View Full Version : Just returned to game...rerolled illusionist....what is the deal with your resist rates???

06-12-2008, 10:47 PM
<p>I just returned to game and ill admit i shouldnt complain too much because sony gave old players a free 2 months go come back and try it. </p><p> I rerolled fresh to see the new zone and i chose an illusionist. Im level 15 and ive died about 12 times since i logged on because of resist rates. I have all appIVs and adept spells. Do you have any idea how lame it is to have a mob resist every....single.....spell.......over....and over....and over......and then you die...and you come back and kill 2 mobs and it starts happening again...and again....and again....and again......[Removed for Content].</p><p> Why? These are the lowbie newbie levels of the game. I chose pve this time so i wouldnt have to go around and harvest for 5 weeks before i could actually play the game. App IVs and Adept 1s SHOULD BE ENOUGH to be at level 15 on a damned pve server.</p><p>Melee characters have no where near this miss/dodge rate. What is the problem here?? This is irritating enough to warrant a fix NOW not at your next update whenever that is. Could you at least look into this issue??</p>

06-13-2008, 02:28 AM
Yea resist rates for casters is rather anoying. My warlock dies alot because of it. /shrug it's part and parsel of the whole ubar power no armor model. I would normally recomend just get your subugation (sp) up but considering your level that just isn't an option till much later. One suggestion would be to start off in TD and get that gear, and then when you hit 32 or so upgrade to mc gear. (my warlock waited till he was 42 to get his mc gear to replace the td gear). There has been more then one time on this fury that I was yelling at the mob RESIST THIS HEAL!! just cause like you said I had resist after resist after resist blowing most of my power bar.

06-13-2008, 02:36 AM
I havent had too many problems with resists killing me on this illusionist, I did on my first one, and I have no idea what I am doing different on this one at all.That said, it most likely is because I am only killing blue/green mobs.a handy tip as well, that I definitely didnt know about when I started out on my first little Fae, is to keep your pet at distance, using /pet ranged.it resets to melee distance once in a while, and I havent figured out how to make it stay ranged 100% of the time without redoing the command once in a while, but, my pet seems to take mobs down far faster than I do.  *boggles* So mostly I open with a debuff after rooting/paranoia, then my pet does sparkly stuff at the mob(s), then I start throwing spells at them.

06-13-2008, 02:40 AM
<p>You are better off rolling a melee.</p><p>Even at level 80 you still have problems with resists, your +crit gear doesn't apply to your pet, and you wear cloth.</p><p>I'd suggest an assasin or a swash.</p>

06-13-2008, 03:35 AM
<cite>Beelzebub wrote:</cite><blockquote><p>You are better off rolling a melee.</p><p>Even at level 80 you still have problems with resists, your +crit gear doesn't apply to your pet, and you wear cloth.</p><p>I'd suggest an assasin or a swash.</p></blockquote>ROFL!!!!

06-13-2008, 04:31 AM
I agree 100% with the OP.The only difference for me was that I had Adept IIIs and knew to have my subjugation & disruption maxed (and yes, it can be tough to do that at lower levels but what helps is to have combat XP turned off to slow/control the levelling rate).  But I still had exactly the same feeling as he has voiced here.  At the time I did wonder how someone with just App IVs would have got on, and now I guess I know.  Personally I think this is caused by the fiddling and tweaking that's done for the top end of the game, and I don't think any of the devs, QA or whoever take any notice of how this affects new players.  <img src="http://forums.station.sony.com/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" width="15" height="15" />The action I took was to target every achievement point I could, as soon as I could.  Then I spent 15 of these (after first getting Mana Flow) on the mesmerize and root parts of the Penetration line in the Illusionist Achievement Tree.  Basically this reduces the resists by 25% and starts to make the whole thing slightly more manageable.I'm a bit of an alt-aholic, so my advice on new toons is first to go to a newbie island and stay there for a bit.  Lock combat XP at level 7 and then kill for treasured drops and harvest for the raws and the rares.  Then when you hit the mainland you'll have plenty of raws to upgrade spells to Adept III (up to level 9), and for armour and jewellery and the like.  Sell the treasured drops and the raws and rares that you don't need via the broker, the money will help with spell upgrades for levels 10-19.Then do the lower of the tier 1 zones (e.g. in Qeynos, the Peat Bog).  Then take a trip to Timorous Deep and do the starter quests, up to the level 10 ones.  At this point I'd be switching combat XP on and off to ensure I can max the subj and disruption stats and so that I end up around level 10-12.  Then go back to your starter area and do the available quests and tier 1 zones, getting you into the level 15-16 range.  Make sure you're still harvesting and selling anything worthwhile on the broker.  Harvest, becuase you might get the rares you need for the tier and that'll save you money for upgrades.  Once you're level 15-16 head back to TD and do the next bunch of quests, taking you up to the level 18-19 level.Basically, just keep jumping between your starter area and TD.You'll end up with armour and jewelery from TD that will probably last you until level 30.  You should have generated a combination of rares and cash to cover spell upgrades.  Switching combat XP on and off would have allowed you to keep the stats at maximum, so reducing resists.  But most importantly you'll have generated a large amount of achievement points to improve your character - basically spending them to bring them to the level you would have expected to start at!Anyway, that's what I do now! <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" />   I keep going on that theme by the way, jumping between TS, Nek and GFay/BBM; then doing the same the next level up.  Rinse and repeat, as they say.Oh, and around level 25 go and find yourself a God, as even some of the first level spells can be a <i>Godsend</i>! <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" />

