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The Basics of Making a Character Template: Skills

The Basics of Making a Character Template: Skills

This is mostly just an almagam of some other posts I made, but I'll put it here for convenience; this is a multi-post guide; the first post will cover the basics, the second will cover some common template types, and following will be skill descriptions; i.e, what it does and why you might want it in your template. This thread is only meant to deal with SKILLS, and will not really touch on stats, and will only give passing mention to equipment, as far as it affects your skill selections.

Basically, of all the skills list of the game, you can divide them into seven categories, based upon how they fit together to make a template:
  • Attack Skills - For any character intending to do either PvM or PvP, this will be the main skill your template is centered on; it's how you kill things. Your other skills might help you get up to this point, but this is the skill that finishes them off. Hence, this skill ALSO is usually what determines the "name" of the template; use magery and you're a mage, use a weapon skill and you're a dexxer or warrior.
  • Healing Skills - The opposite of the attack skill, and just as necessary, this is how you stay alive, both recovering from damage, as well as curing poison, and possibly resurrecting dead friends.
  • Support Skills - These skills lend flexibility and options to your template; they aren't really full "kill" skills on their own, but often are used offensively in a similar manner.
  • Co-Requisite Skills - These skills really aren't used on their own, but are necessary to make the other skills potent enough to use, or may even be required to use them at all.
  • Other Skills - This more or less fits the category for all PvM/PvP skills that aren't in one of the main categories.
  • Professional Skills - These skills are generally best kept enitrely off of dedicated PvM/PvP characters, and are used for specific sorts of characters. Namely, crafters, and other types of specialist characters.
  • Useless Skills - As a general rule, these skills almost never have any purpose on any template. Once upon a time, they served a purpose, but now, they have no real compelling reason for their existence.
Basically, for the most part, making a character is a process of mixing and matching: take a minimum of one attack and one healing skill, making sure to take whatever co-requisites go with them. Then, add in some support or other skills to improve their potency, and give them more options. Of course, not all combinations work as well for certain tasks, or even work out well at all, so there's lots of use for experimentation.
 
