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connor/lynk- value of parry?

Discussion in 'UO Warrior' started by [JD], Feb 7, 2010.

  1. [JD]

    [JD] Guest

    i noticed two differences between connor and lynk's templates. lynk uses parry while connor does not.

    im considering two types of builds. both would use a ring and jewel set that would be +13 weapon and +13 tactics, for a total of +26 each to those skills, with 3 slots left on the rings for stuff like DI, HCI, DCI or whatever I needed. i feel this is a good balance between skill bonuses and other nice-to-haves.

    the first template allows me to go stronger in a few areas and is more connorish.

    120 weap (incl +26 from item)
    120 tac (incl +26 from item)
    100 anat
    99 nec
    JOAT parry
    120 bush
    93 chiv (this would be fun for holy light)
    100 healing

    the second is more lynkish, but i wonder the value of 73 parry?

    120 weap (incl +26 from item)
    90 tac (incl +26 from item)
    90 anat
    99 nec
    73 parry
    120 bush
    70 chiv
    90 healing

    i've read that parry is supplemental, but i haven't played enough melees to understand what the differences between damage of 120 tac/100 anat and 90 tac/90 anat plus 73 parry would do for me. especially considering 73 parry is only 53 pts higher than JOAT parry.

    in the big picture, mainly i'm interested in knowing if either template is substantially weaker than another or would disallow me from doing certain champ/peerless spawns solo. if each would allow me to accomplish both types of encounters successfully i suppose it doesn't matter, maybe it would come down to how much fun it would be or if one would take less time.

  2. I actually do have Parry on my normal template. I'm just testing a new version of it with Healing in it's place and higher Tactics. So far I'm finding that I'm not missing Parry all that much.
  3. [JD]

    [JD] Guest

    are you having more difficulty with certain types of encounters with lack of parry?

    also given that you freely exchange anatomy out for 100 resist or spirit that makes me wonder if anatomy is actually required. i noticed some of the encounters you posted which require spirit are actually similar to the ones which require anat.
  4. Stupid Miner

    Stupid Miner Guest

    ... why would anatomy be required? Sure, with healing you need it, but why have healing or anatomy? :)
  5. Healing has been making things a lot easier for me so far. I heal far more HP's than I lose from the lack of parry. Anatomy is always good for the extra increase to base damage.
  6. Farsight

    Farsight Crazed Zealot
    Stratics Veteran

    May 12, 2008
    Likes Received:
    My current template-in-testing:

    120 fencing
    100 tactics
    100 bushido
    100 anatomy
    100 necromancy
    90 healing
    70 chivalry

    With assorted points in useless skills (template in progress, most skills not scrolled up)

    The first thing I noticed dropping parry in exchange for healing is that all of the "low" end necro-samurai encounters have gone from easy to easier. This is pretty much anything short of peerless.

    The second important thing to note is that a fluke mana dump (like frequently seen from Irk, Spite and Guile) doesn't even phase you. Since you aren't entirely dependent on doing damage to survive, you have better survival chances even when you run out of mana.

    On the negative side, having no parry means you have no evasion, no benifit from counter attack or confidence and you get hit 35-40% more often. This means that your only recourse in the event of bad luck is to run, which (especially if you hunt in the Twisted Weald) isn't always handy.

    In either case, I have used this template for the Dread Horn with little trouble, and my next step is to try Paroxysmus... and that's with an incomplete template. I could really use more tactics and anatomy, but overall, I consider that Parry is now off of my sampire templates.

    The best thing about the template is that I can now work in teams and cross heal.
  7. This is actually inaccurate. You have to factor in the number of times your skill+DCI+HLA fails to fall on your side. Someone had it figured at around 10%+/- or so more often that you get hit. I can testify to this, as I'm barely missing parry at all.