GrayCloud said:
i'm getting interested in pvp and factions and was wondering what a good mage template is. so far i have
mager
eval
med
resist
wrestle
that leaves 2 open slots. what should i take up? crafting skills? heal and anat? inscribe and poison?
also any guild want to teach me the ropes? probably not but its worth a shot.
I would honestly have to say this.
You want skills that will support not only a "solo dynamo" skill set, but you also want skills that will support the faction as a whole. Whether it be defensive, offensive, "trammy" or sigil based. Find the niches in the faction you're trying to join and make a character to buff that gap in the hole.
Personally, I like these skill sets.
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Tamer/Trammy -
Magery, Evaluating Intelligence, Meditation, Animal Taming, Animal Lore, Vet
Optional Skills: Resisting Spells, Wrestle
Primary Job type(s):
Ressurection of friendly factioner pets.
Silver accumulation from Opposing faction monsters.
Weakness:
Evaluating Intelligence alone will only give a 60 defensive wrestle. Dexxers are a pain.
No Resist will make you an easy kill against caster based monsters and players.
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PvP Tamer -
Magery, Eval Int, Meditation, Wrestling, Animal Tame, Animal Lore, Vet
Primary Job type(s):
Massive offensive with groups. Dismounting opposing factioners and putting them into stat.
Weakness:
No Veterinary will disallow self-ressurection of pets, also luring pets away can make a PvP based tamer without a mount and -2GM until res/followerClearing occurs.
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Crafter+Support
Tinkering, Blacksmithy, Tailoring, Detect Hidden, Remove Trap, Magery(50), Hiding(50), Stealing.
Primary Job type(s):
Creation of Faction based weapons, armor. Ability to create and remove traps.
Weakness: No resist and no defensive ability makes you fully reliant on no opposing factioners being around, or requiring a high support group to allow your job to carry through.
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Core Damage
Magery, Eval Int, Resisting Spells, Meditation, Wrestle, Poisoning, Alchemy
Primary Job type(s):
Defensive and Offensive sigil pushing on faction bases
Weakness:
Alchemy is quite cost inefficiant and GE Pots are quite often difficult to combo/hit with. Requires a lot of training and timing adjustment. Highly based on your latency.
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Field Mage
Magery, Eval Int, Resisting Spells, Meditation, Wrestle, Anatomy, Healing
Primary Job type(s):
Stunning opposing factioners
XHealing friendly factioners (group) both by magery and bandages
Weakness:
Group v Group battles you will generally be the first to be targetted. Healers are a bitch to deal with when you have roughly 100 Mana to give in heals (40-52) and 4 second bandage timers (compared to 12 second self aids).
I could keep going but, yeah.