[NEW JOINER] Fencer? Which template?

Discussion in 'PvP Discussion' started by Berindon, Dec 9, 2018.

  1. Berindon

    Berindon New Member

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    Hi All!

    I have just started playing yesterday and I am creating my provo-mage to farm a bit around and make some money.

    I am planning to start to have my pvp char while I am going around with the PVM one as well. I was thinking a DEXXER FENCING, but i don't really want to say no to magery since it is handy for recall and other small bits.

    What is the most common template for a fencer? Would you suggest other weapons as well? I don't want an archer since I have just started and only raising magery on the provomage is costing me a fortune.


    Thanks!
  2. One

    One Well-Known Member
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    Hello Berindon, and welcome to UOR.

    To be honest people don't use dexxers in PvP that often, it's more common to use (pure) mages or tamer mages. Your instinct to keep magery is correct in my opinion. However if you want to use a fencer you have a few options:

    1) "Pure" Fencer

    GM Fencing
    GM Tactics
    GM Anatomy
    GM Resisting Spells
    GM Healing
    GM Magery
    GM Meditation, Evaluating Intelligence, Wrestling, Inscription, Poisoning, Hiding

    Most of this is self-explanatory, but as for the last one.

    Meditation would let you cast daemons and such to help you out and to cast a lot of greater heals/cures. However you'd have to use leather armor to meditate, which would lower your defense.

    Evaluating Intelligence would let you cast offensive spells for good damage, but your mana would be limited by intelligence (most pure dexxers would use 45 INT or less) and you'd have the same issue with armor.

    Wrestling + Anatomy would let you throw stun punches, but with a fencer this isn't of much use since you could already use para blow.

    Inscription would extend your magic reflection spell to, I think, 15 circles. This can be useful although once it's gone you can't reapply it for a couple of minutes I think.

    Poisoning would let you reapply poison in the field, but you could also put poisoning on a separate character and just carry multiple katanas.

    Some people like to hide, especially if you might plan to do murder.

    2) Tank Fencer

    GM Fencing
    GM Tactics
    GM Anatomy
    GM Resisting Spells
    GM Magery
    GM Evaluating Intelligence
    GM Meditation

    This gives you all the benefits of both dex and magery, but I'm not sure how one is supposed to do the stats on this kind of character (despite having one of my own).

    The big problem is that you have to use magery to heal because you have no room for healing on this template.

    3) Tamer Fencer

    GM Taming
    GM Animal Lore
    GM Magery
    GM Resisting Spells
    GM Fencing
    GM Anatomy
    GM Meditation (or Tactics, or Healing, or Veterinary)

    You could try something like this too but it seems very complex to me. Lethal though if you do it right, perhaps.

    Regarding the last skill:

    Medit lets you gate your dragons around. Tactics is usually quite necessary for a dexxer but in this case your main goal would be to paralyze people while your dragons do the heavy lifting. Healing's benefit is obvious, as it Veterinary medicines (without it your pets can die).


    Regarding other weapons, most people here say macing is not particularly good. A lot of people say the same about archery (and Parrying), especially for PvP. So if you wanted to do another dexxer-based PvP template it would be:

    4) Lumberjack

    GM Swordmanship
    GM Tactics
    GM Anatomy
    GM Resisting Spells
    GM Healing
    GM Magery
    GM Lumberjacking

    This is a high damage template, and the axe lets you strike concussion blows I believe which lower INT (and mana).



    And if you decide to use a mage (universally regarded as the best PvP template unless you count tamers):

    5) Stun/Scribe or Stun/Heal Mage

    GM Magery
    GM Meditation
    GM Evaluating Intelligence
    GM Resisting Spells
    GM Anatomy
    GM Wrestling
    GM Inscription (or Healing)

    The reasons for these are all explained above.

    Hope you have fun here!
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  3. Berindon

    Berindon New Member

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    cool great answer!

    I am thinking to use your "pure mage" dropping wrestling for hiding since it is a lot handy to escape fights.

    I am sorry to hear that the dexxer is not really in use. I am getting frustrated with the money to raise magery on my provomage and to do another mage is painful lol.

    Is it normal that i have used 500 regs and it has increased only from 50 to 55?
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  4. One

    One Well-Known Member
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    If you plan to PvP with your mage then you really must have Wrestling. However you can put Hiding in your 7th slot if you really want it.

    You could use this template:

    GM Magery
    GM Meditation
    GM Evaluating Intelligence
    GM Resisting Spells
    GM Wrestling
    GM Anatomy
    GM Hiding

    As for raising money, keep at it. Once you get used to it you can make 10k or more an hour in the right spot, which means one long day of farming can pay for most of your mage training. And yes, 500 casts for 5 points of magery is normal, I'd say.
  5. Berindon

    Berindon New Member

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    ok cool!

    Why would i need wrestling, Is Eval Int + Anatomy = 100 wrestling in this shard as well?
  6. Berindon

    Berindon New Member

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    If you would suggest a spot for a noob with 55 magery i would appreciate as well :)

    I have reached 75 provocation tonight AFK macroing, so i feel accomplished :p
  7. One

    One Well-Known Member
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    Eval Int and Anatomy do allow defensive wrestling, yes, but you need Wrestling to stun punch people.

