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Mysticism and Imbuing do not go together

Discussion in 'UO Stygian Abyss' started by JC the Builder, Sep 18, 2009.

  1. JC the Builder

    JC the Builder Crazed Zealot
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    Considering how much effort it takes to train up Imbuing, I don't think it is right to force someone who wants to use an attack skill like Mysticism to train up a purely crafting skill such as Imbuing. Imagine if a dexer needed to have Blacksmithy to do maximum damage.

    Imbuing only modifies 6 of the 16 Mysticism spells. It isn't like Evaluating Intelligence which modifies almost every damaging spell Magery has.

    The Animated Weapon spell is perplexing. Not only does it take Imbuing, it also needs Anatomy and Tactics. Where in the world are you going to fit all those skills? The summon barely scratches when cast with 100 Mysticism and 120 Imbuing.

    Lets look at what it takes to become a full fledged Mystic.

    100 Mysticism
    100 Imbuing
    100 Evaluating Intelligence
    100 Meditation
    100 Anatomy
    100 Tactics
    120 Weapon Skill

    Now you can cast every spell to its full potential. But you have no Resisting Spells. No Magery to augment your versatility. You have no room to go to 120 in skills. No way to heal yourself except through items.

    In my opinion the Animated Weapon spell needs to drop the Anatomy and Tactics requirements. Also drop Imbuing and replace it with a new skill. Maybe a skill which gives a small bonus to mana regeneration, enhances the power of summoned creatures and can help prevent spell disruption. Make Imbuing a pure crafter skill as that is all it is used for.
     
  2. Maplestone

    Maplestone Crazed Zealot
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    If you try to max every mysticism ability on one character then of course you're going to get a strange mix of skills - it's a toolbox, not a character class.
     
  3. JC the Builder

    JC the Builder Crazed Zealot
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    If that were true than it would have more versatility

    Putting Mysticism on a Dexer is a waste. You only have two spells, Enchant and Animated Weapon, which are geared towards you. Unless you have a spell channeling weapon (there is no way you'll have the Imbuing for Enhchant) you have to disarm every time you cast.

    Combining it will Necromancy is just out of the question.

    Combining with Magery makes the most sense. However you can't take up Imbuing without dropping either Meditation or Resisting Spells.

    I don't see anywhere that Mysticism fits in as a supplemental skill. You can't build a template to take full advantage of the skill without crippling your character.
     
  4. Hildebrand

    Hildebrand Certifiable
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    Eval let's you see their intelligence or mana so it does have a small use (maybe).
    I'm thinking if Imbue had another purpose, like tell you what the other's weakness is. Maybe Imbuer would have the skill to know if the opponent's armor has a kink.
     
  5. Kalonis

    Kalonis Guest

    While the idea of another skill to augment casting is intriguing, I find Mysticism to be worthwile so far.

    The build im working is:

    120 Mystic
    120 Magery
    120 Eval
    120 Med
    120 Imbue
    120 Resist

    While I think that Animated Weapon shouldn't rely on dexxer abilities as much, finding it as useless as you have said, I also think Animated Weapon is useless once you can cast Colossus...though I suppose for non-Gargoyles the 5 control slots in use could be an issue.
     
  6. JC the Builder

    JC the Builder Crazed Zealot
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    Since you have no defense skill I am assuming you are going to be using Protection. However with Purge Magic now out there, you will get knocked out of it quite a bit. Plus you will get hit almost every time by a melee attack.

    If they made an Evaluating Intelligence + Imbuing defense combination as they did with Anatomy, it could be possible. But that doesn't exist and it wouldn't make sense to do that.
     
  7. Maplestone

    Maplestone Crazed Zealot
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    Wait ... purge magic is a mysticism spell. I don't think you're allowed to argue that mysticism makes mysticism useless.
     
  8. Ender

    Ender Crazed Zealot
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    Or just a mage weapon >_>
     
  9. HippieMagic

    HippieMagic Guest

    Mysticism seems to have little benefit to a mage... there are some benefits like the ability to remove curses easily and all. The summons are pretty useless though. A colossus seems to do less damage than 2 EVs and takes up a full 5 slots. An animated weapon, even with anat and tactics, was only doing 7-11 damage for me which is hardly worth the 4 slots... While some other spells have obvious benefits and mana usage is very small... This makes it viable for warriors as a little extra damage but I am still under the impression that the last 2 truly useful spells for all out character classes for PvM came with Age of Shadows.
     
  10. Lord Frodo

    Lord Frodo Grand Poobah
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    Why Med wit all the MR stuff out there? Does EI add to mysticism like magery? What about Healing?
     
  11. Ender

    Ender Crazed Zealot
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    Because med gives a pretty big MR boost :/
     
  12. The Fallout

    The Fallout Guest

    If Mysticism had enough spells so people could specialize it would be okay. Let me explain.

    A Mystic would need just Mysticism and the basic mage supporters. There would be many spells that could be used.

    A Mystic Artificer would have many spells that used imbuing as support.

    A Mystic Warrior would have many spells that anatomy and tactics and a weapon skill would supprot.

    That isn't how it is though.
     
