general resists for albz?

F

fl-gorre

Guest
im finetuning my sorces her equipment
dext intel capped constitution almost
body/mind bonusses capped
and 4slots remain empty
so im lookin for the right equipment to get her resists as good as possible
never played on hib nor mid
so i got only a small idea on wich resists i should concentrate on

*most bolts i get fired towards my direction seem to be energy
guess its something similar to our wizzes
80%of em are fully firespecced
so it got no use gettin resists up for cold or earth(bein mid/hib)
*got no idea wich kind mib or hib mezzes are composed off
*slash crush and thrust as high as possible i presume but not that needfull
a sorc in a fg isnt supposed to be hit by melee


ow yeah one more silly question
succesrates on plantin a un-resisted ae mezz on hibs/midz
does it relies
-on how high ur in the mind spec line
-focus bonus on your staff
-extra mind bonuses due items
same question concernin your nuke damage output

thx in advance
 
O

old.Xanthian

Guest
Dont bother with energy resists, its useless
:clap:
 
F

fishy-fish

Guest
lol yeah just get ALOT of body resists, nm the others :p
 
J

Jiggs

Guest
afaik resists generally are in this order of importance for albs

Body
Energy
Heat
Cold

with a decent Friar (my buffs give 24% xtra to heat and cold) and decent Cleric you should be seeing most resists in the high 40s

stave focus levels DO NOT affect the resists on mezz:

GENERAL

Caster staves have focus ratings for one or more magical skills. These focus ratings modify the power costs of the spells you cast; they do NOT increase your spell skill, add damage, decrease variance, or affect anything else other than power cost.

Focus staves may or may not also have other magic properties, including +skill enchantments; for example, a Warshade Staff of Mentalism has a focus rating of +50 for mentalism spells (reducing power cost) and also adds +3 mentalism skill (decreasing variance/ increasing effect).

CURRENT SYSTEM (from release through posting date and beyond)

For every spell a cloth-class casts, his staff provides either:

- No focus (wielding no staff, or wielding a staff with no focus rating in the appropriate school). An unfocused spell costs 120% of rated power cost.

- Insufficient focus (the level of the spell is higher than the staff's focus rating for the associated school). A partly-focused spell costs 100% of rated power cost.

- Sufficient focus (the focus rating of the staff is higher than the spell's level). A fully-focused spell costs 90% of rated power cost.

Focus today is a three-state stepwise system; you either pay 120%, 100%, or 90%, with no sliding scale in between. This means that in almost all cases you're fine using *any* staff that focuses all three skills partially, regardless of level, as long as you avoid the 20% no-focus penalty; getting a staff which provides full focus to any of your best spells is unusual unless it's twinked or unless it's a single-focus staff.

FUTURE SYSTEM

At some point in the future, two important changes are supposed to be made to the focus system:

- Fully focused spells will cost only 80% power instead of 90%

- Partially focused spells will follow a smooth curve of decreasing benefit. The planned curve (not finalized) follows this track:
* 90% power cost at focus rating = 3/4 of spell level
* 100% power cost at focus rating = 1/2 of spell level
* 110% power cost at focus rating = 1/4 of spell level

Unfocused spells will still incur a 20% penalty. Once this system goes into place, it'll be far more important to make sure you keep a level-appropriate focus staff (or perhaps a variety of staves for different situations) on hand. While your level 5 guild gift is a fully adequate focus staff for a level 50 mentalist under the current system, this will no longer be the case after the revamp.
 
P

pcentella

Guest
focus bonus on your staff: they only affect mana spent when casting your spells, doesn't affect damage of resists (as far as I've read :))

Edit: doh! I was late :(
 

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