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What mods should I use for ABC Archer?(PVM)

Discussion in 'UO Warrior' started by Anderuin, May 16, 2010.

  1. Anderuin

    Anderuin Guest

    I have done alot of research on this, but alot of the info I have been looking at is outdated. I'm new to the Archer game, this is practically my first one ever in the 10 years I've played the game. But from what I have gathered DCI is not needed an Archer for PVM? if this is the case than what exactly should I be looking for as far as mods go for my suit and bows?

    So far my suit looks like this.....

    Brightsight Lenses
    Jackals Collar
    Ring of the Vile
    Resilient Bracer
    Quiver of Infinity(I was thinking of swapping this out for the new Mega Cliloc cloak)
    Rune Beetle Carapace
    Primer On Arms Damage Removal
    player made legs & arms, with increases to INT, Stamina and mana regen.

    Thanks for any info guys!
  2. Farsight

    Farsight Crazed Zealot
    Stratics Veteran Stratics Legend

    May 12, 2008
    Likes Received:
    Depends a bit on your template. I'll assume since you use the Jackals Collar that you don't have meditation.

    That means that you want
    1. Hit Chance Increase (45)
    2. Resists (all 70 or close to it)
    3. Lower Mana Costs (20% or 40%, 39% is just as good as 20% for a bushido user)
    4. Damage increase (100% from items, including weapon)
    5. Stamina increase (as much as possible)

    After that, you get very flexible.

    Personally, I'd keep the quivers, the extra damage you get helps (IMO) more than the 5% swing speed increase.
  3. You need to dump the Brightsight Lenses for Mace & Shield. Keep the RBC and Stormgrip, then on the rest of your armor you want lots of MR, SI, and MI, with LMC if you can get it. Jewels should be dex, LMC, DI and possibly HCI.
  4. Anderuin

    Anderuin Guest

    Ok thanks for the tips guys. I still do plan to upgrade to the Mace & Shield Glasses, but right now the Brightsights are all that I can afford. I have a better understanding now of the stuff I need. Thanks alot!
  5. [JD]

    [JD] Guest

    Personally I think you are using way too many arties. Your resists will be crap and your mods (sta, mana) won't reach what you want them to.

    When I choose arties, I choose them because either of their intensity (Spirit of Totem), or they give me something unique in that particular equipment slot I couldn't otherwise have (Mace and Shield).

    An example of a good arty to have: Mace and Shield gives you HLD on your mask, whcih frees up a mod on your bow for something important. Alternatively, keep HLD on your bow and have a huge chance for HLD to land. This is a good decision to use this arty.

    Bad decision: Using Fey Legs. You can get DCI so many places, you get horrible resists, and don't get the opportunity to add LMC/Sta/Mana which you want on your template.

    I'm not too impressed with RBG. It offers MR3, LMC 15, and 10 Mana.. but then poor resists. You could easily imbue MR2, LMC 8, 8 mana, 8 STA, and better resists on an imbued tunic.

    In conclusion some arties are "transitional arties" which you pick up while you are building your character before you actually build and imbue a suit. Stuff like Fey Legs or RBG are good for this. When you finally imbue your suit however you will want to take the less is more approach so you can reach your goals of 150 or 180+ sta, along with tons of mana.

    I would go with:

    Head: M&S, or Spirit of Totem
    Hands: Stormgrip
    Talisman: Conj Trinket (with Primer of Arms, Vermin Talisman, etc available as swapin)

    That leaves these spots open and imbuable:

    With this many imbuable slots you should be able to tweak to get to 180 sta, have tons of mana, close to 40 LMC, badass resists - and even overcap some (like fire/poison) in case you get corpse skinned.

    Depending on spec you may want to run Orny on your bracer, or just have 2 imbued jewels. Alternatively, go with Navery Night Eyes on your head, and 2 imbued jewels with FC1 - if you plan on needing casting ability for chiv, necro, myst, mage (depends on your template)

    Miner, can you clarify this statement? Why is there no difference between 39 and 20% LMC for a bush user - is that due to the way the game rounds #s? (20% LMC = 4 mana LS..)

    Lastly, must the quiver be worn to get teh 10% damage bonus, or merely in your pack?
  6. The RBC gives the mods at a higher intensity than any other item in game, and is almost worth 2 pieces of armor all by itself. The resists are easily countered. I'd give up Stormgrip before I'd give up the RBC.
  7. On your back.
  8. Farsight

    Farsight Crazed Zealot
    Stratics Veteran Stratics Legend

    May 12, 2008
    Likes Received:
    It was my statement, and that's it exactly. If you have less than 40% LMC, then you have to use that extra mana point for every lightning strike.

    If that extra 1 mana every second and a half isn't important to you, then you should do well with 20 LMC. Otherwise, you may as well max it out.
  9. Stupid Miner

    Stupid Miner Guest

    Hm, yea, wasn't me, was Farsight. Yellow Avatar vs Blue :p

    To clarify what he said... when calculating Mana Reduction, all decimals get rounded down.
    35% LMC of 10 mana is 6.5 mana,​
    but gets rounded to 7 in actuality, which is the same thing as 30% LMC.
    But for something that costs 20 mana,
    35% LMC reduces to 13 Mana, while
    40% LMC reduces to 12, and
    30% LMC reduces to 14

    So, if you're using specials that take less mana, you'll want to keep LMC at intervals of 10%, intervals of 5% are ok, but not ideal, and anything between 5% and 10% is definitely a waste.

    (a rather meh job of formatting, but i'm kinda lazy anyway)