The Art of War(craft): A Resilient Argument Part II

It is also interesting to note that Resilience is almost exclusively an endgame item property, clearly designed for Arena combat. There are no items with Resilience usable below level 60 other than Elixir of Ironskin, which is usable at Level 55. Aside from token items from the Reinforced Fel Iron Chest in Hellfire Ramparts and uncommon quest rewards in the Outlands, most items with Resilience are usable only at Level 70 -- the level where competitive Arena play begins. The idea behind PvP in today's environment is all about damage mitigation. Last week, I discussed the key talents and a few abilities that classes have access to prior to obtaining Resilience. In the process of accumulating gear with Resilience, it helps to be familiar with the various forms of damage mitigation.
Today, however, we dive right into the juicy part. Resilience is an item property or statistic that reduces the chance you will get hit by a critical strike or spell critical strike; reduces the damage taken from critical strikes and spell critical strikes; and, as of Patch 2.2, also reduces the damage taken from Damage-over-Time effects (DoTs). Each 1% of Resilience will reduce the chance you will be crit by a spell or attack by 1%, reduce damage from crits by 2%, and reduce damage taken from DoTs by 1% (edit: It was erroneously written as 2%. Thanks to Phlipy for pointing it out!). A Resilience Rating of 39.4 grants 1% Resilience at Level 70 and -- as a bit of useless information -- a Resilience Rating of 25 grants 1% Resilience at Level 60. Because of the clear advantages it provides, any player moderately serious about PvP should accumulate Resilience gear.

There is no limit to how much Resilience can reduce an opponent's chance to score a critical strike or how much periodic damage it can mitigate. However, Resilience efficacy is capped at 25% against damage dealt by critical strikes, making 12.5% Resilience or a rating of 492.5 the highest optimal number to aim for when stacking Resilience. Higher Resilience may further reduce crit chance and DoT damage, but each rating point of Resilience beyond 492.5 is only half as effective, making it something of a waste.
Resilience takes up valuable statistical item points, so stacking on Resilience comes at the price of other key stats such as raw Spell Damage or Attack Power. Furthermore, not all classes necessarily need extremely high Resilience... it depends on context. Particularly in Arenas, depending on your Battlegroup's environment per bracket, some classes need more Resilience than others. In the notorious Bloodlust Battlegroup, otherwise known as BG9, Warrior gib is a commonly used strategy in 5v5, particularly with the occasional 4 DPS team. Max Resilience certainly comes in handy in those situations but not so much in Battlegroups where Warriors are ignored in favor of focus firing on conventionally "softer" targets. It also depends on spec -- a Siphon Life / Soul Link (SL/SL) Warlock certainly needs as much Resilience (and Stamina) as he can get.
If, in your experience, you are a high priority target, stack Resilience. Otherwise, it's up to you to find that delicate balance of Resilience and offensive power by choosing your gear carefully. Even a full set of Season 3 Vengeful Gladiator's gear (5/5) will only give +195 Resilience Rating tops (the Vengeful Gladiator's Vindication), so it is necessary to obtain several pieces of PvP non-set epics and other items in order to raise your Resilience. There are also a number of enchants and gems that allow you to customize your gear towards Resilience such as Enchant Chest: Major Resilience, learned from a world drop recipe, and Fire Opals, which drop from various Heroic instances.

Depending on your server or Battlegroup, a certain level of Resilience is desirable. +300 Resilience Rating is a respectable number, although hardcore players will push for or require +400, nearing the optimal cap. While mostly useful in Arena, it's also good for old school World PvP on PvP servers where a healthy amount of Resilience softens the blow of an often unexpected first strike. Generally regarded as a PvP statistic, Resilience also works against mobs and bosses, although there are far better stats that serve this purpose. Defense, for example, works towards making tanks "un-crittable", rendering Resilience obsolete.
A critical situation
At a glance, it's easy to see that Resilience affects critical and spell critical strikes the most. The reduction to DoTs were later added when it became apparent that DoTs scaled too strongly even against high Resilience targets. Because crits are the highest sources of burst damage and were consequently what made pre-TBC PvP short and (bitter)sweet, Resilience changes the PvP landscape to, what some may argue, the disadvantage of crit-dependent class specs. This is true, to a degree. Common sense dictates that stacking on critical and spell critical rating will negate the effect of Resilience -- but only as far as chance to crit is concerned. But Resilience also affects damage taken by crits, which creates further problems.
