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Best Enchantments and Discussion
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With the sale on Tarmalune Trade Bars and the new lockbox coming, I'm sure everyone wants to know which enchantments to get. I've worked on them and released a new page on my website (in early access for my supporters until next month when it will be available for everyone). First I'll share the main conclusions with you, then I'll discuss a couple of things about the pitiful state of enchantments in the game.

Best enchantments for Tanks :

  • Offense : Radiant / Tactical (pick those that improve your lowest stat)
  • Defense : Assassin's (or Black Ice if Awareness is capped)
  • Utility : Dark (or Tactical if your Defense is capped)
  • Armor : Elven Battle (end game trials) / Negation
  • Weapon : Bronzewood (or whatever other debuff, as long as everyone in the group has different ones)

Best enchantments for Healers :

  • Offense : Radiant
  • Defense : Radiant (below 470k HP) / Assassin's (Tactical or Azure can also be options above 650k HP)
  • Utility : Dark
  • Armor : Barkshield (end game trials) / Shadowclad (get hit regularly) / Negation (get hit often) / Soulforged (the one I like the most, a rank 7 is good enough)
  • Weapon : No enchantment (in scaled content, if your healing stats are low... yes, that's the best you can do... do not put any weapon enchantment...) / Vorpal (if you healing stats are high, very small returns though) / Holy Avenger (good but unreliable) / any debuff (best for the team)

Best enchantments for Damage Dealers :

  • Offense : 2-3 Tenebrous (with at least one of them at rank 15, and different ranks on the others as same ranks won't stack, especially good on single targets) Assassin's (or any other triple stat enchantment depending on which stats you need)
  • Defense : Radiant (below 470k HP) / Assassin's (Tactical or Azure can also be options above 650k HP)
  • Utility : Dark
  • Armor : Barkshield (end game trials) / Shadowclad (get hit regularly) / Negation (get hit often) / Soulforged / Bloodtheft (solo)
  • Weapon : any debuff (group content) / Bilethorn / (or Vorpal / Flaming / Prominence / Lifedrinker depending on the situation)

Discussion

Enchantments do not improve your total stats, they only move some of your stats to up to 3 others, your total percentages won't change... A single stat enchantment will increase one stat by 0.28% and reduce all of the other stats by 0.02% (Runestones are the same, except twice as effective : they increase one stat by 0.56% and decrease all of the others by 0.04%). A double stat enchantment will increase two stats by 0.13% and reduce all of the other stats by 0.02%. A triple stat enchantment will increase one stat by 0.208%, two stats by 0.088%, and will reduce all of the others by 0.032%. So with your 18 enchantments, you can increase a couple of specific stats by up to 3,06% (assuming 9 Radiant 5 Dark for a Damage Dealer, and that gives you Power...) and reduce most of the others by up to 0,576% (OH/Deflect Severity/Control Stats... these can only lose). This is extremely underwhelming. Give small Percentage bonuses to enchantments to make them relevant, especially in scaled content where TIL doesn't matter ! And make new enchantments for the new main ratings !

I said your total percentages won't change... but that's not true if you use Tenebrous / any enchantment that gives HP / any enchantment that gives refinement or XP/Gold/Glory bonuses. Then you would just lose total percentages. By the way, XP/Gold/Glory enchantments are a joke :

  • Azure : 5% XP Bonus
  • Radiant : 10% Gold Bonus
  • Silvery : 10% Glory Bonus
  • Brutal : 5% XP Bonus 150 Forte
  • Savage : 5% XP Bonus 2.5% Gold Bonus
  • Vicious : 5% XP Bonus 2.5% Glory Bonus
  • Ruthless : 2.5% Glory Bonus 2.5% Gold Bonus

Not only they were nerfed from 118% XP bonus / 60% Gold or Glory... but let's make this slide, even though it's not cool for rerolls... They are just not consistent at all with one another ! (Zero Quality Control yet again)

So, your total percentages decrease with a couple of enchantments (that's not cool at all, really)... But that's even worse with Armor and Weapon enchantments, as both will decrease all of your stats by 0.8% at rank 14 ! (so you lose 1.6% in every stat if you have both maxed...). Give 100% Combined Ratings to Armor and Weapon enchantments, and make sure all of the enchantments give 15 stat points per Item Level (including Tenebrous/HP/Refinement/XP/Gold/Glory enchantments) ! Otherwise you end up with situations in which removing them is a good decision... and that's stupid !

Weapon enchantments only improve damage dealt, and that's useless to healers... Make the Weapon enchantment improve the Damage stat and not just damage dealt.

Enchantments could be a fantastic way to customize characters with different effects. Now, they're not really shining. Enchantments need a full rework, and proper balance so that all of them can make a real difference, real diversity would be very beneficial.

And by the way, the tooltip of the r14 Fireburst enchantment indicates a 3.6 magnitude... Generate your tooltips automatically... Whether that's a tooltip error or the enchantment is really that bad once you upgrade it to the maximum rank (it's better at rank 13), that's bad practice and the lack of quality control shows everywhere !

So, here are enchantments. I've had a very bad time working on them, figuring out how bad they are nowadays, especially for my main character (a Devout Cleric)... I really hope this will get better...

And my advice on which to get with Tarmalune Trade Bars ? Honestly... With the current state of enchantments, get rank 9s and keep your resources until they make more of a difference. Unless you really need the item level for regular content (you don't even gain 2k TIL from full rank 9s to full rank 15s though), rank 15s will barely be noticeable at all.

PS : After performing a multi million AD test (I hate Cryptic now...), I've checked what others said : Tenebrous enchantments won't stack at the same rank. This is totally broken (upgrade your enchantment and suddenly it stops working)... However, different ranks will stack. So a rank 15, and a rank 14 will perform way better than 1 or 2 rank 15 (which will perform equally). Fix your game Cryptic !

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