Theurgist - Template with a difference

Corran

Part of the furniture
Joined
Dec 23, 2003
Messages
6,180
As per normal, I like to try be different if I can with the templates I make.
As such this is based around ML10 items.

By doing this I have kept in all the important artifacts and lost basically nothing really.



Magic damage - Lost GoV's bonuses, but all normal templates I make only have +2 skill. Means that most it recovered because I got +9 skill here.

Cloudsong out ML10 cloak in- normally run the speed so never use it. And capped cast speed/pierce means it not needed. In return gain AOE demezz.

No AT shape shift - Erinys has nice utility and the power regen passive. Handy in my opinion and moment an icepet cast your position given away anyways.

Powerpool - Cant complain when got over 40% powerpool :D

Resists - some little lower then i like, but could replace Hits in SC with a 9% resist. Undecided wether this would be better or not. Maybe get matter higher then the 10% by doing so. Hower inexpensive to replace just the boots so experience will tell. But also got ctr for the passive 3-4% extra that provides anyways



Code:
LOKI Build Report
Two-Handed Configuration:
Build Utility: 661.0
Useable Utility: 655.7
TOA Utility: 430.0

Statistics
STR:0/75     CON:74/75     DEX:103/101
QUI:0/75     INT:102/99     PIE:0/75
CHA:0/75     EMP:0/75
Hits:188/240
Power:0/44
AF:14/50

Resistances
Body: 27
Cold: 23
Heat: 25
Energy: 20
Matter: 10
Spirit: 15+5
Crush: 23+2
Slash: 25+3
Thrust: 23

Skills
Earth Magic: 9
Cold Magic: 9
Wind Magic: 9

Focuses
Earth Magic: 50
Cold Magic: 50
Wind Magic: 50

Bonuses
Power Pool: 43
Spell Duration: 6
Casting Speed: 11
Spell Range: 12
Spell Damage: 4
Resist Pierce: 10

Chest (ML10 Caster):
Imbue: 26.0
7 Power Pool
21 Acuity
21 Constitution
3 ALL magic skills
2 Casting Speed
7 Dexterity Cap Increase
Utility: 43.0
TOA Utility: 38.0

Arms (Foppish sleeves):
Imbue: 23.0
15 Dexterity
5% Slash
5% Thrust
5 Dexterity Cap Increase
15 Acuity
6 Power Pool
5 Acuity Cap Increase
Utility: 40.0
TOA Utility: 32.0

Head:
Imbue: 37.5/32 (Quality: 100)
16 Constitution
7% Cold
7% Body
11% Energy
Utility: 60.7
TOA Utility: 0.0

Legs (ML10 caster):
Imbue: 16.5
7 Power Pool
21 Dexterity
2 ALL magic skills
2 Spell Range
8 Acuity Cap Increase
14 AF
Utility: 24.0
TOA Utility: 54.0

Hands (Maddening Scalars (Alb)):
Imbue: 20.0
40 Hits
15 Acuity
15 Dexterity
6 Power Pool
5 Dexterity Cap Increase
5 Acuity Cap Increase
3 Casting Speed
Utility: 30.0
TOA Utility: 47.0

Feet:
Imbue: 37.0/28 (Quality: 99)
13 Dexterity
22 Constitution
9% Heat
68 Hits
Utility: 58.3
TOA Utility: 0.0

Two-Handed (Theurg Champ):
Imbue: 5.5
2 ALL magic skills
5 Power Pool
6 Dexterity Cap Increase
6 Acuity Cap Increase
6 Power Cap Increase
4 Casting Speed
4 Spell Damage
50 ALL spell lines Focus
Utility: 11.0
TOA Utility: 86.0

Neck (Ancient Copper Necklace):
Imbue: 45.0
10% Body
10% Thrust
10% Spirit
10% Crush
Utility: 80.0
TOA Utility: 0.0

Cloak (ML 10):
Imbue: 23.5
2 ALL magic skills
21 Acuity
21 Dexterity
7 Power Pool
8 Power Cap Increase
2 Casting Speed
Utility: 38.0
TOA Utility: 40.0

Jewel (Erinys charm):
Imbue: 32.0
40 Hits
15 Intelligence
15 Constitution
5% Crush
5% Spirit
5% Energy
5 Spell Range
5 Resist Pierce
Utility: 60.0
TOA Utility: 50.0