Casters that rely on crit damage, in particular, suffer a huge blow because spell critical strikes deal 150% of normal damage by default as opposed to 200% for physical attacks. However, there are Talents -- usually high tier -- that increase damage dealt by spell critical strikes such as Elemental Fury for Shamans or Spell Power for Mages. Resilience affects crit-dependent spells and abilities on two fronts by reducing the chance it will crit and, when it does crit, by reducing the damage it deals. Even with a 25% cap on damage reduction, the effect is substantial.
One curious effect of Resilience is that it checks if a spell or attack crits before converting it into a normal strike. As noted in Patch 2.0.7, effects that benefit a character when hit by a crit will still trigger even if Resilience converted the attack from a critical strike to a normal strike. This includes abilities such as a Paladin's Eye for an Eye or a Warrior's Blood Craze. On the other hand, the reverse does not hold true. Effects that require a critical strike, such as Vengeance, will not trigger if the attack does not end as a crit.
Figures and hypothetical calculations are over at WoWwiki, should you be interested in going over the numbers. Suffice it to say that Resilience has a greater effect on the average damage dealt by a high crit opponent than one whose focus is more on pure spell damage or attack power. When building or gearing towards PvP, there is a balance to be struck between Resilience and your ability to deal damage. Having massive amounts of Resilience and Stamina is pretty much useless if you have the offensive power of a gadfly.
Some have pointed out how complications also arise with Warriors, whose ability to generate Rage relies highly on critical strikes and damage dealt, as well as damage taken. Because Warriors generate Rage in proportion to the damage they deal or take, Resilience has an adverse effect whether the opponent or the Warrior has high Resilience. When fighting high Resilience targets, Warriors generate considerably less Rage, not scaling in the same manner as a Mage's mana or a Rogue's energy.
Despite the seeming flaws that Resilience has, there is little question that the mechanic has been good for PvP overall. Lengthier battles are always a good thing, and clearly dichotomizing endgame PvP versus engame PvE is a welcome change. It is important to delineate the two because they are separate endeavors. Yes, they both require time and effort, but -- despite what anybody says -- I don't believe one is greater than the other. Welfare epics or not, I believe PvP takes as much commitment as raiding if you want to excel. Resilience is the defining stat that makes endgame PvP distinct. Endgame PvP is defined and dictated by your Resilience.
PvE to PvP
It is rather obvious where to obtain items that are heavy with Resilience. With the introduction of Arena Season 3, items with Resilience became widely available as Arena Season 1 items became available for purchase with Honor. There are PvP items with Resilience for almost every item slot that can be purchased with Honor or Arena points. With enough gear and the proper gems or enchants, it is fairly easy to stack over 300 or even 400 Resilience. Reaching the magical figure of 492.5, however, requires a serious focus, such as using Mystic Lionseye in more than a few sockets.
That said, is PvP the only way to obtain Resilience gear? Most certainly not. Blizzard has repeatedly expressed their intention to have PvP players experience PvE content, resulting in several excellent items with Resilience obtainable only through PvE. If you're not too keen on wading into the battlefields with zero Resilience, there are a few options that allow you to start accumulating Resilience gear without getting (other players') blood on your hands.
Most of the gems mentioned in the table above are drops from Heroic instances, while the Lionseye from which Mystic Lionseye is cut only drops from The Black Temple. The earliest Resilience gear available, the Mok'Nathal Clan Ring and Mok'Nathal Wildercloak are drops from Hellfire Ramparts. Spirit Shards from Auchindoun instances allow you to purchase the Exorcist items, such as the Band and Seal of the Exorcist, as well as the various helms which also have Meta sockets. Runed Fungalcap from the Slave Pens is a low-level item but gives a high amount of Resilience, just 4 rating points below the highest Resilience trinkets in the game, the Talismans of the Alliance and Horde. The Alembic of Infernal Power is another trinket with high Resilience, dropped by The Black Stalker in Heroic Underbog -- Coilfang Reservoir seems rife with Resilience gear.
Speaking of Coilfang Reservoir, Hydross the Unstable and Morogrim Tidewalker from Serpentshrine Cavern drop Band of Vile Aggression and Band of the Vigilant, respectively. Not to be outdone, even the big fish Lurker Below drops The Seal of Danzalar. Who says PvE doesn't gear you up for PvP? The timed event in Zul'Aman also awards what is currently the highest Resilience ring in the game -- the Signet of Eternal Life. While you're out accumulating Badges of Justice from Zul'Aman, you can look dreamily towards the gear G'eras is hawking, such as Dory's Embrace, which was featured in our Phat Loot Friday. The enterprising Naaru also sells cloaks for casters such as the Cloak of Subjugated Power and Kharmaa's Shroud of Hope, the latter being the only healing cloak with Resilience. If I didn't know any better, it seems like Blizzard is forcing PvP players to PvE!
