Quote:
Originally Posted by Haynar
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I look about 4 or 5 times a day to see if Beta is up. When it comes up it should have latest pvp changes.
I think resists are on the low side, where its pretty easy to resist spells. Maybe too easy.
Debuffs are tougher to scale. I kind of like keeping resists on low side but making debuffs brutal. As in they actually debuff more. And have big neg resist adjusts to make landing easier.
I will wait to see the general opinions on the feel before what i hope to be the last round of tweaks prior to going out to red.
H
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Sounds like a good plan. Debuffs need to be mean something. I know I don't pvp but as I said before I am sure you won't stop at red, if you figure out resists on red you won't be able to stay away from blue. Although on blue debuffs shouldn't have too big of a neg resist (Malo withstanding, as it always had a -neg resist), Mage debuffs and even Malo SOMETIMES needed Tash to land. It is why I carry a Tash stick around even if its not needed. When Velious comes you will need a tash stick if you plan to solo dragons in EW. BTW Lodi does not need tash stick to be soloable by shaman. This is a good test to see if resists are right Lodi should resist most if not all but Malo should land and everything else should resist essentially, even after malo has hit. Although once malo'd Epic should stick 50%+ of time and with tash should stick 75% of time. With Disease insidious malady should allow disease dots to land, although even with malo and tash poison/cold/fire/magic should resist 75% of time.
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P.S. Lodi was one of the most resistant bastards in the game, that is why I use him as a example. Lesser mobs should be exponentially easier to affect then Lodi. He was insanly MR but yet was still soloable by wizards, druids, shaman, and enchanter. After Tash and Malo Lodi should be slowable 50% of time, without tash 80% resist on slow.