Okay well here's what I have so far:
And no I don't wish to spend 300k AD for the higher ranking ones I'd just like to know which enchantments are reasonably good for the level that I am.
I do seem to do pretty well without them, I can keep on top of things but I really feel that I could do so much better should I have enchantments in my gear but I don't know which to put in them. Should I even bother or should I just wait until I get a crapload more AD?
Thanks!
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Utility slots: "Dark Enchantment" to boost movement speed, makes kiting a little easier.
Other slots: I like Regen and Recovery to help with encounter cool downs. Life Steal can be helpful I suppose, but I've been putting my other efforts into Defense and Power.
I don't know from pure memory which enchantments are which and which give what abilities and all that (I only started the Dark Enchantment recently on my second DC - specifically to boost my movement).
I try to focus on encounter power cool-down, and defense. After that I try to get as much power as I can. Everyone plays their toon differently, this is how I've been playing mine.
My first DC was more focused on power and DPS - and had a few difficult times with it, this time around I'm taking a bit more of a hybrid approach with a little more emphasis on the survival aspect with a little less DPS push..
I do have a lvl60 HR and I pretty much know where the enchantments need to go on that character but does it really matter? For things like weapons I can imagine it does. I was going to ask for in-world help but you get so many varied replies lol.
Eventually you'll be looking to get (for PvE) defense to 2 or 2.5k, recovery to around 2.5 or 3k (absolute maximum, with rising hope this'll be softcapped most of the time), crit probably at least 3k, maybe 3.5k, power (and maybe some hitpoints) for everything else.
Deflect is of minimal use in PvE, coz it's mostly used to mitigate spike damage, which in PvE you can do much more easily by just skooshing out the way of the red splat. If you're speccing for PvP, put as much into deflect and defense and hitpoints as you can, because PvP is all spike damage, all the time, mostly while you're prone.
Lifesteal is actually not as hilariously useless as it might seem, but don't go out of your way to get any. Regen is very nice to stack, but you can't do that via enchants (or everyone would be doing it).
Armour enchant: soulforged (no brainer there)
Weapon enchant: depends on what you want to do. I've got a vorp on mine because I like big numbers, but terror or plague fire are probably better for full-time debuffing duty.
I had considered putting Vorp or Terror into my weapon but it's just too expensive and even if i buy like 20 shards it's still not enough and has 1% chance of working.
right now the cheapest lessers are plaguefire, you can get them for lower then the price of a coal ward, so its cheaper that way, then its terror then vorpal.
Vorpal is useful to almost every class, except maybe GF, so its the most popular,so its the most expensive. . In addition vorpals can increase healing output as well as damage, making it the only dual function enchant for the DC class.
(I use a normal plaguefire most of the time for my DC, its a debuffer and has a small dot that helps keep TRs out of stealth.
Dont bother trying to fuse a weapon enchant without a coal ward, not worth the trouble, the wards are at 270k right now, so not very cheap, some of the issue is 1, they are are more expensive due to trade bars being less in the boxes and 2, due to # 1, there are a few very rich individuals who can basically control the price, by buying the cheap and relisting at their whim (go online and see some of these names listing 5-10 or more coal wards at a time, anyone controlling that many can help control pricing, its like 1/20th of the entire market they control at times! There are 4-5 individuals listing multiples all the time)
The game needs access to more coal wards, and all they do is nerf access to them all the time to generate cash purchase.
Anyway, plaguefire is a pretty decent enchant for a DC, though I run frost on mine.
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So if I got a lesser PlagueFire would it be worth it at my level? Or wouldn't there be much of a difference?
And shame on them people doing such things! lol.
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Ditto this.
As for Weapon/Armor enhancements... I go with Frostburn and Frost on my original DC. This time around I'm going to play with Briartwine just to see how it feels (I forget what the other one is this round) - as for lesser Plaguefire - I'm using that on my 2nd-'round Control Wizard and it's amazing. Previously it was all Vorpal.
Here's the wonderful thing about enchantments and enhancements: they don't bind. So if you don't like the one you have, you can unequip it for a few gold and resell it on the AH any time you want (or pass it off to an alt the way I did). Because of this it's easy to experiment with a lot of different enchantments (save for the cost of obtaining/refining them).
It's one of the ways I discovered the super-best-kept secret called "Frost" and "Frostburn" when everyone was shouting "Vorpal fo-evah!".
Learn your class and a good rotation for doing damage. All the classes I have played have been frustrating until I learned better skill rotations. Once you learn the tricks, levelling is a breeze. NOTE: You still have to be skilled at dodging damage.
If I found a blue item while levelling, I would see how much it sells for on the Auction House. Usually, it was enough to warrant selling it rather than using it for the few hours it matched my level. At level 60, it costs more to identify a blue item than it is worth. I sell them without identifying them.
You can inexpensively equip your companions with level 60 blue items off the auction house. The companion can use any level of equipment, so you might as well use level 60 for them. I try to find power and defense items. They cost around 100 AD each per piece. So pretty cheap and makes your companion much better.
But to your question on enchants. I used Power, Defense and Bonus XP while levelling. Used the highest grade enchants and runes that I had at the time. If they were grade 4 I would reuse them when upgrading equipment. Grade 3 or lower I did not worry about pulling them out. Once it got more expensive pulling the out, I did not pull them out.
I always run with the profession kits. They are cheap and give you up to grade 4 runes/enchants for upgrading your artifacts. Worth every penny of 1.5 silver per kit.
While in the field your inventory can fill up quickly. You used to be able to sell to the Wondrous Bazaar, but they changed that recently. The patch notes say you can still sell from the inventory screen of the Gateway. Here is the Gateway link:
http://gateway.playneverwinter.com/
If you have two monitors, the Gateway is awesome for crafting and selling items. You can also do their little adventure dice game with your companions and make extra AD and items.
Safe journeys!
**edit** corrected the URL
That's the redirect site that comes up during maintenance.
https://gateway.playneverwinter.com/
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Yes, it's a slightly cumbersome right-click function, but better than nothing.
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You could always do this.
I also do this when I'm working professions and run out of something, like Solvent for example: in Gateway just hit the "buy more" button and instant access to the Professions Vendor to buy more - no need to travel ALLLL the way to the market.
Though the Catalogue Artifact hasn't been very useful to those who always new about the Bazaar buying stuff, the Gateway is an alternate method that keeps that artifact in third place, popularity-wise. what I liked about the Bazaar Selling is that inventory acted the same as it usually does: double-clicking a bag (for instance) would open the bad, even though the vendor window is up. With "regular" vendors, it would sell the bag.