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Archery Questions

Discussion in 'UO Warrior' started by codemonkey84, Jul 13, 2015.

  1. codemonkey84

    codemonkey84 Adventurer

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    I'm a returning player currently on Atlantic whose trying to rebuild an archer build. I had a few questions about skills and templates.

    So far my template is:
    Archery
    Chivalry
    Tactics
    Focus
    Healing
    Anat
    Fishing

    While keeping fishing how would you distribute the 720 points?

    Also what's the best way to gain archery is it just following uoguide or can archers use something like the wolf spider to hit higher levels?
     
  2. DJAd

    DJAd Stratics Legend
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    Yes use a wolf spider to gain.
     
  3. CorwinXX

    CorwinXX Babbling Loonie
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    With 120 Chivalry you easily can get room for some skill points on jewels.
    Fishing 120
    Archery 120
    Chivarly 120
    Tactics 100+
    Anatomy 100+
    Healing 100+
    Bushido 80

    But you as well can go with 6x120 (without Bushido).
     
  4. TimberWolf

    TimberWolf Babbling Loonie
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    repeater poison cross bow loaded up with SSI and HCI and an artic ogre lord...works everytime
     
  5. Merlin

    Merlin The Enchanter
    Moderator Professional Governor Campaign Patron UWF

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    Corwin gives a good template. Following that, I would make the additional considerations:

    - You can also get some archery points from the despicable quiver (+5) and hunter's headdress (+20). This will free up some points on the template to put elsewhere.
    - Healing of 100 should be more than suffice, especially if you're using Enhanced bandages and you have high Anatomy (100+).
    - 120 Chivalry isn't necessarily needed. My archer has fluctuated between 80 and 90 and never really had any issue. I'd rather have 120 Tactics necessarily than 120 Chivalry, but to each their own.
    - My archer has fluctuated between having Bushido, Focus, Resist Spells and Spirit Speak. If you were to put SS on there, you could get jewels that have necro on it to switch on and off so you can get into Wraith form and leach back lots of extra mana. Focus obviously helps both mana and stam in a passive fashion. And depending on level of spawn you're doing, resist spells may or may not be needed (could easily use 'remove curse' from Chivalry if you decide not to use any). Bushido, I actually recently took off my archer because I was really only using it for Confidence and Lightning strike. If you're soloing bosses, you might want to have it so you can use Honor and get the damage related bonus. I was using my archer as a support toon that I'd play mainly with other groups, so I didn't feel this useful any longer.

    Hope that helps :)
     
    TimberWolf likes this.
  6. TimberWolf

    TimberWolf Babbling Loonie
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    personally I would go 6x120 and swap out between 120 fishing and 120 resists when not actively fishing. It is a great build...used it since my return
     
    cdharr68 likes this.
  7. CorwinXX

    CorwinXX Babbling Loonie
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    120 Chivalry gives you 15 SSI

    80 Bushido save your mana for specials.
    Also against small monsters Honor gives you mana for AI and enough hp to keep your health full.
     
  8. codemonkey84

    codemonkey84 Adventurer

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    So what's the difference of 90 chivalry vs 120? is it just that 120 gives you 15 ssi?

    so with the suggestions i'm thinking
    95 archery
    90 Chivalry
    120 fishing
    120 tactics/anat
    100 healing
    75 something else (bushido/focus/resists)

    this is all real skill
     
  9. hirikawa

    hirikawa Journeyman

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  10. CorwinXX

    CorwinXX Babbling Loonie
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    Instead of spending room on your jewels for DI, HCI and SSI it's better to spend this room for 30 skill points and get 120 Chivalry.
     
  11. kaio

    kaio Sage
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    You can train all the way to 120 archery, killing slimes in underworld.
     
    Loren likes this.
  12. codemonkey84

    codemonkey84 Adventurer

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    what about healing is there a good reason to take that to 120?
     
  13. hirikawa

    hirikawa Journeyman

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    120 Anatomy & 120 Healing gives 43-70 HP each Bandie and every 4 sec with 140 dex. It means it heals average 14 HP per 1 second (excluding interruptions). And what's important more Healing means bigger chance to Heal Poison and not to miss Bandage applay.

    I also suggest using Enhanced Bandages -> even if you are at the 120 cap they affect the amount of hit points healed so it's extra bonus. (but they don't affect your success chance with res, etc.)
     
    #13 hirikawa, Jul 18, 2015
    Last edited: Jul 18, 2015