A newbies cry for advice
Posted: Sat Nov 14, 2009 7:45 pm
Forewarning, long topic with multiple questions and highly possible grammar errors and run on sentences.
I'm planning on making 2 pvp characters. A melee and a mage.
(all skills GM unless otherwise noted)
Melee char.
Macing
Tactics
Healing
Anatomy
Resisting Spells
Parrying
Hiding
Here is my questions on the melee character. Previously I played OSI (trammel, lost lands, factions were the latest played) Now when I played OSI, a wonderful trick I used to do on my mage was boost targets highest stat (not STR) and lower lowest stat to create a larger differential and then replace any EB or FS with mind blast. For those that never used it this may sound dumb but, I was rolling off MB's for 40-50% if the target was 10010025. Properly debuffed/buffed I would reach 60%. Now, my damage vs a 90 90 45 stat char was noticeably different. I had no official statement to go by but based on my tests it seemed like mind blast took the difference in the highest stat and lowest stat and used that as a rough damage value. Granted I could have just completely been imagining that. What I was wondering was, does mind blast work the same way here and is it "exploited" enough to make losing 10 str/dex worthwhile.
Another question via melee character is regarding parrying. Is this skill worthwhile on here pvp? I always made good use on OSI but would like some vet backup for UOSA. If parrying is not viable then I will be switching it out for magery and going 909045 for some backup healing/curing since bandages can suck some times. Any thoughts regarding the need for Eval Int while using magery as a backup heal skill.
Also, does macing destroy armor like it was glass on here as it did on OSI. Should I reconsider going swordsman? I really like the potential of poisoned war axe/Quarterstaff speed for interrupts.
Mage set up (didn't use hally mage much on OSI but i can reconsider if needed)
Magery
Eval Int
Resist
Wrestling
Meditation
Healing
Anatomy
The healing/anat is interchangeable for swords/tactics if hally hits are the way to go.
I do like the idea of having back up healing with bandages. (as seen earlyer with my possibility of magery backup on my melee) If this option is just simply not viable because a timed hally hit is relatively the only way to kill someone here then I can sacrifice it. You wouldn't believe how much mana and spell casting time I saved on OSI by bandaging every time I even had 1 point of damage.
Do wrestle stun/disarm work here? If so, is that viable enough to spend points on arms lore?
Thanks in advance for any comments, advice or help. Even thanks for a "ur a noob for using healing on a mage" i'll make sure when i'm killing you later I repeat that phrase.
Jokes aside, any comments criticism or even a hey whats up is much appreciated.
PS. Any have any experience with "25ers" IE, buy tracking up to 25 for pvping or buy detect hidden up to 25 for quick use or what have you. any suggestions on good 25ers to use also?
I'm planning on making 2 pvp characters. A melee and a mage.
(all skills GM unless otherwise noted)
Melee char.
Macing
Tactics
Healing
Anatomy
Resisting Spells
Parrying
Hiding
Here is my questions on the melee character. Previously I played OSI (trammel, lost lands, factions were the latest played) Now when I played OSI, a wonderful trick I used to do on my mage was boost targets highest stat (not STR) and lower lowest stat to create a larger differential and then replace any EB or FS with mind blast. For those that never used it this may sound dumb but, I was rolling off MB's for 40-50% if the target was 10010025. Properly debuffed/buffed I would reach 60%. Now, my damage vs a 90 90 45 stat char was noticeably different. I had no official statement to go by but based on my tests it seemed like mind blast took the difference in the highest stat and lowest stat and used that as a rough damage value. Granted I could have just completely been imagining that. What I was wondering was, does mind blast work the same way here and is it "exploited" enough to make losing 10 str/dex worthwhile.
Another question via melee character is regarding parrying. Is this skill worthwhile on here pvp? I always made good use on OSI but would like some vet backup for UOSA. If parrying is not viable then I will be switching it out for magery and going 909045 for some backup healing/curing since bandages can suck some times. Any thoughts regarding the need for Eval Int while using magery as a backup heal skill.
Also, does macing destroy armor like it was glass on here as it did on OSI. Should I reconsider going swordsman? I really like the potential of poisoned war axe/Quarterstaff speed for interrupts.
Mage set up (didn't use hally mage much on OSI but i can reconsider if needed)
Magery
Eval Int
Resist
Wrestling
Meditation
Healing
Anatomy
The healing/anat is interchangeable for swords/tactics if hally hits are the way to go.
I do like the idea of having back up healing with bandages. (as seen earlyer with my possibility of magery backup on my melee) If this option is just simply not viable because a timed hally hit is relatively the only way to kill someone here then I can sacrifice it. You wouldn't believe how much mana and spell casting time I saved on OSI by bandaging every time I even had 1 point of damage.
Do wrestle stun/disarm work here? If so, is that viable enough to spend points on arms lore?
Thanks in advance for any comments, advice or help. Even thanks for a "ur a noob for using healing on a mage" i'll make sure when i'm killing you later I repeat that phrase.
Jokes aside, any comments criticism or even a hey whats up is much appreciated.
PS. Any have any experience with "25ers" IE, buy tracking up to 25 for pvping or buy detect hidden up to 25 for quick use or what have you. any suggestions on good 25ers to use also?