yesterday I was challenged to a duel by Cole philips I am a 7xgm Fencer he is a 7xgm Macer both of us had healing. we each choose a magic power weapon. I choose spear, He chose a staff we were both in basic GM made armor. we began fighting. after 15 minutes, we realized that we were both doing way less damage than a bandage could heal. we couldn't kill each other. we gave up and went home. something is wrong with that.
repaired with a deed, or fort powder repair deeds do not replenish the durability, but get them back to the current max (i believe thats how it works).
repair deed, but it has never reached the point where it lost durability. but the point is still there, even a brand new GM made weapon should be able to kill a player in 5or 6 hits.. I mean an energy bolt, a mid level spell does like 35+ damage... and a strong weapon, that u have to be right next to your opponent to use, and you often still miss, does 1/4 of that or less? doesn't seem right
There's a reason why pvp are mostly mages or tamers outside of CTF. Occasionally there will be a talented dexxer that will come around, but not without the assistance of another offensive skill (magery, poisoning, nightmare, lumberjacking, friends, etc..) Picking up a couple of powerful weapons and thinking it's going to be a fun battle is just gonna lead to a long drawn out dual and disappointment. Dexxers on UOR are predictable damage. There is no burst DPS and if you happen to have a poison dexxer, it's not difficult to best them either unless again, they have squad support.
Lumberjack/swords with a big ol ax is pretty much the only way a dexxer is full viable in the field. Ive never played one myself, but ive heard alot of good things about the build and have fought against it a couple times. They hit like a beast, could easily two hit KO someone. Fencing with taming is also a popular choice. Worth mentioning, Double stun dexxer, (fencing and wrestling) Ive had one which i used in Evil Deads braveheart events a year or two ago. Not really the most usefull build, but a very interesting build. All of these will have a hard time fighting against a tamer though....
If you would've continued, in theory, your armor would've broke and he would've had an advantage at that point but who knows how long that would've been?
Two verite or agape runics, poison, explo potions... and magery would make your duel more interesting... I love dexers, i have two, one disco provo bard and one parry nox dex..... with nice slayers are very good with pvm... you know, you dont need to take care about any put.. just you. with pots, wands and some magery for low heals they are good survivors.. believe in melee bro!
I heavily agree with what @RavenMagi said above about lumberjack dexxers. Weapons assisting magery seems to be the most deadly. Explosion potion practice makes a melee build (pure or hybrid) way more effective. My most often build for every type of pvp i do: Fencing Tactics Anatomy Magery Med Eval Resist I'm not the best, but i'm far from bad. The spear is mostly to stun someone so i can explo pot / explosion spell / ebolt spell / explo pot. Without fencing pinning them in place I cannot put enough dps on the target before they move/recover. If i'm in a group of people i can still sync spells with the pure mages I'd encourage you two to go back at it, but carry some explosion potions and poisoned weapons. The poison will jack up their bandage timer a bit, making your kill potential more visible
so it sounds like for a non mage to compete, they have to risk much more than the mage does. wheres the balance? this saddens me
you remove your magic reflect, get reactive armor up and get casting. Also they will only hit 50% of times, so you can always go for a gamble