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mysticism build

Discussion in 'UO Spellcaster' started by frostbolt, Feb 26, 2010.

  1. frostbolt

    frostbolt Seasoned Veteran
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    which one would be better
    120 mage
    120 eval
    120 mysticism
    120 imbue
    120 med
    120 spellweave

    with +30 necro on jewels so i can go into wraith for mana leech

    or

    120 mage
    120 eval
    120 mysticism
    120 focus
    120 necro
    120 spirit speak

    also quick question

    how much damage does wither usually do lets say on something with 30-50 cold resist
     
  2. Taylor

    Taylor Former Stratics CEO (2011-2014)
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  3. frostbolt

    frostbolt Seasoned Veteran
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    i think what they are saying in that thread is that without med your mana regen items do less.
    the mana regen difference with 16 MR on gear is only like .54 between 120 focus and med, cept i dont think you can "med" with focus

    anyway which one of these builds provide the most synergy for mysticism? the only reason i want necromancy anyway is for the extra summons and corpseskin and maybe wither...

    i want spellweave for the spell power thing, self rez, and if i can get a focus everything else..
     
  4. Shelleybean

    Shelleybean Certifiable
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    Template one is more solid because it includes meditation. Keep in mind that your plan to go into wraith form will not yield a lot of mana because you do not have spirit speak. I think the formula is spirit speak/5. Another thing to consider is what kind of things you'll be doing in game. I like a necro mage when I need massive area of effect damage. I like my mystic for great one on one damage or if I need a decent meat shield (rising colossus). You might actually want to test out both templates on Test Center to help you decide. :)
     
  5. frostbolt

    frostbolt Seasoned Veteran
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    well i most likely would end up taking template one ( im using this character for spawns and peerless)

    anyway i found the formula its
    ((15 * Spirit Speak)/100) + 5
    for mana leech

    so if i got a ring and bracelet with 30 spirit speak id get 9.5 so thats still something...id be able to word of death indefinitely with a focus.

    anyway is animate dead worth it? how many things can be animated at a time? and are they actually as powerful as their real monster counterparts?
     
  6. Storm

    Storm UO Forum Moderator
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    for pvm this is mine
    120 magery
    120 eval
    120 myst
    120 focus
    120 spellweave
    90 med
    then i have 100 left over to swap in and out things like fishing mining etc
    you can also change the med out if you have mana regen built in suit
    I have ran it with 0 med and 8 mana regen and been fine!
    this is a gargoyle with jewels designed to save points in skills
     
  7. Gelf

    Gelf Guest

    Well i like the second one, but i would drop eval for med or resist unless u use meteor swarm or bless alot. As far as the animate dead they have about
    half the hp and half the resists of their mob counterparts,weak but r pretty decent in numbers.(u can have 3 max)
     
  8. Stupid Miner

    Stupid Miner Guest

    This one looks pretty decent. I haven't tried Wraith+Focus (+ shadow Wisp) so i wouldn't know how well it'd do with mana. And you can always use Curse Weapon for healing if they get to you in melee combat range.
     
  9. [JD]

    [JD] Guest

    120 mage
    120 necro
    120 spirit
    120 mystic
    120 focus
    120 spellweave

    advantages (many):
    -magery utility spells like invis, heal, teleport, mage weapon
    -best wither aoe dmg and mana back through wraith
    -colossus for meatshield
    -weave for word of death

    disadvantages (negligible):
    -no active meditation. imo not really an issue. with good LMC, MR gear, and 120 focus I never lacked for mana in my testing.
    -no resist. you can use +skill items and spec less where not necessary (ie 105 necro, using midnight bracers, +26 on jewels... etc)
    -not really PVPable without Eval. possibly you can swap weaving or myst for eval when you want to PVP

    seems like a pretty damn nice template to me for spawns etc.

    to answer your other ?, animate dead is kinda gimpy. the creatures arent controllable, they rarely go where you want, or attack what you want, they're basically mindless things that might or might not help you out. in most cases they take more time to cast than they are worth. although at 120 necro/spirit something really neat happens. you can raise the dead on hiryu and you get a bad ass looking undead skeleton dragon! and you can have up to 3 of them, they take no control slots, and can be in addition to your colossus. if memory serves me correct they can hit mid level stuff for 80-100 although i might be wrong.....

    Can anyone tell me what are the advantages of going 120 necro, over 105?

    thanks