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Weapon Enchantment: What's the best?

shadr0zshadr0z Member Posts: 3 Arc User
edited November 2013 in The Library
Hey guys,

I am pretty new to Neverwinter. I recently got my CW to lvl 60 and I am wondering, which enchant is the best?

Perfect Vorpal versus Perfect Terror versus Greater Plague Fire.

They all seem pretty great. Vorpal especially for Renegade.

Perfect terror seems great too, but the way I see it is:

Perfect Vorpal > Greater Plague Fire > Perfect Terror.

I was just wondering what your thoughts were?
Post edited by shadr0z on
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  • hidahayabusahidahayabusa Member Posts: 634 Bounty Hunter
    edited October 2013
    shadr0z wrote: »
    I was just wondering what your thoughts were?

    If I had a choice to get one of the 3 you mention, I would go for Perfect Vorpal. Eye of the Storm is so important in CW builds that although it's not up all the time, the damage output during the times it is, is huge when having a Perfect vorpal.

    Saying this from a PvP point of view, but I guess that PvE damage would also be amazing.
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  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited October 2013
    I personally use a Greater Plague Fire on my Thaum, which means your Renegade with Perfect Vorpal would do even more damage.

    Yay, teamwork!
  • misssmooziemisssmoozie Member, Neverwinter Beta Users Posts: 204 Bounty Hunter
    edited October 2013
    If I had a choice to get one of the 3 you mention, I would go for Perfect Vorpal. Eye of the Storm is so important in CW builds that although it's not up all the time, the damage output during the times it is, is huge when having a Perfect vorpal.

    Saying this from a PvP point of view, but I guess that PvE damage would also be amazing.
    Adding a PvE point of veiw, Vorpal is BiS, no doubt. EoTS is on the brink of broken at how powerful it is, some guildie calcauled that he critted on about 40% of his attacks, with around 1000 Critical Strike stat, which I must say feels rather appropriet based on my own CW (which is a travesty compared to his, but oh well).

    Then, add that Shard crits for around 50k on trash with my CW (G. Vorpal, 3k power) it's rather clear Vorpal is the best choice.
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  • rabbinicusrabbinicus Member Posts: 1,822 Arc User
    edited October 2013
    Perfect vorpal is the way to go for maxing damage with frequent crits. Plague fire is fantastic for debuffs, as is Frost.

    I'm running a Greater Frost (since I am nowhere near a solid vorpal yet) on my CW, and it is fantastic. Not just because it looks cool, but the recovery debuff is very useful. If they every allow it to stack with cold skills, that will just be gravy. :)
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  • sslothzzsslothzz Member Posts: 224 Arc User
    edited October 2013
    Neither normal nor greater plague fire enchants work right now as it is stated in their description. They don't stack to 6% and 9%. Lesser still stacks to 3%.
    So Vorpal all the way.
    Lightning will give about the same damage output as vorpal on a cold build, but beware of aggro.
  • fondlezfondlez Member Posts: 0 Arc User
    edited October 2013
    rabbinicus wrote: »
    Perfect vorpal is the way to go for maxing damage with frequent crits. Plague fire is fantastic for debuffs, as is Frost.

    I'm running a Greater Frost (since I am nowhere near a solid vorpal yet) on my CW, and it is fantastic. Not just because it looks cool, but the recovery debuff is very useful. If they every allow it to stack with cold skills, that will just be gravy. :)

    Could you be more specific about how is the "recovery debuff ... very useful" in PvE, please? Because from the tooltip description, it is clear Frost is the 2nd lowest dps of all the weapon enhancements, only beaten out by Lifedrinker as the worst.

    I am genuinely interested in how this enhancement works in practice since no one ever seems to make one other than for visuals. I do not think anyone has ever even seen a Perfect version or know its stats!
  • grimahgrimah Member Posts: 1,658 Arc User
    edited October 2013
    i would say vorpal and greater plaguefire are equal IF or when they every fix plaguefire.

    Plague doubles your stormspell proc chance and debuffs, Vorpal will give you a big +% of damage. (15% normal 20% greater, roughly/depending on gear)

    Haven't got terror so havent been able to test it out.
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  • uurbsuurbs Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 449 Bounty Hunter
    edited October 2013
    Together with a friend (GF), we tested the Terror enchantment (at the training dummies) and we concluded that, as the Terror debuff procs from At-Wills, that it would be best if a GF or GWF is using those--as they have more AoE At-Wills. We also verfied that the Terror debuff doesn't stack with itself, but stacks with Plague Fire.

