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I wonder if i am alone........

Ryoendymon
Ryoendymon
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Life/mana/stam restoring weapon chants....they seem like they need a tweak....

I am not saying that having such a chant should EVER cause your char to have an endless supply of that stat as long as charges remain, but to me they seem so under powered it isn't worth it.

I was perusing a guild store and came across a 2 handed named axe, witch....something or other. level 36, epic quality, locked chant (which usually means its a special enchant that either isn't able to be made through crafting or is a more potent version of whats craftable)

Deals 21 magic damage and restores 9 health.....


NINE health....on a 2h weapon....that seems low, in my 30s I remember having somewhere around 800 health without any chants or points in boosting my health. Nine points of healing is like spitting into a waste basket to try and fill it, its not notable enough in my opinion to be worth the sacrificed damage you could have with elemental enchants.

Now again, and I cannot stress this enough, I am not, repeat NOT looking for these chants to be "infinite health while the charges last" but perhaps retool it to take into account the idea that not every swing will proc the chant, so the 9 health in this example, might only happen once every....5 swings?

That alone says to me it should at least heal the 21 damage that it dealt. That would make it more worth while.

But I now open my thoughts up for criticism, am I missing something? Has someone used these kinds of enchants to greater avail than the tooltip is sharing with me? Perhaps its scaling off something I don't know about?

Please friends, leave your thoughts!

  • UnholyPerfection
    UnholyPerfection
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    Well that's embarrassing, it took me till halfway through the post to figure out what chants are haha.
  • Sethowar
    Sethowar
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    Firstly, I don't think you quite understand the lock. It is merely a feature of almost every (or every) named drop in the game. This is because the enchant is often linked to the item, and follows so of the weapons 'lore' (i.e. getting a sword from a vampire with life steal). The lock can mean that its a particularly good enchant, but in many if not most cases, it is just a lock.

    Also, I don't think they need to be changed. If you compare the glyph you have there with, say a fire damage glyph of the same potency and aspect, you would find it would do something in the ballpark of 30 fire damage. The reason the heal is only small is because you really aren't giving up that much in order to get it. For that tier glyph you only have 30 numbers to play with. If you bumped it up to 1:1 healing then that would be significantly overpowered. Especially when you consider that late game you could get roughly 40 magicka regen off every weapon enchantment proc.
  • DDemon
    DDemon
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    It all adds up though, passive skills can get you health back, active skills that you can toggle can get health back.

    So even though you'd only add 9 HP to the mix, it adds up when you get multiple bonuses.
  • Ryoendymon
    Ryoendymon
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    Thanks for the lock clerification, but I still feel that its underpowered healing....

    I feel its a matter of defense vs offense, in many circumstances defensive things such as heals are usually heftier than offensives. A prime example being the vampire life drain attack, which deals X damage, and heals for 150% of X, where enchantments like this deal X damage and are returning around 45% of X

    I just feel it needs to be tweaked, when attacks are hitting you for a couple hundred, what is a 9 point heal every 5th swing?
  • Kulrig
    Kulrig
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    I'm with the OP on this one, the leech enchants seem rather weak. Yeah, you don't give up much to get it; for example, a V1-3 damage glyph from a vendor does about 33, and a blue crafted V1-3 leech glyph does 27 I think and restores 11 health. To me though, it's hardly worth the cost considering you can get the straight up damage for 217 gold on demand, meanwhile the leech glyph you have to either invest enough skill points in the profession to make it, buy it from someone else if they happen to have it, or be fortunate enough to loot one. The one leeching glyph in the guild store at the moment is going for 500 gold.

    So that's over twice as much gold (or perhaps a half dozen skill points) for a little damage decrease that heals me for 0.6% of my health. I'd have to know the proc rates on the enchants to know for sure if that's worth it at all, but looking at them side by side with the tooltips I have available I'd much rather take the cheaper, easier to attain glyph than the more expensive, difficult to obtain one especially if the heal is negligible.

    If the leeches are worth it at V12, cool. But V3 and below, the proc is laughable.
  • Sethowar
    Sethowar
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    Weapon enchants aren't meant to be massive game changers, they're just relatively small additions to weapons to give them a bit of added functionality.

    You really need to think about it regarding what you're giving up, rather than what you are gaining in terms of health. For what you are suggesting to happen they would have to significantly drop the damage on the vamp glyphs or increase the potency of glyphs overall.

    Also, the example you have listed is one of the few in game examples for which any damaging/siphon ability heals more than it damages.
    For example:
    Strife (NB, Siphoning) > Heals 25% damage inflicted
    Blood Craze (DW, Twin Slashes morph) > significantly smaller heal tick than dog tick, not to mention the initial damage
    Critical Surge (Sorcerer, lightning tree) > Heals 60% (ish) of critical strike damage (which itself maxes out at about 60-70%)

    The message I'm getting is that in general heals on yourself are worth more than slightly increased damage to a random trash mob. A stance which I agree with. If I got back as much health (or magicka or stamina) as you are suggesting I think these enchants would be ridiculously overpowered, and their popularity in the meta is enough to say they are definitely not in need of a buff.
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