  13. HippieMagic

    HippieMagic Guest

    Mysticism, as it stands, is a minor(very) support skill. I wouldn't go all out with it because there really is no reason to do something like that when it takes less skill points to get better results with magery or some of the older templates we are all used to playing. I see a lot of stuff to do in SA on the surface but total rebuilding of characters is pointless because you just can't get any power out of the stuff introduced with SA. The best set of skills to date remain in Age of Shadows.

    I look at it this way... Mysticism gave me the ability to create a "necro pally" that uses more regs, provides less healing methods, lacks the karma loss, and basically can do less damage with 600 points than my current characters do with 280... That's a good skill right? Wait...

    In all fairness it lets me throw wither that does a little more damage and takes a little more mana... The summons are weaker than my animates, cleansing winds is basically a minor heal, cure, and remove curse which I can do with my pally in vamp form anyway. It gives me no leeches so I lack the ability to use many specials or spam wither however I can make my weapon spell channeling with a hit spell but that kinda ends up being pointless since I don't have room for the damn skills to be a hybrid and I already have spell channeling weapons...

    I am not bashing the skill I have been playing with it a little trying to figure it out but I don't see anything compelling me to keep it. I used it on a warrior and got owned... I used it on a mage and did less damage if I used it so resorted to just using it as a minor support skill... I have determined that it is a very minor support skill at best that has no need for imbuing/anat/tact because the characters you can use it on are probably already mages and therefor already have much better alternatives to the spells that use imbuing, anat, or tact.

    You can put it on a warrior for 2 summons or area spells however you would do more damage and survive better using a sampire template. Basically if you have mage with room for 100 points go for it... no point in 120 when the first 100 barely help. I sort of look at it like Chivalry for a mage. It throws a few useless spells in there but gives you a few that are very chiv-like in their methods. It didn't help me much on a warrior at all and I would never rely on it for saving me on a mage. It may have some PvP use but I am sort of afraid to even try it because it doesn't even help me too much in PvM.
     
  14. King Frankie

    King Frankie Guest

    Heres my template, enjoy.

    110 resist
    90 Medi
    120 magery
    120 eval
    100 mystic
    100 inscribe
    80 imbue

    using:

    Aegis of Grace
    Aof
    Spell Woven britches (elf armor right but i turned into elf and now i have 170 mana)
    Faction Crystalline ring
    Faction orny
    Totem of the void
    Quiver of infinty
    Leafblade of ease -20 magery spellchanneling

    that makes me

    120 resist
    100 Medi
    120 magery
    120 eval
    100 mystic
    100 inscribe
    80 imbue

    Pfys 67 Fire 70+ cold 65 poison 62 energy 75

    100% lrc
    37 lmc
    40 dci
    11 mr
    30% sdi
    9hpr (considering you dont have other items with hpr wich i do so 15 hpr)

    Now tell me do u like?
     
  15. Here we go with another useless skill like Spellweaving. I tried Spellweaving in underworld and again it was forgotten and useless.
     
  16. Diomedes Artega

    Diomedes Artega Certifiable
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    Yep have to say I agree for the most part. Self rez is the only thing handy sort of in my opinion. And even then, that doesn't last too long. Natury's fury? meh.
     
  17. Kiminality

    Kiminality Guest

    I always found NF to be a handy control spell. I don't know how 4 NFs compared to 2 EVs, but the ability to drop one in the blink of an eye saved my skin often enough.
    Self res is definitely a plus, but there's the silver sapling once a day, and PvM stealables (if they ever fixed them up).
    Other than that... One of the AoEs was the only thing that could damage the demons that spawned underground in Magincia... Gift of renewal is kind of handy...
    Although for the most part, I'll agree that Spellwaving is depreciated.

    I'm having a good time with Myst, though.
    Sure, you can't have an all-round mystic, that maxes everything... But I wouldn't say that's strictly necessary.
    With most skills, you have your sub-template that surrounds it, which gives you the maximum all-round return from the skill(s). Which inevitably leads to what is effectively a class-based system. In order to get maximum effect, people fall into one of a few skill templates.
    When the maximum effect is out of reach, it leads to diversity, through specialisation.

    Just because animate weapon sucks, unless I invest 240 points in supporting skills, doesn't mean a thing. I'll just not use that spell.
    I could replace chivalry with mysticism, to use animate weapon to increase my damage output without making myself vulnerable in mixed fights.
     
  18. Another Lamer

    Another Lamer Journeyman
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    Tbh from what I see from the Mysticism list, provided the spells I am looking at don't need Imbuing......I will happily trade 120 skill points on my PvPer.

    I could be wrong.......
     
  19. Taylor

    Taylor Former Stratics CEO (2011-2014)
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    Spellweaving is useless? Wow. Just wow. :coco:
     
  20. Taylor

    Taylor Former Stratics CEO (2011-2014)
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    I'm tracking with ya, pal. (Are you Link, btw?) Perhaps if they made the anatomy/tactics requirement either/or, as opposed to both/and. That'd help.
     
  21. HippieMagic

    HippieMagic Guest

    Unless I am missing something Animate Weapon sucks WITH 240 points in support skills...