Dulrik wrote:
MR was always thought of as a detriment rather than an asset for most of the history of this game. There are certainly major drawbacks even now, the largest being unable to be buffed and unreliable access to healing.
Historically, this was because A) enchanting for MR was next to impossible, and B) you needed a large, large amount of MR to be close to 100% resistant, whereas with minimal MR (Which happened all the time pre-enchant changes) you were usually inconvenienced by it more than anything.
Since then, MR has been buffed in a LOT of ways, some of them were apparently stealth changes.
A) You can now reach 100% resistance.
B) You can be healed by resistance from MR.
C) You can now enchant directly for MR. This is HUGE.
D) You need about half as much MR to be effective (100% resistant) than you used to need just to be close to 100% resistant. Apparently to make up for this all MR EQ was at some point lowered by a static 1-2 enchants across the board, but that doesn't in any way make up for the fact that enchanting for MR is sooooo so so so so much easier than it use to be.
E) Having MR on your gear or training MR makes you take half damage from half magical weapons, and COMPLETELY IMMUNE to enery weapons with energy attacks. In other words, the highest level gear is completely useless against someone who has MR trained.
Since obtaining saves is brutally difficult now with the fact that you can only enchant jewelry with saves, and that those saves don't even stack, it's much much much more advantageous and more rewarding to enchant for MR on your armor, which stacks and which can even give 100% protection against spells.
The benefit for MR really needs to be toned back. The fact that you are 100% immune to magic/magic weapons and that you're 50% immune to half magic weapons (Which comprise a -lot- of weapons) is way too sick. Either that or bugged.