Which is the least dispensable resist?

Public communication platform for all Albion players.
Xabrast
Warder
 
Posts: 38
Joined: Oct 24, 2012 12:47

Postby Xabrast » Apr 26, 2013 12:24

I'm trying to make a cheap template and will have to skip/lower one of the magic resists. Therefor i would like to hear your opinion on which you would leave behind? :)
Image Image

Image

Dirtymind
Eagle Knight
 
Posts: 529
Joined: Dec 23, 2012 23:06

Postby Dirtymind » Apr 26, 2013 13:01

Image

Ex-Albion-Logres: Bogner [Sankaras Erben] and co
Ex-Camlann: Dirtymind [FEAR] and Stinkerle

Image

User avatar
Lasastard
Phoenix Knight
 
Posts: 1180
Joined: May 28, 2009 00:00

Postby Lasastard » Apr 26, 2013 13:37

Depends on your class, I would think. Melee resists are all non-dispensable, obviously. Same goes for 'cold', 'body' and 'matter'.

If you absolutely have to dump a resist, then spirit or heat. But spirit is probably safer to ignore (although there are few to no enchanters/mentalists in RvR)
Image

User avatar
svperstar
Eagle Knight
 
Posts: 638
Joined: May 31, 2012 20:33

Postby svperstar » Apr 26, 2013 14:50

Melee/Body should always be capped no matter how cheap the template, but Spirit as has already been said you can get away with as an alb. I recently put together a cap all no-xbow template for my Inf and was determined to make it myself and not just get 2 dragon rings like every single cap all xbowless template for inf seems to use.

I found that using all the items I gathered I could cap everything that can be capped except one thing, I would have 25/26 spirit resist, or i could drop 20 plat/farm for a second Bracelet of the Wind.

I decided to just go with 25/26 Spirit. If you do the math 25/26 on a resist is not a huge deal.

Hypothetically lets say you get nuked with spirit for 400 dmg.

With 26% rest it hits you for 296 dmg. With 25% it hits you for 300.

I can't see a situation where 4 dmg would make the difference between dying and living.
There will be a group of people out there who will want this realm to be entirely Mythic-like. Exactly like vanilla, drop rates/xp rates, basically everything and you will not be able to please them unless it is exactly like vanilla.

These people have their nostalgia goggles on so tight it's cutting off the bloodflow to their brain and they believe that vanilla was perfect and nothing was wrong with it.


Image
Image

User avatar
Austerim
Alerion Knight
 
Posts: 2743
Joined: Dec 15, 2010 16:27

Postby Austerim » Apr 26, 2013 16:35

The only time you'll really meet a Spiritmaster is in a Mid zerg anyway. :P
[3:10pm] <myrmidon^> You have to be a c*** to be awesome at daoc
[3:10pm] <myrmidon^> that's what I learnt
[3:11pm] <Frosty_> then why does austerim suck
lordgriffon wrote:Oh by the way... ever seen a group of 8 smite clerics? Or play against a group like that? I have. Absolute devastation. The group that runs up against them can't kill them fast enough because smite clerics have sooooooo many tools at their disposal combined with decent ranged damage with 8 of them dudes doing it!

User avatar
Netchel
Gryphon Knight
 
Posts: 365
Joined: Aug 15, 2010 00:00

Postby Netchel » Apr 26, 2013 16:44

yeah. caster resists are nice to have. but in general not all in all that important. odds of facing caster dmg on uthgard are fairly low to begin with. its easy to cap everything, but it has a cost. so if you are poor, prioritzing is good.

-mellee resists first, because thats 90% of uthgard.
-body resists second because thats 95% of the cc you will see as an alb (alb primary mez is energy, but all the other realms is body)
-matter is shammys (roots, dots, etc) and dot procs.
-cold is a very common nuke dmg. but only as common as caster dps is on uthgard. so not even all that common.
-heat is baseline stun and some nukes. but cutting baseline stun duration can save you a ton of dmg.
-energy isnta whole lot. it falls on a lot of uncommon classes specs like hib pbae, menty dots, and vw lifetaps. nice to have, but not a need to have.
-spirit is entirely worthless other than sm pbae and few weapon procs

id cap mellee/body. get matter to 24+, heat and cold to 20+ and energy/spirit to about 16+. then see what you have left over to fill in if you have more spellcraft space, up what you can by another 5-7%. that will get you through pug rvr just fine until you can afford to put together a nice longterm suit that caps everything and has the /use toys that you want.


Return to Albion

Who is online

Users browsing this forum: No registered users and 8 guests

Sunday, 20. April 2025

Artwork and screen shots Copyright © 2001-2004 Mythic Entertainment, Inc. All rights reserved. Used with permission of Mythic Entertainment. Mythic Entertainment, the Mythic Entertainment logo, "Dark Age of Camelot," "Shrouded Isles," "Foundations," "New Frontiers," "Trials of Atlantis," "Catacombs," "Darkness Rising," the Dark Age of Camelot and subsequent logos, and the stylized Celtic knot are trademarks of Mythic Entertainment, Inc.

Valid XHTML & CSS | Original Design by: LernVid.com | Modified by Uthgard Staff