I am proposing the creation of 4 new weapon enchants. These would be as follows;
Glyph of Vigor
Increases health regeneration 700 by for 10 seconds when activated.
Glyph of Rejuvenation
Increase stamina regeneration by 500 for 10 seconds when activated.
Glyph of Flux
Increase magicka regeneration by 500 for 10 seconds when activated.
Glyph of Alignment
Increase health regeneration by 600 and stamina and magicka regeneration by 400 for 10 seconds when activated.
The reason I argue the creation of these enchants is this; we currently have 3 enchants that deal magical damage and restore one of the 3 pools. At base these values are 354 magicka and stamina (health absorb is higher but I cannot find an exact value sadly). I feel that because we have the weapon damage enchant that increases both weapon and spell damage we should also have the sustain version of this. I think this would allow people to change up there builds to be a bit more damaging and use there enchants to gain sustain.
Also I should add the duration and regeneration values are more or less placeholders at this point. Just wanted to have some values in there for example.
No.
1. Need resources - use poisons.
2. 10 sec duration? Lolwut? This is non-stop proc even without infused!
3. Values. That crazy amounts would be even crazier with Infused, Torug's and regen passives.
Also I should add the duration and regeneration values are more or less placeholders at this point. Just wanted to have some values in there for example.
No.
1. Need resources - use poisons.
2. 10 sec duration? Lolwut? This is non-stop proc even without infused!
3. Values. That crazy amounts would be even crazier with Infused, Torug's and regen passives.
Someone didn't read the entire postAlso I should add the duration and regeneration values are more or less placeholders at this point. Just wanted to have some values in there for example.
No.
1. Need resources - use poisons.
2. 10 sec duration? Lolwut? This is non-stop proc even without infused!
3. Values. That crazy amounts would be even crazier with Infused, Torug's and regen passives.
Someone didn't read the entire postAlso I should add the duration and regeneration values are more or less placeholders at this point. Just wanted to have some values in there for example.
Sure not. How about posting realistic values right from the start?
I stopped at 3-regen glyph, instantly imagined non-stop 3k HP regen and 1k stam/mag regen.
Also, you need to check Invigorating armor trait. That's what ZOS are ready to give to you (if even): something about 20-30 regen with 3 sec duration.
Enjoy.
No.
1. Need resources - use poisons.
2. 10 sec duration? Lolwut? This is non-stop proc even without infused!
3. Values. That crazy amounts would be even crazier with Infused, Torug's and regen passives.
Someone didn't read the entire postAlso I should add the duration and regeneration values are more or less placeholders at this point. Just wanted to have some values in there for example.
Sure not. How about posting realistic values right from the start?
I stopped at 3-regen glyph, instantly imagined non-stop 3k HP regen and 1k stam/mag regen.
Also, you need to check Invigorating armor trait. That's what ZOS are ready to give to you (if even): something about 20-30 regen with 3 sec duration.
Enjoy.
Invigorating is just the replacement for the old Well-Fitted.
Something no one wants, no one asked for, no one uses, and will always take something else over.
@kathandira I had initially thought about that but I figured that because the absorb enchants and these enchants share different cool downs that it would not be a good idea. The idea behind the 10 second duration for these was 100% up time for a slow but lasting sustain, where the absorb give you a chunk all at once. Albeit the absorb enchants definitely need a buff in my opinion.
kathandira wrote: »@kathandira I had initially thought about that but I figured that because the absorb enchants and these enchants share different cool downs that it would not be a good idea. The idea behind the 10 second duration for these was 100% up time for a slow but lasting sustain, where the absorb give you a chunk all at once. Albeit the absorb enchants definitely need a buff in my opinion.
Ah! Now I think I understand. So you are looking to have the classic enchantment on say your front bar, and the proposed enchantment on the back bar?
kathandira wrote: »@kathandira I had initially thought about that but I figured that because the absorb enchants and these enchants share different cool downs that it would not be a good idea. The idea behind the 10 second duration for these was 100% up time for a slow but lasting sustain, where the absorb give you a chunk all at once. Albeit the absorb enchants definitely need a buff in my opinion.
Ah! Now I think I understand. So you are looking to have the classic enchantment on say your front bar, and the proposed enchantment on the back bar?
Basically yes, I figured this would be a fix for all the sustain issues people seem to have. Yet, would still create a sacrifice because you would have to choose.
Examples
1) damage glyph (poison, fire, etc) on front, weapon damage glyph on back
2) damage glyph on front, sustain on back
3) weapon damage on front, sustain on back
4) absorb glyph on front, sustain on back (mega sustain)
5) absorb glyph on front, weapon damage on back
This lets you build your jewelry glyphs and food into something more offensive while also maintaining a fair sustain.
I mainly see this from a tanks perspective because there aren't many good back bar enchants for tanks. And having a tri-stat regeneration glyph would be nice.
See how many options you can have now? I don't know honestly, I just think that more variety is always a good thing.