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Control Wizard with a smile

ace0darknessace0darkness Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 15 Arc User
edited May 2013 in PvE Discussion
I can't tell you how many forum posts and random zone chats sparked up about how certain people hated the wizard. And that lead me to this post, because I have one thing to say to that.

The more you complain and moan about the class, just means that I'm doing it better than you are. If you don't want to play the Wizard- Great! Because I'll be known and feared by the time you come crawling back.

The wizard's ability to create Spell Mastery not only adds some cool effects to the Encounter Spells, but also adds a 4th ability. That 4th Encounter Spell alone gives it the versatility to trump other classes. Beyond that, let me spark up a few things the average complainer never noticed. I play games and beta's in specific for the trail and error, the min/max part of specializing the character to its potential. I love being in the same gear with someone and doing 150% their damage. Or being able to tank an encounter with a character not built for tanking. So here are some tips:

Conduit of Ice: People see this is an aoe, and when tabbed under Spell Mastery as a general aoe slow. I prefure to use it as a Duration Bonus: 10% damage Increase. Targets with the chill effect get 10% damage increase (roughly- don't quote my figures as the beta has ended i don't have them in front of me) through Wizard's racial. Building up 5-6 (CAREFULLY 6) stacks of Chill before freezing an opponent allows you to throw in Conduit of Ice and keep those stacked Chill effects and thus the bonus, for longer. Conduit of Ice says that the stacks will remain throughout it's duration. If used correctly, not only does it give an added damage increase, you can send in another Encounter Spell that adds 1 Chill as the effect would wear off, freezing the opponent in place.

Conduit of Ice (Spell Mastery) + Frost ground aoe= A constant build up of Chill effect on all enemies in an area. For those complaining there is no aoe- not only does this gradually build damage but it also has a rapid effect of freezing everyone in the chill'ed/stormed area. Throw on the At-Will that allows the 3rd barrage to create an aoe Chill with your Control Wizard pet doing the same thing and you have 4 stacks of Chill every 2 seconds or so. So in 6 seconds you have just added a damage increase and frozed EVERYONE 2 times (plus 1 on activation).

The Push back ability is overlooked often. This, i found unless under dire need for another, should be Spell Mastery tabbed. It allows you to line up carefully and knock back an aoe trash mob of close to 10 guys all at the same time. If your talking heavy aoe, use your ground slow/stun + Freeze/chill + Pushback Spell Mastery + Conduit of Ice's basic aoe and you have just blown away 10 dead bodies.



Now on to something a little different. Survivability is probably the number 1 thing complained about. Here is some of my encounters. When running into Cloak Tower for the first time, i came in to fill a lost position at the final boss. Upon running down there a missed patrol of 2trash and 1elite orc came following behind me. I survived the full run down there (about 2 minutes) with the use of only a single potion. The elite orc had the charge ability and was often the only one to catch up to me. At the time my only CC was the first encounter (the nominal 1 second stun, used to stop a long cast), the vader death choke, spell mastery push, and the aoe ground freeze. Using just those 4 (and yes, 4 encouters is so much more valuable than 3) and some quick teleports I made it.

Once arriving at the final boss, the others helped me make quick work of these guys. Sure i could have probably just held my ground and solo'd them- but being my first run, i didn't know their dps. Getting into the final boss we quickly had 3 people who it seems refused to dodge out of the way of any red markers at their feet. They died quickly and left a Trickster Rogue and myself to deal with the boss. Long story short we 2 manned it from 80%. I took BOTH sides of trash from aggro to death of each wave of add's while he bounced around doing damage on the boss with my help when i could.

These are just some of the things ive found- and if you really feel the need to complain, there is always a reply button. I don't think they need to be re-worked. I don't think they need longer CC; its simply how you use them. Looking at the stats on some things as well as future talets(feats) i noticed quite the ability for wizards to cut their Encounter Spell's cooldown by about half at full level. this should really make the Wizard's pop and shine in the game as your abilities don't last longer, but the come faster. We shall see.

Wizards do have lower dps than say that of a rogue, and only trumped by a guardian fighter when not utilizing its aoe correctly. But I never needed more than a single basic health potion for any encounter, besides the 2man on the final boss (i chugged about 8).

