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#1
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![]() Besides MR. When is it worth putting resists as a priority over hp?
Example, I could have 90 cold and 100 fire resists but lose a couple hundred hp from gear. I know end game I'll be eating lures so resists wont matter but it could save me from ..... druids? Just curious as I've heard conflicting stories here and have done some testing at 100FR/CR but it seems to be so random I'm not sure if it is worth it. Would appreciate any educated feedback. | ||
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#2
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![]() Look up posts by 'Alecta' and you'll find information on the resist curve. Off the top of my head I think the break point is around 140-160 in a particular resist.
Don't assume you'll only be eating lures at a high level, only one class can cast those. [You must be logged in to view images. Log in or Register.] It also depends on your class. I tend to stack a lot more MR on my rogue as I do on my shaman for example, as a melee snared/rooted is worthless but a shaman still can do things. | ||
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#3
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![]() If you are a caster, keeping gate memmed on your spell bar will probably save your life a whole lot more than a few more resists at the cost of hp.
If you are a melee, lots of MR is the priority for the reasons Kergan listed. Even then there are a lot of unresistable spells or ones with enormous negative resist checks. Druid magic dots and several chanter spells are unresistable as is the necro dot Splurt. All other necro lifetaps and lifetap dots have a -200 MR check before landing and their fire dots have a -100 FR check. Fire would still be the second priority until the mid-50s when several classes get powerful Cold spells. How much gear and hp you want to lose for FR and CR is up to you, but I wouldn't go nuts. Resists MAY help you out whereas the hp will always help out. A Froglok Crown would help a lot, and if you're an iksar and can use Stone of Morid you can get 50 FR and 50 CR from two items; 20 from Crown and 30 from Stone. Wiki has a resist gear link on it for finding them. I don't think it's close to fully comprehensive but it has a lot of them.
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Cidisius - 60 Shaman (Max Alchemy) Neefin - 60 Druid Yawgmoth - 60 Necromancer (184 Research) Colt - 56 Magician (184 Research) Hannibal - 55 Monk Urza - 53 Wizard (175 Research) Dealer - 47 Enchanter (250 Jewelcrafting, 165 Research) | ||
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#5
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![]() Don't worry about fire/cold resists when leveling up. Magic resist and HP all the way while leveling up. Try to get at least 80 MR.
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#6
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![]() cold/fire doesn't seem to matter much until you get them to around 120-140+, so don't bother unless you can get that while maintaining 125+ MR unbuffed
don't expect the resist code to be anything like live | ||
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#7
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![]() Hmmm ok thanks.
I had a bard cast his buffs on me and got my resists to like 160 each, but still ate full damage from draught spells casted from a volunteer wizard almost every time so I was wondering when they became effective. Granted I think the wizard was 10 lvls or so higher than me, I'm not sure if this makes a difference? | ||
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#8
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![]() Quote:
Unless you can be fully buffed and know exactly who you are fighting don't worry too much about it. Reserve that gear for PvE or the off chance you know exactly who your opponent is. | |||
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#9
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![]() Level does make a difference, 10 would make a large difference.
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#10
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![]() We'll see what happens with the melee damage post patch. There was something in there about AC changing right? I wouldn't call melee damage high on high AC targets here, trying to melee down an iksar monk as a rogue is fucking frustrating as hell. Miss, Block, Dodge, 7 damage, Miss, 22 damage, Block, Miss, Miss, 18 damage, Block, Dodge, Miss, 6 damage...
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