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Please Help Me Build a Sampire Suit

Discussion in 'UO Warrior' started by Fat Lip, Jul 17, 2010.

  1. Fat Lip

    Fat Lip Guest

    I need some help picking what properties to Imbue onto my armor & jewelry. I was going to use the Stormgrips, Jackel's Collar, the Rune Beetle Carapace, and the Quiver of Infinity; these are the only special items that I have. I do, however, have an imbuer with 120.0 Imbuing, and a crafter with over 100.0 Blacksmithing, Tailoring & GM Arms Lore.

    My Stats are as follows:
    [230 Stat Cap]
    STR: 100
    DEX: 120
    INT: 10 (30 Base Mana due to being Elf)

    My Templete is:
    [710 Skill Point Cap]
    115.0 Bushido
    120.0 Mace Fighting
    120.0 Parry
    100.0 Necro
    100.0 Spirit Speak
    85.0 Tactics (will be 100.0 with skill bonus on jewelry)
    70.0 Chivalry

    What I've gotten from searching the forums is that 35% Defence Chance Increase and 35% Hit Chance Increase are almost a must. That's fine, I'll put 15/15 on my Ring/Brace for each. What other values should go on the jewelery: STR, DEX, INT Bonus? Enhance Potions? Damage Increase?

    My armor itself: Should I go with Metal or Leather? What kind of Metal/Leather?

    For armor properties I was thinking about doing:
    - Mana Regeneration
    - Stamina Increase
    - Lower Mana Cost

    Hopefully I'll get this suit's Resist's to 70/70/70/70/75 too. Is it possible?

  2. Kim Li of LS

    Kim Li of LS Guest

    I would say drop chiv buy 5 and up tactics to 90 so you can use all specials. As far as gear I wouldn't worry about MR just focus on SI, DCI, and HCI. I admit my experience with sampires is somewhat limited and I run fey leggings and heart of the lion for divine fury proof DCI (plus some on jewlz). I have a jackals collar but do not use it to get extra imbuable slots. I don not use faction artys as a side note.

    This is what my suit currently looks like:

    35 hci
    65 dci
    100 di
    30 hla (mace and shield)
    40 lmc
    5 ssi (rangers cloak)
    cloak of power
    24 si -imbued
    24 mi-imbued

    That is about all I can recall of the top of my head.
  3. Madrid

    Madrid Slightly Crazed
    Stratics Veteran

    May 16, 2008
    Likes Received:
    I'm sure you'll get alot of conflicting opinions as there are so many different ideas and schools of thought this topic.:stir:

    My first suggestion would be to get Faction Artifacts if you have the means...particularly the Faction Mace & Shield Glasses with the +10% DI, RBC & Fey Leggings with increased Resists, and Faction Primer of Arms or a Conjurer's Trinket. I've since switched to a BHB after using the Faction RBC for a long time. I still strongly support the use of the RBC as it has so many benefits but prefer the BHB.

    I would not use Storm Grip, Jackal's Collar. :thumbdown:

    For your hands,neck and arms I would craft woodland armor,Imbue it with desired properties and enhanced with heartwood. Make sure you do some reading up on crafting woodland armor if you decide to take this route and I strongly suggest that you do.

    There are some threads here on the subject of crafting woodland armor and I advise you to do research on the correct way of crafting woodland armor as it can be very costly if done the right way but well worth it.

    I favor the DI pieces as opposed to the HCI pieces. It seems many people clamor for HCI pieces. Personally I have a hard time grasping why they would one would take 5HCI on a neck,arm or glove slot over 10 DI but each to his own.

    Quiver of Infinity is good but a Ranger's Cloak of Augmentation is a better choice unless your unable to circumvent the DCI bonus on the Quiver. With Imbueing though this is all too easy to do. 45 HCI/DCI is what you want to be gunning for not 35. HCI/DCI cap at 45 but you can go over to cancel out the effects HLD/HLA.