I'm off to my 2nd job- I know this was long but i hope some of you with the same and opposite feelings made it all the way. Please leave your comments! I'll have another post up on the same thread about my wizard pro's/con's for the near future PvP battles. Thanks!
Post edited by ace0darkness on

Comments

  • gaymer87gaymer87 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 291 Bounty Hunter
    edited March 2013
    Cool story bro!!!!
    Every dungeon I was in, I was the highest DPS in the group. I am not flaming the class because of it being weak or strong. It has the ability to be really overpowered if you know how to use it.( Like most classes.) Also, the animations are horrendous. I mean seriously, an orb and my hand gesture is almost "The Shocker" I am mostly angry about the animations and wearing pants and a shirt...where are my **** robes? and why am I using an orb and not a staff?
    Then again, nothing matters until max level, so we will see. And with all this feedback hopefully they will listen and make some changes.
    *~Ezenkrul Kor'hedron -Drow Sorcerer~* **on hold**
    *~Serixil Kor'hedron- Drow Trickster~*
  • angelxeyeangelxeye Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 1
    edited March 2013
    Wow - this was a great class - surprised there was so much whining -.- yes there are a few tweaks (the biggest being the finger thing that is not about game play at all - i admit i do like the orb). But do we expect mages to be tanks? I think no =/ Maybe if they hate it so much they really should consider if they are meant to play CW mage. I am not awesome and I still did pretty well in my dungeons~
    Good Post!


    * Oh and ya the 'robes' thing was odd- she was grey wearing khakis when i left her behind... sheesh- but with our scuddle stance the slit on a robe would need to be pretty high, lol.
  • thatsmrbunnythatsmrbunny Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 64
    edited March 2013
    gaymer87 wrote: »
    where are my **** robes? and why am I using an orb and not a staff?

    I keep hearing this, over and over again, especially the orb. In d&d 4e control wizard use orbs. There are other wizards who use staffs, but control wizards aren't them. As for robes, I assume they come at higher levels, since NPCs have them.
  • chaoticwheechaoticwhee Member Posts: 61
    edited March 2013
    The only sure complaint I have is the two-finger stance, but I think they're doing something about that.
    I don't know anything about this for sure because I've only heard about it secondhand, but there's talk of the devoted cleric having better crowd control than the control wizard so far. That would be a tad disappointing. Is this just lack of CW knowledge on their part or something?
  • presbytier7presbytier7 Member Posts: 49 Arc User
    edited March 2013
    I keep hearing this, over and over again, especially the orb. In d&d 4e control wizard use orbs. There are other wizards who use staffs, but control wizards aren't them. As for robes, I assume they come at higher levels, since NPCs have them.

    in 4e a control Wizard can use both a staff and an orb Illusion based Wizards primarily use an orb. The main reason people are upset with the Wizard is that it is not a D&D Wizard it is some strange cockamamie frost elementalist.
    "Never pay more than 20 bucks for a computer game."-Guybrush Threepwood
    "I hate to advocate drugs, alcohol, violence, or insanity to anyone, but they've always worked for me."-Hunter S. Thompson
  • bejita231bejita231 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 18 Arc User
    edited March 2013
    Lol, fanboy all you want, it doesnt change the fact the wizard was by far the weakest class in the beta, and the cleric had far more control and damage than the wizard did, this class is going to need some major tweaking if anyone is going to waste time on it, i dont waste time playing classes that are terrible and only start geting good at max level, no one has time for that rubbish anymore in 2013, ill just play my cleric if their isent major fixing to this class

    When you have to be level 40 to get your shield abilitiy as a wizard, you already know their is major flaws with this class
  • spellwardenspellwarden Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 357 Bounty Hunter
    edited March 2013
    agreed. I loved the idea of the CW. But currently it is more Interrupt wizard compared to cleric.
  • jovanasweetjovanasweet Member, Neverwinter Beta Users Posts: 0 Arc User
    edited March 2013
    agreed 100% with you....just dont worry,this complainers are just played CW maybe to lvl 2? or 5? they are just kids,and kids always cry if not like they want be.....all classes are good just need master them,...
  • duck2013duck2013 Member Posts: 100 Arc User
    edited March 2013
    did you try the tomb of terror (or what's it called) and halls of justice, foundry quests solo? and if so, how did you fare?
    --- I loved clerics in this game --- <--- My youtube video. [R.I.P good cleric now they nerfed our self healing by 50%]
    Look forward to my long campaigns and short stories in the foundry upon release.

    Join our awesome stream community for neverwinter on twitch
  • silverasilvera Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited March 2013
    I did a wizard and cleric lvl 16 , and yeah i feel cleric have better CC than wizard. May be later , you got better "Control" but at my level it was more an Ice Wizard than a Control Wizard.

    Building chill with a spell to get freeze mobs was a good idea on the paper , but in game not really , because you have to get 6 stacks before to get any effect.
  • ace0darknessace0darkness Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 15 Arc User
    edited March 2013
    Cool story bro!!!!
    Every dungeon I was in, I was the highest DPS in the group. I am not flaming the class because of it being weak or strong. It has the ability to be really overpowered if you know how to use it.( Like most classes.) Also, the animations are horrendous. I mean seriously, an orb and my hand gesture is almost "The Shocker" I am mostly angry about the animations and wearing pants and a shirt...where are my **** robes? and why am I using an orb and not a staff?
    Then again, nothing matters until max level, so we will see. And with all this feedback hopefully they will listen and make some changes.



