120 eval
120 med
120 resist
120 ninja
100 inscribe
rest in focus
Its my temp and Im having fun with it.
[/ QUOTE ]
how do you use the ninja abilities? mage wep?
Dead.God-
01-19-2007, 06:44 PM
This templet is a REAL challange to play on any real shard and you will most liekly die alot since after awhile people will find the loop in the temp of no magicresist and paralize you, but since i play test shards alot of the time i dont have to worry about that because i just toggle skills, but for anyone else this is a very high cost and challanging templet to play, if you need a good challange and fun in PVP heres the templet for you!
Alright guys heres a very unique mage templet, many people dont consider it a mage templet though, but i do considering its main tactic to kill requires magery.
-Templet-
120 Magery
120 Evalint
120 necromancy
120 spiritspeak
120 bushido
120 swords
ok ok yes yes i know that theres no meditation or magicresist, but you see this templet isnt based so much around the skills for it to work, its worked around the suit you use and the items too.
You MUST use pots for this templet or you WILL die period, dont like pots dont use it k?
Using a suit with Mana regen and lower mana cost is Essential otherwise you wont have the mana you need to kill people, i would suggest a suit with 60s+ 8 Mr and 30+ lmc would work as the minimum for this.
Find yourself a nice bokuto pref. with fireball or lightning with sc, this is for the nerve strike as we all know yes yes..
Get a 0/3 or 1/3 ring with 75 enhance pots, extra mods the better right, this of course is for the pots you will be using to keep alive with.
Using a LESSER hiryu with this templet works well for dismount and bleed along with some decent damage, and since all you need to control the mount is bushido you have that covered already in the templet itself.(unless they change the requirements for the mount i would recommend using this)
Crackninja80
01-30-2007, 06:48 AM
Here is my Penultimate Legendary Scribe Mage:
120 Magery
120 Evaluate Intelligence
120 Meditation
120 Resisting Spells
120 Wrestling
100 Inscription
108 Str/120 HP
135 Int/155 Mana
39 Dex
My suit has the following Mods:
70/70/70/64/74
100% LRC, 40% LMC, MR 6, DCI 45%, FC2/FC6
This is the most expensive character I have ever made and if it drives me nuts that I can't find a way to fit 6 Poison resist into my suit but I guess I'll just have to live with it http://boards.stratics.com/php-bin/shared/images/graemlins/frown.gif Anyway, let me know what you think about playing scribe mages these days http://boards.stratics.com/php-bin/shared/images/graemlins/smile.gif
Crunch VmP
02-08-2007, 04:15 AM
scribe mages rock in field fights.
although its sort of hard to 1v1 anyone because all you have are spells while most others combine magery with nerve strike or deathstrike or something of the nature. i ran it for awhile and i loved it, but i switched out for ninjar which is currently like 99.2 or something. Deathstrikes are nice even at this skill because tracked they do like, 45 dmg or something. Its just a matter of getting them off :O
and btw ur suit is amazing.
ShogunARG
04-24-2007, 07:32 AM
A couple of templates that had worked for me before.
Holy Scribe Mage:
Eval115
Mage 110
Melee 120
Rs 120
Medit 80
Scribe 100
Chival 55
55 Skill in Chivalry is the point where you no longer fizzle Remove Curse, the main thing i added Chival on my scribe. To get those pesky Necro debuffs and mage curses away.
----
NecroMage (Lesser)
Mage 110
Eval 120
Medit
Rs 110
Melee 120
Necro 60
SS 100
Necromancy 60 allows you to use Evil Omen, Remove Curse, Pain spike, and blood oath without any fizzle, SS for that extra healing (Over poison and MortalStrike) that always comes in handy. http://boards.stratics.com/php-bin/shared/images/graemlins/wink.gif
---
Last but not least, IMHO whenever you are playing mage, and whatever your template is, you have to keep in mind that Evaluating Intelligence is your MAIN damage dealing source, and thus you have to raise it as far as possible, same thing with your melee skill, it is both your chance to strike, and chance to avoid being hit, specially by a pesky dexxer, or to avoid a special move that could cost your life against another mage.
