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June 1st, 1999

More Sections Added

  • Fighter vs Mage- Hades Archive
  • Mage vs Fighter-Hades Archive
  • Nasty Tricks-Hades Archive
  • Group set up on Abyss-Hades Archive
  • Link to Brimstones Organized Guild System in his archive section.
  • Added Brimstone's Organized Warfare to his personal archive on the site

Player Tips

"Unknown Player" He didn't put his character name on his email.

I've noticed over the past few years of playing UO that few mages use greater explosions. I have found that they can be a mages best freind for saving mana. Para someone. Throw 2 explodes at their feet.(even if they have trapped bags and move they will still get hit by at least one of the explodes unless they have like 10ping), Para them again, Throw 2 explodes, Para, Explode, Flame Strike (if the mage has 75+ med he will have the mana to do this, the last part doesnt apply to 2 on 1 combat unless the other person is frozen and has no trapped pouches)

Player 2

Lord Hades, I think you have a fantastic site, but there is a serious issue with it concerning evaluate intelligence. Eval Int acts passively in terms of acting against resist. Period. Its only active use is gauging how much mana your opponent has remaining and what his initial mana supply is. The exact formula for resist I do not know, but GM resist vs GM eval does NOT nerf the target's resist to 50. It allows spells to do their full range of damage. However, it does not affect the actual chance of a spell to be resisted-I believe that approximately 30-35% of e-bolts are resisted at GM resist. "resisting"

I'll admit I made a typo there, I'll have to go back and look at what I put on that page.  Eval Int does work passively, but I've tested it and it works much better when it is actively used on a target.  Using eval int does effect the amount of damage you do vs the target's resist. When I explained it before my mind was in the past somewhere, but resist does play a bigger role in total amount of damage done by a spell and eval int allows you to do greater damage.

Best Weapon In UO?

I was recently asked this question via an email.  If you look at my old archived news, I predicted that the kryss would become the dominant weapon once the melee revisions took place.  The katana is a close second.

The kryss does piercing damage and the katana does slashing damage. Armor reacts to the different types of damage differently.

The best one handed weapons per class are...

  • Kryss-fencing
  • Katana-swords
  • Hammer Pick-mace

The best two handed weapons are (based on damage and speed)

  • Short Spear-fencing
  • Bardiche-swords
  • Quaterstaff-maces, I chose this due to stamina loss damage and speed, not heath damage.

Archery

Remember, archery is not dead by a long shot.  If you've got a gm made bow, good str, 90 anatomy, 100 tactics, 90-100 archery skill, and a fast dex then you are still in business.  Archers are best for distance attack/support roles in group combat.

From the Warhall

Player 8976 Tips on Fighting

I use this in every single duel I fight and almost always win:
First though you have to be a tank mage or atleast pure mage yourself with high eval...

1) get their reflect off harm , magic arrow whatever

2) Cast mana drain on them. I dont understand why more people don't use this spell. I have 80 resist and I still get poisoned from third even 100 resist people get poisoned from third so why dont people use 5th more often? ohh well

3) Use your eval to make sure they're at 0% mana. if not just mana drain them again.

4) Once their mana is gone do a good ol fasion mana dump: Explosion eb eb eb eb I haven't met anyone who can live through a gm mage eval mana dump without being able to gheal

All those spells that have been shrouded in mystery for so long are starting to work again with gm scholars....for pure warriors mind blast anyone?

Pk Tips from Lancelot (KoV)

If you want to PK, drop your shield. I got 70 Parry from monsters, but it will slow u down. A warrior and a mage can take an unsuspecting person in seconds....
1. Have friend deadly poisen a GM Katana for u.
2. Buy/Mix GM Potions (White, Blue, Yellow, Purple).
3. Equip yourself with the deadly poisen Katana, go to war mode and hide. Wait for victim.
4. When he/she walks by, drink White(for hit points) Yellow (to heal the new hit points) and Blue (to add to your dex). Attack Him/Her.
5. Between the horribly efficiant poisen and your mighty blade, few live to tell the tail. If they try to run and recall or hide, throw a purple potion at them. If recalling, you may get them in time. If hiding, it will damage + expose them. The mage is there to simply heal you. Or partake in the festivities if he/she so desires!

I don't PK. My guild is at war and Im simply staying efficiant. Ive come to realize that if a mage doesn't get you with the very first spell, they will invariably lose. So hang tough warriors, there are still hardcore killers out there avenging you of these worthless mages!Oh.. and keep your reflect up. The precious seconds it will buy you may save your bum. Heck, it may even do most of the work for you! Good luck, godbless.

More PK tips from Baal

The best choice is to fight in small teams Like two gm fencers and two scout healers(They may be also good mages -most required)
More Pk's more loses less loot ,more heads to share 2x2 Team strikes fast with deadly accuracy
Do not fight when there are to many Blue guys
When you Pk you should try to win a small fight not to cause a great battle
Do not PK with random pkers (never know what will happened and a back stab is not welcomed when you have low health)
Never encounter more then twice in one place try to move all around the map
Once in Shame and then recall to Fire Island
Do you job and do it good then you won't die
I saw many kamikaze pkers who encountered "small" groups and then after 2 min they were outnumbered
It ended always as a great battle with a lot of loses from both sides
And the most important rules
1 NO ONE DIES IN PKS GROUP
2 I FAST STRIKE IS A 30 SEC STRIKE
Then you can say that your strike was a success
After 3-4 hours of fun share the loot and claim that day a profitable day :)

Skill Raising Tips

I see a lot of questions about raising resist and healing. Here's a short breakdown to get you up to a decent level.

Resist

  • Fire Field to 55
  • Fireball from 55 to 70<
  • Lightning to 80<
  • 80+ flamestrike, energy bolt, or explosion

Healing

  • Walk off high ledges and do damage to yourself
  • Easiest way to calculate your damage range to increase healing is each 10 skill points = 10 health (example 30 healing skill = 30 damage to still raise healing)
  • Once you get to 50 skill you need to heal from 20-30 health
  • Once you get to 57 heal at 15 health to 20 health
  • When you get to 62 healing, start drinking lesser poisons around 15-20 health
  • At 72 healing, start drinking greater poisons at low health

That's about it for now, but be sure to send me some good emails!

Lord Hades

May 25th 1999

Tips and Hints

There are a few things you can do to make your team fight better

  • Use healer shield buddies. They stay close to each other and provide those nice 5 second heals. In group combat, this ability will be critical.   The way for an opposing group to overcome this is to ensure they they attack groups of 2 so that the fingers slip and heals aren't as effective.  Either way, those of you who follow my 5 man fire team layout will find a way to overcome that problem.
  • Since they are increasing magic trapped box damage, ensure that you have a magic arrow spell prepped when you see someone trying to paralyze you.   Then when you are paralyzed, target yourself and haul ass.
  • Always paralyze in groups to ensure that you get a kill. If you have partners, each person should be preparing a paralyze to hit the victim with after each offensive spell damage hit.  This works best if you have 3 people.
  • Have your guild create a gimp tinkerer/carpenter character.   When you go into combat, always try to ensure that you have some trapped boxes on your person.  That way if you die and they open that chest, you have a method of getting some meassure of revenge on your killers. Or you could trap it with deadly poison....if they aren't a GM mage...they'll probably be dead before they know what hit them.

Old Out of Town Strategies Updated

Half of older out of town strategies locate in Hades Archane Library have been updated. The lightning strikes and a few other things are going to need a complete overhaul. I'll try and get them done soon.

Abyss News

According to Runesabre, OSI plans to make abyss permanent in the near future.  When it goes permanent, it will be wiped and reset so we'll all be starting over there someday soon.

Nasty Group Tricks

  • Dumping multi-layered paralyze fields on enemy groups.   Then destroy them with explosion potions, archers, and mage spells.  Create a perfect box that is closed on all sides (one field right, one field left) and make it 4-6 fields deep.  By the time they get out of that, most of em will be a ghost.

Here is a picture of what the box should look like.  A group of 4-5 could quickly trap people in this and then commence to hitting their opponents while they try to figure a way out. Of course you need to make it wider and have a few more rows, but this picture shows you an example box formation of paralyze fields.

  • Stone Wall / Vortex combo.  Trap some gimp in a narrow area and trap him behind stone walls with a vortex hot on his tail.
  • Paralyze a vortex's  or Daemon's victim so he can't outrun the vortex.  Vortexes usually kill in 4-5 hits.
  • Recon enemy areas and find out their recall in spots.   During prime times, lay orange chests around the recall area and give them just enough space to recall in and have some company.  When they appear, dump 2 vortexes on them.  If you make a square of orange boxes to where its 3 boxes wide, they'll be dead before they can get out. Be sure to paralyze em so they can't recall out.
  • Use the same strategy, except pepper the area with purple explosion potions and throw in a ebolt or two.

May 15th 1999

Hall of Warfare Celebrates Anniversary

The Hall of Warfare was created one year ago this month and has had a few hundred thousand "hits" in its time. Many viewers have come here and learned better methods of group combat. I would like to say that the Warhall message board and the Hall of Warfare have given PvPr's a place to congregate and exchange ideas.

Updates for the Hall of Warfare aren't as often as they used to be because UO combat is pretty much leveling off and the changes have made several combat styles pretty much equal. In the future I'll try to update the page every 2 months or so as I devise new ways of dealing death to the enemy.

Email Links Fixed

Stratics has gone through so many server changes that I never bothered to change the email links. Now they've been stable for a while so I fixed the email links so if you send email to me I will get it.

Site Updates

  • Old news was archived
  • Necrolyte of Sonoma recieved his personal archive on the strategy page
  • Hades Archane Library was updated
  • Archer page was updated
  • Melee fighter page was updated
  • Fighter packing list was changed
  • Added Pure Mage Tactics page
  • Added Regional Recall page
  • Added Useful Skills page

Coming Soon

  • Updated Graphical Maps
  • Info on the Good vs Evil system
  • Essay on Weapons by Lord Hades
  • How to get started on Abyss Essay
  • Viewer Responses / Input
  • Update of older out of town group combat pages
  • Guide to Raising Healing
  • Skill Page for the Mace Fighter
     

Abyss Shard

My new home is the abyss shard. Its the best place for testing purposes and I've learned how to use the skill cap to juggle atrophy changes to where skills drop to various levels so that I can test skills out at non GM levels but quickly raise combat related skills to at least master level.  Its no secret, just go over the stat cap and learn a new skill...all your other skills get reduced to various levels.  Sometimes you get newbified, other times you just lose a few points.

One thing that is interesting on abyss right now is a thing with Dex.  Even if you are well under your weight limit, you lose stamina for running.  I think that they are trying this out to add the realisim of "tiring out" while running just like we do in real life.  If they bring that nice little item to normal shards those low dex tank mages or meditating mages are going to be in trouble.

That's all for now....I hope to have those other updates done soon.  Make some good posts on the Warhall message board or send me some good and detailed email and I'll fix ya up with a personal archive with a spot for a screen pic of your character paperdoll if ya sent that too.

Lord Hades

 
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