1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Greetings Guest!!

    In order to combat SPAM on the forums, all users are required to have a minimum of 2 posts before they can submit links in any post or thread.

    Dismiss Notice
  3. Greetings Guest, Having Login Issues? Check this thread!
    Dismiss Notice
  4. Hail Guest!,
    Please take a moment to read this post reminding you all of the importance of Account Security.
    Dismiss Notice
  5. Author Wes Locher has teamed up with Stratics for a giveaway of his new book Braving Britannia. This book explores the history and impact of Ultima Online and includes interviews from current and past dev team members as well as many UO and Stratics community members. Click here for more details!
    Dismiss Notice

Are Tank Mages still around?

Discussion in 'UO Spellcaster' started by Anderuin, Mar 12, 2010.

  1. Anderuin

    Anderuin Guest

    Just reactivated an old account and there is a Tank Mage on it. It has....


    I was just wondering if anyone even uses this template for pvp anymore? This is an old red character and I dunno if I'm even going to keep it because it has about 60+ long term murder counts. I was just wondering thanks!!
  2. Clog|Mordain

    Clog|Mordain Lore Master
    Stratics Veteran Stratics Legend

    May 21, 2008
    Likes Received:
    Drop healing and anat for resist and scribe and it'd be a viable template

    It would look like this

    120 Fencing
    120 Magery
    120 Eval
    120 Resist
    100 Scribe
    90 Tactics
    50 Med

    But to answer your question, very few people use this. There is a mage on oceania who has healing/anat(4 second bandies mind you, so i dont know what his stats are)... its not effective. Yes it'd save you, but you cannot kill anyone.
  3. Andre

    Andre Guest

    Is there any point in having fencing when you can just use a mage weapon? That would save you 120 points for elsewhere.
  4. You need 90 Wep & Tactics to perform both special moves. So even using a Mage Weapon you'd need at least 90. But doing it that (that = how Clog said) way saves you needing a mod on the weapon and the need to cancel the penalty on the suit, giving you more room for the dexxer type mods you more than likely need, (Hit spell, HLD, HCI, DCI, DI, SSI.. etc), to make it effective.
  5. Obsidian

    Obsidian Crazed Zealot
    Stratics Veteran Alumni Stratics Legend Campaign Supporter

    May 21, 2008
    Likes Received:
    If you decide to delete the char, at the very least soulstone the skills off so you can use them on another char or chars. Saves you from redoing all of your prior training.

  6. Clog|Mordain

    Clog|Mordain Lore Master
    Stratics Veteran Stratics Legend

    May 21, 2008
    Likes Received:
    Well, from what i have tested... you still need the 120 fencing points to perform the specials. Mage weapons are mainly for the necro/mage for their DCI
  7. RawHeadRex

    RawHeadRex Slightly Crazed
    Stratics Veteran

    Jan 6, 2010
    Likes Received:
  8. Stupid Miner

    Stupid Miner Guest

    Worth mentioning: Eval+Anat would be useful when you get disarmed.
  9. Clog|Mordain

    Clog|Mordain Lore Master
    Stratics Veteran Stratics Legend

    May 21, 2008
    Likes Received:
    though i vaguely remember testing this on TC, and I needed a weapon skill and tactics to perform the special. though i will test it again tonight after work.
  10. Hail there,

    I was looking to make a template that looked a bit like this...

    St 80
    Dx 80
    Iq 95

    Mage 120
    Eval 120
    Resist 120
    Heal 100
    Anat 90
    Parry 100
    Med 70 (100 with jewels)

    Whatcha guys think about that?

    Btw, i dont know much about imbued stuff, can you imbue skills only on jewels?

  11. If you are going to run a parry mage you are investing heavy stat points into dex. In fact the whole build is rather defensive..so that being said not going to 120 parry is a mistake. I also think to take full advantage of eval/anat you'd want 120/100 I think?

    Personally, with that much defense already,and the possibility of potions unless your keeping your hands full, I really dont think you need the healing.

    Also consider that the classic problem with defensive mages is that they arent as good at dealing damage unless theres more than one of them, so 100 points on healing that probably isn't neccessarry may not be the route to go.

    I would likely drop the healing and anat, maybe go parry/wrestling and take advantage of that high dex and save that much more on the skill points.
  12. Capt.E

    Capt.E Guest

    scribe might be better than heal.

    100 anat 120 eval is goal. With 120 parry you'll get hit around 30%. It's not gonna solo kill anyone, but you'll be really hard to kill.

    Have fun.
  13. ReaperNI

    ReaperNI Guest

    Tank mages just sallowed a big nerf now you dont get lower mana cost from JOAT human 20 points in each fighting skill. but i dont see many at yew gate mostly just scared lil stealth archers running around trying to res kill people *bumps into something invisable again* lol .TYR