Must have magery?

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Amakiir
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Re: Must have magery?

Post by Amakiir »

well so i've gone crazy see u all later. grr my obsession grows wild. ok i will think more

Amakiir
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Re: Must have magery?

Post by Amakiir »

i wanna wear armor :( i have a bs

uofuntime
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Re: Must have magery?

Post by uofuntime »

My main dexxer does not have magery. I never "emergency recall", so maybe that's why I don't care for it. Yellow pots and gm healing/anat are all I need. If you do need to emergency recall, 15.0 magery is enough for near fizzle-less attempts with a recall scroll. I also have a dexxer with GM magery, it is effective, but I also scrapped another 100.0 skill points for eval int. It's a fun template. But my point is, you don't *NEED* magery on a dexxer, but it helps.

My no-magery dexxer with GM hiding is my favorite to play. She is hard to kill and very sneaky. Get another skill that benefits you like tracking, etc. There are a lot of them.

Also, on the discussion on which is stronger, tank mage or dexxer: I noticed that people never make up their minds/switch sides. Example: If tank mage looses to dexxer, dexxer will say "dood you lost to a dexxer LMAO". But if dexxer loses, tank mage will say "lol you can't even kill me with you dexxer, sad". I keep hearing this. I guess people just change sides as they go along to justify why they lost or glorify how they won. Or add some flare to their sh*t talk.
Lazarus wrote:Can't poison a spear I dont think.
Of course you can.

Lazarus
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Re: Must have magery?

Post by Lazarus »

Lazarus wrote:Can't poison a spear I dont think.
Of course you can.[/quote]

Thought it was only kryss and war fork?

Budner
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Re: Must have magery?

Post by Budner »

You can poison a dagger and I think a kryss as well.

uofuntime
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Re: Must have magery?

Post by uofuntime »

Lazarus wrote:
uofuntime wrote:
Lazarus wrote:Can't poison a spear I dont think.
Of course you can.
Thought it was only kryss and war fork?
For sure you can poison spears (that's what I use and seen it in action). I buy all my poisoned weaps at Thereon's shop by the Moonglow moongate (few steps down). So far I can confirm daggers, kyrsses, spears can be poisoned. I am not sure about short spear and war fork since I am yet to try them. But I'm sure someone knows the answer (and I think I've seen them on sale at Thereon's poisoned weapon's vendor).

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nightshark
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Re: Must have magery?

Post by nightshark »

Lazarus wrote:
Amakiir wrote:100 sw
100 tct
100 heal
100 anat
100 wrest
100 resist
40 magery

ok that is it i think?
i will disarm halberds if hally mages attack me, i will disarm dexers too.
but it's not "destroyer" for mages.
what about stats?

i'm a newbie on this server and forgot a lot of t2a dynamics. if you can help me i will be really greateful because i cannot use my character unless i choose my fully temp. i'm a little obsessed :(
They dont have disarm and stun in T2A.
I believe you needed arms lore for disarm, also :P
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE

Your_Ugly_Mom
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Re: Must have magery?

Post by Your_Ugly_Mom »

100 Weapon Skill
100 Tactics
100 Anatomy
100 Healing
100 Resist

these 5 skills are in my eyes not discussionable...if you want to take part in pvp on open field (not towns only)with any success.

If you choose sword or fencing ass weapon skill i would suggest 100 str 25 int and 100 dex as stats, for using mace weapons you maybe can lower dex a bit, so 100 str 35 int 90 dex can work. So you have 25 (35) int for using spells. level 7 spells wont work with that. So the gm magery bonus would come down to have greater heals with a 41-50 damage healing bonus. I never were a friend of that, but i never were a good mage, not a bad one but pvp wise very mediocre.

if you want to rely on your own ability to be able to change location without running all day long youll need at least a bit magery. around 35 i guess not to fizzle recall on scroll. so you will still able to trap your pouches yourself and do some other small spells like unlock ... if you dont want that or willing to do this with another character you can drop magery to 0.

Than there are some helpfull skills ill list here that can add to the existing 5 ones above:

Poisoning (sure it wont help that much in the first place when opponent carries cure pots, but how many he have you dont know :) it is a good addition to a fast dexxer but expensive to train...)

Tracking (Good to find some targets or to prevent a trap :))
Detect Hidden (revealing people...maybe useful)
Hiding (hide yourself and attack from behind)
Parrying(Good to fight vs other dexxers, but not that useful when you need to pot fast, both hands full...)
Archery (as second fighting skill, this time a ranged one. Maybe as opener not that bad ...)


The most important thing is training. You need to work this char through many pvp situations. Be prepared and automate your macros. the only way to become a good dexxer is to make many fights. Youll need potions always (Cure, heal, total refresh, strength and agility), for some situations a greater heal wand or staff will be helpful to, and soemtimes for sure invis item is a must...if the odds turn against you and you need a bit time :)



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Budner
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Re: Must have magery?

Post by Budner »

Disagree that GM Healing isn't "discussionable". I think you can get by with 80 or even as low as 60 in the field if you have plenty of pots and in vas mani/mini-heals through magery. 100 resist is awesome but in terms of survival you might also want to give up a few points here and there for the hiding skill, which can save your ass if you can't recall for whatever reason.

Everlynn
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Re: Must have magery?

Post by Everlynn »

Mikel123 wrote:
Lazarus wrote:
Alican wrote:how are dexxers compared to halberd mages?
I've seen a few reds that are dexxers, not sure what their prey is but my experience is that a good hally mage will win most of the time. The amount of initial damage they can deal out can be brutal. However if you can survive their mana dump you have a good chance of running it a stalemate. As a dexxer I just can never "close the deal"
This is the opposite of the truth.

