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Sampire, quite bluntly, means samurai-vampire. The intent is to use the vampire form life leech and the high damage output from a samurai to make a nearly unkillable PvM machine.

 

The template:

The following skills are required:

120 melee skill

120 bushido

120 parry

100 (or 99) necromancy

90 tactics (100 suggested)

60 chivalry

 

This leaves 80 (less than 4 years old)-100 (four years old or more) skill points for either anatomy, resisting spells or spirit speak.

 

Anatomy is the best all-around skill, since it will increase your damage output, and thus enable you to leech more life back.

 

Resisting spells is good for long fights with necromancy-casting opponents. Specifically this is a good skill for use in Doom, where the bosses frequently cast blood oath. A well timed blood oath will kill a no-resist sampire every time.

 

Spirit speak gives your other necromancy spells a little bit of added oomph, enabling you to wither through low end spawns, use wraith form instead of vamp form for leeching mana or using curse weapon for emergency life leeches.

 

Stats:

100 strength

Enough int to cast all of your weapons specials (if you're an elf, you can get away with 10 int, for a human, you need at least 30)

As much dex as you can get away with up to 125

 

Items:

The sampire depends on the right items to get away with this template, which can be very pricey or very cheap.

The bare minimum you'll need for a sampire is:

Armor:

45% DCI (70 if you depend on divine fury)

All 70's resists

 

Weapon:

A weapon that swings at the highest possible speed (1.25 seconds)

High mana leech

High stamina leech

 

Combined armor, talisman and weapon

100% damage increase

 

You can get all of that for a relatively small amount of gold with a little bit of creativity, then build up over time to get the higher end items.

 

For example, a new sampire could use an aegis of grace, fey leggings (elf version) and a ring or bracelet with 10% DCI to cover the DCI requirements while adding 20% damage increase to a ring and bracelet as well as wearing the gauntlets of nobility or stormgrip (both are less than 500k gold at the time of this guide) and a 40% damage increase weapon with mana and stamina increase in order to start out.

 

Through Miasma or Thrasher hunting, you can earn a lot of gold and earn minor artifacts which you can sell until you can afford better weapons and armor.

 

When you feel comfortable with that, you can learn to key the Dread Horn, which is the easiest peerless monster to kill with this template. After a while, you'll earn high end artifacts (the Crimson Cincture specifically, but ML ingredients and dread horn manes sell well too) which you can sell or trade for the highest end armor (mace and shield glasses, jackal's collar, ring of the vile, conjurer's trinket, etc)

 

Tactics advice:

-Honor everything, even mongbats.

-Use bushido's confidence, heal potions, refresh potions liberally. Use chivalry to cure only when you're done fighting (you auto-cure low level poisons in vampire form, and leech more damage than you take from any high level poisons)

-If you aren't lightning striking, then you're doing it wrong.

-If you don't have the mana to lightning strike constantly, then you need more mana leech

-You can get away with no stamina leech on your weapon only if you have more than 70% DCI and can cast frequent divine furies as well as using refresh potions.

-Honor everything (it bears repeating) Without honor, it's harder to hit that 300% damage increase cap, and makes things a lot harder for you.

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Well as a sampire the only spell you cast is vamp form. I generally just carry some scrolls and if I put SS on for whatever reason to use curse weapon I just grab some pig iron (CW only uses pig iron)

The advanced sampire suit:

 

When the time comes that you've grown accustomed to the sampire style and you have a few tens of millions of gold under your belt, then you will likely want to build yourself the ultimate sampire suit. In that vein, I would suggest adding the following pieces to your ensemble:

 

Head: Mace and Shield Reading Glasses: With very high physical resist and hit lower defense, you won't find a better piece of head-gear. No high end player should be without them. In fact, put this on the top of your wish-list of things to save up for.

