Mage Thief

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Mr BoJangles
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Mage Thief

Post by Mr BoJangles »

So i quickly got my thief to GM: hiding,stealth,stealing,snooping.

I'm pretty set on making a field mage thief, but the template is still up in the air. I'm currently in a debate between wrestling, meditation, resisting spells, OR the alternative of splitting 50 into 2 of each.

Looking to steal in dungeons and be a general pain in the ass. Going magery to get quick recalls guaranteed recalls and the ability to defend my self after i coax people into attacking.

I'm thinking:

GM hiding
GM stealth
GM stealing
GM snooping
GM Magery
GM Eval Int

Option 1: 50 med/50 resist (a bit of both? how viable is 50 resist, and 50 med for passive mana regen?)
Option 2: GM resist (help with recalling, running away, and the obvious - reducing overall magical damage taken)
Option 3: GM med (passive mana regen? Can i really expect to be in any mana taxing situation?)
Option 4: GM wrestling (would help with quick recalling in the heat of battle as well as mitigating some of the physical damage taken overall)
Option 5: 50 wrestling, 50 resist (overall best resilience?)

I'm open to ANY suggestions. I'm sure i'm going to have to roll a template and test out which fits my play style best then i'll probably end up re rolling anyhow.


I've also had this theory about a mage/peacemake/thief. I assume i'd be casting many LOW circle spells in order to interrupt spell casters. The idea being that (after some practice) i would be a bitch to kill.


Any input is appreciated.

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Re: Mage Thief

Post by Karik Verlee »

Replace hiding with med. If you keep a good karma title(should be easy as a mage) you can walk right up to people
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Pops
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Re: Mage Thief

Post by Pops »

You could do 5x gm mage with steal and snoop i guess, thats the only way i see it working for offensive and stealing.

potamus
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Re: Mage Thief

Post by potamus »

Not to sound insulting because I am about to help you in a big (yet simple) way. I can tell you might be new to thefting and pvp? Just by reading the 'options list' you had been brainstorming gave me :( face. No worries for I will attempt at helping you understand the most straight forward build you could roll with as a field thief mage (I however can tell that you are trying to think outside the box here *kudos* as do I, but I think you're over thinking the template).

Best possible template:

Theeeefing!!!
Snooping
Magery
Evaluating Intelligence
Magic Resist
Meditation
Wrestling

100 strength 100 intelligence 25 dexterity

Do not expect to kill the more seasoned players but you can certainly get them heated when you target their *steal-able weapons from their paper doll, then proceed to steal when they unequip (many of them will be left to wonder 'but I had that bardiche in a bag within bags!!!'). Or target their mandrake root with your dagger macro then prep your stealing hotkey for a good ten seconds before you go in for the steal, then INSTA STEAL AGAIN! Pocket 80 root instantly. All while they know you're a thief and that you're perma gray; its all good because you are a grandmaster wrestler and magic resistor and heal through and bank it all... recall to safety... go kill yourself and come back hoping someone still thinks you are perma. :wink: :lol:

*I mean weapons that do not exceed the stealing stone limit, like halberds.
Last edited by potamus on Tue Jun 29, 2010 2:01 pm, edited 1 time in total.

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Re: Mage Thief

Post by potamus »

If you keep a good karma title(should be easy as a mage) you can walk right up to people
Agreed. A thief mage with med, eval, resist, and wrestling can also decently farm monster that can land you the Lord/Lady title, I tricked a lot of people that way.

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applejack
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Re: Mage Thief

Post by applejack »

When making a stealth thief, I had similar issues trying to figure out my last 200 points. Starting with GM hiding, stealth, snooping, stealing and magery. I wanted wrestling, resist, and med but only had 200 points to work with. After some thought, I decided that wrestling is an absolute must. Experience has proven this true and I would advise the same to you. As for med or resist it comes preference. I chose resist. I don't use enough magery where I really ever need to worry about mana regen so I'm fine. Also, my thief is purely defensive. The only interest is to steal and to survive.

Summary... I would drop eval from your template. Not necessary imo, as a thief you are not attacking you are fleeing. I would definitely GM wrestling. Then decide between med and resist.

You could also throw some tracking into the mix as it can be very helpful. Tracking and med are skills that are useful at less than GM. Wrestling or resist... GM or nothing imo.
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Mr BoJangles
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Re: Mage Thief

Post by Mr BoJangles »

potamus wrote:I can tell you might be new to thefting and pvp?
You're on to me!

