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Ultima online forever inscription
Ultima online forever inscription












ultima online forever inscription

The reality is alchemy is truly a requirement if you aren't slinging extra damage purple pots you are at a disadvantage. I think when most people say they want to see some build diversity, they are mainly talking 1v1, and beyond dexxer/mage. In regards to not wanting to be a mage, or carry mage skills - that's your call, but you are basically gimping yourself in a fight. They did make a change to archers, which has them coming back into the scene - seen some archery groups which do some nice work on the field, will be interesting to see where they slot in. But ultimately, the important part is the 5x mage skills. While you can run a lot of different templates in these scenarios - the reality is, it's only the 5x mage that's super useful, additional skills like stun are obviously great, nox can be decent in a group, but can be cured fairly quickly, tracking comes in handy hunting players, healing is handy to keep yourself healed while on the run, inscription if you are the front of the pack, so you can take a mage sync back. Group v Group: Mages > All mostly because of the high burst damage, and high burst healing, groups are all about syncing damage. so make sure you are engaging when your bandage is about to come due, so that you take some damage, and then heal, and you are set, they won't have the mana to take you. With that said, dexxers > mages as long as you know enough to off screen when a mage goes to dump, mages are all about burst damage, but have to stop to cast. However you also have to put some things into context.ġv1: Skill > Templates in most cases. I'm not sure which one to reply to however, that's been my complaint for a while.














Ultima online forever inscription