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-   -   Shard Features/Info (http://www.tribalwar.com/forums/showthread.php?t=490827)

bigcheezit 06-05-2007 17:17

Shard Features/Info
 
Shard Features (Based around the 99 era 'Pre-UO:R')
-No special movies(stun, disarm, paralyzing blow, conc. blow, crushing blow)
-Heal through poison(Spell only, bandages cure first)
-"Insta Hit"(Equip your weapon and you will instantly hit; wrestling before you equip will activate the swing timer and will cause a pause)
-Wrestling is wrestling...(Anatomy + Eval DOES NOT = defensive wrestling)
-Blessed Runebooks


Basic Builds


Tank Mage
100 Str/25 Dex/100 Int
Magery
Meditation
Evaluating Intelligence
Magic Resistance
Wrestling
Melee (Swords, Macing, Archery, Fencing)
Tactics

Dexer
100 Str/100 Dex/25 Int
Melee (Swords, Macing, Archery, Fencing)
Tactics
Anatomy
Healing
.....
.....
.....


Some skillgain guides...


Magery(Always base it off your resist) THIS IS SHOW REAL SKILL
50-63 Resist - Lightning (You'll roughly cap out at 67.1 Magery)
63-83 Resist - Energy Boly (You'll roughly cap out at 87.3 Magery)
83-100 Resist - Flame Strike (You'll cap out at 100 Magery :))

Wrathchild 06-05-2007 17:33

I was thinking anatomy rather than wrestling for tank mage.. what are your thoughts?

bigcheezit 06-05-2007 17:50

Not a good idea, you'll never be able to cast a spell... you'd get hit every time.

Crook3d -=VuP=- 06-05-2007 20:15

Quote:

Originally Posted by Wrathchild (Post 11655276)
I was thinking anatomy rather than wrestling for tank mage.. what are your thoughts?

I've done it before and liked it.

bigcheezit 06-05-2007 21:38

If you plan on pvping, it won't really work out.

bigcheezit 06-06-2007 02:40

Updated with a magery skillgain guide

Dranon 06-06-2007 11:10

Are tamers any good with those rules? I like having a nightmare :D

Weioo 06-06-2007 12:11

Anybody have a good skill gaining guide for the trade skills? I mean everything... Tinkering, Alchemy, Inscription, Carpentry, Blacksmithy, Tailoring?

Stratics isn't the greatest. For example, I remember you can save a lot more ingots/money by avoiding plate armor until the high 80's, where as they have you start making plate at 80 skill.

In particular, I am looking for good guides on Smithy and Carpentry ATM. I'm not having much luck with google.

bigcheezit 06-06-2007 20:43

Your best bet would be to ask people in the OU irc channel.

irc.gamesurge.net
#ou

F [a] C E 06-07-2007 02:20

k got an admin to answer some specifics that lots of people (myself included) seemed to be unsure of. pls to include in post!
--------------------------------------------------------------------------

Tactics: Damage dealt by weapon, 100% at GM

Weapon Skill:
1) Chance to hit with weapon (or emptyhanded/spellbook/smithhammer) with Wrestling).
2) Chance to avoid being hit by a weapon *while* holding a weapon that uses your Weapon Skill.

Anatomy:
1) 60 enables bandage curing, 80 enables bandage ressing, both anat and heal are checked to determine cure and res success.
2) Increases heal amounts somewhat
3) [unconfirmed] adds to melee damage, 20% at GM?

EvalInt: Tactics but for Magery(TM).

Magery: "Mind Blast" never deals damage. Ever.

Resisting Spells:
1) Passive damage reduction on direct-damage spells.
2) Reduces debuff amount.
3) [unconfirmed] May grant chance to completely resist certain spells, like Paralyze.

Inscription: Is only a tradeskill. No effect on anything.

bigcheezit 06-07-2007 03:40

Quote:

2) Reduces debuff amount.
I believe this is false...

Magery only increases debuff amount. ie. 50 Magery you might weaken for -6. When you have 100 Magery, you will weaken for -11.

Wrathchild 06-08-2007 18:48

So do I read that right - Anatomy does NOT increase melee damage?

bigcheezit 06-08-2007 19:24

Anatomy increases melee damage by 20% I believe.


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