For those who do not know, there are a lot of enhancement enchants which are completely useless or do not scale even remotely close to other enhancements. These special enchants are unique since they go exclusively into the "pink" slot of either your weapon or armor. Since only a few are actually "useful", the demand for their shards has become rather obscene while the "worthless" ones prices have dropped to all time lows. If the others were useful in the same way, then people could pursue other enchants instead. As of now, most of the useless enchants are merely "cosmetic". Horrible armor enchants are much worse off than the horrible weapon enchants since most weapon enchants do come with an increased flat damage output.
Notable Horrible Armor Enchants
- Fireburst
- Frostburn
- Thunderhead
Notable Horrible Weapon Enchants
- Holy Avenger
- Flaming
- Frost
- Bilethorn
Everyone who deals with enchants knows that Vorpal (weapon), Lifedrinker (weapon), Terror (Weapon), Soulforged (Armor), and to a lesser extent Barkshield (Armor) and Elven Battle (Armor) make up the best enchants to have. I rarely see the others on anyone else unless its for cosmetic/silly. As for the other unmentioned enchants, they are decent but not worth noting as either really good or really bad.
Now, I am merely suggesting these changes to make the enchants more appealing on the level of the others. I also do not think the overly useful enchants should be nerfed (because that would just anger people who invested in them), but instead lets have the useless ones brought up.
For example:
Fireburst Now - On receiving damage 5%/10%/15%/20% chance to release Fireball at attacker that damages all near it once every 60s. Damage is Level based.
Why is this bad: First of all, you need to be hit to even have a "proc" chance. For most classes, that isn't desirable for an armor based enchant. For those who prefer getting hit, Guardians and Great Fighters, the chance of success is as follows: Lets say you get hit 20 times on average per 60 seconds. The chance of your armor detonating at least once is almost 65% at the 5% lesser level. When you raise it to 10%, the average rate goes to almost 88% per 20 hits per 60 seconds and at the 15%, 96%. If you take more hits than 20 per minute, especially with the adds in this game, the chances of detonate are much higher. Upgrading Fireburst beyond Normal ranking borders on pointless, if the damage it output was meaningful to begin with. I am currently using a Normal Level enhancement, and it does about 1000 to everything every 60 seconds... I am a guardian fighter focusing on defense/hp and my single auto attacks do more.
Fireburst Suggestion - All enemies standing within 8 feet near you suffer 0.5%/1.0%/1.5%/2.0% of their current hp in fire damage every second. Reduced damage vs Bosses.
Why is this good:Instead of being useful only on GF/GWF's, the enhancement is now useful for anyone who goes into close range combat - Guardians, Greats, Rogues, and Rangers. Control Wizards and Clerics would also benefit since they no longer need to be "hit", but would likely prefer to stay at range. As an added "bonus", fighters could use this enhancement to pull agro towards them since it will constantly damage nearby enemies, more so at the start. As for damage concerns - the damage scales with regard to the targets current HP - when a target is at 50%, they are only going to lose 1% of their maximum health from a Perfect, 0.25% from a lesser. In addition, with regard to bosses, the armor could have a reduced effect if found to be too effective.
Frostburn Now - On receiving damage 5%/10%/15%/20% chance to deal Frost damage and reduce foes recovery 15% for 4s once every 60s.
Why is it bad: Same reason Fireburst is bad.
Frostburn Suggestion - All enemies standing within 8 feet near you have their recovery reduced by 10%/15%/20%/25% and movement speed reduced by 2%/4%/6%/8%. Bosses have reduced effects.
Why is this good: This enhancement would be good for all classes, as it allows melee characters to anchor down targets and makes its easier for ranged characters to avoid getting rushed. However, this enhancement does not deal damage anymore and will not pull agro.
Holy Avenger Now - +9.4%/13%/15%/19% Radiant damage. 5%/10%/15%/20% per swing to improve allies Damage resistance 15% for 10s once every 60s.
