Resistance Cloak Enchants

I've asked in a few threads, but haven't really gotten a good response.



How effective are 5 and 10 resistance at level 19? Is this worth using over dodge/armor?
 
Haha, I'm pretty sure you asked in one of my threads. The answer is yes. For example, lets say you have a priest or a warlock and you wanted to be able to beat other priests or warlocks hands down.



Slap a +10 shadow resist enchant on your cloak and equip [item]Gravestone Scepter[/item] and you'll now have +15 shadow resistance. If you even want to top it off even more, you have the option of [item]Zircon Band[/item] (+6 shadow resist) x2 for a grand total of +27 shadow resistance! Good luck to that priest/warlock trying to fear you.



Another example is x2 shaman battle. Get +15 nature resist cloak, x2 [item]Zircon Band[/item] for 27 nature resist and they'll have a hard time earth shocking through your heals.



Maybe even for a blood elf to just put +5 to all resist on cloak combined with their racial might turn out pretty well.



:)



hope that helps!
 
I always had trouble answering this question. It's pretty dependant on how much casters bother you. In the end, for me physical damage always was the biggest factors and thus I stayed with 70 armor.



But if you want to decide for yourself, here's the math:

According to WoWwiki, 10 shadow resistance results in a 7.89% reduction of all shadow damage, ON AVERAGE. Sometimes you will see a smaller reduction, sometimes a bigger one. This also means all shadow spells have a 7.89% smaller chance to hit you, given that it is a spell that doesn't deal damage (Fear for example)



5 resistances, for that matter, results in a 3.95% reduction of all shadow, fire, nature, arcane and frost damage ON AVERAGE. And reduces the chance for spells of these schools to hit you by 3.95%.
 
Lmao nice typo... I used to see a lot of people with the fire resistance enchant to firebane cloak due to the amount of dual wielding fiery enchant rogues in the bracket. I'm sure it helped a fair amount and would still be viable as long as you kept it to situational use only.
 
Well, I'm a priest. But I just started twinking. Maybe I'll play around a bit before deciding. For now I'm using 70 armor on the tranquillien cloak.
 
I have done a test against a full spell power lock, 22 shadow resist is the max an alliance melee can get and this results in an increase in life span for me of about 30-40 seconds. I had full stam gear on for about 1700hp. I don't use max shadow gear much, very situational.
 
Horde as it easy, they changed the resistance the undead and blood elves gives...

now the choice for any casters is quite easy... BLOOD ELVES !



they at start gives you 5% resistance to all schools, so its already 5% less chance to be hit by those spells. so adding that 5 resist must be going that number quite up. meaning i resist arcane shot often, i resist fears and basically makes anything worse for all players i play against.



for your answer, i'd say it all depends on what you find on your servers the most.

i'm blood elvf priest in the making so yeah it is quite good for me to have that much. already have 5% from racial, so why not add to it and make sure i can pop those heals and not be interrupted by any fears !
 
I've always been a fan of +5 resists. At 19 (and even 29) it's your only decent option to get resistance. 10 shadow resistance is also very helpful since warlocks seem to do the most caster damage, but hunters, shamans, paladins, mages, priests, and all do spell damage from different schools.



I consider it a balance/tank staple. Get your 70 armor or 3 agility from another slot.
 
fuzzles said:
I've always been a fan of +5 resists. At 19 (and even 29) it's your only decent option to get resistance. 10 shadow resistance is also very helpful since warlocks seem to do the most caster damage, but hunters, shamans, paladins, mages, priests, and all do spell damage from different schools.



I consider it a balance/tank staple. Get your 70 armor or 3 agility from another slot.



for paladins and smite priests (I doubt many do that), this doesn't help, as there is no holy resistance.



Hunters only use 1 poison (maybe more with a specific pet), and its weak (isn't it?). Everything else is physical.



So that leaves shaman, mages, warlocks, and priests (only shadow).



That being said, in my brief time as a twink I've run into some of these already.
 
Certain classes need certain resistances for WSG.
 
Often in a pug I wil be FC-ing. For these situations I love anything that can keep me going and not being stopped. All I can put into my build to make this happen I do, for this reason I find +5 resistance usefull (Belf priest). (I think this combines well with my neckpiece and talents, I've linked armory a few times on this site)



Obviously if you find yourself being beaten more by melee then +70 armor is a good option, the better you can kite the less you need this.



The Zircon +6 resistance rings are usefull to have if you find a very nasty priest, druid, shaman, lock, mage. These I rarely use as I wil be loosing to may usefull stats in most cases (full shadow resistance (+32) has gotten me out of a few nasty situations with some very good priests, but it's very rare).



(Only talking priest here, other classes different story)
 
If you are a flag carrier often, then go for the +5 all resists.



If not, then I would go for the shadow or nature resistance enchants, leaning more towards nature. This is because of the huge mobs of hunters I encounter during every single battleground. Save your combat potions for something else.



As for the armor enchant, it is too insignificant to save you from any remotely decent rogue or hunter.
 

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