Showing posts with label resistance. Show all posts
Showing posts with label resistance. Show all posts

Friday, August 21, 2009

Retribution PVP - putting the FU in Fun

Between my seemingly now standard 10-12 hour workdays I have been looking for ways to gear up some of my 80's a little to at least get them out of their blues and into something a little more epic.

The problem with running up to 12 hour workdays is that once you log in you need to know right there and then what you're going to do and whom you are going to do it with (no sexual inuendo intended).

Despite the relative easy of instances these days it turns out that getting a group as a blue geared paladin of any type can be a bit of a time-consuming challenge and so I turned to the age old gearing standby: PVP

And since I was and mostly still am fully dressed in the standard set of PVP blues I decided to go with Retribution as my primary pvp spec. Even as a blue geared ret paladin the burst is crazy enough to be able to take down most of anything.

Still as Retribution PVP there's still a few challenging classes. A good warlock is without a doubt capable of kiting the life out of me (quite literally), frost mages can pretty much snare me till I turn blue (also quite literally) and a good frost dk will definitely have the advantage over my blue geared ret pally even if it is only on the basis of lots of snares and interrupts.
Thankfully most warlocks these days are destruction in the BG's so there is only a minor worry that you'll be dotted up and CoEx'ed until you expire leaving the frost mages as biggest issue.

To try and address the whole issue of being easily kited I decided to put the FU in fun and looking towards gear that will keep me from being kited as much by frustrating the hell out of anyone who tries to lock me down in such miserable ways.

My answer to the problem was simply: Frost resistance (and liberal use of hand of freedom)

The 3 primary gear items for this goal are easily crafted (Icebane) starting you off with a chestpiece (115FR), some boots (86FR) and a belt (86FR) that together provide almost 300 Frost resistance (FR). Slap on your frost resistance aura at that point and you're sitting at a massive 400+ Frost resistance.

Incidentally 400 Frost resistance is about where you'd want to be to be resistance capped. Read a previous post of mine here on that topic.

The icebane set definitely has some disadvantages (losing crit/hit/resilience) but there is a decent amount of stamina on there and some sockets to make up for the biggest losses you may have taken.

You can also slot some gem slots with infinite spheres but at a moderate +5 resist all you can ask yourself if this is really worth it over some hit/crit/other gems.

Last but not least it's worth mentioning that there's a couple of rings such as the titanium frostguard or frozen eye that can be used to swap some gear around without losing any frost resistance over it.

Looking back at a day+ or so frost-resistance combat I can note a little less burst and some loss in resilience which is hardly noticeable. With frost resistance aura up however I can now pretty much mitigate a significant portion of frost dk damage and almost completely shrug off frost mages which previously were a huge issue.

Combining this with various engineering trinkets I am currently trying out and it seems like trading in some damage for oodles newfound mobility is paying off quite handsomely.

Perhaps once I have access to better PVP gear I will have to re-evaluate using the icebane set in favor of something else but in comparison to the pvp blues and even some of the earlier PVP gear sets icebane's tradeoff in damage vs resistance definitely puts icebane ahead of anything I have seen so far in terms of survivability.

If nothing else I can heartily recommend giving it a try simply because the overall material requirements to craft a frost resistance set is laughable by today's standards.

Now if you'll excuse me I have some frost mages to giggle at.

Thursday, December 4, 2008

WotLK resistance

Being primarily a solo oriented player I have always strived towards making my characters tough as nails, after all survivability is king in solo play.
Whether this means overloading my warlock with stamina at the expense of some other stats or using engineering for various spell absorption or reflection items I am always looking for the next best thing to make my characters that much tougher.

With the new expansion now quickly approaching its one month anniversary it has become clear that once again all stats are on the increase and it's time to re-evaluate what have been called 'situational stats' in the past.

One such stat is resistance. Pre-WotLK resistances were the unwanted step-children of rare raiding encounters where a decent amount of resistance was required purely to be able to survive long enough to take the boss down.

Resistances beyond that were considered mostly useless outside of certain raiding encounters and a somewhat fluctuating popularity in PVP for shadow resistance gear.

So lets take a look at what has changed for resistances. If you're not yet familiar with the mechanic take a look at the wowwiki here and see if you can get a basic grasp of the concept first.

What it comes down to is that spell resistance is measured both by level difference between you and your victim and an additional check for partial resistance of direct damage spells (fireballs, icebolts, shadowbolts and other bolty things) or in case of binary spells (frost nova or anything else that carries a debuff rather than a damage component) either fully resist the spell... or not.

The magic number for the WotLK era is: 415 vs lvl 83 which puts you at the resist cap of 75% resistance.

I am not going to bore you with a re-hash of the formula's posted on the wiki but here's a little number example to clarify the formula used:

Damage reduction percentage = (effective resistance value / caster level) * 15
Damage reduction percentage = 75%
caster level = 83

75 = (effective resistance value / 83) * 15
75/15 = (effective resistance value / 83)
(75/15) * 83 = Effective resistance value
415 = Effective Resistance Value


Of course if you're more interested in PVP at level 80 resistance options then you simply jot in caster level 80 and get 400 as your magic number vs lvl 80.

Still with me? good good, I'll dispense with the math now. What is important to understand is that resistance will always work against direct damage spells. So even if you only have 50% spell resistance you can still resist a significant amount of spell damage (an about 50% chance to resist half the damage and approximately a 20% chance to resist 75% damage) which means that while you'd ideally want to be at the resistance cap you can fudge the figures a little in favor of other stats (we still need to do some damage or have some armor mitigation etc. after all).

In favor of keeping this blog post somewhat legible I will save the research of what gear is out there for another post but here's a quick display of a notable (plate) resistance set that's available for crafting:

Icebane Treads - 86 frost resistance
Icebane Girdle - 86 frost resistance
Icebane Chestguard - 115 frost resistance

If the Icebane set is any indication then you can, with just 3 pieces of gear get 287 points of pure frost resistance which means that you're a mere 113 points away from being capped against a level 80 player.

If you're a paladin running a frost resistance aura you get an additional 130 points at level 80 putting you well over the needed resistance cap for an investment of only 3 items.

Granted the items lack other important stats but make up for this with a few sockets that allow for some customization options.

Still, even without the convenience of a paladin aura you're looking at +- 54% spell resistance for those 3 items alone which gives you an above average chance to munch 50% of incoming (frost) spell damage or outright resist 50% of all frost nova's cast against you.

During one of the next blog posts here on noobding I'll delve into the topic some more and see if we can figure out an approximate maximum of resistance per magic school that we can achieve by looking at potential gear, enchantments, gems and whatnot.

The ultimate goal is to see if resistances can now be considered a significant option for increasing your survivability in solo play and potential other situations.

I'll leave the conclusions up to you; Ultimately it is your choice whether you want to put the time and effort into building a resistance set and whether it is worth it for your particular playstyle or not.

All in all it seems that the resistance caps are now easier to hit than ever with the gear available in WotLK.