Magery.
Magery.
Hey guys, this is my second month playing Ultima Online, so I don’t know much about the game yet. I need to ask you all if it’s possible to play a mage on this server. When I ask this question in server chat, everyone tells me, “Don’t play a mage; mages are useless on this server.” However, I want to play a mage, and I’ve seen people playing mages very well. Is there a guide for playing a mage, and what should I buy to play one? I have a few million gold.
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Re: Magery.
Howdy,Exhten wrote: Thu Aug 22, 2024 10:38 pm Hey guys, this is my second month playing Ultima Online, so I don’t know much about the game yet. I need to ask you all if it’s possible to play a mage on this server. When I ask this question in server chat, everyone tells me, “Don’t play a mage; mages are useless on this server.” However, I want to play a mage, and I’ve seen people playing mages very well. Is there a guide for playing a mage, and what should I buy to play one? I have a few million gold.
Everybody on the server has full mage powers as a support skill. It's far from useless. But the bottom line is this:
1. Player-bred animals with 1000 hp and 1000 str are stronger than you until mid-game. The damage per second you can deal with spells just doesn't compare to the four noble steeds and a mule you can direct with the animal taming skill. The damage per second you can deal with spells just doesn't compare to the five maxed chickens you can direct with the animal taming skill. They tear through dragons like it's nothing.
2. After mid-game, a leveled weapon with a couple spell hits that swings and mostly hits every 1.5 seconds enhanced by relayers with the spell damage increase property deals more damage per second than any spells you can cast.
There are a couple of people who role-play a mage because that's fun for them. You can certainly do that too. But if you play as a spell caster "only," there are a lot of adversaries who will remain out of your league. They're balanced to be challenging for people dexxing with relayers.
Regards,
Wil
Re: Magery.
I have played as a pure mage, and as a mix for a long time. (Been a Mage since the week UO hit the shelves back in the late 1990's) Meaning I use other skills like Provocation, Peacemaking Discordance, Taming, Necromancy, and do use a weapon or 2.
While Wil is half correct about what his perception of Magery on this server is. I have actual experience and can help with some direction on this matter.
To start playing a mage here. There are some simple rules to live by when starting out as one. Also, some understandings of how and what makes it more functional at an earlier time frame.
First off. Get LRC to 100%. (Lower Reagent Cost) This can be done with leather armor pieces. Also, with items like Ornament of the Magician. Having this at 100% will be a definite need for any stage of being a mage on this server. Normally spell casting takes herbal items to cast. This removes that hassle.
Maximum casting speed for Magery on this server is 2 Faster Casting, and 6 Faster Casting Recovery. You will not need higher than that. The use of Protection, a second level mage spell, will force your Faster casting down by 2. However, it will as the description states, stop you from being interrupted if hit while casting. Avoid using this method if you have only 0 or 1 Faster Casting. Because your casting speed can go into the negative until you turn the spell off. (Which is painful when waiting for a spell you need to go off...)
Pets, as far as my experience goes with Magery. I would do 1 or 2. Not 4 or 5 like others would suggest. At that point, you will end up being a healer and a full-on Tamer, rather than actually using any attack spells, that can and are very useful when using a pet to tank. My belief that you need to put in the time casting spells in the situations you need them. This way you know how to better use spells. As well as timing, ect.
Most people that play try to spam only Meteor Swarm, or Chain Lighting. Rather than realizing many monsters can be killed with lesser spells much faster. They give up because they would not slow down. All because they went with a fighter mentality, rather than an exploratory one. So, I urge you to learn how to use timing, and positioning to make sure your out of range of an attack. Or learn it to cast in-between an attack with a monster in your face.
I have to be honest. If you have no "Patience". A mage will not be for you. You will end up writing it off as horrible, and tell others your belief to be the true one. (Food for thought.)
As for Hunting. I would suggest the old school UO method. Smaller monster groups, with larger pay out. Set up your rune book for these kinds of spots. To maximize your earnings. Do not be overly concerned with a weapon when you first start out. Get either a high Mana Regen spell book from a player, or learn Inscription to make one yourself.
Dexterity... this one is a topic of debate for everyone.. except me. The easiest way to start out as a mage is 125 Str, 50 Dex, and 125 Int. Bandages will not be a need for you, but will be for your pet. Should you choose to use one. Dexterity value does not effect the healing speed of your pet. Later on, after you get better gear. Higher Dex will become useful for bandage healing and weapons. But not until then.
