Dual weapon Hybrid Med Warrior

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archaicsubrosa77
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Dual weapon Hybrid Med Warrior

Post by archaicsubrosa77 »

Swords
Tactics
Healing
Magery 90
Archery 90
Resist 80
Anatomy 80
Med 60

95 Str 60 dex 70 int
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Re: Dual weapon Hybrid Med Warrior

Post by rwuser »

Ah sure, you can get away with 75-80 archery really, i'd go to 70 or 75 med.

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Re: Dual weapon Hybrid Med Warrior

Post by archaicsubrosa77 »

I heard med works in increments of twenty
but yeah..when I post a temp its just a rough idea for others to personalize on
if I wanted more med I think I would drop both archery and magery to 80 and had 80 med as well and just cast 7th circle from scrolls
Last edited by archaicsubrosa77 on Thu May 10, 2012 4:46 pm, edited 2 times in total.
Derrick wrote:I wish it were possible that a mount could be whacked while you are riding it, but to the best of my knowedge it is not.

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Re: Dual weapon Hybrid Med Warrior

Post by rwuser »

"I heard med works in increments of twenty"

Can we get a in-the-know statement on that?

Anyone?

I would really like to know for my own templates!

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Re: Dual weapon Hybrid Med Warrior

Post by MatronDeWinter »

rwuser wrote:"I heard med works in increments of twenty"

Can we get a in-the-know statement on that?

Anyone?

I would really like to know for my own templates!
It goes by your med skill, not the nearest 20. Very small changes in med will likely make little difference due to rounding, but you will certainly notice a difference in 5-10 points or so.

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Re: Dual weapon Hybrid Med Warrior

Post by UsualSuspect »

archery sucks. Just gm everything else.

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Re: Dual weapon Hybrid Med Warrior

Post by Ragancy »

95 str sucks
archery sucks
80 resist sucks

that template would get destroyed

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Re: Dual weapon Hybrid Med Warrior

Post by rwuser »

Thanks Matron!

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Re: Dual weapon Hybrid Med Warrior

Post by archaicsubrosa77 »

Ragancy wrote:95 str sucks
archery sucks
80 resist sucks

that template would get destroyed
Archery sucks as a persuer not as one persued as its easier when they run into your shot, if you can pull distance you can lay a nice combo as the weapon timer is active while mobile.

You can boost stats...i.e. 95/60/70 stats with bless alone on a character with GM mage you would have 105/70/80, add in pots and cunning instead and you get 115/80/80 which is rather nice for a tank mage who loves to kat scratch or something of that nature to try to get another tank to use all his mana to heal or stop to sink a pot by quicker implications of Deadly Poison. PKs almost always buff up before they come in to kill mind you and are expecting you to run first and foremost. Why waste time and mana in harm spams especially if you are a pair of tanks, one of whom in particular has superhuman dex for that build?

:arrow: ( I am using the tank mage here only as an example of something most are familiar with to understand)

80 resist has a good probability of resisting 6th circle or lower. Healing with wands and bandages allows you to offscreen nicely to heal if you take a hard hit. I mean you aren't fighting in a box.

In someone's hands who wouldn't know how to play one it might get destroyed though...very true, I see 7 X hally mages die all the time :lol:

I have seen PKs die at the hands of unfinished characters before 1 vs 1. In fact my friend killed Matrons PK on one... who screamed to have the thread removed because he uses a tree hack.

Do as you will, it doesn't bother me in the slightest. Some people can't drive a stick as well... if they don't want to learn why teach them?

But every forum warrior is entitled to their opinion.
Derrick wrote:I wish it were possible that a mount could be whacked while you are riding it, but to the best of my knowedge it is not.

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Re: Dual weapon Hybrid Med Warrior

Post by mrbojangles »

With med but no eval, I assume the point of having magery is to cast heal and cures. In that case the bonus to gheal provided by GMing magery is well worth it. as others have said, archery is pretty weak. If youre gonna be using gheal as part of your strategy, I'd consider picking up wrestling instead of archery, so you don't become an easy target the second you start to cast a spell (don't necc. need gm wrestle).

