Tank Mage vs dexxer strategy
Posted: Mon Mar 25, 2013 5:59 pm
I posted these in the guide section but I don't think a lot of people check that section so it's double posted. Hope you like them
Video 1
Video 1
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He's addicted to making the videos, not explaining them, i asked for this information above. Let me (*try*) to answer for him.liqui wrote:Is this duel on UOSA? I had to add some other questions, what am I supposed to be learning about pvp here? (I am not trying to be sarcastic) To me when I watch I just see explosion potions for the win. I see mind blasts with the thought of the dexxer's low intelligence as a reason for choosing this spell (mind blast really came into its own for doing tremendous damage in UOR because mind blast in T2A did no where near the damage as it did in UOR) and a few harms to interrupt bandaid healing and possibly magical heals by the dexxer.
I am interested in seeing the stats, skill levels (I assume 7x gm), and skill sets of the characters. Also seeing the explosion potion macro set up since this appears to be a major part of your offense against the dexxer. Also some tidbits about weapon choices.
Again not trying to be or seem negative just interested to see what other pvpers are thinking.
Good questions - I'd be interested in knowing some of this stuff too!liqui wrote:Is this duel on UOSA? I had to add some other questions, what am I supposed to be learning about pvp here? (I am not trying to be sarcastic) To me when I watch I just see explosion potions for the win. I see mind blasts with the thought of the dexxer's low intelligence as a reason for choosing this spell (mind blast really came into its own for doing tremendous damage in UOR because mind blast in T2A did no where near the damage as it did in UOR) and a few harms to interrupt bandaid healing and possibly magical heals by the dexxer.
I am interested in seeing the stats, skill levels (I assume 7x gm), and skill sets of the characters. Also seeing the explosion potion macro set up since this appears to be a major part of your offense against the dexxer. Also some tidbits about weapon choices.
Again not trying to be or seem negative just interested to see what other pvpers are thinking.
This was a duel for the express purpose of recording these videos. It takes place in an area known (to me) as the "Secret Room" which is under the dungeon Wrong.liqui wrote:Is this duel on UOSA?
Some of the finer points covered include:To me when I watch I just see explosion potions for the win. I see mind blasts with the thought of the dexxer's low intelligence as a reason for choosing this spell
Don't macro your explosion potions. There are many reasons not to that I don't feel like detailing here, but it's much better to target them manually.I am interested in seeing the stats, skill levels (I assume 7x gm), and skill sets of the characters. Also seeing the explosion potion macro set up since this appears to be a major part of your offense against the dexxer. Also some tidbits about weapon choices.
My equipment list as a dexer always includes:okgoace wrote: As a dexxer vs a tank mage you will want to carry...
None do. All dex suits are ring gloves.archaicsubrosa77 wrote:Most dexxer suits consist of plate gloves
Do you even play UO? You can absolutely wear any gorget with a chain coif. Been that way since 97.Unless they changed it so the chainmail coif also covers the neck area (which it should as you cannot wear a gorget with it).
Plate gorget is -1 dex, so nothing earth shattering. However, the AR gain is fairly minimal as well, with 2 additional AR for a fort or invuln plate gorget over a similarly modded studded gorget.Preference really if so do you want a better overall coverage or a well protected head and vulnerable neck or just take the minor dex loss from a plate gorget?
I blend a few different strategies depending on opponent. Sometimes I won't have reflect up and I'll bandage between a mage's initial harm and their weaken spell. In that case, I'll lead off with my hally and either cycle it or switch to a one hander depending on whether or not the hally connects or wiffs. If it hits, I'll cycle it and keep them on the ropes. If it misses I'll likely opt for the 1 hander so that I can start buffing with potions and start a purple ticking.Against mages I would not start using a two handed weapon until you have them on the defensive especially with parry.
There's a trade off in using the technique for sure. You're practically maxing out the item delay timer, so you'd need to break cycle in order to bandage, use a tele charge, or equip a reflect piece. It also leaves you exposed for a second and a half, but, if you're hitting, the mage is going to have bigger worries than maintaining his own swing timer. Also, unless they're real quick, I can disrupt a greater heal by hally cycling on my dexer and, as you can see by the first screenshot, mini heal isn't enough to offset the ungodly rate of damage.Alot of time is wasted cycling your hally when it is assumed they have plenty of mana. The delay is certain to allow them to g-heal and chug a potion on the run soon after even redlined.