Re: The basics of making a character template: skills

Common Templates

Though they are far from all the templates you'll find in use around Demise, these will cover, as a few examples, what sort of things are commonly used, and what their strengths are. I will only include skills up to GM, save for those where power scrolls are available outside of champion spawns, and hence more readily available. (disclaimer: I've not played all of these templates, so I suppose some of this may be subject to correction, as a lot comes from merely my own observation)
  • Provo/Peace Tamer - PvM. Animal taming, veterinary, animal lore, musicianship, peacemaking, provocation, magery.
    • Strengths - The best template, arguably, for getting pets, particularly of the dangerous sort, as peacemaking and provocation combined give you plenty of options for going into dangerous areas to tame. Provocation is good when you've got multiple mid-level monsters around, like in Destard or Blood. (i.e, dragons, daemons, and blood elementals)
    • Weaknesses - Not suited for some types of monsters, especially those with hit-area attacks, or suited for areas with lots and lots of monsters. (like champion spawns) Slightly different templates would be superior for fighting massive, singular enemies like Dark Fathers.
    • Possible Changes - Magery, and possibly one of the music skills, would be decreased to make room for increases in Taming, Vet, and Lore. Also, replacing one of the music skills with discordance would make much more sense for fighting a boss monster 1-on-1.
  • Necro-weaver PvM. Magery, Evaluating Intelligence, Necromancy, Spirit Speak, Meditation, Spellweaving, Resisting Spells.
    • Strengths - Rather effective at dealing with masses of enemies, and flexible to be able to deal with a variety of PvM situations.
    • Weaknesses - Possibly a bit too much flexibility; most players with these aren't skilled enough to make use of the 97 spells at their disposal, and just sit there in Lich Form and spam Nature's Fury. Wraith Form with Wither is generally a better idea, as you should never really try using furies for monsters you can readily kill yourself; save them for when you have something far nastier you need to distract.
    • Possible Changes - Again, meditation will likely take hits to raise skills. Also, dropping evaluating intelligence for wrestling might be a potential idea; use magery for healing, and use necromancy and weaving for most of the actual fighting. Without wrestling, you'll need to equip a pricey Staff of the Magi or Swords of Prosperity, which could be disarmed if you're raided while doing a champion spawn, ensuring your quick demise.
  • Necro Bleed Mage PvP. Magery, Evaluating Intelligence, Meditation, Resisting Spells, Fencing, Necromancy, Spirit Speak.
    • Strengths - Possibly the most common PvP template, especially at duels. Combine Evil Omen, Corpse Skin, Explosion, and Flamestrike to create your own combo, and throw in the war fork specials for good measure.
    • Weaknesses - Still requires actual skill, especially if you wind up in an unexpected situation; once Evasion actually works, samurai should eat these for breakfast, as good luck on hitting with Disarm before they do, thanks to their obscene hit and defend chances! Many players take this template under the dillusion they're z0rak, or as good as he was, and to date, not a single player on this shard since him has been that good.
    • This class no longer works, due to the requirement of tactics for using weapon specials.
    • Possible Changes - Different players will drain different skills to raise them past GM. Meditation invariably is the first to suffer, though, but taking too much means placing a priority on mana regeneration equipment. Which is why most of these characters wear both an RBC and a HoM, further adding to their cut-and-paste image.
  • Hiryu Archer PvM. Archery, Tactics, Anatomy, Healing, Bushido, Chivalry.
    • Strengths - Very potent offensive combo; the lesser hiryu will
    • Weaknesses - Not terribly good against swarms, and requires a LOT of help from tamers; care must be taken to keep your lesser hiryu from dying, lest you wander around until you find a tamer. Oh, and you need to buy the bird from a tamer since you can't tame with this template in the first place.
    • Possible Changes - I only listed six skills here, so it's possible to put them all up to 120. I'm sure someone who uses this template will pipe in with some other suggestions. However, GM Chivalry really isn't all that necessary for PvM.
  • Nox Mage PvP first, PvM second. Magery, Evaluating Intelligence, Meditation, Resisting Spells, Wrestling, Inscription, Poisoning.
    • Strengths - A very strong balance of damage-dealing output, combined with being one of the cheapest mages to outfit; your spellbook will take some of the load off of your jewelry, allowing for a FAR cheaper suit. Also good for fighting both mages and dexxers, as well as handling the errant hiryu that comes your way.
    • Weaknesses - Appears to not do too well against necro-mage combos. PvM ability may be decent all-around, but isn't particularly stellar in any specific area, and weak against major enemies.
    • Possible Changes - Poisoning gets lowered for magery, as you merely need to have enough so that your poisoning+magery = 200.0%. Meditation will likely go next for the other skills, necessitating you to start focusing on Mana Regen gear as you get scrolls.
  • Sampire PvM first, PvP second. Swordsmanship/Macefighting, Tactics, Parrying, Bushido, Resisting Spells, Chivalry, (no more than 65) Necromancy (only enough to get 100 with temporary items equipped)
    • Strengths - Outright rediculous for taking mass quantities of monsters in a short time period. It seems that a recent surge in this class's popularity has stemmed from the idea of using this to solo champion spawns, which perhaps this does better than any other template. When in Vampiric Embrace, you're conveniently immune to level 4 poison and below.
    • Weaknesses - This can be a very expensive template to pull off; you're going to need a LOT of stat buffing, as well as a hefty mana supply and leech/regen to make up for your constant spamming of special abilities. Furthermore, you'll need a lot of equipment to maximize your damage output. Also, this template almost has no real means of dealing with lethal poison.
    • Possible Changes - There really isn't much room for change here; you generally have your option of using swordsmanship weapons (traditionally a double axe or Blaze of Death) or Macefighting weapons. (black staff or Titan's Hammer) And under NO condition can you remove Resisting Spells.
 
