What are the top few weapon enchantment options for a GF with a DPS focus (PvE only), and why?
My thoughts include
Terror (Damage / Defense debuff)
Lightning (Chains draw more agro?)
Vorpal seems to be a bad choice, as I have read that a high crit chance is not a good focus for a GF, thus the higher crit bonus would be less-than-ideal.
My budget probably allows for Greater but not Perfect.
Gotta be Lightning. As I've said in another thread it should be a ~20% DPS increase for Greater. Shards are dirt cheap so you "just" need those 21 Coals.
I think the best is Greater Plaguefire: Debuff armor in ADDs giving more DPS for all Party.
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kolbe11Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited October 2013
Lightening is great for increased DPS, but it lacks the debuff that Plague Fire offers. If you like to offer the "team" some advantages, go either Plague Fire, Terror or Holy Avenger. Either of those will greatly increase the Team's overall DPS abilities in PvE.
Plague Fire - 5.5% Damage Increase, 1.8% burn damage, 10% Defense Reduction. Stacks 3x and adds aggro.
Terror - 8.3% Damage Increase, 10% Defense Reduction. No stacks and no added aggro.
Holy Avenger - 13% Damage Increase, 10% chance to increase Team Damage Resistance by 15% for 10 seconds.
"It is said that idle hands are the Devil's tools: Idle geek hands, however, came up with gunpowder, nuclear weapons, and toilet plungers." -Illiad
What are the top few weapon enchantment options for a GF with a DPS focus (PvE only), and why?
My thoughts include
Terror (Damage / Defense debuff)
Lightning (Chains draw more agro?)
Vorpal seems to be a bad choice, as I have read that a high crit chance is not a good focus for a GF, thus the higher crit bonus would be less-than-ideal.
My budget probably allows for Greater but not Perfect.
Terror seems fine, probably perfect terror is more expensive then GPF, while being on par. But Terror is quite nice in PvP as well.
Perfect Vorpal will not be totally crappy on GF, however GF can make the least use of it. GF does not have an ability score for crit chance, like all other classes do. Also, unlike all other classes, there is no set that gives you crit chance (except for Timeless Hero proc). At 8-10m AD P.Vorpal has a very bad bang for the buck ratio on a GF.
If you play in a fix party you could talk about what enchantments to use in the group, multiple plague fires / terror / debuff enchantments don't stack. So you should have only 1 GPF, only 1 PTerror, etc.
While I havent tested P.Lighting yet one of the pro's for it would be that it is still giving you 100% of its benefit when someone else in your party is already using it.
Plague Fire - 5.5% Damage Increase, 1.8% burn damage, 10% Defense Reduction. Stacks 3x and adds aggro.
Terror - 8.3% Damage Increase, 10% Defense Reduction. No stacks and no added aggro.
If the heavy hitters in the team already have enough armor penetration to overcome the 24% defense on bosses, does this 10% DR still help? I understood once you get past the armor (whether by having enough armor pen or by reducing enemy defense) extra doesn't help.
If the heavy hitters in the team already have enough armor penetration to overcome the 24% defense on bosses, does this 10% DR still help? I understood once you get past the armor (whether by having enough armor pen or by reducing enemy defense) extra doesn't help.
It helps. It debuffs the enemy past the arpen cap.
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kolbe11Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
If the heavy hitters in the team already have enough armor penetration to overcome the 24% defense on bosses, does this 10% DR still help? I understood once you get past the armor (whether by having enough armor pen or by reducing enemy defense) extra doesn't help.
As Tang56 said, it does help. It keeps the enemy at the lowest possible defense ratio while debuffing the enemy even further. So, if the boss has 24% Damage Resistance and you are a GF with 18 DEX & 1550 ArP who is naturally hitting it at 0% Damage Resistance, the Terror or Plague Fire is adding insult to injury by going negative resistance on them.
Even if that were not the case (as I cannot prove it, but it none the less feels that way in combat), you would at least be keeping it at ZERO due to your enchant thereby ensuring EVERYONE in your party can get a max hit on it each and every time.
In short: Neither the Terror nor the Plague Fire is a waste, no matter what the player's ArP values are.
"It is said that idle hands are the Devil's tools: Idle geek hands, however, came up with gunpowder, nuclear weapons, and toilet plungers." -Illiad
i really can't decide between vorpal, terror, gpf and lightning. lightning seem to be funny but the chains are a problems couse often a tank have NOT to aggro everytging while the tactics often require to dont pull everyone. You dont have the control.
i have a question: starting from description how can you say that enchant provide x% damage bonus?
