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If you had to start over......

  • Thread starter Flanuva101
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F

Flanuva101

Guest
I have a PvP mage that has the following "show real" skills

Magery 115
Eval 115
Resist 105
Med 100


My question is this. If you had pretty much every skill to GM and stoned, what would you add or move around to make this char a viable PvP character in today's PvP ( not on Seige ). This would be a solo / small group char and is 115 months old.

Thanks for tha advice
 
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imported_archite666

Guest
Well lets break it down shall we?

magery 120- 100% chance to caste, even if you dont use 8th level, your heals will be better.

eval 120- Its the muscle of a mage.

Meditation 120- Its your gas, with good enough mana regen the amount your gaining will mattter against one oppenent by that I mean you will (in theory) have more mana because you will have regained a decent amount by the time you have drained yourself.

Resisting spells 120- This is up for debate, I have many soulstones so alot of times I dont run with resist, this is something that I would highly recommend but wouldnt mind losing when needed.

Now as far as your other two skills go...
Weapon skill is a must for mages, without it there is NO WAY in hell you can combat a dexxer of sufficent skill. I say go with wrestling Simply because you get weapon skill with disarm, a godsend for us mages, and paralize blow which can also be very handy. Not to mention being able to weild an awesome scrappers. And dont forget chugging pots is uber.

Parry- Now they recommend you to have 80 dex to make it work the best, however I run with less and I still like it, its fun to swap up for resist when you know your fighting dexxers, even with low dex, its not hard to get a nice 25% chance to block.

Poison- Now it only effects your poison skill and your poison fields but honestly if your a veteran mage, you know poison is our bread and butter, I personally caste poison about 20 times during a duel and poisoning turns that spell into a killer, Not to mention since you have to be within two tiles, it will make dexxers think twice about getting near you.

Inscription- Very natural for a mage to have, an added 10% sdi on top of out alloted 15%, makes our spells very juicy indeed. Not to mention it benefits certain other spells. For instance you gain +5 on elemental resists, by casting magic reflect, and reactive armor at the same time, not bad at all, coupled with poisoning makes for a very offensive mage.

More later maybe



Work calls Il add more later.
 
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imported_Splup

Guest
<blockquote><hr>

Well lets break it down shall we?

Meditation 120- Its your gas, with good enough mana regen the amount your gaining will mattter against one oppenent by that I mean you will (in theory) have more mana because you will have regained a decent amount by the time you have drained yourself.



[/ QUOTE ]

Well, if you have enough MR in your suit, you can drop meditation to 80.

120 magery
120 eval
120 resist
120 wrestling
100 scribe
80 medit
60 chivarly

You need chivarly for remove curse (lets you get away with mortal)
 
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Flanuva101

Guest
Thank you for the replies, i will let you know how it works
 

NeXeD LeGeNd

Sage
Stratics Veteran
Stratics Legend
Don't ever drop ur MED under 100 with the new mr system in place the mr on ur suit takes a significant hit when u don't have gm med.

Scribe - sucks unless ur dueling
Poison - only good for fields (no one allows this in dueling lol)
Wep - Skill only one worth having is Wrestling unless ur planning on a tactics mage
Parry- usefull
SW - very usefull
Chiv - usefull (only 1v1 though)
Necro/SS - Everyone seems to have failed to mention this necro mage... its versatile awesome 1v1 capabilities. awesome field capabilities... only template is has trouble with is 4/6 chiv dexxies... everyone else will die.... the few temps i like right now are

mage
med
eval
necro 105
resist
ss
focus 35

mage
med 110
tact 70
resist
eval
macing
chiv 60

Mage
Wrestle
SW
Med
Eval
resist

mage
wrestle
parry
resist
eval
med
 
I

imported_archite666

Guest
<blockquote><hr>

Don't ever drop ur MED under 100 with the new mr system in place the mr on ur suit takes a significant hit when u don't have gm med.

Scribe - sucks unless ur dueling
Poison - only good for fields (no one allows this in dueling lol)
Wep - Skill only one worth having is Wrestling unless ur planning on a tactics mage
Parry- usefull
SW - very usefull
Chiv - usefull (only 1v1 though)
Necro/SS - Everyone seems to have failed to mention this necro mage... its versatile awesome 1v1 capabilities. awesome field capabilities... only template is has trouble with is 4/6 chiv dexxies... everyone else will die.... the few temps i like right now are


[/ QUOTE ]

I disagree largely with your assumptions about some of these skills, while necromage is good, its become kinda nuked as of late, since any genius is going to carry enchanted apples and talismens enough to become a pain in the ass, Now it is true that im on siege and im sure thing are alot different on barney shard But I played a necro mage before I left, and yes I do admit they are nice, how my problem with necro is that its more spells for your arsenal, and simply if you practice, you have all the firepower you need, which is why I like other skills, I find inscription very handy since a EX+FS combo adds some nice damage, as well as parry which I find is nice to keep me from being interupted as and poison Im sorry sir but your mistaken, you caste a much greater level if you cast poison, run next to someone and caste on them, I believe its deadly, and its very nice when you spam poison like I do, and spellweaving I personally hate, never saw its point except for 3 spells.

And I do admit wrestling is about the only wrestling skill worth having, even on siege, although I do a weird temp using the minor artie fans.
 
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