Legendary Melee&Eval 4TW.
imported_GFY
05-30-2007, 11:27 AM
Luv your suit Crackninja.
Is it crafted or arties?
Could you post what it's made of?
Reyhan01
09-25-2007, 09:41 AM
Whats the mage template of choice for Siege ?
one that has a rune beetle http://boards.stratics.com/php-bin/shared/images/graemlins/laugh.gif
JackFrost
12-11-2007, 02:43 PM
Hi ppl, I want to play with a DeathStrike Arch-Mage, the template is like this:
- 120 Magery
- 120 Ninjutsu
- 120 Eval Int
- 120 Archery
- 120 Resist
- 100 Medit
The problem is that I don't know what stats config would be make it work good... Could you help me with the stats? Thx
imported_archite666
02-03-2008, 01:01 AM
Good luck, deadstrike is now based on hiding and stealth, so the only viable mage template ( on siege anyway) is
120 mage
120 eval
120 med
120 ninja
100 hiding
75 stealth
50 whatever you like
use a mage weapon, Id consider those extra points in tracking for a bit more damage since deathstrike is part hiding a stealth and a small dash of bonus coming from tracking, otherwise, poisoning, or focus.
imported_temu
03-05-2008, 11:58 AM
I'm wondering if anyone is currently running a ninja mage with stealth and hiding. How is it working out? No resist spells - yikes!
Here's my current template -
Evaluating Intelligence 120.0
Fencing 120.0
Magery 120.0
Magic Resistance 120.0
Meditation 100.0
Tactics 90.0
Chivalry 50.0
Works pretty good with spell channel warfork! Would like to hear if anyone has a similar template, and if there's something they're doing that I'm not.
HI http://boards.stratics.com/php-bin/shared/images/graemlins/wink.gif
MY MAG:
100 magery
100 eval
100 madyt
100 anatomy
110 wrestling
100 inscryption
100 RS
GOOD?? http://boards.stratics.com/php-bin/shared/images/graemlins/confused.gif
imported_temu
03-13-2008, 10:21 AM
<blockquote><hr>
HI http://boards.stratics.com/php-bin/shared/images/graemlins/wink.gif
MY MAG:
100 magery
100 eval
100 madyt
100 anatomy
110 wrestling
100 inscryption
100 RS
GOOD?? http://boards.stratics.com/php-bin/shared/images/graemlins/confused.gif
[/ QUOTE ]
Bad! Drop the anatomy! Get some +10's for Eval, Med, Magery and Magic Resist!
I was debating on creating a Necro Mage and was wondering how htose are working this day and time?
I currently have a mage with 112 eval, 111 magery, 115 med, 100 resist and was getting ready to add necro and SS to the template but not sure what else to add or even if this is worth following through with? Maybe there is a better template to take my mage into? I read a lot about hiding/tracking and chiv mages but I had taken about 4 years off and only been back for about a year so i do not understand all the new abilities that are available..
I am considering using this character more for PvP than anything else...
Maybe I should go down the path of inscription/poisoning mage? Any help is very much appreciated...
Thanks,
Bman
Lucifugo
08-15-2008, 10:34 PM
My mage (Lucifugo) Human
120 Magery
120 Evaluating Int
120 Meditation
120 Wrestling
120 Resisting spells
100 Inscription
80 focus
with Crystal ring +20mag/+20focus
Alchemy talisman +5magery
Tome of lost +15magery
Inquisitor give me fcr3 with orny fc2 fcr6
Armor of fortune and Hat of magi for lrc and mr and finally i have lrc100 lmc40 mr9 full 70. I thinking to get some brac with +20skills fc1 fcr1 with chaos shield i can get 100+ focus but it's a dream.
