Meta Mage Info

clutchxo

Grandmaster
All, just looking for some help with my meta mage.
Found 1 "ok" thread put together about damage problems they are having?
http://www.uoforum.com/threads/meta-mage-dps.58018/
Edit: Adding relevant links below as I find them.
http://www.uoforum.com/threads/meta-mage-talisman-and-relics-tweaks-and-ideas.57405/
http://www.uoforum.com/threads/is-a-meta-mage-worth-it.70830/



Any information about them would be useful. I've been searching around the forums and can't find much. The wiki does no justice.

My current template;
Mage
Med
Eval
Wrestle
Spirit speak (?)
Resist
Tracking (RDA)
100
35
90

So on the wiki it says;

Idol of the Magi provides spell damage bonuses in exchange for an armor penalty. The penalty is 1.6% per AR. The ten levels of the talisman average 20% bonus per level. Does this mean, with less armor I do more damage per spell?


  • Dispersion - every 60 seconds there is a 10% chance for an offensive spell to damage level # of creatures in a 3 tile radius. Is this acquired at Level 1? How often is it used? I rarely am fighting a mob of 3 monsters or more, and 10% seems really low. Does the percentage stack per minute?
  • Focus - Every 60 seconds there is a chance to do (Level / 20) additional damage to the creature. Am i reading this correctly. Level 1 does more damage then level 10? Level (divided by) 20 correct? So at level 1, My math would be 1/20=20 additional damage? So confused.
  • Shadow Disciple - this ability when triggered gives mana recovery and lowers the resist of creatures that are casted upon. Mana recovery is calculated by: (damage * (10.0 + (Level * 2.0)) / 100.0). The resist of the target is modified by: resist * (1.0 - (((Level * 2) + 10.0) / 100.0)). EZ PZ
  • Vivify - Every 60 seconds there is a 60% chance to vivify and 8th circle creature summon. Energy vortexes are not included. Stats for the creature are scaled by 1.0 + (Level / 35.0) and skills are scaled by 1.0 + (Level / 20.0). Any creature that receives the bonus is given a new metallic hue. Does this apply to a summon I already have? Or do I have to summon a new elemental/demon every 60 seconds and hope the 60% chance applies?

I seen a post about slayer spellbooks and I'm guessing those are going to be a necessity for Meta Mage play. Some post's indicating you may be able to craft them with inscribe, any other spellbooks that were slayers came from events (?). Just curious if anyone had a clear direction on where/when/how to these?

Sorry if this information has been fulfilled somewhere else in a thread, I don't mean to be a pain in the ass. Just want to play something new and enjoy. I'm terrible playing a mage in PVP so I figured a good way to get better is blow up some monsters. Thanks.

PS. Who edit's the wiki? I'm looking to submit some information to help people out. I have a few friends who are new to this ERA including myself. We have collected some information that can help update some of the outdated pages.
 
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Derwolf

Grandmaster
Really seem's like this Talisman/class is trash and not worth the time or resource investment. Kind of saddening.

fun to play but overall not worth it because of time and resource investment + cost 3-14mil just for the slayer spellbooks.




go zerker, thank me later.
 

parsnip

Grandmaster
Any information about them would be useful. I've been searching around the forums and can't find much. The wiki does no justice.

My current template;
Mage
Med
Eval
Wrestle
Spirit speak (?)
Resist
Tracking (RDA)
100
35
90

Looks pretty good, may want to consider adding Arms Lore with the recent changes made by @eppy.

So on the wiki it says;

Idol of the Magi provides spell damage bonuses in exchange for an armor penalty. The penalty is 1.6% per AR. The ten levels of the talisman average 20% bonus per level. Does this mean, with less armor I do more damage per spell?

Correct. Free yourself from the shackles of clothing and run around butt-naked.

  • Dispersion - every 60 seconds there is a 10% chance for an offensive spell to damage level # of creatures in a 3 tile radius. Is this acquired at Level 1? How often is it used? I rarely am fighting a mob of 3 monsters or more, and 10% seems really low. Does the percentage stack per minute?

Acquired at Dispersion level 1. Number of monster hit increases as you level up.

