beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Offense Enchantments One Tenebrous Enchantment, Rank 12: When striking a foe you have
a chance to deal 5% of your current Hit Points in Necrotic damage.
Tenebrous deals a really high amount of Necrotic damage, usually comes when we are at full HP because of CD mechanic.
It is a quite better than any other Offense Enchantments, unfortunatelly, doesn`t stacks. Thus, we equip only one.
Rest: Brutal Enchantment, Rank 12: +420 Power and Critical Strike.
While single rating enchantments gives 700 at T12, multiple rating enchantments gives a summary of 840 at T12. This is 20% more. We choose Power + Crit, because both of those ratings are increased by 3% from MAD or Dragonborn racial trait. Also, 20% difference from multi–rating enchantment beats 13% from Power formula over other "old" ratings formula.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Defense Enchantments One Tranquil Enchantment, Rank 12: When you are struck by an attack you have a chance to gain 2,565 hit points.
Tranquil heals really often (struc occurs on any CC so often enough to beat CD), providing best survivality boost.
Unfrortunatelly, like Tenebrous, Tranquils does not stacks, so we equip only one.
Rest: See Maximum Hitpoints and depending on your healing and DPS, choose either:
Savage Enchantment, Rank 12
Dark Enchantment, Rank 12
Radiant Enchantment, Rank 12
Usually, Savage Enchantment, Rank 12 are the best choice because of 20% bonus.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Utility Enchantments Dark Enchantment, Rank 12 are the very best as are the only Enchantments that involves gameplay itself.
However, if you are meh geared, you will propably get some additional drop (over Glory, Gold or XP).
There are 4 different Enchantments that gives you additional drop:
Dragon's Hoard Enchantment, Rank 12: 5% chance for a refining stone.
Fey Blessing Enchantment, Rank 12: 5% chance for an enchantment.
Salvage Enchantment, Rank 7: 3% chance for a bag of salvage.
I strongly recommend to use all of them until you decide that you don`t need some of them.
Dragon's Hoard Enchantment, Rank 12 gives a few Refining Stones (for artifact gear).
Autodrops. Has iCD and daily limit. Fey Blessing Enchantment, Rank 12 provides enchantments rank 5 (for artifacts, enchantments and runestones).
Autodrops. Has iCD, but no daily limit. Tymora's Lucky Enchantment, Rank 12 provides account bound pearls and peridots, a lot of gold, directly, or through treasures. Stacks to 100. Has no iCD nor limit. Salvage Enchantment, Rank 12 provides unbound Refining Stones, Injury Kits, Potions and Profession resources.
Stacks to 999. Has no iCD nor limit.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Weapon Enchantment
Transcendent Vorpal Enchantment
+50% Critical Severity. Debuff foes with -2% Damage Resistance on every hit (unlike on Critical Hit only like tooltip says) and with -2% Damage that comes on every hit (unlike on Critical Hit only like tooltip says) and hidden–stacks upto 5 times (untl non–critical hit that resets stacks to 1, unlike tooltip that says no word about stacking).
This enchantment provides the very highest DPS boost, especially on PvE.
Transcendent Feytouched Enchantment
+18% weapon damage as Psychic damage. Your encounter powers siphon away 18% of your target's damage. This damage is converted into 18% more damage for you. This effect is a 3 target AoE, lasts for 20 seconds, may only happen once every 20 seconds.
Alternative choice. Provides +54% damage on AoE, but only +18% on Single Target.
Quite better on AoE PvE and much worse on Single Target, especially on bosses where a high DPS is most important.
On PvP debuffs foe with a -18% damage, and because of Critical Strike Resistance, may result similiar than Vorpal enchantment. Some people says it`s better, some Vorpal is better. Well, they are just different.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Armor Enchantment
Transcendent Soulforged Enchantment
When you fall in combat your Soulforged armor will resurrect you and heal you for 7,425 and 1,575 every second for 3 seconds.
When you are resurrected you do damage to any foes nearby and gain a 3 sec CC immunity. This effect can only trigger once every 75 seconds.
The best option for PvE. Well, it gives you a second life. Quite weak on PvP, but situational.
Transcendent Negation Enchantment
When receiving damage each hit stacks a 3% increase to your Damage Resistance, a 1% increase to incoming healing and a 1% increase too recovery for 9 seconds. This effect can stack a maximum of 10 times.
PvP BiS survivability option through Damage Resistance increase.
Transcendent Elven Battle Enchantment
You are 80% more resistant to slows, immobilizes, disables, and stuns. Their duration is reduced. Your stamina Regen is also increased by 30%.
PvP alternative. For those, who feels too CCd. Sacricifies Damage Resistance to decrease Control Duration vs us.
Warning: Elven Battle Enchantment is currently bugged and triples CC DoT damage in some cases.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Companions Introduction There are 5 active companion slots. One and only one of them can be also summoned.
All of those 5 companions gives their Active Bonus. We can`t have multiple same companions.
While non–summoned active companions gives us Active Bonus only,
Summoned companion also grants +15% Legendary Bonus if its quality is Legendary (level 35+).
Additionally, summoned non–augment companions uses their powers, either buffing us,
debuffing opponents, attacking enemies, healing us, tanking, controlling enemies etc.
Finally, summoned companions can give part of their ratings via Companion Influence (basic ratings only, without gear), Augmentation (100% from augment companions), Eldritch Runestone (up to 12% at T12), or Bonding Runestone (up to 65% at T10+ from non–augment companions).
Note that companion gives its owner only ratings (not statistics!), and only those "old" ratings
(no one statistic nor "new" rating is given to character) and Maximum Hit Points (MHP are granted by Augmentation, Companion Influence and Legendary Bonus only).