That being said, I think the med warrior is a weak template, and only really useful as a support role in a pvp squad of over 3 people, and I still think even in that circumstance, a EVAL hybrid warrior is exponentially more effective for it's ability to synch drop along with the mages in your group.
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Re: Dual weapon Hybrid Med Warrior

Post by archaicsubrosa77 »

No, chain lightning and meteor swarm do full damage without eval...can't be resisted or reflected and Meteor Swarm in itself can target an area where an invisible character is. (just a forewarning for those who think invisible items can save them in the middle of a recall spell agood pk will have this precasted before jumping the gate or coming into view)

Magery can be used offensively not just for heals and cures even without eval
But after casting these spells its good to have at least a bit of regen so you can cast the heals and utility spells

You can drop someone down to 60 hp from 100 with just MS. If you precast it and release it after a X-bow hit, then follow up with a Dped Katana...you might as well call the job finished.

You always have to stop to hit someone with a weapon, archery just makes it so you can hit them even if they are moving. When they stop to heal then switch out your melee weapon. Being you can release a pre-casted spell while mobile the precasted spell allows you to gain ground when charging in to interrupt their heal after the X-bow hit. If the DPed weapon hits they will undoubtedly be curing rather then healing...and most likely they will be running away to keep distance long enough for you to get your hally timer to finish. But usually by that time a lightning wand is enough to kill them. (if they weren't dead already depends on the rolls)

The whole concept is like a serpent, you draw back only to strike feigning vulnerability to catch them in midstep, otherwise you can synch your MS and do more damage with your melee weapon then the tank mage would do.

Higher resist is more necessary on those builds that need to stop and cast to heal but still want to stay in for the fight...imo

(with magery at 90 casting 7th circle is very reliable with scrolls bringing magery to 110, and at 90 Archery with a good bow your chance to hit is very good as your weapon skill would be pushed past GM...given the right circumstances...such as when things turn sour and you need to flee or when feigning retreat to set up your combo)

Why do you think that alot of tank mages carried bows in era? It's only in close quarters wrestling is perferable, otherwise wrestling had no real value in combat. Field and Tournament are two very different scenerios in which to spec your build on.

So when they got damaged they would heal via wand, if they could gain ground precast....arm the bow, count the timer take a shot, spam harm or precast again and draw their hally, if they were in a tight place they would use their kat and pots. Effectively replacing wrestling with archery by keeping their distance and knowing their opponents were counting seconds each pause and always having to stop to cast in order to get big hits at range allowing them more time to set up or escape themselves and if effective allowing them a mana advantage. You wouldn't even have to precast to time a purple and a shot with the bow together if you were being persued. (unless something changed where you cant use ex-pots with two handed weapons any longer)

in other words the temp would be

Swords,Archery,Tactics,Magery,Resist,Eval,Meditation

I am not however saying either of these builds are for beginners. Against a worthy opponent the latter would be very item dependent. The Hybrid is just to learn the mechanics to make that jump.

But to go back to the point you were making....if you weren't casting offensively on your med warrior...you were doing it wrong. But even 30 eval is enough to boost damage 5-7 points on average...I hit for 21 points with an e-bolt with just 30 eval against GM resist, but mostly ranged 15-17 points. However with Meteor Swarm in your arsenal Eval isn't absolutely necessary. I don't know about you but I like to have tricks up my sleeve in being versatile. You don't have to be...it's just my preference.
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Re: Dual weapon Hybrid Med Warrior

Post by nightshark »

archaicsubrosa77 wrote: I am not however saying either of these builds are for beginners. Against a worthy opponent the latter would be very item dependent. The Hybrid is just to learn the mechanics to make that jump.
i wouldnt reccommend them for vets either
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Re: Dual weapon Hybrid Med Warrior

Post by archaicsubrosa77 »

I watched PVP on Test Center with a Tank who substituted wrestling for anatomy...and it wasn't that all bad even in closed quarters. I bet if you got used to the mechanics and playstyle you definately could be quite the killer. It might be like trying to write with your left hand, but with the right macros and hotkeys set I am sure once you got it down smooth it could definately rock.

