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Fortybox
08-29-2017, 01:08 AM
Are UAC wizards any good? I figured with celerity you could get 1 sec punches.

Has anyone done this build and gone far with it? I would imagine with the UAC system being different than AS/DS, a wizard could go all the way to cap?

Alashir
08-29-2017, 01:31 AM
I did it with my tonis bard for 1s everything and it was very underwhelming.

khorpulent
08-29-2017, 08:24 AM
I've heard some people swear by it, but when I've played around with it on my warmage on the test server it was unimpressive. If wizards could get punch/kick mastery, it might be a different story.

Since a wizard can swing a heavy weapon in 1 second anyhow, you're not getting anywhere near the full benefits from 506.

The one advantage is is that it's easier to connect with stuff with UAC than it is with a regular melee weapon. Since AS vs DS is usually a significant problem for warmages, I imagine it's helpful in some situations to be able to bypass DS through using UAC. But still, punching something with a higher UDF, you're still just plinking.

And along with that, I imagine your own DS would be a problem, too. My warmage gets knocked around enough with a lance and a least a little parry DS -- going around open handed seems problematic.

So yes, you COULD probably go all the way to cap, but it might not be very awesome.

Maerit
08-29-2017, 11:43 AM
I've been playing a UAC warmage since level 0, and the wizard is level 65 now. He can get perfect arena runs around 70% of the time as well.

The primary reason I went this route was my severe dislike of the disarm mechanics in the game, and I wanted a character that was fun - melee oriented - but immune to disarm while being self-sufficient. This warmage hunts entirely self-spelled, and can up-hunt easily (been fighting level 70+ fire mages on Teras).

Another nice thing is that is frees up some CMAN points. Right now, he's rank 4 in feint and rank 4 in DIRTKICK. You'd think Dirtkick is a sub-par CMAN to use, but the reality is that it drops their EBP by 30%. Add to that the additional 6% I get from using 909 (stomped), and it makes them incredibly easy to hit.

One more point in the favor of UAC is that you can easily hit targets that are "turtled". While I do make use of feint, it isn't necessary. I can still hit targets very easily, stun them, and kill them, while they're in full defensive stance. Fire mages are a good example of a tough target to attack with conventional AS mechanics because they can generate with wizard's shield and have a plethora of powerful defensive spells. In the end, they're super easy to kill with UAC.

UAC is better than most other forms of warmagery early on because of it's extremely low Air Lore requirements. You need around 50 ranks of air lore to swing a claidhmore (assuming you can already swing one in 5s) in 1s. You'll need around 60 ranks for a Lance. Similarly, you need close to 60ish ranks to fire a long bow in 1 second. None of that is aiming either. That's just straight attacks.

At 0 ranks of Air Lore, you can Jab/Punch/Grapple in 1 second and Kick in 2 seconds.
At 10 ranks of Air Lore, you can now Kick in 1 second as well.
At 20 ranks of Air Lore, you can AIM your Jab/Punch/Grapple and Kick in 1 second.

This makes it very easy to access for a fast combat style. Kicking also has incredibly low crit kill thresholds for head/neck/abdomen and chest attacks. Stomp (909) to knock over, kick their head repeatedly (2-3 times), and they'll die.

Heavier weapons are harder to aim. Only ranged weapons are easier to aim for warmages due to being able to 2x into perception. The lack of reasonable access to Ambush training makes it incredibly hard to aim heavy weapons, but UAC is not so hard to aim because it's technically "the lightest weapon class". It's also a very easy weapon skill to improve with some enhancives. You can get +10 to Ambush RANKS and now you'll rarely miss aimed attacks.

One annoyance is 902. 902 is a very useful ability, but you have to remove the item, prep 902, evoke, then re-equip the item. I had to write a script to manage 902 for combat with UAC because, unlike other weapon styles, you aren't holding the equipment. Additionally, you have to keep 902 on both your hand and feet equipment.

In the end, I strongly advise UAC for starter warmages. Just kick spam with 10 ranks in Air Lore. A level 10 warmage can actually get perfect arena scores using UAC because it costs next to no mana, your UAF will be plenty high to hit targets, and kick spam decimates things easily. You won't be able to swing a claid/lance/maul or shoot a bow nearly as quickly as you can kick spam - and it WILL kill fast.

