Sorcerer Enchants - Need Beefing!

So I’ve come to realize the reason rogues and barbs are able to easily push so high, so fast is, they get a lot more codex powers.

Barbs get two 2H and 2 1H codex powers (and weapon stats). That is so insanely and massively stronger than out measly enchants.

Please equalize class specific traits.

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yeah, i barely can find 2 enchants that are really good

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The most univesally beneficial seem to be firebolt/teleport, mostly due to other effects like firewall for burning builds not proccing very reliably or iceshards only for frozen targets or fireball for team cheese add clear. While effective, the uptime for fights as a whole is low or only works against adds.

Some other somewhat effective enchants for specific setups that ive seen include ball lightning, frozen orb, ice blades, and chain lightning. There can be alot of downtime on these (iceblades) and/or only for specific setups (chain lightning for some ball lightning builds) or were useful for a specific patch (frozen orb when vuln was rare or used on blizzard builds to apply burning).

Im biased when it comes to teleport enchant though.

I would trade our two enchantment slots for two double strength affixes and 2 2-handers worth of stats in a skinny minute.

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Id also do that.

I think if the dev team wants to redesign the enchant system, that magnitude of stats as a design goal wiuld be a good start, but id rather not have raw stats. The potential for functionality and cause/effect with the enchants is a cool idea, we just need the cause/effect to work, lol

Edit: the joke there being, all we’ve seen in terms of dev attention to enchants is nerf.

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Yeah, IF they can design out enchants with cool interactions, it would be cool. I mean it is cool now, but as you pointed out they can’t seem to do anything with them aside from steadily nerfing them.

In my opinion, the mechanic is overly complicated and has placed constraints on the Sorc design team because of the number of interactions they have to consider. And they have not managed that complexity well. Additionally, we’re stuck with the enchantments we have while new Aspects are added to the game every season, operationalizing more build possibilities for the classes that have extra Aspect slots while we’re stuck between our limited Aspect slots and our excessive reliance on a few uniques (especially Tal’Rasha’s).

Add in power creep on base items and Aspects, and enchantments look worse and worse all the time as a tradeoff relative to what Barbs get. At the very least, they should add base stats to every enchant that you can get by equipping it. Maybe BL enchant gives attack speed, for example. At least we’d have to make more interesting trade offs then relative to the current meta where at least half the enchantments are rarely if ever used while the meta is dominated by Firebolt, Teleport and Frozen Orb (with nearly all meta builds using at least one if not two of those).

Personally I would be fine if they just got rid of the damn system altogether, or turned them into floating Aspect slots with double strength and converted some of the less useless enchants into class Aspects.

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Agreed, and you’re correct that making the enchants easier to quantify would enable the dev team to manipulate the effects more efficiently.

Why am i not happy with this as a solution.

Well Rogue is more about how busted Victimize scaling is. Same with Precision, it’s why there isn’t a good melee rogue at the moment.

Personally I’m happy for them. Only class that got shafted worse than we did when Crit and Vuln were changed to flat multipliers.

They really need to figure out how to make up for Rogue and Sorc reliance on those mechanics for scaling. A handful of broken, bugged builds aside that gave the appearance of viability at various times, neither class has really worked well since that happened.

Frozen Orb enchantment no longer proc the new Unique Fractured Winterglass.
Because of the rule: Procs don’t proc other procs.

However enchantment should be treated as a skill or as a new tool that is both different from casted skills and general procs.
Fire-bolt enchantment is a good one.
we use firebolt enchatnment to proc all the burning related paragon glyph/nodes and burning skills, in addition to Tal Rasha fire damage.
Problem: It is the only enchantment that really good.
Some builds use Frozen orb to get Vulnerable and proc Tal Rasha cold damage, that pale in comparison to what Fire-bolt on his own offer.

The other basic skills enchantment aren’t worth it.
Teleport, lightning ball and firewall are used as well, but they are mediocre in comparison to Firebolt.

Blizzard needs to be far more bold in their enchantment programing, offer greater benefits and rewards for us players to have real selection between the enchantment.
Further, perhaps enhance Sorc legendary and Uniques so they have a secondary effect if you pick an enchantment that fit the Legendary requirement be it element, category or even specific skill.

Teleport enchant is most useless as it gives 17sec cool down to evade which is originally only 3 seconds, it’s also a dumbed down teleport version that doesn’t give unstoppable. If you are using Esus boots which many do, you also lose a tonn of critical chance.

Fire burning enchant is also useless as you can level hydras to burn and don’t need burning on mobs, only bosses.

Teleport enchant grants 30% dmg reduction, but you’re right that its a lot less functional than the skill itself. I need to test if lt procs tactician, but if i had to guess, id say it wont.
Firebolt enchant has well understood benefits, but it was nerfed this patch to have far less lucky hit; still more than hydra i would think.

Honestly they need to make each of our basic abilities have the enchant auto built in upon learning the skill. All four of them should be baseline if you have a point in to the skill, no branching off. You have a point in firebolt, you get the enchant. Period. Further to, only two of the enchantments for basic abilities are relatively decent.

100% this. Two two handers and two one hander codex powers are INSANELY powerful over our dumpster fire, horribly designed and practically worthless two enchant slots.

I would say the extra weapon stats would be on par balance with our two enchant slots.

The extra codex powers push it WAAAAAAAAAAAAAAAAAY over.

Disclaimer: I am not trying to get anyone nerfed. I am simply stating that the enchantment system is absolute trash and needs a complete overhaul. That, or they need to give us something else in addition to it.

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