Hi everyone,
Since 6 September, I have spent most of my in game time to leveling up all my professions and artisans on my 31 workshops.
Now that I have finished and I'm in "Regular professions mode" I have time to play the real game again.
I want to have some update on the wizard change or "bugs":
Critical Conflagration only applies smolder on one target for AoE.
Fire Ball cannot apply smolder when target have one or more stack of chill.
etc.
My question: is the Arcanist path better for AoE and Single Target?
Or do you use the same Thaumaturge build as before?
“He raised his staff. There was a roll of thunder. The sunlight was blotted out from the eastern windows; the whole hall became suddenly dark as night. The fire faded to sullen embers. Only Gandalf could be seen, standing white and tall before the blackened hearth.”
― J.R.R. Tolkien, The Two Towers
0
Comments
They changed the damage formula to damage = [base damage]*[power]*[critsev]*[CA]*[buffs] Everything in the brackets are additive with itself and Vorpal was nerfed to +20% critsev.
Theoretically everyone busy retesting with enchants and builds, but most of my guild, including me just burned out, because we already had 2 sharp turn in class build within a mod and people getting confused by different guides telling different things (and most of them being already outdated).
I built an Arcanist with bosses in mind and rolling with it on mobs.
I have 2 Arcanist load-out, I will start with this and maybe change 1 or 2 thaumaturge load-out that I never use to test
an AoE build with snap freeze and a single target build with Nightware Wizardry.
My actual 2 Arcanist load-out is this:
Arcanist AoE :
Spell Twisting
Assailing Force
Choas Magic
Nightmare Wizardry
Elemental Reinforcement
Steal Time (Mastery)
Icy Terrain
Sudden Storm (Lightning bolt)
Disintegrate
Magic Missile
Storm Pillar
Oppressive Force
Ice Knife
Arcane Presence
Storm Spell
Arcanist Single Target :
Spell Twisting
Assailing Force
Choas Magic
Striking Advantage
A step above Mastery
RoE (Mastery)
Entangling Force
Repel
Disintegrate
Magic Missile
Arcane Empowerment
Arcane power field
Storm Spell
Another question for Arcanist built to work well, do I need to focus more on AP gain:
Do you use AP gain Mount power, Ap gain off-hand bonus, DC sigil after Arcane Empowerment etc...
― J.R.R. Tolkien, The Two Towers
Spell Twisting
Assailing Force
Chaos Magic
Striking Advantage
A step above Mastery
Nightmare wizardry can be good on mobs, but the problem is the chance is pretty low and they don't live that long. So you probably buffed a random teammate, which is noble, but they might had CA anyway or did not gave that much damage or at all as overkill. And it's a tangled mess to gather it's efficiency from data.
Now, Elemental reinforcement is better on mobs than A step above, so probably a good reason for splitting, but because the campfire after Boreworm is late and needs extra effort, the dungeons just go way smoother if you only change loadout before Trobriand and on the other 2 boss, just press W while manually changing the encounters is better than to be left behind when you need to change back to mobkilling mode.
On AP, tl;dr version: Every AP gain stuff has a better alternative. Except the primal shoes on mobs and DC sigil, but the way lomm bosses made makes sigil clunky.
The first category is just bad. I remember an estaminate of a daily in 60 sec, +10% gets you there in 54,6 sec, which is... underwhelming. Moreso that +10% is actually pretty hard to get, your boon+off-hand is +6,5% only and you already gave up 14% crit sev for that. If there were AP gain jewels I'd advise getting them, but they removed it and every other way to get AP gain boost is just bad.
For things that give you AP, so 1 point of AP is 0,1% AP. So the pants giving 25 points exceptionally bad, but moreso because it's needs to crit AND then 10% chance to proc. But it gives the most Power, so just get the highest IL one in the stats you need. The flail snail got neutered, it only gives 10% over 10 sec if you used a daily, but more importantly, people overrate the amount of power you have stacked, so you need 10k power mount to pretend to be as good as you are. Sad, but happens every year. And the +10k power is kind of better anyway until dailies get out of hand again.
The Primal shoe is kind of good on mobs, but hard to test it's actual power.
The DC sigil is the hardest to say against, but sadly, there no trial/dungeon yet to support what it does. First, on the trial, the important DPS phases are less than 20 sec long and you specifically wait for them with full AP. And... everyone just goes for a debuff artifact. For lomm, bosses go immune or just punish the team if you get them under 80%, so a high power team either undercuts you mid-daily or you just tactically don't daily until the first wave is over, which means that you would be better just with a debuff artifact (Halaster for the +2k power or knives because you can miss and artificer and even griffon if you can have it). And lomm is pretty easy comparatibly to tomm.
I will keep my power mount bonus, and critical severity for off-hand.
For group content , I think I will do the same as you:
Arcanist Single Target load-out With "A step above mastery",
I agree that swapping load-out is often a pain, especially when Artifact is on cool-down, and everyone is waiting after you.
Often you don't have a campfire after Boss or when you have one, other players out-run you...
Anyway, it's what I do on my Thaumaturge Build, I always keep the same load-out with Glowing Flame and swap powers for first and second Boss of any Dungeon,
it's only for the Final Boss that I swap with my Thaumaturge Build with Icy Veins, and often I don't take the time to change it.
So, for Arcanist I will probably do the same and only use a Single Target Build and swap powers.
My Arcanist AoE load-out, will probably be more used for solo ME.
― J.R.R. Tolkien, The Two Towers
https://guides.jannenw.info/2019/07/13/wizard-mechanics-guide-module-17/
I thought the last update of your guide was July 2019, I will read it again to have all updated infos. Your guide is always a good reference.
― J.R.R. Tolkien, The Two Towers
Every class is good if that's what you enjoy playing. Since they all need to be played differently, one person might be better as a rogue than on a wizard.