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

So... what templates could gargoyles be theoretically good at?

Discussion in 'UO Warrior' started by Stupid Miner, Oct 4, 2009.

  1. Stupid Miner

    Stupid Miner Guest

    Was just thinking how it seems a gargoyle could probably make a nice assassin character.

    Dual Short Axes:
    14-16 damage
    Double Strike
    Infecting Strike.
    3.0 Speed

    Seems to me if you max anatomy, and tactics, and DI, had a hit spell, (and lumberjacking maybe?) getting both hits off a double strike would be devastating, and you'd still have infecting to follow up with.
    Also, you could switch off to a Glass sword and follow with bleed and mortal strikes.
    Also, can gargoyles be interrupted my "mounting"? If not, that'd be another advantage: quick getaway.

    Never played an assassin char, but it seems Gargoyles could be good at it.

    So are there any other templates that they could be good at in theory?
    If one gets good at judging the "sweet spot" for throwing weapons could they be good? What about the dual swordsman/thrower template the Devs seemed to want to push. Would that work? And if it doesnt work, would it work well in theory if throwing and gargoyles didnt suck as much as they do currently?

    Can anyone think of any other templates that theoretically, or actually, could be any good?
  2. Imbuing 120
    Smithing 120
    Tailoring 120
    Arms Lore 100
    Magery 100
    Med 100
    Eval 80

    There ya go. The only template I'd even think of considering for a Garg.
  3. Ender

    Ender Crazed Zealot
    Stratics Veteran Stratics Legend

    Jun 12, 2008
    Likes Received:
    Yeah pretty much. In beta they were capable of dexer templates, but now they just flat out suck.
  4. sirion

    sirion Sage
    Stratics Veteran Stratics Legend

    May 31, 2008
    Likes Received:
    I wasn't in the beta. Why cant gargs be good dexters now? melee or archer.

    If gargs cant fight well, how can they reach the Noble status to use Queen's soulforge.

    I need to create a garg char soon for the imbuing bonus, but also cant figure out what skills to have.
  5. Ender

    Ender Crazed Zealot
    Stratics Veteran Stratics Legend

    Jun 12, 2008
    Likes Received:
    You're forced to use HLD on your weapon as a gargoyle, you can't get it on equipment like elves/humans.

    You can't get 45 DCI and have bushido unless you put DCI on your weapon.

    You can't use any existing artifacts.

    In beta, you could alter every existing artifact except headgear, gorgets, and gloves. Now, you can't alter any (as far as I know). In beta, you could imbue regular necklaces and earrings with regular jewelry properties, instead of having to use non-medable gargoyle necklaces and earrings with crappy resists, and no jewelry properties.

    You can't use a swamp dragon for -20% damage from physical attacks.

    A mage would work decently enough. Go with

    120 magery
    120 eval
    120 med
    120 mysticism
    120 imbuing
    120 resist/spellweaving/whatever
  6. Harb

    Harb Guest

    1. Stealth/ tamer works well.
    2. As Ender indicated, the mage/ mystic/ imbuer is a nice character, the only trouble is that on a human or elf, the same template should be a nicer character based on useable items. I went down the road already and won't go back, we'll see how much I play the character once the novelty wears off.
    3. Anything including throwing is up in the air from my view for the moment. I began a thead here before noting this one on a similar subject. I've played the guy a couple ways, and am not embracing either. I'm not opposed to the concept of an optimal range, it does have some merit as a concept, but what it drives in supplemental skills is at the least burdensome and will lead to lack of variance in templates. I suppose I'd be OK with that as well, but what gets me peeved is that once you put 120 throw/ 120 swords/ 120 parry on a guy, you're hit every single time a creature swings at you and you can't parry a single blow. I strongly recommend the restrictions be relooked, not necessarily conceptually abandoned, but remeasured quite a bit. A lot of the weapons are good for the gargoyle warrior, be it a thrower or not, so there may be some interest in the race with various warrior combos. I just haven't broken the code sorry. I'm pretty certain I'm disappointed with throwing as it currently exists.