    Does anyone of you have any experience with the Feytouched enchantment. As it is based on Encounters, I'm currently considering using it with my CW.
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  • shadr0zshadr0z Member Posts: 3 Arc User
    edited October 2013
    Thanks for all the feedback! I will definitely be working towards the Vorpal. I've currently got a Lesser Terror as that's all that I can afford at the moment, so it's better than nothing.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited October 2013
    fondlez wrote: »
    rabbinicus wrote: »
    Perfect vorpal is the way to go for maxing damage with frequent crits. Plague fire is fantastic for debuffs, as is Frost.

    I'm running a Greater Frost (since I am nowhere near a solid vorpal yet) on my CW, and it is fantastic. Not just because it looks cool, but the recovery debuff is very useful. If they every allow it to stack with cold skills, that will just be gravy. :)
    Could you be more specific about how is the "recovery debuff ... very useful" in PvE, please? Because from the tooltip description, it is clear Frost is the 2nd lowest dps of all the weapon enhancements, only beaten out by Lifedrinker as the worst.

    I am genuinely interested in how this enhancement works in practice since no one ever seems to make one other than for visuals. I do not think anyone has ever even seen a Perfect version or know its stats!
    rabbinicus, could you please explain?
  • rabbinicusrabbinicus Member Posts: 1,822 Arc User
    edited October 2013
    Didn't see the first one Fondlez, sorry about that. Yes they do look cool and don't do as much damage as most other enchants.

    It is useful in that enemies are less able to use their encounter powers in both PvE and PvP. They have fixed the bug where it was breaking other player's cooldowns (e.g. going from 8 seconds to 120+ seconds), so it is no longer an unfair PvP enchant. When facing higher HP enemies, it mitigates some of the damage they're able to do. For lower HP enemies it doesn't matter much, since they tend to die very swiftly. :)
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  • bosshawk1969bosshawk1969 Member, Neverwinter Beta Users Posts: 3 Arc User
    edited October 2013
    just a curious question.....you all talk damage and crit of course.....but with the terror...no one mentions the 20% drop in defence to the enemy it adds on... ? I just use the lesser terror till my gear upgrades a bit....but since I added that I notice my parties have a much easier time on dungeins and bosses then before I had it....
  • cribstaxxxcribstaxxx Member, Neverwinter Beta Users Posts: 1,300 Bounty Hunter
    edited October 2013
    just a curious question.....you all talk damage and crit of course.....but with the terror...no one mentions the 20% drop in defence to the enemy it adds on... ? I just use the lesser terror till my gear upgrades a bit....but since I added that I notice my parties have a much easier time on dungeins and bosses then before I had it....

    Yes that's true. I personally use GPF for PvE, I know it's bugged right now but they have said they're going to fix it heh. So I increase the entire parties damage by 9%, that is better than just increasing mine IMO. If you want the biggest burst damage then P. vorpal, If you want the most personal damage then P. lightning.
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  • vorphiedvorphied Member Posts: 1,870 Arc User
    edited October 2013
    cribstaxxx wrote: »
    Yes that's true. I personally use GPF for PvE, I know it's bugged right now but they have said they're going to fix it heh. So I increase the entire parties damage by 9%, that is better than just increasing mine IMO. If you want the biggest burst damage then P. vorpal, If you want the most personal damage then P. lightning.

    9% damage increase is what you get when GPF is working normally at max stacks, if I recall. With the current bugged state of the enchant, it would be a ~3% damage increase (?).

    Edit: Tested to refresh my memory. Something like 2.95%.
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  • fondlezfondlez Member Posts: 0 Arc User
    edited October 2013
    vorphied wrote: »
    9% damage increase is what you get when GPF is working normally at max stacks, if I recall. With the current bugged state of the enchant, it would be a ~3% damage increase (?).

    That's right. But GPF, even in its current pitiful state, is still a very good party enhancement for a CW.

