I still think "fix resist"= a band-aid for the problem ... lets patch a huge dam with a bit of bubble gum... it won't work, will do damage in some areas, but who cares, it might look pretty and make people think we are listening.
Personally I don't think caster in canta need a huge boost, they match wars in damage... I am an orc in canta, I have 800+ def and 800+ resist (my def and resist are within 30 points of each other). uber fighters and uber mages hit me about the same, (around 2-2.5k neutral) However, only the mage has AR skill which can really turn the tide of a battle even though they may not like being expected to spam it all the time, it is a skill they have and it really does make a huge impact allowed a single class to make such an impact in pvp they have to be targeted first, even if they are otherwise non-threat nubs. I do think it makes sense for them to have ele 2 skills however.
At endgame level though, casters do need a huge boost, I could even see giving the ele 3 skills (they are supposed to be master of elemental magics...as well as modifying gear and weapons and skills to make them the damage dealer they should be. That doesn't mean use a band-aid and fix a fundamental mechanic of the game, rather, adjust the class that is the problem and make it what it should be.
Right now I love canta because it is a zone where I can be what I feel a healer is supposed to be. I actually cast heals and watch these little red lines in my party jump up so much I actually save lives with my heals... people still die of course, it's pvp, they die fast even, but my heals save them a lot. Every class in canta can actually fill the roll it is meant to do (or varied jobs depending on build) some maybe need some tweaking... dex formula seems to be a mess... but overall balance is closer to right there then anywhere else in the game. I don't want to see balance changes done with an overly sweeping brush that fixes one zone destroying another.