Diomedes Artega
10-18-2008, 08:26 AM
Cheap Temp
115 Magery
115 Eval Int
115 Parry/Spells
115 Meditation
115 swords
115 bushido
10 focus or something[/QUOTE]
Hi there. So excuse the ignorance, but could you still have a formidable template using bushido on a mage? Especially since, the tactics patch from last August? I was thinking of something like the above. I would have to adjust my dexterity perhaps, or would I? To have 80...or is that really necessary? Does it really make a difference? This is a new character I am creating. Any input will be appreciated. I was thinking in of the following, based on what I am scrolled to:
120 fencing or something else depending on what anyone thinks
115 parry
110 magery
115 eval
115 bushido
115 resist
30 in whatever.
Any comments much appreciated.
Sorry forgot to add tactics in there. Or would I need it with this template? I like specials eh whatever would be best in lieu of that I suppose.
shipwrek
10-22-2008, 09:36 AM
Hello, I just returned to UO after being away for 6 years. I believe my Mage-Archer template may be obsolete but I am hoping for some tips.
I mostly go for PvM but would really like to win some PvP for a change. I am looking for some direction on a template. I am hoping to keep Archery and Magery but make it workable in a PvP world.
100 Mage
110 Archery
100 Tactics
100 Eval
100 Resist
100 Anatomy
The rest is divided between healing, meditation, wrestling, some hiding
I left right around when PS came out and only got the one for Archery.
shipwrek
10-23-2008, 09:04 AM
*cue crickets*
Diomedes Artega
10-23-2008, 09:35 AM
Hello, I just returned to UO after being away for 6 years. I believe my Mage-Archer template may be obsolete but I am hoping for some tips.
I mostly go for PvM but would really like to win some PvP for a change. I am looking for some direction on a template. I am hoping to keep Archery and Magery but make it workable in a PvP world.
100 Mage
110 Archery
100 Tactics
100 Eval
100 Resist
100 Anatomy
The rest is divided between healing, meditation, wrestling, some hiding
I left right around when PS came out and only got the one for Archery.
Hi there, I will try to help best I can. Well tricky thing will be mixing magery and archery. Gonna need a combination of HCI as well as LRC and DCI.
Basically you are going to need spell channeling bows. The real question though is if you are going to do max damage with bow or just use it to supplement your magery. Having a template like this will be tough to shine in both PvP and PvM.
Me Personally I would say
120 Magery
120 Eval
120 Archery (Need as high as you can get for accuracy purposes. i.e. chance to hit)
90+ you need min of 90 tactics now for secondary specials.
Rest is up to you really if you plan on spellcasting more or less. If it were me I would probably do:
120 Magery
120 Eval
120 Archery
120 Tactics (for max damage to help with 100 DI cap in PvP)...and help with getting to the 300 cap in PvM.
120 Meditation
120 Ninjitsu or 120 Resist
or if you don't like that then:
100 Magery + 20 crystalline ring
120 Eval
100 Archery + 20 Hunter's headdress
120 Tactics
90 Meditation
100 Hiding
90 Stealth
It just really is dependant on what tactics you want to use. More focusing towards the magery will mean being geared towards that. Focus on the Archery and specials more will be focused on making your arrows hit the mark.
Tactics of the first would be to break the enemy down, hit them on the run with death strike...if they move they'll take a heap of damage. Can do various combinations. Only catch is carrying trap box and items in leiu of having resist spells.
Second template if it were me would be focused on dismounting them and then fighting them on foot. With bow and magic, should be a handful.
Benefit though of first template is you can swap ninjitsu out for resist spells when doing PvM if you wanted, or just run that template without ninjitsu.
Lastly, forgot to say but some armor pieces you won't be able to meditate and get your mana regen back faster...so that's something to take into consideration as far as the spellcasting piece.
shipwrek
10-23-2008, 01:31 PM
Thank you for the response!
Me Personally I would say
If it were me I would probably do:
120 Magery
120 Eval
120 Archery
120 Tactics (for max damage to help with 100 DI cap in PvP)...and help with getting to the 300 cap in PvM.
120 Meditation
120 Ninjitsu or 120 Resist
I need to read up on ninjitsu. Does it give defensive attributes to make up for the lack of resist in pvp or does it just enhance the effect of archery (or is it a seperate combat totally?)