 

Neck: Some people swear by the jackal's collar, but you could easily do better with a gold or agapite runic hammer. In fact, the minimum intensities brought out by a valorite or verite hammer have more mods than the jackal's. Therefore I suggest looking for a good mempo. In addition to fire and poison resists, your mempo should have stamina increase and either LMC or MR.

 

While the gladiator collar is very nice to have, I wouldn't suggest it for a sampire because your armor will be taking a constant beating and the gladiator collar [replica] can not be enhanced with powder of fortification.

 

Body: Three words: Rune Beetle Carapace. Even valorite hammers would be hard pressed to make a better piece of armor than that (though it is possible). With LMC, mana bonus and MR, mana will rarely be an issue again.

 

Legs: Since there's no way to cover DCI with only a ring/bracelet and quiver, you pretty much have to use the fey leggings.

 

Arms: There are no good artifact arms, so you'll have to cover more fire and poison resists as well as adding in more stamina gains. Like the mempo (or gorget if you're very lucky in finding one), extra mods will be best spent on LMC or MR.

 

Gloves: Stormgrip. You need the extra damage increase

 

Jewels: Both pieces together should give 25% or more DCI, 40% or more DI, 14 points of dex with the remaining 4 properties going to the mod of your choice (I like HCI or int). If you didn't get enough poison or fire resist (most of the other pieces have very low poison resist and vampire form kills fire resist) then you will need to make it up on your jewels.

 

Apron: Crimson Cincture.

 

Cloak/quiver: Quiver of infinity for the 5% DCI. Yes, you'll have 45-55% without it, but one divine fury lowers that a lot. So keep the quiver of infinity.

 

Melissa's cloak is a good alternative if your fire resist isn't high enough with all the other pieces

 

Talisman: Conjurer's trinket for everything except for the Twisted Weald and repond slaying (Fey-opposite is undead, so changelings should do double damage to you if you use an undead slayer).

 

Feet: Snake skin boots

 

Earrings (if you can find them): fire resist or poison resist earrings

 

At the end of your suit building, you should have

10% HCI

55% or more DCI

85% or more DI (before weapon, this is important for times when you want to use soul seeker or a non-exeptionally crafted weapon)

15-31% LMC

3-7% MR

16 points of stamina

10 points of mana

14 or more points of dex

8 points of intelligence

plus whatever four other mods you chose for your jewels

 

For an elf character with 10 intelligence, you would then have 48 mana, which is more than enough to get by, especially with extra LMC on your suit.

 

This allows you to sink more points into dexterity, which lets you hit faster, which lets you leech more damage, which increases your survivability.

 

Disclaimer: This suit is based on my own personal experience and the experiences of a select few other people. It is by no means the only advanced sampire suit you can build, and sometimes a different combination of items will give a better result (explanation to follow in the following chapters).

 

Disclaimer #2: If you go into factions, you could get the faction fey leggings, the faction primer on arms damage removal and the faction stormgrip for easier suit-building. Personally, I'm against entering factions without the intention of faction fighting (1), but I feel that you should know the option is out there.

 

Note (1): The sampire is a pretty dreadful template to use for PvP. Don't try it.

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  • 4 months later...

The quiver does, in fact, go to the cloak slot.

 

I suppose now would be a good time to include the imbued sampire suit. Since the Stygian Abyss opened, the Sampire template is more practical than ever, since the right suit is now fairly easy to make yourself.

 

The first thing people make for their new sampire is a practical weapon. With imbuing, you can create a slayer sword of choice and include stamina leech, swing speed increase and mana leech and still have some room left over to increase your damage. Or you could leave out the slayer for difficult fights and just add in hit-lower-attack.