Belt (Jacina Sash):
Imbue: 0.0
6 Spell Duration
5 Power Pool
5 Power Cap Increase
5 Spell Range
5 Resist Pierce
Utility: 0.0
TOA Utility: 82.0

Left Ring (Croc Tear Ring):
Imbue: 25.0
4% Heat
4% Cold
4% Energy
4% Matter
4% Body
15 Acuity
Utility: 50.0
TOA Utility: 0.0

Right Ring (Demon blood ring):
Imbue: 38.0
8% Crush
8% Thrust
8% Slash
6% Heat
6% Cold
Utility: 72.0
TOA Utility: 0.0

Left Wrist (Ceremonial bracer. Dex):
Imbue: 22.0
18 Dexterity
40 Hits
5 Dexterity Cap Increase
40 Hits Cap Increase
6% Slash
Utility: 34.0
TOA Utility: 20.0

Right Wrist (Ebon Hide Bracer):
Imbue: 30.0
6% Matter
6% Slash
6% Heat
6% Body
6% Cold
Utility: 60.0
TOA Utility: 0.0
 

Corran

Part of the furniture
Joined
Dec 23, 2003
Messages
6,180
Huntingtons said:
ml10 cloak = 150 aoe so its nothing ubbar!

If you run with only 1 demezzer and you get jumped it makes a big difference even if you only free your demezzer. But if you bunched up it great. And I cant really see anywhere that Im losing out on.

Ml10 template - 4%magic damage + 4.5% skill = 8.5% damage.

Normal template - 8% magic damage + 1% skill = 9% damage.

CS never used < ML10 handy now and again

Even if it isnt ubeh in your mind, would like to know where you think it lacks compared to a normal template when you take into account the above. I like critism, especially if it points out aspects i didnt think of during my comparisons.
 

Void959

Fledgling Freddie
Joined
Dec 19, 2004
Messages
887
Very nice temp. I've been looking for/trying to make a high powerpool temp recently and this is by far the best I've seen. Some might miss the lack of zo, but I don't think it's a huge loss personally, most people don't seem to use it anyway especially since it interfers with staff/sash timers.

The only thing I'd change it the resist SCing - lower the 11% energy on the head to 9% and raise cold to 9%, giving 25% cold and 19% energy resist, cold is equal highest priority with body imo.

Lack of %damage should not be a big issue to a theurg anyway, and as you say the extra skill will almost make up for it.

If only I could afford I'd switch to that temp right now :(
 

RandomDotCom

Fledgling Freddie
Joined
Jun 23, 2005
Messages
680
nice template considering what's used. only thing you could change is put gov or nailah in for enhanced damage %. problem with your template really is you have so many armour drops it leaves no real space for sc.

if your main job, however, is really just to pet spam and you aren't concerned in the slightest about a nuking job, then really this is a good template.

as has been said before, see if you can play with resists. main alb resists are melee (ofc) body and cold. heat is less important, but if you run with friar resists/cl elemental resists then the extra heat resi will help a lot vs hibs annoying debuffing.

spot on template for the role you'll be playing. good combination of items and ofc, not anything like a lot of templates out there. played
 

Leel

Fledgling Freddie
Joined
Jan 25, 2004
Messages
931
But if he swaps out ml 10 robe, then he can't use the ubah ml 10 cloak for demez and power cap, which he needs in order to have such a high power pool, which is VERY nice for a theurg. Great theurg temp imo.
 

Corran

Part of the furniture
Joined
Dec 23, 2003
Messages
6,180
Void959 said:
Very nice temp. I've been looking for/trying to make a high powerpool temp recently and this is by far the best I've seen. Some might miss the lack of zo, but I don't think it's a huge loss personally, most people don't seem to use it anyway especially since it interfers with staff/sash timers.

The only thing I'd change it the resist SCing - lower the 11% energy on the head to 9% and raise cold to 9%, giving 25% cold and 19% energy resist, cold is equal highest priority with body imo.

Lack of %damage should not be a big issue to a theurg anyway, and as you say the extra skill will almost make up for it.