The most important gear to aspire to on this server for a mage. Is Magic Armor that you can get from Gems of Completion. The first order of business after you start to position yourself by playing a mage on this server. Is to start buying them. 6 Pieces in total. This would be a good way to push your magic stats up pretty quickly, before your inevitable climb to get Relayers. (Ask someone to explain Relayers. I will not go into them on this post.)
Keep in Mind. Relayers are Universal. Do not use any unconventional Relayers as a Mage. Such as Spirit of the Totem. That will be counterproductive to being a mage. Typical Relayers are just fine. If you want Bone Crusher or Titans Hammer Relayers, those are still viable and Universal to. (These things on your preference are up to you.) getting your Dex to 200 and up to 220 are still beneficial to a Mage. Just as much as they are to Warriors.
When it comes to pets in future confrontations as a much more powerful Mage. I would suggest 1,2, or even 3 Bio Engineered ones. Or none if you prefer. There is a common theme on this server to carry 5 pets called "Imps". (Short for Imprisoned Pets.) The common practice to carry these are for boss monsters in quests, as well as Champions at champ spawns. Won't make a difference by much if you are a Mage or a Warrior. They do the work for you in those instances.
As for weapons. (Knowing I will get insulted for this...) Get any weapon you want. I only use a weapon to mindlessly hunt weak monsters and auto [claim the corpses while watching a good movie on YouTube. However, when I pay attention to the game. I use it as a "get off me!" button, when a monster gets too close to me while casting.
Also forgot to mention. A good source of money for any new-ish Mage. Is Treasure Chests. Just get a rune book, and mark some of them chest spots. On this server, you need 120 Magery to be able to cast Unlock on Blaze chests in dungeons. You only need lockpicking if you plan to do treasure map hunting. This is a rather safe way to make money. Rather than the running head first into the jaws of doom at lower levels of the game. (Which can cost a lot to a developing character.) Meaning deaths are unlikely. No insurance gold to be taken from you.. meaning more gold for you. (Which is always a plus.)
The armor and weapons in a chest can be sold at a much higher value than ones you get from monsters to NPC vendors. Also, Gems often appear in a ample number in them. Along with other items like potion, scrolls, and ect. Which aren't as valuable to pick up. Unless you want to collect bottles. Drink the potions and stick the empties in your Spell Caster's Keyring.
Now that what I feel are some basics covered on the path of the Excelsiorian Mage. I have a few other "Useful Ideas" to consider.
The following skills are beneficial to you at "all" times. (Or until you outgrow the use of them.. if ever.)
Poisoning - Allows you to cast 4th stage Poisoning Fields to cast under monsters, or lure them through it. Nice way to soften some mobs not immune to Poison.
Discordance - Amps the damage from your spells on monsters not immune to it. The higher the skill in Musicianship and Discordance, the better. (Pretty self explanatory.)
Provocation - Forces 2 monsters to attack each other. Including monsters in the Twisted Weald. (Mini Bosses) and harder hitting monsters like Lurg and Balron. The higher the skill in Musicianship and Provocation, the better.
Necromancy - This one is rather good early on, and rather helpful in Champion Spawn monster fights. You can raise 3 corpse combatants to help in the fight at a time. Regardless of if your pet slot roster is full. Gives that extra push in harder fights.. so long as a dead body larger than a bird or a rabbit are around. (Can ressurect Skeletal Dragons to fight in some instances to.) Also, do not underestimate the powerful use of Corpse Skin & Strangle.
I would also suggest the use of a 3rd party macro program to make being a caster far less painful. I use something called UO Steam. Works the best so far out of the myriad of assistance programs out there. (At least for me.)
Also, I will touch on what Wil was talking about when it comes to monsters geared to be fought by Dex players. Which would be half of the Halloween Monster Bosses, and the Winter Event Bosses. Also, the Black Belt Master. But you don't technically need the Black Belt as a mage. Relayer a belt item to enhance all stats and magic abilities instead.
I would suggest going full on Warrior or Archer to deal with those bosses. Since most of the game play on here is leaned toward fighters/archers. Easiest path to that. Is at least 4 relayers, and at least 130s on the prevalent fighting stats for your weapon/s of choice, and at least 170+ Dex. (Max Swing Speed Helps.) Also the use of Chivalry for these events. As it enhances the weapon damage capabilities and can refill Stamina to max.
A hard hitting Single Target Weapon, that has either Crushing Blow or Double Strike. Will be useful in getting these fights over with..
I personally don't like having to step away from being more magic centered to force myself to be a fighter to complete the event quests.. but.. you cannot use pets or other tricks that would work in the majority of the game... desperate times call for desperate measures. Gotta take the good with the bad.