 

Then the sampire jewel set has turned almost common. This set is a ring/bracelet set with the following properties:

Ring:

15% hit chance increase

15% defense chance increase

8 points of dexterity

5% swing speed increase (from turquoise ring)

20 or more damage increase

 

Bracelet:

15% hit chance increase

15% defense chance increase

8 points dexterity

20% damage increase

some intelligence gains

 

Some people add in lower mana cost instead of damage increase if they can get enough damage increase from their talisman, gloves and weapon. I personally like this method better, since swing speed (from the dex) means everything to the sampire. The other thing some people do is put in resists in one of the jewel slots (fire or poison) to fill out the character's resists, while adding in mana regeneration, lower mana costs and stamina gains to the sleeves and gorget.

 

With this jewel set, you can simply use the fey leggings to max out your defense chance increase, then use the rune beetle carapace for your tunic (There aren't any better tunics out there for anybody). Add in the mace and shield glasses and stormgrip, and you can easily fill in the arms and gorget slots with imbued or crafted pieces.

 

If you included damage increase on your jewels, you could also do without stormgrip and have crafted/imbued gloves as well.

 

In other words, imbuing lets you put the right mod exactly where you need it, and it shouldn't take months to find that elusive last piece any more. To top it all off, since you're a sampire, you could find all of the needed ingredients cheaply and easily. There isn't much down in the depths of the Abyss that will pose any problem to a well played vampire-warrior.

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Has anyone tried the Whammy? I think it's similiar to this template except you use Wraith Form instead of Vamp Form? One leeches hit points one leeches mana. If anyone has tried the Whammy .. which one is most effective as in soloing. I have yet to try either of them out. I am just curious. Thanks!

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The wraith-samurai, aka sammy, has one or two skill differences from the sampire.

1. The anatomy in the template above will be replaced with spirit speak.

2. Maybe the necromancy will be dropped to 40 so the wraith can only cast curse weapon and wraith form.

 

The advantage is great, since you can double-leech with your form and curse weapon. You can go vampire and use vampire form's leech and curse weapon's leech, or you could go wraith and never worry about mana as well as life.

 

Another advantage is that you can find weapons a lot more cheaply. Since you leech mana from your form, you can focus your buying power on stamina leech and swing speed increase from your weapons.

 

The disadvantage is also great, since you can't use a mount. This means no damage-reducing swamp dragon, which will make or break you in the big fights. This also means that you can't run away from some opponents (paragons, ML-named critters), so a bad run of numbers against a paragon balron or Putrefier will get you killed.

 

For my money, the sampire beats the wraith samurai hands down, just because of the horse-factor.

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It seems that I have more to learn than I had imagined. Imbuing is an example of something I know nothing at all about.

 

Can you speak more about weapon types; maces vs. fencing, vs. swords? I currently only have 105 sword, but I've seen reasonably priced 120 fencing, and very, very low priced, 120 macing Power Scrolls. I used to have a fencing dex monkey, but most of the articles I have read extoll the virtues of swords in PvM, so, I have not returned to fencing, but, I am becoming more and more tempted now that I am capped at 105 and, have spent all my loot buying high end gear.

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Swords is the favorite because it has both the hardest hitting melee weapon in the ornate axe as well as the best whirlwind weapon (weapon with whirlwind special) in the radiant scimitar. Also the daisho are gaining in popularity because they're a good weapon with the feint special move, which is valuable when fighting something that hits really hard (Putrefier, Paroxysmus, Bone Demon, etc)

 

But you can also get all of these specials in other weapon styles as well.

In macing, the diamond mace is the hardest hitting one handed weapon out there.

The war hammer gives the whirlwind special

The tessen, while they don't hit very hard, have the feint special.

 

In fencing, the kama have the whirlwind, but don't hit very hard.

The leafblade is the best weapon to use for a fencer/sampire, as it hits fairly hard and has the feint special.

 

The cheapest sampire, by far, is the mace fighter, but finding the right weapon without your own crafter/imbuer can be very difficult and time consuming.

 

Since fencing is the PvP melee skill of choice, many good fencing items can get a little pricey.

 

Swords weapons are the most expensive of the PvM weapons, but also the most plentiful. You should have no trouble in finding a sword with mana leech, stamina leech and swing speed increase.

