Macer char questions...

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Mychia
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Joined: Sat Oct 16, 2010 12:09 am

Macer char questions...

Post by Mychia »

Made my macer. Just wanting to know if anyone has any other ideas on skill sets.

Right now I have :

Mace -100
Arch - will be 100 (I have always loved archery)
Tactics - 100
Anat - will be 100
Heal - will be 100
Resist - will be 100
Mage - not sure what to take this to or if I should GM it. If not what would be best to put the other points in?

Thanks for any and all help :)

RoadKill
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Re: Macer char questions...

Post by RoadKill »

Definitely go with:
Mace
Tactics
Anatomy
Heal
Resist

Then you could try adding in...

Hide / Archery
Mage / Archery
Mage / Hide
Mage / Med
Hide / Mage +Track (40/60, or 50/50, or something like that)
Mage / Eval

Lots of other variations exist too, those are just some ideas to get the brain juices flowing, they are all play-style dependent too
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Mikel123
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Re: Macer char questions...

Post by Mikel123 »

As far as magery goes, I would definitely recommend it. Here are some cut-offs to keep in mind:

70.1 Magery: can cast Recall with 100% success
90.1 Magery: can cast level 6 spells with 100% success
100 Magery: highest possible Heals and Greater Heals

Someone else might chime in with the values for Recalling off of a scroll, but I'm not sure what we have at the moment is 100% accurate so I wouldn't plan on it staying that way.

I won't try to persuade you out of archery since it seems you're dead-set on it.

I would advise 100 Dexterity and 25 Int since the war axe - the best one-handed mace weapon - is still fairly slow. Keeping that in mind, I would advise against Eval Int as a 7th skill since you'll only have one energy bolt you can cast with your mana anyways. Most dexers with Eval tend to have 40 Int so they can fire off a couple Energy bolts.

If you're dead set on archery, I'd suggest as a final skill: 70.1 Magery, 29.9 Hiding/Tracking. That's enough Magery to never fail a Recall, enough to Cure yourself on the first try from most poisons if you happen to be out of orange potions, enough to Magic Trap and Reactive Armor (which are not skill-dependent), etc. And 29.9 Tracking will allow you to track a little beyond your screen, so if you're about to venture into a dangerous area it's helpful or if a thief steals something from you and hides somewhere nearby, you can hopefully track them down as they try to stealth away. Hiding at 29.9 will succeed 29.9% of the time, so it's fairly useful.

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Malaikat
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Re: Macer char questions...

Post by Malaikat »

I'm in the process of making a dexer build like this. Gm swords and Gm archery...

I'm going 35 mage, 35 hide, 30 track for my final skill slot. That magery will allow you to recall from scrolls 100%, and still gives enough tracking and hiding to be useful. Mace and archery weapons are the slowest in the game, and without any way to deliver poison you'll be at a severe disadvantage if you're looking to pvp. Just something to consider.
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Mad Max
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Re: Macer char questions...

Post by Mad Max »

Yeah that looks like a fun template. Personally I like to just have around 30 magery so I can use some scrolls like MR, recall, mark, and also can use teleport spell when I need it and other small ones. Then I like to put the rest into hiding which can be pretty convenient.

Mychia
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Re: Macer char questions...

Post by Mychia »

Thanks so much guys...the tracking sounds fun...as well as other suggestions. I use scrolls with no problem now but....now I have more ideas to mull over.

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