There are also a number of Resilience items which can be crafted by a profession, such as the Unyielding Girdle, made by tailors; or the Helm of the Stalwart Defender, forged by blacksmiths. Granted, the helm is an odd piece of tanking gear (and consequently useless in PvP), but there are quite a few good Resilience items obtainable through crafting. Another odd item is Timelapse Shard, which required Exalted reputation with the Keepers of Time -- it has Resilience, a PvP-centric stat, but also reduces threat, a PvE mechanic. While you're grinding your reputation with the mysterious Keepers, of course, feel free to pick up Reaver of the Infinites -- arguably the best blue 2-handed weapon for PvP -- from Epoch Hunter or Tarren Mill Vitality Locket from Captain Skarloc, both in Old Hillsbrad.
As you can see, there are more than a few options available to players reluctant to PvP in order to accumulate Resilience gear. For those who wish to challenge themselves, a long quest chain that culminates in the Arcatraz rewards Resilience neckpieces. There are still more PvE-obtained items with Resilience, making it possible to start the PvP grind with a modicum of Resilience. It will be a minor amount to begin with, surely, but it should be enough to set you off in the right direction. Whatever you might think about Resilience, it is a game mechanic that is here to stay. If you're looking into engaging in endgame PvP, stacking on Resilience should be one of your primary goals. The more Resilience you have, the longer you'll be able to stick around to enjoy your PvP.
Zach Yonzon writes weekly PvP column The Art of War(craft) in between cleaning up his daughter Zoe's soiled nappies and cradling her to sleep. His Resilience works very well against damage dealt by baby poo.
Filed under: Analysis / Opinion, PvP, The Art of War(craft) (PvP), Guides






Reader Comments (Page 1 of 5)
Gurei Jan 28th 2008 7:48PM
I find all these extremely biased and unfair,also a bit offensive written just by a player,who does he think he is to say what is good or bad?
Id say go to the people,and youll find most do not like resil.
Wont even bother making some good points or anything like that,go to the forums or the previous post of these series for those ..wont bother .
Stopd reading at the PVE and PVP as 2 games part that just made me see how biased these is.
A sad way to make up for the last one,and to kinda counter the arguments here.
GG do arena and do nothing else.
thebvp Jan 28th 2008 7:54PM
I think the single most important thing resilience did to pvp was affect on-crit talents, like blood crazed, which was mentioned. It not only affects abilities that would've crit you, but effectively all hits done to you. Go jump in a fire with a high res disc/holy priest, and you'll see focused will and blessed resilience proccing like mad. Ever been crit by a torch in Orgrimmar? I haven't.
The mechanic completely transformed pvp for priests, with focused will effectively turning them into tanks.
Blood craze was also largely shunned by the warrior community, but when 25% of all hits done to you in addition to crits trigger it, it amounts to a steady HoT.
I'm pretty sure it was introduced to separate pvp and pve progressions. Raiders in full T6 will certainly have an edge in pvp over fresh 70s, no amount of T6 will give a priest the constant dispel fodder that focused will provides in order to be effective. A warrior in T6 will hit hard, that is for sure, but a warrior in S1/S2 could beat him via perma-enrage and blood craze.
thebvp Jan 28th 2008 7:59PM
To#1:
Resilience mechanics had to be invented to keep raiding guilds from simply walking into the arena and destroying it overnight. Think of the pre-BC days. Blizzard necessarily had to create resilience so pvp would be an even slightly "legitimate" path of endgame progression.
rick gregory Jan 28th 2008 9:31PM
@3,
well yes. But the problem is that resilience addressed a symptom, not the real issue. In some ways, the T6 raider SHOULD be able to kill someone with lower level gear - presuming skilled players on both, that's a consistent outcome.
Of course, the problem with that is that high end raiders had the advantage over high end pvpers since the raid gear was so much better. I wonder what would have happened if Blizzard had simply given high end PvPers similar gear at a similar level of accomplishment and not introduced resilience.
Final thought - should a high resilience toon in a cloth robe *really* be hard to damage than a new toon in plate?
