Tank Mage and PvP template variety?

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Lupos
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Tank Mage and PvP template variety?

Post by Lupos »

Hi all,

I'm in the process of building a mage and am nearly ready to start building the weaponskills and I wanted to do something a little different from the halberd tank template that 95% of the shard uses.

Can anyone explain the major pros and cons of choosing maces, fencing or halberd for a weaponskill on a tank.

Is there a really big difference between say a warhammer and a halberd?
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nightshark
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Re: Tank Mage and PvP template variety?

Post by nightshark »

Because of the wrestle timer exploit, hally is pretty much the only way to go on a tank for effectiveness. It can deal up to 50+ damage (especially with magic weps) and can be refreshed every 2.25s with 35 dex, by using the wrestle timer.

Fencing would be useful if you were a hybrid with higher dex, and macing pretty much if you want to knock the stamina out of people. Anyone worth their salt will be carrying TR though, and most probably will recall once they're out.
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Mikel123
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Re: Tank Mage and PvP template variety?

Post by Mikel123 »

Of the two (fencing and maces), I'd pick maces, because you can use gnarled staves of greater healing/lightning/fireball without penalty. Plus, the stamina and armor-breaking are very useful in long fights. Fencing has very efficient weapons - good speed, good damage per second... but that's most useful when you're doing damage constantly over time.

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Lupos
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Re: Tank Mage and PvP template variety?

Post by Lupos »

Interesting point Mike, so is there any evidence of people effectively using gnarled staff on a macer tank to spam kill anyone?
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Grom
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Re: Tank Mage and PvP template variety?

Post by Grom »

can anyone clarify how exactly the wrestle timer exploit works for gettin in extra hally swings, and if there's any way to manipulate that system for other weapons (like a heavy xbow?). Also, as I've read insta hit and tank mages were popular in the era, but did this wrestle timer/hally whack speed up bug thing exist then too, or it is something that needs to be patched and changed?

I'm trying to figure out pvp variety as well, yet since my experience was in the era after t2a, most the things I try or test don't seem viable. Obviously, I'm not just playing UO for pvp, but it's a part of everyday life, that would be nice to be able to survive or even fight off some of these hally mages on occasion rather than just recalling at the sight of a red (and at times blue) names. As it stands, if I try something non-magic related like a dexer, hally mages seem to do equal or greater damage with hally swings, not including magic that they can throw at you. I do run parry/macing nowadays, and can survive most 1v1 encounters, although most people end up casting a kal ort por before I can finish them off (at one point I wanted to have archery for a heavy xbow finisher to help with this, but then I found out archery has some wierd delay when you switch from melee to xbow mid combat). It would be nice to see if anyone can share some insight into different viable builds (that work with current mechanics, or will hopefully work in future changed mechanics), I'm gettin more friends into the server and I hate telling them to all roll the same build.
Last edited by Grom on Thu Jul 15, 2010 9:55 pm, edited 1 time in total.

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Re: Tank Mage and PvP template variety?

Post by Mikel123 »

Spam-kill, no. There is some delay between lightnings. But,

http://my.uosecondage.com/Status/Player/83573

70 kills in a fairly short amount of time; he wasn't my primary character, or even my primary murderer, and I probably had a couple dozen kills on reds and grays as well. Search for "Darak" on the forums; I have a post somewhere in which I identify a few cool uses of the template.

At worst, it's satisfying to take some durability away from someone's leather armor, if they do manage to escape your clutches. At best, the lightning staff is a great way to throw 10-20 damage into a combo (10 from the lightning, 10 from connecting a hit with the staff) and can fire off a few lightning spells at someone as they run. People seem to be having issues with purple potions, which is/was the best way to kill someone running away.

Grom, it works for any weapon (it's just best with halberd, since they do the most damage if swing timer isn't an issue). I suppose it works with a kryss too, but those are faster than wrestling anyways. It does not work with archery.

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Grom
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Re: Tank Mage and PvP template variety?

Post by Grom »

is it intentional though? Is it era accurate to be able to wrestle exploit, essentially making slow hally swinging mages into faster or equal to dexers in weapon combat damage? Or is this something that's changing in the combat patch with timers. If a Hally Mage can dps faster with a melee weapon than a dexer, does it make any sense to ever make anything other than a hally mage (for pvp that is), and even if era accurate, does it make any sense to keep it that way when it was known as a "bug" or "exploit"? Just trying to figure this stuff out before more friends possibly start up here, as most people I know started with a fighter they intended to actually play, but ended up near immediately just using them to farm regs to make their mage with.

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