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Input needed.

Discussion in 'UO Spellcaster' started by Joey_Rotten, Jan 6, 2010.

  1. Joey_Rotten

    Joey_Rotten Guest

    Hello everyone,
    I recently returned back to UO after a brief 4 year hiatus. The character I am doing is an alchy/stun mage hybrid as I will be going to back to PvP. The problem Im having is I have taken 7 skills and started to GM them. I know you can have legendary skills now to 120, but you cant do all 7 at 120. So with this build what skills would viable to take to 120 and what points spread to the other remaining that wont be legendary? I dont want to end up screwing this up, it has taken some time to get this all in order and do this, but Im at the point to start choosing whats legendary and whats not. Obviously magery and resist to 120, need some input from the pvp vets who have played this and would like to enjoy it as well and not be gimped.

    Here are the skills I have GM'd.

    GM Magery
    GM Resist
    GM Meditation
    GM Evaluating Intelligence
    GM Wrestling
    GM Anatomy
    GM Alchemy

    And here are my stats without the +25 bonus scroll, where would you add the extra once the scroll is gotten and used?

    STR: 95
    DEX: 30
    INT: 100

    Could really use some input, Im stuck and I dont want to spend the gold on the wrong stat scrolls and mess this up and have to undo all this to fix it.

    Thanks in advance.
  2. I'd transfer the Anatomy to a soulstone and bring the rest to 120.

    Well, Alchemy only goes to 100, so that leaves you with 20 free points. If you are human, you have 20 JoAT (Jack of All Trade) points in all skills anyway, so it's hard to do anything effective with 20 leftover points. You might read 120 skill scrolls on the other skills, but only bring two or three of them to 110. You can then use jewelry to make those effectively 120. This would allow you to have 40 or 50 points to apply to another skill, perhaps Parry, Hide, or Inscription.

    BTW, all three of those last skills I mentioned can be purchased to 40 in New Haven. They also all have accelerated gain quests there, allowing you to reach 50 in 15 or so minutes each.
  3. Joey_Rotten

    Joey_Rotten Guest

    so I can have 6 skills at 120 naturally without jewelry? (power scrolls needed I know)

    so it would be

    120 Magery
    120 Resist
    120 Meditation
    120 Evaluating Intelligence
    120 Wrestling
    120 Anatomy

    does anatomy help in magical damage as well?

    Stoned GM Alchemy.
  4. You don't need Anatomy for Stun Punch/Disarm.

    You don't need Wrestling & Anatomy. Wrestling on its own gives you 120 melee defense and Stun/Disarm, the combination of 120 Eval & 100 Anatomy also gives you 120 melee defense (Defensive Wrestle) without the specials but for 20 points less.

    Anatomy doesn't affect spell damage. Inscription does.

    For PvP you want 120 melee defense, if you're using Wrestling you don't necessarily need 120 Magery though it gives 100% success at 8th circle spells, 110 gives 100% at 7th circle spells. Though it also affects the amount you heal and how successful Poison is. Resist & Eval are worth going to 120 for. Med is usually the skill that is lowered to cram something else on, but nothing wrong with going 120 if you want.
  5. As for stats I'd go 120/15/120.
  6. If I were doing it I would probably go something like:

    100 Magery (120 with Crystalline)
    80-100 Med
    120 Eval
    120 Resist
    100 Anatomy
    100 Alchemy
    80-100 Poisoning or Inscription

    You have to stop casting to use special moves so I wouldn't use Wrestling, just Defensive Wrestling. Though if you're set on it and end up with 40 or so points spare the usual options are Spellweaving or Focus (err.. assuming Med is 120 that is!).
  7. Alternatively forget the last skill and Crystalline and use an Ecru (50 Enhance Potions) as thats kind of the whole point of an Alchemy template. 100 Alchemy also gives you 30 E.P and raises your E.P cap from 50 to 80.
  8. Joey_Rotten

    Joey_Rotten Guest

    Thanks for your input man, so I should drop wrestling all together?
    Didnt get what ya meant by drop the crystaline and do what?