    I found some of the same. Magic Missiles did have more impact than what a normal spell cast would have in other games, as did a few encounter abilities. The Ground Frost aoe can actually be started mid-jump allowing you to jump up then smash your fist into the ground. I found that was how it should have been. It would also have to increase the animation time to compensate for the jump, but to me that fits. That move is usually used as a quick "osh.t" button anyway and it should be thrown with all his might and speed.

    As for the Orb, i would LOVE to see it be more than a placeholder black dot. Make it look like the type of orb i am holding. give it a glow per main stat on the thing. Allow us to use some other floating objects- (for kicks) like a Garden Gnome or Rubix Cube. There are so many things like that and added skins that could make them money in the long run with their cash shop.

    Thanks for the comment, and your absolutely right about waiting for end-game. Just think how much Recovery (i hope that was the one) you can stack to reduce to encounter cooldowns to half their time. That would eliminate the need to double the CC, if your casting them twice as fast. Should be a fun end-game build to check out.
  • thecainthecain Member, Neverwinter Beta Users Posts: 0 Arc User
    edited March 2013
    What they're complaining about is the fact they rolled this class to Control, not do oodles of DPS. You're all talking about doing crazy damage. That's great. What the CONTROL Wizard should be doing is CONTROLLING. The Battlefield should be his to take over and command. He should be able to move enemies where he wants them, to weaken groups by hitting swathes of them with weakening abilities and debuffs/status effects.

    I'm sure if we made the Rogue more of a Tank than a damage dealer, we'd be hearing cries of anger and anguish. In fact, when I played my Cleric I realized I wouldn't NEED a Mage. This character had large scale lockdowns. Heals. They could push enemies away, or make it so they couldn't run away from the tank. I was a great controller, and a decent healer... I also did a lot of damage. But I didn't roll a Cleric for those ideals.

    I rolled a Control Wizard to Control, but be a War Wizard who rained death on everyone. I wanted the thrill of making my enemies move where I wanted them to move. But I didn't get that. I got a remake of a WoW Ice Mage.
  • ace0darknessace0darkness Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 15 Arc User
    edited March 2013
    duck2013 wrote: »
    did you try the tomb of terror (or what's it called) and halls of justice, foundry quests solo? and if so, how did you fare?

    I ran 4 Foundry quests and there was only 1 run that left me drinking more than 1 potion. At the end of the run there was 2 giant guys attacking me at once with abilities that counter my wizard: Charge, Cone Fire Breath, and AoE Stomp. I found that we as players cannot outrun or are even on par with npc's. if you knock them back, they will catch up. Add that with every once in a while i was getting double charged and basically stunlocked like i was doing to them. Their stunlock started when mine faltered because the other large enemy was getting in my Line of Sight. I found you can counter this (AFTER THE FACT, mind you) by holding the Control button i believe it was. This allows you to almost "set target" kind of like an old zelda game, which helped you keep your ranged attacks pinpointed. I do wish it was toggle based, not hold the button system, but i can fix that with my mouse.
  • ace0darknessace0darkness Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 15 Arc User
    edited March 2013
    silvera wrote: »
    I did a wizard and cleric lvl 16 , and yeah i feel cleric have better CC than wizard. May be later , you got better "Control" but at my level it was more an Ice Wizard than a Control Wizard.

    Building chill with a spell to get freeze mobs was a good idea on the paper , but in game not really , because you have to get 6 stacks before to get any effect.

    I honestly never tried to use chill as a stun or CC. it was a by chance additional perk. I used it for the overall damage increase of about 10%. I found NONE of my fellow passing wizards to be doing the same thing. I stuck to all arcane when i could. My top 4 to have all had some sort of stun, knockback, prone, strangle(guess its a stun) and it led to chain CC. It was almost a stunlock in where i would have to laungh a full 3set Magic Missile in between them. If i did a full MM barrage between each crowd control, they never touched me and the first Encounter Spell was already reset for me to start the rotation over again.

    As i said in another reply; I can only imagine the possibilities when you get your encounter spells down to 50% cooldown and have zero downtime between stuns/knockbacks. Should be fun.
  • namelesscojnamelesscoj Member Posts: 21 Arc User
    edited May 2013
    Soo im new here :3 but ive been making some video of a Control Wizard leveling intro...with all the dialoge and story...im kind of a lore nerd but here is my video :3http://www.youtube.com/watch?v=1No7FDl-T8o
  • xivzerxivzer Member Posts: 1 Arc User
    edited May 2013
  • elyrielleelyrielle Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Soo im new here :3 but ive been making some video of a Control Wizard leveling intro...with all the dialoge and story...im kind of a lore nerd but here is my video :3http://www.youtube.com/watch?v=1No7FDl-T8o

    Why are you bumping a 2 month old thread from beta to post your video?
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