Also, no set bonuses works on companions, even those with "old" ratings.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Summoned companion vs Augment companion Augment companion gives 100% their ratings +15% Legendary Bonus.
Equipping Bonding Runestones, Rank 10+ into any non–augment companions, gives us stacking +65% companion ratings via Companion's Gift. Companion's Gift lasts 20s and then goes into 10s CD.
This is average:
3× 65% = 195%.
20s vs 10s CD = 66.(6)% uptime.
195% × 66.(6)% = 130% ratings.
130% +15% Legendary Bonus = 145%
This analyzed, Summoned companion gives us average 145%. Compared to augment 115%, it is 30% more ratings.
Thus, non–augment companions are absolutely better if equipped with Bonding Runestones, Rank 10+.
Besides 30% more ratings, we gain Active, Summoned companion with all its powers.
Active companion can be either tank, healer, buffer/debuffer or damage dealer.
Augment companions are the best choice for poor players and wearing any augment companion by even meh–wealthy characters is just irrational as active companions powers provides 30% companion ratings and uses active powers.
If you can`t afford three rank Rank 10+ Bonding Runestones,
buy either the best augment: Black Dragon Ioun Stone, or just a cheapier one.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Summoned companion
Level 40 Legendary Priestess of Sehanine Moonbow from Bahamut's Champion Booster Pack. Priestess of Sehanine Moonbow provides:
+20% Critical Chance for the whole party.
-40% Critical Chance for enemies.
Crowd Control with Confuse.
+300 Deflect
From hundreds of companions, Priestess of Sehanine Moonbow gives us the very most.
No one other companion gives us such a high boost and the best is that this boost is party–wide
and stacks with same buffs! This stacking means, 2 Priestess gives party–wide +40% Critical Chance and so on.
Priestess of Sehanine Moonbow powers:
Full Moon
Increases the duration of Moon Shadow and Moon Beams by 50%.
Moon Beams
Reduces Critical Chance for enemies within 20' by 1% per companion level
and increases Critical Chance for allies within 20' by 0.5% per companion level for 6 seconds.
This power activates every 6s and lasts 9s (6s + 50% from Full Moon). Priestess of Sehanine Moonbow targets foe we aggroed first and the
buff/debuff wave affects all foes/enemies in the radius of this foe.
This means, we shouln`t attack foes from afar to gain the buff and provide it to our party aswell.
Even if we miss every 2nd buff wave, we stay at 75% Moon Beams buff uptime.
Moon Beams not only gives us +20% Critical Chance, but also reduces foes Critical Chance by 40%,
providing insane good survivality boost for the whole party.
Moon Shadow
The Priestess vanishes from sight, confusing up to 5 enemies within 10' for 4 seconds.
This is a really nice Crowd Control power than complements our CC skills,
especially we don`t have a way to confuse as it is TR`s power.
Side note: Yes, Priestess of Sehanine Moonbow is a TR.
Priestess of Sehanine Moonbow Gear:
Necklace of Loyal Avenger
Ring of Loyal Avenger
Girdle of the Striker
with the following slots filled:
Offense Slot: Brutal Enchantment, Rank 12.
Defense Slot: Dark Enchantment, Rank 12.
Remember, that Maximum Hit Points gets not transfered via Companion's Gift.
Reinforce: Major Stamina Regeneration Jewel.
Remember, that neither Action Point Gain nor Stamina Regeneration gets not transfered as they are "new" ratings.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Active companions Following our main goals, we shall want a good DPS increase and control as we`re CW.
Because Legendary Bonus works on summoned companion only and Active Bonus grows up to Epic companion quality,
we shall want to keep our Active non-Summoned 4 companions at Epic quality.
There are 3 companions that provides us plain DPS or Control with the highest possible amount:
Erinyes of Belial from Scourge Warlock Booster Pack: +10% Critical Severity
Cambion Magus from Auction House: +10% Critical Severity
Cantankerous Mage from Zen Market: +25% Control Bonus
Next, quite worse candidats are:
Wild Hunt Rider from Zen Market: 5% chance for +10% Damage for 5s on encounter use.
Air Archon from Auction House or Trove of Elemental Evil: +5% Damage against targets not at full health.
Blink Dog from Tower of Celadaine: +5% Combat Advantage Damage.
Intellect Devourer from Call to Arms: Gate Crashers: +5% Combat Advantage Damage.
Dancing Blade from Wondrous Bazaar: +5% Critical Severity
Will-O'-Wisp from Zen Market: +15% Control Bonus & +25% Control Resist
Vicious Dire Wolf from Guardian of Neverwinter Pack: 5% chance to Interrupt your target.
Crab from Zen Market: 10% chance to 3s Root on damage dealt every 30s.
Cockatrice from Auction House: 10% chance for Root on damage taken for 6s (3s on PvP).
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Powers Mechanics Mechanics rules the gameplay. Understanding them is the key of mastery.
Chill
This effect is always active.
Cold based spells Chill your target, Slowing them and stacking up to 6 times.
Some Cold powers can freeze targets who are affected by max stacks, Stunning the target. Frozen targets recover sooner if they take enough damage.
Chill is the main controlling mechanic of all Control Wizard. Affecting enemy, chills it, stacking itself.
At 6 stacks, foes not immune to control, becomes Frozen, becoming completelly unable to attack.
Fast putting Chill allows to provide amazing control over weakier enemies,
allowing us to focus on more demanding enemies.
Chill, as Crowd Control Over Time, matches Master of Flame`s playstyle and plays in pair with Smolder.
Arcane Mastery
This effect is always active.
Casting Arcane based spells builds Arcane Mastery, which increases your Damage by 3% per stack, up to 5 stacks. Many of your Arcane effects gain additional power as well.
Arcane Mastery is a really easy mechanic.
