T-gods or wisp?

the boss

Diabloii.Net Member
T-gods or wisp?

T-gods takes care of lighting damage monsters? or do I need a wisp in conjunction to that? or just wisp can do the job?

My gear is limited to.

2x FCR rings + t-gods

or

Wisps + Arach?

Both must have 20%FCR though, which one would work better against light trappers or light pvm monsters?
 

safetypro

Diabloii.Net Member
I don't have experience with wisp however, all my pallys with exception of hammerdin, use t-gods. In conjunction with the automatic 20% lite absorb, the t-gods adds 10 to max lite resist. The plus to max and absorb combined allow you stand in front of gloams and grin for a few seconds before you mash them into dust:)
 

Uncle_Mike

D2 PvP Moderator
I don't have experience with wisp however, all my pallys with exception of hammerdin, use t-gods. In conjunction with the automatic 20% lite absorb, the t-gods adds 10 to max lite resist. The plus to max and absorb combined allow you stand in front of gloams and grin for a few seconds before you mash them into dust:)
Absorb on tgod is 20 straight and not 20% - that is a big difference :)

Mike



 

Eilo Rytyj

Diabloii.Net Member
In PvM, Tgods with it's potential 85% light resist and 20 absorb is enough to almost nullify all lightning attacks. Wisps aren't really necessary on top of that, but they have their use in a PvP environment.

FCR rings can have all those juicy mods on them.
 

elvenswordman

Diabloii.Net Member
well, if you knew how to calculate ele damage you receive, you'd know that absorb % will never make you "heal"... If you want that to happen, you'll need some direct absorb, like in tgods... However, you cant be sure that will happen all the time. Look the examples (http://www.battle.net/diablo2exp/basics/resistances.shtml):

Examples
Direct absorb was not tallied in the examples below, it is usually listed on items like this: "+x Fire Absorb" x being an integer. The Direct Absorb would be calculated after the resistance and percentage absorb in these next cases. (note: Heal amount of 0 = full health upon damage taken or no absorb is present)

full damage / %resistance / %Absorb / heal amount / damage taken

1000 0% 0% 0 1000
1000 95% 0% 0 50
1000 90% 0% 0 100
1000 85% 0% 0 150
1000 80% 0% 0 200
1000 75% 0% 0 250
1000 70% 0% 0 300

____

1000 0% 0% 0 1000
1000 0% 40% 400 200
1000 0% 35% 350 300
1000 0% 30% 300 400
1000 0% 25% 250 500
1000 0% 20% 200 600
1000 0% 15% 150 700

____

1000 0% 0% 0 1000
1000 95% 40% 20 10
1000 90% 35% 35 30
1000 85% 30% 45 60
1000 80% 25% 50 100
1000 75% 20% 50 150
1000 70% 15% 45 210

The complete list of all damage modifications are calculated in this order:

Energy Shield
Bone Armor and Cyclone Armor
DR and MDR (damage reduction and magic damage reduction)
Resistances
% Absorb
Direct Absorb

With high resistances, high % absorb and direct absorb, it is possible to heal from specific elements.
 
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