Re: The basics of making a character template: skills

  • Attack skills - These Dictate how you kill things, be it monsters or other players. As a general rule, you'll only be needing one; technically you might have two, but only one will be used primarily; that will be the skill that defines your class.
    • Animal Taming - This is a PvM-only skill; tamed pets can be very effective at taking down other monsters, as well as being far better at tanking than any characters can be. Co-requisite skills: Animal Lore, Veterinary
    • Archery - Probably the easiest of all skills to use. However, the range comes with a price in speed and damage, as well as the fact that you need arrows/bolts, and you must stand still to fire. Co-requisite skill: Tactics. (Even better with Anatomy too)
    • Fencing - The most popular type of melee weapons, fencing weapons are stabbing-type weapons noted for their low damage, but high speed. Most popular weapons are the kryss and war fork. Co-requisite skill: Tactics. (Even better with Anatomy too)
    • Macefighting - Bashing weapons that have low speed, but high damage, as well as staves, which are very fast with medium damage. Most popular weapons are the Mace and Hammer Pick. Co-requisite skill: Tactics. (Even better with Anatomy too)
    • Magery - Possibly the most popular attack skill, however generally the hardest to make good use of. Includes healing as well as attack. Cannot be cast while holding weapons or shields that lack the "Spell Channeling" property. Co-requisite skills: Evaluating Intelligence, Meditation
    • Provocation - Another PvM-only skill, it is hard to get to use it right, and only particularly useful for situations where you've got a number of powerful monsters in the same area; you can use this to set them against each other, than sit back and watch as your enemies kill each other for you. Co-requisite skill: Musicianship
    • Spellweaving - Similar to magery, spellweaving consumes no reagents, but has a very high mana cost, and is far better suited for PvM than for PvP. Co-requisite skill: Meditation
    • Swordsmanship - Slashing weapons that have balanced damage and speed. Most popular weapons are the Katana and Bone Harvester. Co-requisite skill: Tactics. (Even better with Anatomy too)
  • Healing Skills - The other half of the combat equation, after dealing damage, is restoring the damage you take yourself. You generally need one of these, just as you need one at least one attack skill.
    • Chivalry - A powerful source of healing for a warrior with high cast speed, Close Wounds heals a lot of damage for very few skill points needed, and can be the game's fastest healing source if you have 4/6 casting. Cleanse by Fire is very effective at curing poison, but has the slight downside of dealing a tiny amount of fire damage to yourself in the process. Noble Sacrifice is a very costly resurrection spell, that both requires a lot of skill, as well as reduces you to 1 health, mana, and stamina. Co-requisite skill: None, but high karma required to be effective.
    • Healing - Uses bandages to heal and cure poison, as well as resurrect others; cannot be ruined by interruption, but being attacked while applying bandages will reduce their effectiveness. Co-requisite skill: Anatomy
    • Magery - A healing skill as well as an attack skill, the basic Heal spell, with maximum cast speed, is a very quick way to recover health, restoring 10-15 points of health (depending on skill) in a spell that can potentially be cast twice per second. Co-requisite skill: None.
    • Spellweaving - Not always a very effective form of healing, however the usefulness of the Gift of Renewal spell is still great, as once it is in effect, it can neither be interrupted, nor does it require you to stop with what you are doing. Also, the Gift of Life spell allows for instant-self-resurrection, which on occasion can be of use. Co-requisite skill: None.
    • Spirit Speak - Not a terribly useful healing skill, Spirit Speak consumes a fair amount of mana, and has a lengthy delay between when you can use it. It also cannot cure poison, but has the upshot that it's the one healing method that can restore your health while you are poisoned. Co-requisite skill: None.
    • Veterinary - For tamers, this is the healing skill you use to heal, cure, and resurrect your pets. It works similar to healing, but uses the Animal Lore skill to help determine effectiveness, and has the advantage that bandages are applied in a mere 2 seconds. Co-requisite skill: Animal Lore.
  • Support Skills - These are skills that aren't strictly required, but add flavor, depth, power, and flexibility to your template. Most of these are designed with a particular attack skill in mind.
    • Bushido - A support skill for warriors of awesome power, this grants a variety of bonuses that, in the end, work out to making one much harder to hit, and making it much easier to land blows. Bushido is chiefly used with two-handed weapons, as possessing even a small amount of this skill will LOWER your chance to block with a shield. Co-requisite skill: Parrying.
    • Chivalry - A potent skill used by virtually every warrior on the shard, it provides a variety of buffs for combat, healing, as well as two mage-like spells: Sacred Journey, which acts like Recall, and at high levels, Holy Light, a powerful area-effect attack. Chivalry spells can be cast while holding both weapons and shields. Co-requisite skill: None, but high karma required to be effective.
