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PvM Discussion

Posted: Sun Oct 17, 2010 9:36 pm
by Sadistica
I would like to get a topic going discussing people's experiences with PvM templates. I want to make either a fisherman or a lockpicker/thunter. And I either want to go with a tamer or a bard. I would like to hear experiences as a fisherman using barding or taming and again as a lockpicker/thunter as a bard or a tamer as well.... Or would just a pure mage do just as well???

I want a casual friendly relaxing thing going on. On the open seas as a bard seems fun to me, just wonder how efficient that would be.

Re: PvM Discussion

Posted: Sun Oct 17, 2010 9:55 pm
by SJane3384
I've got a pretty successful fisherwoman, and I've found that barding works well. I have peace/provo. I spam peace as I'm farming for MiBs until I have a couple serps/eles that I can provo against each other. I've also got hiding, item ID (so I don't have to buy wands) and magery/resist. It works very well, and I can even do the lvl 1 maps I fish up...which are great risk vs reward money makers.

Re: PvM Discussion

Posted: Sun Oct 17, 2010 10:14 pm
by Sadistica
I see, so with barding you appear to have no troubles fishing? And lets say I want to fish for an hour or so, what kind of income can I expect??? Right now I mine so I'm getting about 7k an hour which I believe is decent for a beginner. I'm starting to get enough to purchase a home and some regs to work up a more productive character.

I decided on bard as I remember feeding and waiting on pets to be rather annoying. It appears that both characters can be VERY successful so I am thinking to choose the barding route for the freedom it offers.

Music
Provoke
Peace
Magery
Meditation

The above are my core skills which leave 200 points, fishing sounds very fun (relaxing) and I hear lockpicking can make you nice money as well... Although I don't know how, what kind of money? Can someone describe to me the life of a lockpicker??

Or my last option was cartography... Can a bard survive tmaps solo?

Re: PvM Discussion

Posted: Sun Oct 17, 2010 10:41 pm
by nightshark
I have a t-hunter/bard http://my.uosecondage.com/Status/Player/146868

The template works really well. Resist is not necessary on this character IMO, if you play it well you can completely avoid being PKed (with a few situations you're likely to die, as per every character type). It can completely solo any level map once the LPing is GMed. Wrestling is an absolute must. Some people substitute wrestling for hiding, but I've come across no real use for hiding on this character given the use of the invis spell. No wrestling is suicide in any PvP situation (this char is limited to recalling ;) ), and a complete pain in the butt for many PvM situations.

I also have a character with 95LP/GM detect which allows me to open level 5 chests (I will delete it once I GM LPing).

Re: PvM Discussion

Posted: Sun Oct 17, 2010 11:03 pm
by SJane3384
I usually semi-afk farm MiBs (you can't fully afk, it's illegal. I usually have another char/another game in a separate window, and check back every few minutes). Then once I have about 20, I mark 'em in UOAM and fish em up. Doesn't take very long, you can definitely get that many in an hour if they're close to each other. Assuming all chests are level 1, that's 20k in gold alone. I used this method to buy my first L right outside Trin, and right now I own a keep in a sweet spot a few screens from Brit, a vendor house @ Yew gate, and some semi-decent rares... playing mostly casually. You also get tons of regs, so you can macro up magery on someone no problem. If you're frugal, you can sell all the crappy weps/armour to the NPCs, or smelt em and sell the ingots as well.

Re: PvM Discussion

Posted: Mon Oct 18, 2010 10:21 am
by BobDobbs

Re: PvM Discussion

Posted: Mon Oct 18, 2010 5:45 pm
by SighelmofWyrmgard
Shameless plugs aside, this should not only serve as a cogent overview of teamplay, but provide some illumination for anyone trying to cram multiple roles into a solo template ...

http://forum.uosecondage.com/viewtopic. ... 07&t=23271.

The 3 "Professions" topics in my guildpage demonstrate some combinations of basic "skill complexes" (I'm polishing-up a sort-of guide on evaluating skill complexes for template-creation, to submit to the "Guides" forum).

It's all rather basic, I concede, but sometimes we humans overlook simple and fundamental principles.

SS

Re: PvM Discussion

Posted: Tue Oct 19, 2010 12:03 am
by Sadistica
Thanks for all the help guys, here is where I'm at after a bit of questioning and research:

Magery
Meditation
Musicianship
Provocation

I'm pretty sure I want my core to be built around this. I'm assuming this is going to be great running around in dungeons and for making money. Here is where I get a little hazy:

1) Wrestling - I've seen people mention that if I plan to take this guy anywhere outside of towns... I am going to need this to not be a speed bump for PKs. T/F?

2) Fishing - I never was a fisher, but it really does look interesting. Will I run into a lot of mobs? How do MIBs work? Will I be able to handle the spawn with provocation and EVs??

3) Eticement/Peacemaking - Are these worth having?

4) Lockpicking - I hear many make a fortune from this skill...? How?

5) Treasure Hunting - Exactly what skills are required to do this? I'm thinking just Cart/Lockpicking? Is that all? What else?

