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Phantom mage
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Post subject: AXE Posted: Fri Mar 21, 2008 2:58 pm |
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Joined: Tue Mar 18, 2008 6:56 pm Posts: 205
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2.2.4. Melee Axer
Take from Drgn's Keep
This is a very strong template that will appeal to
people who do not like to rely on buffs all the time
to play the game. Your attack capability and self
defense will be unsurpased, at the cost of a
slightly reduced magic skill and less skills. The
damage you will deal will put you ahead of almost
every other weapon in AC. Level 7 magic will be
out of reach until level 70+, and difficult until about
level 80 unless you take Creature Magic, or get
some help from a Mage Friend who can cast
level 7 Mage buffs on you. The strengths of this
template is that you will be able to purely tank
every monster in the game, relying on a high melee
defense and axe skill for maximum offensive damage
and NOT needing to rely on Life Inperils and Vulns to
fight. If you take Lockpick at 70 and proceed to hunt
Hollow Minions, you will find this template to be one of
the best for doing that as well as questing. A resourceful
Axer will be able to rely on Arcane Lore to buff his main
attributes and stats with Jewlery. Overall, this is one of
the strongest templates in the game and will only get
stronger at higher levels especially as Turbine adds
more Melee Content.
Pros: a) Low requirments to bane armor. b) High
Melee Defense makes hunting Hollow Monsters
viable and fairly safe. c) Taking Lockpick helps
make this a great Quest and Sing Key template
Cons: a) Life Magic will never be high enough
to use reliably to debuff Monsters. b) Your base
magic skills will be lower when compared to
Dagger Classes, or Racial Weapons templates
that have more skill points. c) Taking Lockpick
at 70 means you have to wait until 110 to get
Creature Magic.
Starting Attributes
Strengt: 100
Endurance: 10
Coordination: 100
Quickness: 50
Focus: 60
Self: 10
Health: 5
Stamina: 10
Mana: 10
Specialized Skills
Axe
Melee Defense
Arcane Lore
Trained Skills
Mana Conversion
Healing
Suggested Progression
Level 9: Item Magic
Level 40: Life Magic
2.2.5. Tank Axer
Take from Drgn's Keep
So you want to be an Axer? Was it the thought
of swining the biggest, baddest weapons in the
game? Laying waste hordes of creatures as they try
to swap you or your party? Well whatever the reason
you are here, and now you want to know how to
build an effective Axer.
Starting Attributes
Strength: 100
Endurance: 10
Coordination: 100
Quickness: 70
Focus: 40
Self: 10
Health: 5
Stamina: 10
Mana: 10
Specialized Skills
Axe
Arcane Lore
Melee Defense
Magic Defense
Trained Skills
None
Suggested Progression
Level 7: Healing
Level 20: Item Magic
Level 40: Mana Conversion
2.2.6. 3-School Axer
Taken from Drgn's Keep
It balances Melee Skills with Magic skills, and gives
you the best of both worlds and lets you take Lockpick
by a fairly early level. This template will start out
weaker than the other templates because you will
need to put EXP into more skills, but by level 70 or
80, he will be very strong, with his only weakness
being he isn't the best of either worlds (ie. decreased
Melee Defense skill as compared to the Extreme Melee)
If you don't have an aspirations of playing until level
100 but want Lockpick, don't mind buffing, and want
a strong melee template, then this is the template for you.
Pros: a) Gives you all main skills in the game by level 60
Cons: a) More main skills to put points into, but
the decrease in numbers will be made up by Creature
Magic and its bonus over jewlery. b) Increased
packspace requirment for Components.
Starting Attributes
Strength: 100
Endurance: 10
Coordination: 100
Quickness: 50
Focus: 60
Self: 10
Health: 5
Stamina: 10
Mana: 10
Specialized Skills
Axe
Arcane
Trained Skills
Item Magic
Creature Magic
Healing
Melee Defense
Suggested Progression
Level 7: Mana Conversion
Level 32: Life Magic
Level 60: Lockpick
2.2.7. Twisted 3 Schooler
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