Using any Skill that makes Arcane damage, adds one stack of Arcane Mastery.
Arcane Mastery stacks lasts about 3s and disappears if not refreshed by another Arcane Mastery stack.
There can be maximum of 5 stacks and each stack just increases our Damage by 3%. All stacks disappear simultaneously. Bug: Disintegrate gives no Arcane Mastery stack while should, as it deals Arcane damage.
Smolder
Many of the Master of Flame Paragon powers add Smolder to your target which deals damage over time.
If the target is affected by Chill, it gains a Rimefire aspect, allowing its duration to be refreshed by Chill effects.
Smolder is undoubtedly our main damage source.
It`s a unique mechanic, available for Master of Flame paragon only.
Smolder can be put on enemy just in a few ways, what makes Master of Flame path hard and challenging, while
keeping Smolder on enemy requires a real mastery. Not without a reason this paragon is called the Master of Flame.
Common Smolder Smolder itself as a pure fire, won`t burn for too long
and will extinguish if not kept alive, along with the hope of victory.
Unfed Smolder extinguishes after 5s.
However Smolder, in conjunction with ice imposed by another important mechanic — Chill,
gains the Rimefire aspect, creating endless Rimefire Smolder that lasts 10s if not cooled by Chill.
Rimefire Smolder Aspect
Rimefire Smolder is created in the conjuction of two mechanics: Smolder and Chill.
+ =
Rimefire Smolder replaces common Smolder in the moment, when Smolder meets the Chill.
It lasts two times longer, so 10s.
Side note: It is possible to put Smolder onto already existing Rimefire Smolder and both buffs will stack.
However once any stack of Chill is applied again, the red Smolder will disappear,
leaving Rimefire Smolder debuff only.
Rimefire Smolder will make Critical Hits only if the Chill source that activated its aspect was a Critical Hit too. Rimefire Smolder lasts as long as an affected foe is debuffed with Chill too.
In practice, that Rimefire aspect allows us to keep Smolder on enemy endless.
Side note: Any other Control Wizard that puts Chill onto enemy affected with Smolder,
will either activate the Rimefire Smolder from Smolder or upstack Rimefire Smolder.
The number of Rimefire Smolder stacks in practice is determined
by the number of Control Wizards attacking the same foe with Chill.
Having 3 Control Wizards in party in Dungeon will provide the 3 stacks of Rimefire Smolder put on enemies.
Having 10 Control Wizards on Tiamat will make 10 stacks of Rimefire Smolder onto the attacked Tiamat head.
And the best is, those Control Wizards can be either Master of Flame or Spellstorm.
Additional Rimefire Smolder stacks counts towards the Control Wizard who puts the Chill into foe, so the DPS from Rimefire Smolder counts also for Spellstorms. This only increases the Paingiver gap beetween Master of Flame and Spellstorm, but don`t care of it. Experienced Control Wizards knows that many of Spellstorm damage is made due to Master of Flame`s buffs and mechanics, so no experienced Control Wizard should ever blame you for being lower in Paingiver tab as statictics lies a bit and we know why.
This mechanics makes both Master of Flame and Spellstorm always welcome in party, especially togheter.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Class Features Class Feautures provides us the biggest source of power.
Chilling Presence Chilling Presence adds +8% Damage per stack of Chill. Double vs Frozen foes.
Artifact Class Feature adds additional +0.5% Damage per stack of Chill.
Artifact Class Feature set to Chilling Presence is the best option for Master of Flame.
Chilling Presence with active Artifact Class Feature adds +51% damage vs bosses (6 stacks of Chill)
and +102% damage vs Frozen enemies (non control–immune). This is way best Class Feature for Master of Flame.
Swath of Destruction
Increases Smolder damage, and targets affected by Smolder take slightly more damage.
Swath of Destruction adds +20% Damage vs enemies affected
with Smolder and increases Smolder damage by +60%.
This buff increases Damage for everybody who attacks Smolder debuffed enemy.
Thus, we increase damage by 20% for the whole party (in dungeons) or all allies (like for the whole 25 players in Tiamat).
Swath of Destruction is doubtless the best what we can give for our party and all our allies.
Everybody will be thankful for a +20% Damage.
Side note: Many unexperienced, weak Master of Flames chooses Critical Conflagration instead.
They think they have to use it, because can`t put Smolder effectively in any possible other way.
Nothing matches newbie Master of Flame more than unability to put and keep Smolder.
And why we don`t take Critical Conflagration neither way? It adds +20% Critical Severity. Only!
This means, we gain +20% more Damage only if we Critical Hit, we loose +60% Smolder damage and,
the most important, this buff does not affect our allies. Avoid it!
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Encounters (AoE PvE) Encounters are mostly used Control Wizard powers.
Unlike other classes, Control Wizards have 4 Encounters and the Tabbed one Encounter gains special ability.
Tabbed Fanning the Flame
Benefits from Arcane Mastery.
You envelop your target in flame dealing damage over time. While burning, your target attracts flame from nearby targets who are affected by Smolder, causing the target to take additional damage. If those Smolder targets are killed, they deal an additional burst of damage to the Fanning the Flame target.
Spell Mastery: Now also deals reduced damage to enemies near your target, and adds Smolder to them.
Fanning the Flame is our the most powerful encounter, that deals damage and puts Smolder on enemies.
Fanning the Flame perfectly supplements Smolder, providing a huge damage, balancing its distribution.
Damage that comes from tabbed Fanning the Flame comes from many coexisting and complementing attacks this powerful encounter. We put Fanning the Flame on the chosen, most powerful, single enemy.
It instantly takes a lot of Fire Damage and gains Smolder debuff.
Every second, Fanning the Flame will also deal additional Fire Damage.
Main damage takes the main target as a Fire DoT.