Maerit
08-29-2017, 11:51 AM
This is an example of what UAC looks like for a warmage:



cman dirtkick #10380208
You set yourself up to roll out of the black dobrem's way!
[Roll result: 273 (open d100: 233) Penalties: 0]
You manage to kick a large clump of dust at a muscular black dobrem!
Score! Direct hit to a muscular black dobrem's face!
Roundtime: 3 sec.
Roundtime changed to 1 second.
You are now targeting a muscular black dobrem.

You attempt to jab a muscular black dobrem!
You have decent positioning against a muscular black dobrem.
UAF: 466 vs UDF: 417 = 1.117 * MM: 98 + d100: 85 = 194
... and hit for 16 points of damage!
Flurry of jabs to the ribs leaves the black dobrem winded!
Strike leaves foe vulnerable to a followup jab attack!
** Necrotic energy from your matte black gloves overflows into you! **
You feel energized!
Your matte black gloves fades some.
Roundtime: 2 sec.
Roundtime changed to 1 second.

You attempt to jab a muscular black dobrem!
You have good positioning against a muscular black dobrem.
UAF: 471 vs UDF: 417 = 1.129 * MM: 98 + d100: 43 = 153
... and hit for 10 points of damage!
Strong push to chest unbalances foe.
** Your matte black gloves release a blast of vibrating energy! **
... 25 points of damage!
Nice blow to chest!
The black dobrem is stunned!
Your matte black gloves fades some.
You feel the unnatural surge of necrotic power wane away.
Roundtime: 2 sec.
Roundtime changed to 1 second.

You attempt to kick a muscular black dobrem!
You have good positioning against a muscular black dobrem.
UAF: 441 vs UDF: 417 = 1.057 * MM: 103 + d100: 27 = 135
... and hit for 52 points of damage!
Sweeping side kick brings full weight to land against the black dobrem's chest!
Your leather boots fades some.
Roundtime: 4 sec.
Roundtime changed to 1 second.

You attempt to kick a muscular black dobrem!
You have good positioning against a muscular black dobrem.
UAF: 441 vs UDF: 417 = 1.057 * MM: 103 + d100: 71 = 179
... and hit for 72 points of damage!
Rapid twisting kick deals nasty double strike to lower right leg!
The black dobrem yelps loudly as he collapses to the ground in obvious pain and favors his mangled right hind leg.
Your leather boots fades some.
Roundtime: 4 sec.
Roundtime changed to 1 second.

You attempt to kick a muscular black dobrem!
You have good positioning against a muscular black dobrem.
UAF: 441 vs UDF: 321 = 1.373 * MM: 113 + d100: 35 = 190
... and hit for 88 points of damage!
Quickly descending axe kick shatters several ribs!
The black dobrem rolls over and dies.
Your leather boots fades some.
Roundtime: 4 sec.
Roundtime changed to 1 second.


And a more difficult opponent:



You gesture at a thickset orc champion.
A wave of dark ethereal ripples moves outward from you.
A thickset orc champion is buffeted by the dark ethereal waves and is knocked to the ground.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
You set yourself up to back pedal out of the orc champion's way!

As you stomp your foot sharply, the floor shakes wildly!
The ground begins to shake violently, making it hard to stand.
A thickset orc champion bounces along the floor as the tremors shake.

You remove a drake yierka-spur from in your knapsack.
[Roll result: 90 (open d100: 50) Penalties: 0]
You feint to the left, the orc champion almost buys the ruse, but recovers just in time.
Roundtime: 3 sec.
Roundtime changed to 1 second.

You put a drake yierka-spur in your knapsack.

You're now no longer aiming at anything in particular.
You are now in an offensive stance.

A thickset orc champion thrusts with a spear at you!
AS: +413 vs DS: +366 with AvD: +28 + d100 roll: +85 = +160
... and hits for 23 points of damage!
Minor puncture to the right arm.
You are now targeting a thickset orc champion.

You attempt to jab a thickset orc champion!
You have decent positioning against a thickset orc champion.
UAF: 446 vs UDF: 353 = 1.263 * MM: 97 + d100: 23 = 145
... and hit for 2 points of damage!
Hits right elbow, but lacks force.
Strike leaves foe vulnerable to a followup punch attack!
Your matte black gloves fades some.
Roundtime: 2 sec.
Roundtime changed to 1 second.

