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Furious Immolation VS. Arcane Singularity

[Deleted User][Deleted User] Posts: 0 Arc User
edited April 2014 in The Library
FI has more damage, but they both scoop enemies up and drop them on a single point. I seem to prefer FI because it's got more damage and it's faster to activate.

What do you folks think?
Post edited by [Deleted User] on

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  • vorphiedvorphied Member Posts: 1,870 Arc User
    edited April 2014
    uglyduck1 wrote: »
    FI has more damage, but they both scoop enemies up and drop them on a single point. I seem to prefer FI because it's got more damage and it's faster to activate.

    What do you folks think?

    Singularity has a significantly higher target cap and keeps mobs bunched slightly longer because of its more gradual activation. It's extremely convenient for a Thaum mage using Frozen Power Transfer since it's ideal for setting up a 5x bonus right before targets drop back down. The downside is that some powers automatically miss targets affected by Singularity's pull (notably Sudden Storm and Shard), so party DPS is actually slowed down if CWs spam Singularity unnecessarily.

    I think you'll find that most players prefer Singularity for the purpose of pulling a room together, but otherwise FI has the advantages you pointed out. It's a valid choice for Daily for MoF, but I'd keep Sing on the backburner even if it's just a single point invested. There are situations where it very plainly outperforms FI in the crowd-control department since it's a superior positioning tool and has a built-in stun at its culmination.
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  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited April 2014
    uglyduck1 wrote: »
    FI has more damage, but they both scoop enemies up and drop them on a single point. I seem to prefer FI because it's got more damage and it's faster to activate.

    What do you folks think?

    I like FI, it has advantages Sing does not... buuut... the flipped side is also true.

    Ok for mass mob clearing techniques, they usually work in a combo of moves, not just a single one...

    Example: The slow activation of Singularity allows you plenty of time to Blink up to the target point, and set up one of the most effective combos in mob clearing...

    You Singularity... move into position just next to the point where the mobs are about to drop from the ball... and start your Steal Time... This stuns them and has a greater chance to activate your Eye of the Storm. Then Sudden Storm on the group, as now you have them in a tight enough bunch to actually use it...

    ....finish them off with a Shards of Endless Avalanche. This combo technique is exceptionally powerful... BUT cannot be pulled off in conjunction with an MoF doing FI and must be done with Singularity.

    Flipped side is...

    Singularity can actually get you killed too... when mobs are tied up in Singularity they can still hit you on the way up. I have been killed before in a massive Singularity where everything smacks me or uses their powers on me before they get sucked up.
    FI is much much faster... And it pulls the mobs off you whether they want to be or not. But it also can be too fast to take advantage of with a massive combo.... or rather too fast to allow you to position for a good spell combo....

    That said... the MoF has different power uses and does not require near the positioning the Spellstorm does in many cases.
  • drsconedrscone Member Posts: 309 Arc User
    edited April 2014
    What's the area of effect for FI? Is it as big as the massive AS? I'm ignert...
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  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited April 2014
    drscone wrote: »
    What's the area of effect for FI? Is it as big as the massive AS? I'm ignert...

    Heh, it is, its pretty huge, if its smaller, its not by much. But it does have a smaller target limit.
  • osterdracheosterdrache Member Posts: 480 Arc User
    edited April 2014
    Singularity is the way to go with the current dungeon designs.
    FI is not even good or useful. In over 300+ CN Runs I made since modul2 I have almost never seen anybody using it. And when it was used, it was never any good.
    The reasons have been stated above but cannot be repeated enough:
    - Sing gathers more mobs much slower = more time for combos and dmg aoe skills (shard, sudden storm, Rain of arrows, mighty leap, spinning strike, IBS, wicked reminder and so on...)
    - Sing has a target cap of 15, FI only 8

    There are times Oppressive Force is better than AS (Malabogs Castle, ToS last boss, 3CW combo party as finishing move after AS, or just not to mess up the other cws spells) but Singularity is the main reason why every dungeon party brings at least one CW with it.

    Rule of Thumbs (Pve):
    Not using AS = bad choice
    as is
    Not using HV = bad choice
    But I guess thats another topic ;-)
  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited April 2014
    Singularity is the way to go with the current dungeon designs.
    FI is not even good or useful. In over 300+ CN Runs I made since modul2 I have almost never seen anybody using it. And when it was used, it was never any good.

    That one I'd have to seriously disagree with. Its actually better for gathering mobs up on the GWFs. Its faster and takes no time to do, you just can't combo with it afterwards. But you do end up lining them up for a nice Shard Strike or FtF, or GWF combo moves.

    It just doesn't benefit Spellstorms as much as we rely on positioning ourselves a lot more and our casting times are longer than the melees, most other classes utilize it just as well.... minus the target limits.

    CN its true you're generally fighting a good 15+ mobs, so Sing is the best but FI becomes the excellent followup. Where FI comes into play is after the initial Sing combo moves where people end up spreading the mobs out again.

    FI gets used to pull the remainder back into a tight group again for another combo to finish off what's left which usually happens after a Shard Strike or GWF knockdown. This generally is the case in a two Wizard group where you have one Spellstorm and one MoF.

    FI also works on a lot of targets that Sing doesn't. So it's got it's advantages and uses... but... if you want the time to set up the big combo from the team for a large mass mob slaughtering.... Sing gives you the time FI does not.
    Not using HV = bad choice
    But I guess thats another topic ;-)

    Actually is the reverse, the more and more people that have HV in group, the less and less useful it becomes. Only one person due to the way it was nerfed is likely to be doing any debuffing.

    So multiple mages mean multiple sets of armor taking advantage of other set bonuses. And some set bonuses will actually increase your overall damage in comparison to HV.

    So Ideally only one mage in party should be using it. Two at most.
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