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PVP Template Advice

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Brutus

ongelezen,
18 dec 2000, 17:20:5718-12-2000
aan
Ok, I'm stuck right now trying to decide where to go with this
template. This character used to be pvm and the occasional pvp'er.
I've decided to try the faction crap out and want to hone this guy
strictly for that. Only thing is, I can't decide what skills to drop
in favor of others or if I should just jump right in with what I have.
I've pretty decent with the skills I currently have, but then again I
haven't really fought anyone that I'd consider a real or good pvp'er.

I was thinking of dropping parry to max out magery, but then changed
my mind considering that archery seems to be popular again... thought
about dropping macing for magery or perhaps hiding but damn if I don't
love opening with the war hammer for that massive hit...even thought
about dropping resist thinking it's not high enough to really
help...hmmm

I'd love to here what Rick or Kiril or any other of the experienced
pvp'ers think about where I should go with this.

Thanks for your help and here is the template I want evaluated:

90 Str, 90 dex, 45 int

GM Fencing
GM Macing
GM Parry
GM Tactics
GM Anatomy
86.1 Healing
64.2 Resist
49.7 Magery

RtR

ongelezen,
18 dec 2000, 18:47:5818-12-2000
aan
I would suggest adding Forensic evaluation.

No reason, but I bet that no-one else in your chosen faction has this
tremendously useful skill GMed.


Magery as an offensive skill is useless without med and eval int, on TC I
found that one of the favourite tactics for the dewds was to hide a huge
gang of warriors round a town's stone and wait for a rival to wander past -
so hiding is a popular skill to have.
Poisoned weapons are also tremendously popular from my experience, and I
don't think a mace weapon can be poisoned, so I would drop macing and take
up hiding if it were my choice. After GMing forensics of course.

RtR
"Brutus" <som...@mindspring.com> wrote in message
news:8d3t3t8sf9l90tj1v...@4ax.com...

Yuri G.

ongelezen,
18 dec 2000, 21:00:2418-12-2000
aan
som...@mindspring.com wrote:
>
> Thanks for your help and here is the template I want evaluated:
>
> 90 Str, 90 dex, 45 int
>
> GM Fencing
> GM Macing
> GM Parry
> GM Tactics
> GM Anatomy
> 86.1 Healing
> 64.2 Resist
> 49.7 Magery

Here's what I'm shooting for with my LS warrior Rendel Grimnason,
who should soon be ready to join factions:

90 Str, 95 dex, 40 int

GM Swords


GM Parry
GM Tactics
GM Anatomy

GM Healing
GM Magery
79.9 Resist
20.1 Tracking

And I may yet drop Swords for either Macing or Fencing, I believe
it to be the least advantageous of the three.

Parry is great for PvP, especially with all the warrior/gimps in
factions. I'd suggest GMing Healing and Magery and losing either
Fencing or Macing. Mace fighting is great for stamina bashing and
armor damage but Fencing is also effective, the spear paralyze hits
really help put people away. Overall Macing is probably better, but
it's close. Either one will do well for you, so keeping 200 points
of melee skills is overkill IMO.

GM Magery won't be worth much offensively without Evaluate Int but
50 point In Vas Manis are a hell of a thing. If you go this route
you'll want to have a UOA macro for In Mani + Target Self, that'll
give you uninterruptable 15 point heals for 4 mana at a keystroke,
a great way to save your ass long enough for a bandage or In Vas Mani
to bail you out. Magery is also handy for dispeling daemons, gating
your party around, going Invis, revealing hidden targets, etc. My
warrior on SP has GM Magery and I'm almost there with my LS gimp,
that's the last major hurdle before he can join factions... I fooled
around with non-Magery PvP templates on Test Factions a little but
I really missed the versatility and independance.

There are some in the PvP community who will advise you to either
GM Resist, or else drop it entirely. These people advocate the
benefits of 0.0 Resist, and they scoff at holding anything less than
GM skill in it... They will most likely call you "newbie" when you
disagree. These people are not to be trusted. I suspect that most
of these people are probably mages.