    • Discordance - One of the three bard abilities, discordance is best used against powerful bosses, such as dark fathers, as well as high-end paragons, where it cuts both their skills and resistances, making them far easier to take with any other class. However, this is most often found on tamers. Co-requisite skill: Musicianship.
    • Necromancy - Though this skill can't quite stand on its own in most cases, it makes for a wicked combination when added to either mages or warriors. (necromancy spells can be cast while wielding any weapons and/or shields) Though the attack spells and summons are slightly limited in when you'll find use for them (at least compared to those of magery and/or spellweaving) the real place this skill shines are its transformation spells, and especially its curses, powerful debuffs which are more or less a main staple of PvP.
    • Ninjitsu - A set of skills for sneakier characters, ninjitsu provides a set of spell-like abilities that go naturally with stealthing characters. Co-Requisite skills: Hiding & Stealth
    • Peacemaking - Another bard PvM ability, this, in most cases, is limited to keeping a violent monster calm so you can tame it, or as means of keep monsters calm when you lack the ability to deal with large groups like other people can.
    • Poisoning - A very rare skill, poisoning, in short, is used to deal more potent poisons with poisoned weapons, as well as with the magery Poison and Poison Field spells. Having high poisoning and a poisoned weapon is the only way to naturally infect a target with the most powerful level of poison, lethal.
  • Co-requisite Skills - These skills are necessary in order to make some of the primary skills functional; i.e, they have always-present effects that make them more effective. The inclusion of these skills on your template is always assumed by the use of the skills that need them.
    • Anatomy - Similar to Tactics, this increases the damage dealt with all weapons. It's possible to use one or the other, though both obviously give the most damage benefits. Also, this is used along with the healing skill for determining how effective your bandages are, including wether your can cure poison or resurrect. Also, its worth noting that combined with your Evaluating Intelligence skill, this works toward your "defensive wrestling" ability. If unarmed and without the wrestling skill, these skills can give you partial defensive ability.
    • Evaluating Intelligence - With the exceptions of Harm and Mind Blast, every magery spell that deals damage does damage based upon your skill in this, and NOT your skill in magery. Also, its worth noting that combined with your Evaluating Intelligence skill, this works toward your "defensive wrestling" ability. If unarmed and without the wrestling skill, these skills can give you partial defensive ability.
    • Hiding - Usually taken with Ninjitsu, this skill is pretty self-explanatory. On its own, rarely used. Co-requisite skill: Stealth.
    • Meditation - Unless you're wearing bulky armor, the passive regeneration rate is crucial for mage/spellweaver classes, which will be burning through mana quick. However, points are often drained from this skill to make room for points in other skills.
    • Spirit Speak - What Evaluating Intelligence is for Magery, Spirit Speak is for Necromancy; it is used to determine how much damage necromancy spells do, as well as being usable on its own to recover a bit of health. (though it is far from the ideal health-recovery method)
    • Stealth - While hiding determines your ability to get out of sight, stealth allows you to move and say hidden. Co-requisite skill: Hiding.
    • Tactics - This is required to use the special attacks of non-ninja/samurai weaponry, and also increases the damage dealt with all weapons. Hence, this is a requirement if your character uses weapons for killing.
  • Other Skills - These skills may be used or included in your PvM or PvP char for unique reasons, different from those for the above skills:
    • Alchemy - This is first and foremost a crafting skill, however it does grant a passive bonus to potions you use. This can be useful for heal and cure potions, as well as strength and agility potions, giving it use in PvP.
    • Focus - This skill is generally not recommended. However, it does provide a passive bonus to mana regeneration, and especially stamina regeneration, that is not hindered by wearing bulky armor, unlike meditation. However, it is no real replacement for the meditation skill.
    • Inscription - Inscription is primarily a crafting skill, however at GM skill it also provides a cap-breaking 10% increase to your spell damage, that stacks with everything, even in PvP. Hence, it's not very useful in PvM, but can give an edge in PvP.
    • Lumberjacking - Primarily used as a means, obviously, to gather wood, at GM skill it also grants a 10% damage bonus, that stacks with everything, while you are wielding axes.
    • Parrying - Gives you a chance to parry attacks. On its own, it's used with shields. Most often, it's combined with the bushido skill to give a high chance of parrying with 2-handed weapons.
    • Resisting Spells - Necessary for PvP, but not so much for PvM; it does grant a natural, unarmed resist bonus, but more importantly, it cuts the severity and duration of debuffs, such as the Paralyze and Mana Vampire magery spells, as well as all necromancer curses, especially Pain Spike and Blood Oath.
