Winstonian
Grandmaster
UO feels like an unfinished game to me. This shard is the closest UO may ever be to being finished, but the biggest downside seems to be the complete lack of build diversity. If you want to be competitive, you pretty much lean towards the two main builds.
That being said, here are a few ideas to tweak skills and provide more build diversity. (They clearly won't be implemented, but I felt the need to put them out there.)
Summoner
Summary: uses summoned monsters (daemon/elemental) enhanced from tweaked skills as a pet.
Modified Skills: Spirit Speak and Animal Lore provide bonuses to summoned monsters.
- GM Spirit Speak makes a summoned daemon/elemental immune to dispel and mass dispel, and the monster remains alive until killed (or until the caster logs off).
- GM Animal Lore improves the damage summoned monsters deal and gives them improved regeneration.
Notes: acts as a modified taming option with considerable drawbacks. The summoned monster occupies 4 control slots, and heals cast on the monster are considerably less effective.
Explosive Archer
Summary: there's no question that Archery should have a special move. (I'm surprised that it doesn't yet.)
Modified Skills: Bowcrafting/Fletching and Tactics allow a player using Archery to shoot an explosive arrow.
- GM Bowcrafting/Fletching causes an explosive arrow to explode 2 seconds after striking its opponent, dealing an additional 20 damage.
Notes: functions the same way as the other special moves. The explosive arrow would have to be toggled, and would have the same cooldown as the other special moves.
Skill Improvements:
Alchemy: GM Alchemy is needed to get the full benefit from consumed potions, and allows a player to throw explosion potions while moving. (Full benefit = current effects.)
Arms Lore: GM Arms Lore provides an accuracy bonus to melee attacks. Slower weapons receive a greater bonus. The fast weapons would be unaffected.
Parrying: GM Parrying reduces the chance that special moves strike the player. (A 'You have dodged the players attempt at striking you with a special move!' message would appear on the screen.) Both passive reduction (no shield equipped) and active reduction (shield equipped) exist.
Poisioning: GM Poisoning is needed to get the full benefit from casted and melee-induced poison. (Less than GM gives a decreased chance to apply in melee. Casted poison has slightly reduced damage, but all poisons tick at the same rate as lesser poison.)
I'd love to see a UO where all melee and ranged weapons are viable, and where different types of mages are seen on the field. A second pet-control character would be pretty interesting.
That being said, here are a few ideas to tweak skills and provide more build diversity. (They clearly won't be implemented, but I felt the need to put them out there.)
Summoner
Summary: uses summoned monsters (daemon/elemental) enhanced from tweaked skills as a pet.
Modified Skills: Spirit Speak and Animal Lore provide bonuses to summoned monsters.
- GM Spirit Speak makes a summoned daemon/elemental immune to dispel and mass dispel, and the monster remains alive until killed (or until the caster logs off).
- GM Animal Lore improves the damage summoned monsters deal and gives them improved regeneration.
Notes: acts as a modified taming option with considerable drawbacks. The summoned monster occupies 4 control slots, and heals cast on the monster are considerably less effective.
Explosive Archer
Summary: there's no question that Archery should have a special move. (I'm surprised that it doesn't yet.)
Modified Skills: Bowcrafting/Fletching and Tactics allow a player using Archery to shoot an explosive arrow.
- GM Bowcrafting/Fletching causes an explosive arrow to explode 2 seconds after striking its opponent, dealing an additional 20 damage.
Notes: functions the same way as the other special moves. The explosive arrow would have to be toggled, and would have the same cooldown as the other special moves.
Skill Improvements:
Alchemy: GM Alchemy is needed to get the full benefit from consumed potions, and allows a player to throw explosion potions while moving. (Full benefit = current effects.)
Arms Lore: GM Arms Lore provides an accuracy bonus to melee attacks. Slower weapons receive a greater bonus. The fast weapons would be unaffected.
Parrying: GM Parrying reduces the chance that special moves strike the player. (A 'You have dodged the players attempt at striking you with a special move!' message would appear on the screen.) Both passive reduction (no shield equipped) and active reduction (shield equipped) exist.
Poisioning: GM Poisoning is needed to get the full benefit from casted and melee-induced poison. (Less than GM gives a decreased chance to apply in melee. Casted poison has slightly reduced damage, but all poisons tick at the same rate as lesser poison.)
I'd love to see a UO where all melee and ranged weapons are viable, and where different types of mages are seen on the field. A second pet-control character would be pretty interesting.