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Returning player, Some questions.

Discussion in 'UHall' started by Calamity-SMFS, May 2, 2014.

  1. Calamity-SMFS

    Calamity-SMFS Visitor

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    Hey all,

    I've been gone since 2005. And I have a few questions, Seems that a whole lot has changed since I've been away. So here goes the questions..

    What are the Caps for:
    Spell Damage Increase.
    Lower Mana Cost:
    Mana Regen:

    What is a solid template for a pvp mage? Does the necro mage still thrive or is there something else Please shoot me some templates :)

    What Items/Arties Should i be going for, assuming i do make a mage or necro/mage /ETC
    Any help is greatly appreciated. Whats hot now days?
    Have all the old artifacts been replaced? What replaces hat of the magi now? /ETC.

    The template I was going to go for is this, Please give imput.

    120 mage
    120 eval
    120? meditation
    120 necro
    120 spirit speak
    120 incribe/ OR/ Poison

    Hope to hear from ya'll soon :)

    - Calamity
     
  2. Merus

    Merus Babbling Loonie
    Governor Stratics Veteran CasteoftheForgotten

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    My Necro-Mage runs:

    120 magery
    120 eval
    120 necro
    120 spirit speak
    120 resist
    100 poison
    20 alchy (does not matter what you put here if you are human)

    SDI cap from item varies.
    Pure Mage in pvp is 30
    Non-pure Mage in pvp is 15
    No cap in PvM
    (Note that GM scribe will add 10 SDI that is in addition to any item caps above)

    LMC in medable armor cap is 40
    LMC in non-medable armor can reach 55 depending on the type and quantity of the armor you wear.

    Mana regen does not have a cap so to speak, instead it's yield is based on diminishing returns. I believe anything over 30 is considered mute.
     
  3. Calamity-SMFS

    Calamity-SMFS Visitor

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    Is that template a pvp template.. or? And i really appreciate your post. thank you
     
  4. Calamity-SMFS

    Calamity-SMFS Visitor

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    any advice on jewels?
     
  5. Merus

    Merus Babbling Loonie
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    It is a pvp/spawning template. For straight Mage vs Mage pvp I would not use him but for spawning and field fighting he does well.

    He wears an orni and a 50ep ring with +15 magery, sdi and dci. Both of those are prolly on the more expensive side for jewelry. But they work well with his suit and his Mage weapon.

    Mind if I ask what shard you are on?
     
  6. Calamity-SMFS

    Calamity-SMFS Visitor

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    I'm on atlantic.
    And ah, i see.. Yeah i'm sure i'll be doing more than just mage vs mage :p
     
  7. Zerbee

    Zerbee Journeyman
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    Suits have become rather complicated and mod-intensive compared to what they were back then.

    The 3 most common PvP mage templates, at least on the field such as Yew Gate, are Mystic Mages, Necromages, and Pure Mages. Each of the 3 have their own variations such as

    Mystic Mage
    120 Resist
    120 Mage
    120 Eval
    120 Myst
    120 Focus (Focus is the Eval for Mystic spells)
    100-120 "Skill"
    Some people go 100 Ninjitsu for animal form to escape ganks when dismounted. Some people go inscription for the sdi bonus and other benefits. Some go spellweaving for some extra field fighting viability. Some purely go Meditation as without it your mana regen will be a bit low and if an enemy Necro Mage Evil Omen > Mana Vampires you, you'll be quite useless for a bit.

    Necro Mage
    120 Resist
    120 Mage
    120 Eval
    105 Necro
    120 Spirit Speak
    80 Poisoning
    55 Med

    Is the most common Necromage template purely for PvP I believe, with slight variations. 105 Necro is just enough to get you to cast 100% the useful PvP spells such as Wither, Strangle, and everything beneath it. 80 Poisoning is because with a combo of "Evil Omen > Poison" you'll inflict Lethal level poison on your target at close range. Making it difficult to cure. Without evil omen, Resisting Spells on pretty much every template makes other players difficult to apply poison on.

    Pure Mage
    120 Resist
    120 Mage
    120 Eval
    x
    x
    x
    Pure mages have the benefit of reaching an extended SDI cap in PvP, which is raised to 30% compared to only 15% for "mixed" mages. You get an extended SDI cap by only have one "magic" skill group as your skill. So you can't have 120 mage and something like Necro and still have the boosted SDI. (You still need to get enough SDI stat on your items to reach this new cap) The skills that will remove the boosted SDI cap are Necromancy, Mysticism, Focus, Ninjitsu, Bushido, Animal Taming, Musicianship, Chivalry and Spellweaving.

    Pure mages come in many different flavors as you might see if you run around some of the bigger PvP hotspots.
    Variations include but are not limited to:
    120 Resist
    120 Mage
    120 Eval
    120 Weapon Skill
    100 Poisoning
    120 Med
    -Used w/ a weapon that can inflict Infectious Strike. Does not focus on using the weapon for damage but for having a reliable method of applying poison.

    120 Resist
    120 Mage
    120 Eval
    120 Parry
    120 Wrestle
    100 Inscription
    20 Skill (If you are human it doesn't really matter what you put here)
    -Highly effective template on the field due to the high amount of dexxers and stealth archers.

    and so on.

    Now, in terms of suits. You have a limitless amount of options, but regardless of what you decide to do you want to make sure you hit certain stats. The most important are 100 LRC, 40 LMC, 45 DCI, 2/6 casting, 25 Hit Point Increase, 15 or 30 SDI, and all 70s Resist. If you are not going a wrestle mage/melee poison mage then you will need a mage weapon. So a weapon imbued with -15 mage weapon will allow you to have the equivalent of 120 weapon skill, which is absolutely necessary in terms of defense. To make up for the skill negative, you need +Mage skill on your suit. This is most commonly placed on an imbued ring or Crystalline ring.

