
Wind alter enchantments, and Cabal Hermit role play.
So due to reasons I had to drop outward for a while, coming back I was going to finish my DoT's status effect build playthrough, I was originally planning on switching to the brutal club and enchanting it with crumbling anger, but when I was going through the wiki looking for anything that could give my Fang Sword a bit of an edge, because I'm kind of attached to it, Looking through the enchantments list I found this.
Favorable Wind:
Incense: Luna Incense
Pillars: East Far, West Far
Equipment: Any Fang, Savage or Kizite weapon
Other Conditions: Wind Altar Activated in region
Effects: Adds +20% of the existing weapon's Physical damage as Ethereal damage, Weapon gains +0.1 flat Attack Speed Attack Speed
What caught my eye was it required an activated wind altar in the region for the enchantment, so thinking about it I was wondering what other enchantments required the wind alter, I found three More.
Primal Wind:
Incense: Luna Incense
Pillars: East Far, West Far
Equipment: Black Plate Helm, Orichalcum Helmet
Other Conditions: Wind Altar Activated in region
Effects Gain: +10% Ethereal damage bonus, Gain +10% Impact damage bonus
Light as Wind: Incense: Luna Incense
Pillars: East Far, West Far
Equipment: Black Plate Armor, Orichalcum Armor
Other Conditions: Wind Altar Activated in region
Effects Gain +11% Stamina Cost (-11% Stamina costs), Reduces the Weight of this item by -9
Guidance of Wind:
Incense: Luna Incense
Pillars: East Far, West Far
Equipment: Black Plate Boots or Orichalcum Boots
Other Conditions: Wind Altar in region Activated
Effects Gain +14% Move Speed
Seeing these I kind of want to role play for Full Cabal Hermit, the only two real limiting factors I can see is the fact that the 3 armor enchants can only go on the black plate set and the Orichalcum set, The second is the +40% Mana cost. Even the Tourmaline requirement isn't that bad, I already got one Raiding the Voltaic Hatchery.
The helmet The enchant primal wind seems to be the most synergistic but also the least useful of the 3, like even with light as wind and guidance of wind I feel like you're better off either wearing the master traitor hat or the Pearlbird mask for a movement or stamina, while light as wind and guidance of wind seems to allow you to more or less break even and terms of stamina cost and movement speed.
So I guess what I'm asking is: should I save the Cabal Hermit role play for a heavily armored. 2 hander build, And go with the brutal club+crumbling anger and broad dagger build that I was originally planning Or should I just yell screw it and go for it?