View Full Version : resistances.
oramac
07-08-2006, 07:03 PM
ok, so i've heard that a very high X resist is required for places like MC or AQ40 etc. but at what sacrifice? i've been randomly collecting fire resist stuff in prep for MC and with all of it on and my fire resist aura, i have about 100 fire resist. 2 main questions:
1) is that enough resist for a pally? and
2) is the resistance worth losing all the other stats? for example, i have the Lavawalker Greaves that give +20FR, but i sacrifice the +22 stam (+15 w/ a +7 enchant) from my other set of boots to get it. seems like a lot of health lost for not so much gain.
thanks!
Oatmealsmurf
07-08-2006, 08:54 PM
You don't need fire resist for all the fights. I had very little and was fine for a while (of course I play a lock so I'm on the fringes)... I also play horde so I have no idea how much pallies get to DPS if at all (always heard they were basically cleanse bots and back up healers in raids).
I hear the recommended amount is 160 for casters in fights like Rags but if your guild is in early MC it shouldn't be much of an issue. There are other ways of increasing it as well. Get the libram of resiliance and you can add +20 fire resist to a head, leg or arm slot (I think) and you can add the fire resist enchant to a cloak. I'm still working on my fire resist gear as well only up to about 75 so far without the cloak enchant.
Mallstrop
07-08-2006, 10:01 PM
As a warlock, I hit 92 unbuffed without any major sacrifices. There's a few items that can give you a ton of FR.
Wildfire cape from UBRS is 20, 27 with a cheap enchant.
The royal seal from the DM book is 10.
Drakefire amulet from the onyxia quest chain is 15.
These make up the base FR for any of my characters with other bits thrown in depending on class.
bhroam
08-08-2006, 12:56 AM
wow-loot has a decent list of FR gear for each class. Other easy to obtain gear is a 10 FR wrist from Incendious. He drops a wrist of each armor type. I personally have never seen Emberseer drop the wildfire cape... so there's always Flamelashes cloak for 12FR.
There's the 2 cloak enchants 7 and 15 I think. If you're revered with Argent Dawn you can get a +5FR to a shoulder slot. The UBRS key has 10 FR as well.
Now like oatmealsmurf said there are only a few encounters you really need it... You basically let it take up bag space until you need it, put it on and then take it off when you're done. Namely you need it for the pain packs before/after geddon... and mostly for the Rag fight. He has a fire AOE he wipes the room with.
You'll need more as a melee class (my guild suggests in the 300 range) than a caster. 150ish as a caster is perfectly fine.
We tried to take on rag this weekend and well lets just say Rag is still in perfect health... and we're well not.
Bryant
09-08-2006, 02:13 PM
I don't understand why casters need less resists then melee classes. I understand that unless a melee class is running around like an idiot, hes going to be right next to the mob getting nailed by an AoE.
Do resists also decrease damage taken, or just give a higher chance of resist? Either way, I thought you would want casters to have an equaly high resist as melee. Most of them don't have much life as it is.
Just curious, because I'll be hitting places like MC soon.
Fercil
09-08-2006, 03:17 PM
I don't understand why casters need less resists then melee classes. I understand that unless a melee class is running around like an idiot, hes going to be right next to the mob getting nailed by an AoE.
There is more situations where melee can't avoid elemental damage than ranged, this being usually some rather low range aoe aura.
Do resists also decrease damage taken, or just give a higher chance of resist? Either way, I thought you would want casters to have an equaly high resist as melee. Most of them don't have much life as it is.
Higher resist means you have higher chance to resist some or all of the elemental damage in question. There are some spells/effects that can however be only completely or not at all resisted and on these higher resist gear just improves the chance to resist it completely.
One of the reasons why melee is wanted to have higher resist is also that some available materials to improve it are limited (this goes especially for fire res) and it's more useful to guild to gear those taking more often damage than those less often. This generally means tanks first, then melee, then healers and ranged dps as last. In an ideal world everyone would have high resists but in practice guild has to prioritize.
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