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well the one that immediately springs to mind is the Artifact "Soul Seeker"

 

a radiant scim (which is damn fast anyway) with 60% SSI and If i recall right 40% SL,ML and 30% LL

 

Ontop of this its a repond slayer.. making it perfect for most things other than undead... meaning its not so great for Doom

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  • 1 month later...

My new template:

120 fencing (can use other weapons)

120 bushido

100 necromancy

100 tactics

90 healing

100 anatomy

80 chivalry

 

710 point skill cap on that account

 

The key point of this template is the use of a weapon with feint (swords = daisho, fencing = leafblade, mace = tessen) to reduce damage done to you. In that light, I prefer fencing since the leafblade is a one handed weapon (parry doesn't matter) leaving a hand open for potion use.

 

The feint special is a good substitute for parry, and the healing means you can help out in cross healing in groups as well as hunt alone.

 

So far, I have killed the Dread Horn with this template and keyed Paroxysmus (but didn't actually do it due to time constraints)

 

Next addition (this applies to all warrior templates, not just sampire) is to have an imbued weapon with hit area, damage increase and hit mana leech. If you're a fencer, then swing speed increase isn't needed since you're using a kama (low damage, but fast). This is an ideal weapon for thick spawns and doesn't require any relic fragments to make, so it's cheap enough that you can make throw-away weapons (thus no POF), and just enhance them with dull copper ingots. The purpose of this weapon is to clear low level, thick spawns in no time flat. Even the Cavern of Discarded spawns drop faster than you can say "boo."

 

I learned about this weapon when I watched a guy with a black staff clear the cavern of discarded spawns faster than my warrior with a soul seeker, and he had no slayer property on the black staff.

 

For extra durability, enhance the weapon with dull copper ingots after you make it.

 

Since you don't use this weapon for high end combat, hit stamina leech is considered optional. I haven't used it on my test weapons and cleared a lot of low end spawns very quickly.

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  • 2 weeks later...

My Sampire is probably my favorite character. Now I wasn't around for the good ole days, back before they nerfed them, but she is still very reliable when it comes to PvM. Her skills are:

 

120 swords

120 tactics

120 anatomy

120 bushido

120 resisting spells

99 necromancy

71 chiv

 

You know what they say, the best defense is a good offense! I had 120 parry, and i just traded my anatomy/resisting spells depending on what I was fighting, but I found that parry is pretty much useless since I never run a shield anyway.

Her DCI, HCI, and LMC are all maxed. Fully suited, she has 125 STR/45 INT/150 DEX. Her Damage Increase is 96 on her suit alone and I run normal weapons as opposed to exceptional because they just waste an imbuing slot. I also managed to squeeze 40 focus on her for the stamina/mana regeneration. She can solo the Dark Father easily. I always use a Radiant Scimitar for chugging Heal Pots (running a 50% EP ecru citrine ring). I run her in a Faction for the armor pieces, and I am able to trade Silver for Faction points. I hope this helps someone out there. Just remember, parry on a Sampire=JUNK!

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  • 4 weeks later...

So, I see that a lot of people are saying to use 2h weapons for this build.

 

What is a good 2h swordsmanship weapon? I can't ever seem to find something with both stam / mana leech, and I especially can't find a fast-swinging 2h sword.

 

Anyone got any recommendations?

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Personally, I like a 1h for the freedom to drink potions. 2h does most likely offer more damage, however.

 

Yeah, I agree with that a bit.

 

I use the Soul Seeker right now, is there anything better? And if you were to use a 2h weapon, which would you use?

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It depends on your suit and your dexterity, what weapon you choose.

 

As a swordsman, you should have three weapons in your rotation at all times.

 

First, you need a weapon with a whirlwind special. This is your radiant scimitar, or soul seeker.