Gathering Flame: Near enemies takes additional Fire Damage
from the main target every DoT tick and becomes Smoldered.
Fanned Flame: Main target takes additional Fire Damage
from every near enemy affected with Smolder every DoT tick.
Final Flame: Smolder affected enemies, in the moment of a death,
deals AoE Fire Damage every near, still alive enemies.
Tabbed Fanning the Flame attacks its main target and all near enemies, and the more enemies around,
the more damage takes the main target. Additional, everybody takes affected with Smolder.
The biggest effectiveness provides putting Fanning the Flame
on the durable enemy surrounded by the less durable enemies.
Side note: Common Control Wizard practice is to use tabbed Conduit of Ice instead.
This practice is justified in the case of Spellstorm, but Master of Flame
have a much more powerful encounter — Fanning the Flame.
Conduit of Ice deals significantly less damage than Fanning the Flame,
even taking into account +30% Conduit of Ice damage at 6 stacks of Chill.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Tabbed Fanning the Flame usage
When we find a group of enemies,
We always target the most durable one.
It instantly takes a lot of Fire Damage and gains Smolder debuff.
Gathering Flame: Near enemies takes additional Fire Damage from the main target…
Gathering Flame: … and becomes Smoldered.
Every second (DoT tick): Gathering Flame: Near enemies takes additional Fire Damage from the main target. Fanned Flame: Main target takes additional Fire Damage from every near enemy affected with Smolder.
Finally: Final Flame: Smolder affected enemies, in the moment of a death,
deals AoE Fire Damage every near, still alive enemies.
And this is how to properly use Fanning the Flame.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Shard of the Endless Avalanche
You conjure a boulder from the Elemental Chaos, and then use the followup power to hurl the boulder though your enemies, Knocking them Prone. Standing near the boulder will slowly build Arcane Mastery stacks.
Eventually after being created, shortly after being hurled, or after impacting two enemies, the boulder will shatter, dealing more damage than normal and Knocking back nearby enemies, leaving them Prone.
Spell Mastery: The Shard can now be dropped at target location, and will knock Prone targets it lands on. Once summoned, instead of pushing away from you, you can now propel it towards a target location.
Shard of the Endless Avalanche is a way good,
but underappreciated Crowd Control power that deals fair good damage aswell.
Also, Shard of the Endless Avalanche builds Arcane Mastery that futher increases our damage dealt.
First Arcane Mastery stack is granted immediatelly on Shard of the Endless Avalanche cast.
Next Arcane Mastery stacks are granted every 4s before Push.
Push
PushKnocks enemies on hit, dealing a high AoE damage, finally leaving them Prone for about 4s.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Steal Time
Steal time from enemies around you, Slowing them, and then shattering the collected time to Stun them based on how much was stolen.
The Stun and Slow are further increased based on Arcane Mastery stacks.
Spell Mastery: You and allies near you receive Combat Advantage and a Run Speed buff based on how much time was stolen, and your stacks of Arcane Mastery.
Steal Time is a BiS Encounter, multiproccing Slow,
a huge AoE damage with its all related passives,
finally Stunning all enemies around.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Icy Terrain
Freeze the ground around you, briefly immobilizing targets hit by the initial freeze, then adding Chill to enemies while they remain on the ice. Foes who reach 6 Chill Stacks will Freeze.
Spell Mastery: Can now cast at target location.
Icy Terrain is our main source of Chill.
This AoE DoT initially Immobilize foes, then adds one stack of Chill
togheter with dealing a small amount of damage every second.
Icy Terrain has lower Recast Time than existing duration.
This lets us to keep the Icy Terrain non–stop on the ground.
Finally, a conjuction with Icy Veins provides a fair often Freeze and thus,
thanks to the Chilling Presence and Bitter Cold, a +107% damage increase,
and keeps the Rimefire Smolder constantly refreshed, providing additional,
allies–wide +20% damage boost from Swath of Destruction.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Encounters (PvP) In PvP, the most important is to survive. Death mage is a useless mage. Then, we shall want to deal damage.
The task is simple: Debuff as much as possible in the possible lower time, breaking any shields, then finally deal the biggest possible damage. Repeat until kill.
Shield Pulse
Form a persistent shield that is diminished by incoming damage. Shield absorbs a large amount of damage if not diminished, and recovers if undamaged for 6 seconds.
Can be recast to pulse the shield outwards, damaging and Pushing enemies away from you, but removing the shield's protection.
Push and cooldown improved based on stacks of Arcane Mastery.
Spell Mastery: Shield absorbs an even larger amount when not diminished at all and diminishes more slowly. In addition, the pulse will Push enemies further away from you. While Shield is active from Spell Mastery it also grants you 5% Control Resistance.
Shield provides a huge Survivality boost.
Side note: Unlike most Class Feautures, Shield is slotted into Encounter slot.
Thus, while in Encounter slot, it is our 3rd Class Feauture.
Shield provides +30% Damage Resistance through its Class Feauture passive power per shield stack.
There are a maximum of 3 shield stacks, that unlike calculated 90% Damage Resistance,
provides only 80% Damage Resistance, because Damage Resistance is hard capped at 80%.
Thus, 3 stacks of shields provides 80% Damage Resistance, 2 stacks: +60% Damage Resistance
and one stack: +30% Damage Resistance.
After taking damage, one stack of Shield is taken and will return after 6s if we are undamged during this time.
The last stack of Shield cannot be taken out.
In practice, we fight with the only one stack as just two hits takes off our other Shield stacks.
What gives us putting Shield into Spell Mastery?
30% Control Resistance per stack and additional, third stack of Shield. Meh.
