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.)
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.)