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Tear this archer suit apart.

Discussion in 'UO Warrior' started by [JD], Jun 3, 2010.

  1. [JD]

    [JD] Guest

    Hey all, this is for my PVP bush/resist archer. I'm rebuilding her suit. Was hoping you could apply some of your game mechanics knowledge to let me know if it can be improved.

    Goals: I’m trying to build a solid 60 SSI, 180+ STA archer suit. At the same time I’m trying to “future proof” myself against faction changes so that my suit doesn’t drastically change when the faction patch comes.

    I would love to hear your thoughts on improving this while keeping closely with the 2 goals.

    Head: Fac Mace & Shield**
    Neck: Imbued, 8 mana/sta increase, 8 LMC, MR2, 1 resist
    Arms: Imbued, 8 mana/sta increase, 8 LMC, MR2, 1 resist
    Chest: Imbued, 8 mana/sta increase, 8 LMC, MR2, 1 resist
    Legs: Insane legs of the Tinker
    Gloves: Gloves of the Pugilist (imbued with 8 STA)***
    Ring: 23 DI, 5 SSI, 15 HCI/DCI, 4 LMC
    Bracer: 22 DI, 15 HCI/DCI, 8 LMC, 15 EP
    Talisman: Faction Primer of Arms (To be replaced with Conj Trinket after faction changes)
    Waist: Faction Crimson (to be replaced with regular Crimson Cincture after faction changes)
    Bow: Imbued, 40 SSI, no DI required (open mods for Hit spells/balanced and elemental dmg weaps)
    Cloak: Ranger’s Cloak of Augmentation
    Robe: Cloak of Death
    Feet: Int Boots
    Sash: Yeah right, one day.

    **I went with the Faction M&S over the Spirit of Totem, because M&S resists won’t change if I need to use the regular ones after faction changes.

    ***Decision still not made on the gloves yet. With the Pug Gloves, I break 180 STA without potion use. But with the faction Stormgrips, I get better resists, DI (more wiggle room in my rings), Int, and HCI (which I will lose after faction items go away and I begin using the regular ones). Maybe popping a pot for PVP makes sense given all that I would get for it, I just really wanted it to be an "always on" 180+ STA.

    Suit totals:

    The important thing is I’ll have 60SSI and 182 STA. 41 DPS Para shots, and 37 DPS double shots here I come..

    STR: 11
    DEX: 28 (Capped at 25)
    STA Bonus: 32
    Mana Bonus: 24
    DI: 100 (none on weapon, leaving slots open for other things or using elemental dmg weaps)
    DCI: 33
    HCI: 43 (wish I could make it 45)
    EP: 15
    SDI: 6 (will give hit lightning a tiny boost)
    LMC: 37 (wish this could be 40! Could lower DI on ring to raise LMC…)
    HP Regen: 4
    Mana Regen: 6
    STA Regen: 2
    Resists: We're going to assume I'll be able to make it all 70's. Might have to give up MR2 on one or two pieces (eek) but all my bows have mana leech.
     
  2. Capt.E

    Capt.E Guest

    First- nice suit

    Second- people are pretty split on this topic, but I am of the opinion that enhance potions should be as close to 50 as possible. The reasons are that you will be using potions, why not get the maximum benefit? This extends to agility and strength potions. So with 1 mod(ep) you can drop 3 mode on your suit and increase things like HCI and DCI. It makes sense to me, I dunno maybe I'm crazy.
     
  3. Stupid Miner

    Stupid Miner Guest

    Seems to me that bows tend toward needing 4 properties and 500 intensity much more than 5 properties and 450 intensity.
    Well at least with the Balanced property.
     
  4. Freelsy

    Freelsy Babbling Loonie
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    Be careful using that conjureres trinklet. I know it has undead slayer and I believe the counter to that is repond... A mage could easily polymorph into an orc or simply equip one of the new goblin slayer talismans and wtf pwn your a$$ real quick.
     
  5. jbfortune

    jbfortune Slightly Crazed
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    Isn't 180 stam + 60ssi a bit OTT? You'll already be at cap before that I'm guessing.
     
  6. Yen Sid

    Yen Sid Guest

    Slayer Talis dont help magery.
     
  7. Freelsy

    Freelsy Babbling Loonie
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    Ok then, orc form for the mage...

    Talisman for the archers or dexxers.
     
  8. [JD]

    [JD] Guest

    Some good comments here..

    First off Cap, wasn't sure what you were suggesting. I also believe 50EP is good to have, I'm just not sure how to get it, given that I want 5SSI on my ring, I'd have to fit 25 EP on both ring+brace. I'd be able to put more EP on my jewels, only I would have to either have 50 DI bows so I could drop DI from ring, or would have to deal with low LMC and drop LMC from the rings.

    Miner, yeah, bows at 450 intensity can hurt a bit or be hard to work with. I'm figuring my Yumi might be exceptional, with like 1 DI, 50 Hit lightning/velocity, 50ssi, and then I think I can jack either hit mana leech or I can put balance and bring those 2 down a bit.