Recently switched my GF's enchant from a GPF to a Perfect Bronzewood. While missing the basic debuff when not using an encounter, using Frontline Surge and Enforced Threat means that everything just dies more quickly. It seems to be a very solid and superior alternative in PvE.
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Inspired by this thread, I finally did some number crunching of my own and I'm shocked by the implied dps of the Flaming enhancement. Also, GPF's dot is far more important to its total damage than I realised, which would explain why the Terror enhancement has no DoT! If they ever fix the Defense reduction stacking, GPF will be a solid 4% overall better damage than all other enhancements on a GF (which probably implies that the current GPF "bug" in Feywild is no bug at all...).
So, my revised top five dps weapon enhancements for PvE (with no consideration of group synergy) as of the current state of the game:
1. Perfect Flaming
2. Greater Plague Fire
3. Perfect Lightning (if it chains, otherwise worse than the other enchants in the top 5)
4. Perfect Vorpal
5. Perfect Terror/Bronzewood (no meaningful difference between them).
But without personal testing or including group synergy or fight duration concerns, e.g. CW's do most of the trash damage in PvE so an upfront buff like Bronzewood could be much better overall, or including PvP, I am sticking to my Vorpal (and Bronzewood alternative set) for now since I mostly only PvP these days.
Note. My calculated difference between the top three enhancements is 3% each (i.e. 6% total), so not gamebreaking by any means. The difference between the other enhancements is is less than 3% except Frost and Lifedrinker which are the two worst. But I could not find the stats for a Perfect Frost so had to use a Greater Frost stats...
Comments
Plague Fire - 5.5% Damage Increase, 1.8% burn damage, 10% Defense Reduction. Stacks 3x and adds aggro.
Terror - 8.3% Damage Increase, 10% Defense Reduction. No stacks and no added aggro.
Holy Avenger - 13% Damage Increase, 10% chance to increase Team Damage Resistance by 15% for 10 seconds.
Terror seems fine, probably perfect terror is more expensive then GPF, while being on par. But Terror is quite nice in PvP as well.
Perfect Vorpal will not be totally crappy on GF, however GF can make the least use of it. GF does not have an ability score for crit chance, like all other classes do. Also, unlike all other classes, there is no set that gives you crit chance (except for Timeless Hero proc). At 8-10m AD P.Vorpal has a very bad bang for the buck ratio on a GF.
If you play in a fix party you could talk about what enchantments to use in the group, multiple plague fires / terror / debuff enchantments don't stack. So you should have only 1 GPF, only 1 PTerror, etc.
While I havent tested P.Lighting yet one of the pro's for it would be that it is still giving you 100% of its benefit when someone else in your party is already using it.
If the heavy hitters in the team already have enough armor penetration to overcome the 24% defense on bosses, does this 10% DR still help? I understood once you get past the armor (whether by having enough armor pen or by reducing enemy defense) extra doesn't help.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
It helps. It debuffs the enemy past the arpen cap.
As Tang56 said, it does help. It keeps the enemy at the lowest possible defense ratio while debuffing the enemy even further. So, if the boss has 24% Damage Resistance and you are a GF with 18 DEX & 1550 ArP who is naturally hitting it at 0% Damage Resistance, the Terror or Plague Fire is adding insult to injury by going negative resistance on them.
Even if that were not the case (as I cannot prove it, but it none the less feels that way in combat), you would at least be keeping it at ZERO due to your enchant thereby ensuring EVERYONE in your party can get a max hit on it each and every time.
In short: Neither the Terror nor the Plague Fire is a waste, no matter what the player's ArP values are.
i have a question: starting from description how can you say that enchant provide x% damage bonus?
So, my revised top five dps weapon enhancements for PvE (with no consideration of group synergy) as of the current state of the game:
1. Perfect Flaming
2. Greater Plague Fire
3. Perfect Lightning (if it chains, otherwise worse than the other enchants in the top 5)
4. Perfect Vorpal
5. Perfect Terror/Bronzewood (no meaningful difference between them).
But without personal testing or including group synergy or fight duration concerns, e.g. CW's do most of the trash damage in PvE so an upfront buff like Bronzewood could be much better overall, or including PvP, I am sticking to my Vorpal (and Bronzewood alternative set) for now since I mostly only PvP these days.
Note. My calculated difference between the top three enhancements is 3% each (i.e. 6% total), so not gamebreaking by any means. The difference between the other enhancements is is less than 3% except Frost and Lifedrinker which are the two worst. But I could not find the stats for a Perfect Frost so had to use a Greater Frost stats...