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[EQ2] T9 Gear - Where are the resists? Options
Cyanbane
Posted: Wednesday, March 03, 2010 10:28:58 AM


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So Theo and I were discussing last night that T9 gear is really really lacking in the resists department. Has anyone else noticed this? or have any idea why?

kotttonmouth
Posted: Thursday, March 04, 2010 7:28:23 AM


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Here is my 2 cents on that... Mind you I'm still learning the ways of this expansion like the rest of you, so I could be wrong.

When do you really need resists? Raiding. I've never had to worry about resists for much else. Check out some of the early easy to get raid gear...



All of these items drop from the 1st few named in "Lair of the Dragon Queen" the easiest of the new raid zones I'm told. So I'm assuming resists are only going to be on Raid gear. Maybe in PVP you guys have another use, but thats my opinion from a PVE point of view.

Theodoric
Posted: Thursday, March 04, 2010 12:08:08 PM


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I don't know it seems wierd - any official dev response on the direction here? All I know is I am in nothing but broker bought legendary - prolly just below tier 1 shard armor and I have seen little that I would consider an upgrade.

Maybe this is why the mobs are so easy - they are intended for players without resist gear?

What is obvious however is that something about SF is just out of balance. Poor instance gear + easy mode content cannot = success.

Are things as intended right now or is a major retune in the works? I have no idea.
Cyanbane
Posted: Friday, March 05, 2010 5:27:07 AM


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I am wondering if that kotton is saying is true indirectly. Simple to get to 90, but after that the raiding isn't easy.
kotttonmouth
Posted: Friday, March 05, 2010 7:19:04 AM


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In my opinion raiding so far this expansion is harder from the very little I have seen. I would say the easiest zone in TSO was "Tomb of the Mad Crusader", the 1st 2 named were pretty much Burn the Adds, Kill the named.

The easiest zone in SF was supposed to be "Lair of the Dragon Queen" from what I read. I took my guild there the week the expansion came out. Mind you most of us were barely 85. I just wanted to see what we were up against. From what we learned from the 1st named so far...

-Kill the adds
-Kill the named
-Nasty AOE
-Uncureable Nox that blackens your entire screen, Person has to make their way to a small pool to cure... mind you they can not see ANYTHING. If you stand by the pool too long, X2 adds will keep poping, so that rules out tanking him near the pool.
-Uncureable Elemental that seems to Break your Main hand (Mythical) rather quickly if you Melee while its up.

We only spent about an hour on him before we decided to come back in a few levels. So hopefully we'll try him again this weekend, since most of my guild is atleast level 88, it should be a lot easier. I also have a little more insight on the fight after reviewing. We did get him to 20%, but we were short on healers, a lot of people had broken mythicals and people dying cured him slightly, so we didnt have the DPS to finish him off. For new raiders, thats a pretty complex for starting out in my opinion.

Lomax
Posted: Saturday, March 06, 2010 12:50:01 PM


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Theodoric wrote:
I don't know it seems wierd - any official dev response on the direction here? All I know is I am in nothing but broker bought legendary - prolly just below tier 1 shard armor and I have seen little that I would consider an upgrade.

Maybe this is why the mobs are so easy - they are intended for players without resist gear?

What is obvious however is that something about SF is just out of balance. Poor instance gear + easy mode content cannot = success.

Are things as intended right now or is a major retune in the works? I have no idea.


In TSO for a non raider I don't think you'd want to head into places like Guk with 0 resist's, I was getting hit for nearly ~8k noxious from one of the named in my T2 (and I remember all the named in halls of the fallen hit hard with disease based damage).

So if they are not adding resists to the non raider gear then they could be simplifying dungeons down to just needing armour + avoidance, if so this would make the dungeons sound much easier then they used to be in TSO. It doesn't make sense from a PVP perspective either, if non of the gear I get has resists on it then I'm going to be totally blown to peices in a BG.

Already there are big problems there where my T2 geared guardian lasts between 2-6 seconds against a caster using fast hard to interrupt spells, swapping my T2 for SF gear with zero resist is going to make me literally one shottable.

I'd really like to hear what the reason is therefore behind all this?

Also, does anyone know if this new Chaos armour has resists on it? If yes then its going to be the ultimate non raid PVE armour if dungeons still have non physical damage scaled to expect 0 resist... It was making the best non raid gear attainable from BG's in WoW that caused all the AFKing, when they nerfed the gear the leechers went away.
Cyanbane
Posted: Monday, March 08, 2010 8:54:37 AM


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It does:
Risi_Lishian
Posted: Monday, March 08, 2010 9:04:30 AM


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The pvp gear looks awesome. I love the skull hood.

Kinkle
90 Warden on Antonia Bayle
kotttonmouth
Posted: Monday, March 08, 2010 11:39:16 AM


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So I understand it...

Critical Mit~ Keeps you from getting ass raped in Raids
Toughness ~ Keeps you from getting ass raped in Battle Grounds

If you have enough TSO T4 raid Gear, I'm thinking I can switch a few pieces for the crit bonus.

Leko
Posted: Monday, March 08, 2010 1:24:27 PM


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kotttonmouth wrote:
So I understand it...

Critical Mit~ Keeps you from getting ass raped in Raids
Toughness ~ Keeps you from getting ass raped in Battle Grounds



Correct

Cyanbane
Posted: Monday, March 08, 2010 3:47:17 PM


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Rest of the BG Gear (Dirge/Scout Focus):



Cyanbane
Posted: Friday, March 26, 2010 5:32:11 AM


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"In other proc news, I got a PM about some procs breaking mesmerize, so we took a look and it looks like torrent and pestilential rain were. We are fixing that too. By we, I mean Xelgad. I am too busy putting resists on legendary gear."

Procs Not Working Properly
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