Post by yhaguen on May 11, 2018 5:48:26 GMT -8
Oct 24, 2016 21:04:01 GMT 2 Appolon said:
Greetings all,
I have been getting a lot of questions about the mage class and since there is no general guide here
I've decided to write one that aspiring mages might find useful.
Greetings all,
I have been getting a lot of questions about the mage class and since there is no general guide here
I've decided to write one that aspiring mages might find useful.
Today I'll try to follow the steps of my friend Appolon and offer tips and advises to build a Sampire based on my experience on this world.
To do that, I'll use the same structure to present how to start, build an appreciate this class along your journey.
Sampire are warriors, especially resistant warriors because they are vampires with 20% life drain able to fight multiple opponents same time.
Second particularity, Bushido allows to use parrying without wearing a shield with one-handed or two-handed weapons, and provide high additional damages to whirlwind weapon movements.
With those 2 capabilities combined you are able to destroy huge mob packs with the smile on your lips! This is the Sampire essence!
To do that, I'll use the same structure to present how to start, build an appreciate this class along your journey.
Sampire are warriors, especially resistant warriors because they are vampires with 20% life drain able to fight multiple opponents same time.
Second particularity, Bushido allows to use parrying without wearing a shield with one-handed or two-handed weapons, and provide high additional damages to whirlwind weapon movements.
With those 2 capabilities combined you are able to destroy huge mob packs with the smile on your lips! This is the Sampire essence!
General Tips:
- The only things between you and your foe are your gears. Warrior's gears are extremely expensive.
- A full set cost millions of gold and you always must invest for improvements continuously.
- Don't be afraid to die. You are a master necromancer and resurrection are no secret for you.
- Don't panic and Think. Most of several bosses have weakness. You have to figure out and adapt your template accordingly.
- We are living in a world of magic, everyone who wants to kill something better then an Orcish Waaagh have to learn magic. Teleportation, heal, regeneration, ... support spells are a must to survive everywhere especially if you are alone.
- You are really polyvalent as a Sampire. Change your template accordingly to your foe.
- A lot of stuff will provide additional skills points. If you are able to found synergy with your template it will greatly increase your strength.
- Do not max all your skills to 120. Except for really mandatory skills, benefits are really low between 100 and 120.
- Invocations are always welcome to off tank and sometimes tank if you have to kit the monster to regen.
- Solen Hive is a really good starting point to raise your skills and make money.
- I am able to heal me with 11 different ways. Capability to stay alive is key, not the DPS.
- A full set cost millions of gold and you always must invest for improvements continuously.
- Don't be afraid to die. You are a master necromancer and resurrection are no secret for you.
- Don't panic and Think. Most of several bosses have weakness. You have to figure out and adapt your template accordingly.
- We are living in a world of magic, everyone who wants to kill something better then an Orcish Waaagh have to learn magic. Teleportation, heal, regeneration, ... support spells are a must to survive everywhere especially if you are alone.
- You are really polyvalent as a Sampire. Change your template accordingly to your foe.
- A lot of stuff will provide additional skills points. If you are able to found synergy with your template it will greatly increase your strength.
- Do not max all your skills to 120. Except for really mandatory skills, benefits are really low between 100 and 120.
- Invocations are always welcome to off tank and sometimes tank if you have to kit the monster to regen.
- Solen Hive is a really good starting point to raise your skills and make money.
- I am able to heal me with 11 different ways. Capability to stay alive is key, not the DPS.
Skills of the Sampire:
One fighting skill 120 mandatory. Swordsmanship can be raise to 130 with the Davy Jones Cloak. Mace fighting to 135, maybe 145 with the Necromancy-Ancient Incantations. I never found something to raise fencing over 120.
Parrying 120 mandatory.
Necromancy 99 to be able to cast the vampiric embrace. 100 when you'll be able to have the Necromancy-Ancient Incantations. Not more, you have time to cast the vampiric embrace.
Beware:
1/ If you are using + necro skills to reach 99, the vampiric embrace vanish if you remove your stuff.
2/ For the Necromancy-Ancient Incantations the 100 skill points MUST come from your own skill pool, skill points from stuff doesn't work!
Bushido at least 100. More will increase your whirlwind damages but not significantly and your parrying, significantly this time.
I have 110 myself. If your enemy DO NOT blood oath, don't forget to honor him to greatly increase your damages.
Spellweaving 37.5. Why this one? Because nature's fury is able to offtank peerless with same facility as a headless! Definitely THE support spell of the game for anyone traveling into dungeons.
