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Random dexxer support skill idea

Discussion in 'UHall' started by GalenKnighthawke, Feb 1, 2014.

  1. GalenKnighthawke

    GalenKnighthawke Grand Poobah
    Stratics Veteran

    May 12, 2008
    Likes Received:
    I've always thought it'd be neat if certain skills could be turned into baby dexxer support skills, in order to increase the viability of unconventional dexxer templates.

    I was thinking things like Tracking, Stealing, maybe even Camping.

    The idea would be to grant minor combat bonuses for those skills not in conjunction with conventional dexxer support skills or any magic skills.

    The idea would not be to make a new uber-template but rather just to make certain things viable that have a tradition in fantasy but aren't viable as UO presently is constituted. Thief-warriors and ranger-warriors, for example, are well-established in fantasy. And we used to have them in UO as well.

    How widely used would these things be? I have no idea. But it was worth shooting out there if only to see the various ways certain folks will use to use this to flame me somehow. *chuckles*

    -Galen's player
  2. Merus

    Merus Babbling Loonie
    Governor Stratics Veteran CasteoftheForgotten

    Aug 10, 2010
    Likes Received:
    I could by into a "ranger" getting some extra PvM damage for having camping or tracking. Maybe the ability to track some new overland mobs that couldn't be found otherwise?
  3. Thrakkar

    Thrakkar Slightly Crazed
    Stratics Veteran Stratics Legend

    Mar 18, 2004
    Likes Received:
    I like it.

    Camping: Char can safely log out even when in combat.
    Begging: When a char gets to 0 life, instead of dying, he can beg for his life.
    Taming: Does double damage against pets.
    Tailoring: Does double damage against enemies wearing tailored armor.
    Smithing: Does double damage agains enemies wearing smithed armor.
    Discordance: 20% chance upon a successful hit to cast tribulation or dispair on target.
    Provocation: 20% chance upon a succesful hit to provoke a nearby bardable animal/monster to attack the target.
    Herding: 20% chance upon a succesful hit to auto-herd a nearby herdable animal/monster to follow the target.
    Taste ID: Upon tasting his/her own blood (aka receive damage), 20% chance to reduce incoming damage by 50% for 10 secs. 1% change of stacking a second time.
    Melee skill+Throwing: Ranged throw attacks with melee weapon. (weapon doesn't return to the player, otherwise it would be completely unbalanced)
    Melee skill+Archery: Can shoot melee weapons instead of arrows.
    Alchemy+Smithing+Imbuing+Swords: Can forge a glass sword which can one-hit-kill a target and is destroyed on use. (Does just 95% of max health to peerless and other bosses, to keep it balanced)
    Item ID: Armor of the target char will loose max durability instead of durability.