    Yeah, counter to undead is repond, so repond slayers will hurt. I have a faction primer of arms currently, and have the non-faction version as well as conj trinket available to me for after faction changes. Pretty much every melee will be in the same boat here, do they go for the Conj trinket with HCI or go with the non-faction primer of arms but then lose a lot of stuff. I will probably swap between them, as well as carry a repond slayer bow. LOL

    What do you guys think about the mana issue? With mana regen from JOAT Focus and Med "blocked" by the tink legs, it leaves only mana regen and mana leech as my sole methods of mana recovery. Yeah there are mana pots too. Does anyone currently do this and what do they think about the issue?


    Thx
     
  9. If I played Archers I'd do this (for PvP):

    Human
    120 Archery
    100 Tactics
    120 Ninjitsu (Forms/Stars/Darts.)
    120 Resist
    100 Healing
    100 Anatomy
    60 Bushido (Slight extra Healing from Confidence plus it gets you to the 300 cap for mana reduction on specials. I forget the exact number but think its 20 something.)

    Faction Mace & Shields
    Gladiator Collar
    Imbued Barbed Torso/Legs/Arms: 8 lmc, 2 mr, 8 stam, 5 hp, 5 mana
    Imbued Barbed Gloves: 19 Fire, 8 lmc, 2 mr, 8 stam, 5 mana
    Faction Primer
    Quiver Of Infinity
    Imbued Turquoise Ring: 25 di, 15 hci, 15 dci, 5 ssi, 25 hp
    Imbued Bracelet: 25 di, 8 lmc, 10 hci, 15 dci, 25 ep
    Imbued Composite: balanced, 40 ssi, 40+ fireball, 40+ velocity, whatever intensity's left in damage increase
    Sash/Tangle/Garb/Boots: 6 mr, 10 dci, 19 int

    Base stats:
    108 Str
    114 Dex
    33 Int

    Giving:
    119 Str/134 HP
    119 Dex/151 Stam
    72 Mana
    in suit

    & potted:
    150 Str/150 HP
    150 Dex/182 Stam
    72 Mana

    Total: 70/70/70/70/70, 80 di (not including whatever can be got on wep), 40 lmc, 14 mr, 45 hci, 45 dci, 30 hld, 50 e.p, 11 str, 25 hp, 5 dex, 32 stam, 19 int, 20 mana, 2 hpr, 10 lrc, and maybe 140 Luck if it was a Luck Garb. Oh & 45 SSI with Balanced Composite for 1.5s swing. Or the F.M&S can be changed for F.Folded (though less stats) and with a bit of fiddling with base resists could have 70 DCI.
     
  10. Capt.E

    Capt.E Guest

    I run a similiar setup but use spirit of totem and slither and tangle.
    50 ep rocks
     
  11. [JD]

    [JD] Guest

    Ok I'm pretty much set on ditching the Pug gloves. You just lose too much and gain too little. LG's idea of going with imbued gloves, Glad Collar, and Tangle is interesting. I'm playing around with #s now to see what fits.

    I'm curious about the Quiver of Infinity's 10% Damage Modifier. How does this damage get applied?

    Is it a form of DI, so that you only need 90 DI? Or does it multiply base (tac+anat+DI) damage by 1.10?

    As I understand, it must actually be worn to receive the benefit. But I'm curious about how exactly it is applied. I won't be home to test until later tonight...

    Thanks
     
  12. Capt.E

    Capt.E Guest

    Damage modifier is not the same as DI.

    It applies a bonus to damage after resists are calculated.

    So basically even if something has 100 physical resist and you hit it with a 100 physical bow. You will still do damage.

    Fof #92 for reference.
     
  13. Stupid Miner

    Stupid Miner Guest

    Slow Cast spell,
    he'd be stuck on foot and...
    disarm the talisman and
    switch to a repond bow.

    He'd be killing himself.

    And equipping a goblin slayer wouldn't do anything, even if mages could use talismans with spells.
     
  14. [JD]

    [JD] Guest

    Thanks Capt. Seems that 10% damage is more than I will get from 5% SSI replacing Quiver with Aug Cloak. However, I have to also consider the total change, getting access to 42DPS bow shots at 1.5 sec via 180 sta and 60SSI...

    Will work up the #s and see how it looks
     
  15. Capt.E

    Capt.E Guest

    Regular stormgrips are nice

    Faction ones own.
     
  16. You only need 60 SSI for Heavy Crossbows & 'Bow' type bows.
    55 SSI for Crossbow/Yumi.
    45 SSI for Composite.
    & whatever for lower base speed weps.
     
  17. Freelsy

    Freelsy Babbling Loonie
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    Don't know where you get the slow spell casting from... You cast just as fast as if you were in regular form. Yes He would be on foot, but if its a lone mystic mage against a lone archer, the mystic mage would probably win

    Of course you're not going to get into orc form all the time but if he was to fight another archer that noticed that he was using it... and when faction changes occur lots of people will probably switch to the conjureres until they can equip the faction items again... It would be wise at that point for an archer to carry a repond slayer and if he has that talisman equipped he'll get rocked.

    He said to break apart the suit and I'm giving him inputs on the disadvantages to running that talisman in the field.