You attempt to punch a thickset orc champion!
You have good positioning against a thickset orc champion.
UAF: 446 vs UDF: 353 = 1.263 * MM: 96 + d100: 75 = 196
... and hit for 46 points of damage!
Fast, painful strike to lower back.
** Necrotic energy from your matte black gloves overflows into you! **
You feel healed!
** Your matte black gloves release a blast of vibrating energy! **
... 15 points of damage!
Nice blow to right hand!
Your matte black gloves fades some.
Roundtime: 3 sec.
Roundtime changed to 1 second.

You attempt to kick a thickset orc champion!
You have good positioning against a thickset orc champion.
UAF: 441 vs UDF: 353 = 1.249 * MM: 84 + d100: 54 = 158
... and hit for 40 points of damage!
Hook kick connects with left thigh, fracturing the hip!
The orc champion is knocked to the ground!
The orc champion starts to favor his wounded leg!
** Necrotic energy from your leather boots overflows into you! **
You feel energized!
Your leather boots fades some.
Roundtime: 4 sec.
Roundtime changed to 1 second.

You attempt to kick a thickset orc champion!
You have good positioning against a thickset orc champion.
UAF: 461 vs UDF: 331 = 1.392 * MM: 94 + d100: 73 = 203
... and hit for 66 points of damage!
Front kick to midsection doubles the orc champion over!
Your leather boots fades some.
You feel the unnatural surge of necrotic power wane away.
Roundtime: 4 sec.
Roundtime changed to 1 second.

You attempt to kick a thickset orc champion!
You have good positioning against a thickset orc champion.
UAF: 441 vs UDF: 331 = 1.332 * MM: 95 + d100: 41 = 167
... and hit for 57 points of damage!
Front kick to midsection doubles the orc champion over!
Your leather boots fades some.
Roundtime: 4 sec.
Roundtime changed to 1 second.

You attempt to kick a thickset orc champion!
You have good positioning against a thickset orc champion.
UAF: 441 vs UDF: 331 = 1.332 * MM: 95 + d100: 74 = 200
... and hit for 60 points of damage!
Low axe kick drives into side of right knee, shattering the joint!
The orc champion starts to favor his wounded leg!
Your leather boots fades some.
Roundtime: 4 sec.
Roundtime changed to 1 second.

You attempt to kick a thickset orc champion!
You have good positioning against a thickset orc champion.
UAF: 441 vs UDF: 320 = 1.378 * MM: 102 + d100: 15 = 155
... and hit for 34 points of damage!
Leaping kick smashes into right shoulder!
Your leather boots fades some.
Roundtime: 4 sec.
Roundtime changed to 1 second.

You attempt to kick a thickset orc champion!
You have excellent positioning against a thickset orc champion.
UAF: 441 vs UDF: 320 = 1.378 * MM: 104 + d100: 65 = 208
... and hit for 72 points of damage!
Flying kick connects with left knee and continues through to the other side!
** Necrotic energy from your leather boots overflows into you! **
You feel healed!
Your leather boots fades some.
Roundtime: 4 sec.
Roundtime changed to 1 second.

Your heightened awareness of your foes fades away.
You attempt to kick a thickset orc champion!
You have excellent positioning against a thickset orc champion.
UAF: 431 vs UDF: 306 = 1.408 * MM: 101 + d100: 58 = 200
... and hit for 113 points of damage!
Amazing kick goes through abdomen without slowing, sending stomach flying out through the back!
Your leather boots fades some.
Roundtime: 4 sec.
Roundtime changed to 1 second.

You attempt to kick a thickset orc champion!
You have excellent positioning against a thickset orc champion.
UAF: 431 vs UDF: 299 = 1.441 * MM: 110 + d100: 49 = 207
... and hit for 59 points of damage!
Quick flying kick utterly shatters the right wrist! A handy strike!
The champion screams and grasps at his mangled right claw as his spear falls to the ground.
Your leather boots fades some.
Roundtime: 4 sec.
Roundtime changed to 1 second.

You attempt to kick a thickset orc champion!
You have excellent positioning against a thickset orc champion.
UAF: 431 vs UDF: 345 = 1.249 * MM: 112 + d100: 40 = 179
... and hit for 100 points of damage!
Rapid spin brings leg around with immense power, caving in the orc champion's entire torso in the process!
Your leather boots fades some.
Roundtime: 4 sec.
Roundtime changed to 1 second.

