J
Johnny Powerhead
Guest
I am returning to UO after a few years off. I've been reading the forums and apparently at some point there were changes made that for some reason requires all melee fighters to have necro so they can be in wraith or vamp form. I've been trying to find answers here and in the Spellcasters forum and there is no good explanation for why this is so. Can somebody explain it to me?
Spirit Speak is useless for healing, even at GM the most you can heal is 5 hp off yourself or 6 off corpses (according to the formulas, SS/100 + 4 = 5 at GM, 5.2 hp at 120 SS). When the average enemy hits you for like 30-50 hp damage, you would need thousands of mana to keep up.
Wraith form - this increases physical resist by 10 and decreases the others by a total of 40 and allows mana leech. This seems like a huge expense armor wise for mana leech. I have a bow on a GM archer with 40% mana leech among other things and I have around 40 mana which is gone in like 4 seconds and no matter how many times I hit, I never get like a boost of mana that got leeched. I don't even get how mana leech is going to work. But it doesn't seem worth it for a net loss of 30 resists.
Vampire form - 20% life leech but a loss of 25 fire resist. Again seems a huge expense for something you can get free with weapons. The same bow that I have 40 mana leech I have 40 life leech and again, it doesn't do squat. I never "leech" the enemy's life and get a boost of free hp.
What am I missing. Is it just needed because in wraith form you don't lose all your stamina when you bump into people in Felucca?
Please explain what's going on. I was going to make a Samurai Parry Resist Swords guy but if I have to add necro and ss and remove healing and anatomy, I will probably just forget about it and focus on my ABC archer. I just wanted to give bushido a try with a guy who actually uses parry and all the extras.
One more thing. I notice a lot of template advice omits Resist. I tried playing without Resist and it sucks against any spellcaster. Poison, para, poison, para, flamestrike, dead every freakin time. It's not even fun. Anyway, can someone tell me how important is Tactics? I'm trying to understand the formulas. At 0 Tactics, do you calculate 50% of base damage, THEN add the mods for Anatomy, Strength, and Weapons? So without tactics you are basically cuting all your damage in half? In short, is tactics really crucial? Also, is tactics only for damage now. I thought it was also for chance to hit.
Any help with any of the above would be greatly appreciated.
Spirit Speak is useless for healing, even at GM the most you can heal is 5 hp off yourself or 6 off corpses (according to the formulas, SS/100 + 4 = 5 at GM, 5.2 hp at 120 SS). When the average enemy hits you for like 30-50 hp damage, you would need thousands of mana to keep up.
Wraith form - this increases physical resist by 10 and decreases the others by a total of 40 and allows mana leech. This seems like a huge expense armor wise for mana leech. I have a bow on a GM archer with 40% mana leech among other things and I have around 40 mana which is gone in like 4 seconds and no matter how many times I hit, I never get like a boost of mana that got leeched. I don't even get how mana leech is going to work. But it doesn't seem worth it for a net loss of 30 resists.
Vampire form - 20% life leech but a loss of 25 fire resist. Again seems a huge expense for something you can get free with weapons. The same bow that I have 40 mana leech I have 40 life leech and again, it doesn't do squat. I never "leech" the enemy's life and get a boost of free hp.
What am I missing. Is it just needed because in wraith form you don't lose all your stamina when you bump into people in Felucca?
Please explain what's going on. I was going to make a Samurai Parry Resist Swords guy but if I have to add necro and ss and remove healing and anatomy, I will probably just forget about it and focus on my ABC archer. I just wanted to give bushido a try with a guy who actually uses parry and all the extras.
One more thing. I notice a lot of template advice omits Resist. I tried playing without Resist and it sucks against any spellcaster. Poison, para, poison, para, flamestrike, dead every freakin time. It's not even fun. Anyway, can someone tell me how important is Tactics? I'm trying to understand the formulas. At 0 Tactics, do you calculate 50% of base damage, THEN add the mods for Anatomy, Strength, and Weapons? So without tactics you are basically cuting all your damage in half? In short, is tactics really crucial? Also, is tactics only for damage now. I thought it was also for chance to hit.
Any help with any of the above would be greatly appreciated.