Hi folks, As per the title really. I can't find the other 10 points to GM both, so where should the points go and why? I'd understood each 10 points of tactics to be worth +10% damage, and each 10 points of anatomy to be worth +2% damage, but someone suggested that's not how it is on UOR. Thanks folks. Edit - This is how the character looks now, for info - Peacemaking 100 Tactics 100 Musicianship 100 Macing 100 Anatomy 90 Healing 90 MagicResist 90 Magery 30
Yes u can actually do 75 tactics, use mod weps for +25, now u have an additional 25 to put towards anat and magery
Do weapons tactics bonuses that take you over 100 not add any further damage bonus then? Eg. 75 tactics and a +25 weapon is the same output as 90 tactics and a +25 weapon? Apologies if I'm misunderstanding.
Not sure over 100 if there is a bonus not sure how much more and if you have gm anat and healing its better than the additional +5 damage
For your consideration: Drop healing for magery or a mage/med combination. With what I presume you'll be hunting, bandage healing becomes infrequent and moot... trumped I dare say by the utility of GHealing, cure, arch cure, buffs, flawless recalls, invisibility, and maybe even a summoned daemon!. Also, the utility of a GHeal wand is sorely underestimated. Put those puppies to work! I can understand the desire for resist. Keep it for now but consider them throw-away points down the road as well. G'luck!
The character's actually about a year old and I like playing dexxers (15gp a reg or eBay back on Europa put me off magery for a long time) so I'm not going to make fundamental changes to the build, but some tweak to resist to GM tactics and Anat might make sense. Is 80 resist going to be much different to 90 when a daemon or blood drops his peace for a second? Thanks again folks.
I have a similar character, except I use fencing. I dropped magery entirely and ride my horse to locations, which is a pain. Especially if your trying to get into the deeper dungeon levels or islands. Rode to Despise yesterday to gather green leather from lizard men, then rode back to my hideaway to stockpile it. Thought about doing a second run but the travel (while not too long) was the reason I put it off for another day. I'd take a deep breath and plead/explain how having the ability to recall without magery would be awesome for dexxers but I've read through this thread http://uorforum.com/threads/recall-the-middle-road.24535/ I like using hand weapons too, but I think our build is a bit of a novelty. Fun to play but difficult to get to spots or haul loots without yielding to the magery/equipment requirements to "balance" things out. I think in time if recalling is re-evaluated along with ideas from this thread http://uorforum.com/threads/armor-shield-and-slayer-suggestions-retitled.32260/ (metal armors/shields) melee/dexxer builds would be more prevalent/fun. Until then, eventually I'll probably use the recommendations in this thread to find some extra magery points
Easy way around that is just have an alt toon gate your dexxer to locations and gate again to get out
I like this. It reminds me of @wylwrk 's "The Streak" build. It seems like points will be moving away from Resist (and, possibly, Tactics) as a means of raising other skills. For that reason, it seems reasonable to take Healing up to 100.0 (based on the premise that skill level relates directly to amount healed -- which might be inaccurate!). Less Resist means more spell damage in those brief Peace-less moments, so more Healing seems to round that point out a bit. Plus, more Healing generally equates to better Healing anyway. *shrug* That means 80 Resist. My own character is gonna roll with 80 or 90 Resist, fwiw. Seems fine. As others have said, 100 Anatomy and 90 Tactics would probably be the way to go. Not sure how much play is left after that. Maybe higher Magery? Could siphon points from Resist or Tactics, I suppose. That's a playstyle thing, though. Cool build. boogity! *hic*
I agree, but I want to play my fencer without having to log into a second account just to get from location to location with ease. In the end I created a second character without any melee skills. Magery/Med/Eval/Resist/Musicianship/Provo & Peace Its much more "efficient" and can can mark/haul/return without any trouble or a second account, but it is an entirely different playstyle for me.