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Mage wep vs regular spell channeling

Discussion in 'UHall' started by jtw1984, Apr 9, 2009.

  1. jtw1984

    jtw1984 Seasoned Veteran
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    Had a question, and no one else in game seemed to be able to answer it for me.

    What is the advantage of having a weapon with mage weapon on it?

    I'm trying out a mage in factions for the first time, and see 2 different types of mage weapons:

    Example 1:

    -mage weapon
    spell channeling
    6 DCI

    Then there is this:

    No mage weapon
    Spell Channeling
    21 DCI

    So the difference in the 2 is one has higher DCI, and one is a mage weapon and one is not.

    Can someone please explain to me the importance of having it say mage weapon?
     
  2. Bomb Bloke

    Bomb Bloke Lore Keeper
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    A Mage Weapon takes your Magery skill and uses that in place of the weapon skill.

    So you can literally train Magery by hitting something over the head with a Mage Weapon.

    However, most Mage Weapons lower your Magery skill by the displayed amount when equipped. This is actually considered a boon; it makes it easier to train, and you don't need to cast high end spells while under the effect. Less mana used, faster casting time, more spells cast, more gains.

    A Spell Channeling item, on the other hand, can remain equipped while casting spells. This is typically considered far more important then the Mage Weapon property.

    Taking the Swords of Prosperity as an example (It has SC as well as MW-0), my character can cast spells with the weapon equipped (if it wasn't Channeling it would get dumped in my pack every time I tried). I can also hit monsters as though I was an Elder Swordsman, due to my 110 points of Magery (if it wasn't a MW I'd be lucky to hit anything at all with them).
     
  3. Storm

    Storm UO Forum Moderator
    Moderator Professional Premium Wiki Moderator Stratics Veteran Stratics Legend

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    it alows your mage to use the weapon as if he has the fighting skill in question
    example
    my tamer has 110 magery
    i equip my reapeter bow that has -21 magery weapon on it
    this makes my magery 89 and my archery 89
    now i put on my plus 21 jewels and now my magery is 110 and my archery is effectivly 110
    the spell chanelling alows me to keep casting heal without disarming bow and I am hitting the target for extra damage to !

    -
     
  4. The first one uses your Magery as your weapon skill.
    The second one requires you to have Swords skill otherwise you're as good as disarmed. (Swords in this case as thats a Twinkline Scimitar)

    Any time you get hit its comparing your weapon skill with theirs (including in PvM, monsters Wrestle vs your weapon skill). If you have 0 and they have 120 you'll get hit everytime, if you both have 120 you get hit 50% of the time. HCI & DCI are extensions to weapon skills base hit/defend chance. If you don't have a weapon skill HCI & DCI don't even work.

    Without a weapon skill [Swords, Fencing, Macing, Archery, Wrestle, Defensive Wrestle, Mage Weapon] & the corresponding thing in your hands you will get hit everytime by just about everything. By corresponding I mean... if you have 120 Wrestle and hold a Boomstick (Macing) you have no weapon skill (well maybe 20 from jack of all trades if your human) so will get hit all the time.

    So the importance is if it doesn't say mage weapon you need 120 skill points in whatever weapon it is (unless its use best weapon skill).

    With defensive Wrestle DCI works but not HCI because it's only the defensive half of Wrestle.

    Without a weapon skill in PvP your going to get hit more than once every 1.25s (which is the max swing + hit spell + any delayed damage specials like bleed) and if you're getting hit that much you're not going to be able to cast very much.
     
  5. jtw1984

    jtw1984 Seasoned Veteran
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    Thank you!
     
  6. Viquire

    Viquire Crazed Zealot
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    With added anatomy skill you also get a small damage increase on the weapon, since you probably don't have tactics, and can maintain a high defense rating even if disarmed.
     
  7. EDA_GL

    EDA_GL Journeyman
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    If you roll the -mage weapon template as well....the anatomy/eval combo for primary evasion still works! Think you need 200 points total in anat/eval to get the same effectiveness as 120 rastle. But if your using a -mage weapon anyways.....your doing it so you can have 9 skills to max your dmg output, not to get hit less!