    • Wrestling - Your weapon or wrestling skill determines both your chance to hit as well as be hit; it's a match-up of skills between the attacker and defender. If you have a character that doesn't use weapons, then wrestling is recommended, at least for PvP. You use wrestling while holding a spellbook, and wrestling also gives you two useful special attacks for PvP: Paralyzing Blow and Disarm.
  • Professional Skills - These skills are for the non-violent types out there. Generally, they replace the "attack" skill on these characters, and hence also define the name of their template. Included is a general description of how useful the skill is.
    • Alchemy - Very useful; this does enhance the power of potions, but also a lot of potions get consumed, particularly in PvP.
    • Arms Lore - Very useful, an absolute must for any crafter making weapons and armor, as GM arms lore provides a +5% boost to damage on weapons, and +5% to the resists, randomly distributed, on armor.
    • Blacksmithy - Very useful, though under-used. Few seem to do smithing BODs, and most smiths exist to enhance and repair metal equipment, as well as use runic hammers. More serious smiths will also fill out BODs to actually earn the rewards.
    • Bowcraft & Fletching - Fairly useful, the main use here is repairing archery weapons; crafted bows don't really compete too well with looted ones.
    • Carpentry - Very useful, this is necessary to produce all those add-ons and furniture that players constantly need for their houses. Oh, and it's needed to repair staff-type weapons as well as the bokuto.
    • Cartography - Very useful, this is necessary to decode higher-level treasure maps, but of little use otherwise.
    • Cooking - Near-usless, this has one real "practical" use: it's necessary to make Savage Kin Paint. Perhaps at some point OSI might add more craftable items for this skill that cannot be simply bought from NPCs, truly adding value to this skill.
    • Detecting Hidden - This is fairly useful as a PvP skill, but more or less useless in PvM, as you're better served with the base 20 a human gets, or the Reveal spell. In PvP situations, it's good to have someone with this to detect stealthers in field situations.
    • Fishing - Very useful, this skill is necessary, above all, to fish up SOS messages, which are the seaborne version of treasure maps.
    • Inscription - Very useful. The main use lies not in making scrolls, but rather making books; runebooks, BOD books, and magical spellbooks.
    • Lockpicking - Very useful, it's a requirement if you intend to dig up level-6 treasure chests, as it's the only way to open the locks. This is normally of little use elsewhere, though.
    • Lumberjacking - Somewhat useful, this isn't so good for gathering resources right now, since the colored wood and barks that you find aren't going to be very useful until their use is actually implemented.
    • Mining - Very useful, as it's the only way to produce colored metal. Best placed on a template capable of fighting, to deal with ore elementals or other nasties one might encounter while mining.
    • Remove Trap - Near-useless, as pretty much all traps can be disarmed by casting Telekensis on them from a safe distance; humans, with their base 20 skill in magery, will have a slightly better than 1-in-4 chance of casting, so it won't take long.
    • Snooping - Very useful, this is necessary if you wish to steal from other players with any real chance of success.
    • Stealing - Very useful, this is what thieves do. In Trammel-ruleset facets, you use it to collect stealables from Doom as well as Tokuno. In Felucca, you can steal from other players (especially Power Scrolls freshly dropped from champion spawns) and steal town sigils.
    • Tailoring - Very useful, this is by and far the most common crafting skill. Their biggest use is filling BODs and using runic sewing kits to produce the best armor in circulation.
    • Tinkering - Fairly useful, enhances and repairs utensil-type weapons like the cleaver, and puts locks on chests, useful for training lockpicking.
    • Tracking - Near-useless, this only potentially serves in PvP to try to track down stealthers.
  • Useless Skills - At one point or other, these skills may have had a point, but they really don't now. Save for their use for RP value, they have no purpose existing on a character.
    • Begging - Of all the "useless" skills, this seems to be the most-taken one for the role-playing value. Functionally, though, it will get you a couple coins, or possibly a worthless item.
    • Camping - This skill is only useful as a means for elves to raise their stats. Thanks to player houses, inns, and the hiding skill (even the base 20 for humans) there are less-costly means of logging out.
    • Forensic Evaluation - More or less useless, the only "advantageous" information you can glean using this skill is that you can identify characters that are in the thieve's guild.
    • Item Identification - This is the one skill in the game that is COMPLETELY useless; since all item mods are shown to everyone, this does absolutely nothing.
    • Herding - Arguably not useless, at least on OSI (I do not know about Demise) you can herd animals while hidden... Including dangerous ones. However, the way monster AI works, this could only really serve as either a method for luring a tamable monster to a safe place for your tamer to come in, or to lure monsters onto other players.
    • Taste Identification - Since potions are named and color-coded, this serves no point for identifying them. Similarly, since you don't need to eat, just avoid eating food you find suspiciously lying around and you won't have to worry about it being poisoned.
 