You attempt to kick a thickset orc champion!
You have excellent positioning against a thickset orc champion.
UAF: 431 vs UDF: 345 = 1.249 * MM: 106 + d100: 47 = 179
... and hit for 92 points of damage!
Powerful front kick connects with a sickening *CRUNCH*, shattering bones and rupturing internal organs!
Your leather boots fades some.
Roundtime: 4 sec.
Roundtime changed to 1 second.

You feel fully energetic again.
You attempt to kick a thickset orc champion!
You have excellent positioning against a thickset orc champion.
UAF: 431 vs UDF: 338 = 1.275 * MM: 111 + d100: 82 = 223
... and hit for 119 points of damage!
Devastating reverse roundhouse sends the orc champion flying, only to land in a crumpled heap!
** Necrotic energy from your leather boots overflows into you! **
You feel energized!
Your leather boots fades some.
Roundtime: 4 sec.
Roundtime changed to 1 second.

You attempt to kick a thickset orc champion!
You have excellent positioning against a thickset orc champion.
UAF: 451 vs UDF: 338 = 1.334 * MM: 110 + d100: 4 = 150
... and hit for 41 points of damage!
Axe kick drops rapidly, handily smashing the left wrist.
The orc champion starts to favor his wounded arm!
Your leather boots fades some.
You feel the unnatural surge of necrotic power wane away.
Roundtime: 4 sec.
Roundtime changed to 1 second.

You attempt to kick a thickset orc champion!
You have excellent positioning against a thickset orc champion.
UAF: 431 vs UDF: 288 = 1.496 * MM: 115 + d100: 9 = 181
... and hit for 100 points of damage!
Rapid spin brings leg around with immense power, caving in the orc champion's entire torso in the process!
[You have earned 90 prestige points.]
A thickset orc champion breathes his last gasp and dies.
** Necrotic energy from your leather boots overflows into you! **
You feel energized!
Your leather boots fades some.
Roundtime: 4 sec.
Roundtime changed to 1 second.

Methais
08-29-2017, 12:04 PM
I just maxed out MoC and am picking up brawling now, and planning on picking up TWC after that.

I'm not sure what the numbers will look like, but at least on paper a twc mstrike brawling wizard sounds like it could be fun. Unless it changed at some point, Celerity should still reduce mstrike RT, I would just have to keep recasting it before each mstrike.

I have no idea if my stamina would hold up though being able to only 1x PT. Anyone less lazy with numbers know if this is doable? I'm not sacrificing any core skills or any of that it's just something to mess with post cap.

Maerit
08-29-2017, 01:30 PM
TWC would only benefit you for the DS, since you won't want to UAC with weapons as a wizard. The MM penalty is too severe, and you'd lose out on significant critical damage potential.

For a wizard, I'd probably focus on tiering-up before mstriking. Otherwise you'll get one of those 5 pt mstrikes where you jab 3-4x for just 1 pt each. Do some tiering up to get to good/excellent positioning, then mstrike spam.

Methais
08-29-2017, 04:37 PM
I meant more for "normal" brawling with TWC. Original Ryjex used to do it and it looked super fun. But he was a bard so his AS is way higher than mine would be but I'm running out of things to train. :/

Maerit
08-29-2017, 04:50 PM
I meant more for "normal" brawling with TWC. Original Ryjex used to do it and it looked super fun. But he was a bard so his AS is way higher than mine would be but I'm running out of things to train. :/

If you have OHE already, then dual-wielding katars would probably be pretty strong. Though, based on DFs for brawling weapons compared to the power of UAC, I'd think UAC is faster unless we're talking 101 ranks in MOC.

Methais
08-29-2017, 04:53 PM
Yeah I have 101 ranks MOC.

Katars are edged? I never paid much attention to anything with brawling other than watching someone fumble a Voln Fu kick and kicked himself in the head and died years ago. I'm only runestaff trained right now anyway.

Alashir
08-29-2017, 05:47 PM
Yeah I have 101 ranks MOC.

Katars are edged? I never paid much attention to anything with brawling other than watching someone fumble a Voln Fu kick and kicked himself in the head and died years ago. I'm only runestaff trained right now anyway.