I am determined to try it, at first with at least one wingman...though it does seem more a PK gank temp...I will try to solo it when I start to get it down.

Give me the benefit of the doubt. It might take a bit as I never went far after starting from scratch last time around. I might need to Jack up dex a bit...but let's see if I can bring the bow wielding tank mage back. At least give me points for trying.

Deal?

I don't do that test center thing...I am totally going to test it live. Risk forces adaptation. The hybrid will at first be better to work with...that's why I suggested that one first. 'Cause if I can't get that one down to a soloable level, the tank would just be a glass cannon in a PK/PVP group...which can work too. I mean think of being able to hit with an MS after a X-Bow shot...then harm/hally combo. It's hit or miss but if it hits there won't be much anyone could do about it. Especially when its against another tank who is closing in for his own hally hit after a precast...you wouldn't have to wait for him to connect with you in order to get your strike in first, you just tab out and try to stay the distance until you can get that shot off at an oppurtune time for you.

I guess instead of trying to make my point trying it out might be a better way to go. So we'll see.
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Re: Dual weapon Hybrid Med Warrior

Post by UsualSuspect »

all I can say is archery is useless in pvp, unless you have 4 toons with heavy x-bows. If you have healing and armor, it can be.. okay. It's not like early t2a where you can run and shoot. You could possibly get a lead and pull it off.. but by the time someone is on top of you while you walk to charge your heavy crossbow, they will be hitting you or casting.

My med warrior is 100/80/45
Fencing
Magery
Meditation
Healing
Anatomy
Tactics
Resist

Crap against a true dexxer, but against any mage, 1v1, with a kryss, unstoppable(with pots). you don't even need reflect items or magic armor. You just laugh as they combo you, you heal with a bandage, potion and magic at the same time. I use my mana for healing and sometimes, interrupts. I have tried it with eval, but you need more int for an eval build. Most of your damage is from the weapon, not the spells, even with eval. You need to be quick with a kryss.

I recommend finishing resist and dropping archery, but to each his own. Maybe you can make something great. On the last server I played, I also tried a similar template, mostly because I didn't want to finish resist.. but, yeah. I didn't have archery though. I substituted archery for wrestling. It was fun, no one could kill me.. I couldn't kill them either though.

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Re: Dual weapon Hybrid Med Warrior

Post by archaicsubrosa77 »

Yeah I have two med warriors one with that build but 30 eval and macing to stick it to low stam builds, one with shaved points for a bit of parry for absorbing hally hits or for engaging dexxers enough to keep them off my tank buddy to set his combo.

You can kill any build with med warriors. And I personally wouldnt go less then 50 int on any med warrior. Just because even without buffs and pots 50 int is enough to get off MS should you be feebleminded.

Especially in pairs you want to bring a target to pause. Staying in melee whether with a bit of parry or macing where you can use charged items to heal is a good way to do this so your wingman can come in big.

These dual weapon builds are made to basically position the target or draw their attention long enough for your buddy to set up....once they get their range attack in then you can come in with your combo since your bow weapon should have been by that time fully charged. Otherwise if its your buddy who is the target you can shoot release precast midstride and then come in with melee, or in the case of the tank cast low circle interrupts before doing so.

Personally the tank version scares me enough to try it :lol: BUt you would be running to charge the timer not walking. Its not like the hally where you have to time pauses or gauge by spells cast to determine your hit...it cycles even in motion. The fact your target doesnt have to be standing still to release two heavy hits one precast the other the bow in order to bring them to a standstill to heal nonwithstanding.
Derrick wrote:I wish it were possible that a mount could be whacked while you are riding it, but to the best of my knowedge it is not.

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