| Bockscar |
09-21-2011 06:05 PM |
Monks can't wear most of the easy resist gear. Getting 100+ unbuffed is pretty difficult for anything except MR, and the MR is basically necessary in order for melees to PvP at all. For instance, a rogue in pretty good resist gear will sit at something like 110MR 60FR 60CR. With like the best gear he can get, it might be 100MR 90 FR 110CR or 150MR 40FR 50CR, depending on choices. Consider that many classes get spells with a negative resist modifier, or can debuff resists - wizard nukes have -10, and they can spam flux staff until it lands for another -10 or whatever it is again. Nukes tend to land alright unless someone has seriously buffed the relevant resists to hell and back at the expense of everything else. I'd say the only class that really has to worry significantly about resists for their damage is magician, or maybe wizard in the very endgame before Kunark. Enchanters as well to an extent, but they're not there for damage later on.
Wizard: -10 native resist modifier plus flux staff, lures in Kunark
Necro: most of their shit is virtually unresistable
Enchanter: tash is unresistable and reduces MR by a good deal, especially if they add the x1.5 modifier to resist debuffs. Also get unresistable mez in Kunark
Magician: kinda screwed, but who cares about magicians?
Shaman: most of damage is poison/disease which is hard to get high resists for, and they can debuff resists anyway
Druid: -100 modifier on dots (though they tend to get dispelled), higher-level nukes debuff resists
Cleric: not really there to do damage past level 30
So for the most part, spell damage should be usable. It's just stuns, roots etc. that become largely worthless when people have gear, and that's both classic and necessary in order for melee to be able to function at all in PvP. Nukes tend to be harder to resist because it can roll for partial damage while CC can just check to see if it lands or not.
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