Katars are edged and brawling

Maerit
08-29-2017, 05:48 PM
Katars are edged?

As Alashir said, you need OHE and Brawling to use a katar.
I was suggesting using a katar if you already had OHE training and was going to pick up brawling as well.

Otherwise, you're stuck with tiger-claws, which are not particularly great to use. The reason that brawling bards do decently with AS based brawling attacks is the sonic flares and the speed with Tonis. Even if you use e-bladed weapons, it won't be nearly as interesting or spectacular as sonic flares.

wetsand
08-29-2017, 06:11 PM
Mind posting your skills and stats? I'm interested in this approach for my mid 70's wizard.

Fortybox
08-29-2017, 07:55 PM
I've been playing a UAC warmage since level 0, and the wizard is level 65 now. He can get perfect arena runs around 70% of the time as well.

The primary reason I went this route was my severe dislike of the disarm mechanics in the game, and I wanted a character that was fun - melee oriented - but immune to disarm while being self-sufficient. This warmage hunts entirely self-spelled, and can up-hunt easily (been fighting level 70+ fire mages on Teras).

Another nice thing is that is frees up some CMAN points. Right now, he's rank 4 in feint and rank 4 in DIRTKICK. You'd think Dirtkick is a sub-par CMAN to use, but the reality is that it drops their EBP by 30%. Add to that the additional 6% I get from using 909 (stomped), and it makes them incredibly easy to hit.

One more point in the favor of UAC is that you can easily hit targets that are "turtled". While I do make use of feint, it isn't necessary. I can still hit targets very easily, stun them, and kill them, while they're in full defensive stance. Fire mages are a good example of a tough target to attack with conventional AS mechanics because they can generate with wizard's shield and have a plethora of powerful defensive spells. In the end, they're super easy to kill with UAC.

UAC is better than most other forms of warmagery early on because of it's extremely low Air Lore requirements. You need around 50 ranks of air lore to swing a claidhmore (assuming you can already swing one in 5s) in 1s. You'll need around 60 ranks for a Lance. Similarly, you need close to 60ish ranks to fire a long bow in 1 second. None of that is aiming either. That's just straight attacks.

At 0 ranks of Air Lore, you can Jab/Punch/Grapple in 1 second and Kick in 2 seconds.
At 10 ranks of Air Lore, you can now Kick in 1 second as well.
At 20 ranks of Air Lore, you can AIM your Jab/Punch/Grapple and Kick in 1 second.

This makes it very easy to access for a fast combat style. Kicking also has incredibly low crit kill thresholds for head/neck/abdomen and chest attacks. Stomp (909) to knock over, kick their head repeatedly (2-3 times), and they'll die.

Heavier weapons are harder to aim. Only ranged weapons are easier to aim for warmages due to being able to 2x into perception. The lack of reasonable access to Ambush training makes it incredibly hard to aim heavy weapons, but UAC is not so hard to aim because it's technically "the lightest weapon class". It's also a very easy weapon skill to improve with some enhancives. You can get +10 to Ambush RANKS and now you'll rarely miss aimed attacks.

One annoyance is 902. 902 is a very useful ability, but you have to remove the item, prep 902, evoke, then re-equip the item. I had to write a script to manage 902 for combat with UAC because, unlike other weapon styles, you aren't holding the equipment. Additionally, you have to keep 902 on both your hand and feet equipment.

In the end, I strongly advise UAC for starter warmages. Just kick spam with 10 ranks in Air Lore. A level 10 warmage can actually get perfect arena scores using UAC because it costs next to no mana, your UAF will be plenty high to hit targets, and kick spam decimates things easily. You won't be able to swing a claid/lance/maul or shoot a bow nearly as quickly as you can kick spam - and it WILL kill fast.

This is very helpful. Do you imagine this is still a good tactic at cap?

khorpulent
08-29-2017, 08:47 PM
Yeah, my warmage was probably 80 by the time they changed 506, so I had my RT at 1 second with a lance much sooner than you could these days. I could definitely see the benefits of UAC at lower levels.

One cool thing about the UAC wizard is that you could get away with a halfling or gnome, since UAF is a mix of AGL and STR.

Alashir
08-29-2017, 11:13 PM
My bard while spamming attacks just didn't seem to tier up fast enough to justify brawling versus almost anything else. It was boring albeit far more devastating to just spam lance attacks in 2s.

