If you ever wondered what Frost and Frostburn enchants are like, here is my analysis of testing them on my mini-hrimnir themed GWF. I have now used a Perfect Frost Enchantment for 12 days. Previous to that, I had it at Greater Frost and was using it for about 2 weeks.
First, some ballistics of my study:
Weapon Used: Fallen Dragon Greatsword
Weapon Dmg: 823-1,006 Damage
Weapon Enchant: Perfect Frost
Armor Enchant: Greater Frostburn
Analysis Type: "/combatlog 1" and Advanced Combat Tracker
Analysis Sample: 3 x Malabog Castle 2/3 runs
PERFECT FROST ENCHANT:Duration: Every 20 seconds
Frost Weapon Damage (11% of Weapon): Min 91 Max 111 Damage (using weapon with damage range 823-1006)
Resist: Cold
Effect: Target Recovery Reduced by 30% for 4 seconds
Both Frost and Frostburn mitigate your target's recovery, but what does that really mean? Well, it means that your target hits you less often!
What it does in PVE:
-Striking an AI mob before they attack, they appear stunned for ~3 seconds and take no action for that time (variable, based on mob):
[ToeSmasher],,*,Fell Troll,C[1524603 Troll_Fell_Troll],Frost Weapon,Pn.Cauvm51,Cold,,83.0029,0
-Striking an AI mob more than once every 20 seconds (rare, but let's say a Formian Witch), resulted in its casting speed to be reduced by 2-3 seconds.
-Boss fights caused:
- Valindra in VT to say something and wait 2-3 seconds before acting (magic missiles)
- Fulminorax in MC often stands there looking dazed for 2-3 seconds
- Rimefire Golem in FH to SLOWLY animate into "charging" at people
What it does in PVP:
- Like with AI mobs, people reported a small, "lag" delay in being able to attack me if I hit them first.
- Striking another PVP opponent, their encounter powers are reduced by 30% for 4 seconds (An encounter that usually takes 10 seconds to recharge now takes 11.3 seconds to use again).
- If someone has 1 second left to get an encounter power is hit, they have to wait 4 seconds now to use it as they were under the direct effects of it.
- TR's (2 played along) reported being unable to enter stealth immediately after getting hit
What it does NOT do (but maybe it should):
- It does not grant Control Bonuses
- It does not proc Trample the Fallen
- It does not proc Combat Advantage
SUMMARY:
I would be willing to classify Frost and Frostburn's "recovery reduction" as on par with or better than Holy Avenger and Negation respectively. It is not intended to dole out damage like other enchants, but as a damage mitigator it does the job very well! I would probably be willing to use this on other toons if its effects were treated as a control power, but as it stands I can only recommend it for DC's as a replacement for Holy Avenger or someone who cares more about team efficiency than overall DPS.
While I did not speak much of the Frostburn, as its effects are similar, I can say that my greater Frostburn inflicts roughly 600-640 damage when it activates and the enchantment looks so awesome that I doubt I'll change it:
[ToeSmasher],,*,Mab,C[1524998 Fomorian_Solo_Witch],Frostburn Armor,Pn.69qv9k,Cold,,605.597,640.166
So if you are looking for something "different", something that can reduce party damage and do not care about the "best DPS"; I would honestly consider this for anyone with some AOE ability. Personally, I'll be going back to GPF, but will be using this on my DC from now on as it will surely save him from many hits.
Perfect Frost in action:
Comments
Would you say that my description of its effects are on par with what you have seen?
I contemplated this for a CW as it really looks silly having a fire enchantment and then throwing down ice knife for example, so the theme definitely fits with a lot of CW powers. I suspect the CC abilities of Frost on a CW are pretty good overall though and have seen 1 other CW sporting this setup.
Yup, it is a good first choice (as is Flaming) in my opinion.
Burning mobs is a lot easier overall with this active, that is for sure.
For a CW or DC, this enchant can really help a group out. As I stated, I plan on replacing my P.Holy Avenger with this as I see the utility of it being very useful for my DC in both PVE and PVP. You would be hard pressed to find another enchant that can stop multiple mobs dead in their tracks and allow you several seconds of breathing room like this thing can.
- JailBreak (in development)
Now you have me wondering...haha. Good write up. Highly informative.
Frost is bar-none the best dang Weapon Enchantment I have ever used on my DC! Why do I say/think that you ask?
Survivability increased SIGNIFICANTLY!
Sure, you can run a Dwarf DC with 24 CON and tank the HAMSTER out of everything, but most just don't do that. My PvE focused DC ran FH (ironic) with this on and kited Hrimnir (just like in the old days when DC's had ALL the aggro due to healing equating to aggro).
Survivability in FH Final boss:
Again, I find this enchant highly underrated. Survivability is just heavily increased when using this.
