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Hiding vs Resist Spells

Discussion in 'UHall' started by DVDA, May 2, 2011.

  1. DVDA

    DVDA Guest

    Having a little dilema, cant decide what my final skill should be....

    Currently I have this template:

    120 Archery
    120 Tactics
    120 Anatomy
    120 Healing
    120 Fishing (100 Real, need to find a PS lol)

    now I am debating whether my last skill(s) should be,

    100 Hiding
    20 Chivilry (with +30 jewelry to get to 50)


    120 Resist Spell
    Use Recall Scrolls (I have a GM Inscribe)

    Thoughts? This character is strickly used for fishing and pirating but dont know which would be more effective :)
  2. Nexus

    Nexus Site Support
    Administrator Professional Wiki Moderator Stratics Veteran Stratics Legend Campaign Patron

    Oct 1, 2006
    Likes Received:
    I'd take the 100 Resist and 20 Chiv + Jewelry, The mobility it adds to a character is worth it not to mention the additional healing method...
  3. Clog|Mordain

    Clog|Mordain Lore Master
    Stratics Veteran

    May 21, 2008
    Likes Received:
    I'd drop healing to 90 and use enhanced bandages. the difference between gm healing and 120 is pretty negligable. Also I'd drop Anatomy to Gm too. The damage Difference is next to none. With these extra points I'd pick up 50 Chiv and use a ring to get to 65.

    So if I was making this character I'd go

    120 Archery
    120 Tactics
    100 Anatomy
    90 Healing
    120 Fishing
    120 Resist
    50 Chiv (with 15 of jewels to get to 65)

    I hope this helps.

    EDIT: You could even go 100 resist(since you are only PVMing it wont effect you to much) as Nexus said and put those points into another skill. Dont know what Though.
  4. Hiding is useless and a waste of skill points, without stealth.
  5. Farsight

    Farsight Crazed Zealot
    Stratics Veteran

    May 12, 2008
    Likes Received:
    4 people, 4 different answers.

    I'd have chivalry and meditation (60/60, or more in chivalry)... If you're pirate hunting, an armor ignore repond slayer with enemy of one kills the orcs in one shot (rarely in two).

    Resist won't help you one bit against the pirates. I'm not sure if it's useful against the things you fish up, but even paralyzed, your boat can still move.
  6. Archery
    And............. Honor
    Get a good mana regen and lower mana cost 70's suit, and a fast bow that hits hard.

    Typically the battles you're going to engage in are short so if you have decent intelligence you'll have enough mana for the battle. I do have focus stoned so if I'm not in fishing mode and want to cast a white net to pull up Scalis I've got all the mana I need. Needless to say I only pull up Scalis when I have a few friends around....;)

    Honor your opponent
    Cast Enemy of one
    Cast consecrate weapon as needed
    Cast Lightning strike with every shot

    Life is good. It's a fun template!
  7. chuckoatl

    chuckoatl Guest

    120 bush, 50 chiv
  8. Plant Elemental

    Plant Elemental Journeyman
    Professional Premium Stratics Veteran Supporter

    Mar 31, 2011
    Likes Received:
    Everyone's going to have a different answer b/c everyone has a different play style and a favorite template.

    If it doesn't ruin your suit, the Hunter's Headdress gives +20 Archery, which frees up 20 skill points towards something else.

    Not to confuse you more, but I use a completely different template altogether.

    This is my fisherman:
    120 Magery
    120 Eval. Int
    120 Meditation
    120 Resist
    120 Fishing (no powerscroll yet. only at 102.6)
    100 Inscription

    Yeah, the 120's are overkill for serpents, but great for pirating.

    Equip a Snake Slayer spellbook or a Reptile slayer spellbook and cast e-bolt. Deep sea serpents go down in 1-2 casts.

    Cast Protection on yourself and your spells will never be interupted!

    Here' the benifits of this template:
    a) You can attack with an element that the deep sea serpent is weakest against.
    b) You can heal.
    c) You can cure.
    d) You can mark runes.
    e) You can recall around anywhere.
    f) With a spell channeling fishing pole, you can begin casting spells as soon as the deep sea serpent pops up (will need to equip the slayer spellbook for the additional damage though).
    g) With Protection on, you'll never be uninterupted when casting.
    e) Even with Protection on, the 120 Resist lowers to 85 which is still enough to block most poison and paralyze attempts from the deep sea serp.
    f) Use Magic Reflection for an elemental defence bonus.
    g) The free hand you have allows you to consume potions in an emergency.
  9. This would be my personal choice :)
  10. Barok

    Barok Grand Inquisitor
    Stratics Veteran Stratics Legend

    Aug 27, 2004
    Likes Received:
    If you don't need stuff like FC/FCR on your jewelry, you can have a template with 8 skills instead of 7, adding +20 to 5 skills gives you an extra 100 for another skill.
  11. Flutter

    Flutter Always Present
    Stratics Veteran Alumni Stratics Legend

    May 12, 2004
    Likes Received:
  12. Gheed

    Gheed Certifiable
    Stratics Veteran Stratics Legend

    Sep 24, 2003
    Likes Received:

    I have butchered my t-hunting template into a fisherman. I had GM hiding (you can thump it just before the chest pops), and I left it on the template. Hiding has been a real convenience for going after those rare fish in hard to reach places like twisted weald, prism of light and the Labyrinth.

    For the most part you don't want to kill anything in these places or it will just respawn on top of you. It has been easier to lead the mobs off. so I can pre-cast invis and lead things around. Problem is, most things in those places reveal you as soon as you invis.

    When they reveal you though, they don't aggro again straight off. With protection, combined with my so-so suit, I tend get caught into a lot of invis/get revealed/invis/get revealed loops. However with hiding I can thump the macro to hide as soon as I get revealed. So I'll sit there until the hiding timer is up and plan where im going to lead mobs on the next step. Once I have a fishin hole cleared out ill run for it and thump the hide macro again.

    As for sea serpents and deep sea serpents, I have a frostwood fishing pole made with a yew dovetail runic. Frostwood gives the spell channeling mod and the runic craft yielded a roll with fast cast cancelling the penalty plus a little SDI and a STR boost. So I keep fishing right through battling any unwanted deep water guests. I'm currently hoarding all my nets and mibs. I don't use this char for pirate hunting. My pirate hunter is just a straight up ABC archer... honor, EoO.. yada yada yada.

    The fisherman template is:

    115 magery/eval/fishin
    100 hiding
    75 med
    100 cart/inscription :)

    so... it could definitely be better if it were a pure fisherman but it works very well as it is.

    Just keep in mind, if you are going to earn your fishing scrolls the hard way, you are going to spend ALOT of time fishing for monger quests and gains after the scrolls start popping in your bag. The only real threat you have during this are serpents and any beasties that wander in your dungeon fishing holes. you wont be fighting constantly and none of the mobs are really that challenging. What matters most (to me) is to keep casting my line and being able to hold a lot of fish. Having to switch out a pole for a bow and sacrifice weight for ammo is inconvenient.