Why we use it tabbed then? Because while tabbing it gives us some benefit, tabbing neither Disintegrate, Icy Terrain,
nor Fanning the Flame gives us no benefit in PvP, and in the two last cases, it makes those skills even worse.
Tabbed Shield
Pulse the shield outward, damaging and Pushing enemies away from you, but removing the shields protection, requiring it to be recast.
Spell Mastery: Will Push enemies father away from you.
Shield Pulse pushes enemies, dealing small amount of damage, but completelly removes Shield and its all related buffs. Thus, Shield Pulse is very situational, and almost never a good option to use in any case, even near death ones.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Fourth Encounter can be either Fanning the Flame as it deals a lot of damage,
or a control encounter, either Repel or Entangling Force.
Repel has lower Casting Time and can be useful vs CW and especially HR. Entangling Force controls for a bit longer and perfectly matches "Icy Meta" playstyle.
In the case of Entangling Force, you can swap Entangling Force with tabbed Shield
as tabbed Entangling Force will provide a longer control and provide additional Arcane Mastery stacks.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Encounters (PvE Single Target) On Single Target (especially alone bosses),
we shall focus to dealing as high damage as possible with Single Target encounters.
Tabbed Icy Rays
Blasts one or two targets with icy beams, briefly Immobilizing them and adding Chill.
The first cast of this spell puts a rune mark over your target. The second cast will fire at both the rune marked target, and your current target. Spell effectiveness is increased if both beams are fired at one target.
Spell Mastery: Deals 50% more Damage, Immobilizes for an additional half second, and adds an extra stack of Chill.
Icy Rays is very effective, undodgable encounter, especially tabbed — deals 50% more Damage.
Side note: Unlike most At–Wills, Icy Rays is slotted into Encounter slot. Thus, while in Encounter slot,
it is our 3rd At–Will and does not procs any encounter–related passives.
Icy Rays needs to be casted twice, as first cast marks enemy and second send the Icy Rays to attack it.
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited August 2015
Ray of Enfeeblement
Over several seconds, deal damage to your enemy while decreasing their damage and Mitigation. Debuff duration increased based on stacks of Arcane Mastery.
Spell Mastery: Gains an additional charge, and if recast on the same target twice, will double the effectiveness of the debuffs.
Ray of Enfeeblement deals a fair, DoT damage. decreasing foe`s Damage and Mitigation by 10%,
providing fair Survivality boost and helping weakier allies with undercapped Armor Penetration.
Rest PvE Single Target Encounters The place of honor takes Disintegrate.
4th slot takes doubtless powerful Fanning the Flame.
Comments
One Tenebrous Enchantment, Rank 12: When striking a foe you have
a chance to deal 5% of your current Hit Points in Necrotic damage.
Tenebrous deals a really high amount of Necrotic damage, usually comes when we are at full HP because of CD mechanic.
It is a quite better than any other Offense Enchantments, unfortunatelly, doesn`t stacks. Thus, we equip only one.
Rest: Brutal Enchantment, Rank 12: +420 Power and Critical Strike.
While single rating enchantments gives 700 at T12, multiple rating enchantments gives a summary of 840 at T12. This is 20% more. We choose Power + Crit, because both of those ratings are increased by 3% from MAD or Dragonborn racial trait. Also, 20% difference from multi–rating enchantment beats 13% from Power formula over other "old" ratings formula.
Master of Flame Renegade guide: Burn with me!
One Tranquil Enchantment, Rank 12: When you are struck by an attack you have a chance to gain 2,565 hit points.
Tranquil heals really often (struc occurs on any CC so often enough to beat CD), providing best survivality boost.
Unfrortunatelly, like Tenebrous, Tranquils does not stacks, so we equip only one.
Rest: See Maximum Hitpoints and depending on your healing and DPS, choose either:
- Savage Enchantment, Rank 12
- Dark Enchantment, Rank 12
- Radiant Enchantment, Rank 12
Usually, Savage Enchantment, Rank 12 are the best choice because of 20% bonus.Master of Flame Renegade guide: Burn with me!
Dark Enchantment, Rank 12 are the very best as are the only Enchantments that involves gameplay itself.
However, if you are meh geared, you will propably get some additional drop (over Glory, Gold or XP).
There are 4 different Enchantments that gives you additional drop:
- Dragon's Hoard Enchantment, Rank 12: 5% chance for a refining stone.
- Fey Blessing Enchantment, Rank 12: 5% chance for an enchantment.
- Tymora's Lucky Enchantment, Rank 12: 6% chance for Hidden Pouch drop.
- Salvage Enchantment, Rank 7: 3% chance for a bag of salvage.
I strongly recommend to use all of them until you decide that you don`t need some of them.Dragon's Hoard Enchantment, Rank 12 gives a few Refining Stones (for artifact gear).
Autodrops. Has iCD and daily limit.
Fey Blessing Enchantment, Rank 12 provides enchantments rank 5 (for artifacts, enchantments and runestones).
Autodrops. Has iCD, but no daily limit.
Tymora's Lucky Enchantment, Rank 12 provides account bound pearls and peridots, a lot of gold, directly, or through treasures. Stacks to 100. Has no iCD nor limit.
Salvage Enchantment, Rank 12 provides unbound Refining Stones, Injury Kits, Potions and Profession resources.
Stacks to 999. Has no iCD nor limit.
Master of Flame Renegade guide: Burn with me!
Master of Flame Renegade guide: Burn with me!
This enchantment provides the very highest DPS boost, especially on PvE.
Alternative choice. Provides +54% damage on AoE, but only +18% on Single Target.
Quite better on AoE PvE and much worse on Single Target, especially on bosses where a high DPS is most important.
On PvP debuffs foe with a -18% damage, and because of Critical Strike Resistance, may result similiar than Vorpal enchantment. Some people says it`s better, some Vorpal is better. Well, they are just different.