Thank you again. This is great information.
Diomedes Artega
10-23-2008, 02:30 PM
Thank you for the response!
I need to read up on ninjitsu. Does it give defensive attributes to make up for the lack of resist in pvp or does it just enhance the effect of archery (or is it a seperate combat totally?)
Thank you again. This is great information.
Hey no problem. I try to do my best with giving constructive information, since all templates have some sort of weakness.
Basically it depends on your flavor...Like I had said, but some ninjitsu abilities are limited as are bushido ones. Basically some require you to be in stealth mode, which of course requires hiding to be in stealth mode in the first place, etc. lol.
Deathstrike is a main proponent as far as a ninja use. Is mainly used in the open-field...since running away after you been hit by it will net a fair amount of damage for the person who used it on you. Anything less than 115 ninjitsu is a waste of time though. It is unpredictable otherwise in my experience when using it only at a GM level. That's my opinion though. Maybe 110 would be alright.
Mirror Image though, you have to be on the ground to use it. And I don't completely recall but I don't think you can be on a mount to go in animal form. Someone can correct me if I'm wrong though.
If you wanted to get all the flavors from ninjitsu, best to go with a mix of stealth and hiding. Chances are most people getting dismounted aren't good at defending against it and you can use that to your advantage.
In animal form though you can't dismount. You also can't cast spells from what I recall. Can basically go into wolf form though to quickly get away from someone if needed. You can still hide and what not with it.
Just the basic info page is here. Is really all you need to know:
http://www.uoherald.com/guide/skill_53.php
PvM though...as long as you have a way to deal with paralyze, poison, magic casting mobs, ninjitsu is effective. Can mirror image and litigate damage and not get hit.
If using stealth, I would focus on balanced bows. Not using it well you would use magery more...less of an issue.
Just one other note at the moment: A lot of ninja moves are mana dependent so you'll need a good mana pool. You won't want to be spamming moves anyways unless you have elite mana regen and LMC. Hope that helps.
daisuke
12-08-2008, 03:03 AM
This is what ive been working on for my 2 mages (nox/bush and necromage)
I have a question about bush/wrestle and any pointers would be helpful.
Nox/Bush mage (pvp):
115 eval
110 mage
85 poison
100 med
120 wrestle
100 bush
90 resist (using +11 scrappers here for 101 resist)
NecroMage (pvp/pvm):
115 eval
100 scribe
115 mage
90 med
105 necro
110 spiritspeak
85 resist (using jewlery that has +9 and +11 for 105 resist)
The nox/bush mage's suit is focused on MI/MR mods on all parts and uses HOM. is 1 handed for chugging.
The necromage suit is focused on SDI for max damage, he only pvps when under siege at champs. both running all 70s with 45 DCI, 40 LMC, and 2/6 casting as the basis for thier suit.
question: does anyone know exactly how bushido's defense interacts with wrestle's defense? on TC1 i made a 120 fencer with 45 HCI and a bush wrestler with 45 DCI and tried variable hand setups and dex levels and couldnt really get an accurate reading of my defense rates.
Sirus_Europa
01-02-2009, 04:47 AM
This is what ive been working on for my 2 mages (nox/bush and necromage)
I have a question about bush/wrestle and any pointers would be helpful.
Nox/Bush mage (pvp):
115 eval
110 mage
85 poison
100 med
120 wrestle
100 bush
90 resist (using +11 scrappers here for 101 resist)
NecroMage (pvp/pvm):
115 eval
100 scribe
115 mage
90 med
105 necro
110 spiritspeak
85 resist (using jewlery that has +9 and +11 for 105 resist)
The nox/bush mage's suit is focused on MI/MR mods on all parts and uses HOM. is 1 handed for chugging.
