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Tradeskill for sampire?

Discussion in 'UO Warrior' started by Joxter, Sep 21, 2010.

  1. Joxter

    Joxter Guest

    I have been trawling these forums for a long time and have read many many posts on the sampire and its setup.

    It seemed to me that the most important skill for a sampire is imbuing, to this end I have finally bitten the bullet and created my first tradeskill character. Surprisingly enough I have found it enjoyable and I'm now thinking of a second tradeskill to add to the imbuer.

    The question I have is which should I go for?

    Tailor for the nice armours.

    Smith for the armours and nice weapons.

    Carpenter for armours and weapons.

    I'm leaning towards to the tailor as from what I have researched it seems that leather armour is the best available for a sampire. However smithing looks good too as I would be able to craft weapons for imbuing and some armours.

    Would I be able to supply my sampire with weapons through buying exceptionals and imbuing? Would tailoring be useful enough alone?
     
  2. Pinco

    Pinco UOEC Modder
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    heartwood armor are the best for properties and break very fast, so if I have to choose one I'll choose carpentry :p
     
  3. Farsight

    Farsight Crazed Zealot
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    All of the above?

    If the crafter was solely based toward supporting a Sampire, then I'd choose blacksmith first, as you can make all of the appropriate weapons and some decent armor.

    My second skill would be tailoring for a human/gargoyle sampire or carpentry for an elf sampire.
     
  4. [JD]

    [JD] Guest

    i started smithing, imbuing, and tailoring.

    now im working on lj/carpentry/tinkering
     
  5. Shelleybean

    Shelleybean Certifiable
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    Be sure to include armslore in your template as well.
     
  6. Thunderz

    Thunderz Certifiable
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    If you have a few free characters id get started with them all as you can start a new char with 50 smith and tailoring and solestone it onto your crafter.

    Depending on the wepon your using, i use double axes mostly and you can craft an exceptional one with just 50 smithing. With tailoring you will need a little more.

    But every time you craft something you will get gains anyway untill your at a lvl to make exceptionals.

    With carpentry you need alot more (around 90) to be able to craft exceptional items but its pretty easy to train and the most rewarding in terms of items you can make apposed to tailor and smith you should have to train much to get exceptionals.

    Or just find a crafter to make the items for you.

    Thunderz
     
  7. Pandaros

    Pandaros Guest

    For most of these skills it's easy to train them up to around 90, then training gets quite expensive because of the resources needed (and boring if i may add:) ). So I would suggest getting them up to a decent level and then focusing on one while getting your ggs gains in the other ones. Of course with combinations like LJ and carp, it is useful to first train LJ since that will get you quite some wood. I'd also suggest equipping Meli's axe as soon as you get to 95 because this way you'll gather lots of resources even before you hit GM. I couldn't do that when I was training because I didn't have the axe, but I think it's a good idea. Tailoring is the cheapest one of all (if you have SA, because you can train using only cloth) but the gains are annoyingly slow after 110, so I just stopped training and now I plan to use ggs all the way to 120. Becoming legendary is cool but it's not absolutely necessery imo. A blacksmith with 110 skill is quite good at crafting stuff and there are also the ash's you can use.
     
  8. [JD]

    [JD] Guest

    agree- legendary is not necessary for many of these. what it does do is cut down on resource loss/waste.

    you'll get higher chances for exceptional items to cap (100%), less failure on creation, etc.

    of course, you can get around this at earlier skill levels with usage of talismans and ancient hammers.

    my tailoring is at 105 and i find i am able to make anything I need, armorwise, using only a decent talisman.

    smithing is at 117, and gains are incredibly low. im using ggs for .1 a day now basically. i use an ancient +15 or +30 hammer along with a talisman to raise my chances to 100/100 for item creation/exceptional.

    my imbuing is 116. there is no talisman. so i just make sure to imbue relic stuff first or there is wastage.

    my tinkering is super low so i use a talisman to "bump" me to the correct level so i can make stuff. when i get too high to continue gaining, ill take the talisman off, and continue training using the same items :)

    i just buy boards and wood in luna. its like 60k for 1 million. frankly i'd rather pay the mil than spend 2 weeks gathering resources. but, special materials are way more expensive, so i dont buy that. thats why im working up mining/lj
     
  9. This-


    Is the reason for this-

    You need to drop the talisman and +Smithing hammers and make things that give you about a 60% success chance to speed up the rate in which you are getting gains. Remember to recycle what you have made to keep the amount of ingots needed to a minimum. I would check the samurai armor for low ingot use/success chance.
     