    You're right about the goblin slayer... For some reason I was thinking about everything in the repond slayer category would effect undead. It would have to be straight repond slayer. Not any of the individual slayers associated with the super slayer.
     
  18. Stupid Miner

    Stupid Miner Guest

    I meant Polymorph is a slow spell to cast.
    If he is going to win on foot against the archer, the archer really didn't have a chance anyway :p
    True, if he has the talisman on, and lets the mage cast polymorph and doesnt remove his talisman, he'd get rocked, but then again, if he let all that happen, he'd deserve to lose at that point. :)
    No Problem, I'm just adding my counterpoints. Orc Brutes would be more dangerous in my opinion due to the element of surprise.
     
  19. Risso

    Risso Babbling Loonie
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    If you're a stealth archer you're pretty much screwed if you're using Animated Legs of the Insane Tinker since you can't stealth for long/at all due to their lack of Mage Armour property unless you're running 120 Stealth.
    I'd suggest using an imbued Jade Armband replica instead of your current bracelet with 15 HCI/DCI and either 25 EP or 25 DI added depending on whether you think you'll need to use pots. 10 SSI from jewels, 5 SSI from cloak and 40 SSI from your bow will take you to 55 SSI, which lets you shoot at the same speed as 60 SSI, while also letting you stealth without any penalty and passively regen mana. Using the Jade Armband also gives you 20 Poison Resist 'free' which will help alot with balancing your suit resists post-ALotIT. Then just use an imbued pair of legs with whichever mods you need.
    As for your HCI/DI requirements, have you considered using Heartwood armour? Means you'll have to use the faction Morph Earrings and later possibly become Elf if you aren't already, but generally balanced resists, Mage Armour and 5 HCI/10 DI on each piece is not to be sniffed at.

    Note: If you already have the ALotIT then you could probably sell them and use the money to buy 2-3 Jade Armband replicas. Just sayin' ;)
     
  20. I haven't checked on a Jade Armband but I suspect they're included in the artifacts that are no longer Imbuable. Djinni's Rings were.
     
  21. Risso

    Risso Babbling Loonie
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    After the normal arties were nerfed to stop them being imbuable it was still possible to imbue replicas like the Jade Armband and Djinni's Ring..hope it hasn't been changed recently.
     
  22. It wasn't possible to Imbue the Djinni's Ring afterwards.
     
  23. Death Adder

    Death Adder Guest

    I recently tested this for PvP and didn't detect any damage increase when using a quiver.
     
  24. Stupid Miner

    Stupid Miner Guest

    Dont need 120 Stealth to stealth 100% with 1 piece of non med armor, it's much lower, granted I forget what skill level that's at.
     
  25. [JD]

    [JD] Guest

    Hmm this is of concern and would decide the back slot item (Quiver vs. Ranger Aug Cloak). I ran around shooting bunnies & stuff the other day and got few pts higher dmg with Quiver, but I have yet to test against a player. I will be testing this as soon as a human pincusion volunteers in Vent :D On a side note, anyone know any creature which never has any physical resist, or always has an exact physical resist # (not a range)?
     
  26. The quiver was for the DCI & adding the Cloak to that setup would make no difference to anything. (...well except 5% Kinetic Eater.)
     
  27. Lorax_Pacific

    Lorax_Pacific Lore Master
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    Jade Armbands cannot be imbued.

    -Lorax
     
  28. gortman

    gortman Sage
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    If I remember right, at 80 stealth you can wear one non-medable piece of armor and still never fail the stealth check.
     
  29. [JD]

    [JD] Guest

    All,

    How many specials on average can you guys do before you are out of mana?

    What are your stats on MR, LMC, Meditation, int, and Mana increase?

    What do you do when you are out of mana, do you pop a mana pot? Offscreen and med? Switch to mana leech bow?

    I can only use about 4 specials (AI/etc) unless I'm lightning striking - trying to figure out if this is about right or if I should be able to do much more. Also, all my bows currently have mana leech on them. Trying to figure out if this is necessary or if I can drop it for something else like Velocity.

    Thanks in advance
     
  30. Capt.E

    Capt.E Guest

    I have 82 mana and 65 dci on my archer, he is not stealth or I would drop the dci by alot. The 82 mana is not intel. But I do wear stormgrips, rune beetle carapace, sash, and tangle. Which all have intel or mana increase. Then MI on sleeves. I'm constantly trying new combinations though. Waiting for the timer on specials penalty is way better than waiting for mana to regen no matter how you look at it.
     
  31. Death Adder

    Death Adder Guest

    I took a closer look at this and there IS a damage increase. However, it seems to add 10% of the BASE weapon damage, not overall damage, which works out to an extra 1-2 damage depending on the bow (which is why I missed it the first time around, testing with a shortbow). The change does show up on the stat bar. Seems minor enough to allow for the Ranger's Cloak, if you like.

    BTW I also tested Darkglow Poison and that seems to give an OVERALL 10% damage modifier (much like how quivers are supposed to work) as long as you're 2 tiles or more away. I think that rocks and have switched out all my stars/darts (which I previously used with Parasitic).