Spell Suppression - how good is it (for 100%)?
In general, how good is spell suppression? I'm thinking of doing a siege totem raider for next league and building it with 100% spell suppression. It's not too hard to achieve with just passives (no gear), but I was thinking - it doesn't affect elemental hits right? So if an enemy "hits" you with elemental damage, spell suppression doesn't kick in (since it's a hit and not a spell), correct?
I'm weighing a few different classes/masteries for building a siege totem character and the benefit of making a raider for me is the full spell suppression, however if it ignores elemental "hits" which could 1 shot me, it would be a deal breaker. TIA for any feedback Last bumped on Aug 2, 2022, 2:58:50 AM
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well, its *spell* suppression. any spell hit will be reduced 50%.
if you're worried about elemental *attack* hits, then no, spell suppression wont stop that, or the resulting ignite that a fire attack could inflict. i think you're confused. just because something *hits*, doesnt mean anything. a hit can either be a spell or an attack. a fireball has to HIT you to deal damage, but that fireball is a spell. a lightning arrow will similarly HIT you, but even though its lightning damage, its still an attack. |
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That's what I thought, so the follow up question is how many attacks with elemental damage are there endgame comparatively (vs. spells) that could pose a problem which can't be easily solved by just maxed resists?
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"More often than not, unless you're just running unmodified maps and avoiding stuff like Eldritch altars, you're going to be facing a lot of elemental damage from both attacks and spells. Plenty of mobs and bosses do base phys with some amount of ele conversion going on. Then stuff like some AN mods can grant mobs elemental damage, as can map mods and altar mods. Enemies can also get the ability to apply exposure or gain elemental penetration. So broadly speaking, just capping at 75 and overcapping enough for ele weakness isn't enough anymore for really digging into the endgame. It's a very good idea to increase your max res if you can, be additionally overcapped likely for both exposure AND having your resistances reduced by Altars and such, make use of any form of "reduced elemental damage taken" available to you (if any), and so on. And on a side note, neglecting chaos res is also a pretty bad idea in current endgame. Edit: There are, of course, other means of greatly mitigating such issues. Transcendence, Melding of the Flesh, damage taken as mods, etc. They may well have nerfs incoming in 3.19 though. I have a pretty good sense of humor. I'm not German. Last edited by aggromagnet#5565 on Aug 2, 2022, 12:08:59 AM
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Its extremely good, its also easier to cap than it probably should be so I'd personally rate it as the #1 defensive stat for value.
As to the attack/spell split all you have to do is think about it from the designers perspective but to summarise if a boss skill is dangerous which will it be? Attack or Spell? Evade works on attacks which would render bosses irrelevant or they would have to give can't be evaded or accuracy boosts which would make evade irrelevant. Result is almost every dangerous boss skill is a spell. I will say + Max res is just as good if you can get enough of it but its more expensive gear/passive wise. |
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