I don't know if 506 carries less of a penalty for tiering up as tonis does, but imo the lack of tier ups with tonis really killed it for me.

For what it's worth I completely agree with how enjoyable it is to never worry about disarm mechanics ever again.

Maerit
08-30-2017, 09:58 AM
Yeah, my warmage was probably 80 by the time they changed 506, so I had my RT at 1 second with a lance much sooner than you could these days. I could definitely see the benefits of UAC at lower levels.

One cool thing about the UAC wizard is that you could get away with a halfling or gnome, since UAF is a mix of AGL and STR.

My first UAC wizard was a gnome, and he was a funny little guy. Everything was always knocked down because he wasn't able to hit any other body part except the legs, so jabs and punches to tier-up always knocked my targets over. It was fun because he was extremely good at aiming for the legs - without using AIM!

These days I am playing a Giant UAC warmage. Mostly for RP reasons. Half-Krol is actually the strongest UAC option, but they're somewhat slow learners...

Methais
08-30-2017, 10:07 AM
Half-Krol is actually the strongest UAC option, but they're somewhat slow learners...

https://media.tenor.com/images/98fc40b4faa97b5e1746910584e633ca/tenor.gif

Maerit
08-30-2017, 10:33 AM
Mind posting your skills and stats? I'm interested in this approach for my mid 70's wizard.

Sure thing:



Skill Name | Actual Actual
| Bonus Ranks Goals In-Game Time to Goal
Two Weapon Combat..................| 0 0 0
Armor Use..........................| 70 15 15
Combat Maneuvers...................| 166 66 66
Brawling...........................| 166 66 66
Physical Fitness...................| 166 66 66
Arcane Symbols.....................| 166 66 66
Magic Item Use.....................| 166 66 66
Harness Power......................| 164 64 64
Elemental Mana Control.............| 166 66 66
Elemental Lore - Air...............| 105 25 25
Elemental Lore - Earth.............| 120 30 30
Perception.........................| 166 66 66
Climbing...........................| 90 20 20
Swimming...........................| 50 10 10

Spell Lists
Major Elemental....................| 62 62

Spell Lists
Minor Elemental....................| 53 53

Spell Lists
Wizard.............................| 20 20


I went for Air Lore first, and got it to 25 ranks. This was so I could aim UAC attacks with 1s RT, and I attuned to Air so I could e-blade 1x gloves/boots and have 5x gear with strong air flares. It worked well until I upgraded to 7x gloves (KO and earth flaring) with 6x HCW boots.

Earth lore helps bolster UAF by improving 509, making 909 better - which warmages use frequently - and improving my 520 for those times when a maneuver stuns me while in offensive. Since he is in GOS, wears HCP double leathers, and has 520, I'm walking around in with expert crit padding (10+10+6) and have around Fantastic crit padding when stunned (10+10+16). I think that's how that works... Though if I did it over, I'd probably go VOLN over GOS. This character was started before the 520 changes, so the HCP from sigil of major protection was very attractive. Now that I can have serious padding from my equipment + mage armor, the benefits from GoS are not as noticeable. The lack of access to symbol of blessing, Kai's Strike, and the other Kai passive symbol to fight undead is a bit of a limitation. I may chose to switch this character to Voln at a later date.

The rest is pretty self-explanatory. I did have spell aiming at one point, but bolted maybe once per week and was sad that I had trouble warding things (516 and 501 are handy), so I dumped the SA for more spell ranks. This had the side benefit of adding more UAF due to improving 425 with more MnE ranks. 15 ranks to wear double leathers. The 4% hindrance is annoying, but it only pops up sometimes when refreshing 506 or 902.

Starting Stats - set to be nearly perfect at cap, but I tanked INF to get a boost to AGI (giants aren't very agile):




Strength (STR): 82
Constitution (CON): 77
Dexterity (DEX): 70
Agility (AGI): 85
Discipline (DIS): 70
Aura (AUR): 54
Logic (LOG): 70
Intuition (INT): 59
Wisdom (WIS): 73
Influence (INF): 20

Methais
08-30-2017, 10:34 AM
Do katars require both edged and brawling training? Or just one or the other?

Maerit
08-30-2017, 10:36 AM
Do katars require both edged and brawling training? Or just one or the other?