gugutz

Knight
Re: The Basics of Making a Character Template: Skills

Nice job, ntk!

Some spaces between the lines would make it more pleasant to read, though.

Still, it will help a lot of new players that don't have much clue about what to make when they join the shard :)
 
Re: The Basics of Making a Character Template: Skills

It's good for a deeper description, and some tips on raising them, but that's not what this guide was made for; it was made in mind for practical template-building, and as far as I know, is the first guide written (for OSI or freeshards) that actually approaches it in this angle.

I mean, UOHearald's guide isn't exactly going to tell you what skills you should avoid. I mean, take a look at this, for instance: http://www.uoherald.com/guide/skill_3.php ;)
 

MaynardsTOOL

Wanderer
Re: The Basics of Making a Character Template: Skills

WOW...Thanks so much NtK! Your post was a godsend for me...keep posting more useful Templates/Info on skills/stats,helps newbies like me(i'm old-school,osi,uo:r era player) So I don't know what skills are useful/useless now,your post was greatly appreciated by me. So a Mage/Necro/Inscribe/Poison wouldn't really work well for PvM? Anyway,what what would be a nice Template for him?
Another thing,could you also post starting stats for Templates as well? Thanks alot NtK.

! Melchior
 
Re: The Basics of Making a Character Template: Skills

Really good work Nottheking!
Wow, necro-weaver has 2 strengths :D Now I feel good!