Zach Jan 28th 2008 10:46PM
Cloth armor is susceptible to Physical damage, as that's what Armor mitigates. A fresh 70 in Plate will still take less damage from Physical sources regardless of Resilience. One thing we must keep in mind is that Resilience only affects crits and crit damage (and DoTs, of course) and offers no mitigation whatsoever to non-crit attacks. Insofar as Physical damage is concerned, it's a reasonable assumption that cloth simply won't mitigate as much as plate, even with Resilience.
thebvp Jan 28th 2008 9:47PM
Well, why shouldn't it be? You whack on me with your gigantic, massive 2h hammer of doom and I, the battlepope, suck my soul out of my own body and shield myself with it.
But second, priests have no escape whatsoever. If they can't avoid damage like say, a mage can, they better be able to soak it up somehow. Avoidance vs. mitigation vs dps, basically. I can't avoid anything and my dps is crap, what else can I do?
I also play both a warrior and priest.
Zach Jan 28th 2008 10:33PM
I find it difficult to grasp the reasoning behind the insistence that PvE gear dominate in PvP, as well. These are two distinct playing fields. I have both raid gear and PvP gear, and if I want to raid and top DPS meters or heal to the best of my ability (I respec 4-5 a week), I wear PvE gear. If I wear my PvP gear to a raid, I gimp my team by not putting out optimal numbers. It's as simple as that. If I want to PvP, I slap on my PvP gear. My DPS or Healing dips but my survivability increases.
A person in T6 will decimate another player of equal skill in Karazhan epics. That's how it should be. But a person in T6 will have a more difficult time taking down a player with high Resilience. That's how it should be. The player with high Resilience simply won't perform as well as another player of equal skill with PvE gear in a raid context. It's an extremely sensible thing.
Pre-TBC, players in BWL and Naxx gear dominated the Battlegrounds or World PvP encounters. What about the players who poured their efforts into the then-endgame PvP? They didn't want to raid. They wanted to PvP. Why should they fail to excel in their own playing field? It just didn't make sense.
This isn't to say that PvE items aren't viable in PvP. Certainly not. A player wielding Cataclysm's Edge will dish out more hurt in PvP than a player with a Gladiator's Greatsword. The former has no Resilience, but man... that weapon rocks in PvP. Many healers in Arena actually need Hyjal and BT items for absolute optimal play. Healers don't need as much Resilience. It's a careful balance.
I'm not sure I will find that "most people" do not like Resilience. Because most of the people I associate with PvP, and I have to say we love Resilience. In fact, "most people" probably don't even understand exactly how Resilience works. It is my humble opinion -- and that's just what this is, quite honestly, an opinon -- that Resilience is a change that improved the PvP experience for people who enjoy PvP.
Thander Jan 28th 2008 11:17PM
I'm not sure anyone needs a guide to resilience. Just fill up every slot in your gear with PvP epics and you'll pretty much be done. Certain classes and specs might be better changing things but it's really simple. It's not like you have 5 choices per slot for PvP gear.
bongojona Jan 29th 2008 12:56AM
Well, it has killed the occasional pvper like me. There is absolutely no point in me entering a battlegrounds anymore. My focus is PVE raids, but I (used to) once a week or so do an AV for fun.
I don't have the time to grind for the pvp gear and do my raiding, I had to choose with my limited time.
Jennifer Jan 29th 2008 1:32AM
QFT. I've got 5 new 70's in greens/blues and I actually CONSIDERED hanging in there and farming PvP honor/marks at level 69 in order to be able to afford the PvP trinket at 70.
AV on Stormstrike/alliance is a lost cause, and in any other battleground my greens/blues are a liability to the team when facing a bunch of people in S2/S3.
I've also got a bunch of shammies - elemental crit specced shammies. Resilience SUCKS - they lose their mana efficiency and their dps is drastically cut.
The barrier to entry is horrible. WTB better battleground matching system kthx. I wouldn't mind if I didn't keep getting matched up with uber geared opponents after I dinged 70 just a couple weeks ago.
-Jennifer
www.v-boxing.net
kuri Jan 29th 2008 2:41AM
Well, look at it this way. 10 matches a week in your pure PVE gear will net you about 200 points if you're outright horrible. ~1800 points for S3 and every 9 weeks (or less) you get a piece.
Do the PVP daily. 419 honor, 12 gold, and whatever the winning BG (and losing BGs prior) awarded usually amounts to 750/day minimum. In 20 days you'll have enough for S1 or Vindicator gear.
You put 3-4 hours a night into PVE- put a fraction of that into PVP and you'll see monumental returns. Trust me, it only gets more fun when you stack arena gear.
