Variations
Posted: Tue Sep 29, 2009 10:21 am
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.
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.