Player Template question

Henry Gee

Neophyte
Ive been following you tube tutorials and set my guy up the same

anatomy
healing
magery
meditation
resisting spells
swordmanship

Thing is in a later video it bigs up the skill of evaluating intelligence ( which makes my spells more effective ). Which if any should i drop for evaluating int? Why do i need healing if i can heal my self with spells?

Is it best to do a a split and have 8 skills but chop some points of the others to get eval int in?

Complete noob would appreciate some pointers :)

Thanks,

Dave
 

Winstonian

Grandmaster
Hey Henry,

Here's an issue: you'll need Tactics for swordsmanship to be effective, and eval int (as you pointed out) to make your spells do increased damage. Without tactics, swordsmanship isn't worth having.

It really depends how you want to play the char. Do you want to rely on bandages to heal? If so, healing and anatomy are a must.

Healing
Anatomy

Would you prefer dealing damage with weapons, or with magery? If weapons, you can add swordsmanship and tactics:

Healing
Anatomy
Swordsmanship
Tactics
*Resisting Spells (essential)

If not, you need to go this route:

Healing
Anatomy (with eval int, gives defensive wrestling)
Magery
Meditation
Evaluating Intelligence (with anatomy, gives defensive wrestling)
*Resisting Spells (essential)

As you can see: your melee build above has two open skills, while the magery build only has one. (If you have magery, you don't need healing.)

Options for the melee build:
Alchemy (drink/throw potions)
Detect Hidden (can reveal hidden players)
Hiding
Inscription (requires magery: can reflect spells)
Magery (can cast heal/cure/poisoning in small amounts)
Meditation (requires magery: can drop healing and heal with spells)
Parrying (block with a shield)
Poisoning (can apply higher levels of poisoning from your bladed weapon)
Tracking (can track down nearby players)

If you want to go the spell casting route, there are some options:
Alchemy (drink/throw potions)
Detect Hidden (can reveal hidden players: a magery spell that does the same thing)
Hiding (can go invisible: a magery spell that does the same thing)
Inscription (reflect more spells/increased armor with spells)
Parrying (can equip and block with a shield; cannot cast with it)
Poisoning (can cast higher levels of poison with the poison spell)
Wrestling (with anatomy, can stun other players)

There are quite a few options. If you have questions, post and I'll answer.

Sent from my XT907 using Tapatalk
 
Ive been following you tube tutorials and set my guy up the same

anatomy
healing
magery
meditation
resisting spells
swordmanship

Thing is in a later video it bigs up the skill of evaluating intelligence ( which makes my spells more effective ). Which if any should i drop for evaluating int? Why do i need healing if i can heal my self with spells?

Is it best to do a a split and have 8 skills but chop some points of the others to get eval int in?

Complete noob would appreciate some pointers :)

Thanks,

Dave


You have 700 skill points to use. This means you can just add Eval Int to your current build. So you would then have this:

100 Anatomy
100 Healing
100 Magery
100 Meditation
100 Resisting Spells
100 Swordsmanship
100 Eval Int

Now, without tactics, swords doesn't do a whole lot of damage. So, if you want to want a uoforever sword-mage (called a "Tank Mage"), then you should drop healing and pickup tactics. This gives you the most damage possible with your spells and swords, but removes your ability to heal with bandages. So now your build would look like this:

100 Anatomy
100 Eval Int
100 Magery
100 Meditation
100 Resisting Spells
100 Swordsmanship
100 Tactics

Note: By having 100 Anatomy and 100 Eval Int, this gives you "Defensive Wrestling." All this means is that when you do not have a weapon equipped (i.e. when you are casting spells) you have the same chance to avoid getting hit from weapon attacks as you would if you had 100 wrestling. This is a good thing!

Or, let's say you want to use swords as your primary damage, and just use magic to buff/heal/cure/other utilities. Well, in that case, you can drop Eval Int, because Eval Int only increases spell damage, not healing amount or buffing bonuses with spells, and pick up healing again! This would give a build like this:

100 Anatomy
100 Healing
100 Swordsmanship
100 Tactics
100 Resisting Spells
100 Magery
100 Meditation

This build is called a "Med Warrior." This can be a strong build because you get the highest damage you can from your weapon skill, and have the flexibility to heal and cure with bandages, spells, or potions (if you carry these... you should carry these!). You can also use your Magery in combat to Curse/Weaken/Clumsy/Feeblemind your enemy, thus lower their stats. Or you can Bless/Cunning/Agility/Strength yourself to have more stats! You can also cast Magic Reflect on yourself if you are so inclined.

The big thing to consider with this build is that you will be running around in Leather Armor so you can meditate without penalty.


These are just a few builds that are close to what you already have and are very easy to change into, so I suggest staying on your current path and see how things work. If you don't like it you can try some of these!
 

Henry Gee

Neophyte
Ok thanks for the advice chaps. Took it all on board and i think im going to go down this route.

100 Anatomy
100 Eval Int
100 Magery
100 Meditation
100 Resisting Spells
100 Swordsmanship
100 Tactics

Im quite a simple soul and like killing things :)

Kr,

Dave
 

Winstonian

Grandmaster
Ok thanks for the advice chaps. Took it all on board and i think im going to go down this route.

100 Anatomy
100 Eval Int
100 Magery
100 Meditation
100 Resisting Spells
100 Swordsmanship
100 Tactics

Im quite a simple soul and like killing things :)

Kr,

Dave
Yep, tank mage. Strong build. Players most often use halberds as their weapon, and cast an offensive spell before equipping it. Once you land a big hit with the weapon, click the spell and finish them off.

Sent from my XT907 using Tapatalk
 

Winstonian

Grandmaster
Ok Cheers Winstonian.

Complete noob question is a halberd classed as sword or axe?
Halberd is swords, and does not receive the lumberjacking bonus. (Axes receive a damage bonus from the lumberjacking skill.)

Sent from my XT907 using Tapatalk
 

halygon

Grandmaster
Halberd is a polearm which is classified under swordsmanship, probably because they didn't want to create an axe or polearm skill.

I'm worried about your template as although it is a good build, it is almost entirely a PVP build and won't help you much in fighting monsters.

What are you really trying to accomplish here? I'm not sure anyone has asked this yet.
 

Winstonian

Grandmaster
Great question.

If this is your first char, I might recommend a different approach. Going full dex with one char while macroing music/provoking with your second account is a good way to get started. Once music/provoke is GMed, gaining archery while you provoke is a great way to make decent money quickly.

Sent from my XT907 using Tapatalk
 
Top