View Full Version : resist

05-30-2007, 08:57 PM
Which are improtant to you and why? I feel mental and poision are the best to have, and what class besides paladin uses divine? thanks for all imput (I could use the help lol)

05-30-2007, 09:02 PM
It's hard not to say all...really depends on who you run into whilst out pvping.

05-30-2007, 09:03 PM
Really depends upon what team your gonna be playing on at the time. Getting all resists up is a great ideal.

05-31-2007, 06:11 AM
Templars use divine... and crushing.

05-31-2007, 07:00 AM
The most important resists really depends on your class, and which team you are on. For example if you play a class which is good against scouts, such as a druid, you may not feel the need to pump up your poison resists. But if scouts own you, you might prioritize poison resists (I'm not sure if there is any other resist common to scouts). If you play on the Qeynos team you will want to up your disease resist against necromancers and shadow knights, and defilers. Magic is always useful, I think it effects most roots and, druid snares. I think in addition to paladins, both cleric classes use divine spells, and I think furies also have a divine based nuke or DoT. I'm not sure what mental is good for besides enchanters and I think taunts?

05-31-2007, 08:02 AM
Despite the amount of Scouts and Druids... heat, cold, poison. (Mind, I play on FP side, if Q I would consider a countermeasure Shadowknight Harmtouch). EoF collections ftw!

05-31-2007, 08:44 AM
I like to get heat and cold up to resist or make wiz spells not hurt to much.

05-31-2007, 09:57 AM
<p>I feel it makes a big difference who you run WITH.</p><p>For example:</p><p>If you run with a warden your heat/cold resists will be buffed.  If you run with a defiler necro or dirge your disease resists will be buffed...</p><p>Team dynamic means a lot.. but get them ALL up, so that when you're grouped with certain classes your resists become ungodly <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>