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Its definitely hard and expensive to get, but when i asked in the chat if I should Nirn my armor or weapon everyone told me no go precise and divines??
It's expensive because it's hard to get, and most people use it for research. Nirnhoned on armor used to be pretty good but it got a hefty nerf. While it's not bad, the benefits of it on armor is somewhat limited and Divines can allow you to do better buffs (for crit chance, regen, additional magicka, etc).
That said, Nirnhoned on weapons IS still good, especially if you're a Magicka-DPS. However, if your primary role is as healer you'd be better off with Precise on a Resto staff as a higher crit chance means your heals can do stronger heals.
It's excellent for roles built for sustained damage like a Magicka DK where lots of damage over time can happen, and for armor it's great on shields for tanks, it really makes a noticeable difference. It's really kind of a specialty trait though, not quite as useful for every build, it's more of a situational thing for builds that can make use of it. Probably wouldn't see much benefit for it as a Templar Healer.
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It was a bug fix.. not a nerf.. it was seriously broken before since the % value was applied to your total stats, not just the stats for that 1 armour piece.. hence 2-3 pieces were enough to cap spell resistance.
For the OP, the way armour works is, if you have a piece with 1000 armour, you will get +1000 physical resistance and +1000 spell resistance out of it.
Reinforced buffs up the +physical resistance, ie +14% reinforced, would mean +1140 phys / +1000 spell
Nirnhoned +14% would give you +1000 phys / +1140 spell
The bug before meant that the +14% would be done on your total spell resistance value, ie all the 7 armour pieces added up and then +14% added to it.
For a Sorc? Its not worth getting, its p overkill.
For a Magblade? Everyone is running a ton of spell resist so I'd say it and the champ point tree is pretty mandatory...on your weapons at least. I still say divines is more useful.
I mean light armor gives you around 6K spell resist...add that onto their races default spell resist....then their champion point tree choices that reduce magic dmg and further buff spell resist.
So yeah dropping the sorta common number of 20K spell resist down to around 10K makes a big difference.
Only time I see people with more than 20K is if they do zero damage but just tank or if they are a Templar.