thoughts on this dexer/mage template

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tunguska
Posts: 31
Joined: Mon Mar 29, 2010 11:17 pm

thoughts on this dexer/mage template

Post by tunguska »

now im used to the standard tank but want to try something new.

im working on this character for pvp tournaments / field pvp:

eval - 100
hide - 100
mage - 100
tacts - 100
heal - 100
anat - 100
mace - 100

str - 100
dex - 85
int - 40

now i realize the 0 resist could cost me, but i will be stacked with cure and heal pots, and i will be able to heal with magery AND bandages. i might end up dropping the hiding for resist later, but the hiding would come in very handy for field pvp if i am outnumbered.

basically i see this as a template that keeps a spell precasted (gheal for defense, ebolt for offense/finisher). i know tank mages are predominant here, so i'd start off by casting clumsy on them. i'd then stick to them like glue until they could no longer move. at this point i would be bashing them and continuing to precast spells depending on how agressive or defensive they are. as soon as they hit me for any damage i would be using bandages on myself, and would be doing so the entire fight. i'd also be making sure that i get rid of poison the second they cast it on me.

i am just wondering if the 85 dex will give me fast enough swings with a q-staff to be a real nuisance. i want the 40 magery so i can get in an explo/ebolt combo off the hop or be able to heal myself at least 3 times with magery. also want to be able to cast spells that cost 40 mana.

thoughts?

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Populus
Posts: 2223
Joined: Tue Jul 14, 2009 8:01 am
Location: Sweden

Re: thoughts on this dexer/mage template

Post by Populus »

Drop hiding, it's worthless in tournaments and rarely used even in field pvp. Get resist as soon as you can.
also, start a character with 50 magic resist, it's really hard to gain.
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[cA]

benny-
Posts: 341
Joined: Sat Aug 09, 2008 8:58 am

Re: thoughts on this dexer/mage template

Post by benny- »

I'd def add resist in there, it's really a must for any out of town pvp. Either drop hiding for it which would then make you an eval warrior, or drop eval and use the magery purely for defensive/utility spells.

The stats aren't bad, tho personally I'd add a lil more dex, but with 85 and using dex pots w/ a fast wep, it should be effective.

Resist is easy to gain to 60 (firefield)...I never start with it.
- Elisud

Bag
Posts: 155
Joined: Thu Feb 25, 2010 2:59 pm

Re: thoughts on this dexer/mage template

Post by Bag »

resist is not that hard to gain. a firefield will take you from vendor-bought to 55 very quickly. you're better off making that templae a standard med warrior or eval warrior. anat/heal/mace/tact/mage/resist/med or eval. stats look fine, though - my war has those stats.

edit: had an old copy of thread and hadn't refreshed. benny covered most of this.

uofuntime
Posts: 630
Joined: Thu Feb 04, 2010 12:53 am

Re: thoughts on this dexer/mage template

Post by uofuntime »

Yeah, drop hiding for resist. I don't see your template benefiting from hiding. And you said you wanted to go against tank mages--you definitely need resist. They'd be doing killer amounts of damage on you if not.

Your stats (the dex in particular) are not that big of a problem if you use fast weapons. You can calculate your weapon speed by using a formula (which I don't have at the top of my head). It can be found under combat guide or the T2A wiki. Basically, I found that lowered dex on a fast weapon is not that big of a hindrance. However, with a slow weapon, there is a bigger impact (it's the way the formula works).

____________
And yes, resist is super easy to gain from 30 to about 55ish. Cast fire field and run the length of it. It get's slow and hard to gain in the later stages but early on, piece of cake.

tunguska
Posts: 31
Joined: Mon Mar 29, 2010 11:17 pm

Re: thoughts on this dexer/mage template

Post by tunguska »

thanks guys

i think im just going to go eval warrior with 100/100/25 or 100/85/40

not sure how much dex i should have for this template to be completely effective.

Bag
Posts: 155
Joined: Thu Feb 25, 2010 2:59 pm

Re: thoughts on this dexer/mage template

Post by Bag »

if you go eval, you need 40 int imo.

uofuntime
Posts: 630
Joined: Thu Feb 04, 2010 12:53 am

Re: thoughts on this dexer/mage template

Post by uofuntime »

Bag wrote:if you go eval, you need 40 int imo.
I agree.

tunguska
Posts: 31
Joined: Mon Mar 29, 2010 11:17 pm

Re: thoughts on this dexer/mage template

Post by tunguska »

Bag wrote:if you go eval, you need 40 int imo.
Yeah, there doesn't seem to be much difference between 85 and 100 dex, so I'm sticking with 40 int.

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