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[Magery] need pvp template mage gargoyle

Discussion in 'UO Spellcaster' started by growl, Oct 9, 2012.

  1. growl

    growl Visitor

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    hi new here sorta to pvp. need a template for mage gargoyle.
    so far magery, eval, med, resist, but idk whats useful after that. plz help thx.
     
  2. DankNuggets

    DankNuggets Adventurer

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    Gargs are "meant" to be mystics, I believe they get bonus's to mysticism and because they an fly the RC summon is most beneficial to a garg. So a common garg pvp mage temp would be:
    120 eval
    120 mage
    120 resist
    120 myst
    120 focus
    w/ 120 points left

    you have options of 120 med or any other combo of points to finish off your temp. Because focus is the mysticism "eval" you are "forced" into it, which allows for lower meditation if you choose. Mix in crystalline ring for a 20 focus and mage weapon penalty and you can have even more options. The result would be 140 points to play with and your mage weapon penalty covered along with sdi and you get solid regens.

    A very popular myst mage pvp temp would have scribe and 40 med in place of 120 meditation. Some choose spellweaving instead for the big defensive bonus's and pixies + plauge. Poisoning is another popular choice. The nice thing about needing focus is you have ton of options and combinations to finish the temp off, depending on how you spend your mana and based on your playstyle. If you don't want to use a mage weapon you can choose anat or wrestle. I've also seen a few thrower/myst mages. Not sure how it works out, I killed the few I ran into repeatedly, they didn't have resist spell and that is a really bad idea on a mage. Mana vamp= no mana for you.

    It is a personal choice, I would go 120 med if you are unsure, a mystic mage with unlimited mana is dangerous in big fights, and is the primary x healer.
     
  3. What he said ^

    I'd go with 120 med and a -mage weapon. You can never have to much mana IMO. With Reforging you can get a -15 mage weapon so it only takes +15 on a piece of jewelry to bring you back up to 120, leaving plenty of room for DCI, etc.
     
  4. growl

    growl Visitor

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    Can you explain the purpose of -15 wep? im confused about why that is beneficial.
     
  5. DankNuggets

    DankNuggets Adventurer

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    Mage weapons are confusing items, I had made a post a few years ago explaining them under another name (lost my email :( )

    Anyways mage weapons work like this:

    Mage weapons provide weapon skill of the item equal to magery. So if you have a -20 mage weapon, you will loose 20 points of magery in exchange for weapon skill equal to your magery after the penalty. So 120 magery -20 magery = 100 magery. So now you have 100 magery and 100 weapon skill for the item *if it's a mace its macing, sword would be a sword, etc. HOWEVER you cannot use specials with the weapon, it's primary purpose is defensive evasion similar to anatomy/eval formula*

    Now your thinking.. that's not such a great trade off. The key to using mage weapons is that you can offset the penalty taken by equipping a +20 magery bonus threw items. Perfect example is crystalline ring. Now that +20 magery is being used to off set your mage weapon penalty and you now have "Free" 120 weapon skill for as long as that weapon is equipped. Stack DCI on top of it and you have a powerful way to defend yourself without using any skill points.

    As for a -15 mage weapon, I am a returning player and I am new to the reforging. I do not know much about it, however a -15 mage weapon can provide extra mods threw the talismen and/or ring slots. It's def a better way to go vs a -20.. just mayb harder to find. Staff of the magi is the original mage weapon, a -0 mage weapon means that you equip the weapon and you have weapon skill = to your magery, no penalty enforced. However the 1 handed mage weapon became so popular because it allowed pot chugging and nox fencers were the main death of necro mages at that time. It was the best way to counter them in the aftermath of the tactics pub.
     
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