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Alistair 100% Spell Resistance Gear Setup


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#26
FatLeprechaun7

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This is a very interesting post. I'm not too concerned with spell resistance, since my mage character has mana clash and instantly kills all enemy spell casters at the beginning of the fight. I'm playing on nightmare. Instead, I prefer to make Alistair a "super tank" with the full set of juggernaut armor, lifegiver ring, and ring of ages.



To me, 100% spell resistance is only interesting for avoiding friendly fire spells. So can you run Alistair into a mob and then cast a fireball, or blizzard, or storm of the century?


#27
Matthew Young CT

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// Spell resistance is 'ignore hostile magic'
// -----------------------------------------------------------------------------
int CheckSpellResistance(object oTarget, object oCaster, int nAbility)
{

if (!IsObjectValid(oCaster))
{
return FALSE;
}

int nType = GetAbilityType(nAbility);

// Only resist spells or talents originating from monster spellcasters.
if (nType != ABILITY_TYPE_SPELL)
{
int nclass =GetCreatureCoreclass(oCaster);

Sorry..

Maybe you could make Morrigan a monster :)

Modifié par Matthew Young CT, 07 décembre 2009 - 08:50 .


#28
Jacks-Up

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FatLeprechaun7 wrote...


To me, 100% spell resistance is only interesting for avoiding friendly fire spells. So can you run Alistair into a mob and then cast a fireball, or blizzard, or storm of the century?


IMO there should be a cap or a stacking limit you should never become 100% Immune to anything

#29
Guest_Lemonio_*

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Closet Gamer wrote...

So during my Nightmare playthrough I'm realizing that as a Templar, you can get Allistair to 100% Spell Resistance, meaning no spells will ever affect him.

Can be done with the following gear:

Knight Commander's Plate: 40% Spell Resistance
The Spellward: 30% Spell Resistance
Key to the City: 4% Spell Resistance
Veshialle or Starfang (or any 3 socket weapon) with 1x Grandmaster Dweomer Rune (10% Spell Resistance) and 2x Master Dweomer Runes (16% Spell Resistance).

40% + 30% + 4% + 10% + 16% = 100%, voila. Makes Nightmare much easier and really fits Allistair's playstyle/character imo. Yes the effects are additive.

Enjoy


don't see the point of this
mages are the weakest enemies in the game
what good will max spell resist do when fighting regular guys
i don't think is a good option
interesting that this is possible though

#30
Closet Gamer

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FatLeprechaun7 wrote...

This is a very interesting post. I'm not too concerned with spell resistance, since my mage character has mana clash and instantly kills all enemy spell casters at the beginning of the fight. I'm playing on nightmare. Instead, I prefer to make Alistair a "super tank" with the full set of juggernaut armor, lifegiver ring, and ring of ages.

To me, 100% spell resistance is only interesting for avoiding friendly fire spells. So can you run Alistair into a mob and then cast a fireball, or blizzard, or storm of the century?


Yes, he would be immune to all of your friendly fire spells.

#31
Matthew Young CT

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really? he shouldnt be

eta: oh hang on it only fails if youre neither monster_spellcaster OR class_wizard, which is presumably a mage. nifty then. run into the mage nukes :D

Modifié par Matthew Young CT, 07 décembre 2009 - 09:55 .


#32
Closet Gamer

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Lemonio wrote...

Closet Gamer wrote...

So during my Nightmare playthrough I'm realizing that as a Templar, you can get Allistair to 100% Spell Resistance, meaning no spells will ever affect him.

Can be done with the following gear:

Knight Commander's Plate: 40% Spell Resistance
The Spellward: 30% Spell Resistance
Key to the City: 4% Spell Resistance
Veshialle or Starfang (or any 3 socket weapon) with 1x Grandmaster Dweomer Rune (10% Spell Resistance) and 2x Master Dweomer Runes (16% Spell Resistance).

40% + 30% + 4% + 10% + 16% = 100%, voila. Makes Nightmare much easier and really fits Allistair's playstyle/character imo. Yes the effects are additive.

For people who don't use cheese spells like Mana Clash, Sleep, etc enemy mages on Nightmare can be very problematic. The rest of the armor I use for Allistair is good enough against melee where he can't taunt and live.

Like I said, I'm sure some people prefer to use the powerful trivializing spells or multiple mages, I personally don't. This gear fits my playstyle and lets Allistair truly be a Templar.

Enjoy


don't see the point of this
mages are the weakest enemies in the game
what good will max spell resist do when fighting regular guys
i don't think is a good option
interesting that this is possible though



#33
Rainen89

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Sharog wrote...

The Capital Gaultier wrote...

Sharog wrote...

100% spell resist does not make u immune to spells, it is just a spell save check modifier, u can get your physical resist up to 100 while u are at it and u will still get stunned knocked back/down what ever depending on the creature u are facing.