  10. [JD]

    [JD] Guest

    i dont use ancient hammers and talismans when im trying to skillgain. only when im looking to craft nice stuff.

    unfortunately with smithing you are stuck either doing boomerangs, which at 117 skill have like 85% success rate, but they only take up 5 ingots. or, you are stuck making ingot heavy things to get a lower success rate. would be great to hear of anything i could craft besides boomerangs which dont take up too many ingots, but i haven't found one yet...

    i tried the disco trick in weld, but you cant smith off a fire beetle, only smelt
     
  11. Joxter

    Joxter Guest

    Well 115 imbuing now *grits teeth*

    But im still torn between tailor and smith, I have 100 arms lore and 90 odd mining with 90 smith which i used to make exceptional jingasa for my imbuing. So it wouldnt be a long haul for a decent smith.

    But it looks like tailoring has better armour available but I have only 70 in that (adv char). Where would I get the cloth for training this skill? Is it a gypsy reg or do i need to look for player vendors?

    Its a bit confusing as to which armour to make to imbue for my sampire, all this enhancing and hammers and kits are a bit of a tangle rolleyes:

    Oh well back to the guides for me!
     
  12. Klapauc

    Klapauc Sage
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    Buy Bolts of cloth from NPC tailor and cut into cloth by using scissors.
    70 to gm tailor should take not to long, think i did gm tailor from 0 on a free day.
    If you dont do woodland armor, dragonscale / metal armor is still very good for a sampire and not to expensive.
     
  13. Pandaros

    Pandaros Guest

    Basara's guides are excellent and it's definitely worth taking the time to read them.

    Being also new to all this, what I did so far was to get about 1.5k pieces of red dragon scale and then just craft armor like crazy until i got the right pieces to imbue. With red dragon scale, it is fairly easy to hit 95 fire resist - you'll be looking for pieces on which all the exceptional and arms lore points go to 3 resists for example. If you equip an ancient hammer and a talisman you will probably be able to get to 100/100 success chance. The good thing with this type of armor is that although the pieces get -3 cold resist when created, with imbuing it is possible to bring it all the way up to 18 (so it's good to try and get a piece with 0 or just 1 in cold resist, because this raises the total resist points).

    At your imbuing skill you should then be able to imbue lmc and 1 resist (to which no bonus points were allocated) without wasting valuable ingredients (make sure to use the queen's soulforge). For the extra mods, I think most people go for stamina, mana and maybe hit point increase - the ingredients for those are very easy to get. In the end, you will get a suit with max resists, at least 32 stamina points as well as some mana and hp.

    This is by no means the only way to do it (and possibly not the optimal way) but from my point of view it's a decent suit which is easy and cheap to build.
    Don't forget to use pof before you imbue.
     
  14. Joxter

    Joxter Guest

    Well ive read the guides and im still a little bewildered. :confused:

    Currently I am training tailoring up, seems quite an easy process after the continual clicking of imbuing!

    Im still confused, so how do I get some leather armour with, say, 20 fire resist? Thats without imbuing. Do i need to enhance with a sewing kit? or build with a sewing kit.
     
  15. Thunderz

    Thunderz Certifiable
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    If you also have 105 mining on your smith you will get more ingots back when you smelt the items your making.

    On a side note, at 117 it would probably cost you less to buy a SOT than what you would pay for the ingots to get those last 3 points. I wouldnt be surprised if its actually cheeper for most trade skills to just buy SOTs apposed to ingots.

    Thunderz
     
  16. Pandaros

    Pandaros Guest

    Non-exceptional plain leather armor has resists 2-4-3-3-3 and each special material (barbed, horned, spined) gives its own bonuses on top of that. So for example, a non-exceptional spined leather tunic will always have 7-4-3-3-3 because the bonus of spined leather is 5-0-0-0-0.

