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Sampire Skills Thread

Discussion in 'UO Warrior' started by Endal, Aug 23, 2013.

  1. Endal

    Endal Journeyman

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    Required Skills to make a Sampire Work:
    • Chivalry (Enemy of One for damage increase, Consecrate Weapon to get around defenses, utility spells)
    • Necromancy (Vampiric Embrace enhnaced HP gained on hits, Curse Weapon for MORE HP gained on hits)
    • Bushido (Confidence, Lightning Strike, Honorable Execution... basically the entire thing)
    • Parrying (Deflected hit = Health Regain with Confidence)
    • Tactics (Massive base damage increase)
    • Weapon Skill (your choice between Swords, Mace, and Fencing)
    Skills to take up the remaining points:
    • Anatomy (increases base damage an extra 50-60%, may also increase odds of Critical Hits)
    • Spirit Speak (strengthens many Necromancy spells and may also be used as a free heal off of nearby corpses)
    • Resisting Spells (reduces time of nerfing spells as well as the duration of freezing spells, no damage resists)
    • Focus (helps to regenerate HP/Mana/Stamina)
    The skills on the first tier are all required. The higher they are the easier it will be to kill quickly and efficiently, however, if you use a 60/100/100/120/120/120 method with the above skills it will leave you with the choice of one of the remaining four skills set at 100%.

    It should be noted that in the "60/100/100/120/120/120 method", the Weapon skill, Parrying, and Bushido, will have a combined total of 300 points for the Special Move Mana cost reduction of 10 Mana for your weapon's special attacks (Primary and Secondary attacks).


    Spells that should be cast are:
    • Enemy of One: Increases your damage against that type of specific monster type (Skeletons, Ettins, Ratmen Archers, etc) by 50% while increasing the damage you receive against any other type by 100%.
    • Consecrate Weapon: Will turn your 100% physical weapon into any type of damage that your opponent is most susceptible to.
    • Vampiric Embrace: Adds an extra 20% HLL to all attacks with your weapon, Massive Stamina Regeneration, Mana Regeneration, Resistance to Poisons (immune to L3 and below), -25 points of fire resistance, +25% damage from undead slayers.
    • Curse Weapon: Adds an extra 50% HLL to all attacks with your weapon.
    • Summon Familiar (if you chose Spirit Speak): Shadow Wisps will restore mana for you and your team. Not a lot, but it's helpful.
    • Confidence: Heals your character for a good deal of damage and stamina when first cast, returns HP on each successful parry.
    • Lightning Strike: Gives you a single attacks with 50% HCI (capped at 45) and also has a chance to deal critical damage.
     
    #1 Endal, Aug 23, 2013
    Last edited: Aug 23, 2013
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  2. Endal

    Endal Journeyman

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    I just wanted to note that while training a new Sampire, I always turn ALL of these skills up (and the rest down) and will purposly get Focus to 100% ASAP. The Mana/Stamina isn't all that great, but it's something at least.

    Once I hit 720 I turn the skills down one at a time (usually Focus is the last to hit 0) until the character is built. The gains are a bit slower, but I'm able to get a bit of extra damage/resistance in there pretty easily.
     
  3. Skunk

    Skunk Sage
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    Nice info thread, thanks for doing this.

    Sent from my SCH-S720C using Tapatalk 2
     
  4. Katrena

    Katrena Sage
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    It should be noted that in the "60/100/100/120/120/120 method", the Weapon skill, Parrying, and Bushido, should have a combined total of 300 points for the Special Move Mana cost reduction of 10 Mana.
     
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  5. Endal

    Endal Journeyman

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    That's the one for using Whirlwind Strike and such, the weapon special attacks, not for the spells listed above spells.
     
    #5 Endal, Aug 23, 2013
    Last edited: Aug 23, 2013
  6. Katrena

    Katrena Sage
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    The additional Mana Reduction applies to all Primary and Secondary Special Moves.
     
    #6 Katrena, Aug 23, 2013
    Last edited: Aug 23, 2013
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  7. Kylie Kinslayer

    Kylie Kinslayer Grand Inquisitor
    Stratics Veteran Alumni Stratics Legend

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    With the changes to Chiv is it still a good idea to only run 60 in it? I have no experience with a sampire yet but on my straight pally once they made the changes it screwed him up and he was running 80.
     
  8. Katrena

    Katrena Sage
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    The higher the Chivalry, the higher the damage. What you have to decide, is what level of Chivalry works best for your given template.

    For CW, you get an additional 1% of damage dealt for every 2 skill points above 90. At 100 you have +5 damage and at 120 you have +15 damage. For EOO, the additional damage is 63% at 100 and 82% at 120, (Based on Karma level) The duration is also longer with higher Karma.

    Katrena
     
    #8 Katrena, Aug 24, 2013
    Last edited: Aug 24, 2013
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  9. Obsidian

    Obsidian UO Forum Moderator
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    I would say that the only required skills are:

    120 Melee skill
    99 Necromancy

    Everything else is optional based on what you want to do with the character. I concur that ideally you want to hit the 300 point bonus for warrior skills to get the 10 mana bonus on weapons specials.

    My favorite sampire templates are:

    120 Melee Skill
    120 Bushido
    120 Parrying
    100 Tactics
    100 Anatomy
    99 Necro
    84 Chiv (+23 Skill points)

    Don't under estimate you ability to survive with 120 Bush and Parry. Consider running in Studded Leather with 50 DCI using refinements.

    My other template is a resist sampire:
    120 Melee Skill
    120 Bushido
    120 Resisting Spells
    117 Tactics
    99 Necro
    84 Chiv
    60 Parrying

    This works great for Necro casters who blood oath you. For both temps I run female and as an elf so I can battle Semidar and for the free NS and 20 mana.
     
  10. Obsidian

    Obsidian UO Forum Moderator
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    This is only true if you are using EOO and perfection to hit the damage cap. If you use a super slayer and perfection then Chiv doesn't matter. Same with just using a specific slayer.
     
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