Solo adventurer

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Shadow_Nirvana
Posts: 17
Joined: Wed Mar 11, 2009 2:16 am

Solo adventurer

Post by Shadow_Nirvana »

I am looking to build a solo adventurer as my first charachter here in UOSA. But I am having some troubles configuring stats and skills.

I decided to get 90 strength, 60 dexterity, 75 intelligence but to be honest, I am not sure.

As for skills, will this be a viable build?

100 Swordsmanship
100 Anatomy
75 Healing
100 Tactics
100 Magery
100 Eval
50 Medi
75 Resist

Hochete
Posts: 23
Joined: Wed Jul 04, 2012 4:58 pm

Re: Solo adventurer

Post by Hochete »

Shadow_Nirvana wrote:I am looking to build a solo adventurer as my first charachter here in UOSA. But I am having some troubles configuring stats and skills.

I decided to get 90 strength, 60 dexterity, 75 intelligence but to be honest, I am not sure.

As for skills, will this be a viable build?

100 Swordsmanship
100 Anatomy
75 Healing
100 Tactics
100 Magery
100 Eval
50 Medi
75 Resist
I guess the question is, do you want to be primarily mage or primarily melee?

Depending on your answer, I'd personally drop either Anat or Eval in place of Hiding. GM Hiding for me is an absolute must, I take it on every character I create. Also, if you're planning on primarily being a dexxer, I'd drop the 50 med (tbh, even at 70-80 med I find I get too many fails, and at 50 you'll see a lot of fails on low mana).

If you're looking for a primarily PVE type char, I'd personally avoid the 'hybrid mage/dexxer' route; I'm not a big PVPer but I understand this is what most PVP guys go for. If you're spending your time PVEing, just take music/provo with magery skills and you're laughing (and they're pretty easy to GM). If melee is more your thing, focus on making a decent dexxer and buy yourself a good silver weapon, and you'll slice through liches like nobodies business (though, you'll probably get PKd *alot*).

Shadow_Nirvana
Posts: 17
Joined: Wed Mar 11, 2009 2:16 am

Re: Solo adventurer

Post by Shadow_Nirvana »

Isn't hiding here a bit lame, taking into account all the purple pots and trackersand etc.?

As I wrote on the first sentence I'm looking to build an adventurer: a character that can PvE fine(With summons, magic and melee) but at the same time hold his ground in PvP. I understand that a bit of both will make weaker than a pure PvPer and I realize that I will die to the more experienced players. But hey, that's part of the game and I'm willing.

Wulver
Posts: 58
Joined: Mon Jul 16, 2012 6:39 am

Re: Solo adventurer

Post by Wulver »

Don't worry about pvp solo, unless you are good against 2+ reds. You don't have wrestling so honestly that will really hurt you in a pvp situation.

I always liked an archer/melee build, and travel by foot/mount to nearby areas.

I plan on making an archer/bard:
Archery
Tactics
Anatomy
Music
Provo
Peace
Magery

Not sure on peacemaking, never used it before. Magery for healing/cure, so it may not be GM ever.
Last edited by Wulver on Mon Aug 06, 2012 9:38 am, edited 1 time in total.

Hochete
Posts: 23
Joined: Wed Jul 04, 2012 4:58 pm

Re: Solo adventurer

Post by Hochete »

Shadow_Nirvana wrote:Isn't hiding here a bit lame, taking into account all the purple pots and trackersand etc.?

As I wrote on the first sentence I'm looking to build an adventurer: a character that can PvE fine(With summons, magic and melee) but at the same time hold his ground in PvP. I understand that a bit of both will make weaker than a pure PvPer and I realize that I will die to the more experienced players. But hey, that's part of the game and I'm willing.
Hiding has still saved me more times than I care to remember. At worst it can boost survivability and make you harder to catch, at best it can completely save your skin (some nice tricks like tele-hide macro are majorly handy both in PVE and PVP). Each to their own, but personally I'd never roll a character without it.

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WiseOne
Posts: 1806
Joined: Tue Feb 08, 2011 4:16 am
Location: Behind Yew

Re: Solo adventurer

Post by WiseOne »

My first ever char (designed for PvE without any experience playing on osi)
str:100 Dex:100 int:25
Anatomy
Parry
Healing
Tactics
Fencing
Magery
Resist

This was a great build for PvM and after some experience I can easily solo lich lords.

Second char was built because I realized that magic has a big advantage over melee, especially for PvP

Str:100 Dex:40 int:85
Anatomy
Healing
Magery
Resist
Tactics
Swordsmanship
Meditation

This build is much more convenient as a 'main' because of increased mana and mediation.

While both can 'hold their own' in a PvP situation which means run around do some hits and eventually be forced to recall away. They cannot compete with pure PvP builds and when you are an outdoor adventurer you are more likely to be doing about 90% PvM anyway. Reds go to farming locations and blues who PvM just go to BGY or sit on irc and look for fights there.
♥ Baaaaaaaaaaam ♠

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Robbbb
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Re: Solo adventurer

Post by Robbbb »

It depends on how you wan to play, but it looks like you want to do a little of both fighting and magery. You should always have 100 str though. You can drop magery to about 92 and drop eval to 80 and put those points into healing and meditation probably 10 in healin and 18 into meditation.

I this is your firs character I would recommend sticking to either a warrior or Mage build. You can experiment and mix the two later once you learn how each functions and what strengths each build needs

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TI_Smithy
Posts: 1150
Joined: Fri Jul 16, 2010 6:19 pm

Re: Solo adventurer

Post by TI_Smithy »

Robbbb wrote:It depends on how you wan to play
My first character here was:
Anatomy - 80
Fencing - 90
Healing - 90
Magery - 30 (Recall)
Musicianship - 90
Parry - 50 (25% Block Chance + AR Bonus)
Provocation - 100
Resist - 80
Tactics - 90

100/100/25

Quick and dirty build to get on the ground making gold.

Afterwards (not what I did) you can either retrain for magery/provo build or make a new mage/provo build and have the gold needed to do so.

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