resists adds stuff like that

C

case-rigantis

Guest
quick question

my spec for my theurg is 45 wind 26 earth 14 ice

does having 14 +11 ice make any difference to anything or should i not bother and just have the 14 ice?
 
G

Giljotine

Guest
14+11 makes 25 so you get half to 50 and that gives like
150% power cost when using a spell i think instead of 14 that
gives 175% or something .. so if you never use Ice often i say
nope to +11

could be 125% power cost with 14+11 and 150% with 14 though

anyway it's still Naaaa feek it :great:
 
O

old.SadonTheGrey

Guest
Save ur cash Case, just max + air :) Unless you think the EB is REALLY important
 
C

cHodAX

Guest
One thing people often overlook, with so many people having purge/high resists/determination groups really need a 2nd form of CC as backup. With max +skill you will get less resists on your ghetto AE root, it is a pain in the arse to cut into a template but if it saves your group just once then it is worth it.
 
D

Danya

Guest
Spell resists are entirely based on spell level and target level, not spec level.
 
C

cHodAX

Guest
Originally posted by Danya
Spell resists are entirely based on spell level and target level, not spec level.

Well I play my Theurg most days, if he has no extra skill in Ice that AE root fails far more often. Is that coincedence or some part of the game code that actually takes the +skill into account?
 
D

Danya

Guest
Co-incidence I think, tho resists are a bit strange anyway. My mentalist has had a level 45 nuke resisted by a level 20 character. :p
 

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