Infiltrator, the resist game

Manisch Depressiv

Part of the furniture
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Am working on an Infiltrator template. Never played a level 50 stealther before so I am wondering on the defensive side of the resists.

What magic resists are supposed to be 25-26% and what ones can be neglated?
 

Deepflame

Fledgling Freddie
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If a nuker gets hold of you you're dead anyway, so, I'd guess you'd get the resists that involve stuns and mezzes. Roots you can stealth eventually. Oh and get the resist leather is weak against, heat I think.
 

xanir

Fledgling Freddie
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Feb 8, 2004
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need capped heat, body, crush, slash, thrust.

matter/energy/cold/spirit are important in very specific situations and you have to decide if its worth sacrificing these for other benefits according to your invididual template :p
 

Eva

Can't get enough of FH
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I'd aim for 15%~ cold, matter, spirit. As long as you make the temp without a mainhand you'd go up to 23% cold with heat/cold leg equiped, matter and spirit with a spirit/matter lw equiped.

Energy is probably the least used resist in stealth wars, but if you got low energy and someone comes with sun weapons it hurts.

Body is probably the most important one since Envenom line is body damage, so it'll help you vs other assassins.
 

Manisch Depressiv

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Thanks for the input all. Is leaving cold at 0% with AoM3 and CL buffs a stupid idea (stealth related only, resitant leather and so on)?

Also one more question regarding evade, does quickness affect it and if yes does it affect it over the 250 quickness melee speed cap? Cause right now I have 81 quickness and I think 50 or so will do it to reach 250 quickness (don't remeber if I've put 10 on creation, have to check).
 

Elitestoner

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Manisch Depressiv said:
Thanks for the input all. Is leaving cold at 0% with AoM3 and CL buffs a stupid idea (stealth related only, resitant leather and so on)?

Also one more question regarding evade, does quickness affect it and if yes does it affect it over the 250 quickness melee speed cap? Cause right now I have 81 quickness and I think 50 or so will do it to reach 250 quickness (don't remeber if I've put 10 on creation, have to check).

0% cold + aom3 = 10% + cl buffs = 20%. add in 10% armour resistance thats 30%, so yeah id say thats ok, i dont think cold is very useful cos if someone is using a cold lw on you they are pretty stupid as a heater has same stats etc.

as for quickness afaik evade over 250 quickness does have an effect, but the style damage loss dosent make it worth having over 250. as for how much u will need in temp, 81 + 93 = 174. 250 - 174 = 76. so u need 76 quickness im afraid :p
 

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