    It is actually even better between the Lessers because that rank can still stack up to 3% whereas Lesser Terror = 5% Defense reduction = 1% maximum buff, and its stacking DoT is worse than Terror's weapon damage.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited October 2013
    rabbinicus wrote: »
    Didn't see the first one Fondlez, sorry about that. Yes they do look cool and don't do as much damage as most other enchants.

    It is useful in that enemies are less able to use their encounter powers in both PvE and PvP. They have fixed the bug where it was breaking other player's cooldowns (e.g. going from 8 seconds to 120+ seconds), so it is no longer an unfair PvP enchant. When facing higher HP enemies, it mitigates some of the damage they're able to do. For lower HP enemies it doesn't matter much, since they tend to die very swiftly. :)
    Thanks. Could you tell how you noticed the effectiveness of the recovery debuff? I'm having issues figuring out how "reduce recovery for 4s per 20s" can be effective. After all, that's not comparable to "stun for 4s per 20s".

    Btw, can the recovery debuff be applied to multiple targets when you use aoe spells?
  • crystal892fcrystal892f Member, NW M9 Playtest Posts: 385 Arc User
    edited October 2013
    Thanks. Could you tell how you noticed the effectiveness of the recovery debuff? I'm having issues figuring out how "reduce recovery for 4s per 20s" can be effective. After all, that's not comparable to "stun for 4s per 20s".
    I would like to know that, too. Since I just crafted one. And I played with it for some days now, but couldn't notice any difference in players using their powers.
    And from the description itself, it doesn't sound too good:
    Normal Frost Enchantment: "+6.9% Cold damage . Reduce foes recovery by 20% for 4s once per 20s."

    So, for example: Let's take somebody with 2500 Recovery, which is like 20% cooldown reduction. So when I hit him, his recovery is reduced by 20%; so to 2000, which is like 17% cooldown reduction. So he lost 3% cooldown reduction, which in seconds for his powers is like nothing. Uuuhmm, yeah, what a powerful enchantment. :D

    I think this enchantment should affect the cooldown of powers ITSELF. So when anyone has a power with 10 seconds cooldown, and I hit with this enchantment, increase the cooldown of the power by 20%, so to 12 seconds.
  • rabbinicusrabbinicus Member Posts: 1,822 Arc User
    edited October 2013
    Thanks. Could you tell how you noticed the effectiveness of the recovery debuff? I'm having issues figuring out how "reduce recovery for 4s per 20s" can be effective. After all, that's not comparable to "stun for 4s per 20s".

    Btw, can the recovery debuff be applied to multiple targets when you use aoe spells?

    All anecdotal, and it seems to work with AoE's just fine.
    For targets that last more than a few shots such as Fomorians, they are less able to use their special attacks. So once you teleport away from the first one, they aren't likely to get another.
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  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited October 2013
    rabbinicus wrote: »
    All anecdotal, and it seems to work with AoE's just fine.
    For targets that last more than a few shots such as Fomorians, they are less able to use their special attacks. So once you teleport away from the first one, they aren't likely to get another.
    crystal892f didn't see much usefulness on a normal version. I will try to craft one and play with it.
  • crystal892fcrystal892f Member, NW M9 Playtest Posts: 385 Arc User
    edited October 2013
    crystal892f didn't see much usefulness on a normal version. I will try to craft one and play with it.
    Hmm, that doesn't make much sense, because Greater is 25% and I guess Perfect then 30% Recovery reduction. Doesn't make much difference, if the effect is calculated as guessed by me.
  • rabbinicusrabbinicus Member Posts: 1,822 Arc User
    edited October 2013
    Hmm, that doesn't make much sense, because Greater is 25% and I guess Perfect then 30% Recovery reduction. Doesn't make much difference, if the effect is calculated as guessed by me.