    For armor properties I think your on the right track. For a base I go this route:
    - Stamina Increase
    - Lower Mana Cost
    - Hit Point Increase

    With the RBC, being in Vamp Form and hopefully wearing a Conjurer's Garb you would already have some MR.

    I would consider adding Hit Point Increase +5 on 3 pieces giving you a total of +15 HP hopefully bringing you up to 150 total HP instead of the Mana Regeneration only because you have MR on RBC, Robe and possibly a Dark Sapphire bracelet if you so choose.

    I agree with putting +15 skill points on Rings and Bracelet, usually Chivalry or Spirit Speak. I'll gladly take +30 skills points thankyou very much.:thumbup1:

    I don't think putting stats on a Ring or Bracelet is well spent.:thumbdown:

    I incorporate a Turquoise Ring for the SSI Bonus and a Dark Sapphire Bracelet for the MR2 Bonus.

    Many different things will work. There is no one right way or better way. Just different means to the same end. Test things out to see what works for you and what your comfortable with.

    Have fun and best of luck!
  4. Stupid Miner

    Stupid Miner Guest

    Just going to say this: mixing MR with non-med armor is a bad idea.
    You'll be spending a lot of MR that's half as effective, better to go with another property or make the suit fully medable.

    95% of your mana is going to come from Mana Leech anyway.
  5. Thunderz

    Thunderz Certifiable
    Stratics Veteran

    Jun 3, 2008
    Likes Received:
    *Posts link to my suite*

    But cant find it:popcorn:

    Anyone have it to hand?

  6. Death Adder

    Death Adder Guest

    Non-meddable armor is significantly better for humans without med/focus due to JOAT, resulting in usually about .3 more mana/second. For non-humans, however, non-meddable armor usually results in only about .1 less mana/second, which I don't consider significant.

    For example, I currently wear a (sick) wooden armor suit on my PvPer that has MR 13. For an elf in non-meddable armor, this returns .91 mana/second. This would increase to 1.02 mana/second in meddable armor. For a human at MR 13 with JOAT it would be 1.04 mana/second in non-meddable armor and 1.30 mana/second in meddable armor.

    So it's a significant difference for humans but not so much for elves/gargoyles.
  7. Death Adder

    Death Adder Guest

    I personally favor Bloodwood over Heartwood. HPR2 on each piece makes a HUGE positive difference which is not as easily replaced by jewelry as are HCI and DI (which I find relatively easy to cap out without having to use armor slots). Bloodwood also has 2 more resists than Heartwood, which adds up with, say, 4 pieces of wooden armor (in that case it's over an extra half-slot in resists). Bloodwood also adds huge fire resist as opposed to Heartwood which adds huge poison resist, which is important to vampire templates.

    Now admittedly I think the difference is greater in PvP, but I also PvM with that char and the HPR is extremely useful for those spawns where you take lots of little hits (e.g. many of the SA mini-champs). It's not so useful against big hitting bosses.
  8. Stupid Miner

    Stupid Miner Guest

    ... that's a whole lot of properties that are giving a minimal return.
    In my opinion, most of the time, those item slots could be put to much better use.
    And I'm pretty sure this is for a PvM char. In PvP there's a definite purpose. PvM? not as much.
  9. Death Adder

    Death Adder Guest

    I don't think so, as the armor is maxxed out on pretty much every useful dexxer mod except Reflect Physical and Stam Regen (45 HCI, 60 DCI, 70 DI, 40 LMC, 13 MR, 14 HPR, 2 SR, 32 stam, 25 HP, 9 Int, 16 mana, 50 Enhance Potions, and even 10 All Damage Eater). I could reduce MR by 4 and increase mana by 14 would be about the only thing I could change since I only have mana on 2 of 4 pieces (I use 2 arties, a Basilisk Hide Breastplate and a Fey Leggings).

    But yes, in PvM the regens are less important when you're leeching off of huge hits.