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[Magery] Parry mage

Discussion in 'UO Spellcaster' started by Nukeworker, Jul 19, 2011.

  1. Nukeworker

    Nukeworker Journeyman
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    Hi guys

    Just a simple question. Is the parry mage still good in pvp? And if yes what would you squeak into his or her suit? And what should the stats be like?

    Atm i am running a necro mage with magery eval int med ss necor and wrestle all 120
     
  2. Lynk

    Lynk Grand Poobah
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    Parry mages will be vicious post pub 71.

    The build I'm making are mixes of GM parry/scribe/aclh. I'm going to experiment with combining 2 out of those 3 and seeing which works best (reflected by temp1 and temp2 in template below).

    mage 120
    eval 120
    resist 120
    med 60
    anat 100
    temp 1 100
    temp 2 100

    Add skill increase to jewels to get more med in there if desired.

    Suit needs to be 40 LMC, 10+ MR, 70 DCI, 25 HPI, max resists, 50 EP. I may or may not even use LRC, I haven't decided yet.

    Stats you want to hit 85 dex after an agility pot if you go parry. 150 HP is ideal.
     
  3. Nukeworker

    Nukeworker Journeyman
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    What about the classical 120 mage eval int parry wrestle resisit and med template? of course with your mentioned mods on the suit..interesting fact not even using lrc...hmm? the good ole days of carrying regs again ...another possibility saving a mod on each piece
     
  4. 5% Luck

    5% Luck Guest

    Is it 80 stm or 80 dex for parry to work properly?
     
  5. Obsidian

    Obsidian UO Forum Moderator
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    Modified dexterity (i.e. after pot and after buff/debuff)
     
  6. icm420

    icm420 Seasoned Veteran
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    My all time favorite parry mage

    120mage
    120eval
    100anat
    100resist
    100scribe
    120parry
    60med

    I had a skill ring to get up to 120 resist plus I used the orc brute tali for a few more points.. I think it was more like 72 med or something.. but it was solid non disarmable defense with a bite.
     
  7. Nukeworker

    Nukeworker Journeyman
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    I assume that you dont have protection casted? Wont you fail quite some bit with gm resist as alot if not all your apponents will have a 120 spellcasting skill? I reckon you will need very high if not the highest possible mr mods on your suit? Another question is why 80 dex? Well i can see why you prefer gm anat over 120 wrestle. Can tweak those extra 20 points on med...Well I decided to go for the classical variant.
     
  8. Cloak&Dagger

    Cloak&Dagger Guest

    Parrys usefulness is directly affected by Dex, if you have less than 80 dex you lose out on the ability to parry at full ability.
     
  9. icm420

    icm420 Seasoned Veteran
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    A parry mage has great defense but lacks offense. I made the template work, with the idea of great defense with decent damage output. I use protection from time to time, it is a judgement spell, you use it when you need to. I do not roll around in protection exclusivly however. With the added defense from parry the idea is to not get hit by archers or dexxers, so if you go big combos, as scribe tends to make more potent, mixed with high defense you get kills. Scribe also helps to lessen the penalty for using protection.

    I chose anatomy over wrestle because disarm doesn't help me much, I can "Stun Punch" with a spell called paralyze and I would rather have 10 extra SDI. I run a shield and an open hand so that I can't be disarmed and I can chug potions.

    Parry mages are usually all about increases, the mana regen is always a must but the higher the mana pool the better, you use str and agil pots with ep to get your stats ok, and since you have an open hand it's not hard to keep your stats up. It's not a temp to really duel with, it's designed to fight disarm archers mostly.

    As for the gm resist, I used a +15 ring and the orc brute talismen gives 5 resist and 7 anatomy, so I was 120 resist, but my real skill was gm. 120 resist is a must for pvp.

    And as someone said 80 dex is where you get the most out of parry, I think lynk said go to 87 dex to counter curse which is a great idea since you will be cursed by any decent mage. 80 dex and 120 parry is 35% block with a shield.

    The changes should make parry mages more effective, 30SDI with great defense is going to **** a lot of people off. But 40 SDI.. mmhmm sounds awesome I can't wait.

    Oh I also used the lights rampart shield, it's the replica with 20 dci and like 15 cold resist, it really makes the suit easier and 20 dci is the best available on a shield.
     