Last and certainly not least. Take any advantage to success as a mage that you possibly can. From making a Champ follow you to the water edge so you can nail it till it dies from the safety of your boat. To gathering up monsters, and trapping them on the other side of a creek. Always have a trick up your sleeve!
While Wil is half correct about what his perception of Magery on this server is. I have actual experience and can help with some direction on this matter.
To start playing a mage here. There are some simple rules to live by when starting out as one. Also, some understandings of how and what makes it more functional at an earlier time frame.
First off. Get LRC to 100%. (Lower Reagent Cost) This can be done with leather armor pieces. Also, with items like Ornament of the Magician. Having this at 100% will be a definite need for any stage of being a mage on this server. Normally spell casting takes herbal items to cast. This removes that hassle.
Maximum casting speed for Magery on this server is 2 Faster Casting, and 6 Faster Casting Recovery. You will not need higher than that. The use of Protection, a second level mage spell, will force your Faster casting down by 2. However, it will as the description states, stop you from being interrupted if hit while casting. Avoid using this method if you have only 0 or 1 Faster Casting. Because your casting speed can go into the negative until you turn the spell off. (Which is painful when waiting for a spell you need to go off...)
Pets, as far as my experience goes with Magery. I would do 1 or 2. Not 4 or 5 like others would suggest. At that point, you will end up being a healer and a full-on Tamer, rather than actually using any attack spells, that can and are very useful when using a pet to tank. My belief that you need to put in the time casting spells in the situations you need them. This way you know how to better use spells. As well as timing, ect.
Most people that play try to spam only Meteor Swarm, or Chain Lighting. Rather than realizing many monsters can be killed with lesser spells much faster. They give up because they would not slow down. All because they went with a fighter mentality, rather than an exploratory one. So, I urge you to learn how to use timing, and positioning to make sure your out of range of an attack. Or learn it to cast in-between an attack with a monster in your face.
I have to be honest. If you have no "Patience". A mage will not be for you. You will end up writing it off as horrible, and tell others your belief to be the true one. (Food for thought.)
As for Hunting. I would suggest the old school UO method. Smaller monster groups, with larger pay out. Set up your rune book for these kinds of spots. To maximize your earnings. Do not be overly concerned with a weapon when you first start out. Get either a high Mana Regen spell book from a player, or learn Inscription to make one yourself.
Dexterity... this one is a topic of debate for everyone.. except me. The easiest way to start out as a mage is 125 Str, 50 Dex, and 125 Int. Bandages will not be a need for you, but will be for your pet. Should you choose to use one. Dexterity value does not effect the healing speed of your pet. Later on, after you get better gear. Higher Dex will become useful for bandage healing and weapons. But not until then.
The most important gear to aspire to on this server for a mage. Is Magic Armor that you can get from Gems of Completion. The first order of business after you start to position yourself by playing a mage on this server. Is to start buying them. 6 Pieces in total. This would be a good way to push your magic stats up pretty quickly, before your inevitable climb to get Relayers. (Ask someone to explain Relayers. I will not go into them on this post.)
Keep in Mind. Relayers are Universal. Do not use any unconventional Relayers as a Mage. Such as Spirit of the Totem. That will be counterproductive to being a mage. Typical Relayers are just fine. If you want Bone Crusher or Titans Hammer Relayers, those are still viable and Universal to. (These things on your preference are up to you.) getting your Dex to 200 and up to 220 are still beneficial to a Mage. Just as much as they are to Warriors.
When it comes to pets in future confrontations as a much more powerful Mage. I would suggest 1,2, or even 3 Bio Engineered ones. Or none if you prefer. There is a common theme on this server to carry 5 pets called "Imps". (Short for Imprisoned Pets.) The common practice to carry these are for boss monsters in quests, as well as Champions at champ spawns. Won't make a difference by much if you are a Mage or a Warrior. They do the work for you in those instances.
As for weapons. (Knowing I will get insulted for this...) Get any weapon you want. I only use a weapon to mindlessly hunt weak monsters and auto [claim the corpses while watching a good movie on YouTube. However, when I pay attention to the game. I use it as a "get off me!" button, when a monster gets too close to me while casting.
Also forgot to mention. A good source of money for any new-ish Mage. Is Treasure Chests. Just get a rune book, and mark some of them chest spots. On this server, you need 120 Magery to be able to cast Unlock on Blaze chests in dungeons. You only need lockpicking if you plan to do treasure map hunting. This is a rather safe way to make money. Rather than the running head first into the jaws of doom at lower levels of the game. (Which can cost a lot to a developing character.) Meaning deaths are unlikely. No insurance gold to be taken from you.. meaning more gold for you. (Which is always a plus.)