37.5 skill points is what you need to never fail casting it.
As Heartwood was conquered by the Drows, you can found Aeluva the arcanist in Papua in front of the coachman, S/W corner of the Papua city.
Chivalry: This special one depends of your play style. It is not necessary but if you take it 60 points, including stuff, are enough. More points for more DPS.
Really limited from my point of view to invest more then 60. You can cast Enemy of one, refresh your stamina and that enough.
Healing 90 at least including +skills from stuff to be able to cure poison. More for a better heal.
Spirit speak 100 to never fail a heal.
Anatomy & Tactics: at least 90 points from your own skill points to unlock poison healing from anatomy and special moves from tactics. 100 is quite a must have for damage bonuses and can be reach with stuff. More if you want but the DPS impact is really limited. Try to think tank.
Archery: 100 when you start the build till you not have the Medeis and for Aliens. Yeah Aliens walk on this world and acid blood is really nasty for your gears.
Resisting Spells depends of your foe and play style. I like it because curses and blood oath duration are reduce.
Sampire template MUST be really flexible. On this base you can add and switch between poison, hide/stealth, music/ discordance, magic skills, taming skills, lumberjack,...
A final word: Soulstones are a MUST HAVE.
Stats of the Sampire:
Beginning: STR 130, DEX 130 INT 65.
High End: STR 150, DEX 150, INT 150.
STR are your heal pool and base damage. HP max set to 175.
DEX is your swing speed, stamina pool and bandies cooldown improvement.
Note from UOguide:
The bonus to a character's swing speed given by Stamina is based on increments of 30, rounded down.
And while the maximum Stamina possible is 250, Stamina above 240 grants no further increase in swing speed.
The bonus to a character's swing speed given by Stamina is based on increments of 30, rounded down.
And while the maximum Stamina possible is 250, Stamina above 240 grants no further increase in swing speed.
INT is your mana pool. High End, all your stuff MUST be crafted with mana increase. YOU ALWAYS NEED A BIGGER MANA POOL!
Like I said, magic is mandatory for everyone and you can move while casting and fight while casting... 300+ is a good pool.
Property caps:
Warriors use a lot of property mechanisms. You need to MAX THEM ALL. Here the list with the max:
Damage Increase (DI) 100%.
Swing Speed Increase (SSI) 1.25s you cannot reduce below. So look your weapons base speed and adapt. www.uoguide.com/Swing_Speed_Increase
Hit Chance Increase (HCI) 45%.
Defense Chance Increase (DCI) 45%.
Hit point regeneration 18: it is the amount of regeneration over 10 seconds.
Stamina regeneration 24: Vampiric embrace allow +15.
Mana regeneration 23: A MUST HAVE.
Reflect Physical Damage 100% <- exception: not necessary to max it.
Lower Mana Coast (LMC) 40%
Lower Reagent Coast (LRC) 100%
Faster Cast Recovery 6
Faster Casting 4
Gears of the Sampire:
your efficiency depends of your gears. No mistake or illusions, increase your gears.
Weapons:
Norbert's Little Axe. Insane DPS, armor ignore + Enemy of one on a honored target it is an easy 250+ damage every 1.25s.
Two-Handed artifact weapon with whirlwind
At the beginning, a tradium Double Axe is really good with whirlwind + dual strike for a small price.
you can easily found artifact sets with a build based on Double Axes.
Armor:
You can spellcraft quite everything on sets. You need a full set.
My favorite one is the Phoenix because is increasing all the regens, property you can normally craft only on jewels.
Other stuff:
I'll only mention 2 special items really improving your journey:
The Medeis Incantatrix. A spell book including an instant heal. Yes, an instant heal! And more but what else?!
The Horse of Life. A 3 pet slot with the Bucephalus stats but it is a pack horse. On top of that, he can resurrect you everywhere for free (even if he dies himself). It is a random Zeus Gift of Life.
Special moves
I'll limit to the top4:
Whirlwind, in combo with bushido and life drain hit to 8 enemies.
Double strike, for double tap. Simple, awesome!
Armor Ignore, for the best flat damage.
Infectious Strike for big damage over time if the boss is not immune.
Quests
I encourage you to ran trough all the quests even the magical ones, especially the magical ones. Some was described by Appolon and I encourage you to read them too.
I'll describe mandatory ones for Sampire, add Sampire approach on others and finish with the new and High End content.