About necro-weavers, you're right when you say many people stuck with only 1-2 combinations of spells... I'm not a newbie and I'm stucked in 3 :) (another classical combination is, with a good arcane focus, Feys + WoD or Feys + high-end mage spell if you have a slayer book)

And all remember... the nice thing of UO is you can try your own templates and discover your strenghts and weaknesses :)

Now searching for a good guide for spells to use for any occasions... :)
 
Re: The Basics of Making a Character Template: Skills

MaynardsTOOL;503556 said:
WOW...Thanks so much NtK! Your post was a godsend for me...keep posting more useful Templates/Info on skills/stats,helps newbies like me(i'm old-school,osi,uo:r era player) So I don't know what skills are useful/useless now,your post was greatly appreciated by me. So a Mage/Necro/Inscribe/Poison wouldn't really work well for PvM? Anyway,what what would be a nice Template for him?
Another thing,could you also post starting stats for Templates as well? Thanks alot NtK.
Nox mages work for PvM; I know this because I happen to use one. However, I personally don't recommend them all that well, as their PvM weakness can be summed up with one word: mana. Even with 178 mana, 40% LMC, and something like 11 mana regen, because I gimped my meditation down to 70 or so, I can't endure too long. It works out spectacularly for medium-level monsters, (I can easily solo the entire contents of the Destard Dragon den simultaneously) but for higher-level ones, it just doesn't work so well. I mean, I *can* tackle tough-enough paragons and nastier monsters, but there are plenty of other templates that could do it faster and with less fuss.

As for stats, I think I might make something on that... But it'll be for another thread, and undoubtedly one that will be much shorter than this one. :p
 

MaynardsTOOL

Wanderer
Re: The Basics of Making a Character Template: Skills

Nottheking;503943 said:
Nox mages work for PvM; I know this because I happen to use one. However, I personally don't recommend them all that well, as their PvM weakness can be summed up with one word: mana. Even with 178 mana, 40% LMC, and something like 11 mana regen, because I gimped my meditation down to 70 or so, I can't endure too long. It works out spectacularly for medium-level monsters, (I can easily solo the entire contents of the Destard Dragon den simultaneously) but for higher-level ones, it just doesn't work so well. I mean, I *can* tackle tough-enough paragons and nastier monsters, but there are plenty of other templates that could do it faster and with less fuss.

As for stats, I think I might make something on that... But it'll be for another thread, and undoubtedly one that will be much shorter than this one. :p

Haha, Ntk,a "stats" thread would be a "tad" shorter. Anyways,about the Nox-Mage,whats a nice template(edit:you did have a template posted...)...could i include inscription on him(i really need a scribe) Or have scribe on another char? your nox-mage have necromancy as well? Also one more thing..what would you say is the better PvMer besides nox-mage? Tamer/mage or Bard/mage? Once again NtK,You THE man for making this thread haha~peace

! Melchior
 
Re: The Basics of Making a Character Template: Skills

It would depend on the type of monsters you were fighting, and where. Bards absolutely rock when dealing with clusters of middle-level monsters; provocation is like the only way that lets you radily take out two mid-level monsters at once. A tamer-mage or disco tamer would be a better idea for higher-level monsters; a tamer-mage would have much of the same uses as a hiryu archer, as both essentially combine tanking pets with your own ranged damage.
 

Achri

Wanderer
Re: The Basics of Making a Character Template: Skills

Can this get stickied please? I find this to be the second most helpful carto thread.
 
Re: The Basics of Making a Character Template: Skills

I see a few errors in ur guide. One is Alchemy doesnt give damage bonus to explosion pots on Demise.
 
Re: The Basics of Making a Character Template: Skills

prohunter33;512364 said:
I see a few errors in ur guide. One is Alchemy doesnt give damage bonus to explosion pots on Demise.
Yeah, I did forget that; I did fix that, though.
 
Re: The Basics of Making a Character Template: Skills

Wow, thread necromancy!

I really need to go over the guide again... Some parts, I'm sure, are outdated by now... Plus perhaps someday I should finish the other guides I suggested I might make. :p
 
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