    Stun punch is extremely important if you plan to PvP as a mage.

    http://www.uorenaissance.com/info/Stun_Punch

    Also, if you had to choose between Anatomy and Wrestling, you'd still want to choose Wrestling unless you have a weapon skill, as it's still more effective than Eval Int/Anatomy. However you should not make this choice on a pure mage, you need both Wrestling and Anatomy.
    Last edited: Dec 9, 2018
  8. One

    One Well-Known Member
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    With these levels of skill you should still be in Ocllo. You can request that the staff return you to the program if you left prematurely.
  9. Berindon

    Berindon New Member

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    ah ok, I didn't know I could be back in the program.

    How can i ask? Shall I send an in-game msg from "help" menu?
  10. One

    One Well-Known Member
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    Yes, unless you used all 500 hours it should be no problem.
  11. trifectafunk

    trifectafunk Active Member

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    I started recently myself, about 2-3 weeks ago. I began with a provo/fencer and it was a breeze! Finished in a few short days and quickly bought my first home. If you're magery is only ~55 my advice to you is to switch your bard to a dexxer. Use this toon to amass money and when you've secured 100k+ gold then begin to macro ur PvP mage on a seperate account while PvM'ing. It will save you alot of time, gold, and headache.

    I've already 7x GM'd two PvP stun/heal mages(1 for myself, and 1 for a friend to play with me)
    I'd recommend stun/heal because its very easy macro to cast offensive spells on yourself to gain magery/med/eval/resist and then heal yourself to full using bandages to gain healing/anatomy.
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  12. Nature

    Nature New Member

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    I need a couple pvp partners, trifecta.
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  13. trifectafunk

    trifectafunk Active Member

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    Sounds good, I'm killing ogres/gazers under ocllo to collect free pots and re-learn/set-up my hot-keys. Its been like a decade since I've played and the amount of keys this game requires to use a PvP mage is ridiculous! Feel free to hit me up whenever, I've been farming gold and macro'ing I literally have met 3 people so far on this shard :)
  14. Nature

    Nature New Member

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    Ok. This week. I just ordered a new keyboard and am doing the same thing.. setting up macros and stuff.

    My characters are already done though, so I'm good there.
  15. Willard

    Willard New Member

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    I'm enjoying my fencer/mage for PvP. Same skills as One's "2) Tank Fencer". I'm using 90str/45dex/90int. Swing speed is pretty slow, but that's not a huge issue for this build. The spear is there to do a bit of damage and paralyze.

    Fencer/mage and stun/heal mage are the builds I usually see in the field. Stun/scribe mage could work too.

    Fencer/mage vs stun/mage:
    • Stun punch goes off more often (50% chance on hit I believe, which would be 25% chance per swing), but doesn't do any damage. It's harder to finish off your opponent - I think successful 1v1 stun mages need to be very good with purple pots.
    • Paralyzing blow happens less often (25% chance on hit, 12.5% per swing), but the weapon damage makes it a lot easier to finish them off when you do land a paralyze. 15dmg from weapon + 35dmg explosion + 35dmg ebolt + 15dmg purple pot = 100dmg. Even there you're a little short of a kill if they're full health with a str pot. Without the weapon hit, that combo is only 85dmg. You need another explosion pot in there, or they'll have a chance to heal before you can finish them.


    Stun/heal mage or stun/scribe mage are probably better builds if you're not solo (and maybe also 1v1 if you're really good with pots). Getting kills with 2+ in your group usually comes down to getting good explosion+ebolt syncs, and the higher stun rate from stun-punch makes it easier to set up syncs or lock down fleeing opponents.



    Disclaimer:
    I'm not a pro PvPer, so take that into account.
    Last edited: Dec 11, 2018
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  16. Zim

    Zim Well-Known Member

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    I personally prefer fencing tanks only because everyone and their mom just runs. Like as fast as they can. 90% of open field pVp and pKing is chasing a mofo down. This is of course when they dont just insta recall. I have much better luck preventing that with a poisoned kryss or a shortspear than I do with a punch. MAYBE once the 0 damage punch, or the Reactive Armor bugs get fixed, stun punchers will be easier to use.

    When your chasing them down with a spear, they take damage and more often than not when they stop to heal is when you get the kill. With a stun mage after you stun them you still have to kill them from 80-100%. Thats hard (for me anyway) to do in the few seconds theyre rooted and then they just heal up a bit and start drinking potions and then its off to the races again.

    In my book, a spear + purple potions > Stun punch + Purple potions.
  17. Willard

    Willard New Member

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    What's the reactive armor bug? I don't see anything about it in the bug reports forum.
  18. Zim

    Zim Well-Known Member

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    You dont actually take any damage while RA is up so your spells never get interrupted when you get hit. Im pretty sure youre supposed to take one flat damage.
  19. Nakor II

    Nakor II Member

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    Nature, Trifecta

    I'm interested in joining you for some PVP mayhem. I'm a returning player and looking to regain my past glory. Still stuck in Ocllo training though. But just GM'd magery yesterday...

    Got a provo/dexxer and mage/tamer at this point. Would be willing to train up another character to round out the group.

    Let me know.
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