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Control Wizard PvE videos.

hearsticlesicushearsticlesicus Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 26 Arc User
edited May 2013 in The Library
Trying to help a Control Wizard in my guild perform better in PvE.

I'm having a hard time finding any videos where you get a good look at a CW's rotation and whatnot.

Any videos meeting the criteria would help. Preferably for Renegade spec.

Cheers.
Post edited by hearsticlesicus on

Comments

  • froztechofroztecho Member Posts: 2 Arc User
    edited May 2013
    Sorry, don't have any videos, but with my limited knowledge of Cw's(I'm like level 43) and endgame I'll toss out my take on CW's.

    Boss fights or any fights in general with adds that can have aoe:
    Spell Mastery-Chill Strike(May want to swap with Ray of Enfeeblement but, that's a group issue, if you have an extra mage, then just have one of each)
    Encounters- Entangling Force, Conduit of Ice, Ray of Enfeeblement
    At Wills:Magic Missles
    Daily:Arcane Singularity and Ice Knife

    Basically, Only use Ray of Enfeeblement and arcane missiles on the Boss, save CC's for adds and only use CC's on adds.
    Use Arcane Singularity whenever ads spawn, if their arent any ads, then wait till their are, using Ice knife when ads are involved in a fight will just waste damage and make it a pain when you really need to kill the ads asap anyways. Also save conduit of ice till the ads have been brought within a close distance to eachother, preferably, immediatly after you cast arcane singularity.

    If the Boss is a single target tank and spank(if their are even any fight like this??):
    Spell Mastery-Ray of Enfeeblement
    Encounters- Entangling Force, Chill Strike, Conduit of Ice
    At Wills:Magic Missles
    Use Ray of Enfeeblement on CD and just spam arcane missles and Use Ice Knife whenever possible when Ray of Enfeeblement is on the Boss.

    This is just how I've been doing dungeons so far up to 40 and it seems quite nice, I'm not sure how the skills past 40 are, but this should be general enough that you can deviate a bit.
    The only problem I have had in any dungeon was the freaking Dragon fight in some dungeon at level 31 where I couldn't shift out of the red knockups in time when I que'd up my encounters, but it ended up working out, I think rooting myself to the ground is an issue I'll just have to figure out.
    Hope this was somewhat helpful.
    Edit: Renegade Feats
  • itsafactitsafact Member Posts: 10 Arc User
    edited May 2013
    froztecho wrote: »
    Sorry, don't have any videos, but with my limited knowledge of Cw's(I'm like level 43) and endgame I'll toss out my take on CW's.

    Boss fights or any fights in general with adds that can have aoe:
    Spell Mastery-Chill Strike(May want to swap with Ray of Enfeeblement but, that's a group issue, if you have an extra mage, then just have one of each)
    Encounters- Entangling Force, Conduit of Ice, Ray of Enfeeblement
    At Wills:Magic Missles
    Daily:Arcane Singularity and Ice Knife

    Basically, Only use Ray of Enfeeblement and arcane missiles on the Boss, save CC's for adds and only use CC's on adds.
    Use Arcane Singularity whenever ads spawn, if their arent any ads, then wait till their are, using Ice knife when ads are involved in a fight will just waste damage and make it a pain when you really need to kill the ads asap anyways. Also save conduit of ice till the ads have been brought within a close distance to eachother, preferably, immediatly after you cast arcane singularity.

    If the Boss is a single target tank and spank(if their are even any fight like this??):
    Spell Mastery-Ray of Enfeeblement
    Encounters- Entangling Force, Chill Strike, Conduit of Ice
    At Wills:Magic Missles
    Use Ray of Enfeeblement on CD and just spam arcane missles and Use Ice Knife whenever possible when Ray of Enfeeblement is on the Boss.

    This is just how I've been doing dungeons so far up to 40 and it seems quite nice, I'm not sure how the skills past 40 are, but this should be general enough that you can deviate a bit.
    The only problem I have had in any dungeon was the freaking Dragon fight in some dungeon at level 31 where I couldn't shift out of the red knockups in time when I que'd up my encounters, but it ended up working out, I think rooting myself to the ground is an issue I'll just have to figure out.
    Hope this was somewhat helpful.

    Sounds good. Would you mind sharing more information? Like, which paragon path to go for this kind of build?
  • temporaryd00dtemporaryd00d Member Posts: 17 Arc User
    edited May 2013
    itsafact wrote: »
    Sounds good. Would you mind sharing more information? Like, which paragon path to go for this kind of build?