The armor and weapons in a chest can be sold at a much higher value than ones you get from monsters to NPC vendors. Also, Gems often appear in a ample number in them. Along with other items like potion, scrolls, and ect. Which aren't as valuable to pick up. Unless you want to collect bottles. Drink the potions and stick the empties in your Spell Caster's Keyring.
Now that what I feel are some basics covered on the path of the Excelsiorian Mage. I have a few other "Useful Ideas" to consider.
The following skills are beneficial to you at "all" times. (Or until you outgrow the use of them.. if ever.)
Poisoning - Allows you to cast 4th stage Poisoning Fields to cast under monsters, or lure them through it. Nice way to soften some mobs not immune to Poison.
Discordance - Amps the damage from your spells on monsters not immune to it. The higher the skill in Musicianship and Discordance, the better. (Pretty self explanatory.)
Provocation - Forces 2 monsters to attack each other. Including monsters in the Twisted Weald. (Mini Bosses) and harder hitting monsters like Lurg and Balron. The higher the skill in Musicianship and Provocation, the better.
Necromancy - This one is rather good early on, and rather helpful in Champion Spawn monster fights. You can raise 3 corpse combatants to help in the fight at a time. Regardless of if your pet slot roster is full. Gives that extra push in harder fights.. so long as a dead body larger than a bird or a rabbit are around. (Can ressurect Skeletal Dragons to fight in some instances to.) Also, do not underestimate the powerful use of Corpse Skin & Strangle.
I would also suggest the use of a 3rd party macro program to make being a caster far less painful. I use something called UO Steam. Works the best so far out of the myriad of assistance programs out there. (At least for me.)
Also, I will touch on what Wil was talking about when it comes to monsters geared to be fought by Dex players. Which would be half of the Halloween Monster Bosses, and the Winter Event Bosses. Also, the Black Belt Master. But you don't technically need the Black Belt as a mage. Relayer a belt item to enhance all stats and magic abilities instead.
I would suggest going full on Warrior or Archer to deal with those bosses. Since most of the game play on here is leaned toward fighters/archers. Easiest path to that. Is at least 4 relayers, and at least 130s on the prevalent fighting stats for your weapon/s of choice, and at least 170+ Dex. (Max Swing Speed Helps.) Also the use of Chivalry for these events. As it enhances the weapon damage capabilities and can refill Stamina to max.
A hard hitting Single Target Weapon, that has either Crushing Blow or Double Strike. Will be useful in getting these fights over with..
I personally don't like having to step away from being more magic centered to force myself to be a fighter to complete the event quests.. but.. you cannot use pets or other tricks that would work in the majority of the game... desperate times call for desperate measures. Gotta take the good with the bad.
Last and certainly not least. Take any advantage to success as a mage that you possibly can. From making a Champ follow you to the water edge so you can nail it till it dies from the safety of your boat. To gathering up monsters, and trapping them on the other side of a creek. Always have a trick up your sleeve!
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Re: Magery.
Thank you for all the information, but I have a few more questions. I currently have one maxed human bio and three imp dogs, as you mentioned. Regarding your suggestion about treasure chests, do they actually provide better gold compared to farming rune beetles or balrons? At the moment, I can kill balrons, and I’m using Mistvale gear along with Jackal's Collar, Batwings, Gloves of the Pugilist, etc. I’ve also used a +50 stat scroll. Right now, with my gear, my stats are 201 Strength, 194 Dexterity, and 130 Intelligence. Is this enough to complete the Gauntlet of Champions (GoC) quest?Dirtybook wrote: Fri Aug 23, 2024 5:31 am I have played as a pure mage, and as a mix for a long time. (Been a Mage since the week UO hit the shelves back in the late 1990's) Meaning I use other skills like Provocation, Peacemaking Discordance, Taming, Necromancy, and do use a weapon or 2.
While Wil is half correct about what his perception of Magery on this server is. I have actual experience and can help with some direction on this matter.
To start playing a mage here. There are some simple rules to live by when starting out as one. Also, some understandings of how and what makes it more functional at an earlier time frame.
First off. Get LRC to 100%. (Lower Reagent Cost) This can be done with leather armor pieces. Also, with items like Ornament of the Magician. Having this at 100% will be a definite need for any stage of being a mage on this server. Normally spell casting takes herbal items to cast. This removes that hassle.