I would not recommend dropping Resist, I'd suggest working it up a
little... If you end up with under 80 Resist then you might want to
consider investing the other 20+ points in Tracking. 20.1 is the
minimum Tracking needed to follow GM Hiding/Stealth people, it doesn't
have much range at that level but it is still handy. It's probably
the one skill we're always wishing someone had in the groups I run
with as not many people carry it.

Poisoning is also worth considering if you decide to go with Fencing
rather than Macing, although you'd also have to give up either Parrying
or Magery for it. My associate Caramon Fey somehow manages to do
without Magery and he does seem to garner a great deal of negative
attention due to the efficacy of his Poisoned blades.

Of course, what it's really all about is CPU speed and connection
speed. And ganking. Lots of ganking.

Good luck. 8)


Mocker, DTM

"I no longer Play UO, It is a business to me." -- Dorian


Sent via Deja.com
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Eric A. Hall

ongelezen,
18 dec 2000, 21:55:2618-12-2000
aan

> There are some in the PvP community who will advise you to either
> GM Resist, or else drop it entirely. These people advocate the
> benefits of 0.0 Resist, and they scoff at holding anything less than
> GM skill in it... They will most likely call you "newbie" when you
> disagree. These people are not to be trusted. I suspect that most
> of these people are probably mages.

My mystic on Cats has zero resist so that he has room for inscription,
alchemy and poisoning. I keep forgetting he has zero resist. I took him to
Khaldun to copy the books in the dungeon. That was a bad idea.

> I would not recommend dropping Resist, I'd suggest working it up a
> little... If you end up with under 80 Resist then you might want to

My monkey on Cats has 85 resist (locked), and I'd say he resists 1 of 6
spells dropped on him by monsters, and none of the spells dropped on him by
PVP mages (except for poison and the very infrequent mindblast). My battle
mage on Cats has ~94 resist and he bounces a lot of stuff.

> consider investing the other 20+ points in Tracking. 20.1 is the
> minimum Tracking needed to follow GM Hiding/Stealth people, it doesn't
> have much range at that level but it is still handy. It's probably
> the one skill we're always wishing someone had in the groups I run
> with as not many people carry it.

Tracking is very cool against thieves. It drives them bonkers.


Kiril Threndor

ongelezen,
19 dec 2000, 09:45:1819-12-2000
aan
Yuri G. <yg...@mojo.calyx.net> only went ahead and wrote!

> Poisoning is also worth considering if you decide to go with Fencing
>rather than Macing, although you'd also have to give up either Parrying
>or Magery for it. My associate Caramon Fey somehow manages to do
>without Magery and he does seem to garner a great deal of negative
>attention due to the efficacy of his Poisoned blades.

My Europa factions guy has a similar skill set.
So far he has

GM Fencing


GM Parry
GM Tactics
GM Anatomy

98.something healing
85 resist and 70 odd magery and the rest in Hiding marked down.

I'm toying with the idea of dropping parry for poisoning. I find myself
virtually always fighting mages in which case shields are pointless. I
start with the spear and if I get a para blow in before I need a pot
then I keep with the spear. If I fail to get the para then I switch to
kryss and smother them while chugging pots through the inevitable
poison. MB doesn't do much damage with my stats and most only have
poison and MB macroed now.

The reason for dropping parry is that I don't fight other warriors much.
I've switched armour now to keep the dex up, just studded and a close
helm so I don't really want to stand and toe to toe with a macer.

Other option would be to drop magery and keep parry but I like the
benefits of magery far more.
--
________________________________________________

Kiril Threndor
DTM SP

dominic.sutherland_clan

ongelezen,
19 dec 2000, 13:16:5219-12-2000
aan

RtR <andy@@rotund..demon..co..uk> wrote in message
news:977183566.11959.0...@news.demon.co.uk...

> I would suggest adding Forensic evaluation.
>
> No reason, but I bet that no-one else in your chosen faction has this
> tremendously useful skill GMed.

Why?


RtR

ongelezen,
19 dec 2000, 15:56:1219-12-2000
aan

"dominic.sutherland_clan" <dominic.sut...@ntlworld.com> wrote in
message news:TyN%5.16746$cy5.2...@news2-win.server.ntlworld.com...
>
> Why?
>
>

exactly!

RtR


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