So for my remaining 3 skills I was planning:

Fishing
Cartography
Lockpicking

But I don't know if I'm trying to cram to much into one guy. PLUS, I'm not sure how important wrestling will be.... What do you all think?

I think I should be ok doing tmaps and out on a boat mostly....

Re: PvM Discussion

Posted: Tue Oct 19, 2010 1:02 am
by potamus
http://my.uosecondage.com/Status/Player/31402 i have lots of fun with this template

Re: PvM Discussion

Posted: Tue Oct 19, 2010 1:19 am
by fox_phyre
http://my.uosecondage.com/Status/Player/43697
I have a lot of fun with this guy, though I have to use a Mage to help him until he gms lp so he can drop for magery. He's good at t-mapping and can travel through dungeons really well as is

Re: PvM Discussion

Posted: Tue Oct 19, 2010 1:21 am
by SighelmofWyrmgard
Sadistica wrote:Thanks for all the help guys, here is where I'm at after a bit of questioning and research:

Magery
Meditation
Musicianship
Provocation

I'm pretty sure I want my core to be built around this. I'm assuming this is going to be great running around in dungeons and for making money. Here is where I get a little hazy:

1) Wrestling - I've seen people mention that if I plan to take this guy anywhere outside of towns... I am going to need this to not be a speed bump for PKs. T/F?

2) Fishing - I never was a fisher, but it really does look interesting. Will I run into a lot of mobs? How do MIBs work? Will I be able to handle the spawn with provocation and EVs??

3) Eticement/Peacemaking - Are these worth having?

4) Lockpicking - I hear many make a fortune from this skill...? How?

5) Treasure Hunting - Exactly what skills are required to do this? I'm thinking just Cart/Lockpicking? Is that all? What else?

So for my remaining 3 skills I was planning:

Fishing
Cartography
Lockpicking

But I don't know if I'm trying to cram to much into one guy. PLUS, I'm not sure how important wrestling will be.... What do you all think?

I think I should be ok doing tmaps and out on a boat mostly....


Last questions first: I would recommend Wrestling on this character (not necessarily GM, but at least 50: 0 in any combat skills guarantees that your opponent's attack will hit; 50 gives you a 25% chance of evasion; GM 50%).

I would also recommend at least 55, and preferably 75+ in Resisting Spells: you'll encounter Elementals at sea which cast spells (sure they can be evaded and sometimes Provoked away -- if you've anything handy to Provoke them onto ...), and fishing for MiBs can drag up sea serpents which also cast spells; furthermore, ALL Lvl2+ Treasure Maps will spawn spell-casting baddies (and the initial spawn is usually at least 4 monsters simultaneously: you can easily take 3+ Flame Strikes during the 10 secs that Provoke requires to cool down ...).

Your GM Magery + GM Meditation also lacks any Evaluate Intelligence, which is pretty much essential (PvM-only, 50-75 should be adequate: extra damage is just gravy; avoiding the damage penalty is what is critical); you'll have great GHeals & Cures (if not constantly interrupted because of 0 Wrestling), and you'll be able to use Summons (EVs) to do some good damage-dealing, but GM Magery+Meditation w/ 0 Evaluate is a rather gimped combination, overall.

So, I would have to remark that what you are hoping for is, indeed, too much to expect from one guy ...

I do have some suggestions that might help make it work, but first I want to divert to your "1-5" questions; I promise I'll come back to this.

1) Wrestling: I've said my bit.
2) Fishing is fun and boring as hell and a pain in the ashcan to raise all at the same time: you will want to GM this; the only good thing about raising Fishing is that doing it will keep your entire account fed forever, and you'll even make a modest income. Mobs? Depends where you Fish ... I've been attacked by Sea Serpents fishing off the shore ... out at sea you will occasionally encounter elementals and sea serpents, and I think that's all (exceptin' pie-rats, yarr).
3) Enticement, no, Peacemaking, yes-and-no: when you start digging up level 3+ Treasure Chests, Peacemaking might be the only thing that keeps you alive when the spawn appears ... Excepting special situations like that, Peacemaking is not incredibly useful.
4) Lockpicking fortunes (without TMaps) are made in dungeons; like all dungeon-fortune-building schemes, you need to be prepared for the hazards. Many Rune Libraries, though, have Runes directly to the best dungeon LPicking hotspots.
5) TMap Hunting: once you actually have GM in Cartography and Lockpicking, that's all you need (as long as you have enough Magery to fire off the 3rd Circle spell, Telekinesis, to spring the trap); to get your Lockpicking to GM, the easiest way is to raise Detect Hidden to at least 60, which will allow you to start cracking GM-Tinker chests at a much lower level, to get you to 95.0; then you drop Detect below 60 to use the same chests to help you approach GM (I think you need Lvl5 chests to actually make GM).*

*My UOSA THunter is only 97-98 Cartography and 95.0 (displayed) lockpicking, right now: what I am saying here is based on maybe-fuzzy recollections of what was true on OSI in-era (so the exact mechanics might be different here at UOSA; one of the vets can hopefully clarify this, as I am interested in this as well)

After all the crap I've said so far, take a look at nightshark's character (and potamus'), which he claims can solo any level of TMap: 0 Resist & 0 Peacemaking (also 0 Detect Hidden); so, this kind of build certainly seems to be workable, but I'm sure you've got to be very, very good to make it work ... I'm wondering if these fellows are "sawlty-dawgs" only, and do not do (high-level) ground maps at all ...