If only I could afford I'd switch to that temp right now :(

Good call on the resists there. The 11% was originally heat but then changed some items about and didnt play about with that. Thanks on pointed it out. As such it enabled me to slightly modify it about. Few extra HP came out of it as well as the more balanced resists

Code:
LOKI Build Report
Two-Handed Configuration:
Build Utility: 663.0
Useable Utility: 657.7
TOA Utility: 430.0

Statistics
STR:0/75     CON:74/75     DEX:103/101
QUI:0/75     INT:102/99     PIE:0/75
CHA:0/75     EMP:0/75
Hits:196/240
Power:0/44
AF:14/50

Resistances
Body: 27
Cold: 25
Heat: 25
Energy: 18
Matter: 10
Spirit: 15+5
Crush: 23+2
Slash: 25+3
Thrust: 23

Skills
Earth Magic: 9
Cold Magic: 9
Wind Magic: 9

Focuses
Earth Magic: 50
Cold Magic: 50
Wind Magic: 50

Bonuses
Power Pool: 43
Spell Duration: 6
Casting Speed: 11
Spell Range: 12
Spell Damage: 4
Resist Pierce: 10

Chest (ML10 Caster):
Imbue: 26.0
7 Power Pool
21 Acuity
21 Constitution
3 ALL magic skills
2 Casting Speed
7 Dexterity Cap Increase
Utility: 43.0
TOA Utility: 38.0

Arms (Foppish sleeves):
Imbue: 23.0
15 Dexterity
5% Slash
5% Thrust
5 Dexterity Cap Increase
15 Acuity
6 Power Pool
5 Acuity Cap Increase
Utility: 40.0
TOA Utility: 32.0

Head:
Imbue: 37.5/32 (Quality: 100)
22 Constitution
9% Cold
7% Body
9% Energy
Utility: 64.7
TOA Utility: 0.0

Legs (ML10 caster):
Imbue: 16.5
7 Power Pool
21 Dexterity
2 ALL magic skills
2 Spell Range
8 Acuity Cap Increase
14 AF
Utility: 24.0
TOA Utility: 54.0

Hands (Maddening Scalars (Alb)):
Imbue: 20.0
40 Hits
15 Acuity
15 Dexterity
6 Power Pool
5 Dexterity Cap Increase
5 Acuity Cap Increase
3 Casting Speed
Utility: 30.0
TOA Utility: 47.0

Feet:
Imbue: 37.0/28 (Quality: 99)
13 Dexterity
16 Constitution
9% Heat
76 Hits
Utility: 56.3
TOA Utility: 0.0

Two-Handed (Theurg Champ):
Imbue: 5.5
2 ALL magic skills
5 Power Pool
6 Dexterity Cap Increase
6 Acuity Cap Increase
6 Power Cap Increase
4 Casting Speed
4 Spell Damage
50 ALL spell lines Focus
Utility: 11.0
TOA Utility: 86.0

Neck (Ancient Copper Necklace):
Imbue: 45.0
10% Body
10% Thrust
10% Spirit
10% Crush
Utility: 80.0
TOA Utility: 0.0

Cloak (ML 10):
Imbue: 23.5
2 ALL magic skills
21 Acuity
21 Dexterity
7 Power Pool
8 Power Cap Increase
2 Casting Speed
Utility: 38.0
TOA Utility: 40.0

Jewel (Erinys charm):
Imbue: 32.0
40 Hits
15 Intelligence
15 Constitution
5% Crush
5% Spirit
5% Energy
5 Spell Range
5 Resist Pierce
Utility: 60.0
TOA Utility: 50.0

Belt (Jacina Sash):
Imbue: 0.0
6 Spell Duration
5 Power Pool
5 Power Cap Increase
5 Spell Range
5 Resist Pierce
Utility: 0.0
TOA Utility: 82.0

Left Ring (Croc Tear Ring):
Imbue: 25.0
4% Heat
4% Cold
4% Energy
4% Matter
4% Body
15 Acuity
Utility: 50.0
TOA Utility: 0.0

Right Ring (Demon blood ring):
Imbue: 38.0
8% Crush
8% Thrust
8% Slash
6% Heat
6% Cold
Utility: 72.0
TOA Utility: 0.0

Left Wrist (Ceremonial bracer. Dex):
Imbue: 22.0
18 Dexterity
40 Hits
5 Dexterity Cap Increase
40 Hits Cap Increase
6% Slash
Utility: 34.0
TOA Utility: 20.0

Right Wrist (Ebon Hide Bracer):
Imbue: 30.0
6% Matter
6% Slash
6% Heat
6% Body
6% Cold
Utility: 60.0
TOA Utility: 0.0
 

Golena

Fledgling Freddie
Joined
Feb 11, 2004
Messages
3,292
The one and only real reason for not using the ML10 staff as a theurg is you lose the champ/tarts power charge. Having said that you've got more powerpool than most to counter that so it probably works out much the same.
 