Master of Flame Renegade guide: Burn with me!
The best option for PvE. Well, it gives you a second life. Quite weak on PvP, but situational.
PvP BiS survivability option through Damage Resistance increase.
PvP alternative. For those, who feels too CCd. Sacricifies Damage Resistance to decrease Control Duration vs us.
Warning: Elven Battle Enchantment is currently bugged and triples CC DoT damage in some cases.
Master of Flame Renegade guide: Burn with me!
Master of Flame Renegade guide: Burn with me!
Master of Flame Renegade guide: Burn with me!
Introduction
There are 5 active companion slots. One and only one of them can be also summoned.
All of those 5 companions gives their Active Bonus. We can`t have multiple same companions.
While non–summoned active companions gives us Active Bonus only,
Summoned companion also grants +15% Legendary Bonus if its quality is Legendary (level 35+).
Additionally, summoned non–augment companions uses their powers, either buffing us,
debuffing opponents, attacking enemies, healing us, tanking, controlling enemies etc.
Finally, summoned companions can give part of their ratings via Companion Influence (basic ratings only, without gear), Augmentation (100% from augment companions), Eldritch Runestone (up to 12% at T12), or Bonding Runestone (up to 65% at T10+ from non–augment companions).
Note that companion gives its owner only ratings (not statistics!), and only those "old" ratings
(no one statistic nor "new" rating is given to character) and Maximum Hit Points (MHP are granted by Augmentation, Companion Influence and Legendary Bonus only).
Also, no set bonuses works on companions, even those with "old" ratings.
Master of Flame Renegade guide: Burn with me!
Augment companion gives 100% their ratings +15% Legendary Bonus.
Equipping Bonding Runestones, Rank 10+ into any non–augment companions, gives us stacking
+65% companion ratings via Companion's Gift. Companion's Gift lasts 20s and then goes into 10s CD.
This is average:
3× 65% = 195%.
20s vs 10s CD = 66.(6)% uptime.
195% × 66.(6)% = 130% ratings.
130% +15% Legendary Bonus = 145%
This analyzed, Summoned companion gives us average 145%. Compared to augment 115%, it is 30% more ratings.
Thus, non–augment companions are absolutely better if equipped with Bonding Runestones, Rank 10+.
Besides 30% more ratings, we gain Active, Summoned companion with all its powers.
Active companion can be either tank, healer, buffer/debuffer or damage dealer.
Augment companions are the best choice for poor players and wearing any augment companion by even meh–wealthy characters is just irrational as active companions powers provides 30% companion ratings and uses active powers.
If you can`t afford three rank Rank 10+ Bonding Runestones,
buy either the best augment: Black Dragon Ioun Stone, or just a cheapier one.
Master of Flame Renegade guide: Burn with me!
Level 40 Legendary Priestess of Sehanine Moonbow from Bahamut's Champion Booster Pack.
Priestess of Sehanine Moonbow provides:
From hundreds of companions, Priestess of Sehanine Moonbow gives us the very most.
No one other companion gives us such a high boost and the best is that this boost is party–wide
and stacks with same buffs! This stacking means, 2 Priestess gives party–wide +40% Critical Chance and so on.
Priestess of Sehanine Moonbow powers:
This power activates every 6s and lasts 9s (6s + 50% from Full Moon).
Priestess of Sehanine Moonbow targets foe we aggroed first and the
buff/debuff wave affects all foes/enemies in the radius of this foe.
This means, we shouln`t attack foes from afar to gain the buff and provide it to our party aswell.
Even if we miss every 2nd buff wave, we stay at 75% Moon Beams buff uptime.
Moon Beams not only gives us +20% Critical Chance, but also reduces foes Critical Chance by 40%,
providing insane good survivality boost for the whole party.
This is a really nice Crowd Control power than complements our CC skills,
especially we don`t have a way to confuse as it is TR`s power.
Side note: Yes, Priestess of Sehanine Moonbow is a TR.
Priestess of Sehanine Moonbow Gear:
- Necklace of Loyal Avenger
- Ring of Loyal Avenger
- Girdle of the Striker
with the following slots filled:Remember, that Maximum Hit Points gets not transfered via Companion's Gift.
Remember, that neither Action Point Gain nor Stamina Regeneration gets not transfered as they are "new" ratings.
Master of Flame Renegade guide: Burn with me!
Following our main goals, we shall want a good DPS increase and control as we`re CW.
Because Legendary Bonus works on summoned companion only and Active Bonus grows up to Epic companion quality,
we shall want to keep our Active non-Summoned 4 companions at Epic quality.
There are 3 companions that provides us plain DPS or Control with the highest possible amount:
Next, quite worse candidats are:
Master of Flame Renegade guide: Burn with me!
Master of Flame Renegade guide: Burn with me!
Master of Flame Renegade guide: Burn with me!
Mechanics
Mechanics rules the gameplay. Understanding them is the key of mastery.
Chill Chill is the main controlling mechanic of all Control Wizard. Affecting enemy, chills it, stacking itself.
At 6 stacks, foes not immune to control, becomes Frozen, becoming completelly unable to attack.
Fast putting Chill allows to provide amazing control over weakier enemies,
allowing us to focus on more demanding enemies.
Chill, as Crowd Control Over Time, matches Master of Flame`s playstyle and plays in pair with Smolder.
Arcane Mastery Arcane Mastery is a really easy mechanic.
Using any Skill that makes Arcane damage, adds one stack of Arcane Mastery.
Arcane Mastery stacks lasts about 3s and disappears if not refreshed by another Arcane Mastery stack.
There can be maximum of 5 stacks and each stack just increases our Damage by 3%. All stacks disappear simultaneously.