    Now if the piece is exceptionally crafted and your arms lore skill is 100, you will get 20 bonus points, which are randomly distributed among all resists. So, in theory you could get all 20 points to physical giving 25 physical resist (unless there is a cap that I don't know of). This is in any case highly unlikely to happen, the chances are infinitesimal. Most pieces will have these 20 points more or less uniformly distributed among different resists. Now, you are only allowed to imbue a resist up to +15 of the base value which, in the case of leather armor would be 2 for physical. Therefore, if you get a piece with 17 physical resist it is pointless to imbue it with physical resist, because you can't do any better.

    So, if you were looking for a leather piece with high physical and fire resists for example (and you didn't mind the luck property that gets added with spined leather) you could do this: Craft lots and lots of spined pieces until you get one with high physical (which comes from the bonus of spined leather + bonus points) and as low fire as possible (minimum is 4, when no bonus points go to fire). Then imbue fire to 19 (4+15) in order to get the most out of your bonus points and your imbuing points... Alternatively, you could try horned leather (which has good fire resist and does not add the luck property).

    I hope this makes sense.. Once you get the idea behind it and you read about the bonus resist points and bonus properties that each material gives, you'll be able to make your own combinations quite easily.
     
  17. Joxter

    Joxter Guest

    Aha now that makes sense.

    Now, I have in my setup an unimbued leather neck with +28 fire resist which due to the age of the materials is too old to imbue. How would I get a resist that high? Is it through use of runic sewing kits?
     
  18. Thunderz

    Thunderz Certifiable
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    Red dragon scales and a runic can go that high but thats the only thing i know of, next would probably be heartwood enhanced after imbuing the pain wood at about 23 max.

    Thunderz
     
  19. Zalan

    Zalan Babbling Loonie
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    Tradeskill for Sampire?

    hehe.....I`d use alchemy if I was going to put a tradeskill on a sampire. Not what you meant, but its the answer ;p
     
  20. Joxter

    Joxter Guest

    lol alchemy would be an interesting addition, its a shame the sampire template is always such a squeeze.

    I have to have a macro that swaps in my chiv jewels, casts EoO, then swaps my combat jewels back in! It works tho...
     
  21. Obsidian

    Obsidian UO Forum Moderator
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    I start all of my shard mules first with mining. Once I gm I put on +5 gloves and then start blacksmithing to 120 and arms lore to 100. Once I complete that I start imbung. I find smithing to be very useful to create base items for imbuing skill gain. Once finish imbuing I then do 120 talioring. Carpentry after that, but that isn't essential.

    I have my main shard mule built like this. I've got the mining/smith/arms lore done on 2 other shards. On one of those chars I'm at 116 imbue. I've just been getting GGS gains on him to conserve resources since 113. This sort of mule has been very effective at supporting all of my characters. I have to buy bows, and some garg tinkered items (earrings and necklace) but that is it.

    -OBSIDIAN-
     
  22. Joxter

    Joxter Guest

    Well, with tailoring at just over 100, 88ish blacksmithing and 120 imbuing I have managed to cobble together a reasonable suit and a handful of radiants.

    Max resists
    39HCI (13 on weps)
    45DCI
    100DI (40 on weps)
    30HLD (mace and shield)
    146dex
    177sta

    Various superslayer radiants with 50HML and 40HSL 40DI and 13HCI

    I have also swapped out 100 parry for 100 healing and I am very impressed with the improvement.

    Now all I have to do is figure out what to fight, anyone have any suggestions, bearing in mind I have done to death the likes of thrasher and miasma even before I began the process of tradeskilling.

    Would I be able to take on medusa without gorgon lenses? It seems they are never available on europa :sad4:

    How about dreadhorn? I have never managed to get keys as those ******* changlings irk and co kill me too damned fast.
     
  23. Thunderz

    Thunderz Certifiable
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    My sampire archer has Alchemy instead of parry and anat bumped to 120, against any boss in a group its sick to do sampire damage and the extra from the pots and 50ep on jewelry, its a perfect combo paired with a sampire tanking as you can off tank if they get in trouble and also still be affective solo.

    Thunderz