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Dupre's Sword: A plea to change!

Discussion in 'UHall' started by Arcades, Nov 3, 2012.

  1. Arcades

    Arcades Sage
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    Info taken from: Dupre - UOGuide, the Ultima Online encyclopedia


    Dunno if all the info on the website is true, but please look into Dupre's Sword and give this man some honor in his weapon, afterall it is an artifact! Currently, this weapon will be another completely useless artifact (aka Mangler, Blackthorn's Kryss, Geoffrey's Axe, Sword of Justice, to name a few). As he was a knight of Britannia and also a Paladin, I'd like to see a Paladin sword with UBWS (swordsmanship always gets all the love). Mods I'd recommend would be:

    Hit Curse 50%
    Hit Chaos Area 50%
    35% SSI
    Hit Mana Leech 50%
    Faster Casting 1
    50% DI
    UWBS

    It will have its uses in PVM and PVP. Hit Curse for dexer but a 2-hander with slowest swing speed. And the other mods for a beefed up Blaze of Death/Titan's Hammer.
     
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  2. Ashlynn_L

    Ashlynn_L Lore Master
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    It should have a power that summons a bottle of ale when you double click it.

    The curse power doesn't strike me as terribly paladin-y. Also I have always disliked UBWS because it takes away from the entire point of having weapon skills for different weapons.
     
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  3. Quickblade

    Quickblade Lore Keeper
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    I

    I like the UBWS and faster cast Idea since its a must for a paladin, but I dont see why we should lower DI from 100% as original to 50 % and remove HCI . The swords also has 50% hit mana drain not mana leech. Drain is better and I suggest hit Holy damage area which would act like 20% phys, 20% fire 20% cold 20%energy and 20% poison. The hit curse idea would be in my opinion too strong in pvp , do you imagine landing a curse hit each swing to a player !! Well it could works but only if the curse hit has a cooldown of like 20second between 2 procs in pvp. So here what it could be :

    Hit Curse 50% (20 sec cooldown in pvp between procs)
    Hit Holy area 50% (20% of each damage types)
    35% SSI
    Hit Mana Drain 50%
    Faster Casting 1
    100% DI
    15% Hit chance increase ( I lowered it a bit from original since we added a few mods anyway theres plenty of items that give HCI)
    UWBS
     
  4. Poo

    Poo The Grandest of the PooBah’s
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    actually id have to disagree with you.
    i actually LIKE the way they have it.
    well.... not 100%, i dislike the hit mana drain.
    i think that should be moved over to mana leech so you can at least get some benafit form it.

    but the viking sword, yup like that.
    ssi, di, hci, yup yup yup good to go.
    i agree that any kind of curse is not very 'paladin like'
    unless it was like hit beer effect, cause we all know Dupree was a saucer

    i personaly like they bring back some of the old weapons for us to use.
    hell, there was a day when the viking sword ruled the pool!
    but it definatly needs to have that mana drain switched out for a leech instead.
    that hit holy light is kinda a neat idea.
     
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  5. CovenantX

    CovenantX Babbling Loonie
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    Hmmm, The changes sound nice and I agree we need more "Paladin Swords", but honestly the only problem with the sword "currently" is, it's a Viking Sword which could change after the up-coming weapon re-balance.
     
  6. NuSair

    NuSair Babbling Loonie
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    I think that whoever designed this really needs to take a moment and read up about WHO Dupre was and what a Paladin is supposed to be and try again. That- or change the name.
     
  7. GalenKnighthawke

    GalenKnighthawke Grand Poobah
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    Dupre in Ultima 4 used a halbred.

    The swords most-associated with Knights IRL were broadswords and longswords. They used halbreds frequently IRL as well, in the later Middle Ages

    For some reason, Viking Swords are associated with the Paladin class in UO (note the NPC Paladins in Luna and note the Juggernaut Set). I do not know why this is, but it's been true for a long time. My guess is that they might've had that in-mind when they made it a Viking Sword.

    The Viking Sword has also never been in wide use in UO and remains not in wide use.