Back to modifying your build, if you really insist on a MiB-TreasureHunter-Mage-Bard, this is the best I can recommend:

Stats: Str100/Dex25/Int100

100 Cartography
100 Fishing
100 Lockpicking
075 Magery (EDIT: I can't condone this, after all; 90Magery)
050 Meditation
100 Musicianship
100 Provocation
075 Resisting Spells (EDIT: to allow for 90Magery, this drops to 60; I don't like it)

This is a no-nonsense, super-specialized build that does nothing but recover MiB's and Hunt down Treasure Chests, and you'll need a supplier of scrolls to be able to cast your EVs (they will be just as good as GM-Magery EVs, except for reduced duration), and your buffs, GHeals & Cures will be a little weaker; on the water you can wear no (or next-to-no) armor, and thus have a great passive mana-regeneration rate, but whenever you actually need active Meditation, you will encounter big problems achieving it... 0 Wrestling means that you do not want to go anywhere near any place where anyone can even spell, "PK".

Personally, I think you should go with making 2 characters to fulfill two separate roles (if on separate accounts, a lockpicker can be idling Invisible on the deck of your boat, until you need to use him to crack open the chest your Fisher just dragged up ...).

I hope this artillery barrage is helpful.

SS

Regarding the template edits: you can't afford to fizzle your EV scrolls; a "Utility Mage" (75 Magery) can afford to fizzle Resurrection & Gate Travel scrolls, at least most of the time (remember that fizzling any scroll does NOT destroy it); so Magery has to be 85-90 to "guarantee" the EVs cast successfully.
Even for PvM-only, I really, really, really do not like 60 Resist, but you can't drop anything else, if you insist on one character wearing so many hats ...


SS

Re: PvM Discussion

Posted: Tue Oct 19, 2010 10:34 am
by BobDobbs
Wrestling has saved my bard's butt so many times. Don't overlook this very useful skill.

Re: PvM Discussion

Posted: Tue Oct 19, 2010 9:35 pm
by Psilo
For a bard wrestling is more important than resist.

It's possible to recall or get away if you have no resist. Just avoid spells, line of sight and recall.

However, it's nearly impossible to recall from a decent dexer with 0 wrestling and it also makes it hard to get away from a mage. Recalling through spells is easier.

Re: PvM Discussion

Posted: Tue Oct 19, 2010 10:32 pm
by Sadistica
Based on the information you guys have provided, I was thinking of starting with this:

Music
Provoke
Magery
Mediation
Wrestling
Fishing
Lockpicking

1) This I think will give me a great fisher and when I'm feeling up for risk and adventure I can go lockpicking in dungeons.

2) From what I have read, it seems like there is good competition and good chances of getting PK'd at anything worth camping so my primary focus is going to be making money with fishing/lockpicking. Will I be happy with this? I'm not trying to shoot for 60k an hour or anything like top Bards/Tamers boast about, but I DO want to do better than the ~8k/hr I'm currently bringing in via Mining.

3) It seems a waste to have lockpicking without cartography, what do you think?

4) My UO memory is all kind of blended together, I don't really remember what changed when. From what I know, the difference between gm mage w/ eval and gm mage w/o eval is damage ONLY. EVERY other thing is the same aside from your direct damage spells. Heals are the same, EV's are the same, buffs/debuffs, poison chance.... is this the case for the T2A era as well??

Re: PvM Discussion

Posted: Tue Oct 19, 2010 10:39 pm
by nightshark
Sadistica wrote:1) This I think will give me a great fisher and when I'm feeling up for risk and adventure I can go lockpicking in dungeons.

2) From what I have read, it seems like there is good competition and good chances of getting PK'd at anything worth camping so my primary focus is going to be making money with fishing/lockpicking. Will I be happy with this? I'm not trying to shoot for 60k an hour or anything like top Bards/Tamers boast about, but I DO want to do better than the ~8k/hr I'm currently bringing in via Mining.

3) It seems a waste to have lockpicking without cartography, what do you think?

4) My UO memory is all kind of blended together, I don't really remember what changed when. From what I know, the difference between gm mage w/ eval and gm mage w/o eval is damage ONLY. EVERY other thing is the same aside from your direct damage spells. Heals are the same, EV's are the same, buffs/debuffs, poison chance.... is this the case for the T2A era as well??
2. You can make OK money with LPing, the chests respawn very slow though, so you'll have to do something else to pass the time - fishing - which I've never done before (no comment). Empty out your chests! They respawn much much faster when they are empty (and you can sell the wares).
3. That's up to you. 95 LPing is very easy and inexpensive to macro, and it's all you need for dungeon chests. You can always make a cart too.
4. Correct.