The necromage suit is focused on SDI for max damage, he only pvps when under siege at champs. both running all 70s with 45 DCI, 40 LMC, and 2/6 casting as the basis for thier suit.
question: does anyone know exactly how bushido's defense interacts with wrestle's defense? on TC1 i made a 120 fencer with 45 HCI and a bush wrestler with 45 DCI and tried variable hand setups and dex levels and couldnt really get an accurate reading of my defense rates.
For the first template: to my knowledge Bushido doesn't provide any benefit to defence without Parry. Bushido and Parry allow you to have parry bonus without a shield. You may want to just drop Bushido and replace it with Parry, then carry a shield.
Also, you want (magery+poison)/2 to equal 100. Unless you want the special moves from wrestling I'd replace 120 wrestling with 85 anatomy (80 if you manage to get 120 magery), because that would allow for 120 dodge with the formula ((eval+anat)/2)+20. If you do that you can boost your poisoning or your magery to get the 100 for the first formula.
As for your second template it's a good build. I'm a necro mage myself, but my build is different. I don't like to rely on items for dodge, which your build will have to without the use of anatomy or wrestling.
Mine is as such:
120 Magery
120 Eval
110 necro
100 spirit
110 resist
80 med
80 anatomy
That build is working well for me, and I'm presently working on getting some items to free up some points from necro or magery to raise spirit speak and resist to 120, but as of now I don't have the scrolls for those to go up.
Gladius
02-10-2009, 02:45 AM
Ok the latest uber template as far as i can see is as follows.
120 Magery
120 Eval
120 Resist
120 Meditation
120 Busido
120 Swords
Running around with a bokuto and spamming nerve strike is the order of the day for now.
I'll post again if a new one comes out http://boards.stratics.com/php-bin/shared/images/graemlins/wink.gif
Hex
If I meet this mage at Fel will I beat him with this template?
120 Magery
115 Eval
100 Resist
100 Inscription
120 Focus
120 Meditation
STATS:
97 STR
52 DEX
129 INT
Always read that Focus and Med could be used together as I see no merits to using a melee weapon for a Mage nor the logic of using wrestling which surely cannot kill my opponent stand alone.
-G-
Skelf
02-11-2009, 03:15 PM
[QUOTE=Gladius;1102767]Hex
Hex_Europa,
Can you enlighten me as to how the above template spams Nerve Strike without 90 Tactics?
Do you have a corrected version of this "uber" template available to post?
ZidjiN
02-12-2009, 04:27 AM
Hex
If I meet this mage at Fel will I beat him with this template?
120 Magery
115 Eval
100 Resist
100 Inscription
120 Focus
120 Meditation
STATS:
97 STR
52 DEX
129 INT
Always read that Focus and Med could be used together as I see no merits to using a melee weapon for a Mage nor the logic of using wrestling which surely cannot kill my opponent stand alone.
-G-
You dont use a wrestling/weaponskill to be able to kill faster. You use it for defense.
Without a weaponskill or wrestling your DCI will be a flat zero even if you have 90DCI from items.
Cloak&Dagger
05-20-2009, 08:43 PM
May i inquire as to how those who use a chiv mage are achieving 120 magery and 4/6 casting on the chiv spells, chiv spells have been capped at 2/6 when the template has 70 or more magery since sometime in 04, i have been trying to accomplish the 4/6 chiv casting while maintaining magery but have yet to be able to.
Hex_Europa
05-23-2009, 07:16 AM
For the posters who are enquiring about some of the original templates of this thread
i,e 4/6 casting chiv mage or spamming specials without 90 tactics.
All the templates were valid at the time of posting, please look at the dates (2005)
Be aware that some of the templates are no longer playable as originally intended however can always be adapted.
Cloak&Dagger
05-25-2009, 08:36 AM
well....as i said chiv has been capped at 2/6 for any template with over 70 magery since 2004...so in 05...it should have been obsolete...but i am glad to have seen a response haha, oh well thank you was just hoping i was doing something wrong =p
Hex_Europa
05-26-2009, 10:41 AM
Yep there was a bug with the cap, this was finally corrected in Publish 45 back in May 2007.
I have to say i'm intrested to see what SA brings to the party PVP template wise. Both AOS & ML made such huge diff to mage temps.