  • Focus - Every 60 seconds there is a chance to do (Level / 20) additional damage to the creature. Am i reading this correctly. Level 1 does more damage then level 10? Level (divided by) 20 correct? So at level 1, My math would be 1/20=20 additional damage? So confused.

There may be a typo in that formula. Perhaps @eppy could clarify?


  • Vivify - Every 60 seconds there is a 60% chance to vivify and 8th circle creature summon. Energy vortexes are not included. Stats for the creature are scaled by 1.0 + (Level / 35.0) and skills are scaled by 1.0 + (Level / 20.0). Any creature that receives the bonus is given a new metallic hue. Does this apply to a summon I already have? Or do I have to summon a new elemental/demon every 60 seconds and hope the 60% chance applies?

Once you summon a vivified creature, it stays vivified until it dies or disappears (normal summon durations apply I believe). You will not have to re-summon a fresh vivified demon every 60 seconds.

I seen a post about slayer spellbooks and I'm guessing those are going to be a necessity for Meta Mage play. Some post's indicating you may be able to craft them with inscribe, any other spellbooks that were slayers came from events (?). Just curious if anyone had a clear direction on where/when/how to these?

Not a necessity but they certainly help for both levelling and maxing your damage potential. They come from events, there aren't that many around :(

PS. Who edit's the wiki? I'm looking to submit some information to help people out. I have a few friends who are new to this ERA including myself. We have collected some information that can help update some of the outdated pages.

A few people have access, mostly the core staff members listed on the main site but I think there are a few in the general community that also have access. Unfortunately it using MediaWiki which is a pain in the neck to edit and so often gets neglected. If you have anything pertinent to add, I think I may still have an account on the Wiki.
 

clutchxo

Grandmaster
Looks pretty good, may want to consider adding Arms Lore with the recent changes made by @eppy.



Correct. Free yourself from the shackles of clothing and run around butt-naked.



Acquired at Dispersion level 1. Number of monster hit increases as you level up.


There may be a typo in that formula. Perhaps @eppy could clarify?




Once you summon a vivified creature, it stays vivified until it dies or disappears (normal summon durations apply I believe). You will not have to re-summon a fresh vivified demon every 60 seconds.



Not a necessity but they certainly help for both levelling and maxing your damage potential. They come from events, there aren't that many around :(



A few people have access, mostly the core staff members listed on the main site but I think there are a few in the general community that also have access. Unfortunately it using MediaWiki which is a pain in the neck to edit and so often gets neglected. If you have anything pertinent to add, I think I may still have an account on the Wiki.
[/QUOTE]

Ok, well thanks for the info, Did @eppy go into detail of how arms lore actually helps? I don't understand how it will benefit a mage with hit %.

BTW what do you think is the easiest thing to kill for a meta mage pre-talisman, for the 100 evil monsters. I killed a lich lord about 2 days ago, and it took me about 20+ ebolts. I gave up on fighting them.
 

Derwolf

Grandmaster
Looks pretty good, may want to consider adding Arms Lore with the recent changes made by @eppy.



Correct. Free yourself from the shackles of clothing and run around butt-naked.



Acquired at Dispersion level 1. Number of monster hit increases as you level up.



There may be a typo in that formula. Perhaps @eppy could clarify?




Once you summon a vivified creature, it stays vivified until it dies or disappears (normal summon durations apply I believe). You will not have to re-summon a fresh vivified demon every 60 seconds.



Not a necessity but they certainly help for both levelling and maxing your damage potential. They come from events, there aren't that many around :(



A few people have access, mostly the core staff members listed on the main site but I think there are a few in the general community that also have access. Unfortunately it using MediaWiki which is a pain in the neck to edit and so often gets neglected. If you have anything pertinent to add, I think I may still have an account on the Wiki.



what does arms lore do now?

my meta mage will be a 5x mage with spirit speak + arms lore lulz
 

parsnip

Grandmaster
Ok, well thanks for the info, Did @eppy go into detail of how arms lore actually helps? I don't understand how it will benefit a mage with hit %.

