Tuesday, April 1, 2008

Chant it with me

You've dinged 70 and started bursting the loot piñatas that are the level 70 instances or that is PvP or whatever it is that is getting you the gear you want. Congratulations. However, your task is not yet complete. To get the full potential out of all that hard earned gear, you are going to need to get it enchanted, and that is not as easy as it might sound. There are a lot of enchants out there, and you may have to do some work to find the enchanters with the right formulas to hook your soul stealing self up. But here's a look at some of the best enchants for locks to slap down on their good gear.

Again, we should state that as an affliction lock, you want to stack stam and spell damage. + crit is fine, but not as good as spell damage since your primary damage source is DOTs. (Hence, the reasons locks are awesome at long boss fights, and sometimes suck in trash clearing).

Now when you go to find an enchanter to do this, you're going to need to provide the mats. A lot of enchanters will do these for you for free, (though tipping is nice), if you can provide the mats because high end enchants like these are needed to level their skill to 375 so they don't mind practicing on your dime. There are a couple of enchants that you'll be able to rep grind to: Head, Shoulder and Ring, (though only if you, yourself, are an enchanter). Otherwise, you'll need to find that willing enchanter, bring your mats and have at it. I'll list out the mats required for each enchant so you can know what is involved. Let's go slot by slot:

Head enchant: Glyph of Power -- By using a glyph, you can add some nice stats to a head item. Go ye verily to the Tempest Keep instances and run them forthwith so that you might achieve Revered with the Sha'tar and get the beauty of the spell damage and spell hit that this glyph provides. If you PvP, the other option would be the new Glyph of the Gladiator which adds +18 stam and +20 resil. If you are end game and good on spell dmg already, go for the added resil. Basically, if you are PvP oriented, you can increase which ever stat you still need more work in. If you've reached the resil cap, go for the Sha'tar glyph obviously.

+22 spell damage
+14 spell hit


Neck enchant: Did you expect something here? Sorry. No necklace enchants as of yet in the game. Just get something really nice to hang around your neck and you'll be as good as you can be.

Shoulder enchant: Greater Inscription of Discipline -- VINDICATION! For choosing aldor, you miss out on the really nice Seer's Signet, but you do get the better of the shoulder inscriptions for locks. This becomes available to Aldor grinded players at -- that's right kids, you guessed it -- exalted! They scryer counterpart is the Greater Inscription of the Orb which is more crit and less spell damage, and we already had that conversation about why the aldor one would be better then. There are also not so greater versions of these two that you can get at a lowly honored, and that you WILL get at the lowly honored. (after all, what else are you saving those arcane tomes/fel armaments for anyway?) Inscription of Discipline, Inscription of the Orb.

+18 spell damage
+10 spell crit


Back enchant: Enchant Cloak - Spell Penetration -- You might as well. Looking at the other options you have there for cloak enchants, this is your best bet I believe. I certainly wouldn't put this enchant above many of the others in terms of importance though. There's really nothing less positive for you than this enchant, so you might as well invest the time and money in the other ones first and come to this one last if you have extra mats and money.

+20 spell penetration

Greater Planar Essence (x2)
Arcane Dust (x6)
Primal Mana (x2)

Chest enchant: Enchant Chest - Exceptional Health -- This is the best bet you've got, and it's not really that expensive either. There's a PvPee option too if you'd rather build your resilience than your health pool: Enchant Chest - Major Resilience. Added health means added mana through life tap, so this is the way to go.

+150 health

Arcane Dust (x8)
Major Healing Potion (x4)
Large Brilliant Shard (x2)

Bracers enchant: Enchant Bracer - Spellpower -- This is a seriously sweet enchant. This comes with a big bonus to spell damage, but of course at the cost of a pretty mat intensive enchant. Another perfectly acceptable option would be the Enchant Bracer - Fortitude for the less rich of us. It'll give you more health, +12 to stam is going to give you a fairly nice boost there, but you aren't going to be maximizing your damage potential like you would have if you spent the big bucks for the Spellpower.

+15 Spell Damage

Large Prismatic Shard (x6)
Primal Fire (x6)
Primal Water (x6)

Gloves Enchant: Enchant Gloves - Major Spellpower -- Another nice big, powerful boost to your spell damage, which is the goal after all. Expensive again. Here's a less costly option: Enchant Gloves - Spell Strike which gives you a boost to your spell hit by 15. The spell power is still your better bet. There's also an Enchant Gloves - Threat which is an interesting choice if you are having a problem gaining agro... as in you do it too often. Spell power is still the best choice though.

+20 Spell Damage

Greater Planar Essence (x6)
Large Prismatic Shard (x6)
Primal Mana (x6)

Legs enchant: Runic Spellthread -- Get thee to a tailor and beg them to enchant your pants. This will seriously cost you though! You gain stam and spell damage, so it's perfect, but you're going to need a Primal Nether. You can definitely opt for the lower tier of this: Mystic Spellthread. Both of these items can be bought on AH if you'd rather not interact with people... and you're probably better off that way anyway if you don't happen to be a tailor yourself.

+35 Spell Damage
+20 Stamina


Rune Thread (x1)
Primal Mana (x10)
Primal Nether (x1)

Boots enchant: Enchant Boots - Fortitude -- This is a tough call. Even though this is the less costly enchant of the two you'll consider, I think you might be happier with the additional stam on this one. The other option would be Enchant Boots - Boar's Speed which gives you +9 stam as opposed to the +12 of the Fort enchant but also gives you an increase to your run speed. Run speed increases are fantastic in PvP, so if you think you're going to head that route, then go for it. It'll cost you Large Prismatic Shard (x8) and Primal Earth (x8) as well though, so that might put a damper in that plan.

+12 Stamina

Arcane Dust (x12)

Ring enchant: Enchant Ring - Spellpower -- You have to be an enchanter to do this, and you have to be a 360 skilled enchanter. So, I'd imagine many of you may not be able to make this happen, but if you can, do it. Each ring can be enchanted to add +12 damage, which is really nice. You learn it from the Keepers of Time at Honored, so go run Durnholde and BM to get your rep up!

+12 Spell damage (x2)

Large Prismatic Shard (x2)
Greater Planar Essence (x2)

Weapon enchant: Enchant Weapon - Major Spellpower -- The enchant. Get this on any weapon you get. A huge +40 spell damage is too much to pass up. You can enchant it onto one or two-handed weapons, but not onto your off-hand. Wouldn't that be cool? Go into that trade channel and be ready to pony up some mats.

+40 Spell Damage

Large Prismatic Shard (x8)
Greater Planar Essence (x8)

The Results

So what does it all add up to? Here's the results on your stats and the shopping list you'll need to put together to make it happen. Adding these enchants is a lot of work, but if you are at the point where you aren't going to be getting much better gear, but still need to improve your performance before you can move on to the next tier, here is where you can make a difference.

+174 spell damage
+14 spell hit
+10 spell crit
+20 spell penetration
+150 health
+32 stamina


Greater Planar Essence (x20)
Large Prismatic Shard (x24)
Arcane Dust (x26)
Rune Thread (x1)
Primal Mana (x18)
Primal Nether (x1)
Primal Fire (x6)
Primal Water (x6)
Major Healing Potion (x4)
Large Brilliant Shard (x2)
Sha'tar - Revered
Aldor/Scryer - Exalted

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