  10. Alezi

    Alezi Lore Keeper
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    At the moment I'm running a template with (+skill items included)
    GM Scribe/Parry
    80 Med
    120 Resist/Eval/Magery
    97 Anatomy

    My suit totals are 65-75-70-75-70 (w/ magic refl+reactive) LMC40% SDI30% DCI65% HPI30 HPR5 MR18 LRC100% +10 Dex, +17 Int FC2 FCR6 EP50%. Potted + blessed my stats are 150str (150hp) 82dex 142 int (147 mana).

    Suit pieces used
    Faction SDI Glasses/Orny/Crimmy/Heart of The Lion
    Imbued Sleeves/Gloves
    Pendant of the Magi
    Slither
    Imbued Ecru Ring
    Spell-Woven Britches
    Lt. Sash
    Light's Rampart
    +2 Int Boots
    Conjurer Garb & Shadow Cloak of Rejuvenation

    I'm working on a wrest-parrymage currently, skills will be
    120 Mage/Eval/Resist/Wrest/Parry/Med

    Suit pieces will be
    Faction DCI Glasses/Ornament/Crimmy
    Protector of the Battle Mage
    Enchanted Kelp Woven Leggings
    Imbued Ecru/Sleeves/Gloves
    Light's Rampart
    Slither
    LT. Sash
    Pendant
    +2 Int Boots
    Conj Garb/Shadow Cloak of Rejuv

    Pretty much the same kind of suit as my parry-scribemage with the exception of a total MR of 19. I'm still planning if I can be arsed to add HCI to it's arsenal.. 15-30% HCI with 80 dex would make it almost unkillable by a dexer or two... or three.
     
  11. Nukeworker

    Nukeworker Journeyman
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    And shields? what shield do you guys prefer? Well i have a Defender of the magus..I think i will use that one..but not sure
     
  12. Nukeworker

    Nukeworker Journeyman
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    How do you get the hpi to 30? I thought it was capped at 25? well i have an imber myself but i still reckon it will be hard to make halfway decent suit with those stats and mods you mentioned here


    why would you want to have hci on that suit? for stun punch or paralyze?
     
  13. Alezi

    Alezi Lore Keeper
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    I use Light's Rampart on both of my characters (DCI20% 4-5-13-3-3 SC no penalty). HPI is indeed capped to 25 - my suit just happens to have 30 (crimmy +10, slither +10, sleeves/gloves +10 total). I'm just too lazy to get new sleeves/gloves imbued with something else (such as HPR or MI) since the current ones fit my suit perfectly.

    As for the wrestle-parrymage some HCI would be nice but not necessary since you'll want 80 dex to get the maximum effect from parry. That gives you high enough swing but the HCI would add increased reliability to hitting with your specials.

    I'd also like to test out a parry-wrest-scribemage with
    120 Parry/Wrest/Eval/Mage/Resist
    GM Inscription

    The current suit I'm planning would have 19 mana regeneration which would give you 1.39 mana/sec passive regeneration (compared to 2.55 mana/sec with 120 med). It would definitely pack a punch - I just don't know if getting the +10% SDI from inscript is worth 1.16 mana/sec.

    Might work in small team fights, in field fights or 1v1's you'd be manastarved pretty fast.
     
  14. Obsidian

    Obsidian UO Forum Moderator
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    I'm training to test the following:

    120 Magery
    120 Eval Int
    120 Resist
    100 Parry
    100 Anatomy
    60 Skill 1
    60 Skill 2
    40 Skill 3

    - Where Skill 1 is necro, Skill 2 is Med, and Skill 3 is Poisoning.
    - Where Skill 1 + 3 are combined for 100 inscription; Skill 2 is Med.
    - Where Skill 1 + 3 are combined for 100 inscription; Skill 2 is Necro (and I shove 40 Med on via Skill item).

    I realize that the necro on some of the templates will prevent the spell focusing SDI bonus, but want to test its effectiveness with Evil Omen/Poison.

    Thoughts?

    -OBSIDIAN-
     
  15. Nukeworker

    Nukeworker Journeyman
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    you intend to use jewellry to get to 120 Parry. How effective will neco be without SS?
    'Well I just finished my parry mage yesterday

    She has 120 parry mage eval int resist med and wrestle.. a bit conservative yes :) But I can always change her around a bit..I notice that quite a few want to tweak in inscription..I am just wondering if the 10% SDI bonus is worth the 100 skill points?
    the hardest part on my temp was making a suit. Atm her stats are 135hp 72 dex and 130 ish mana..considering the fact that i had to implement for example the SDI and lmc cap on that suit..I am thinking about dropping dex a bit an rely on gd pots
     
  16. Dan123The123Man

    Dan123The123Man Lore Master
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    How is this parry mage working out for yall vs the dexers and everyone else with this new release?