    A Paladin Sword would be nice but then again so would a craftable Paladin Sword.

    People seem to like Hit Areas in this thread, but remember that when Hailstorm was introduced, people actually complained about the Hit Area!

    My own preference would be to not have a Hit Area, but I'll take what comes at this point.

    I guess I could see a weapon with the paralyze special and mana drain being of-use in PvP? But I still don't think it'll be in wide use in PvP because of the slow speed and the lack of FC1. Anyone who's PvPed as a Paladin knows how critical it is to get to FC4.

    -Galen's player
     
    #7 GalenKnighthawke, Nov 3, 2012
    Last edited: Nov 3, 2012
  8. Poo

    Poo The Grandest of the PooBah’s
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    the only thing about a paladin sword is you can go make a sandwich in between swings because its sooooooooooooooooooo damn slow!

    you would need to have 50 SSI on a paladin sword to make it useable, by that i mean get it down to 10 tick (2.5 swing) and thats with a midrange dex of 120.
     
  9. GalenKnighthawke

    GalenKnighthawke Grand Poobah
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    Yes but between that damage and RP, I'm pretty sure some would use them for PvM.

    Right now there's no two-handed swords in the game that look like Western-style swords, and the only one I can think of that looks like ANY kind of sword is the No-Dachi (I'm not counting the Daisho because that's a two-sword rig). The others are either axes or things like the Crescent Blade (pure fantasy) or Bladed Staff. (Nice weapon but not a sword.)

    -Galen's player
     
  10. Quickblade

    Quickblade Lore Keeper
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    What about that implemented as a replica a Frostbite two hands Double bladed staff , but I would like it as 100% cold damage specials are doubles strike and infectious strike ( good speed even at low stamina with 100% hit area which could be good in pvp to disrupt other mages spells around ...
    (screenshot taken at Lake Austin 2nd floor at Luna Bank)
    frostbite.jpg
     
    #10 Quickblade, Nov 3, 2012
    Last edited: Nov 3, 2012
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  11. Arcades

    Arcades Sage
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    Look at the Abyssal Blade:
    60% DI
    20% SSI
    50% Hit Fatigue
    50% Hit Mana Drain
    50% Hit Mana Leech
    50% Hit Stamina Leech

    That's a stone war sword that has awesome stats, but how many gargoyles do you see using this? None because no Hit Area for PVM and no PVP stats. This will be the same fate but much worse for Dupre's Sword. Kinda like Mangler from Slasher, such an underwhelming weapon. The above mods are not too powerful on the weapon I proposed b/c the Hit Curse is compensated by the slow swing speed and also the Hit Area which you have to be careful flagging on multiple opponents in PVP. Thats why the splintering weapons without hit area sell for so much more than ones without.
     
  12. Ashlynn_L

    Ashlynn_L Lore Master
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    I suppose it is a difficult thing to balance. Personally I would like it to be a good weapon that people will use, but I also want it to reflect the character of Dupre himself.
     
  13. Goodmann

    Goodmann Babbling Loonie
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    it's just another useless weapon add it to the list (musuem/library rewards come to mind)
     
  14. Tjalle

    Tjalle Grand Inquisitor
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    Useless to some, useful to others like with most items in the game...
     
  15. Goodmann

    Goodmann Babbling Loonie
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    I can name about 100+ weapons that no one uses so I guess they are useful for cleanup point ect
     
  16. CovenantX

    CovenantX Babbling Loonie
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    In the defence of that sword you're talking about Hit Mana Drain & Fatigue are actually really good,but obviously you could find way better items with the new loot system. "Fatigue" would be more useful if mystic mages weren't the most common mages (PvP) due to Focus' stamina regen.


    The most effective weapon skill a gargoyle can use is Throwing. This is why people wouldn't use this/any melee weapons for gargoyles.

    About hit Curse; Unless the weapon would do Non-physical damage, it wouldn't do anything except slightly lower your targets stats.
    (I'm not sure if it's been fixed yet or not, but "Hit Curse" seems to act as if you have 0 eval int, so it wears off in less than 2 seconds against someone with Resisting Spells)