I have almost 0 experience with Wizards, so I don't have much of an opinion on the matter, but I shall still pose the question:
How should Wizards work in PvP?
Obviously Control Wizards are all about Crowd Control, lots of ice spells to slow and immobilize, I've seen one or two wind/tornado powers that I think have a DoT and a slow effect? Perhaps some damage debuffs? Additionally CW's have some awesome single-target and AoE damage. Should your focus of damage vs. CC be based on feat selection? How about single-target vs. AoE? How big a difference in playstyle should your feat choices make?
What are your thoughts, oh wise sages?
**Note that I'm asking how should this class play, not so much how do they work as of BW3. I'm interested in theory-crafting, not numbers/ratio quoting.
Ok, my feeling so far. Powerful characters and better players can think different.
Position
I try to stay away from melee range. If possible my CW will be behind the melee classes and close to a healer. I follow guardians and GWF, clerics and other wizards are secondary options.
Control
I use my CCspells not for attacking an isolated target far away, but for those enemies who are in melee with my allies so they got some seconds of free hits. This means my spell are good for their dps, the dps my allies do and the damage they are not taking.
Defensive CC has priority for me, i want to create a zone that is problematic for the other team to enter. If the healer is attacked supress the enemy is priority.
Ofensive tactics
I try to do some dps from behind. Something i like is stay out of range, teleport forward, use a daily (and teleport backward if i needed). I do it when i think a surprise attack could be useful, and very often to interrupt other CW.
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tyler23434Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited April 2013
Stand behind the node and use force push to keep people away from the node. Try knocking people off ledges to keep the time it takes to get back to you at the max possible. The PvP in this game so far is just a king of the hill situation so anything you can do to delay caping of nodes while your team holds 2/3 will give you a victory.
Comments
Position
I try to stay away from melee range. If possible my CW will be behind the melee classes and close to a healer. I follow guardians and GWF, clerics and other wizards are secondary options.
Control
I use my CCspells not for attacking an isolated target far away, but for those enemies who are in melee with my allies so they got some seconds of free hits. This means my spell are good for their dps, the dps my allies do and the damage they are not taking.
Defensive CC has priority for me, i want to create a zone that is problematic for the other team to enter. If the healer is attacked supress the enemy is priority.
Ofensive tactics
I try to do some dps from behind. Something i like is stay out of range, teleport forward, use a daily (and teleport backward if i needed). I do it when i think a surprise attack could be useful, and very often to interrupt other CW.