    Other mods you will want on a suit is things like Enhance Potions (50%), Casting Focus, Mana Regen (Depending on Template but more is always nice), Health Regen, Damage Eater, and some other mods I can not recall off the top of my head right now.

    If you feel you are rusty at mageplay, the Mystic Mage is one of the easiest PvP mage templates to play, the most common, and the most versatile when field fighting and working in groups.
     
    DJAd and jopromol like this.
  8. Balinor of Pk?

    Stratics Veteran

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    Suits are not complicated at all. If you have any skill whatsoever on a mage, I can imbue you a suit and you'll be pvping in 45 minutes. Don't over complicate the issue here. A lot of people swear by casting focus, and damage eater is all the rage, but these things aren't necessary if you are decent. You can throw on a rewards suit and kill people if you can pvp. Most people that have expensive suits in my opinion just aren't that good. If I spend over a couple mil on a suit, I feel like I'm just overpowered in game. Sure it's nice, but it's completely unnecessary. If you were any good before, the same suit will be ok now. 45 lower mana, 100 lmc, 2 mana regen each piece, and 20 hpi/mana increase is still the norm and easy to kill with. If you sucked before, you'll still suck now. Plain and simple, suit wont matter.
     
  9. Lythos-

    Lythos- Lore Keeper
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    This is correct with the only exception being the norm 18hpr is pretty handy in gank situations.

    And surely this isn't THE Calamity from LUB guild?
     
  10. Calamity-SMFS

    Calamity-SMFS Visitor

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    would this be a viable pure mage?

    120 Resist
    120 Mage
    120 Eval
    100 poison
    120 Wrestle
    100 Inscription
     
  11. Calamity-SMFS

    Calamity-SMFS Visitor

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    No sir. not affiliated with LUB
     
  12. Zerbee

    Zerbee Journeyman
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    And you didn't read my post . What you stated as the "norm" is exactly what I stated was the only thing necessary, with the addition of DCI. The rest is fluff and not needed unless you want to min/max. But when it comes down to 2 mages evenly skilled, the one with something such as CF and HPR will most likely beat the one without it. Capped HPR provides a noticeable amount of regeneration.

    But of course you state "45" lmc is norm aswell as 20 hpi. 45 isn't the cap unless you are using non-leather. 20 versus 25hpi (the cap) will make a difference as well.
    Like it or not, a majority of the PvPers now do have the higher end suits with all the extra mods, and even if you are better you will get pooped on by someone who has eater/hpr/50% EP because they can passively regen/chug huge amounts of HP. 1vs1 in an old fashioned/proper mage duel sure the mods won't matter *that* much. But now with everyone field fighting and running around houses/corners to break line of sight, the difference in suits does show.
     
  13. Calamity-SMFS

    Calamity-SMFS Visitor

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    soo.. with 120 mage and a -15 mage wep... i get 120 in that weapons skill? im lost...
     
  14. Lythos-

    Lythos- Lore Keeper
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    You need med so drop a skill.

    -15 mage wep and a +15 mage imbued on jewels give you the defensive ability like having the wep skill. You just can't do specials.
     
  15. Vexxed

    Vexxed Certifiable
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    Hmmmm... kinda a tangent but I'm wondering what other people's thoughts about this are. If you could only have 1 mage character for PvP which would it be? I've pretty much eliminated necromancer variants just because I'm convinced Mystic or Focused mages are stronger overall but I haven't made up my mind between those 2. Take Myths crazy garg 15 SDI suit as an example of the kinda suit I'd like to build and then assume a 30 SDI focused version was possible... so focused 30-40 SDI mage or a Myst mage hybrid. It would end up as a red character without a doubt unless the whole virtue vice thing gives me a good reason not to be red... thoughts anyone? I'd personally say that with all things equal a focused mage will win in a simple 1v1 just bc of the SDI advantage. Quantifying how useful spell plague or purge or even hit spell for mage weapons though makes it a harder call.....
     
  16. Merus

    Merus Babbling Loonie
    Governor Stratics Veteran CasteoftheForgotten

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    In melee combat that chance to hit/miss is checked by comparing the two combatants weapon skill, then some other rolls for DCI, parry, etc. If your attacker has 120 combat skill and you have no combat skill their chance to hit you is 95%. PvP mages have two options for defense against weapons... wrestling or a mage weapon. As said earlier, mage weapons use a mages magery skill as their combat skill minus the penalty. The penalty can be compensated for with other parts of the suit.

    As far as mage weapons go, -20 mage weapons usually run pretty cheap now days but are harder to compensate for. Either a crystalline ring or a +15 jewel and the treaties on alchemy for the last +5. More popular these days is the -15 reforged version. It will be a bit more expensive, but opens up the suit a little more because you can compensate with a single mod on a jewel. Most choose a one handed weapon which offers the ability to drink pots or gain the extra mods from a shield in the other hand.
     
  17. Calamity-SMFS

    Calamity-SMFS Visitor

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    Hmm so at 120 mage with a -15 mage wep.. it would make said wep skill 105?
     
  18. Storm

    Storm UO Forum Moderator
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    yes
     
  19. Obsidian

    Obsidian UO Forum Moderator
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    ... And your Magery is also 105. You need to offset the Mage weapon reduction with + Magery on a suit piece. The most common is +15 Magery on the ring or bracelet.
     
    Storm likes this.
  20. Vicious Vixen

    Vicious Vixen Visitor

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    what are the stats needed for a necromage heres my template
    • eval 120
    • med 120
    • necro 120
    • magery 120
    • resist 120
    • spirit speak 120