Why is it bad: The damage, like most weapon enchants, is pretty good and noticeable. It is the alternate effect which is rather weak. Ignoring proc rates, the buff lasts for only 10 seconds and has a 60 second cooldown. That is 50 seconds of nothing except bonus damage, should the weapon have a 100% proc rate when its ready again, which it doesn't.
Holy Avenger Suggestion - +9.4%/13%/15%/19% Radiant damage. 5%/10%/15%/20% per swing to provide a holy avenger charge to all allies. Each holy avenger charge improves allies Damage resistance by 10% and can stack up to 3 times. Each charge only lasts for 10 seconds.
Why is this good: Let us assume you are capable, at best, at making 10 attacks during the 10s interval. At the 5% interval, you only have about a 40% chance of activating the proc 1 or more times: 31.5% just once, 7.5% twice, and just a little over 1% to activate it 3 or more times (capped at 3 charges). If we have it so earning a charge does not RESET the buff duration of a prior buff, then maintaining 3 is near impossible at the 5% level. At the 10% level: The 65% proc rate is broken down into: 38.7% for once, 19.3% for twice, and just 7% for three or more. Going to the 20% level: The proc rate is 89.3%, which can be broken down into: 26.8% for once, 30.2% for twice, and 32.3% for three or more. Its possible the later version could sustain a constant 3 charge, buts its still a bit low.
Any feedback or ways to improve obsolete enhancements would be be great to add to the discussion. As of now - everyone online is just running around with Vorpals and Soul armors
Also note that are several assumptions being made and most of the above conclusions are drawn from estimates. There can be cases where continuous time could shift the improvements into an overpowering zone.
Comments
Thunderhead and Fireburst - currently unpopular, not horrible, though Fireburst could use a buff. They, like other armor enchants, were getting noticed a little more before Module 2. But now the new Soulforged, and prior to that Barkshield, makes any other armor enhancement completely pointless, except under very limited specialist builds.
Holy Avenger is one of three viable weapon enhancements for Clerics (really just two if only count PvE) and often used. The only issue with it is that it is multiplicative damage reduction not an additive increase in Damage Resistance. If that were fixed, it would be used as often as Vorpal by DCs and by tanky builds of other classes.
Bilethorn - calling the enchant with the highest upfront DoT in the game "horrible"... I guess you haven't PvP'd lately! Bilethorn TRs are all the rage these days.
Terror - pales against Plague Fire now that PF's debuff stacking is fixed. There's a reason why their shards are some of the cheapest.
Eleven Battle - mediocre to unreliable enhancement. Does not work against most CC used in PvP and I am not convinced it even works in PvE. Cool visual though (at least the Lesser anyway). It is almost always the cheapest source of shards!
Also, due to Module 2, now shard costs, other than the most heavily used, will not vary as much due to the Refinement system making use of any shards for RP. Of course, the new Refinement system, made the most in-demand enhancements even more in-demand, but much of the cost was already high due to very heavily nerfed drop rates from the Feywild module compared to pre-Feywild.
In short, the only truly bad enhancements in the game are Frost and Frostburn, and both of them are often used for "Galadriel"-like visuals.
And Frost's effectiveness is basically unnoticeable.
Removing the cool down would result in Lesser Fireburst dealing an average of 5% * 650 = 32.5 damage per hit. Still pretty low, but it gets much better as you go up in quality:
Normal Fireburst: 1300 *.10 = 130 damage per hit.
Greater Fireburst: 1950 *.15 = 292.5 damage per hit.
Perfect Fireburst: 2600 *. 20 = 520 damage per hit.
It's now comparable to the ranger's Split the Sky Power. What do you think?
Taking a break from Neverwinter indefinitely...
Not a bad suggestion actually, thinking about it. Though, it would disproportionately impact fast attackers, i.e. TRs, but on average not much more than a Briartwine enhancement would.
