Endgame recommended Resistance and HP %. Post yours level 60+

Main question and point of the thread:

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Post your hp, ES, resistance, and armor post level 60 and how good you livability is.


I keep making builds like crazy and try to always insure I have 110-140%~ resistance to all elements and 160-200% HP. Am I focusing too much on those nodes? I do this because I posted a few builds for criticism and often receive replies like: 200% minimum for HP and 140% resist (for melee) recommended because endgame you have -60% resistance. This does seem to limit some of my builds.

Is this just for melee? What about a bow user? I know this is highly build dependent as some may stack armor and energy shield and seem to do good end but I was just wondering if there really is a general set to go for as I don't want to end up leveling many characters to find it they are just getting one shot at level 60+.

Some say unless you are planning on having 12k armor stacking armor nodes is pointless? What is the armor nodes come with ES?

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johnce6 wrote:
builds like crazy and try to always insure I have 110-140%~ resistance to all elements


Uh. I have a few questions about that statement. We'll start with the most obvious two:

- How do you get 140% all res?
- Why would anything over 100% be useful?
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MonstaMunch wrote:
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johnce6 wrote:
builds like crazy and try to always insure I have 110-140%~ resistance to all elements


Uh. I have a few questions about that statement. We'll start with the most obvious two:

- How do you get 140% all res?
- Why would anything over 100% be useful?


-60% in end game subtract 60 from 140 = 80. 75% is the cap so you would want to aim for that no? Let me know if I am misunderstanding something.
Last edited by johnce6#2478 on Mar 6, 2013, 11:01:53 PM
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johnce6 wrote:
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MonstaMunch wrote:
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johnce6 wrote:
builds like crazy and try to always insure I have 110-140%~ resistance to all elements


Uh. I have a few questions about that statement. We'll start with the most obvious two:

- How do you get 140% all res?
- Why would anything over 100% be useful?


-60% in end game subtract 60 from 140 = 80. 75% is the cap so you would want to aim for that no? Let me know if I am misunderstanding something.


Sorry, generally when people list their resistances, they list them already accounting for the -60%, hence my confusion.

And yes, anything lower than 75% all res will get you killed sooner or later (probably sooner).
Ok my bad I will do that for now on at least I am not confused though was really going to throw me for a loop if I was wrong getting something else wrong hah :P
I'm going to go against the group here:

For melee, if you use Enduring Cry (which you should), and you pick up the +1 End node by your tree, you're already at 20% resist (-40% on Merc). You can pick up one Diamond Skin (+15%), and some other supplimentary resist node (+6% or more). You're looking at -20% then, on Merc. 95% resist on gear is *easily* doable, and if you happen to have troubles getting there, then you can do ring-swapping in vital areas (like Lightning for Chamber of Sins and Church Dungeon, Cold/Fire for Merveil, etc.).

Similarly, 200% HP, whereas nice, is still a lot. You can be survivable in other ways. Viper Strike on boss and run, alt gear for a 1h + (tempest) Shield, Flame Totem supported by Blind, etc. Your character is your own to play, and does not need to be confined to cookie cutter builds.
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Last edited by Shippal#4556 on Mar 6, 2013, 11:17:04 PM
I'm at 4k hp, capped res, 30% dodge, 30% evasion, 40% block and I still can't solo maps on my FP witch in an efficient manner unless I cheese with summons.



Having the moronder's 3-4% hp regen per second would've made a world of difference, it's literally 2 potions permanently on.
Last edited by Fluttershypony#7753 on Mar 6, 2013, 11:20:00 PM
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Shippal wrote:
I'm going to go against the group here:

For melee, if you use Enduring Cry (which you should), and you pick up the +1 End node by your tree, you're already at 20% resist (-40% on Merc). You can pick up one Diamond Skin (+15%), and some other supplimentary resist node (+6% or more). You're looking at -20% then, on Merc. 95% resist on gear is *easily* doable, and if you happen to have troubles getting there, then you can do ring-swapping in vital areas (like Lightning for Chamber of Sins and Church Dungeon, Cold/Fire for Merveil, etc.).

Similarly, 200% HP, whereas nice, is still a lot. You can be survivable in other ways. Viper Strike on boss and run, alt gear for a 1h + (tempest) Shield, Flame Totem supported by Blind, etc. Your character is your own to play, and does not need to be confined to cookie cutter builds.


Very good post here for me I am making a dual mace fire/crit/marauder and I stopped at lvl 37 to wait until I know more as I was having trouble getting certain fire damage nodes and this may work out for me getting few end nodes instead of winging it all the way to resist and hp nodes near center.

Focusing on resist gear just might be the key for me on a few builds =)

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