I'll reuse the Appolon's classification too to rank the difficulty:
Sampire classification levels: 1) Apprentice (a few GMs or none), 2) Accomplished (GMs, no 120s, descent gears), 3) Master (a lot of GMs ,a few 120s, good gears + a few artifacts), 4) Elite(skills at 120 + full artifact set crafted).
Soul Stone: At the end you'll receive a soulstone token able to store a skill and get back free skill points to develop another skills.
You need a lot, you should have enough soulstones to swap skills as you wish.
You have to collect the 3 part of the stone. Each part guardian can be killed easily with a bow till you are not rank 2. Beware the first boss, a cu shide, can be tricky.
level >= 1.
Davy Jones Locker: Very first epic quest! you have to track the last hideout of the deadly Davy Jones. His cloak is mandatory if you are a swordsman.
Think to start the quest with an exceptional valorite katana and 550 tradium coins to bribe the guys.
Davy Jones have a huge life pool 10000+ and can fight as a warrior (crushing blow), as a necro (blood oath) or as a mage (flam...)
Level >= 2.
Book of Virtues: You'll have to travel over all the virtue dungeons to fight hidden bosses and collect virtue artifacts as a reward.
level >= 2.
Druid Grove: Quick quest very interesting for the poison immunity potion.
level >= 2.
Mercenaries: Chance to drop a contract to employ a mercenary. This mercenary can level and wear artifacts gears in the final stage.
level >= 3.
White Witch of Endor: Reward is a token to trade against any artifacts. Do not clean the central room of the dungeon. Rush directly the holes on the floor or in the walls to fight the bosses.
Hecate is a powerful necro.
level >= 3.
Windsong revenge: This bow is like the Norbert's little axe, a shiny object hard to found but devastating. Pull Gwydion alone and all will be fine. Drop rate is 10%. He also drop a hideout location where you can found random artifacts.
level >= 3.
Viking hunter: You have to track Vikings in an advanced outpost and pursue them into their city to kill the king. King drops are not artifacts but valuable and spellcraftable items with 5 properties.
Punch very hard but Vikings don't have magic abilities. Pull them one buy one and use Nature's fury. The King may spawn in archer stance, easy kill in this case.
level >=4, 3 if the king is an archer.
The Medeis Incantatrix: There is a before and an after this quest. Be careful, it is a mage quest. 120 magery to start it. 120 spirit speak on top to use the book. And the guardians!
Guardians are immune to physical damages. To kill them as a Sampire or as a warrior, you need a weapon with a lot of magical mods + the mirror image to replicate them and only 1 hour and 30mn to do this!
As a spellcaster, huge mana regen, invocs to tank and flamestrike.
level >= 4 as a Sampire, level >= 3 as a spellcaster.
The Plight of the Pleiades: Zeus will reward you with a very long list of powerful items, including the horse of life. But you will have to save the sisters first and walk trough the Abyss.
Hard quest, especially into the Abyss. You'll have to identify two guardians. killing those guardians will open a gate. First gate to the second stage of the Abyss, second one to the Zeus Temple.
Very hard. The last guardian hit at 160, but very intense!
level >= 4.
Yhaguen's Grape Heist: 6 powerful Sampire items including cloth, 50% drop rate and the final place is, hmm, let me say, ...
A 3 section dungeon. A mini-boss to open a timed gate to a boss location. The boss location is small and include a boss able to one shot you + 8 adds with the stats of a greater dragon. Each killed bosses provide the key for the next section.
Don't worry, fine bottles of Wine was provided in all the case if you are successful!
level >=4.
The Champion Tower: A really powerful place. A tower. 5 floors + the roof. One boss per floor. Each boss can drop artifacts including the Norbert's little axe. If you kill the boss on the roof, you'll be rewarded with a very powerful T-shirt.
All you need to build your high end equipment bases can be found into the Challenge Tower.
My advise: kill the upper levels adds first and go back to the 1st floor to kill bosses alone.
level >= 1 till 2nd floor.
level >= 2 on 3rd floor.
level >= 3 till 5th floor.
level >= 5 on the roof.
Zagan's Gate to Hell: I finish by this Ilshenar quest because "you should be" found valuable items, but:
Note from Amergain, Anonymous Game Master:
"Hell can be hell"
"Hell can be hell"
Level >= 5 The race is open guys, go ahead!
Templates
3 samples I am playing / have payed with:
The Musician template
The Tamer Template:
My current template:
Detailed armor set:
This last section describe in three parts:
1/ A glossary of the mods can be crafted on armor + the minimum crafted value you need per mod.