 

Second, you need a weapon with a feint special to reduce your opponents damage for a short time. This weapon is a daisho for swords, and is a two handed weapon.

 

Third, you need a runeblade or ornate axe. This weapon is your quick killer, and which one you choose depends entirely on whether you have high dex/stamina (then choose the ornate) or lower (then choose the runeblade).

 

The modifications you're looking for on all of these weapons are swing speed increase, mana leech, stamina leech and either hit lower attack or hit lower defense. The last could be replaced with a slayer property if needed.

 

Anyhow, potions are nice, but with quick weapon switching, it really doesn't matter if you use a two handed weapon, so long as there's a one handed weapon to switch to when you need it.

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Farsight my sampire is still training but i've finished his starter suit with aegis of grace, heart of the lion, etc.All i've come up with for weapons so far though is a Soul Seeker. I want to get a ornate axe but I don't have access to my own crafter/imbuer. I could get someone in my guild to do it but i'm not entirely sure about the process.

 

Do you start with a magic weapon that has the base stats you want or do you just start with a normal crafted exceptional? Also when you say:

The modifications you're looking for on all of these weapons are swing speed increase, mana leech, stamina leech and either hit lower attack or hit lower defense. The last could be replaced with a slayer property if needed.

does that mean no DI? Or is it just assumed you want to put DI on every weapon you have?

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Soul Seeker's one disadvantage is it's lack of DI. You need to get it elsewhere - jewelry, and the artifact gloves that have it are common sources, as is the primer on arms talisman.

 

DI is not absolutely necessary on your weapon, but if it doesnt have it, consider that you'll need it from other sources. Factor what you're potentially losing in those spots when considering what weapon to use.

 

As an example, Soul Seeker is amazing against reponds, but if you're mostly fighting other stuff, another weapon with DI might be better. Soul Seeker is a perfect new sampire weapon because it's cheap, and ogre lords are an easy target with high fame.

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The only arties i use for the armour on my samp are Mace & Shield, conjurers trinket, Crimmy, RBC, Conjurers Garb and QOI.

 

The rest are imbued items made around the glasses and the RBC. For a starter suit (after you have the arties), for your imbued armour parts craft them with a normal sewing kit from barbed leather. On 2 pieces you want double figure resists in all except fire and the other 2 all except poison. Put your 5 mods on, SI, MI, MR 1, LMC 5 or 6 and then the fire or poison resist (any imbuer worth their salt can do that with theyr eyes closed). The regs for this wont be very expensive as your not going top end on the mods and/or are easily farmable, The Pof may set you back a bit tho.

 

Then for your jewelery, put on exactly what you would imagine. I have fire resist at 13% on both my jewels and +12 chiv on my brace. The other mods are HCI, DCI, DI. Again without maxing the mods your gonna save gold yet be effective in the field.

 

Imbued super slayer weapons can be pricey tho. Pof, 10 Relics and 30 void orb is going set you back the best part of 2.5m if not more.

 

I like to use a radiant scimitar for the spawns (if your doing it right you shouldnt need to pot) and a katana for the boss, double hit and armour ignore for specials come in very handy, whilst chugging and evading.

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The only arties i use for the armour on my samp are Mace & Shield, conjurers trinket, Crimmy, RBC, Conjurers Garb and QOI.

 

The rest are imbued items made around the glasses and the RBC. For a starter suit (after you have the arties), for your imbued armour parts craft them with a normal sewing kit from barbed leather. On 2 pieces you want double figure resists in all except fire and the other 2 all except poison. Put your 5 mods on, SI, MI, MR 1, LMC 5 or 6 and then the fire or poison resist (any imbuer worth their salt can do that with theyr eyes closed). The regs for this wont be very expensive as your not going top end on the mods and/or are easily farmable, The Pof may set you back a bit tho.

 

Then for your jewelery, put on exactly what you would imagine. I have fire resist at 13% on both my jewels and +12 chiv on my brace. The other mods are HCI, DCI, DI. Again without maxing the mods your gonna save gold yet be effective in the field.

