Sunday, January 04, 2009
What to do with Resilience

Many people want to just throw Resilience out completely in the era of Burstcraft. It is becoming very clear the "Wait for Resilience" line is just a bunch of hogwash, because you're still getting busted down in three seconds if you have no defenses.

Well, let's take a look at what exactly Resilience will do in its current form:

One percent of resilience has the following effects:

  • Chance to be critically hit reduced by 1%.
  • Damage taken from crits that do land have their critical strike damage component reduced by 2.2%.
  • Damage taken from DoTs reduced by 1%.
  • Amount of mana drained or burned by mana draining effects is reduced by 2%. (added in Patch 2.4)

    Now in the current Lich King era, this just won't cut it anymore. Warlocks (the chief users of DoTs) are stupidly easy to kill. To max out at 80 (33% critical damage reduction) means 1353 Resilience, which means you're gearing for nothing but resilience at the expense of something else. So in the quest to not make Resilience overpowered, yet not make it suck, let's propose a couple of changes to Resil:

    1. Make Resilience reduce the amount of time you're spent under a Crowd Control at an even exchange (1% resil = 1% time reduction). Then rework Diminishing Returns to reflect this change.

    2. Flat out damage reduction, stackable with the crit reduction. It can probably be done also at an even exchange. This may or may not need to be capped at a certain percentage (probably will need to be) or a certain amount of Resilience. Really, this could go either way, but I'd rather see it as a percent scale rather than a 1 resil = 1 reduction.

    3. Keep the Critical Hit reductions (both chance and amount).

    4. Either keep the DoT reduction or reduce it so that 2% Resil = 1% reduction. Seriously, if you need this much help with a DoT dealing Warlock, either your healer has ignored you (there is a single HoT in game that will negate all DoT damage via healing), or you're a bad player because you can't kill a Warlock in a couple of seconds. There is no other class this dependent on DoTs with absolutely no way out of the burst train.

    5. Keep the Mana draining reduction.

    6. Make a small attack power or spell power bonus, such as 1% Resil = 5 (blank) power. Those that can use both (Shamans, Pallies, etc) can only have one increase, not both.

    Constructive comments are, as always, welcome.
  • Posted at 10:48 am by greatcow95

     

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    Welcome to the unofficial World of Warcraft Kalganism blog. The purpose is to resurrect people's ideas that got banned due to Kalganism, as deleting users isn't the way to win an argument. Many good posts got destroyed because of Kalganism, and this will become the new home for those posts. All posts, however, are presented in their original form, with any and all errors intact.

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