Both. I believe your AS is halved if you're not trained in one or the other.

Alashir
08-30-2017, 11:50 AM
Do katars require both edged and brawling training? Or just one or the other?

Both as Maerit said. If you look at their speed and DF table, it's like using a far superior short sword. The tradeoff is basically TP's.

Fortybox
08-30-2017, 09:13 PM
Sure thing:



Skill Name | Actual Actual
| Bonus Ranks Goals In-Game Time to Goal
Two Weapon Combat..................| 0 0 0
Armor Use..........................| 70 15 15
Combat Maneuvers...................| 166 66 66
Brawling...........................| 166 66 66
Physical Fitness...................| 166 66 66
Arcane Symbols.....................| 166 66 66
Magic Item Use.....................| 166 66 66
Harness Power......................| 164 64 64
Elemental Mana Control.............| 166 66 66
Elemental Lore - Air...............| 105 25 25
Elemental Lore - Earth.............| 120 30 30
Perception.........................| 166 66 66
Climbing...........................| 90 20 20
Swimming...........................| 50 10 10

Spell Lists
Major Elemental....................| 62 62

Spell Lists
Minor Elemental....................| 53 53

Spell Lists
Wizard.............................| 20 20


I went for Air Lore first, and got it to 25 ranks. This was so I could aim UAC attacks with 1s RT, and I attuned to Air so I could e-blade 1x gloves/boots and have 5x gear with strong air flares. It worked well until I upgraded to 7x gloves (KO and earth flaring) with 6x HCW boots.

Earth lore helps bolster UAF by improving 509, making 909 better - which warmages use frequently - and improving my 520 for those times when a maneuver stuns me while in offensive. Since he is in GOS, wears HCP double leathers, and has 520, I'm walking around in with expert crit padding (10+10+6) and have around Fantastic crit padding when stunned (10+10+16). I think that's how that works... Though if I did it over, I'd probably go VOLN over GOS. This character was started before the 520 changes, so the HCP from sigil of major protection was very attractive. Now that I can have serious padding from my equipment + mage armor, the benefits from GoS are not as noticeable. The lack of access to symbol of blessing, Kai's Strike, and the other Kai passive symbol to fight undead is a bit of a limitation. I may chose to switch this character to Voln at a later date.

The rest is pretty self-explanatory. I did have spell aiming at one point, but bolted maybe once per week and was sad that I had trouble warding things (516 and 501 are handy), so I dumped the SA for more spell ranks. This had the side benefit of adding more UAF due to improving 425 with more MnE ranks. 15 ranks to wear double leathers. The 4% hindrance is annoying, but it only pops up sometimes when refreshing 506 or 902.

Starting Stats - set to be nearly perfect at cap, but I tanked INF to get a boost to AGI (giants aren't very agile):




Strength (STR): 82
Constitution (CON): 77
Dexterity (DEX): 70
Agility (AGI): 85
Discipline (DIS): 70
Aura (AUR): 54
Logic (LOG): 70
Intuition (INT): 59
Wisdom (WIS): 73
Influence (INF): 20


Do you see yourself doing this at cap?

Maerit
09-06-2017, 10:23 AM
Do you see yourself doing this at cap?

I'd like to try this out at cap, but with 2x spell aiming as well. I'd likely use UAC for living, and bolt the undead.

khorpulent
09-06-2017, 10:46 AM
I think GOS has some nice benefits for a warmage other than just major bane/protection, most notably sigils of distraction and intimidation. I generally have mana and stamina to spare (unlike some of my other GOS characters), so I find myself using those two frequently. The penalty to EBP, when combined with the EBP penalties of 909, helps to avoid a lot of missed swings. I use intimidation less (it's more expensive), but it's nice for an extra boost when you encounter something with a lot of DS.

Sigil of determination is also damn handy, especially cause warmages seem to get injured a bit more frequently (or at least mine does compared with my pure). And sigil of mending is pretty rad, cause it means you can eat all herbs in 1 second with 535 up. And you don't have to waste points on FA.

I definitely agree with dropping SA for spell ranks. Bolting is certainly useful, but I liked actually being able to ward stuff, afford lores, etc. I finally just picked up SA at about 8m exp, but I'm kind of annoyed that I had to drop 30 spell ranks for it. It means that I can actually hunt most capped areas now, though, which I couldn't necessarily do before.