 

Imbued super slayer weapons can be pricey tho. Pof, 10 Relics and 30 void orb is going set you back the best part of 2.5m if not more.

 

I like to use a radiant scimitar for the spawns (if your doing it right you should need to pot) and a katana for the boss, double hit and armour ignore for specials come in very handy, whilst chugging and evading.

 

Well put!

 

I actually don't bother with POF on most of my armor pieces if I don't have anything imbued to 100%. If I can replace them within a couple of hours of normal play, then I don't bother with expensive additions like powders of fortification. (or if the POF is more expensive than the item I'm imbuing)

 

On the other hand, I have a nearly bottomless pit of high end gear available to me, so I use very few imbued non-weapon, non-jewelry pieces.

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Guess I need to train imbuing, tailoring, and blacksmithy before I can really gear this template the way I want. As I earn gold with my other templates to upgrade pieces on my sampire it's like I have to switch my entire suit around to compensate. Like "oh I can't buy this upgrade cause then i'll drop under 70 x resist and have to re-imbue this piece over here which means finding someone in guild/general chat and paying them to craft/imbue me a piece".

 

It's really turning into a massive pain in the !!! to gear and I haven't even really gotten to the point where I can make any cash with my sampire yet. Maybe this template is best left for those with bottomless bank accounts where you can afford to constantly switch around pieces as you have fully trained crafters, unlimited supplies, and pits like Farsight.

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Back up a bit.

 

Head to the basics again.

 

45% DCI, all 65 or more resists and you have a sampire-ready suit for ALL aspects of the game.

 

All of this imbuing, stamina, lower mana costs, hit chance increase, damage increase, etc is just gravy.

 

On Europa and Drachenfels, where my pit really isn't so bottomless, my Sampires wear Aegis of Grace, the elf version of fey leggings and the rest is mid-level runic made items, and they do just fine! (total suit costs - less than a million)

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By just fine do you mean capable of solo peerless and doom? Because that's the only reason I built this template. :)

 

I am almost done training, swords and bushido at 115 because I refuse to pay 8 mil for 120s, but I caught a cheap parry scroll. I guess I do need to just slow down and finish training first then see what i'm capable of before I worry about gear more.

 

But as I said I didn't build this template to kill ogres and farm abyss mats I have chars for that already I want to solo named.

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The basic suit/template is conditional. (max 115 skill, only 45% DCI)

 

It can handle Dread Horn, struggle against Paroxy, annihilate a Baracoon spawn, even do well against Oaks. It makes farming named Mondain's Legacy monsters a cakewalk, which is what you'll need to do a lot of to get to the big guys.

 

But the powerful suit (lost of stamina increase, lower mana costs, hit lower defense on the glasses, hit point increase and all 70's, hit chance increase (all and/or)) makes things so much easier.

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If you want to test yourself to see whether or not your ready to tackle a DH, then attempt to solo a CU paragon. That should give you good marker.

 

As a by word, i was talking to a friend of mine re samps and we agreed that if you can fit the new arties (legs & cloak) along with the dinamos helm, turquoise ring and jade armband on to your suit, you could use an ornate axe to hit every 1.25 secs. That is gonna give insane damage and the dreadhorn would go down sub 10 mins!

 

I think you'd have to build it as an out an out peerless suit tho and have your regular champ spawn suit too.

 

PS farsight, i'm on europa, so if need a hand anytime, let me know.

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  • 1 month later...

I've noticed several people on this thread talk about only using 1h weapon so parry being worthless. Per Stratics parry with 1h weapon is only about 5% less effective then parry with a 2h weapon.

 

I'd def love to know which is accurate.

 

For Example, Big willy on page 2 lists a set of skills/abilities I have a hard time figuring out how I could replicate..

 

Then he goes on to state that He stoped using parry because he didn't use a shield anyway.