In a fight where both people are well-prepared, the dexxer will never lose. He may not win - he may run out of purple potions, or miss two swings in a row at a stationary mage who's casting recall - but a prepared dexxer will not lose.

If you have trouble closing the deal, you need to work on your chasing skills, your purple potion skills (and perhaps the amount you carry), and maybe carry better weapons (read: poisoned).

If you have trouble with dying to tank mages, you should ensure you are always at 120 max HPs to begin a fight. Typically, I would chug a white potion to put my max HPs at 120. I would start a bandage (15-second timer). And I would be a little cautious for 8-10 seconds. At that point, you can charge in and go on offense, knowing they can't deal 100 damage (actually, more like 111 to 130, as you chug a yellow potion if they connect with a spell or two) before your bandage finishes. And, the more they TRY to do that massive damage real quickly, the worse shape they are in once your bandage finishes and negates all the mana use they put into trying to drop you fast.

Magery is far too useful not to have; I would suggest a minimum of 60 so you never fail Recalls. As a red dexxer, it saved my ass a few times, when I bought myself some time but was being pursued by 4 or 5 people. But, if you are dead-set on not having magery, I'd go with:

100 Fencing
100 Tactics
100 Anatomy
100 Healing
100 Magic Resist
100 Tracking

Use that as a base. The final 100 can be anything...

Hiding to lay hidden and surprise people, and to run through doorways, around corners, etc, and hide while your bandage finishes.
Detect Hidden to reveal hidden players (though you could always use a purple potion, but you get hit with it too and risk them connecting with a swing at you).
Mace fighting is a decent choice, as for dexxer-vs-dexxer fights involving prepared players, it's the best. Their stamina- and armor-wrecking ability is very useful, and poison is only useful if they don't carry orange potions.
Stealing could be fun, though without Snooping you're just going to randomly try to steal things. (You can set some hotkeys to "steal by type" too)
Poisoning can be useful; I prefer to keep it on mule characters and just carry 3 or 4 poisoned weapons, but some people like to be able to just re-apply poison to their best weapon.

I agree with Mike. Its nearly impossible to loose if your dexxer is fully prepared. The only one i found that was able to rock a full preped dexxer was Mark.

Amakiir
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Re: Must have magery?

Post by Amakiir »

ok so i think this is nice?
100 fencing
100 mace fighting
100 tactics
100 heal
100 anat
100 resist
30 magery
70 hiding

100 str 25 int 100 dex

or
100 mf
100 tct
100 heal
100 anat
100 resist
100 magery
100 eval
100 str 35 int 90 dex

what kind of armors should i use? i mean without any magical items what's my starting gears?

uofuntime
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Re: Must have magery?

Post by uofuntime »

Amakiir wrote: 100 mf
100 tct
100 heal
100 anat
100 resist
100 magery
100 eval
100 str 35 int 90 dex

what kind of armors should i use? i mean without any magical items what's my starting gears?
This template is way better than the one with TWO melee skills.

And your starting gear? You mean when you have enough gold for items other than store bought? GM Dex suits from player vendors. Basically it's a combo of chaimmail or ringmail and doesn't give penalty to dex.

Your_Ugly_Mom
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Re: Must have magery?

Post by Your_Ugly_Mom »

Budner wrote:Disagree that GM Healing isn't "discussionable". I think you can get by with 80 or even as low as 60 in the field if you have plenty of pots and in vas mani/mini-heals through magery. 100 resist is awesome but in terms of survival you might also want to give up a few points here and there for the hiding skill, which can save your ass if you can't recall for whatever reason.
In my eyes it is not acceptable to fail every third bandage. This means, every third bandage in average you need 30-36 seconds to get back your life. That is what i call inacceptable. in this time i get killed by a mage swinging a halberd alone...
And i know you will fail at 90 Healing too from time to time. I would not try this out without gm healing, or at least 95. And i dont see the point where you can put these 5 points...resist wise im not that sure, not that much experience in that here. Maybe you can save some points there too. I wouldnt do it, especially when seeing how much people here play pvp with a mage...every resisted spell lowers damage and let him waste mana and give you better chance to regain life. If you will use hiding, dont waste skill points on that, use items for that. works much better, cause you dont have to run to get out of attack range to be able to do that...

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Your_Ugly_Mom
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Re: Must have magery?

Post by Your_Ugly_Mom »

Amakiir wrote:ok so i think this is nice?
100 fencing
100 mace fighting
100 tactics
100 heal
100 anat
100 resist
30 magery
70 hiding

100 str 25 int 100 dex

or
100 mf
100 tct
100 heal
100 anat
100 resist
100 magery
100 eval
100 str 35 int 90 dex

what kind of armors should i use? i mean without any magical items what's my starting gears?
I personally would prefer the first template, but im sure with both templates you can be succesful when training on it.
Like others said, use some metal armor that doesnt drop your stamina :) especially when fighting mages.


Greetings
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Amakiir
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Re: Must have magery?

Post by Amakiir »

with my first template i will become a mage not a fighter. my base attacks will be magery.
and i cannot stand long fights, i dont mean 1v1 duels but open plain fights. because i dont have med. and i cannot wear metal armor, maybe i can because of no meditation.
with the first template i thought something like this. with fence weapons i will hit poison, and fast attacks for fizzling. and with mf i can drop stamina and crush some armor. and with that little hiding sometimes i can save my ass. i think i prefer the first one.
but last question. mf will be there but first skill will be sw or fence?

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