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Variations

Posted: Tue Sep 29, 2009 10:21 am
by archaicsubrosa77
Temp One: Dexxer/Mage-(Combat)

Fencing
Tactics
Healing*
Meditation (or wrestling if armor is going to be worn)
Magery
Resist
Eval Intel

95/70/60**

Temp Two:Dexxer/Mage-(Melee-Healer)

Macing
Tactics
Healing*
Resist
Magery
Wrestling
Meditation

95/70/60**

*Note: Anatomy needs to gain to 80 before dropping it in order to GM Healing
**It is melee not magic that is the primary weapon thus dexterity is set to 70, bandaging saves mana a bit so with 100 meditation a 60 mana pool is sufficent.

Re: Variations

Posted: Tue Sep 29, 2009 10:29 am
by Pro
no anatomy = no being able to cure = dp dexer > your life

Re: Variations

Posted: Tue Sep 29, 2009 10:35 am
by archaicsubrosa77
Pro wrote:no anatomy = no being able to cure = dp dexer > your life
You can always cast to cure dp being a GrandMaster Mage or use pots if you go armored to save mana. Granted that these temps are basically your anti-tank.

Have a dress macro set and you can stand toe to toe with a dexxer if you play your cards right.

Healing without Anatomy will heal up to 60 hp max, and can be done about 4 times a minute. In conjunction with mini-heal spamming, bandaging in the midst of combat is good for a mage template.

Re: Variations

Posted: Tue Sep 29, 2009 2:15 pm
by Homie
always 100 str.. no 95 .. no 97 or 99. always 100 hitpoints

i have faced so many times a gank attempt wich i survived with <5 hitpoints and i would sign this for every shards pvp :D

Re: Variations

Posted: Tue Sep 29, 2009 2:35 pm
by archaicsubrosa77
I roll on less then 100 str on a few characters and do fine, everyone expects a certain type of template. It's good when they don't know you swing fast, bandage, and can cast about the same as a proper mage without having to insta-hit.

That extra 5 dex is greater in hitting you then the minus 5 strength in you hitting me in the long run.