Cloak&Dagger
05-27-2009, 06:25 AM
I agree, I have already been trying to consider which of my mages to modify, as I like them both the way they are...oh well when it comes I suppose I will know heh
Druida
05-27-2009, 06:18 PM
plz a i'm very interessed in the parry mage
i wanna know if wrestling increases the defense of phisical atacks plz
thx
Diomedes Artega
05-27-2009, 07:55 PM
plz a i'm very interessed in the parry mage
i wanna know if wrestling increases the defense of phisical atacks plz
thx
It gives you a chance to not be hit. It has nothing to do with what damage you take. That has to do with your physical resists.
Other than that you can disarm people and throw a paralyze move at those applicable skill levels.
Additionally...most parry mage templates don't carry wrestling.
Druida
05-28-2009, 12:07 PM
Other than that you can disarm people and throw a paralyze move at those applicable skill levels.
.
CAN U DO THAT WITH THE BOOK IN HAND?
DarkWolf
05-28-2009, 01:10 PM
I'm thinking of getting into some PvP, but am not sure on the character I want to use.
My mage template is:
115 Magery (currently at 112 with Tomb of Lost Knowledge)
110 Eval
110 Med
110 Resist
100 Inscription (currently at 72)
100 Alchemy
100 Focus (currently at 56)
I haven't seen any templates with Alchemy, so I'm taking it that Alchemy is useless. Is this so? If it is I can stone this skill for another character.
With my current skills, I was thinking of dropping Focus for Swords. If I should drop Alchemy, then I'll swap that instead.
I would like to bump Magery up to 120, but I'm not rich enough to afford the scroll... Should I bump up any of the other skills (as I could probably afford 1 or 2 of them) or would I be ok at leaving them at 110?
Thanks!
Alchemy is great assuming you have the EP on your jewelry to compliment it. If you don't I'd go a different direction.
If you really want to go alchemy mage I would drop focus for anatomy. Try to get 110 anatomy (go for a total of 220 skill pointes between anat/eval). That would give you 120 defensive skill.
DarkWolf
05-28-2009, 03:31 PM
Thanks Lynk
I wanted to keep Alchemy on this mage if possible. I have some decent jewelry with EP.
I will try dropping Focus for Anatomy, then go see how fast I can get my butt handed to me...
Diomedes Artega
05-28-2009, 05:00 PM
Thanks Lynk
I wanted to keep Alchemy on this mage if possible. I have some decent jewelry with EP.
I will try dropping Focus for Anatomy, then go see how fast I can get my butt handed to me...
You don't need focus anyways,so yes it's a good idea Lynk gave. And...depending on your skills you might be kicking other people's butts.
DarkWolf
05-28-2009, 06:31 PM
Thanks Diomedes
It will be interesting to see how well I can do. I managed to find a jewelry combo with a total of 45% EP and a bit of SDI and HCI. I'll keep an eye out for a better combo though.
Diomedes Artega
05-28-2009, 08:11 PM
Thanks Diomedes
It will be interesting to see how well I can do. I managed to find a jewelry combo with a total of 45% EP and a bit of SDI and HCI. I'll keep an eye out for a better combo though.
Nice...okay then. So do you have the talisman as well? That's +5 if you can happen to find anything else for a while. Not sure what shard you're on though. Results vary greatly depending on shard.
DarkWolf
05-28-2009, 08:58 PM
I might have the talisman, but don't know for sure. I'll have to go through my vendor books to see if they have any. I play Cats btw.
Hex_Europa
05-29-2009, 03:15 AM
CAN U DO THAT WITH THE BOOK IN HAND?
Yes they are both simply Primary & Secondary moves for Wrestling.
G.v.P
06-07-2009, 06:21 AM
What is better to have on template, if you can only spare 120 points? 100 Tracking or 100 Detect Hidden? Assuming you are a 5x120 pure mage that is human.
