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120 resist needs improvement....

Gunsmoke

Adventurer
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with all the new spells and some of the old ones need a revamp to fit the skill lvl of a 120 resist .

couple of spells i notice is evil omen - i remember when having 120 resist and getting omened it only stuck for max of 3 sec.. now its 10 sec... YES 10 SECONDS!!!.. when was this changed.

another spell is spell plague- having 120 resist and getting spell plague it will last 10 sec. OMG !!

havnt really tested other spells but feel free to test other spells and post about this WEAK skill ..
 

Poo

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with 120 resist spells you should be the same as running protection WITHOUT running protection.

what i love is running 120 RS and a imp will poison you.
 

Scribbles

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Havent used it in about a year on any pvp character. It seems to do fine on pvm characters still. But carrying pots and a trap box is way better than putting 120 resist on and still getting para ganked.
 

MalagAste

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Havent used it in about a year on any pvp character. It seems to do fine on pvm characters still. But carrying pots and a trap box is way better than putting 120 resist on and still getting para ganked.
Yep waste of 120 skill points IMO.
 

virtualhabitat

Lore Keeper
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Ironic that for a skill to be so useless it is one of the most expensive +20 powerscrolls -second only to magery -and perhaps fishing.
 

Warpig Inc

Babbling Loonie
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Leave it as it is. Just add in some old school spice. Progressive percent chance 105/110/115/120 skill level for a spell reflection effect.

Got the imp one beat. Can fish up a pair of shoes with a junk proof hook. And even though I am wearing the fishing suit and no bait. In the last few weeks of fishing in many waters. I catch one minnow size Barracuda. Last year I tossed all the bait in the trash and have not kept any bait but the Marlin bait.
 
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MalagAste

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Leave it as it is. Just add in some old school spice. Progressive percent chance 105/110/115/120 skill level for a spell reflection effect.

Got the imp one beat. Can fish up a pair of shoes with a junk proof hook. And even though I am wearing the fishing suit and no bait. In the last few weeks of fishing in many waters. I catch one minnow size Barracuda. Last year I tossed all the bait in the trash and have not kept any bait but the Marlin bait.
I gave up using bait the day that Zox wanted a Zombie fish from Gravewater Lake..... I used over 2000 charages of Bait... I was "excited" at first when after 6 or 7 casts I got the "minnow" sized Zombie fish... 1,993 charges of bait later... that was my ONLY catch of a Zombie fish..... ONE tiny fish. Since then.... I haven't given a crap about getting the "rare" fish. If I happen to fish up one while getting something else then great... but I quit caring about the quests. Quit caring about the fish.... it just took the "fun" out of it. I should sue for the carpal tunnel I'm sure to get from clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... 2,000 times...
 

Warpig Inc

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I gave up using bait the day that Zox wanted a Zombie fish from Gravewater Lake..... I used over 2000 charages of Bait... I was "excited" at first when after 6 or 7 casts I got the "minnow" sized Zombie fish... 1,993 charges of bait later... that was my ONLY catch of a Zombie fish..... ONE tiny fish. Since then.... I haven't given a crap about getting the "rare" fish. If I happen to fish up one while getting something else then great... but I quit caring about the quests. Quit caring about the fish.... it just took the "fun" out of it. I should sue for the carpal tunnel I'm sure to get from clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... clicking bait, clicking pole, clicking water... 2,000 times...


Other way for me as 120 fisher. Burned up 1400. Last 600 even in a suit. Still needed more walleye with the quest being narrow minded on what is required. So fished on after the bait was gone. Went home to unload beetle and change back into my combat suit. 6 cast after the last bait and caught a Zombie. Always a welcome surprise when the RNG is not being a twit.
 

MalagAste

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Other way for me as 120 fisher. Burned up 1400. Last 600 even in a suit. Still needed more walleye with the quest being narrow minded on what is required. So fished on after the bait was gone. Went home to unload beetle and change back into my combat suit. 6 cast after the last bait and caught a Zombie. Always a welcome surprise when the RNG is not being a twit.
I am a 120 fisherman, was wearing the stinking suit which part of is non-medable on my mage... 1 Zombie fish for 2,000 charges of stinking bait. I was disgusted to say the least and ever since don't give a rats about fishing anymore.
 

