Ranger's Jolt

phlit

Dalayan Beginner
I've noticed a whole load of resists when casting the Jolt line, particularly CryoJolt. I noticed in the parser they have no resist modifier, and checked and noticed that the similar spell Wizards get has a -125 resist mod. So, I was wondering, did the ranger jolt line get overlooked for resist mod changes when the new resist system was implimented? I don't ask this simply because the Wizard variant of the spell has the resist mod, but because the number of resists can make the spell do more bad than good (should you want to lose aggro, but gain more through resists...)

Just for reference:
Cryo Jolt (RNG, 62) -650 Hate, cold based resist, 0 resist adjustment
Major Concussion (WIZ, 61) -750 hate, magic based resist, -125 resist adjustment

(The rest of the ranger jolt line of spells all have 0 resist mod, and the rest of the wiz spell line seem to have a modifier.)
 
Is it possible the mob you casted on was very cold resistant?

Aside from that, I agree it would be nice for rangers to get a bit of negative resist modifier on their Jolt(s). Maybe it'll mean less dead rangers on raids!

/wave Dynak :D :p
 
I've noticed the same problem as Phlit. Most mobs seem to resist atleast 1/2 the time. Sometimes our anti aggro spells intensify the hate =P
 
IIRC, resisted spells don't generate much if any aggro. I use a spell (Cmal gloves) to pull incoming mobs off the puller, and I know if it gets resisted the mob never turns to me from the puller until I can start hitting it.

But I agree a resist modifier would be appropriate for the Jolt line.
 
I definately notice what kaotikk said. Theres times where I know I'm building too much aggro, getting too many consecutive triple attacks, and I know the mob is about to turn on me, so I'll do a CyroJolt, and more often than not, its resisted, and its garunteed aggro. Its really hard in places like Storms Eye and Stormkeep, since they tend to be cold resistant. On mobs like Glib, its basically an automatic death 3/4 the way through the fight.

But I guess thats the price we pay for being able to do so many attacks per round.
 
A little birdie tells me this is being looked at. Fingers crossed!

A couple of notes tho:
Cryo Jolt = Don't use on cold resist mobs (SE, SK, etc)
Cinder Jolt = Don't use on fire resist mobs (FG, RSM, etc)
Jolt = Don't use on magic resist mobs (?)

Otherwise, resists will be even more crazy!

Bearing this in mind, the resists are still a little horirible.
 
The other poster is correct, resists do not generate aggro.

The other aspects of the post are valid though.
 
I'm looking into resists on Ranger jolt versus other classes' versions of jolt. Your voice has been heard. =p
 
For those interested, the whole ranger Jolt line now have -50 resist mods.
Hopefully, if you use the right Jolt on the right mobs, this should help out a bunch - I haven't tested it myself yet.

ty for looking in to this Nuralia ;)

(OT: Warder's protection now stacks with lots more stuff!)
 
The -50 mods should help. But I still get resisted to hell and back in IP. That's the main reason I'm so anal about malo'ing everything with my mage....to keep my ranger alive. LOL
 
Garluk said:
The -50 mods should help. But I still get resisted to hell and back in IP. That's the main reason I'm so anal about malo'ing everything with my mage....to keep my ranger alive. LOL

This was a test change, I look forward to input from rangers (MEANING: Numbers, people. Resist rates on what level mobs with their resists. Don't know what resists they are? Ask a bard with Jayla's Insight.) Further tweaking is still a possibility.

Edit: Input also means in a PM to me. No sense cluttering up the board with information that won't do much more than discourage people to something that's not finally tweaked.
 
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