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Template help (this is a complicated one)

Ommy2k7

Journeyman
Stratics Veteran
Stratics Legend
hi guys,

okay this is my predicament -

My Archer is a Roleplaying character. We have strict rules regarding the skills/armour/weapons of our chars.

At the moment, This is how the character stands.
Archery 119/120
Anatomy 100/100
Focus 100/100
Healing 100/100
Magic Resistance 100/100
Tactics 100/100

Stats are-
Str 90
Dex 105
Int 55

Skill total of 705.

Were allowed to use PS and Stat scrolls.

The skills were not allowed to use are the following -
Chiv/Necro/Magery/Eval Int/Med/Bushido - Basically anything to do with Magic or spells.

Magic weapons,armour and jewellery are also not allowed. But we are allowed to use Coloured wood for bows/x-bows.

Basically im looking for a Damage disher, but with only the basic skills.

Any help would be appreciated Thanks :)
 
C

Connor_Graham

Guest
If you want to increase your damage you should take Tactics & Anatomy to 120. For weapons, use either a high SSI Crossbow or Heavy Crossbow. Aside from that, Slayers & max DI on your suit/jewels are about the only other options you have to increase your damage output. I'd also suggest dropping Int to 35 and putting the points into Dex. You want to get dex at least 140, preferably closer to 150 and stamina as high as you can get it.
 

Ommy2k7

Journeyman
Stratics Veteran
Stratics Legend
Not allowed to use Magic Jewellery, Or Items. Its purely a Template/Stat post.


It does say im not allowed to use them in the thread :)

ty tho!
 

Lynk

Grand Poobah
Stratics Veteran
Stratics Legend
Just a thought here, but if no one is allowed to use magic related skills, would Magic Resist really be a necessity?

As a side note, sounds kind of fun to PvP with no magical items. Too bad I could never put up with the boring parts of RP.
 

Farsight

Crazed Zealot
Stratics Veteran
Stratics Legend
I've been having some fun with the non-magical PvP in the last few weeks on Catskills, and my best suggestion is to make them change the finding on meditation. Med: It's not just for mages any more.

Seriously. It makes a huge huge difference, having meditation.

Another important question is, what's their take on potions? I wouldn't even consider having an rp-archer without potions. And ash bows. Basically, anything to get your swing speed up.

The problem is that archery weapons are either so weak or so slow that being an archer is nearly pointless unless you have swing speed increase and spell effects and other magical attributes. The reason for this is that most archery weapons have a base speed of 4. If your opponent has good dex as well, that means that they can easily get a bandage off between every two of your hits. That means that a duel with an archer goes on forever. They heal to full after every hit (if you hit only 50% of the time) and you run away too much to get killed by anyone who isn't either also an archer or is a mage.

The archer can make up for this weakness only by having access to their specials or by only fighting in groups. An archer in a group makes a huge difference.

To have good access to your special moves, you need meditation. Focus just isn't fast enough.

My RPPvP archer has 115 archery, 115 tactics, 115 bushido, 100 anatomy 100 healing 75 chivalry and 100 meditation, but we allow for the use of magical skills.

If I were to lose bushido, I'd replace it with alchemy (based on coming changes). If I were to lose chivalry, I'd move healing and anatomy to 120.

Or you may want to consider the following
120 archery
120 tactics
120 anatomy
120 fencing
120 focus/meditation (I prefer meditation, but rpers can be real sticklers for our silly rules)
Which gives you 105 points for healing.

The 120 fencing gives you a couple of great special moves which can really save your tail (like disarm) and can be a good offense in tight quarters.

The 120 archery gives you range and lets you use paralyze blows to force the fight close enough to use fencing.

The focus gives you mana (I rarely run out of mana with 100 meditation on my archer)

The anatomy does double duty as damage and healing modifier.

The healing is enough to cure most poisons reliably.
 

Arcades

Sage
Stratics Veteran
Stratics Legend
If no magic allowed, a melee char will win 99% of the time, this is what I would do:

120 Swords
80 Poison
100 Tact
100 Anat
100 Healing
100 Focus
120 Archery

Get a GM made butcher knife for disarm/poison, GM made Ash Composite bow for moving shot/AI for finishing move after you've disarmed them

Will roxxor!

Basically, disarm + LP them with knife, as they run, switch to bow and chase them down, if they re-arm, just switch up and disarm them again. I know its super cheap, but without magic, you'll really kick some ass.
 
T

Turdnugget

Guest
What about using a repeating crossbow? I know it's damage isn't the best... but for not having the aid of pots + stat items + stam items... that's the easiest way to get max swing speed on a bow.

You'd still be able to disrupt mages pretty good and do pretty decent damage. Going with the archer/psn/swords method isn't bad either. Depends if you want to RP that.
 
R

RichDC

Guest
Technically Bushido isnt magic, its a martial art much like wrestling.
 

loki danu

Journeyman
Stratics Veteran
Stratics Legend
what shard and what guild?
i think grd in europa dont like magic but they fight ppl with it
 
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