2/ My current armor with a complete mods description to reach all the maximum values for each properties and locations to found it.
3/ A Tradisaur leather crafted set to let Blood into Tartarus dungeons and level 3 quests.
Glossary and spell craft minimum value:
STR: Strength 15+
DEX: Dexterity 15+
INT: Intelligence 16
HCI: Hit Chance Increase 23+
DCI: Defense Chance Increase 23+
LMC: Lower Mana Cost 20+
LRC: Lower Reagents Cost 25+
reflect: Reflect Physical 15+
HP inc: Hit Point Increase 15+
Mana inc: Mana Increase 16
stam inc: Stamina Increase 15+
SR: Self Repair 4
FCR: Faster Cast Recovery 2
FC: Faster Casting 2
HP regen: Hit Point Regeneration 2+
Mana regen: Mana Regeneration 2+
Stam regen: Mana Regeneration 2+
Note:
crafted regeneration mods can be reach only 2 regeneration points. Only Phoenix armor set and some special jewels/quest items (noted below with a *) allow 3 regeneration points.
Faster cast recovery need special artifacts to reach 3. Spellcraft allows only 2.
High End Armor set: This set is deprecated as based on the previous Ancient Gem Properties system and needs to be updated after some tests. I let it for information as is still a very powerful set.
T-shirt: The Night's Gift: +10 RS, +10 Chiv, +8 Dex, Stam regen 3 and Self Repair 3. World drop.
Cloak: Davy Jones Cloak: +10 extra Anat, +10 extra Tactics, +10 extra Swordsmanship, DCI 15, LRC 15, Reflect 10, Luck 50, Enhance Potions 15. Davy Jones quest.
Talisman: Mana Inc +5, other mods as you wish. World drop.
Sash: Bandoulière de Krak: +10 extra RS, +10 extra Healing, +10 extra Hiding, DCI 10, LRC 20, luck 75, HP regen 1, refleck 10. Yhaguen's Grape Heist quest.
Gloves: Stitchers Mittens: +10 Healing, LRC, Mana Inc, Stam Inc, SR. Craft.
Arms: Amethyst Phoenix: HP inc, LRC, Luck (gems), Mana & Stam Inc, Mana & Stam & HP Regen, Reflect, SR. Chanllenge Tower.
Gorget: Amethyst Phoenix: LMC, LRC, Luck (gems), Mana & Stam Inc, Mana & Stam & HP Regen, Reflect, SR. Chanllenge Tower.
Helmet: Amethyst Phoenix: HCI, LMC, Luck (gems), Mana & Stam Inc, Mana & Stam & HP Regen, Reflect, SR. Chanllenge Tower.
Chest: Amethyst Phoenix: DCI, HCI, Luck (gems), Mana & Stam Inc, Mana & Stam & HP Regen, Reflect, SR. Chanllenge Tower.
Legs: Amethyst Phoenix: HP inc, Swing Speed Increase 9% (default set property) , Luck (gems), Mana & Stam Inc, Mana & Stam & HP Regen, Reflect, SR. Chanllenge Tower.
Belt: Tradisaur Ninja Belt: LRC, HP & Mana & Stam Inc, Luck 79. Craft.
Earrings: Amethyst Red Magic: STR, INT, FCR, FC, Mana & Stam & HP Inc, luck 125*, HP regen 3*. * means Red Magic artifact bonus. Tower Mage quest.
Ring: Amethyst Virtue: STR, DEX, INT, FCR, Luck 175*, Mana & Stam Inc, Stam Regen, Mana Regen 3*. * means Virtue artifact bonus. Virtue quest.
Bracelet: Amethyst Ornament of the Magician: STR, DEX, INT, FCR 3*, FC, Luck (gems), Stam & Mana Inc, Stam Regen. Tower Mage quest.
Boots: Traditional Runners, not best then this welcoming Amair's Gift! Dex +10, +5 Healing, Stam regen 1, Stam Inc 10.
Note: Extra skill points are limitless skill points. i.e you can have more then 120 skill points in a dedicated skill.
Tradisaur Leather Set:
It is exactly the same set without the HP, Mana & Stam regen neither the Reflect and SR as you can only have 5 crafted mods.
Hope it helps, and once again, this guide is just one vision of the Sampire, don't hesitate to share and discuss to evolve it.
Take care,
Yhaguen.