Winstonian
Grandmaster
Disclaimer: I was one of the (seemingly) few who didn't run a Hally Mage during their prime. It just didn't appeal to me, and they were everywhere. That being said, they seem to be a staple of UO PvP, and there are many that would love to run such a char right now. Having it as an option would appeal to a lot of the players that choose not to play here.
Synopsis: tweak an already existing skill (Arms Lore) to provide the same benefit that made Hally Mages powerful (insta-hit) in the past.
Details:
Arms Lore exists, but its uses are limited, especially for PvP. The PvP landscape could definitely use some diversity, so modifying Arms Lore to provide the insta-hit benefit would bring another viable build back to the PvP table... without making it OP.
At 80.0* Arms Lore and 100 Tactics, a player's swing speed timer would continue while the weapon is disarmed.
Why 80? It would allow players to keep the basic Hally Mage build, but would force them to sacrifice some offense or defense (or both). Instead of having full Magery and Swordsmanship damage, or full med, or full resist, a player would have to choose a weaknesses to match the overall strength of their build.
Staples
100 Magery
100 Swordsmanship
100 Tactics
80 Arms Lore
That leaves a player 340 skill points* (after increasing the skill cap to 720 via PSs) to spend on a combination of Meditation, Eval Int, Anatomy, and Resist. That player would have to pick the area where he isn't as strong, which should prevent the build from being OP.
Summary: bringing the Hally Mage back as a viable but not OP PvP option would be the preference of a lot of older players and would diversify the PvP scene right now. I don't see the drawback.
Synopsis: tweak an already existing skill (Arms Lore) to provide the same benefit that made Hally Mages powerful (insta-hit) in the past.
Details:
Arms Lore exists, but its uses are limited, especially for PvP. The PvP landscape could definitely use some diversity, so modifying Arms Lore to provide the insta-hit benefit would bring another viable build back to the PvP table... without making it OP.
At 80.0* Arms Lore and 100 Tactics, a player's swing speed timer would continue while the weapon is disarmed.
Why 80? It would allow players to keep the basic Hally Mage build, but would force them to sacrifice some offense or defense (or both). Instead of having full Magery and Swordsmanship damage, or full med, or full resist, a player would have to choose a weaknesses to match the overall strength of their build.
Staples
100 Magery
100 Swordsmanship
100 Tactics
80 Arms Lore
That leaves a player 340 skill points* (after increasing the skill cap to 720 via PSs) to spend on a combination of Meditation, Eval Int, Anatomy, and Resist. That player would have to pick the area where he isn't as strong, which should prevent the build from being OP.
Summary: bringing the Hally Mage back as a viable but not OP PvP option would be the preference of a lot of older players and would diversify the PvP scene right now. I don't see the drawback.
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