Corran

Part of the furniture
Joined
Dec 23, 2003
Messages
6,180
Golena said:
The one and only real reason for not using the ML10 staff as a theurg is you lose the champ/tarts power charge. Having said that you've got more powerpool than most to counter that so it probably works out much the same.

Im not using the ML10 staff... that is using the Champion Weapon.

The "nerf" still means I can run without the staff, just have to run with Chest and legs (had a great template before when didnt need legs :( )
 

Sarumann

Can't get enough of FH
Joined
Jul 24, 2005
Messages
2,314
Leel said:
But if he swaps out ml 10 robe, then he can't use the ubah ml 10 cloak for demez and power cap, which he needs in order to have such a high power pool, which is VERY nice for a theurg. Great theurg temp imo.

Wrong
u only need the 3 items to summon cloak then u can unequip the staff and the robe since he uses the legs so cloak will still be on after summoned and removed staff and robe
 

Corran

Part of the furniture
Joined
Dec 23, 2003
Messages
6,180
Sarumann said:
Wrong
u only need the 3 items to summon cloak then u can unequip the staff and the robe since he uses the legs so cloak will still be on after summoned and removed staff and robe

wrong!

You need BOTH the Robe AND the Legs.

This was introduced when they made the fix for the bug on some classes that couldnt summon the cloak just after last patch. When questioned on it I was told it was the way in which Mythic stated the fix and that i should discuss it with them. Of course mythic didnt reply to my query about why it was changed
 

Ballard

Fledgling Freddie
Joined
Oct 6, 2004
Messages
1,711
Corran said:
wrong!

You need BOTH the Robe AND the Legs.

This was introduced when they made the fix for the bug on some classes that couldnt summon the cloak just after last patch. When questioned on it I was told it was the way in which Mythic stated the fix and that i should discuss it with them. Of course mythic didnt reply to my query about why it was changed

Because all classes previously could use the ml10 cloak without using ANY of the other ml10 gear. Was just changed a couple of months ago so you could abuse it anymore :(
 

Garaen

One of Freddy's beloved
Joined
Dec 27, 2003
Messages
985
Does anyone have a link to that cookie-cutter template that alot of casters use? Uses alot of artis like GoV/MS/Jacinas/Zo/CB/Erinys/Foppish
 

Haggus

Can't get enough of FH
Joined
Jun 18, 2004
Messages
1,075
Corr I like this temp but tbh I think you need the 10/9/9.

I love the power pool but if you can work that around the 10/9/9 then it would be an awsome temp.

The cloak I'm not to sure on. Whats the timer on it and is it worth running oop because you used ur cloak to demezz 1 person ?
 

Corran

Part of the furniture
Joined
Dec 23, 2003
Messages
6,180
Haggus said:
Corr I like this temp but tbh I think you need the 10/9/9.

I love the power pool but if you can work that around the 10/9/9 then it would be an awsome temp.

The cloak I'm not to sure on. Whats the timer on it and is it worth running oop because you used ur cloak to demezz 1 person ?


And yes, 10/9/9 would be nice. But then I can have that when i solo anyways by using old sc, I lose just 30dmg from my cap damage as tested on grey cons with this setup, dont find that to bad when the primary job is to interupt. I finding that im using between 3-4% power per pet with the power pool which is rather nice.

Timer on the cloak is the usual. 15minute re-use. The thing is I will primarily use it if group gets jumped/demezzer is mezzed. This means in general it be used at beginning of the fight. So with RP1 + Pots and 43% powerpool it is highly unlikely that i will run out of power inside a minute or so of using the charge. At least thats how I figure it.

And yes, 10/9/9 would be nice. But then I can have that when i solo anyways by using old sc
 

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