    Alternatively forget the last skill and Crystalline and use an Ecru (50 Enhance Potions) as thats kind of the whole point of an Alchemy template. 100 Alchemy also gives you 30 E.P and raises your E.P cap from 50 to 80.

    whats the ecru?

    So your suggested adjustement to this template would be

    120 Magery
    100 Med
    120 Eval
    120 Resist
    100 Anatomy
    100 Alchemy

    And go with inscription?? at what level? of leave it without?
  9. Wendico

    Wendico Visitor
    Stratics Veteran

    Jan 2, 2010
    Likes Received:
    Crystaline is articraft ring +20 magery etc.
    That another is citrine ring (always on them +50% achemy bonus + other mods) made by tinkkers with some special mineable gems.
    Potion efect + is capped at 50%, like heal potion can heal 10hp but with citrine ring +50% alchemy it will heal +15hp.
    Alchemy skill rises cap of potion efect with +30%, so maximun potion bonus can be +80%.
  10. Joey_Rotten

    Joey_Rotten Guest

    what does this ring go for (cost) and what should I look for in regards to this bonus for alchy pvp's
  11. Kellgory

    Kellgory Certifiable
    Stratics Veteran

    May 14, 2008
    Likes Received:
    Since your planning on PVPing then you might check out going into factions and getting some of the gear that way, and if you have the SA expansion you can gather the resources and have someone craft/imbue a +50 enhanced pot citrine ring.
  12. I just meant the Crystalline ring is in the ring slot and so are Ecru Citrine rings so you can only build for one.

    Inscription is another skill like Resist, all or nothing, 0 or 100. I'm not sure if it even gives an SDI bonus before 100 but at 100 it gives an extra 10 SDI.

    With the last template you posted you would have 80 points left, which could either go in Poisoning perhaps, or if you can get 20 skill points on items, have 100 Inscription.
  13. Joey_Rotten

    Joey_Rotten Guest

    I originally wanted the wrestling skill on this template for the "Stun" ability
    Can I still have that viable with 80 points in wrestling? How could I do this and make stun still available to me?
  14. If you want Stun then you need to have 120 Wrestling and not Anatomy.

    Which brings it back to:

    120 Mage
    100 Med
    120 Eval
    120 Resist
    120 Wrestling
    100 Alchemy
    40 Spellweavng or Focus (or 120 Med and 20 points wasted)
  15. Joey_Rotten

    Joey_Rotten Guest

    Thank you GOD lol
    I will go with what ya said. Do I lose anything not having anatomy in the mix? Is there an def bonus involved with wrestling as there would of been with anat and alch I think you said.

    The final template will look like this

    120 Mage
    120 Med
    120 Eval
    120 Resist
    120 Wrestling
    100 Alchemy

    You don't need Wrestling & Anatomy. Wrestling on its own gives you 120 melee defense and Stun/Disarm, the combination of 120 Eval & 100 Anatomy also gives you 120 melee defense (Defensive Wrestle) without the specials but for 20 points less.

    Stun requires anatomy and wrestling to work ?? Im not taking wrestling for the def bonus I want stun ability. Do I still require anatomy to do this successfully?
  16. 50% Damage Increase (from your Wrestling punches) or in other words, no.

    No, only Wrestling.

    It USED to take both years ago, I wasn't sure if thats when you last played which is why I bought it up.

    [Wrestling] gives you: Chance to Hit, Chance to Dodge, Disarm, Stun.
    [(Eval + Anat + 20) / 2 (capped at 120)] gives you: Chance to Dodge (This is called Defensive Wrestle because it is ONLY the Defensive aspect of Wrestling, the point of it is that the formula saves you 20 skill points, should you need them.)

    So you only need one or the other, not both. If you want Stun you ONLY need Wrestling.

  17. Joey_Rotten

    Joey_Rotten Guest

    You rock man, yeah last I played you needed anat and wrestling to do it up successfully, so how does that look then for a pvp stun/mage template?

    Does keep alchemy on my skill list and not stoning it give me any advantage, I need it active to use all my pots right? What am I gaining not stoning it to a mule/creation character?