 

I know that Bushido lestens your chance to parry with a shield. 120parry, 120bushido = Chance to parry with a shield 5%. Its worthless.

 

Per Stratics the same 120's with a 1h weapon = 35% // 2h weapon = 40% (with 133 dex unbuffed).

 

Where as 120 parry with a shield and NO bushido gives a 35% chance

 

Anyway.. I'm learning enough to see contradictions in what some say and not enough to really know.. might just come down to trying it all for myself :)

 

That being said if someone who has already spent the time to test this stuff knows that'd be great!

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The stratics formulas are correct. At 120 skill, 40% parry with 2 handed, 35% with one handed, 5% with shield.

 

Cool, now.. you seem to be someone people look up to for class builds. I did notice in your "My new template" post you mentioned the 1h weapon so parry not mattering.

 

Why does parry not matter in that case with the above parry data? Just trying to best understand it and I appreciate all your help!

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My current favorite sampire template has healing instead of parry, so it doesn't matter if I use a one handed or two handed weapon. Since I chose fencing, I get the critical special move "feint" with a one handed weapon, the leafblade. This leaves me with a hand free to use potions in the rare case that my leeching, healing and confidence doesn't keep me high in hit points.

 

Then if you throw math at the issue, against an opponent who has 100 wrestling (Dread Horn only has 90!), parry only blocks a total of 8-12% of the total blows (depending on if hit lower attack is active), so you're only hit an average of once in every 12.5 seconds extra. (according to the stratics combat calculator

 

That is significant to some, but not to others. And since my tactic is to be useful in groups as well as alone, having healing instead of parry lets me heal the person standing next to me and still be a tank.

 

Parry is still a great skill to have, and the template in the original guide is still able to kill nearly everything in game (maybe not the Stygian Dragon, Lady Mel or the Slasher of Veils), but for my purposes, the healing-instead-of-parry version works best.

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Fantastic.. thats was extremeley helpful. Thanks a lot for that info.

 

If you happen to see this.. I'd like to know for example how your sampire could do against a Mel, or lets say Rikktor for example.

 

My sampire has the skills and is very well geared with the ideal peices etc. But, Rikktor straight up wupped my butt .. I couldn't even begin to stand toe to toe with that dragon.

 

I figure I'm missing some things. I noticed you said confidence.. which I thought only worked off of parrys (Per UO Guide).

 

What you said makes me think confidence actually works off just dodging an attack.. Be it parry or natural dodge. If thats the case that would be very helpful and I've never used the skill as I don't have parry on my samp either and figured it worthless.

 

Additionally, I wasn't using a Feint weapon on Rikktor which I feel might have made a huge difference (as well as a dragon slayer weapon probably.)

 

Which leaves me with either Bukotu or the 2h sword for Feint.

 

Then I saw the post about Katana's for double attack.. All in all a very interesting class to play with and learn.. Its the learning part I think I need to do now!

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  • 2 weeks later...

I am raising my Sampire (fencer) and got to say it really cleans up spawns fast. Ettins and earth Eles in Despice were piece of cake and raised my fencing from 40 to 60 pretty fast.

 

The only problem I see is the hit area weapons which do kill innocent prisoners without warning... Sampire is just too fast.

 

I have build the suit:

 

Rune Beetle Carapace

Mace and Shield reading glasses

Fey Leggings

Quiver of Infinity

Crimson Cincture

Conjurer's Trinket

with self made imbued ring, bracelet, sleeves, gloves and gorget.

 

You are talking about having 85 + DI before taking weapon into the equation. I can see how it can be done, Ring and Bracelet have a max of 25 DI each + Conjurer's Trinket which has 20 so, a max of 70.

 

Also, can you post an elaborate Sampire Fencer optimum equipment with stats etc.. and, which weapons should we have for any situations.

 

I don't mind how many resource it would take as it will give my Sampire some work (to gather the ingredients).

