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Playing around with my necro mage.

Discussion in 'UO Spellcaster' started by RollinTheTweed, Dec 20, 2009.

  1. I come and go a lot from UO.

    I've been active in factions since my latest return with my be-loved guild. Several different mage classes.

    I have/had pure mage, recently switched him back to 120 parry, gotta tweak dex. All 120 skill.

    My necro mage, Im still in the process of tweaking.

    Not many skills are 120 as I need the scrolls. I've been trying to cut edges on skills using faction items and what not. This is what I'm aiming for, and any feedback from you necromongers would be lovely.

    115 magery, crys ring (factions) takes me to my cap, so I didn't train magery any higher, saved a full 15 points.
    100 SS, +10 from tali = 110 necro 109.3 with talisman, going to drop 4.3 and lock at 105.
    GM med, a long with faction items and armor that = 10 MR 14 if I use HoM.
    115 resist/eval the 115 skills I will take to 120.
    I'm currently using my swords of prosp for defense in PvP, I will switch to an imbued wand later on down the road with 15 DCI on it. With a silly already 45 dci tagged on the necro, so itll help. Once again using faction items buff major like, so with folded steel thats 25 DCI, quiver = 30, 45 with AoF, and other random items.

    I may also toss 80-90 points in poisoning and have a lil fun at champ spawns with poison fields.

    I'd love to hear anyone else's ideas on a necro temp. I'm all ears, or eyes whatever you want to call it.
     
  2. TopCatt

    TopCatt Guest

    My Necro mage (bear in mind he's on Siege):
    100 Magery
    120 Eval Int
    100 Necro
    120 Spirit Speak
    100 SW
    90 Wrestle (gives me a little defense, mainly use it for disarm)
    80 Med

    Edited, as template has changed :)

    90 Wrestle for paralyzing blow/disarm which is really nice, 80 med i can work with, using MR items and LMC items :D

    Spellweaving adds great survivability, focuses are nice, but hard to come by on siege, but attunement in combo with gift of renewal and running protection lets me get off at least 2-4 spells on my target before any real harm is done to me, works like a charm if you have enough time to toss on gift of renewal, but attunement is great stand alone too.