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[Necromancy] defense wrestle or resist?

Discussion in 'UO Spellcaster' started by Nukeworker, Aug 3, 2009.

  1. Nukeworker

    Nukeworker Journeyman
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    Hi folks!

    Well I have to admit after ToT I kinda fell in love with new necro:D. Atm I am still learning how to play him.

    Atm he has:

    120 necro
    106 SS (going for 110)
    115 magery (dont plan on buying those insanely expensive 120magery scrolls)
    110 eval int (plan on getting a 120 if I can get my hands on it)
    110 med
    resist 110
    40 ish focus (decaying skill)

    my question is at 110 resist with protection on I virtually have only 75 resist which is actually not very good!

    I am planning for 120 defense wrestle in combo with anat. First I will get a 110 anat scroll for 120 defense wrestle.

    My question is: would you guys go for that kind of template? I plan to pvp with her.

    My second question is: If I dont have any resist. some dart boxes would be quite handy. I once read that you need GM carp with 30,1 tinker? Is that correct? And must the crafter of these boxes be in the same guild as my necro?

    Many thanks in advance folks!
     
  2. Gellor

    Gellor Guest

    I would do either wrestle OR anat... not both. If you were going to make space for both, I'd consider anat and parry. VERY hard target.

    The "problem" with wrestle is you can't queue up the disarm special move so it makes timing a disarm problematic.

    FWIW, I've got a PvP mage with wrestle and his relative with anat. Going with anat frees up 20 points:thumbsup:

    Also, worth noting, even with the perfect suit(ie 70 dci) you will still be hit 50% of the time.

    On a trap box, you can do them with minimal carpentry(30ish) and minimal tinkering(30ish) If you have killer carp and tinker talismans, you can do minimum skill for both(don't recall off top of head) Whoever makes the box makes NO difference.

    Take this as advice from a solid meat shield PvPer and not one of the "elite" magical abilitied pod racing PvPers:loser:
     
  3. Cloak&Dagger

    Cloak&Dagger Guest

    Everything Gellor said is sound advice I only wish to add one thing, if you are basing your decision on using protection and plan to pvp I would advice not using that as your deciding factor, in fact I would advise not using protection in pvp at all....While you can, and some do, and others are mre than decent I would not recommend it at all for anyone who does not already pvp on a regular basis. Aside from that, Gellors advice is good.

    There is not an extensive reason to have defensive wrestling or resist if you were in fact going to use protection, unless you could get 120 resist after protection. Just a bit of advice if you did go with using it after all.
     
  4. Gellor

    Gellor Guest

    Good point C&D.. nothing like dying in the middle of a long spell under protection in PvP.

    IMO, better to fizzle a large spell and get a small heal in than not finish a big spell and be dead:thumbsup::next:

    The only time I can recall watching PvP in protection was wither spamming a choke point while having a dedicated healer:thumbsup: But that was a few years ago:coco:
     
  5. Nukeworker

    Nukeworker Journeyman
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    First off! Thanks for the quick reply to my post :danceb: From what I understand I either have resist with no protection on or I go for anatomy (defense wrestle) I reckon with no anat I will be hit every time when up against meleers even with a decent dci suit on..as I reckon they will have hci to compensate that.

    So from what I understand you dont really need GM carp to make a dart box? all you need is around 30ish tinker/carp?...I know this might be the wrong forum but what causes the damage when you set off the dart box if you are paralzyed. Carpentry or Tinker?
     
  6. Gellor

    Gellor Guest

    The damage is based upon tinkering. So ideally, you want 30 tinkering. But you will fail quite a bit setting the trap unless you have a good tinkering talisman.
     
  7. Nukeworker

    Nukeworker Journeyman
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    Yes I finally manage to make some! Although I didnt know that the boxes had to face east to west to work..and after the carpenter makes the boxes and set the trap the next thing you do is lock the box with the key to enable the trap then use the magic spell "unlock" and put the box in your backpack facing east to west...then they work