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RESISTANCE....Yes or No...

Discussion in 'UHall' started by Norman Bates, Mar 20, 2015.

  1. Norman Bates

    Norman Bates Journeyman
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    Hello, I am considering making a PVM Swordsman/Mage...the question is, should I include Resist Spells for any reason? I mean, overall is it a useful skill? Thanks in advance for any insight:]
     
  2. Captn Norrington

    Captn Norrington Trade Forum Administrator
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    It's main purpose is to reduce the amount of time you are paralyzed when something paralyzes you. Paralyze can be broken by a trap box anyway, so personally I don't think there's much of a reason to use it. The extra damage it would have prevented can be healed quickly with magery.
     
  3. Norman Bates

    Norman Bates Journeyman
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    Tx so much for the insight....that's exactly what i needed to know:]
     
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  4. Uvtha

    Uvtha Grand Poobah
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    Depends on what you fight. If theres a lot ofcasters especially necro, then you'll probably want some. It's pretty common to swap out resist for anat and vice versa dependin on the situation.

    In general id say its up to you. I ran without for ages and was mostly fine but had to avoid certain scenarios cause I'd get clobbered.

    If you have a damage shield like pets or summons it's less important.
     
  5. TimberWolf

    TimberWolf Babbling Loonie
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    like most sampires...mine is strictly PVM... 120 resist spells makes my character way more survivable.
    120 resist spells is used on most of my higher end...pvm and all pvp templates..trapped boxes are useless against mana dumps and mana vamps
     
  6. drcossack

    drcossack Babbling Loonie
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    This, pretty much. The only char I don't have with Resist is my tamer, but he's strictly PvM - if he does have to pvp (say, at an Oaks), I get maybe one "All kill" off, die in like 3 seconds, then log to save my pet. My sampires are only GM resist so Blood Oath doesn't annihilate me, and my pvp chars are all 120 resist.
     
  7. Kirthag

    Kirthag Former Stratics Publisher
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  8. Nyses

    Nyses Lore Keeper
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    It boils down to a personal choice.

    My opinion in this case would be to go with resist, it is not just about Para. Mana Vamp will be the death of you in certain situations. And, even if you do have a trapped box, a competent PvPer (that may happen upon you, on occasion) or a lucky mob can chain para you, and make you kill yourself popping the box repeatedly, assuming healing gets interrupted.

    So, comes down to - opinion, use of char, and comfort level using/timing items instead of the skill.
     
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  9. drcossack

    drcossack Babbling Loonie
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    Mana Vamp, at least in PvM, won't hurt you too much, since you'll likely have a mana leech weap.

    For PvP: Yup. I've run into guys without boxes and I have an absolute field day with them. If they're sampires, it's simple to get them away from spawn, paralyze (against GM resist, it last long enough that I can do whatever I want, plus I have Necro to increase the length of it), explosion, para, repeat. It's also why I love Pain Spike - if they have no resist, the damage it does will reflect that (ran into a guy @ Brit during vvv, he ran from me twice. In the second encounter, I noticed how much Pain Spike did & said he won't get away again. When I saw him the 3rd time, he died.)

    What I hate more is the guys that have trapped box scripts, and it's easy to notice. Yeah, chain para is a thing, but you need multiple people to do it. 1v1, para spam doesn't work when they have the box script running, because they'll keep moving between casts.
     
  10. hirikawa

    hirikawa Journeyman

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    On warior board i asked about this in past. I was using 100 and droped resists to 80, it worked for my char (pure warior). Tried 60 and it seems it's to low, i am paralyzed a lot. But still thinking about droping it all to 0 so i could add 120 to each other stat out there.

    Got a newbie question how do i use trapboxes to remove para? Like stoneboots or sth?
     
  11. Smoot

    Smoot Grand Poobah
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    i would go with resist on this character. 100 is ok for pvm. especially if your using magery for heals a mana vamp or para would be death otherwise. Looks like a fun character, its not really very effective compared to other pvm templates. that magery/eval just takes up too much skill points (remember you need 300 combat skill points for max weapon specail mana use reduction), your casting will be terrible unless you have high end hci/dci 3/1 jewels, SC eats up 2 mods on weapon. If you run protection, thats lowering your resist spells skill already, so would either have to overcap it on jewels or have casting. Like i said, fun, but not very effective overall.
     
  12. drcossack

    drcossack Babbling Loonie
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    Get a tinker to booby trap a crate. When you dblclick it, it'll damage you & break the paralysis. If you have UOA, I believe you can make a macro for it.
     
  13. Victim of Siege

    Victim of Siege Crazed Zealot
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    you want it to be made by a human using joat carpentry and about 32.5 tinker(i think this is the right level)
    you want it to be made by a human using joat carpentry and about 32.5 tinker(i think this is the right level)
     
  14. Peekay

    Peekay Slightly Crazed

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    Resisting spells affects Paralyze (which can be negated with a trapped box or by taking damage). And it's the main thing people consider, however places that resisting spells really shines is against Stygian Abyss bosses when they cast Fear, which is a paralyze that is not broken by damage and scales longer vs no resist. That and mana drain from any monster that casts magery spells. Also vs pretty much any boss in game that casts magery or necro spells, weaken/feeblemind/clumsiness/curse, mind rot/strangle/pain spike/corpse skin/blood oath.
     
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