Most EQ and Vanilla WoW raiders know what I'm talking about, but I'll give a brief description for those who joined the MMO scene later. In Vanilla WoW, there were two fights in the game that required actually resistance gear. Rag, and Huhu. In order to kill Rag, for the first few months (until you could steam roll him), you had to have (depending on role) a certain amount of fire resistance gear. This would completely gimp your DPS and heals (although healers used less resistance gear than DPS) at the cost of more survivability. In order to kill Huhu in AQ40, you had to have a pretty high ammount of nature resist gear. This meant farming grubs in EPL for crafting, using DKP in AQ40 early bosses for NR gear, in preparation for the Huhu 'gear' check. If I remember correctly, she had an AOE spam that hit the closest 15 players with some intense nature damage, and it slept them for 10 seconds or so. So you had to have 15 up close, ready to get hit, and then as she cast the spell, back up slightly. Get hit, slept, and have 15 new players move in to soak the second hit. It's been like 8 years, so I can't remember EXACTLY, but you get the idea. The reason I thought this was one of the most amazing parts of Vanilla WoW, was because it utilized the resistance mechanic. An idea completely foreign in modern WoW. This also promoted going back, at level cap, to earlier dungeons, with guildies, friends, and random players, to acquire resistance gear! It was so fun! You would farm Nixxon for the trinket in Mauradon, and place most of us thought we'd never see again. Or hit LBRS to kill the firelord for the belt or wrist or whatever it was. You would get teams collecting nature essences for crafting, and you were running ZG20 more so people could get patterns or rep for LW and Tailoring nature resistance gear. I even awarded guild member DKP based on their effort collectively towards the guild's overall goal of getting NR gear. You have 180+ NR gear by raid night, that's 200 bonus DKP... Those types of things are long and gone. We saw a slight variation of it in Naxx25, but this was a remake of the Naxx40 (vanilla) raid, and I believe less than like 2 people saw saph back then. (Obviously higher, but still insanely low amount) My question to you guys is, how do you feel about this type of mechanic actually weighing in on raid content? We are going up against a huge mech boss that threatens the order of wildlife on Nexus... and has frequent aoe burst of "tech" damage or whatever, so in order to survive this ability, the guild/raid must collectively hit older zones to farm "tech resist", our miners are out hitting nodes and changing their PH plugs for more ingots to build mechanized bucklers. Herbalists are gathering anti static leaves... I mean, based on the idea that those are what professions resemble... I just feel like it brings a whole different aspect to PVE. I'd love to hear your guy's thoughts on this! Sorry for the long post! I got a little caught up for a second there!