Bug: Disintegrate gives no Arcane Mastery stack while should, as it deals Arcane damage.
Smolder
Smolder is undoubtedly our main damage source.
It`s a unique mechanic, available for Master of Flame paragon only.
Smolder can be put on enemy just in a few ways, what makes Master of Flame path hard and challenging, while
keeping Smolder on enemy requires a real mastery. Not without a reason this paragon is called the Master of Flame.
Common Smolder
Smolder itself as a pure fire, won`t burn for too long
and will extinguish if not kept alive, along with the hope of victory.
Unfed Smolder extinguishes after 5s.
However Smolder, in conjunction with ice imposed by another important mechanic — Chill,
gains the Rimefire aspect, creating endless Rimefire Smolder that lasts 10s if not cooled by Chill.
Rimefire Smolder Aspect
Rimefire Smolder is created in the conjuction of two mechanics: Smolder and Chill.
+ =
Rimefire Smolder replaces common Smolder in the moment, when Smolder meets the Chill.
It lasts two times longer, so 10s.
Side note: It is possible to put Smolder onto already existing Rimefire Smolder and both buffs will stack.
However once any stack of Chill is applied again, the red Smolder will disappear,
leaving Rimefire Smolder debuff only.
Rimefire Smolder will make Critical Hits only if the Chill source that activated its aspect was a Critical Hit too.
Rimefire Smolder lasts as long as an affected foe is debuffed with Chill too.
In practice, that Rimefire aspect allows us to keep Smolder on enemy endless.
Side note: Any other Control Wizard that puts Chill onto enemy affected with Smolder,
will either activate the Rimefire Smolder from Smolder or upstack Rimefire Smolder.
The number of Rimefire Smolder stacks in practice is determined
by the number of Control Wizards attacking the same foe with Chill.
Having 3 Control Wizards in party in Dungeon will provide the 3 stacks of Rimefire Smolder put on enemies.
Having 10 Control Wizards on Tiamat will make 10 stacks of Rimefire Smolder onto the attacked Tiamat head.
And the best is, those Control Wizards can be either Master of Flame or Spellstorm.
Additional Rimefire Smolder stacks counts towards the Control Wizard who puts the Chill into foe, so the DPS from Rimefire Smolder counts also for Spellstorms. This only increases the Paingiver gap beetween Master of Flame and Spellstorm, but don`t care of it. Experienced Control Wizards knows that many of Spellstorm damage is made due to Master of Flame`s buffs and mechanics, so no experienced Control Wizard should ever blame you for being lower in Paingiver tab as statictics lies a bit and we know why.
This mechanics makes both Master of Flame and Spellstorm always welcome in party, especially togheter.
Master of Flame Renegade guide: Burn with me!
Class Feautures provides us the biggest source of power.
Chilling Presence
Chilling Presence adds +8% Damage per stack of Chill. Double vs Frozen foes.
Artifact Class Feature adds additional +0.5% Damage per stack of Chill.
Artifact Class Feature set to Chilling Presence is the best option for Master of Flame.
Chilling Presence with active Artifact Class Feature adds +51% damage vs bosses (6 stacks of Chill)
and +102% damage vs Frozen enemies (non control–immune). This is way best Class Feature for Master of Flame.
Swath of Destruction Swath of Destruction adds +20% Damage vs enemies affected
with Smolder and increases Smolder damage by +60%.
This buff increases Damage for everybody who attacks Smolder debuffed enemy.
Thus, we increase damage by 20% for the whole party (in dungeons) or all allies (like for the whole 25 players in Tiamat).
Swath of Destruction is doubtless the best what we can give for our party and all our allies.
Everybody will be thankful for a +20% Damage.
Side note: Many unexperienced, weak Master of Flames chooses Critical Conflagration instead.
They think they have to use it, because can`t put Smolder effectively in any possible other way.
Nothing matches newbie Master of Flame more than unability to put and keep Smolder.
And why we don`t take Critical Conflagration neither way? It adds +20% Critical Severity. Only!
This means, we gain +20% more Damage only if we Critical Hit, we loose +60% Smolder damage and,
the most important, this buff does not affect our allies. Avoid it!
Master of Flame Renegade guide: Burn with me!
Master of Flame Renegade guide: Burn with me!
Encounters are mostly used Control Wizard powers.
Unlike other classes, Control Wizards have 4 Encounters and the Tabbed one Encounter gains special ability.
Tabbed Fanning the Flame Fanning the Flame is our the most powerful encounter, that deals damage and puts Smolder on enemies.
Fanning the Flame perfectly supplements Smolder, providing a huge damage, balancing its distribution.
Damage that comes from tabbed Fanning the Flame comes from many coexisting and complementing attacks this powerful encounter. We put Fanning the Flame on the chosen, most powerful, single enemy.
It instantly takes a lot of Fire Damage and gains Smolder debuff.
Every second, Fanning the Flame will also deal additional Fire Damage.
Main damage takes the main target as a Fire DoT.
- Gathering Flame: Near enemies takes additional Fire Damage
- Fanned Flame: Main target takes additional Fire Damage
- Final Flame: Smolder affected enemies, in the moment of a death,
- deals AoE Fire Damage every near, still alive enemies.
Tabbed Fanning the Flame attacks its main target and all near enemies, and the more enemies around,from the main target every DoT tick and becomes Smoldered.
from every near enemy affected with Smolder every DoT tick.
the more damage takes the main target. Additional, everybody takes affected with Smolder.
The biggest effectiveness provides putting Fanning the Flame
on the durable enemy surrounded by the less durable enemies.
Side note: Common Control Wizard practice is to use tabbed Conduit of Ice instead.
This practice is justified in the case of Spellstorm, but Master of Flame
have a much more powerful encounter — Fanning the Flame.