Maximum casting speed for Magery on this server is 2 Faster Casting, and 6 Faster Casting Recovery. You will not need higher than that. The use of Protection, a second level mage spell, will force your Faster casting down by 2. However, it will as the description states, stop you from being interrupted if hit while casting. Avoid using this method if you have only 0 or 1 Faster Casting. Because your casting speed can go into the negative until you turn the spell off. (Which is painful when waiting for a spell you need to go off...)
Pets, as far as my experience goes with Magery. I would do 1 or 2. Not 4 or 5 like others would suggest. At that point, you will end up being a healer and a full-on Tamer, rather than actually using any attack spells, that can and are very useful when using a pet to tank. My belief that you need to put in the time casting spells in the situations you need them. This way you know how to better use spells. As well as timing, ect.
Most people that play try to spam only Meteor Swarm, or Chain Lighting. Rather than realizing many monsters can be killed with lesser spells much faster. They give up because they would not slow down. All because they went with a fighter mentality, rather than an exploratory one. So, I urge you to learn how to use timing, and positioning to make sure your out of range of an attack. Or learn it to cast in-between an attack with a monster in your face.
I have to be honest. If you have no "Patience". A mage will not be for you. You will end up writing it off as horrible, and tell others your belief to be the true one. (Food for thought.)
As for Hunting. I would suggest the old school UO method. Smaller monster groups, with larger pay out. Set up your rune book for these kinds of spots. To maximize your earnings. Do not be overly concerned with a weapon when you first start out. Get either a high Mana Regen spell book from a player, or learn Inscription to make one yourself.
Dexterity... this one is a topic of debate for everyone.. except me. The easiest way to start out as a mage is 125 Str, 50 Dex, and 125 Int. Bandages will not be a need for you, but will be for your pet. Should you choose to use one. Dexterity value does not effect the healing speed of your pet. Later on, after you get better gear. Higher Dex will become useful for bandage healing and weapons. But not until then.
The most important gear to aspire to on this server for a mage. Is Magic Armor that you can get from Gems of Completion. The first order of business after you start to position yourself by playing a mage on this server. Is to start buying them. 6 Pieces in total. This would be a good way to push your magic stats up pretty quickly, before your inevitable climb to get Relayers. (Ask someone to explain Relayers. I will not go into them on this post.)
Keep in Mind. Relayers are Universal. Do not use any unconventional Relayers as a Mage. Such as Spirit of the Totem. That will be counterproductive to being a mage. Typical Relayers are just fine. If you want Bone Crusher or Titans Hammer Relayers, those are still viable and Universal to. (These things on your preference are up to you.) getting your Dex to 200 and up to 220 are still beneficial to a Mage. Just as much as they are to Warriors.
When it comes to pets in future confrontations as a much more powerful Mage. I would suggest 1,2, or even 3 Bio Engineered ones. Or none if you prefer. There is a common theme on this server to carry 5 pets called "Imps". (Short for Imprisoned Pets.) The common practice to carry these are for boss monsters in quests, as well as Champions at champ spawns. Won't make a difference by much if you are a Mage or a Warrior. They do the work for you in those instances.
As for weapons. (Knowing I will get insulted for this...) Get any weapon you want. I only use a weapon to mindlessly hunt weak monsters and auto [claim the corpses while watching a good movie on YouTube. However, when I pay attention to the game. I use it as a "get off me!" button, when a monster gets too close to me while casting.
Also forgot to mention. A good source of money for any new-ish Mage. Is Treasure Chests. Just get a rune book, and mark some of them chest spots. On this server, you need 120 Magery to be able to cast Unlock on Blaze chests in dungeons. You only need lockpicking if you plan to do treasure map hunting. This is a rather safe way to make money. Rather than the running head first into the jaws of doom at lower levels of the game. (Which can cost a lot to a developing character.) Meaning deaths are unlikely. No insurance gold to be taken from you.. meaning more gold for you. (Which is always a plus.)
The armor and weapons in a chest can be sold at a much higher value than ones you get from monsters to NPC vendors. Also, Gems often appear in a ample number in them. Along with other items like potion, scrolls, and ect. Which aren't as valuable to pick up. Unless you want to collect bottles. Drink the potions and stick the empties in your Spell Caster's Keyring.
Now that what I feel are some basics covered on the path of the Excelsiorian Mage. I have a few other "Useful Ideas" to consider.
The following skills are beneficial to you at "all" times. (Or until you outgrow the use of them.. if ever.)
