Right now I been liking my combo of conduit of ice on mastery, icy terrain, sudden storm, and shield. More of an AoE DPS build than control.
Start things by getting very close and casting conduit of ice on the toughest target and dropping down icy terrain followed by sudden storm when the position is right. When things start to get frozen I fire away with storm pillar. I kept ray of frost over chilling cloud because it's the way to go for kiting bosses and keeping chill stacks up to keep conduit of ice as potent as possible while any agro'd guys get stalled by icy terrain or mowed down by sudden storm.
I have life steal stacked right now, barely any crit so I know I want eye of the storm and always keeping chilling presence. Have over a dozen paragon feats left to choose from at level 46. Combined with a cleric companion and damage reduction from shield the life steal has a big impact so I'd hate to lose it later on.
Bitter cold, malevolent surge, destructive wizardry are maxed already.
So many useful ones I could make use of.
Reaper's Touch: I'm almost always right in their face, that combined with the buff for zapping 2 guys with storm pillar would speed things up even more.
Nightmare Wizardry: Would likely kick in when eye of the storm gets triggered, so that would mean a massive damage boost, but 4 seconds for something that needs to be triggered by something that also needs to be triggered probably won't occur when I need it most.
Tempest Magic: I been doing a decent job for the most part keeping the bosses busy with me while slowly whittling them down. I would probably max this anyway if I want the final feat for Thaumaturge. The chilling cloud buff resets and I haven't even been using it lately.
The rest of those feats don't benefit me much, but Assailing Force sounds pretty good on paper with it's 15% mitigation reduction. If I went for that, I would still have like 4 paragon feats left to spend on something.
EotS and NW actually trigger quite often together. I mostly use it when I'm full on AP and drop the Ice Knife, it is a guarantee crit and huge damage.
But I'm not sure you really need the Life Steal that much, with the simple HoT from the companion and the damage reduction you can stay alive as much as you have the stamina to jump from time to time.
Usually most players would think going crit so they can maximaze their damage, but I strongly recommend putting everything in Recovery.
...I strongly recommend putting everything in Recovery.
Be mindful of diminishing returns. Do not literally put everything in Recovery, or you will end up with a very inefficient distribution of stat points. E.g. the difference between 3k and 5k Recovery is pretty much unnoticeable in gameplay and totally not worth the investment.
Quick comments for the OP:
- Destructive Wizardry gives a nice bonus, but it depends on slotting Storm Pillar, which presents two main problems. 1) Storm Pillar is an otherwise subpar At-Will 2) The AoE is fairly tiny, making it difficult to benefit from the buff 100% of the time except in the middle of a large, tight pull. Keep using it if you like it, just be mindful of how much mileage you get out of it, because the points may be better spent elsewhere if it's not working to maximum effect for you.
- Nightmare Wizardry is a great feat and procs constantly, especially with Eye of the Storm. I don't have room for it in my Thaumaturge build, but it's worth including if you have the points to spare.
- Reaper's Touch is nice, but weigh how much of your damage comes from At-Wills vs. Encounters. Most CW builds I make can't spare points for Reaper's Touch.
- Shield is a good power, but it doesn't have a solid place in end-game AoE rotations. It scatters targets and needs to be recast before detonating again. The overall damage reduction isn't that amazing except in the Mastery slot, which is a purely defensive move and not suitable for standard dungeon clear.
- Life Steal can be useful, but consider when you really need the healing. Is it when you are in control the situation and able to freely use encounters, or is it when you get knocked prone or are teleporting for your life? The latter scenarios are where Regeneration becomes superior. I won't say not to go for Life Steal, because it's a viable choice, but I wouldn't prioritize it over Critical Strike, for example.
- When you hit lvl 50, take Shard of the Endless Avalanche out for a spin. It will replace Icy Terrain in your AoE DPS rotation, though Icy Terrain is still a useful power when you need to go overkill on control.
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
edited January 2014
Don't know if I'll use shards of avalanche as for a main setup along with Transcended Master, or use Elemental Empowerment for a little extra kick to icy terrain/conduit of ice.
I don't like shards of avalanche one bit without spell mastery. It works as an ambush but in a party the mobs get agro'd and it often fails to get the chance to blow up on them. Sure, the feat will boost icy rays, but I got ray of enfeeblement for extra single target support so that's immediately inferior.
Those or Frozen Power Transfer if I'm in the mood to make use of chilling cloud.
Comments
But I'm not sure you really need the Life Steal that much, with the simple HoT from the companion and the damage reduction you can stay alive as much as you have the stamina to jump from time to time.
Usually most players would think going crit so they can maximaze their damage, but I strongly recommend putting everything in Recovery.
Be mindful of diminishing returns. Do not literally put everything in Recovery, or you will end up with a very inefficient distribution of stat points. E.g. the difference between 3k and 5k Recovery is pretty much unnoticeable in gameplay and totally not worth the investment.
Quick comments for the OP:
- Destructive Wizardry gives a nice bonus, but it depends on slotting Storm Pillar, which presents two main problems. 1) Storm Pillar is an otherwise subpar At-Will 2) The AoE is fairly tiny, making it difficult to benefit from the buff 100% of the time except in the middle of a large, tight pull. Keep using it if you like it, just be mindful of how much mileage you get out of it, because the points may be better spent elsewhere if it's not working to maximum effect for you.
- Nightmare Wizardry is a great feat and procs constantly, especially with Eye of the Storm. I don't have room for it in my Thaumaturge build, but it's worth including if you have the points to spare.
- Reaper's Touch is nice, but weigh how much of your damage comes from At-Wills vs. Encounters. Most CW builds I make can't spare points for Reaper's Touch.
- Shield is a good power, but it doesn't have a solid place in end-game AoE rotations. It scatters targets and needs to be recast before detonating again. The overall damage reduction isn't that amazing except in the Mastery slot, which is a purely defensive move and not suitable for standard dungeon clear.
- Life Steal can be useful, but consider when you really need the healing. Is it when you are in control the situation and able to freely use encounters, or is it when you get knocked prone or are teleporting for your life? The latter scenarios are where Regeneration becomes superior. I won't say not to go for Life Steal, because it's a viable choice, but I wouldn't prioritize it over Critical Strike, for example.
- When you hit lvl 50, take Shard of the Endless Avalanche out for a spin. It will replace Icy Terrain in your AoE DPS rotation, though Icy Terrain is still a useful power when you need to go overkill on control.
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NIGHTSWATCH
I don't like shards of avalanche one bit without spell mastery. It works as an ambush but in a party the mobs get agro'd and it often fails to get the chance to blow up on them. Sure, the feat will boost icy rays, but I got ray of enfeeblement for extra single target support so that's immediately inferior.
Those or Frozen Power Transfer if I'm in the mood to make use of chilling cloud.