Conduit of Ice deals significantly less damage than Fanning the Flame,
even taking into account +30% Conduit of Ice damage at 6 stacks of Chill.
Master of Flame Renegade guide: Burn with me!
When we find a group of enemies,
We always target the most durable one.
It instantly takes a lot of Fire Damage and gains Smolder debuff.
Gathering Flame: Near enemies takes additional Fire Damage from the main target…
Gathering Flame: … and becomes Smoldered.
Every second (DoT tick):
Gathering Flame: Near enemies takes additional Fire Damage from the main target.
Fanned Flame: Main target takes additional Fire Damage from every near enemy affected with Smolder.
Finally:
Final Flame: Smolder affected enemies, in the moment of a death,
deals AoE Fire Damage every near, still alive enemies.
And this is how to properly use Fanning the Flame.
Master of Flame Renegade guide: Burn with me!
Shard of the Endless Avalanche
Shard of the Endless Avalanche is a way good,
but underappreciated Crowd Control power that deals fair good damage aswell.
Also, Shard of the Endless Avalanche builds Arcane Mastery that futher increases our damage dealt.
First Arcane Mastery stack is granted immediatelly on Shard of the Endless Avalanche cast.
Next Arcane Mastery stacks are granted every 4s before Push.
Push
Push Knocks enemies on hit, dealing a high AoE damage, finally leaving them Prone for about 4s.
Master of Flame Renegade guide: Burn with me!
Steal Time
Steal Time is a BiS Encounter, multiproccing Slow,
a huge AoE damage with its all related passives,
finally Stunning all enemies around.
Master of Flame Renegade guide: Burn with me!
Icy Terrain
Icy Terrain is our main source of Chill.
This AoE DoT initially Immobilize foes, then adds one stack of Chill
togheter with dealing a small amount of damage every second.
Icy Terrain has lower Recast Time than existing duration.
This lets us to keep the Icy Terrain non–stop on the ground.
Finally, a conjuction with Icy Veins provides a fair often Freeze and thus,
thanks to the Chilling Presence and Bitter Cold, a +107% damage increase,
and keeps the Rimefire Smolder constantly refreshed, providing additional,
allies–wide +20% damage boost from Swath of Destruction.
Master of Flame Renegade guide: Burn with me!
Master of Flame Renegade guide: Burn with me!
In PvP, the most important is to survive. Death mage is a useless mage. Then, we shall want to deal damage.
The task is simple: Debuff as much as possible in the possible lower time, breaking any shields, then finally deal the biggest possible damage. Repeat until kill.
Shield Pulse Shield provides a huge Survivality boost.
Side note: Unlike most Class Feautures, Shield is slotted into Encounter slot.
Thus, while in Encounter slot, it is our 3rd Class Feauture.
Shield provides +30% Damage Resistance through its Class Feauture passive power per shield stack.
There are a maximum of 3 shield stacks, that unlike calculated 90% Damage Resistance,
provides only 80% Damage Resistance, because Damage Resistance is hard capped at 80%.
Thus, 3 stacks of shields provides 80% Damage Resistance, 2 stacks: +60% Damage Resistance
and one stack: +30% Damage Resistance.
After taking damage, one stack of Shield is taken and will return after 6s if we are undamged during this time.
The last stack of Shield cannot be taken out.
In practice, we fight with the only one stack as just two hits takes off our other Shield stacks.
What gives us putting Shield into Spell Mastery?
30% Control Resistance per stack and additional, third stack of Shield. Meh.
Why we use it tabbed then? Because while tabbing it gives us some benefit, tabbing neither Disintegrate, Icy Terrain,
nor Fanning the Flame gives us no benefit in PvP, and in the two last cases, it makes those skills even worse.
Tabbed Shield Shield Pulse pushes enemies, dealing small amount of damage, but completelly removes Shield and its all related buffs. Thus, Shield Pulse is very situational, and almost never a good option to use in any case, even near death ones.
Master of Flame Renegade guide: Burn with me!
Disintegrate Disintegrate is a BiS Encounter that deals insane high damage to a
Single Target enemy with an extraordinarily low Cooldown equal to about 5s.
Rest PvP Encounters
I strongly recommend you using "Icy Meta": Icy Terrain + Icy Veins.
Master of Flame Renegade guide: Burn with me!
or a control encounter, either Repel or Entangling Force.
Repel has lower Casting Time and can be useful vs CW and especially HR.
Entangling Force controls for a bit longer and perfectly matches "Icy Meta" playstyle.
In the case of Entangling Force, you can swap Entangling Force with tabbed Shield
as tabbed Entangling Force will provide a longer control and provide additional Arcane Mastery stacks.
Master of Flame Renegade guide: Burn with me!
Master of Flame Renegade guide: Burn with me!
On Single Target (especially alone bosses),
we shall focus to dealing as high damage as possible with Single Target encounters.
Tabbed Icy Rays Icy Rays is very effective, undodgable encounter, especially tabbed — deals 50% more Damage.
Side note: Unlike most At–Wills, Icy Rays is slotted into Encounter slot. Thus, while in Encounter slot,
it is our 3rd At–Will and does not procs any encounter–related passives.
Icy Rays needs to be casted twice, as first cast marks enemy and second send the Icy Rays to attack it.
Master of Flame Renegade guide: Burn with me!
Ray of Enfeeblement
Ray of Enfeeblement deals a fair, DoT damage. decreasing foe`s Damage and Mitigation by 10%,
providing fair Survivality boost and helping weakier allies with undercapped Armor Penetration.
Rest PvE Single Target Encounters
The place of honor takes Disintegrate.
4th slot takes doubtless powerful Fanning the Flame.
Master of Flame Renegade guide: Burn with me!
Master of Flame Renegade guide: Burn with me!