Making Spirit and Cunning More Necessary Than It is

As u know, they are weak stats compared to phy so here are my suggestions which can be a little bit complex to rebalance the game if they were to implemented though

Spirit->Increase magical resistance, reduce chance to get crittically hit by magical attacks
Cunning->Increases pierce resistance, chance to avoid projectiles or dodge etc. %0.01 or %0.008 for per point.
Phy->Increase hp, its regen and psyhical damage resistance

Phy also now should increase phy damage or %50 percent from cunning and so on so on

What’s magical resistance? If it’s ele res then they are seldom a problem in endgame unlike aether chaos and vit resistances. I would suggest for spirit to increase maximum resistances for ele, vit, aether and chaos dmg by 1 for each 100 points after 500 for example. So for 1000 spirit you’ll get +5 max res.
The same might go for cunning with pierce and bleed res with additional dodge chance.

But spirit and cunning “uselessness” isn’t the main problem. the main is huge phys requirements on gear. 970 phys required for caster stun jacks/storm totem build, makes no sence. If phys requirements were slightly lowered (not just slightly actually) it would be more room for considering other attributes.

Game has a definition for magical damage (mouse hover spirit att.) so magical resistance is not new actually.

This would help the problem for sure, caster gear requiring 970 phys is pretty indefensible IMO. It isn’t the entire problem though, as long as phys gives a linear bonus per point in health gain and spirit/cunning a % of a base (i.e. it diminishes in effectiveness per point as you get higher level/better gear), phys will always be a better choice since becoming tanky is the only way to overcome Ultimate (which is another problem btw). My personal choice for a suggestion is to just remove the fake choice altogether and grant players fixed attributes per level based on their initial class (similar to mastery bar).