Dropping hiding was and stealth was a thought that came up a while ago which i completely over looked just now while writing this up quick. Now with your insight, i see that for me it'll be an absolute must.

Luckily i macrod up 3 thieves together so i can have some room to play around with some templates. Unfortunately i started all 3 with the intentions of being a city thief to start, and because of this none of them will work, and i'm already convinced i'm going to have to roll a 4th for now with that exact template you posted.

However i've run into another question. How exactly does dex effect the skill stealing? Does it just increase your chance of being noticed (in turn making city stealing a bad idea on this toon?)

I have another idea i would like to try that involves stealing within guarded zones, but again, none of the three toons i macrod thus far will be capable. Just seeing if i can knock out two birds with one stone and make my field thief still able to steal (doesn't need to be hidden) while in a guarded zone should i chose to.

potamus
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Re: Mage Thief

Post by potamus »

However i've run into another question. How exactly does dex effect the skill stealing? Does it just increase your chance of being noticed (in turn making city stealing a bad idea on this toon?)
Dex does not effect stealing. Being a town thief can also provide lots of fun, obviously on this shard within the accuracy of era, guard zones and offensive spells don't mix :). Thus far we come to the alternative known as the town thief (here is where you can think outside the box a little more without relying on magic spells/resist or meditation).

Town Theef:

Combat skill (preferably fencing so you can poison your newbie weapons)
Tactics
Anatomy
Healing
Stealing
Snooping
Hiding

... or if you want to be able to recall or use at least some spells you can drop hiding for enough magery to cast recall either with reagents or scroll; perhaps a bit of tracking might help as well; detect hidden can easily bother a player who desires to remain hidden.

100 strength 100 dexterity 25 intelligence

With this template you can scare off worthy foes with deadly poisoned newbie fencing weapons or daggers giving you time to bank and escape. If guards are called you lose nothing but maybe a few bandages. If you remain unnoticed and the player attacks you, you can open your bank and take out a nice deadly poisoned GM crafted kryss with a few bandages and hope you take down your oppressor for the rest of the loot! :mrgreen:

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Re: Mage Thief

Post by Spitfire »

applejack wrote:When making a stealth thief, I had similar issues trying to figure out my last 200 points. Starting with GM hiding, stealth, snooping, stealing and magery. I wanted wrestling, resist, and med but only had 200 points to work with. After some thought, I decided that wrestling is an absolute must. Experience has proven this true and I would advise the same to you. As for med or resist it comes preference. I chose resist. I don't use enough magery where I really ever need to worry about mana regen so I'm fine. Also, my thief is purely defensive. The only interest is to steal and to survive.

Summary... I would drop eval from your template. Not necessary imo, as a thief you are not attacking you are fleeing. I would definitely GM wrestling. Then decide between med and resist.

You could also throw some tracking into the mix as it can be very helpful. Tracking and med are skills that are useful at less than GM. Wrestling or resist... GM or nothing imo.
This is my favorite also. Drop eval and add wrestling and resist.

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MatronDeWinter
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Re: Mage Thief

Post by MatronDeWinter »

No matter what silly fame/karma title you have, once you steal from someone once, you are going to have a hard time getting near them again (unless you para and they have no pouches etc).

Disguise kits usually fool nobody, once people know a thief is in the area, your white hair will give you away, and if you are smart enough to dye it, your name will still be painfully obvious. Not to mention the Lord <NPC NAME> (if you have that) will be really obvious.

I wonder if there is some way to get close to people without them noticing...

Commodore Axavious
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Re: Mage Thief

Post by Commodore Axavious »

MatronDeWinter wrote:I wonder if there is some way to get close to people without them noticing...
Teleport. Ehm, no, that's stupid. Sorry.

Polymorph.

potamus
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Re: Mage Thief

Post by potamus »

MatronDeWinter wrote:I wonder if there is some way to get close to people without them noticing...
That skill lies within the player, not the game... :wink:

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Re: Mage Thief

Post by Mikel123 »

First off, drop Eval Int. As a thief, you can't kill anyone anyways, or you get booted from the thieves guild. So drop Eval Int for Meditation.

And with your 7th skill slot, pick up GM Wrestling, or you will die early and often to nearly everyone.

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