 

I wanted to ask you online last night but you were busy showing a Guildie the importance of speed (he is a Sword Sampire I think).

 

Great work btw... I just got back to the game (less than 2 months) and you are clear enough that I was able to build properly this killing machine.

 

PS: Enhancing weapon with Dull Copper do raise the durability but, it also adds lower requirements which counts toward Imbuing, so, 1 spot is taken and some imbuing weight with it.

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I give you:

Grol Darkeye (link to MY UO character description)

 

You'll notice that he still has points of focus and parry left, but otherwise he's pretty much complete. I just have to train up the last 26 points, but I'm too lazy to do that.

 

Anyhow, stats:

100 Strength (after items, Grol has +2 strength on his suit somewhere)

110 Dexterity (Before items)

The rest in intelligence. I hadn't realized before right now that I haven't eaten any stat scroll on Grol, but I haven't missed the lack of stats either.

 

I do like your artifact combination, and I would use the rest of the imbue slots for resists, hit chance, defense chance, lower mana costs and stamina increase.

 

Your only weapon in your PvM arsenal should be a leafblade. It's quick (but I still use SSI), hits relatively decently, and has two excellent special moves for the sampire, feint and armor ignore. If you start making your collection, the imbues should all be identical:

Slayer (different for different situations or Hit Lower Attack for monsters with no slayer weakness)

Swing Speed increase

Hit Stamina Leech

Hit Mana Leech

Damage increase

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I give you:

Grol Darkeye (link to MY UO character description)

 

You'll notice that he still has points of focus and parry left, but otherwise he's pretty much complete. I just have to train up the last 26 points, but I'm too lazy to do that.

 

Anyhow, stats:

100 Strength (after items, Grol has +2 strength on his suit somewhere)

110 Dexterity (Before items)

The rest in intelligence. I hadn't realized before right now that I haven't eaten any stat scroll on Grol, but I haven't missed the lack of stats either.

 

I do like your artifact combination, and I would use the rest of the imbue slots for resists, hit chance, defense chance, lower mana costs and stamina increase.

 

Your only weapon in your PvM arsenal should be a leafblade. It's quick (but I still use SSI), hits relatively decently, and has two excellent special moves for the sampire, feint and armor ignore. If you start making your collection, the imbues should all be identical:

Slayer (different for different situations or Hit Lower Attack for monsters with no slayer weakness)

Swing Speed increase

Hit Stamina Leech

Hit Mana Leech

Damage increase

 

I have input the numbers in Stratics calculator and I would need only 1% of SSI to get down to 1.25. I would like to know if it really worth it or should I use that Imbuing spot to add a hit effect, like Fireball or someting like that. Else I could go with 50% DI (weight 100), Slayer (Weight 110), 68% Mana leech (weight 110), 50% Stamina leech (weight 100) which total 420, so either I get 20% SSI for a weight of 72 or 38% HLD for a weight of 78 or 28% of hit Fireball for a weight of 78.

 

What would you suggest Master ;) ?

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First point: Any time anything hits you, your stamina drops. Keep that in mind when calculating your swing speed increase, and consider dexterity values of 30 or even 60 points under your maximum value.

 

That being said, my shown dex is 129, and my stamina is 144. That's considered a bit on the low side, but it keeps me in high swing speed ranges most of the time. (I actually lifted my dex to 120 in order to have faster heal times...

 

Point #2: Never ever put a spell effect on a slayer weapon. There's an old bug where a spell effect and the damage increase from slayer are mutually exclusive. So hit-spell actually penalizes your slayer weapon damage.

 

Apart from that, your weapon choice is up to you.

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I went to the SA Ratman and got to admit that A Sampire Fencer has it easy :)

 

I had another question, when you get in Vampire form, the fire resist drops to 45, if I imbue the suit to have 95 total fire resist, would that work ? Not that i want to make it but sometimes with ingeniousity !!

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