---
As an aside, for those arguing PVE should be more effective in PVP, how would you feel about a S3-geared person jumping in ahead of you for raids? They made gear differentiation for a reason- 2 different ways to play after level 70. You can concentrate in one, the other, or both.
kuri Jan 29th 2008 2:44AM
This all being said I do agree with Jennifer that there needs to be a better gear-matching system in place. It'll give people a run for their money in their respective brackets.
It's never fun being that green-geared team versus that luck-of-the-draw S3 group.
Blizz's next big project? I think so.
Good_Idea Jan 29th 2008 11:06AM
How can resilience kill AV for you? AV barely features any pvp at all, I know, my rogue still wears blues and greens in there with no resilience. Give me a break.
If you have T4/5 epics and go into AV, you're one of the best toons there.
Other BGs are a different story, but if my rogue in blues and greens with no stamina can do something, everyone's toon can.
infection Jan 29th 2008 11:08AM
That's not the half of it kuri. My crappy 1500 rated 3vs3 team played a 1999 rated team at 6 oclock in the middle of the day? We had been playing for 20 minutes with teams our rating and then BAM!
We quit que'ing for the rest of the day because of that. Where is the fun in playing a team on that level? They were completely geared in s3 (weapons and shoulders) and we had our gladiator gear on.
I say if you get to a certain rating, Ex: 1850 or 2000, you should be stuck in the que until you get a team within your range. It's sad to have to know that we could possibly be playing teams 500 points over us with full s3 now.
That's like a raid walking into kara and seeing illidan roll down on you. Just doesn't make sense.
On top of all that.... we lost like 10 points. I think that is also a bit extreme since we are winning games and getting around 14 points for them. Shouldn't we have lost like 2 or 3 points?
I can see how gear scaling might be a little hard to fix, but I certainly don't think point scales should be like this.
Ognob Jan 29th 2008 1:09AM
Yup, I agree Bongojona
thebvp Jan 29th 2008 4:18AM
In all due respect, I think that was the point- to create two paths of progression.
BGs= heroics
arena = raiding
I can do heroics only marginally on my disc priest with 420 resilience. Really, I have to swap out my gear for lesser blues and chug pots all the way through. Even then, it's not always pleasant.
Some pve specs and gearsets absolutely dominate their pvp equivelants in normal bgs. For example, on my priest, I lack the longevity to be able to heal decently in AV. Sure, I can hold a flag if a shaman isn't purging me, but even then, I prefer 0/21/40 on my warlock for AV over any other spec (a raiding spec).
Please understand that I'm trying to be respectful, but I think many raiders (I did much of naxx, pre-bc) still think that for some reason, pvp is effortless and not worth rewarding. There's "no skill" to the arena (absolute BS). Well, now it is. IMO that's a good thing.
theRaptor Jan 29th 2008 7:37AM
It is not that there is no skill in arena, but that you can get arena gear using no skill. You can't just sit in the entrance to BT and get your gear after a few weeks, but you can lose your way into arena gear. Aka welfare epics.
I think Blizzard need to grow some stones and not give points to sub-1500 teams. People should be in arenas to compete, not to fail and still get gear. Raiders don't get gear for failing and not downing bosses.
Bob Jan 29th 2008 10:33AM
Better gear matching would be good in arenas but how do you implement it? Could there be some kind of bracket system? As a casual player I don't like the idea of wellfare epics. Really. If I take the time to earn a few peices of season 1 I still get beat by some 14 year old with no job who can sit in a BG all night and grind honor. Arena award should be rewards, like end of season, best teams... something other than just giving them away to people who have the time to grind honor. A BT player doesn't get geared for sitting in front of Illidan. They get gear for winning the fight. Should be the same for arenas. Blizzard needs to pay better attention (and do someting to stop) AFK 'honor grinders' and sub 1500 'lose 10 a week for gear' players.
phlipy Jan 29th 2008 4:28AM
Just one thing that concerns several wow-insider-auhors:
Please be more attentive while writing an article.
Once again the information provided is contradictory. First you say that 1% of resilience grants 2% less damage by DOTs und the chart directly bellow this statement shows that it only reduces the taken DOT-damage by 1 %.
At least the article does not contain a statement about how well ballanced Warlocks have been and still are as sometimes found in articles by this author.
Zach Jan 29th 2008 11:21AM
The chart is correct. I've edited the article to reflect the correct numbers. Thanks for pointing it out, Phlipy! Sorry for the oversight.