Ideally I want to reveal stealthers that are 100 hide/120 stealth, and I assume my base would be 121/220 * 50 for a 27.5% chance to track a guy maxed out and a 33.6% against an 80/100.
Thanks
Cloak&Dagger
06-11-2009, 03:44 AM
What is better to have on template, if you can only spare 120 points? 100 Tracking or 100 Detect Hidden? Assuming you are a 5x120 pure mage that is human.
Ideally I want to reveal stealthers that are 100 hide/120 stealth, and I assume my base would be 121/220 * 50 for a 27.5% chance to track a guy maxed out and a 33.6% against an 80/100.
Thanks
Hard to fully answer this question but I will try to leave it simple, if you simply want to reveal those who are getting close to you then 100 detect hidden, and you can already track people with 120 stealth 100 hiding with just JoaT. On the other hand having 100 tracking would be more beneficial as you can always reveal with eq or meteor storm or any area spell really, or Conflag pots or explode pots since you know where they are. Well that's a bit more complex than I had planned but hopefully that overall answers your question.
G.v.P
06-11-2009, 10:34 AM
Thank you for your reply, I found most of the answers I'm looking for elsewhere. Shame Stratics is so dead now :o).
I'll do the rest on Test Center or try to ask at FoF since some of this stuff just doesn't seem to be known.
Cayden
10-06-2009, 07:53 PM
With all the new additions to UO, much of the info on pvp on Stratics is very much outdated.
Could anyone give me examples of a good template for pvp mages please?
Syrus of Gahd
10-07-2009, 04:20 AM
120 Magery
120 Evaluate Intelligence
120 Resist Spells
120 Meditation
120 Wrestle
100 Inscription
120 Mage
120 Med
120 Eval
120 Resist/Weaving
120 SS
120 Necro
Cayden
10-07-2009, 04:58 AM
Thanks
@ GvP - definitely do 100 detect. Your passive reveal will be a much greater asset than tracking. You can track people with 20 human JoAT, it just takes a few tries.
I have a tamer necromage and want to stone off necro/ss in lieu of melee stuff for greater defense and more attack options.
I would like to be able to use both my 1-handed weap and shield combo, which give 30 DCI total combined (Mage weapon -20, Spell Channel). Or I’d like to be able to switch to a -20 Mage Weapon bow. Because I have 138 Magery, any -20 Mage weapon will still leave me with 118 effective weaponskill!
Additional DCI items I have now are: Violet Courage, Fey leggings, Quiver of infinity. I’m not sure if there’s anything better to use which gives good stats/resists/properties. The template is already going to be very tight and I need to maintain 100 LRC, resists, LMC, etc. Here’s the CORE template:
138 Magery (112 Trained, +26 from jewelry, but -20 Mage weap so 118 EFFECTIVE magery)
120 Eval Int (94 trained, +26 from jewelry)
120 Animal Taming (89 trained, +31 from items)**
115 Animal Lore (110 trained, +5 from items)**
90 Vet
That leaves me 205 skill points. Currently I have 105 Necro, 100 SS. If I drop them I can:
1) Have 100 tactics/105 parry. With DCI I should be HARD to kill. But I only have 15 dex! How bad will this be?
2) Pick up Anatomy and Healing! Anatomy will help with both melee dmg and healing. Plus the healing gives me extra survivability. I like this option a lot, just need to know if it makes sense. I also have +10 healing from Stitchers mittens currently.
3) Pick up Resist Magic skill and another skill. FYI 95% of Reds/PVPers on my server are Archers so this doesn’t make much sense to me, I would rather have melee protection. Or perhaps a bit of both?
4) Bushido/tactics – is this still valid for Nerve Strike and evade?
What do you guys think my best 205 skill point combo using this core template for greater survivability and flexibility?
** Yes I know I don’t need 120 taming/115 lore, actually that is only when I swap in the library talisman to tame a Greater Dragon. I’ll be at 115/110 when I use my totem of the void, and I need to keep at least 110 lore so I can have control of pets, so lowering either of those is not an option currently.
Thanks,
JD (Newbie on Sonoma)