No, of course I don't. I love to troll the boards of games I don't play. Have you tried WoW? That's the best game out there!!! </sarcasm>
Magic Resistance doesn't do anything? My bush archer has 110, runs by the Slasher of Viels and gets frozen for maybe 2 seconds.
Uh, okay, so why is it that Magic Resist rarely resists most spells (ie: Poison, Paralyze, et cetera). Mind you, I'm not saying "never," but it is
not comparative to either (1) the amount of time put into raising resist, nor (2) the effect one would expect from 120 resist.
I know on my 110 mage in PvP when casting on 120 resist characters I have little chance to even LAND a paralyze or curse.
Magic resist is huge.
Maybe that's your experience... I can attest to having a different experience altogether.
I agree camping is pretty much useless.
Right... at least we agree on that.
Eval Int is HUGE. You do realize with no eval int you're doing 30% spell damage.
Okay, my point on Eval Int was that it provides absolutely nothing outside of an ability to raise damage in magery. And you actually illustrate part of what I see as a core fault with the skills system. Magery, without Eval Int, only does 30% of base damage... Why should magery not be 100% effective by itself? I mean, to say that something is a required skill in order to get base damage, that's a bit odd.
Eval Int boosts spells damage, and makes it harder for people to create god characters like warriors with full power magery. You don't need skill points in Eval Int. Eval Int is more a prevention against people power gaming. Perhaps it could use a buff, but its definitely not useless. Nor does it give "minor" bonuses. At 120 you get like 150% spell damage, and seeing as SDI wasn't common before imbuing, thats pretty big.
Actually, you DO, by definition of the damage magery does, require Eval Int to at least some sort of level. Now, I totally understand that it helps to prevent a mage/swordsman, but on the other hand, what other purpose does eval int have? I mean, I don't know about you, but aside from knowing something possesses greater than 100 Int, it's not really useful, and by the time you use it in PvP, well, if you're stopping long enough to actively eval my int, I'm going to be doing something else in the meantime.
Arms Lore is amazing for anyone who wants to craft anything worth anything to someone else.
Which again seems very odd, and is pairing up skills for no real reason. I mean, honestly, while arms lore can tell you something about a weapon, why would using it in tandem with crafting indicate a better weapon construction chance? I know the response will be along the lines of "Well, if you know about arms, you can make better arms..." but my response is, wouldn't a Legendary Blacksmith already have enough skill in order to do that?
Once again tactics is there so that people don't make super warrior mages. It boosts melee damage, and uses up 100-120 skill points to make it harder for people to take say swords, bush, parry, chiv, magery, necromancy. Spirit Speak is the same. Without it necro is weak, because people shouldn't be able to choose a bunch of main skills and be powerful with them.
This is my point... skills just for the sake of filling up skills is silly. If you're going to pair them, they should have meaning beyond "Well, in order for skill A to really work, you need skill B." I'm not against skill A getting a bonus from skill B, but if skill A is totally reliant on skill B, and skill B does nothing other than supplement skill A, why aren't skills A and B the same skill?
Complimentary skills, such as eval int, tactics, and spirit speak are there to prevent super builds.
Which is actually a silly use of skill points if you ask me. It would actually make more sense to remove the secondary skills and make the primary skills completely effective, but then come up with some other method of cross-skill deterent if that's going to be the only reason to have secondary skills in the first place.
And keep in mind, skills like Eval Int were not initially useful for anything with regard to a secondary skill. Eval Int hasn't always adjusted magery. They did make it that way on down the line, but that was a later design decision -- perhaps to combat the "super build" of a sword/mage, but again, I wonder where it went from "mage gets a bonus" from Eval Int to "mage requires Eval Int to even hit base damage."