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TC1 patch notes

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Guest

Guest
New use for resisting spells: Reduce the dmg down due to blood oath by (resist spells/20)+10=percentage of damage reduced. Wow, making (what I consider) a paladin-type skill resist a necro spell, never thought that would finally come to pass. Great work!
 
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Good_Ole_Lefty

Guest
Small error in your formula post.

(resist spells/20 + 10=percentage of damage resisted)
 

Setnaffa

Certifiable
Stratics Veteran
Stratics Legend
Resist Spells isn't a Paladin Spell; it's a separate skill. so I guess it still hasn't come to pass.
 
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Guest

Guest
Wow thanks for the corrections guys. What an ugly post that was, I edited it. Not that resist is exclusively paly skill, of course it isn't, but for any paly I'll ever make, I can pretty much assure whomever that he'll have resist; just so useful when hunting big game.
 
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Guest

Guest
For pvm I never waste skill pts on Resist spells.....for pvp it is a must!
 
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Good_Ole_Lefty

Guest
Usually I am the first one to advocate resist for PvP, but lately my views have been changing. It really depends on the template and environment.

For Mages - I agree it is 100% needed since poison can disrupt and needed to reduce the durations of some necro spells.

For Warriors - It is an option - Poison disrupts healing yes, but on a warrior I ignore it and go full offensive.

Paralyze = Well dart traps or a lesser poison pot helps.

Another thing is even if you have 120 resist. The Evil Omen Para combo pretty much nerfs the whole skill. If I have room on the template, I of course add it.
 
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