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Enchant Weapon - Blood Draining
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Post by
Quest
Enchant Weapon - Blood Draining *New* - Permanently enchants your weapon to sometimes grant Blood Reserve when striking an enemy or inflicting damage with bleed attacks. When you fall below 35% health, Blood Reserve restores 1750 to 2250 health. This enchantment requires the wielder is at least level 75.
What the hell is this crap?
Needs to be changed to activate at <25%. Thanks.
Post by
298907
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Post by
96875
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Post by
ArgentSun
It's a proc. You beat monsters, you beat monsters, you beat monsters...BAM! Blood Reserve procs, and is stored like a buff. No more procs, it doesn't stack. When you get down to under 35% the buff automatically disappears and you gain some health. Now you can start beating monsters again, to gain another buff.
I have to say I love it. It'll be a real debate whether to take this, or the Uber Parry one.
Post by
259957
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Post by
slasher0161
i can see the parry one getting a giant nerf bat tho, i think this will be alright for 5mans and maybe 10 man content but the parry one even after a nerf bat will win out for end game content. Anyone disagree?
Post by
trademen
I'll take me
soon to be nerfed parry enchant
thank you very much.
Post by
Quest
It's a proc. You beat monsters, you beat monsters, you beat monsters...BAM! Blood Reserve procs, and is stored like a buff. No more procs, it doesn't stack. When you get down to under 35% the buff automatically disappears and you gain some health. Now you can start beating monsters again, to gain another buff.
I have to say I love it. It'll be a real debate whether to take this, or the Uber Parry one.
It is crap unless they lower the % of health it procs at. And its too little of a heal to matter for almost any non tank, and even then pretty much only warriors and DK.
For paladin tanks this is actually worce as it acts as a way to have AD leapfrogged ever closer to 35% so we get one or two shot. This would be a EH of 2600 if it procced at 25%.
Post by
kamodius
The problem with lowering the % at which this procs is that on high-end bosses, all it would take is 1-2 huge hits and you're done anyway. 10% (the number being thrown around that this should be reduced) of 30k hp is 3k, and tanks get slapped with that routinely. 25% of 30k is 7.5k. At that point I'm about to chug a pot anyway, so I think at 35% for PvE, that's just about perfect.
So in my head, the only thing this enchant does is give your healer an extra second to get that "oh $#%" heal off in the middle of a big fight. I don't see it being enough to be called imba in PvE encounters, anyway, because the amount of incoming damage taken is too high for 3k to matter that much.
As for PvP? Meh. Go play Quake or something. It's arguments like this that make me wish they'd just make a separate game out of PvP and thus have separate gear entirely. That way PvP wouldn't be a factor in determining how PvE-only players like myself have to gear.
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96875
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298907
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202470
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Post by
Boeck
As was noted above, you have to have a 'charge' of Blood Reserve in order for it to heal you. It will not heal you every time you dip below 35%. Even if you manage to gain another charge right after it uses Blood Reserve to heal you, you still have to be healed and drop back down below 35% for it to activate.
If anything, this would only be viable in PvP. For raiding, you would be better off with a number of others.
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