Following ''Recovery Reduction'' as supposed to explain '' your targets recovery'' which means if your target doesnt have recovery ( speaking PvP wise ) the whole enchant is comes uselss. But as u say they are some minor delays in at-will , encounter animations and mechanics - this tooltip should be reported and the effect should be tweeked abit to make it more competitive because now its only visuals and visuals dont win premades.
I would love someone to do more of a PVP test with this enchantment so we can get a real series of results against various classes.
As it stands, I was only able to get a few people I know who happened to be on the other side to help me in testing this out. When I solo-pugged, I either got people who "No speak Americano" or were unwilling to help me out.
not really sure if i ever noticed it stopping skills from activating though. i just used it to mostly slow down cleric heals xD
i do notice delays on bosses though.
http://nw-forum.perfectworld.com/showthread.php?614971-Frost-amp-Frostburn-bug-issue-concern
Feel free to add anything you deem concerning to it.
Yes, I would say that is an excellent description of what I have observed. Folks have said that it is purely anecdotal (and it is, because I haven't tried it with a parser of any kind), but it is a fabulously effective enchant. Upgrading to a perfect is taking a very, very long time, but the greater is solid. Since most every CW skill I use is AoE, everything feels the pain.
This is exactly why I did this review/test/experiment... I wanted to show some proof beyond the anecdotal accounts of its usefulness. I even went as far as making a video of it, but got lazy when it came time to splice & merge the 2 videos into a side-by-side or PiP display... too much encoding and time syncing that I'd rather not bother lol.
I will admit though, seeing it in action is the only way people are going to give these enchants the credit they deserve for mitigating damage.
Doing the "fuzzy" math, it can be safely stated that every mob you hit will hit you for 1 less attack every 20 seconds. To me, that's one heck of a damage reducer!
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Yeah, I was thinking about it for my DC instead of the Holy Avenger. Both are winners and much less expensive than vorpals!
Just want to chime in on the Frost Enchantment. I chatted a bit with OP this past week, and on Saturday decided to level up a new GWF (yes, my 5th...lol, more info on him later!) using the Mulhorand Sword w/Perfect Frost. I'm happy to say that OP is spot on in his assessment of it's usefulness, in my opinion. On initial hit the Baddies are definitely slowed, not just recovery, their actual animation slows down a bit. This obviously gives you some time to hit them more or re-position as necessary.
It's obviously not a DPS enchantment, but its a hella fun utility enchantment and does add control to soloing/party make up. So it isn't a bad idea to try it out if your looking to experiment, and don't mind not leading in DPS. It will bring a noticeable delay to Baddies, including bosses...
I'll be eventually testing it in PvP to see what's up there, but I want to give OP all due credit for spearheading this review, well done good sir! :cool:
In you experience, is the Frost Enchant's 'once per 20 seconds' limit applied per proc or per target? I.e. is it possible to have it proc concurrently on multiple targets? And for those who parsed with ACT, do you know roughly the damage %contribution from the enchantment at various ranks?
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The limit is applied per target and yes, you can concurrently affect multiple targets.
EXAMPLE:
You run into a room and use an AOE encounter on 5 mobs, they are now affected by the 4 second recovery debuff. Suddenly, 2 more mobs appear after being hit by a team member and you now hit them with an at-will. They are now affected by a fresh set of the enchantment's recovery debuff.
Note that if the mobs are in motion at the time of being hit, they will continue to walk towards you, but will just stand there in their attack position until the 4 seconds or the debuff has ended. Which ever one happens first.
I posted some of this on my OP, but here is an example of the damage contribution:
EXAMPLE:
Weapon: Damage Range 800-1000
Lesser +5.5% Cold damage. Reduce foe's recovery by 15% for 4s once per 20s. Damage %: 44-55 Damage
Normal +6.9% Cold damage. Reduce foe's recovery by 20% for 4s once per 20s. Damage %: 55-69 Damage
Greater +9.6% Cold damage. Reduce foe's recovery by 25% for 4s once per 20s. Damage %: 77-96 Damage
Perfect +11 % Cold damage. Reduce foe's recovery by 30% for 4s once per 20s. Damage %: 88-110 Damage
MOST Weapon enchants (Except Bronze, Feytouched and Vorpal hehe) work the same way:
Weapon damage range * % /100 = Damage from enchant.
To clarify further, each weapon enchant gives this away with the following statement in the enchantment's description text, which can be proven by looking @ the combatlog and extracting the results:
"You deal an additional (X)% of weapon damage"
Michael -- 21.1k PvP Sent GWF
morePewPewlessQQ -- 20k Pvp/PvE HR
Is this correct? Because it seems like everyone replying is running a Perfect.
In my testing from Normal > Greater > Perfect I did see ~1 second delay increase from normal to perfect on bigger baddies with 3 bars and on bosses. However, I did not see any change on normal 1-2 bar mobs. I really wish that there was something in the combatlog to reflect this though.
Sent you a forum PM. Check ur mail.