BTW what do you think is the easiest thing to kill for a meta mage pre-talisman, for the 100 evil monsters. I killed a lich lord about 2 days ago, and it took me about 20+ ebolts. I gave up on fighting them.

@eppy didn't go into exact details, I think in part because there may still be some tweaking to do.

I had the luxury of using a silver slayer spellbook at the time I was killing my 100 evil monsters, so I killed mostly liche lords. If I remember correctly, paragon ettins and ogres gave points too. As mentioned by @ProdigyOsi in the Meta Dexxer's Lounge thread, you may be best off getting a weapon skill and a slayer weapon for the initial 100 kills.
 

parsnip

Grandmaster
what does arms lore do now?

my meta mage will be a 5x mage with spirit speak + arms lore lulz

From the Recent Changes thread:
  • Added arms lore skill synergy for talisman users, there is a floor to minimum hit chance with 100 weapon skill and 100 arms lore

I wouldn't go changing anything just yet, unless you plan on dropping a skill that can easily be levelled again. I fear the mighty @eppy nerf hammer!
 

Derwolf

Grandmaster
From the Recent Changes thread:
  • Added arms lore skill synergy for talisman users, there is a floor to minimum hit chance with 100 weapon skill and 100 arms lore

I wouldn't go changing anything just yet, unless you plan on dropping a skill that can easily be levelled again. I fear the mighty
@eppy nerf hammer!

going ham daddy with it until then on my defense talisman, noticeable difference fursure and it makes leveling + archery more enjoyable
 
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clutchxo

Grandmaster
@eppy didn't go into exact details, I think in part because there may still be some tweaking to do.

I had the luxury of using a silver slayer spellbook at the time I was killing my 100 evil monsters, so I killed mostly liche lords. If I remember correctly, paragon ettins and ogres gave points too. As mentioned by @ProdigyOsi in the Meta Dexxer's Lounge thread, you may be best off getting a weapon skill and a slayer weapon for the initial 100 kills.
Wanna sell that book?
 

Young Star

Grandmaster
The armslore buff won't really help a meta mage unless they are a dexer/mage. All eppy was saying about it working for the meta mage tally is that it works with all 3 talismans and not exclusive for just the defense and zerker. That doesn't mean that there is a viable meta mage template that can take advantage of it. Maybe someone will come up with something.

There is a reason so many people are making meta mages though. They are a viable PvM template and can deal a lot of damage when complete. The leveling is painful but once done they can keep pace with tamers and dexers. Maybe less so now that dexers can take advantage of the higher minimum hit chance. That was really the one thing that slowed down dexers when they are up against mobs with high defense, they miss a lot. The meta mages can unload a bunch of ebolts, med, and repeat regardless the defense chance of the target. At a champ spawn dexers may get out to a bigger lead in the early levels but the gap usually closes when it gets to the later levels where they can't take on as many mobs without something else tanking.
 

clutchxo

Grandmaster
The armslore buff won't really help a meta mage unless they are a dexer/mage. All eppy was saying about it working for the meta mage tally is that it works with all 3 talismans and not exclusive for just the defense and zerker. That doesn't mean that there is a viable meta mage template that can take advantage of it. Maybe someone will come up with something.

There is a reason so many people are making meta mages though. They are a viable PvM template and can deal a lot of damage when complete. The leveling is painful but once done they can keep pace with tamers and dexers. Maybe less so now that dexers can take advantage of the higher minimum hit chance. That was really the one thing that slowed down dexers when they are up against mobs with high defense, they miss a lot. The meta mages can unload a bunch of ebolts, med, and repeat regardless the defense chance of the target. At a champ spawn dexers may get out to a bigger lead in the early levels but the gap usually closes when it gets to the later levels where they can't take on as many mobs without something else tanking.
Do you have a meta mage? I don't think we do nearly as much damage as a tamer/dexxer. I'm not fully leveled and it takes me around 25+ ebolts just to kill a lich lord. On my dexxer with a katana, it takes me around 7 hits. And I do it in about 45 seconds. That's without my talisman. With medding on my mage its about 3-4 minutes killing 1 lich lord.

Make's sense though about the Arms lore. That def clears it up for me. Thank you.
 
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