Warpig Inc

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I am a 120 fisherman, was wearing the stinking suit which part of is non-medable on my mage... 1 Zombie fish for 2,000 charges of stinking bait. I was disgusted to say the least and ever since don't give a rats about fishing anymore.
Wasn't for the SOSs I'd be back to more mining. The quest was a side thing to do while sailing about. Lack of scripters selling trapped crabs and lobster has stalled my questing. Noone that has done honest trapping would sell their catches after that torture. Nor would an honest player have that many catches to vendor and not have lost their mind from the torture that is trapping.
 

MalagAste

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Wasn't for the SOSs I'd be back to more mining. The quest was a side thing to do while sailing about. Lack of scripters selling trapped crabs and lobster has stalled my questing. Noone that has done honest trapping would sell their catches after that torture. Nor would an honest player have that many catches to vendor and not have lost their mind from the torture that is trapping.
I actually have a very productive way of trapping lobster and crab though I still think the number of "plain" no named ones is WAY too high.
 

GarthGrey

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Leave it as it is. Just add in some old school spice. Progressive percent chance 105/110/115/120 skill level for a spell reflection effect.

Got the imp one beat. Can fish up a pair of shoes with a junk proof hook. And even though I am wearing the fishing suit and no bait. In the last few weeks of fishing in many waters. I catch one minnow size Barracuda. Last year I tossed all the bait in the trash and have not kept any bait but the Marlin bait.
I caught a black marlin a few nights ago with no suit, no bait...unless you were talking about the Blue Marlin.
 

Merlin

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If you go from 120 down to zero, are there any particular spells you have to watch out for or respond to in a different manner that you wouldn't have if you had the resist?

Just curious because I run resist on my PVP guys and thinking maybe its time for a change.
 

PlayerSkillFTW

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If you go from 120 down to zero, are there any particular spells you have to watch out for or respond to in a different manner that you wouldn't have if you had the resist?

Just curious because I run resist on my PVP guys and thinking maybe its time for a change.
Mana Drain and Mana Vampire can completely **** someone who doesn't have Resist (especially in PvP), and there's no defense against those other than Resist. Blood Oath can destroy those without Resist too.
 
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Zerbee

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Pls do not suggest changes if you are unaware of how a skill works.
120 Resist is huge in PvP.
1) Makes enemy mages unable to Poison spell you w/ having necromancy.
2) Lowers the effectiveness of the stat reduction from the spell Curse.
3) Makes it so you cant be mana-vamped.
4) Mysticism spell Mass Sleep can not always been appled due to cooldowns, if you have no resist you are pretty much dead to Sleep spam.
5) Vulnerable to para spam from weapons/spells. Trap box? Sure, keep spamming it while the group of enemies spams para. You are now doing nothing else other than spamming trap box making you effectively useless.
6) Spell Plague only triggers 3 times. So it doesnt matter if its 10 secs, 5 secs, or 1 min, it will only damage you 3 times. Also Magic Resist lowers % of explosion to proc. - http://www.uoguide.com/Spell_Plague

7)Doesn't matter if Evil Omen lasts 10 seconds, if the enemy is not a bad mage then they'll make use of Evil Omen quickly. It only applies to the next spell not every spell for the next 10 seconds.

Can you play a template effectively without resist? Yes. But you better be pretty talented, a stealther, or always run in a group where you aren't being focused.

And many more things.
Not sure if this is a troll thread or something.
 

kaio

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It would actually be nice if..
Evil omen could be resisted with 120 resist..pretty lame u can cast it on someone with just necro, and it never fails.
 

Goldberg-Chessy

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Pls do not suggest changes if you are unaware of how a skill works.
120 Resist is huge in PvP.
1) Makes enemy mages unable to Poison spell you w/ having necromancy.
2) Lowers the effectiveness of the stat reduction from the spell Curse.
3) Makes it so you cant be mana-vamped.
4) Mysticism spell Mass Sleep can not always been appled due to cooldowns, if you have no resist you are pretty much dead to Sleep spam.
5) Vulnerable to para spam from weapons/spells. Trap box? Sure, keep spamming it while the group of enemies spams para. You are now doing nothing else other than spamming trap box making you effectively useless.
6) Spell Plague only triggers 3 times. So it doesnt matter if its 10 secs, 5 secs, or 1 min, it will only damage you 3 times. Also Magic Resist lowers % of explosion to proc. - http://www.uoguide.com/Spell_Plague

7)Doesn't matter if Evil Omen lasts 10 seconds, if the enemy is not a bad mage then they'll make use of Evil Omen quickly. It only applies to the next spell not every spell for the next 10 seconds.

Can you play a template effectively without resist? Yes. But you better be pretty talented, a stealther, or always run in a group where you aren't being focused.

And many more things.
Not sure if this is a troll thread or something.
Your points are well taken but you have to factor in that skills need to be balanced between 1 vs 1 (the major factor) and gank situations.
In most 1 vs 1 situations your points are a non factor. Mana vamp and the stat reduction are the only real issues imo. And I believe they are both ridiculously overpowered to start with. Fix those and 120 resist is never worth putting on 90% of todays templates.
 

GarthGrey

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Change it to 120 Spell Reflection, give it a high percentage chance to totally reflect the spell back at the caster (especially Earthquake) ? :)

It won't make me a better PvPr, but it will sure make it more enjoyable. ;-)
 

Smoot

Stratics Legend
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Change it to 120 Spell Reflection, give it a high percentage chance to totally reflect the spell back at the caster (especially Earthquake) ? :)

It won't make me a better PvPr, but it will sure make it more enjoyable. ;-)
its already linked to the magic reflection spell, which is pretty much worthless without 120 resist.
 

CovenantX

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Resist is already arguably the best skill in the game, it needs no adjustments.
 

Spock's Beard

Sage
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Resist also reduces the duration and damage received from Blood Oath, and is great if you want to fight a necro-casting monster without exploding the first time it casts Blood Oath just as you Armor Ignore it.
 

drcossack

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Havent used it in about a year on any pvp character. It seems to do fine on pvm characters still. But carrying pots and a trap box is way better than putting 120 resist on and still getting para ganked.
If you're getting para ganked at 120 Resist, you're doing something VERY wrong. I don't even notice paralysis @ 120 Resist.

Pls do not suggest changes if you are unaware of how a skill works.
120 Resist is huge in PvP.
1) Makes enemy mages unable to Poison spell you w/ having necromancy.
2) Lowers the effectiveness of the stat reduction from the spell Curse.
3) Makes it so you cant be mana-vamped.
4) Mysticism spell Mass Sleep can not always been appled due to cooldowns, if you have no resist you are pretty much dead to Sleep spam.
5) Vulnerable to para spam from weapons/spells. Trap box? Sure, keep spamming it while the group of enemies spams para. You are now doing nothing else other than spamming trap box making you effectively useless.
6) Spell Plague only triggers 3 times. So it doesnt matter if its 10 secs, 5 secs, or 1 min, it will only damage you 3 times. Also Magic Resist lowers % of explosion to proc. - http://www.uoguide.com/Spell_Plague

7)Doesn't matter if Evil Omen lasts 10 seconds, if the enemy is not a bad mage then they'll make use of Evil Omen quickly. It only applies to the next spell not every spell for the next 10 seconds.

Can you play a template effectively without resist? Yes. But you better be pretty talented, a stealther, or always run in a group where you aren't being focused.

And many more things.
Not sure if this is a troll thread or something.
1) You can still be poisoned at 120 resist, it's just much harder if they're not also 120 Mage.
2) Yup
3) Yup
4) It's never bothered me, it only lasts a couple seconds.
5) Incorrect. I've para-spammed deathstrikers both with & without boxes (and advised the ones that don't to start carrying), and they can still get hits in. Granted, that's in 1v1 situations, where there's more of a chance your para gets interrupted. If I know a mage can be para'd, I will do it ad nauseum.
6) Apple it or interrupt it, it's not difficult to do.
7) Depending on the template, I'll hit MYSELF with Weaken if they use Omen. If it's Necro/Nox, I cast Weaken as soon as the Omen lands. I did this to a guy during a 1v1 in Jhelom & he wondered how I kept resisting the poisons, and I told him. If they connect with omen/para, I just wait for the spell to hit me, then start moving.
 

Scribbles

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If you're getting para ganked at 120 Resist, you're doing something VERY wrong. I don't even notice paralysis @ 120 Resist.
Key word ganked. 120 resist and you get para it lasts a second. now get 3 mages on you. trap box is still the more efficient way to go as far as getting their timing off and letting you escape.
 

drcossack

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Key word ganked. 120 resist and you get para it lasts a second. now get 3 mages on you. trap box is still the more efficient way to go as far as getting their timing off and letting you escape.
Actually, paralysis (spell) doesn't even WORK against someone at 120 resist - I just used it on myself (120 magery/120 resist) & it didn't even show up in my buff/debuff bar. If I have 3 mages on me attempting a para-gank (without a necro), they have a 0% chance of it actually succeeding.
 

icm420

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evil omen = 50% LESS chance to resist a spell OR 25% SDI OR increase level of poison by 1. So EO + Para will para you every time, because you are at 60 resist at best vs 120 mage para.

mana vamps mean the guy will just run away. kind of a pointless spell to cast these days as it just means a time out in the fight. Limited use for maybe a ninja so he can't form.. but can't you spam weaken/harm now to do same thing?

spamming poison doesn't work w/ orange petals and cure pots working so well vs poison.. and if the guy cures legit the random poison timer can go off too..

mana drain.. who actually uses this? i've seen it in duels vs pro mystics that about it.. mana vamp and drain are very limited in actual fighting.

curse is op and will be.. but the way dexxers are right now to fix curse would effectively decimate what is left of the mage.

bloodoath pain spike and spell plauge are scaled against resist. Pain spike vs no resist is nasty, 30-32 dmg vs 18. Very very effective and a big reason why I think my Necro Mage is even still viable. bloodoath will scale, so 120 resist vs bloodoath the necro is loosing that fight for the most part.. bloodoath vs no resist necro will own him. Spell plauges same deal.. it procs more when you have less resist spell and I believe does more damage. I am not sure I don't play myst anymore it's boring...

it needs a dexxer purpose again tho, it makes these temps too strong to not need anything to defend against a mage + how fast the swings are and all the hit spell procs the dexxer has very little to fear from a mage.
 

icm420

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Key word ganked. 120 resist and you get para it lasts a second. now get 3 mages on you. trap box is still the more efficient way to go as far as getting their timing off and letting you escape.
exactly, even with 120 resist you need a box so why bother with resist?
 

drcossack

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exactly, even with 120 resist you need a box so why bother with resist?
Once again, the Paralyze spell does absolutely nothing against 120 resist. If you cast it on ANYONE while they're in a full run, they don't stop at all.

You and Scribbles clearly have no idea what you're talking about here. Nerve Strike? Ok, maybe. But taking any damage breaks it.
 

icm420

Sage
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do you not play against necros.. post above it EO + para means 120 resist u still need a box
 

drcossack

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do you not play against necros.. post above it EO + para means 120 resist u still need a box
Of course I do. Paralyze on its own doesn't work against 120 Resist. You're both saying it does, which is flat-out wrong. Omen/Para is a different matter entirely.
 

icm420

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well I'll clarify my point.. as long as evil omen is around you run the risk of getting para ganked even w/ 120 resist.. so carrying a box to counter the biggest thing resist defends against makes it kind of pointless. you are correct that being 120 resist vs 120 mage para means you don't stop for even a second, but I felt the debate was over the need for resist not how para effects resist spell.

I would like to know why you think we need resist spells? I'm not trying to be a **** just asking because I'm starting to drop it off my mages these days
 

sibble

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The problem here is that Resisting Spells has virtually no use for PVM, but is almost a requirement for PVP.

You buff Resisting Spells and it'll change "almost a requirement" for PVP to "can't PVP without it."
 

sibble

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as long as evil omen is around you run the risk of getting para ganked even w/ 120 resist..
I have yet to see multiple necro mages spamming evil omen + para on a single person, preventing them from running from a gank. While the thought may be possible, it's just not practical and doesn't happen often.
 

drcossack

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My Nox Mage loves people who don't have Resist.
As do I on any of my mages. If I know a guy doesn't have resist, I'll use Paralyze, Poison, and other spells (i.e. Blood Oath) liberally. There is nothing funnier than watching a guy with no resist take off half their health with one hit if Blood Oath is up.
 

Merlin

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The problem here is that Resisting Spells has virtually no use for PVM, but is almost a requirement for PVP.
"
Doing a PVM spawn with lot's of casters on a sampire, I find Resist to be crucial. A well timed blood oath on you can be difference of life or death if you can't get away or remove curse quick enough.
 

drcossack

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Doing a PVM spawn with lot's of casters on a sampire, I find Resist to be crucial. A well timed blood oath on you can be difference of life or death if you can't get away or remove curse quick enough.
Yeah, on a sampire it helps, no question. On a thrower, tamer, or mage? Nah, not really.
 

Ender

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The problem here is that Resisting Spells has virtually no use for PVM, but is almost a requirement for PVP.

You buff Resisting Spells and it'll change "almost a requirement" for PVP to "can't PVP without it."
So buff it only in PvM.

Reduce effects of PvM only effects such as anti-life leech, unbreakable paralyzes, Semidar life reflect, I'm sure there's more I can't think of.
 

sibble

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Reduce effects of PvM only effects such as anti-life leech, unbreakable paralyzes, Semidar life reflect, I'm sure there's more I can't think of.
omg another AMAZING IDea... BRAIN CANT HANDle...... TOO MUCH SENSE..... OH NOE!


MIND = BLOWN
 

Zerbee

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Topics like these really show the unawareness of some people in how certain mechanics work in this game.

Anyways ~
Resisting Spells may not be as effective in PvE, but there are other skills there are even less effective in PvE.
Poisoning is close to useless in PvE. Stealth offers situational utility in PvE since you can essentially gain the same effect from the Honor Virtue, the Ethereal Voyage spell from Spellweaving, etc.
There will be skills for PvP, skills for Crafting, skills for PvE. Don't scream for buffs for one skill where its already fine in one area. This only leads to templates all becoming more cookie cutter since all templates will end up having "X" skill. By the logic of some people, buff Provocation, Peace Making, Discordance, and some other stuff because it is absolutely worthless in PvP.
 

sibble

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By the logic of some people, buff Provocation, Peace Making, Discordance, and some other stuff because it is absolutely worthless in PvP.
While I can agree with your logic I do have to point something out. Bard songs are 100% useful in PVP. I've seen them used as well as used them myself. Fighting over an IDOC with 5 people on your side against 10+ people, having a bard running peacemaking songs for your party will give you the edge you need to defeat the enemy!
 

icm420

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I still disagree that resist spell is a requirement for pvp, everything it helps against is easily countered threw consumables or being smart while playing. It is nice for spawning because of the mana drains and para spams that come from the huge packs of casters but that's pvm. I always say pvm too not pve cause I'm not fighting environment I'm fighting monsters.

Nox fields are nice but rather situational and someone spamming poison vs no resist you will have many counters.

Bloodoath is awesome for sure, but timing with consumables yet again..

The only real reason a mage is rocking resist spells is because if they are mana vamped they can't do anything. That's it.

Let me bottomline it.. apples, potions, petals, trap boxes and myst = no need for resist spells ever.

Mages, maybe ninjas and maybe a pure archer would benefit from resist spell.. not sure how 120 resist trumps fencing (archer build) but maybe you don't like fencing... and resist on a ninja is always awesome because it's usually high % they do not have it so most counters to ninja are done threw resist spell holes (vamps/para/etc) until they smoke bomb.

As is i will never agree resist is needed for pvp and it's helpful in pvm but not required.
 

sibble

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I still disagree that resist spell is a requirement for pvp, everything it helps against is easily countered threw consumables or being smart while playing. It is nice for spawning because of the mana drains and para spams that come from the huge packs of casters but that's pvm. I always say pvm too not pve cause I'm not fighting environment I'm fighting monsters.

Nox fields are nice but rather situational and someone spamming poison vs no resist you will have many counters.

Bloodoath is awesome for sure, but timing with consumables yet again..

The only real reason a mage is rocking resist spells is because if they are mana vamped they can't do anything. That's it.

Let me bottomline it.. apples, potions, petals, trap boxes and myst = no need for resist spells ever.

Mages, maybe ninjas and maybe a pure archer would benefit from resist spell.. not sure how 120 resist trumps fencing (archer build) but maybe you don't like fencing... and resist on a ninja is always awesome because it's usually high % they do not have it so most counters to ninja are done threw resist spell holes (vamps/para/etc) until they smoke bomb.

As is i will never agree resist is needed for pvp and it's helpful in pvm but not required.
Mana Vampire, take all ur mana

Mass Sleep & Spell Plague, lasts longer
 

PlayerSkillFTW

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I always say pvm too not pve cause I'm not fighting environment I'm fighting monsters.
Lol, holy ****. There's someone else that thinks like me about that. Whenever i hear the term PvE, as in Player vs Environment, i think of some dude being choked to death by a vine as he's sinking into a burning bog of quicksand. Whenever i think of PvE, as in Player vs Enemy, well, other players can be Enemies, can they not? As was most often the case with early UO. PvM though, Player vs Monster, that's pretty self describing. As is Player vs Mob. Unless it's a Mob of Players...

Nox fields are nice but rather situational and someone spamming poison vs no resist you will have many counters.
Actually, against a Nox Mage that's able to inflict you with Deadly Poison (Lvl 4) or even Lethal Poison (Lvl 5), you're practically forced to cure it with Bandages or Arch Cure, unless you have 50% EP. Lvl 4 and 5 Poison breaks Orange Petals. Cure, Cleanse by Fire and Cleansing Winds fails like hell to cure Lvl 4 or 5 Poison, and Greater Cure Potions are only effective at curing it if you have 50% EP or more.
 
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