    Here is the stun/mage template Im going with because of your help man.

    120 Mage
    120 Med
    120 Eval
    120 Resist
    120 Wrestling
    100 Alchemy
  18. GM Alchemy gives you 30 Enhance Potions and an Enhance Potions cap of 80. Without it the cap is 50.

    Your Str/Dex potions will do +36. If you have 114 Str and use a Greater Strength potion with 80 E.P you will have 150 Str which gives you 125 HP.

    It increases the amount your Greater Heal potions heal for.

    It increases the damage done by Conflag and Explosion potions.
  19. Noooooo!

    15 Dex aint gonna stun punch diddly.
    He will be dead before it ever goes off.
    Didnt you mention the need for dex with a melee skill (wrestling)?
    PLUS hit chance?
    Did I miss this somewhere?

    Listen to his desire to stun punch, and suggest the proper stat makeup for at least a chance at it doing what he so wants it to do.

    Stats for this to have a chance should be something more like 100/55/100 plus pot chuggin, and jeweled dex, and armor dex if you can get some. Look for help getting to 80 dex anyway, or your never gonna get stun punch to go off!
  20. First of all, I said in my second post I wouldn't even do Wrestling, it just isn't worth stopping to cast to try and get it off. But he said he wants it and thats up to him. Aside from that...

    Dex isn't needed for melee skills, Stamina is, Dex is for bandages. Stamina works in 30's, the base swing of Wrestling is 2.5, that means you need 150 Stamina to swing at 1.25s. But it is totally pointless to do so anyway because it isn't used like other melee skills, you're not going to kill anyone from punching them.

    Stun punch rarely goes off, you're going to be hard pushed to get the HCI & DCI on a Mage. And again, it just isn't worth stopping casting while a Dexxer is swinging at you, even if you get the Disarm off you're going to need to heal by which time they've re-armed anyway.

    80 Dex is for Parry not Wrestling. Plus it really isn't worth taking the Hit Point or Spell Damage loss just to Wrestle 2 ticks (0.5s) faster.

    Sorry if you don't feel the advice is accurate, but imo, Wreslte/Mage is not played like a Tank its played as a pure Mage.
  21. NickyDishes

    NickyDishes Guest

    u want around 25-30 stamina not dex or else hes gonna run outta stam while running on foot while being hit.....wrestling does not need dex or stamina....ive played both parry mages and wrestle mages and ive gotten plenty of stun punches and disarms off on dexxer with only 25 stamina on my wrestle mage.....if u dont know firsthand or by testing it then dont speak on it....

    90 str with some hp inc....or str bonus
    20 dex with a little stam inc...but not totally necissary
    115 int with some int or mana inc bonus

    if u have stat 25:

    105 str
    25 dex
    125 int

    not saying everyone else is wrong this is just what i would recomend
  22. Lynk

    Lynk Grand Poobah
    Stratics Veteran

    May 13, 2008
    Likes Received:
    Sounds like he's used to gamers with all the attention to stun punch.

    Stun punch is worthless on EA run shards. 90% of the horrible players use a script that detects when they are frozen and pops a trapped box to break the para.
  23. Technically, third post.
    Didnt say anywhere, anyhow it was inaccurate.
    I said his swing speed based on his dex = stamina will be sloooow if he wants to stun punch compared to his opponents swing speed.
    SSI gives him more opportunity to have the stun punch go off.
    HCI gives him a better chance to hit (and stun go off).
    I have no issue with your opinion, thats up to you and him.
    I simply tried to respond to his desire to stun punch and the 15 dex not getting it done very often.
    Other poster said he played his in the 30's stamina wise and he had his stuns working fine, so perhaps that slow of a swing speed with wrestle works just fine for stun punch.
    I played mine in the 80's simply because I took parry as well, resulting in no issue with dex/stamina.
    Not sure I'd try 15 dex, but if thats all I had, who knows, specially now with imbueing and all.

  24. Pretty sure my opinion is allowed.
    Unless someone died and your now incharge.
    Who died?
    Nevermind, Ill still post anyway.:thumbup: