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Subject: *rubbing hands together* You wanna be a UA, huh?!?


Author:
Ilu
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Date Posted: 08:01:00 12/11/01 Tue
In reply to: Bard 's message, "Reroll? ME?" on 04:51:49 12/11/01 Tue

Reroll, you say?!?

Here's what template I used for Ilu...

100/30/100/30/40/10; starting health/stam were 15/30
Spec: Melee, Unarmed fighting
Trained at birth: Item, healing, mana conversion
At level 9: Creature
At level 40: Life magic
At level 60, I will get lockpick

Now, the advantages and disadvantages to my template...

I started with a lower quickness so that I could put points on to endurance and focus. It's imperative to start with a higher focus, but I SHOULD have started with an endurance of 10 so that I could have given myself either more quickness or focus. It's not really a good idea to start with less than 40 quickness, although, quickness DOES top out at 185/190, so, *shrug*. As a result, though, my melee will be low for a while. The 40 focus is GREAT for my magics, arc lore and healing though :)

Because my quickness is lower, it was important for me to train creature magic... my natural missile defense will always be too low (unless, of course, I eventually train it) to get the benefit from missile-requiring creature armor. That's okay, though, because if I ever want to (not that I ever have), I can magic yield, lol.

Some people say that, because I started with such a low quickness, it was foolish for me to spec melee. My line of reasoning, though, was that, exactly because I started with such a low quickness, it was a good idea for me to spec melee defense. I would have been much more "uber" though, had I spec'd life magic right off the bat... what I don't really do, though, is use my magics, so, for me, that would have been a waste, anyway.

If I were to reroll Ilu, I would use this template, though...

Strength 100
Endurance 10
Coordination 100
Quickness 40
Focus 70
Self 10

Personally, that's just what I like to start my melees with, ever since I rolled Khalani, the first one that I started out that way. Believe it or not, the extra 10 quickness DOES matter. There is one school of thought, though, that a UA needs to be really quick to be effective, but as I grow in levels, I find that I'm becoming more and more effective, anyway.

Now, you have to ask yourself a question...

"Do I want to depend on my magics? Or do I want to be a tank?"

The answer to this question should determine what you specialize and train.

If I were to reroll Ilu to depend more on my magics (i.e. USE my life, creature and item magics to their highest potentials... baning - although I DO do that, I just recently started - buffing, debuffing, vulning, imping, protecting, etc.), I would have specialized life magic and UA and arc lore, trained melee, mana conversion and healing. Then, at 9, I would have trained item; at 24, creature; at 40, lockpick. Not only would this mean that, by level 65, I can kill a whole bunch o' stuff, but this is an "uber" template, too, and if I wanted to sell my account, I'd get beaucoups for it.

If, however, I wanted to be a tank that could kill everything, take a beating and not really have to worry about magic at all except for the occassional buff, I would have specialized UA, arc (a MUST!), melee, and trained healing and missile defense (and whatever else you had credits for). The missile defense would way-lay my need for creature magic entirely because I could get armor that throws the same buffs that creature would with a missile requirement AND I would be able to evade rocks, arrows, and other missile attacks. At nine, I would train item, then, later I would train lockpick and melee conversion.

Now, if you want to go PK, though, you should do it just a little bit differently. Specialize magic defense and unarmed. Train healing, mana conversion, melee (although you can also train a couple of magics and hold off on melee until level 50 or so, believe it or not... but *I* wouldn't recommend it... I had a good friend on Morningthaw who was doing that... really, though, he had to depend on buffs from his other character for a while for that to work), and creature if you have room. I'm not really sure about the numbers of credits on this template, but you'd take creature, life, THEN item, really.

Either way, whatever you choose, you need to go with 100 strength and 100 coordination because UA is a function of those two attributes. That way, you can start out with the maximum UA that you can, and that is a good thing. I wouldn't start with less than 40 quickness, and nowadays, I start all of my melees with 70 focus for the benefits to arc lore (which, if you can, it's a really great idea to specialize), magics, healing, and the small bonus to magic defense and mana conversion. Starting out with 5 health is not so bad, believe it or not... when you put on an explorer ring of endurance (endurance II), you get 10 health, and when you put on a Baron's Amulet, you get 15 more, so right away, you'd have 30 health to play with, anyway.

Oh, my goodness, Bard, you're gonna love going melee :)

Now, the only thing that SUCKS about UA is that we never get any love, lol. Questfully speaking, the weapons that are available to us...

* atlans
* hollow and rav
* Hamud's katar (which SUCKS)
* Fist of the Quiddity (good luck getting one... you'd impress me, Bard, if even YOUR trading skills could land you one of them ;)) (Hmmm... maybe I should enlist you to get one for me! Hehehe)
* a siraluun claw weapon
* basalt blade - it's okay, just neat to have

...so, you do a lot of crossing your fingers when patch day comes... ;)

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Tank styleBard08:12:13 12/11/01 Tue


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