    It's enough of a difference if the extra seconds shaved off are enough to kill the monster. :)
    I expect the reason to go with a greater or perfect is because it does the least amount of damage when compared to other enchants.
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  • crystal892fcrystal892f Member, NW M9 Playtest Posts: 385 Arc User
    edited October 2013
    rabbinicus wrote: »
    It's enough of a difference if the extra seconds shaved off are enough to kill the monster. :)
    Which extra seconds? :D
    rabbinicus wrote: »
    I expect the reason to go with a greater or perfect is because it does the least amount of damage when compared to other enchants.
    Okay, I don't understand this at all. :D
  • rabbinicusrabbinicus Member Posts: 1,822 Arc User
    edited October 2013
    Which extra seconds? :D

    Okay, I don't understand this at all. :D

    The extra seconds in which the monster isn't able to use their encounter powers since they are on a longer cooldown.
    If you look at the numbers, a frost enchant does less damage than other similarly ranked enchantments.
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  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited October 2013
    Have you ever tried frost against mobs? Increasing CD of mobs is... i don't think that it ever work. Feel free to show a video or something else that show the effect are working!
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited October 2013
    rabbinicus wrote: »
    The extra seconds in which the monster isn't able to use their encounter powers since they are on a longer cooldown.
    Could you do a test for us? Please fight a mob with your Greater Frost Enchantment and calculate the cooldown of the mob's encounter power. Then fight the same mob again without Greater Frost Enchantment and calculate the cooldown.
  • rabbinicusrabbinicus Member Posts: 1,822 Arc User
    edited October 2013
    ladysylvia wrote: »
    Have you ever tried frost against mobs? Increasing CD of mobs is... i don't think that it ever work. Feel free to show a video or something else that show the effect are working!

    Yes, I am running a Greater Frost now.
    No idea how to record/post a video from game. Sorry. :(
    Could you do a test for us? Please fight a mob with your Greater Frost Enchantment and calculate the cooldown of the mob's encounter power. Then fight the same mob again without Greater Frost Enchantment and calculate the cooldown.

    Sure, do you want to give me the AD to unsocket it or a spare CN Orb? If you don't have a spare CN Orb, I'd be cool with trying out the one from Malabog's. :)

    While I would be happy to do such a test, I don't think it is very likely for three reasons. The first is above. The second is that would involve me playing with a stopwatch. The third is that I'm simply not all that invested in it. As I said above, this is purely anecdotal. For all I know the difference it entirely based on my expectation and it is a bugged enchant. I don't think it is, but I have no problem with being wrong.
    The right to command is earned through duty, the privilege of rank is service.


  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited October 2013
    rabbinicus wrote: »
    Sure, do you want to give me the AD to unsocket it or a spare CN Orb? If you don't have a spare CN Orb, I'd be cool with trying out the one from Malabog's. :)

    While I would be happy to do such a test, I don't think it is very likely for three reasons. The first is above. The second is that would involve me playing with a stopwatch. The third is that I'm simply not all that invested in it. As I said above, this is purely anecdotal. For all I know the difference it entirely based on my expectation and it is a bugged enchant. I don't think it is, but I have no problem with being wrong.
    You could switch to any orb you get regularly from killing mobs.

    And maybe a stopwatch is not needed. Because the difference should be a noticeable (I personally expect it to be at least 3 seconds), it's okay to count it yourself.
  • wootajwootaj Member, Neverwinter Knight of the Feywild Users Posts: 1 Arc User
    edited October 2013
    Dang I always thought that if the enchantment were in the game, it operated as stated. Now I find out the enchantment (GPF) that I imagined would be best for group work is broken. How frustrating! How disappointing! Makes me want to go back to a subscription game!

    It won't matter though, b/c PWE won't experience enough loss from disappointed players to motivate them to do what is right and fix their errors in a timely manner. GPF has been around plenty long enough to be corrected.
  • rabbinicusrabbinicus Member Posts: 1,822 Arc User
    edited October 2013
    You could switch to any orb you get regularly from killing mobs.

    And maybe a stopwatch is not needed. Because the difference should be a noticeable (I personally expect it to be at least 3 seconds), it's okay to count it yourself.

    I'm not sure if that will really work either, since while in theory that makes sense part of the challenge is the speed at which I kill things.
    wootaj wrote: »
    Dang I always thought that if the enchantment were in the game, it operated as stated. Now I find out the enchantment (GPF) that I imagined would be best for group work is broken. How frustrating! How disappointing! Makes me want to go back to a subscription game!

    I would imagine that because it is not yet fixed that it isn't a simple fix.
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  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited October 2013
    rabbinicus wrote: »
    I'm not sure if that will really work either, since while in theory that makes sense part of the challenge is the speed at which I kill things.
    What we want to know is how long a mob's encounter power cooldown being extended, not how fast a mob can be killed.
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