You're thinking of mental resistance.  Spell resistance will make you resist spells completely (but not fogs).



Not true, To begin with, u cant resist any of the direct damage spells, like fireball, cone of lightning etc,  u can only resist its secondary effect, get hit by a fireball and see, u still lose HP, just not get burned or knocked down.


Secondly, Any Orange mob will still be able to land a spell on you, easy to check on gaxxhan, with 100% spell resist u will still get hit by his coc. 


Okay so, spell resist is immune to spells total. That's the resist part. You're thinking about mental resist which resists the actual secondary effect. (Not damage itself.) Like sleep, knockdown, slow. etc. That is mental resist. My dwarf hasn't gotten hit with magic since...ever. That is spell resist, a completely different category.

#34
Closet Gamer

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Matthew Young CT wrote...

really? he shouldnt be


Damaging friendly fire spells, obviously not healing, or buff related abilities. I can cast a Fireball at Allistair's face and he will not be damaged or knocked down.

This thread is getting confusing!

#35
Rainen89

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The point is really good...one you're immune to annoying things like misdirection hex. (Most irritating ability to a melee.) You're immune to CC spells like crushing prison/Mass paralysis. Lastly mages simply can't do anything to you, only auto attack staff. Yes mages can be auto gibbed with mana clash but that can be resisted / be on cooldown.

#36
Matthew Young CT

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ya sorry im tired i missed the class_WIZARD check



go ahead and nuke your templar :)

#37
Closet Gamer

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Rainen89 wrote...

The point is really good...one you're immune to annoying things like misdirection hex. (Most irritating ability to a melee.) You're immune to CC spells like crushing prison/Mass paralysis. Lastly mages simply can't do anything to you, only auto attack staff. Yes mages can be auto gibbed with mana clash but that can be resisted / be on cooldown.


Even a mages staff attack will be resisted! So a mage trembles at the sight of your spell immune Templar!

Modifié par Closet Gamer, 07 décembre 2009 - 10:09 .


#38
Matthew Young CT

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pity bio didnt put a few of these templars in the game to make the mages cry

#39
The Capital Gaultier

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Closet Gamer wrote...

Also just confirmed that walking into a tempest, or inferno will cause no damage! Everything resisted, so yea...

I'd argue it's the best Templar chest piece in the game, losing 10 Armor to never be killed or affected by adverse spell effects seems far better than 10 more Armor (considering spells are the deadliest NPC wielded damage type, second to maybe....Multi-wolf Overpower rush?)

Meh.  One mage with Mana Clash eliminates all chance of any party member ever being affected by a non-instant spell anyways.  Templar is overkill.

#40
Xantor_Stromgate

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Rainen89 wrote...

Even easier if you make your pc a dwarf like I do 


Oh. God. Yes!!! There is a ring out there with quite a bit of SR as well ... Mwe hehehe HA!!!

#41
Matthew Young CT

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im so tempted to make a mod that gives every mage in DA mana clash and casts it on your mages.

#42
The Capital Gaultier

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Matthew Young CT wrote...

im so tempted to make a mod that gives every mage in DA mana clash and casts it on your mages.

While interesting, it might make the game a bit too random.  I would suggest finding a way to make Mana Clash irresistible as well, so at least the fastest hands in the West would win.

#43
Closet Gamer

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It's a fun build for those of us who like to challenge ourselves by not using game breaking abilities like Mana Clash, Force Field, etc.

Agreed CT! 

#44
Matthew Young CT

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thats easy enough. the point isnt to change the rules though. its to illustrate that mages are only so powerful because the enemies dont abuse you like you abuse them :P



maybe mana clash the mage then crushing prison everyone else hmm

#45
Tonya777

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Does this make elemental damage spells do nothing to you as well? Or do you still need specific elemental resists for that?

#46
Closet Gamer

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Tonya777 wrote...

Does this make elemental damage spells do nothing to you as well? Or do you still need specific elemental resists for that?


It works on elemental damage spells, including poisons/weapon runes, and staff attacks. Elemental Resistances do not have any impact on "Resisting" a spell, they simply reduce the damage by the amount listed. (i.e. 75% Fire Resistance reduces damage you take from Fire Damage by 75%, not reduce the chance to be hit by fire spell by 75%). This is why Spell Resistance > Stacking Elemental Resists.

#47
tranj84cl

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To make it completely fair, being immune to spells should mean you can't be healed.

#48
Rainen89

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It should but alas, hostile only. I would kill for "hollow" characters though.

#49
Staylost

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tranj84cl wrote...

To make it completely fair, being immune to spells should mean you can't be healed.


Hello BG1 Viconia.  I still love thee.

#50
Closet Gamer

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Doesn't appear that bosses have any higher chance to hit with spells? 

I fought Gaxkang 4x times today trying to get Fade Wall and he didn't get a single spell off on Allistair of any kind, and he's the grand daddy of spellcasting enemies. /shrug