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Mod 11 weapons neverwinter
Mod 11 weapons neverwinter









mod 11 weapons neverwinter

Ruthless : 150 Critical Strike + 150 Accuracy + 180 CR (+0.13% Critical Strike, +0.13% Accuracy, -0.02% in other stats).Savage : 150 Critical Strike + 150 Critical Severity + 180 CR (+0.13% Critical Strike, +0.13% Critical Severity, -0.02% in other stats).Vicious : 150 Power + 150 Critical Severity + 180 CR (+0.13% Power, +0.13% Critical Severity, -0.02% in other stats).Tactical : 300 Combat Advantage + 180 CR (+0.28% Combat Advantage, -0.02% in other stats).Azure : 300 Critical Strike + 180 CR (+0.28% Critical Strike, -0.02% in other stats).Dark : 300 Critical Severity + 180 CR (+0.28% Critical Severity, -0.02% in other stats).Here is the list of all the enchantments you can put into Offense slots, and their effect at rank 15 (200 item level). You can have a total of 18 regular enchantments (in Offense, Defense, and Utility slots) + 1 Weapon enchantment + 1 Armor enchantment. You should focus on everything else first. Rank 8-9 enchantments are cheap and usually good enough. The Weapon enchantment is important for Damage Dealers (Healers and Tanks can make the group benefit from debuff ones, but weapon enchantments are not that great overall for them, as they mostly improve the damage dealt and not much more), and the Armor enchantment makes a difference for Tanks (Healers and Damage Dealers are good with them, but having a high rank one is less of a priority).Įnchantments are a very big investment for extremely low returns. You're not losing much by having rank 9s instead of rank 15s, so do not invest in them too much, unless you have nothing else to invest in and you can afford them. They may be subject to change, and new enchantments might come to cover the new main ratings. Note that enchantments are clearly not in a good place nowadays.











Mod 11 weapons neverwinter