06-13-2008, 04:48 AM
<p>My friends new coercer is getting a ton of resists too. I was watching him and root was resisted 4 times in a row on an even con with an adept 3 root. He had to run away with 5% life, it was kinda silly :/ </p>

06-13-2008, 06:15 AM
It's not a conspiracy vs mages that gives them a monopoly of having spells resisted.  I got an Inquisitor that has a debuff that gets resisted I swear 70% of the time it seems.  Working on getting that changed ASAP.  On my Coercer, Necro and Warlock I've also noted this.  But think it's mainly because you have a skill that needs to be leveled up.  Hit P for persona, and looking at your Sub skills, Ord and so on.  Most likely the spells your noticing alot of resists on, uses one of those skills that needs to be drastically leveled up.  Best thing to do to fix this is to use the abilities that uses this "lacking" skill and spam it while you fight as much as possible.  You would be surprised at how fast you can level it up, and fix your being resisted so much.The old saying holds true.  "Either use it, or lose it."  If you got skills that are being resisted tons.  The average player will just quit using that skill and the problem just snowballs,  and soon you will find yourself level 80, and one of your skills at a level 10's.  (tisk..tisk)

06-13-2008, 06:37 AM
Unless you're Damage-over-Timing the heck out of them, you could try mesmerizing them until you CAN get root to stick (by the way, you can run around while casting the single-target mesmerization spell which is pretty cool in my opinion).  There's also a spell that reduces mental resists of a single target but it gets resisted like mad as well..and it has a Damage-over-Time component. <img src="/eq2/images/smilies/0320a00cb4bb5629ab9fc2bc1fcc4e9e.gif" border="0" alt="SMILEY" width="15" height="15" />Oh, and if you right-click on your pet and select Pet Options, you can set a name for only that pet as well as all the preset abilities (follow, stay, defend self, defend me, melee, ranged).  You will have to set it again for each NEW pet summoning spell you get but per tier, it does make it far easier to get back in the game.

Agnar D'Shar
06-13-2008, 06:44 AM
<p>When AAs were introduced, almost all classes were nerfed in some way. This was to ensure that players investing in AA didn't become uber powerful.</p><p>As such, classes must invest in AA now to have the same potency as they did before AAs came out.</p><p>This applies to the illusionist as well. The llusy AA tree has a branch to lower the resist rate of mezzes. These simply must be used to bring resists down to a reasonable rate. At least until T7/T8, when I have heard you can re-invest those points in other lines without too noticable a difference in resist rate.</p><p>Maxing SUBJ is the other effective way to lower resists against mez.</p>

06-13-2008, 11:27 AM
<p>Resists are extremely fustrating to the guys in the guild...especially the mages.</p><p>Maybe they should do something like a critical miss.  Where instead of completely missing, you hit for reduced amount of damage.</p>

06-13-2008, 11:37 AM
The con level of the target (red, orange, yellow, white, blue, green, grey) also plays a BIG part in your resists.  Greens and blues are MUCH easier to hit (with spells or weapons) than whites and yellows.  Oranges are -very- hard to hit and reds are near impossible.  Heroics are harder than non-heroics and Nameds are harder in each category than non-Named.I have never experienced the degree of resists claimed by other people, or maybe I don't dwell on the occasional string of resists *shrug*. Even with my low level coercers who have apprentice IV and adept I for nearly everything and don't (or didn't) have all their resist related Achievements, I haven't had the same "constant" resists. Then again, other than charm pet, I generally don't seek out yellows or oranges except to make a pet (or if I know a particular something is an undercon).Mages, enchanters in particular, are made of tissue.  Soloing with them can be harder than with those classes that can actually wear some degree of armor.  Enchanters are probably some of the most complex classes to play.

06-13-2008, 11:57 AM
Rijacki hit the point. Watch the con of the mobs. Personally I see my resists get ridiculous on orange+ mobs. Yellow mobs... a little irritating at times. White and below not a problem as long as spell quality is good (I always keep my CC spells at Adept I or better for reliability) and skill is capped. Debuff to help your spells land, too (Tashaina, Gloom line, and Psyche line for coercer).

06-13-2008, 12:07 PM
For low levels...Pick up a hex doll that lowers wis or mitigation vs your primary resist type.Lower level mobs are more significantly debuffed by these items than higher level mobs (as their base values are so low to begin with).Pull with hex, follow up with your stuns and resist debuffs, then root and nuke.Here is how I level my coercer if it is of any value:1. Mez the mob2. Cast single target, and encounter reactive damage spells (hostage and spell leash).3. cast mitigation debuffs4. Cast chronosiphon5. Send pet6. cast every fast nuke and dot known to man.7. Throw a stun if I get under 50 healthGenerally mobs die in about 3s after I start doing damage, but takes about 5s or so to mez and front-load all that debuff and damage reactives.

06-14-2008, 11:44 AM
The thing about that has always frustrated me is that the Mobs and NPCs never seem to operate under the same restrictions. If I have resist after resist, then so should they. I'm a great and powerful mage who has spent a great deal of time acquiring magical items and spells only to see them bounce of the hide of whatever dumb critter I'm fighting, but that measley goblin shaman . . . why does he never miss me with his spells? Maybe I should switch to goblin magic, or something.

Agnar D'Shar
06-14-2008, 01:01 PM
I find that all of my characters resist mob spells quite frequently. It of course helps if you have items with resist stats...