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Old 07-02-2007, 01:02 PM   #1 (permalink)
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Finishing my Necro Mage

I am going to try pvping with my necro mage
this is my template and I need help with it

115 Mage
115 Eval
115 Resist
115 SS
115 Necro
100 Med

It was mentioned to me that I should lower my meditation to 60 and get 115 fencing, and carry a spellchanneling fc warfork. However I was thinking about just adding wrestling or something. Any tips?

Last edited by Carl; 07-02-2007 at 02:42 PM.
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Old 07-02-2007, 02:42 PM   #2 (permalink)
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Re: Finishing my Necro Mage

iuk
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Old 08-02-2007, 03:39 AM   #3 (permalink)
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Re: Finishing my Necro Mage

  • Drop Necro by 5 and increase Spirit Speak to 120.
  • Put Wrestling on there.
  • Get 120 Eval somehow
  • Remember that meditation only works in groups of 10 ie 10, 20, 30, 40 etc
  • You only need 80 wrestling. Use skill rings with a scrappers compendium. Try and find items with useful +skill buffs.
  • Get 2/6 casting, 1/1 from scrappers. Then 1/2 Bracelet and 0/3 Ring is best way.
  • Don't use a shield. Use pots.
  • Don't use vamp form, stops you casting several magery spells.
  • Enjoy, learn to time your spells, with practice.
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Old 08-02-2007, 01:38 PM   #4 (permalink)
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Re: Finishing my Necro Mage

before i read this post i changed to this

110 mage
115 resist
115 eval
115 ss
105 necro
115 fencing
40 med

Im using an sc warfork for bleed/disarm and arcane shield
the only thing i dont like is my MR kinda sucks now

is this template any good?
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Old 09-02-2007, 06:39 AM   #5 (permalink)
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Re: Finishing my Necro Mage

Necro mage, the fencing is pointless. You no tactics or anything. Fencing will do base damage and the specials will be ineffective. You'll need at least 80 med with a 6MR suit. But a better suit is ideal.

Suit i use is:
Scrappers
Kasa of the Ra'jin
Rune beetle carapice
Pendant of the Magi
Stichers Mittens
Medable Arms
Royal leggings of embers
2/1 bracelet
0/3 ring

I have 100% lrc, decent LMC, and 6 MR

I do ok with it, but I don't tend to PvP with him. Mainly a spawns character.
My template is:
120 SS
110 Necro
120 Eval
110 Magery
120 Resists
80 Med
80 Wrestling

Its well over capped skills, but my equipment allows me to do it.

Something like that is ideal for PvP though, but I want to stay blue, everytime I try PvP with a char I go red in less than an hours use.
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Old 12-02-2007, 11:07 AM   #6 (permalink)
 
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Re: Finishing my Necro Mage

Quote:
Necro mage, the fencing is pointless. You no tactics or anything. Fencing will do base damage and the specials will be ineffective.

Not true at all! No way would I take wrestling over fencing on my necro mage. With fencing I am able to disarm all the bokuto carrying fools, and bleed is PRICELESS. I have never failed to do a special at 115 fencing, unelss the attack was parried (bokuto ppl).

The Bleed Attack has itself killed runners who were redlined. Not only that it disrupts any spells your opponent may be trying to cast.

Bleed + Strangle =

A warfork is a great weapon to use, even without tactics.
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Old 13-02-2007, 05:50 AM   #7 (permalink)
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Re: Finishing my Necro Mage

There aren't enough skill points to make a necro fencer mage. You need Med and resists. And necro mage takes up 450 points its self. The other reason fencing is pointless - the mana/dex payoff. You can't have both int and dex over 80. Your intell needs to be at least 120 if not 150, each 10 points in intel give you 1% sdi, capped at 15%. Meaning that the actual SDI cap is 40. 15% items, 15% intel bonus, 10% scribe. And thats tried and tested.
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Old 13-02-2007, 05:51 AM   #8 (permalink)
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Re: Finishing my Necro Mage

And you failed to notice that I only had 80 wrestling, thats all there is really room for. 80 Fencing wouldn't do you much good.
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Old 13-02-2007, 08:00 AM   #9 (permalink)
 
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Re: Finishing my Necro Mage

Quote:
And you failed to notice that I only had 80 wrestling, thats all there is really room for. 80 Fencing wouldn't do you much good.
I'm not looking at your template, I'm looking at the OP's template.

I have a nox mage fencer who's template is:

120 Eval
115 Magery
120 Fencing (soon to be dropped a bit lower)
100 Necro
100 SS
was 100 Resist but dropped that for Spellweaving.
Rest in Meditation

150 HP, 150 Mana, 30ish Dex w/ whatever buffs my suit gives (which aren't many).

You don't need high dex. W/ marginal SSI I can still run up to a target and disarm them or bleed them usually on the first strike unless they have parry.
I had wrestling in the begining, which was great pre AOS... but then you needed to have Arms Lore too, and that wasn't as cool! hehe.. but anyway, outside of the parablow (waste) and disarm, wrestling had no edge. With Fencing I can disarm and bleed, I can poison w/ a kryss and Armor Ignore, I can para blow or crushing blow... or I can just stick to a fork and bleed, disarm and then get roughly 10pts of damage per whack with my fork inbetween spells. Those hits make a big difference, even w/o tactics.