That Perfect figure is not entirely unreasonable with my calculations, assuming you could kill a party of five players of 25k HP with unmitigated damage in 60s with 80 attacks, that's about 20% of 520 * 80 ~= 8k damage returned in your face - so, 6% of the 125k minimum you dealt out (and even less proportion due to Deflected attacks). So, it would make Fireburst 2% better than a Briartwine against ordinary attack speeds. Against a TR, 520 would be a little bit too high though, only mitigated by the fact that most fights in PvP are bursty short encounters.
So, perhaps maximum of 310-390 per hit at Perfect to be on the safe side, i.e. within 1% of Briartwine?
However, don't forget it is also an aoe. That could explain why there's any sort of cooldown at all. So, it may not be possible to remove the cooldown entirely without essentially making it the same as Briartwine. If it retains some sort of cooldown, it would be easier to accept a higher damage and aoe plus the enhancement retains its uniqueness.
I still think its funny that his enchantment did more damage than my attack - and it was over a month ago.
What on Faerun is "smiting mode"? And how can any DC attack/hit/cast speed be faster than TR's fastest At-Will, Duelist's Flurry? That attack has like 3 hits per second!
I haven't done much PvP, but I am familiar with the old Plaguefire/Fire weapon enchant with mass Tenebrous enchants. You were probably hit by a tenebrous stack proc, which can throw 20+% of the GF's health in raw damage right back at you - and considering the GF has a lot more health than a cleric, I could see it eating 3/4 of your lifebar.
I don't know if it was a bug at the time or it still persist, but I think the DoT with Tenebrous makes it multi proc too. Might be wrong about this fact though. Or it did at one time.
that is supposed to be on the Control Wizz Orb
and not permanently stuck to the characters hand.
Have waited so long for it to be fixed,
but every patch, nothing to fix it.
Just want the orb to have the blue effect
and not a blue ball stuck to my hand.
Not too much to ask for after all this time, surely.
Sorry for slightly taking the thread ,
but its part of the enhancement.
That never gets fixed.
.
As for the orb visual glitch, that's not just with Plaguefire. It affects both Terror and Flaming enchants as well, probably more.
Taking a break from Neverwinter indefinitely...
It's just too much work to rework them all. I mean, I could make a list as long as the chinese wall about bugs that has been in the game from the early days that are still present today. Cryptic doesn't listen to us, that is quite clear. They could at least fix the VT exploit since that is the only new dungeon that came out of module 2, but naaaah.
I've been using a Frostburn for months and I love the visual effect. It's useless in any other way though.
Just because I have thought about it before I will also give a suggestion!
Lets say it still procs once a minute, and that it's a normal Frostburn.
It could then freeze enemies (a set max, like 5) within a given radius for 1 second and slow their movement for another second.
This would work with a cloud based chilling cloud coming from the enhancement. This cloud could also deal some damage, not much. Lets say 1k to a maximum of five enemies. It should also add at least one stack of chill.
I don't know if this would make it as good as the Soulforged, but it would be a lot more interesting that is for sure!
If I can dream a little, then they could change the Frost enchantment too.
With lightning and holy avenger going up to the 20 mark-ish in dmg, so should the Frost.
A normal Frost could deal 12% frost damage and add 1 stack of chill per encounter to an enemy. And 1 stack of chill per at-will rotation to an enemy. And of course this enchantment would fit nicely with a DoT damage. No need to speculate further, but there is some logical moves to be made to all enhancements.
Briartwine (guess is the same for Fire) does around 40k dmg per run... yes u;ve paid alot for only 40k dmg pve wise. Thunder does 20k, but it does have the stun that somehow saves this enchant from being a complete garbage (u need at least a greater version), and is the best looking enchant imo. Frost is as useless as it can get.
Soulforge is just OP like way OP, i said it the moment i;ve seen what this enchant was all about on test forums, is not even new in gaming world, but they decided to go along with it without making any restrictions. Bark was good, but let's be fair is not even close to Soulforge.
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