to answer jmsabins and chiefs4322 both: there's not really pictures for it, I got lazy with the vfx. the effects are disenchantable, provided you find the armor.
to get an idea of how effective it is...remember that it's a percentage of your health healed on the 2nd one, and near-magic-immunity on the first, if you're under heavy fire from a magic wielder, each scaling with their respective skill. they also scale with other stats, particularly damage mitigation ones. both scale with magic resistances, while the heal scales with armor. Why? the less damage you take, the more each piece is worth. The emergency shield, unfortunately, has a 'sweet spot', after which it's not that useful anymore...once you no longer hit the health threshold, it's not going to be of any use, so it's better to work your gear around that. IE don't stack magic resistances as much, instead opting for damaging stats or health regen. the healing armor is a tanky effect, plain and simple. the more health you have, the more you regen. the less damage you take, the less health you need to heal, eventually hitting the point where you're sustaining yourself indefinitely. The ideal enchanting for the hp regen armor is +health and +mana. keep in mind, as I said, that each effect scales with its respective stat (but not +powermod, unless I changed that)
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to get an idea of how effective it is...remember that it's a percentage of your health healed on the 2nd one, and near-magic-immunity on the first, if you're under heavy fire from a magic wielder, each scaling with their respective skill.
they also scale with other stats, particularly damage mitigation ones. both scale with magic resistances, while the heal scales with armor. Why? the less damage you take, the more each piece is worth. The emergency shield, unfortunately, has a 'sweet spot', after which it's not that useful anymore...once you no longer hit the health threshold, it's not going to be of any use, so it's better to work your gear around that. IE don't stack magic resistances as much, instead opting for damaging stats or health regen.
the healing armor is a tanky effect, plain and simple. the more health you have, the more you regen. the less damage you take, the less health you need to heal, eventually hitting the point where you're sustaining yourself indefinitely. The ideal enchanting for the hp regen armor is +health and +mana.
keep in mind, as I said, that each effect scales with its respective stat (but not +powermod, unless I changed that)