Quote:
Originally Posted by CrystalBlue
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I'm glad people are posting these other numbers about at what resist rate you basically become immune to spells according to Lucy. I hope it opens up the eyes of the druids/wizards/shaman/etc to see how much of their spellbook will become 100 percent useless and insta-resistable if our resist system was set to match that.
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Do I have to post this again?
Necro
Lifetaps - essentially unresistable
Fire Line - essentially unresistable
Cessation of Cor - need 197 dr to be immune
Envenomed Bolt - need 175 pr to be immune
Scent of Terris - need 181 pr to be immune
Shaman
Malo - unresistable
Bane of Nife - 197pr to be immune
Pox of Bertox - 197dr to be immune
Wizard
Lures - essentially unresistable
Magician
Mala - unresistable
Malosini - 197mr to be immune
Enchanter
Tashanian - unresistable
Rapture - essentially unresistable
Asphyxiate - 197mr to be immune
Largarn's Lamentation - 197mr to be immune
Cripple - 181 mr to be immune
Druid
Winged Death - essentially unresistable
Breath of Ro - 181 fr to be immune
And that's not even taking into account the effect of debuffs. As in
maybe, just maybe, a PVP server should emphasize tashing and maloing players like we do NPCs. Nor is it taking into account the ability to pumice off resist buffs.
So for instance, your precious root which you say will become absolutely useless:
If an enchanter is trying to Fetter a player in pvp that player needs 123mr to be immune. If the enchanter pillages and tashes the player would need 183mr to be immune. Now who in the world is going to be rocking 183mr unbuffed?
What the change does is make pvp tactics worth something. You might actually need to pillage GMR and perhaps cast tash before you start spamming spells.