Poisoning - Allows you to cast 4th stage Poisoning Fields to cast under monsters, or lure them through it. Nice way to soften some mobs not immune to Poison.
Discordance - Amps the damage from your spells on monsters not immune to it. The higher the skill in Musicianship and Discordance, the better. (Pretty self explanatory.)
Provocation - Forces 2 monsters to attack each other. Including monsters in the Twisted Weald. (Mini Bosses) and harder hitting monsters like Lurg and Balron. The higher the skill in Musicianship and Provocation, the better.
Necromancy - This one is rather good early on, and rather helpful in Champion Spawn monster fights. You can raise 3 corpse combatants to help in the fight at a time. Regardless of if your pet slot roster is full. Gives that extra push in harder fights.. so long as a dead body larger than a bird or a rabbit are around. (Can ressurect Skeletal Dragons to fight in some instances to.) Also, do not underestimate the powerful use of Corpse Skin & Strangle.
I would also suggest the use of a 3rd party macro program to make being a caster far less painful. I use something called UO Steam. Works the best so far out of the myriad of assistance programs out there. (At least for me.)
Also, I will touch on what Wil was talking about when it comes to monsters geared to be fought by Dex players. Which would be half of the Halloween Monster Bosses, and the Winter Event Bosses. Also, the Black Belt Master. But you don't technically need the Black Belt as a mage. Relayer a belt item to enhance all stats and magic abilities instead.
I would suggest going full on Warrior or Archer to deal with those bosses. Since most of the game play on here is leaned toward fighters/archers. Easiest path to that. Is at least 4 relayers, and at least 130s on the prevalent fighting stats for your weapon/s of choice, and at least 170+ Dex. (Max Swing Speed Helps.) Also the use of Chivalry for these events. As it enhances the weapon damage capabilities and can refill Stamina to max.
A hard hitting Single Target Weapon, that has either Crushing Blow or Double Strike. Will be useful in getting these fights over with..
I personally don't like having to step away from being more magic centered to force myself to be a fighter to complete the event quests.. but.. you cannot use pets or other tricks that would work in the majority of the game... desperate times call for desperate measures. Gotta take the good with the bad.
Last and certainly not least. Take any advantage to success as a mage that you possibly can. From making a Champ follow you to the water edge so you can nail it till it dies from the safety of your boat. To gathering up monsters, and trapping them on the other side of a creek. Always have a trick up your sleeve!
Re: Magery.
I was unaware of how far along your pets and gear was. My advice was for starting a mage from scratch. However, when it comes to your questions. Chests may not do much more than enhance what your earnings are by a small margin. Roughly 10-15% if you put 2-3 chest locations into your hunting routine. If timed properly between waiting for things to respawn at other locations it might be worth that small margin. (If you are impatient, chests are not for you.)
The value of doing an extra task here and is up for you to decide, if it is worth it. I cannot speak for you.
As for the GoC quest. I have no idea. I have bought my GoC, rather than quest for them. Just seemed more efficient for me to buy a full suit of GoC. Rather than go through a long quest, then have to wait weeks before I can do it again. Considering so many people do that quest and want to make the extra cash from it. Being a consumer is just logically more sound. Getting multiple GoCs in a couple weeks time frame, made hunting the gold for them make more sense than questing for them. (To me at least.)
As for your stats and gear. You are well on your way to being a fighter. With the exception of Mistvale Gear, you made no mention of anything amping magic stats or spell damage. You mentioned mostly Strength and Dexterity. You might as well just follow the advice of the Dex players of the server at this point.
Because you are heading in the opposite direction of a magic user. I will be of no further use to you. Be well and enjoy the game.
The value of doing an extra task here and is up for you to decide, if it is worth it. I cannot speak for you.
As for the GoC quest. I have no idea. I have bought my GoC, rather than quest for them. Just seemed more efficient for me to buy a full suit of GoC. Rather than go through a long quest, then have to wait weeks before I can do it again. Considering so many people do that quest and want to make the extra cash from it. Being a consumer is just logically more sound. Getting multiple GoCs in a couple weeks time frame, made hunting the gold for them make more sense than questing for them. (To me at least.)
As for your stats and gear. You are well on your way to being a fighter. With the exception of Mistvale Gear, you made no mention of anything amping magic stats or spell damage. You mentioned mostly Strength and Dexterity. You might as well just follow the advice of the Dex players of the server at this point.
Because you are heading in the opposite direction of a magic user. I will be of no further use to you. Be well and enjoy the game.