Hey guys,
I was wondering about some game mechanics in feat afecting some atacks or others, so my questions are:
-What atacks benefit from Focused Wizardry/Wizard's Wrath? for example, does Scorching Burst get afected by this buff? and Chill Strike when you put it on tab it is area of efect but does it get afected? When u do area of effect powers, like steal time for example, if you are against only 1 mob does this feat contributes with the buff?
-I read in another post that Critical Power, when you crit an area of effect grants you 25% AP, why is this value? shouldnt it be only 5% because of the 10 seconds cooldown or 5% for each mob affected by the crit before entering on cooldown?
-In order to Malevolent Surge to Stack you have to give the final blow right?
Sorry if some of this questions may sound a bit silly but i wanted to get really sure about this stuff so i wont spend 78k ad each time the feats dont work exactly as i expected!
I'm trying to build a bit of a diferent build from the usual cw's
until now my build aint that bad for my gameplay type but after reading some posts and other builds im thinking in optimizing a bit more mine!
Thanks for the help guys!
Comments
He just assumed they dont work.. They might have changed this "bug" after the damage mode change.
Critical Power use to work that way, but it was fixed. It's 5% on all critical hits, 10 second cooldown. You can't get more than 5%.
And yes, you need to land the killing blow on Malevolent Surge.
So Critical Power doesnt worth anymore right?
Being less powerful than before don't make it automatically useless.
5% AP every 10s is always good but these point can be more useful somewhere else. Except if it's for taking Nightmare Wizardry.
In IWD Critical Power has proven very usefull. Pre IWD everything died before it kicked in.
My kind of gameplay is a bit of a "suicidal" CW, i.e. im a CW that is in the middle of the action or very close to it.
On PVP i usually use Ray of Enfeeblement - Chill Strike - Entangling Force -Fanning the Flame as Encounters and Magic Missile and Scorching Burst as At-Wills
On PVE i use Chill Strike - Shard of the Endless Avalanche - Steal Time - Fanning the Flame and the same at-wills. (on boss fights i adapt)
The thing is... i'm unsure of what feats to use.. i have 5 feat points that i dont know where to put so i get an optimized build. I'm unsure between Critical Power, Tempest Magic and Malevolent Surge!
The other 46 points im thinking of spending this way:
http://nwcalc.com/cw?b=cn4:13ydj4:13ydj4,13n10m1:150000:100000:15u551&h=0&p=mof
Wish u guys gave some feedback!
Spellstorm tends to be a short range build that utilizes techniques that require short range bursting.
With Spellstorm you utilize Steal Time and Sudden Storm (which requires being up close and personal). Steal Time kicks in your Eye of the Storm and freezes the mobs just briefly enough in a tight pattern to be able to utilize a Sudden Storm Strike. Then you can finish with Shards. This takes some skill to do but that's how you run a Spellstorm.
Then you can capitalize on those other feats you're thinking of.
But that's a burst nuker, not a DoT build.
Generally a MoF build is better at longer ranges as its primary powers are able to be utilized there. Its not quite the up close and personal teleport in and Thunder/Lightning strike your targets then teleport out style the way the Spellstorm is. Both can use cold powers, but the Spellstorm is the "I do my damage at near melee range" CW. Granted you can still do it with an MoF, but its not quite the same.
Because they're actually very different.
I know a Master of Flame SOUNDS like it should be the big explosion guy... But he's not, he's the slow burn building up to a crescendo... ie the slow burn building up to the big explosion.
The Spellstorm is just what the name SOUNDS like. It's literally a Spell STORM. He jumps in, unleashes a torrent of spells like lightning, and then teleports back out.
So when you think of the two Paragon paths, those are the terms you should think of when you need to understand the mentality it takes to play them correctly. These are the ACTUAL strengths of the two paragon paths and how they differ in base powers.
I thought about changing paragoons a couple of time because MoF have some stuff i think its a bit "broken". In the end i allways want to stick with the MoF paragoon.
Spellsorm mages have bigger burst, MoF have More Dot..
MoF have Critical Conflagration that gives a base 90% crit. sev. and give smolder to the targets crited. Love the smolder it makes me constantly be on Rampaging madness!
And then a lot of spellsorm mages dont use the spellstorm powers, they use more often the "basic" powers both paragoons have!
Correct me if i said something wrong!
But the MoF is not really suited for everyone. This one takes a lot more patience to give everything time to burn. Its not an instant path and not even something that's all that exciting on the front lines.
One of the reasons I like that path these days is because its more casual. Its powers lend itself to a more layed back kind of style.
Yes I know some people do not use Spellstorm for what it really is. I would wish they would, because its true power is not the layed back kind. Its the in the thick of things front line caster class. That's how you take advantage of its true strengths.
Both paths can pursue the Cold powers route. But what truly sets them apart and gives each their own unique flavor is the things I talked about.