scippy Posted December 5, 2013 Report Share Posted December 5, 2013 I have been trying to build a super tanky drake and balrog and I think i need some help with understanding tank items and their relation to physical and spell resistance. I wanted my drake to have a high spell resistance and high physical resistance because usually there are aa and spell dps units in every pub. I do not think I fully understand the relationship between armor and physical resistance, so if someone could explain that would be great. Also, if I get a 20% spell resistance item, such as electric mantle, and I am at 23 spell resistance, do I then go to 43? Sometimes it appears that it is not an absolute increase. Wasn't use if it was dependent on something. So far with drake I use roughly the following item build buckler - miners goggles - sustainer - make khoral, organic carapace, spell buffer, chilling artifact, scythe, DST This build usually gives me about 70 to 80% resistance for spell and physical dmg and 4k to 5k hp. Somtimes I think i should incorporate electric for the strength and spell rather than scythe, but I like the extra armor scythe gives. I also sometimes think maybe barbed would be better than chilling but i like the slow down of chilling. Phantom is expensive and I admit I don't think i understand that item well. I feel like the passive doesn't suit a tank. I tend to build using passive uniques cause im lazy. lol Talent 2-3-1 Weapon dmg weapon speed fitness spell resistance armor 200 energy Quote Link to comment Share on other sites More sharing options...
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