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Old Mar 16, 2005, 06:51 AM // 06:51   #1
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Question Strip vs. Rend Enchantments

I was informed that Rend Enchantments > Strip Enchantments.

I think that Strip would help my war/nec build [axe user from before] cause strip Enchantment is Blood Magic and Rend is Curses [he has no points in curses].

Though it strips two and you eat 40dmg for each monk enchant, there's also 30s delay vs. Strip Enchantment's 20 second delay and shorter casting time from 3s to 2s.

I feel as though Strip is better also because it feeds my Warrior 55 health with 10 in Blood Magic.

Aside from taking away 2 Enchantments with Rend Enchantments [no I'm not able to afford more than 1 point in curses], is there a reason why I would want to get hurt more rather then get healed for a chunk every 20 seconds?

Or is this just a balancing issue and I'm confused?
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Old Mar 16, 2005, 07:12 AM // 07:12   #2
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If you're wondering which is better at removing enchantments, then Rend Enchantments always wins.

If you want to know which heals you, it's a simple answer as well: Strip Enchantment. Hell, Rend Enchantments makes you lose energy, that's negative health, so there's really no question.

In all seriousness though, Single Enchantment removal (Strip, Shatter, Inspired, Drain) can't compete with the number of enchantments that will be flying around. Let's say you're trying to kill someone and they suddenly get Mark of Protection thrown on them. You realize that by attacking them they'll actually gain health instead of taking damage or their health bar not moving at all. You hit strip enchantment- and realize that you've removed something like Reversal of Fortune (which costs 5 energy, 1 second cast time, 2 second recycle) intead. You're now waiting 20 seconds before you can cast strip enchantment again, meanwhile, in 2 seconds they can cast Reversal of Fortune again. You've also spent 10 energy to do nothing.

Rend Enchantments is one of the few spells in the game that can punch through multiple enchantments at once. It's not a great spell, but it's one of the only solutions for a bad situation.

You really don't want to think of Strip Enchantment as a self-heal. Sure it looks nice, but an extra 50 health here and there is not going to help you. As Saus is fond of saying, focus fire targets go through thousands of points of healing and damage in a matter of seconds. Strip Enchantments is not going to help you survive that. And if you're not the one being focused, then what are you worried about healing for?
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Old Mar 16, 2005, 04:27 PM // 16:27   #3
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Alright then, thanks.

Though it's odd you say that reversal of fortune which has a 2 second recycle time is actually just gonna be recast once one does Rend Enchantments. 3s. cast with 30s recycle seems kinda bad. But I suppose skill combos become that much harder to do if you rip off 2 enchantments.
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Old Mar 16, 2005, 04:53 PM // 16:53   #4
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Scaphism's point is that you want to get rid of the Mark of Protection. That's an enchantment with a long enough recycle time that it's not going to be replaced soon unlike Reversal of Fortune. If you catach Mark of Protection with Strip Enchantments your target is goign to be vulnerable. If you catch the Reversal of Fortune that's being thrown up to cover Mark of Protection then that big buff is still there and another Reversal will be there to quickly recover it. To be sure you get the enchantment you want to remove, the one that's not going to come back soon and deliver a lot of protection, you need to use the removal that's sure of taking it and any other annoying enchantments out. Because of the way single enchantment removals, like Strip Enchantment work, a buffer can cover their bases by throwing up a lot of chaff that will get caught by the single removal and cause them to tick through the long cooldown time before they can be used again. It's going to get tripped up when there's more than one enchantment in the way, especially when there's a big, important enchantment and a cheap, easily replaceable one, while Rend Enchantments won't.
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Old Mar 16, 2005, 05:00 PM // 17:00   #5
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Actually, I just agreed with ya with my previous post.

"Skill combos become that much harder to do." Thanks for more detailed reply though. ^_^
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Old Mar 16, 2005, 06:20 PM // 18:20   #6
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Quote:
Originally Posted by Sausaletus Rex
Because of the way single enchantment removals, like Strip Enchantment work, a buffer can cover their bases by throwing up a lot of chaff that will get caught by the single removal and cause them to tick through the long cooldown time before they can be used again. It's going to get tripped up when there's more than one enchantment in the way, especially when there's a big, important enchantment and a cheap, easily replaceable one, while Rend Enchantments won't.
With all the "chaff" being cast to protect an important buff, it would seem that Desecrate Enchantments would be a Great skill to have. Now if we can just come up with a way that makes it actually practical to use ... maybe with Arcane Echo?

Desecrate Enchantments [15,2,15] (Spell) Target foe and all nearby foes (within 25 feet) take 6..49 shadow damage and 4..17 shadow damage for each Enchantment on them.
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