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UO Vet returns and needs some input!

  • Thread starter Joey_Rotten
  • Start date
  • Watchers 1
J

Joey_Rotten

Guest
Hello everyone,
I recently returned back to UO after a brief 4 year hiatus. The character I am doing is an alchy/stun mage hybrid as I will be going to back to PvP. The problem Im having is I have taken 7 skills and started to GM them. I know you can have legendary skills now to 120, but you cant do all 7 at 120. So with this build what skills would viable to take to 120 and what points spread to the other remaining that wont be legendary? I dont want to end up screwing this up, it has taken some time to get this all in order and do this, but Im at the point to start choosing whats legendary and whats not. Obviously magery and resist to 120, need some input from the pvp vets who have played this and would like to enjoy it as well and not be gimped.

Here are the skills I have GM'd.

GM Magery
GM Resist
GM Meditation
GM Evaluating Intelligence
GM Wrestling
GM Anatomy
GM Alchemy

And here are my stats without the +25 bonus scroll, where would you add the extra once the scroll is gotten and used?

STR: 95
DEX: 30
INT: 100

Could really use some input, Im stuck and I dont want to spend the gold on the wrong stat scrolls and mess this up and have to undo all this to fix it.

Thanks in advance.
 

Kellgory

Certifiable
Stratics Veteran
Stratics Legend
You might try posting this in the spellcasting forum as well as letting people know what shard you play on. There are usually a couple people on each shard that have nothing better to do than help returning vets rework their skills and suits since so much has changed since you last played.

Just checked and saw that you did post it there...D'oh.
 
J

Joey_Rotten

Guest
Yeah posted it there as well. Im on catskills.
Im seeing alot of peeps doing 5 skills at 120 and one at 100
I would have to drop one completely...
 
T

Tazar

Guest
First off, I'd get a few soulstones/fragments so that you can pull skills off as needed and experiment with different mixes.

If it were me, I'd get rid of the Anatomy entirely and then keep Magery at 100 and take the rest to 120. I'd also add a crystalline ring to pump Magery up to an effective 120 as well.
 

hawkeye_pike

Babbling Loonie
Stratics Veteran
Stratics Legend
Minimum recommended skills:
GM Magery -> 110
GM Resist -> 100
GM Meditation -> 110
GM Evaluating Intelligence -> 110
GM Wrestling -> 110
GM Anatomy -> 0
GM Alchemy -> 100

What do you need Anatomy for? It is a complete waste on a mage.

Raising Magery above 110 is a total waste. The 120 Magery scrolls are overprized and not necessary. 120 Magery has no advantage whatsoever, except a slightly higher success rate when casting EVs. And you won't need EVs for PvP.

You could raise Meditation, EvalInt and Wrestling to 120. You'd also have room to add another useful skill, like Necromancy or Spellweaving. Depends on what you personally prefer.
 

ZidjiN

Babbling Loonie
Stratics Veteran
Stratics Legend
120 Magery has no advantage whatsoever, except a slightly higher success rate when casting EVs. And you won't need EVs for PvP.
I Havnt played in a couple of months so bare with me. Im sure that the above statement is incorrect.

120 magery have several advantages over any lower number.
1# First as you said, higher chanse on level 8 spells EV's/ress/EQ/etc
2# Greater chanse to land cureses and poison along with stronger cureses
3# Better chanse to avoide damage while using a mage weapon
4# Alows lower level of poison(80) for deadly poison fields
5# Stronger heals
6# Stronger Bless's
6# greater chanse for cure(?)

As i said, i havnt played much in months but i still think iom correct in the above statements. It might allso be a couple of things i forgot about.
 
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