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Theory Crafting PvP 2v2's
Posted: Sat Jan 01, 2011 5:32 am
by DrFaustus
Tank Mage build
Use Anatomy over Eval
Produce 2 50+ damage hally hits
Success?
Fail?
Re: Theory Crafting PvP 2v2's
Posted: Sat Jan 01, 2011 6:29 am
by Pro
fail.
No resist = die to one sync even with heals. Once people are aware of your lack of resist you'll constantly be targetted as well.
Re: Theory Crafting PvP 2v2's
Posted: Sat Jan 01, 2011 6:39 am
by DrFaustus
Eh?
No I meant Anatomy instead of Eval.
Resist would be a staple of the build.
The point would be to utilize halberd hits of 55+ while still being nearly unkillable as a solid healer.
Re: Theory Crafting PvP 2v2's
Posted: Sat Jan 01, 2011 6:59 am
by Pro
my bad i just assumed it meant no resist.
Waste of time though tbh the only way that template would work is if you break the opponent down over time with big hits (or massive luck).
Basically you won't kill anyone without a lot of luck and even if you luck out in a few fights you'd need a new halberd every time and the template isn't exactly versatile. Finishing opponents would be difficult and no good players will die to you ;/
Re: Theory Crafting PvP 2v2's
Posted: Sat Jan 01, 2011 9:41 am
by Mikel123
Anatomy adds an average of 5-6 damage per hit with GM through +25 vanqs. Eval literally doubles the damage of your spells against GM resist, so like 12+ damage per ebolt. I don't think it's worth the tradeoff.
Re: Theory Crafting PvP 2v2's
Posted: Sat Jan 01, 2011 10:37 am
by RoadKill
On OSI a friend of mine had a really brutal template he started using in T2A and went future updates came it only got sicker (UO:R and then Pub16 surged his success rate)
Swords / Tactics / Anatomy / Mage / Med / Eval / Resist
100 Str, 75 Int, 50 Dex was the original stats, but I know he ended up molding it overtime to adjust to how well he played it. It was only really reliable in field pvp and 1v1 duels. You need to really pay attention to the status of your opponent (so you don't disarm giving them a free hally hit).
He was pretty successful with it, it's much better than people who stick to 100/25/100 stats using the same template above.
Re: Theory Crafting PvP 2v2's
Posted: Sat Jan 01, 2011 1:49 pm
by Zeppelin
RoadKill wrote:On OSI a friend of mine had a really brutal template he started using in T2A and went future updates came it only got sicker (UO:R and then Pub16 surged his success rate)
Swords / Tactics / Anatomy / Mage / Med / Eval / Resist
100 Str, 75 Int, 50 Dex was the original stats, but I know he ended up molding it overtime to adjust to how well he played it. It was only really reliable in field pvp and 1v1 duels. You need to really pay attention to the status of your opponent (so you don't disarm giving them a free hally hit).
He was pretty successful with it, it's much better than people who stick to 100/25/100 stats using the same template above.
Sounds like an interesting variation to the Meditation Dexer.
Re: Theory Crafting PvP 2v2's
Posted: Sat Jan 01, 2011 5:22 pm
by MatronDeWinter
I have a template exactly like Doc describes, and it only works good now that damage is overpowered. Once that changes, and I suspect soon, it will be lame.
Roadkill has a good idea there, but with today's fast connections, the 1 second action delay will likely cause most people to take a few hits. It would have been easier to arm before getting hit in t2a when everyone couldn't run at 100 tiles per second.
There is (currently) no point in having 50 dex though if you plan to take advantage of the wildly inaccurate hally jousting-cycles. 33 stamina is the magic number for the fastest hally cycles, which is why most people go with 35 (well actually, they just copy sandro, they dont know why), because walking takes 1-2 stam. From the actual formula, 46 Stamina should be the ideal number, but again, the halberd cycling is wildly inaccurate.
Re: Theory Crafting PvP 2v2's
Posted: Sat Jan 01, 2011 11:12 pm
by clintbeastwood
Pro wrote:fail.
No resist = die to one sync even with heals. Once people are aware of your lack of resist you'll constantly be targetted as well.
He did not mention having 0 resist sir.
but still fail. There is no way to sync the hits properly so it would be easily healable. and if someone realized you had no wresltle then they would pull katanaand rape you
Re: Theory Crafting PvP 2v2's
Posted: Sat Jan 01, 2011 11:15 pm
by clintbeastwood
i am making a char somewhat like one i used to play and i think it will work.
gm mage/mace/tactics
80= healing, anat, eval, resist, med
90 str 70 dex 65 int
get stammed.
Re: Theory Crafting PvP 2v2's
Posted: Sun Jan 02, 2011 2:29 am
by archaicsubrosa77
toggle that dress macro for that chain tunic,
been three seconds he is going to pull that hally
Could try this...
Fencing 100
Tactics 100
Anatomy 50
Evaluating Intelligence 80
Wrestling 70
Meditation 100
Magery 100
Resist 100
95/50/80: Swords would work, it's just Kryss and shortspear in hand is pretty fast at 50..even at 40 debuffed it's alot more reliable then cycling I think.
70 wrestling is not bad at all chance to escape if you are just really vulnerable to that 3 second hally coming in at you and need to cast right then and there.
Re: Theory Crafting PvP 2v2's
Posted: Sun Jan 02, 2011 3:20 am
by marmalade
faustus is talking about the template with regard to 2v2s. with magerys use being limited to healing, you would have to rely on weapon hits alone to kill your opponents. with the 50/50 hit rate and the 25% durability bonus not likely being in place for much longer, the bonus from having eval will probably outweigh the bonus from anatomy in pretty much any combat situation.