Fishing Template

Discussion in 'Renaissance Discussion' started by Fullmetal, Jun 17, 2013.

  1. Fullmetal

    Fullmetal Well-Known Member
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    Wrapping things up on my crafter and so far my dexxer is completed and the changing of my bard to a bard tamer are going well so... Looking at making a fisherman or two when those projects are complete but not sure on what template to use, 5x mage with hiding and fishing or more of a tank route or hybrid.

    Any info would be great.
  2. Basoosh

    Basoosh Well-Known Member
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    You don't need too much offense to kill sea serpants. Even Krakens are pushovers. A lot of people like Archery on Fishers because you can stand in the middle of the boat and shoot them from relative safety, and this does work very well. Only drawback is Archery is somewhat expensive/tedious to raise and use, due to the arrow consumption. I use melee weapons 99% of the time now. It's cheaper and faster. I hate collecting feathers. Farming Ratmen Archers is even worse.

    Healing is probably a must (unless you are heavy Magery). Sea Serpents are pretty weak at range, but they still cast up to level 3 spells (notably Poison) and have a breath weapon. It's nice to be able to rez on rare occassions too. (Like the time Bea Arthur accidently killed Betty White due to a poorly written macro with Attack Last Target in it. Yes, I gave myself a murder count for that.)

    I haven't fished up a Kraken in awhile, but last I did (a couple weeks ago), they actually try and run when they are low and are quite fast. Unless this was changed in the last patch, you will need a ranged weapon of some type to finish them off, whether it be magery or archery.

    Enough magery to recall between your house and your boat is extremely helpful if you want to retrieve MiBs. (Though you can use any mage as a mule, doesn't have to be your fisher)

    With the addition of sea camps, tracking is theoretically useful. I haven't actually found one yet, so dunno. I mostly use it so I can hunt down the scourge of the Earth: dolphins.

    Resisting Spells is definitely not mandatory, but can help reduce incoming damage from serpents. An OK filler skill. Obviously don't go nuts trying to raise it on your own, just wait for a resist party.

    Hiding goes alongside Resisting Spells as a nice to have, though I'd say that's even less useful.

    Music/Provocation is great when using nets, otherwise mostly useless.

    Peacekeeping is decent alongside a melee/archery template, basically letting you 'stun' enemies while you pound on them.



    If I had just one fisher, I would probably do something like:

    Swordsmanship
    Tactics
    Healing
    Anatomy
    Magery
    Fishing
    Resisting Spells
  3. Paradigm

    Paradigm Active Member

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    It's funny you should post that final template.. as it is my fisher exactly. Gm Swords with a power Bardiche can handle anything I've fished up on the High Seas.
  4. Upgrayedd

    Upgrayedd Renaissance Volunteers
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    I see fishing as more of a utility skill that can be bolted on any mule. Mid 80's magery and either eval or med is sufficient to work solo. If you plan to bring along another char to fight the serps/kraken, then there's no need for any fighting skill at all.
  5. Fullmetal

    Fullmetal Well-Known Member
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    Would any melee skills work or are you looking for the upfront damage of a hally?
  6. Basoosh

    Basoosh Well-Known Member
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    Any melee skill works. Just about everything you'll fight out there is pretty trivial with a GM fighting skill + Healing. (though don't know how tough those 'camps' are yet)

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