I dropped Resist because IMO it's a waste of a skill. In the old days when you could actually resist full blown spells it was priceless, but just to resist poison/para it's a waste. Most people chug or have chiv which give instantaneous cures. Trapped boxes for para. Although I can say that in the year that I have played w/o resist I have only been para ganked once, and the only time someone attempts to poison me is either by a DP field or a DP'd weapon. So I'm toting around 100 skill points of "just in case".... when there are counter measures that work just as well for those "just in case" moments. I'd rather carry around a coupla cure pots and a trapped box then use up 100+ skill points of 'just in case".

If you are going to have a necro/mage you are going to consume mana that med will not replenish fast enough. You should really consider getting a high MR suit and full LMC.

Also, having 115 necro is a big waste of 10 points. At 105 you can cast the spells w/o fizzling (with the exception of vammp form, which is not a time sensative spell).


Looking at your second post you have the template I was going for. Although I would go to 120 eval and only 110 resist (or scrap resist altogehter :grin: )...depending on what kind of fighting you're doing. How much MR do you ahve on your suit? I have an equally low amount of meditation, but have like 11 or 12 MR on my suit and full LMC (LMC very important). Fighting at the gate I never run out of mana. At spawns I field the choke point (despise bridge and out to north and south) in Lich Form and never run out of mana. I think the onloy time I realy ever run out of mana at 150 mana and 11MR is if I'm fielding the bridge and am pushed and I start to wither and rez ppl while keeping fields down (in Lich form).

It's all a matter of opinion as to what you can make work with hwo you use your template (gate fighting, raiding, spawning), how you use your spells, and how well your suit fits your template. If you choose any melee skill it's going to put a hurting on one of your other skills, so just choose which best suits you. Oh and do you need the arcane shield?
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Old 13-02-2007, 08:44 AM   #10 (permalink)
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Re: Finishing my Necro Mage

No offence but you play on Chessy, and the OP plays on Europa - if I'm not mistaken. On Europa, Resists is a must. Trapped boxes and chiv just won't cut it. Especially for a mage. All the populated shards, including Europa, para ganking is common place. one person wil paralyze and two people will x field, then they mana dump on you. With 120 resists you stand a chance of getting out of it. Trapped boxes won't help you in that situation. Any serious PvPer needs resists. You can kill someone in 4 low level spells with no resists, curse, pain spike for 45, corpse skin, poison strike, dead. Resists are important for fighting mages and necros. Curse effects won't cause you to lose all your stamina.
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Old 13-02-2007, 11:07 AM   #11 (permalink)
 
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Re: Finishing my Necro Mage

Well me nudging him to drop resist was a joke, and an explanation of why I have SPW. No offense taken, as regardless of shard, I think everyone knows what a para gank is, and that resist pertains to certain spells. I personally find it a waste, and have not regretted loosing it.

In his second template he has fit resist and fencing together, which was what he was trying to do. To make more mana, the only possibilities are more MR or more med.

If you can kill someone in those four spells, and only those four spells then that person sucks... The moment that curse goes off you should have counter measures ready or offenses. If you sit through any 45dmg spell w/o bringing up some sort of a heal then that's a blunder on their part. No one should have a template and stats set up so that a curse is your demise. I guess it takes practice to be able to survive w/o resist and survive being cursed, because a curse should in no way be the end all.

Yes, para ganking sucks. It happens all to often, even on mediocre Chessy. IMO it's pretty lame. I see a fair share of people run up and fields dropped on helpless little warriors who are hugging just outside guard zone. A mage can teleport out should the fields be precasted, poor lil dexxers can't Most ppl on my shard EO paralyze because of those who DO have resist. You can just as easily fall prey to a BBQ field w/ resist as you could w/o. EO, Para, wall of stone, Efield, and those 2 mages can take you out before the wall falls.

IMO resist is a waste of my skill points. There is nothing that resist blocks that other ingame items or spells cannot counteract. And it's my preference to play without it. I'll take my 30 points per tick of Gift of Renewal and 30pt lesser heals over the one time loss of 19hp to curse anyday. That doesn't make me any less of a PVPer... just makes me a lil more open minded with a different approach. Take note of how many people are dropping resist across the shards as it may be quite surprising to find that people are building amazing pvp templates without magic resist.
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Old 14-02-2007, 06:01 AM   #12 (permalink)
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Re: Finishing my Necro Mage

And I'll be paging on every one of them for the use of EasyUO's trapped box macro.
I can Explosion then curse, if they don't see the explosion cast then all they see is curse so they bring up Remove curse. But if timed correctly then the explosion will go off before the cure. Its all in the timing. And one thing I love about fighting people with spellweaving, they run and hide for 2 minutes if gift of renewal fades, so they can recast (personal experience.)

And how in the world do you intend to cast a level 3 spell - teleport - whilst I'm spamming lightening arrow on you????? You'll fizzle everytime. And mages can't cast if para'd. Secondly, Evil Omen me all you want, but with 120 resists, the para will last 0.5 seconds at most. I'll be out before the e-field gets dropped.

In a dual, the first spell I cast is curse. Corpse Skin Pain Spike Poison Strike, By now your below half health, strangle, pain spike. Throw a blood oath in there somewhere, usually before the strangle.

I can cast all day long and heal myself. But relying on Spellweaving for healing isn't the way to go. Once it runs out, you'll drop to the floor very quickly.
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