    Apparently more stuff from Thurmamage tree is broken than Renegade, so I'm going Renegade.
  • violated87violated87 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    Much of the CW class right now is about navigating around bugs, and I'm sorry to say that much of the information provided by froztecho is poor, often due to these bugs. The at wills and Dailies are fine, but I'd also suggest picking up Storm Pillar as your other at will just for flexibility and the option to pick up the Destructive Wizardry feat that gives a 10% damage bonus. If you don't have Destructive Wizardry, then just run Ray of Frost for emergencies.

    As for encounters:

    Tab Chill Strike, Steal Time, and Ray of Enfeeblement are staples for a Renegade spec - I almost never take these off my bar in PVE. The 4th encounter is usually Conduit of Ice or Shield depending on the group and dungeon I am running. Conduit if I am running with GWFs and GFs who want everything to stay grouped up - or if fighting small groups of mobs (less than 8 at a time). If running with TRs and other CWs or against large groups of adds I swap in shield. TRs can focus on big adds and I can shield push for large AP gains to repeatedly use Arcane Singularity.

    Entangling Force is another solid option depending on the group. I don't use it often, but it's a good option if you are dealing with 1 or 2 adds at a time by yourself while the rogues focus on the boss, particularly if you aren't running double Cleric groups and mobs are hitting you with melee attacks for 3-5k. The reason this isn't a staple though, is because of a bug(?) where it won't deal damage to anything that is immune to it's CC - i.e. bosses and some of the larger elite adds. In other words, if you don't have a reason to use the extra single target CC, don't slot this over CoI or Shield because it won't deal damage to bosses.

    Sudden Storm deserves mention here, as it would probably be my primary spell instead of CoI if it weren't bugged beyond use. This spell hits hard and has a short cooldown, but it currently cannot crit and doesn't receive damage bonuses from any of our feats/powers that amplify AOE damage. CoI does suffer the same problem (AOE damage bonuses don't affect it), but it can crit and proc Storm Power on each hit so it wins out right now.

    I will also mention Repel as a viable skill in, and I cannot stress this enough, very specific situations where you are tailoring your strategy around pushing things for some reason (usually off a cliff). Personally I find Shield more than enough to handle most of my pushing needs, but if you need more for some reason then you can add repel.

    Some people like Shard of the Endless Avalanche - but it's too clunky for me and also suffers from many of the common bugs (doesn't get buffed by AOE damage boosts). Unless you really need extra AOE cc, don't bother.

    Finally, there is a common misconception about using Ray of Enfeeblement in the tab slot for added single target dps. This is simply wrong, and actually a DPS loss right now due to another bug. First of all, putting RoE into your tab slot just gives it an extra "charge". That means you can cast it twice at the beginning, and then every x seconds you gain 1 charge back (x being the cd). These run consecutively, not concurrently, so in other words you cast RoE twice initially, then you still can only cast it once per x seconds for the rest of the fight, just like if it were not on tab. There is some language in the spell that suggests it becomes more powerful if you cast it on the same target twice - I've tested this with very limited and unconclusive results, but it certainly never gave any significant damage increase (at best 20%, sometimes no increase, sometimes a decrease). Still, even if this did work you would have to play around casting it twice, then waiting almost 2 full cooldowns so you could then cast it twice again to get this increase because the debuff is shorter than the CD. And this brings me to the final, and most important, part - the bug. When RoE is put into the tab slot, recovery no longer affects it's CD.

    In addition to the negatives of putting RoE into your tab slot, it's also generally just a bad idea to take Chill Strike off your tab slot because it changes it from an AOE spell to a single target spell, and that means it loses the benefit of your AOE buffing feats and powers. For my spec that means 15% (from heroic feats) damage lost if I move it to a regular slot, so even if I'm only fighting 1 target I leave it on tab (plus there's no real useful replacement to put there anyway).


    P.S. Use Eye of the Storm and Storm Power for class passives. Evocation just isn't worth it with all the aoe powers that are bugged regarding AOE damage buffs. In a tab Chill Strike, Steal Time, Shield setup it could be comparable, but I'm convinced right now that the former 2 are always better for now.
  • projxprojx Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    Check out the bug thread in this forum and go to twitch.tv cnad check out http://www.twitch.tv/kripparian for when he streams to get some good CW info / see them endgame. IMO the 4 endgame tab spells depending on build / situation should be CStrike / Steal Time / COIce / Repell.
    Gave in to that momentary sadistic twitch...
    hk47banner.jpg
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