Did they ever make the changes live and I just missed the update? I've been holding off on starting my subscription back up until all these changes from almost 2 years ago get completed.
Did they ever make the changes live and I just missed the update? I've been holding off on starting my subscription back up until all these changes from almost 2 years ago get completed.
RSN (no)
Last edited by Donquix; 02-24-2017 at 11:43 PM.
Mithrilschlong, 2015-03-10 to slightly later on 2015-03-10. You will not be forgotten!
usable Meteor Swarm, late 2020-12-30 to early 2020-12-31. You will also not be forgotten!
Update: yes
Mithrilschlong, 2015-03-10 to slightly later on 2015-03-10. You will not be forgotten!
usable Meteor Swarm, late 2020-12-30 to early 2020-12-31. You will also not be forgotten!
Changes are live. You can enchant elemental flaring weapons now, and significantly lower the temper times on items. Heavily based in Water Lore.
It's also a throw back to the old mana pools used in the original enchant system, except for now you have your own personal mana pool you save up through earning exp. The pool us used to infuse potions for elemental flare enchanting, and to lower the temper times.
They took out the %chance to destroy the item, which is nice.
I like it, as nothing really got nerfed.
Gosh, I'd rather have killed 10000 critters per week then earn exp. Kinda underwhelmed.
Something is better then nothing I guess.
You can still enchant without earning exp the same as it was prior to the update.
The update benefits active wizards, and gives them the option to do a lot more with their enchant ability, and enchant significantly faster. Pocket wizards are still just as useful as before.
I really don't get all the crying going on. It isn't as if they were going to make it the standard to suddenly enchant to 10x regularly.
Some of the complaining comes from how Ensorcelling was implemented and Wizards hopes to bring Enchanting into line with that form of implementation on speed and mechanics. A Sorc can gain their entire week's necro within just a couple of hours of major hunting if they try. With this update, a wizard with 202 ranks of Water Lore will still take almost 10 hours to max out weekly. And that is a very hefty commitment to water lore in order to hit that point. A more reasonable amount, say 68 ranks, would take just under 21 hours. All hours are calculated as absorbing exp at an average rate of 30 per pulse.
Player of Durakar
I think people are crying because they wanted it to be more like ensorcell, although I do not know why they would. Ensorcell is a flare so only what, every 7 swings/cast, enchant is always there.
People are just butthurt because ensorcell is the flavor of the month.
And we have seen prices drop some as more sorcs have gotten to the point where they can do vanilla items.
It is just a perception thing, anyone that says they would rather have a 0X weapon with a T5 on it instead of a 5X item with no ensorcell is not paying much attention to the mechanics with the one possible caveat for sorcs since they seem to get other benefits and always cast from a safe stance.
The defensive ability for ensorcell to provide a permanent bonus vs CS (max of -20 CvA across armor + shield/runestaff) is a permanent boon, but only 5 'levels' per item max, whereas, enchanting reaches 7 'levels' AND higher with special potions. Eventually, the only jobs will be new items that are 'better' than whatever you currently own or when someone returns from a decade of sleep. The market is gradually reaching a point where the supply is outmatching the demand and the prices are reflecting that. Also, I agree with the NIR that posted officially that enchanting as a player directed service has a much longer, and arguably more profitable (with respect to inflation) history that ensorcell may not have caught up with, and in my opinion, has yet to surpass.
Last edited by rolfard; 02-26-2017 at 03:14 PM. Reason: commas and oranges