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State of the Chest and Weapon Enchants

dargrotdargrot Member Posts: 36 Arc User
edited September 2014 in General Discussion (PC)
Hello, I am a little concerned with the apparent usefulness between enchants for weapons and chests. Currently chest enchants seem to be favoring Soulforged with some exceptions like Elvin Battle Enchantment for very niche desired effects. Weapon enchants favor Vorpal/Flamming/Lightning with a recent small interest in necrotic damage types for fury warlocks

Things I perceive as issues.

Timers: Way too long to be worth anything. Having a reactive damage proc every 60 seconds or even every 20 seconds is practically worthless unless the proc is amazingly impressive in damage or effect. These timers should be shortened substantially.

Questionable effects: A perfect example would be frost. Sub-par damage and an effect that doesn’t seem to have much of an impact. Perhaps 24% damage dot at perfect level with a chill application every so many seconds (you’ve put a chill immunity in (3 seconds), why not…)?

Scalability: Some powers don’t scale as the GS’s and overall damage increase. A prime example would be Barkshield. Its damage mitigation is static while the DPS increases.

Now, some of this may be an issue with tool tips being vague and the benefit of some of these enchants being significant, however, with the number crunchers out there I highly doubt this. As it currently stands, the majority of the games population is running around covered in dark smoke with sparkly discotec weapons. Please make the choices about flavor & strategy, not damage/utility min/max.
Post edited by dargrot on

Comments

  • greyhawken777greyhawken777 Member Posts: 56 Arc User
    edited September 2014
    I would be happy with an option to disable armour enchantment effects, similar to the Disable Visuals option for helms and neck items.
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