ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
That's correct. Storm Spell is still the stronger of the two. The bonus hit can proc off any damage, and it can still critically hit.
As for Artifact Suggestions...that's tough. Lostmauth's Set is the no-brainer here, although it's horribly, horribly, without doubt broken. I relented last week a purchased the set on the cheap, and the amount of damage it adds is absolutely insane. It might be 20-30% of your total damage done, which means it's actually a 30-40% damage increase in certain cases.
I was sure for the longest time it would be nerfed...maybe with Module 8 changes coming? So I can't in good conscious recommend something that's broken. Buy it, but beware...it can't possibly last forever.
Otherwise, right now there's no set that's super strong for CWs. The Valindra set bonus is fairly weak, so I just went with the Valindra Belt for the +2 int/cha, and then the Dragon cloak, since it was essentially free for me with the extra Linu's favors. But really, anything that gives you +AP gain.
Prior to the Spellstorm buffs, I was exclusively a MoF (and one of the first big advocates for that path, alongside Chemboy). Following the Module 4 and 5 changes, I tested both builds extensively in dungeon settings, doing EXACTLY what you described with the exact same group make up. The only difference was that I was MoF for some of the runs, and SS for others...and literally respecing in between runs to get more precise comparisons.
And I found that even with the SoD +20% buff, the overall damage of the group was still higher running my SS Renegade build than with any other MoF build I could put together. Since Module 5, I've respec'd back and forth probably 20 times figuring out the differences between both, and each time, in a real-world, live-fire dungeon, the groups (regardless of gear level) always performed better overall when I was spec'd as an SS vs MoF.
Have you done this same level of testing after the Storm Spell nerf? According to the following testing on dummies, a MoF build with SoD and CP out-performed all tested SS builds:
With the extra +20% group damage bonus from SoD, it seems like MoF could be the more optimal path (post-nerf). Granted, the testing was on dummies, so it's not the same as running several controlled dungeon parses back-to-back with the same group.
I'm on Xbox, so I don't have the luxury of running parses on the combat log.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
What I've done for my testing (due to the lack of reliability on spells consistently hitting multiple dummies, etc during tests) is utilize the single testing dummy in IWD at the end of the docks, and testing out AOE and ST rotations. I find otherwise DPS testing the Trade of Blades or in Dread Ring versus multiple dummies doesn't provide very accurate results.
I'd be curious to see what your tests showed in single target testing vs the solitary dummy in IWD, MoF vs SS.
When I get home this weekend, I'll run a few more tests myself.
I'd be curious to see what your tests showed in single target testing vs the solitary dummy in IWD, MoF vs SS.
Those weren't my tests. I found the article while searching for info about the SS nerf. As I said, I'm on Xbox, so I can't run a parse of the combat log - there is no reliable way to test builds on Xbox.
When capped at over 66% ARP, and sitting at 70% Crit and 27K Power and 20% LS, does it make sense to go back to the 99 ilv crit/LS rings or move to the Power/Recovery rings?
When capped at over 66% ARP, and sitting at 70% Crit and 27K Power and 20% LS, does it make sense to go back to the 99 ilv crit/LS rings or move to the Power/Recovery rings?
PVE, I would go for power/ recovery. Loking at your stats, you went for R 12 brutals and you might nt have that much recovery.
Zerg, , First off thank you for the guide. I found it an excellent, easy to read, step by step breakdown of what you have found. I've poured over it for some time now in anticipation of this release on Xbox and have changed from a Thaum to Renegade. I was hoping to pick your brain some regarding some things I'm seeing on the xbox Rene.
I'm currently at 10k Power, 50% Crit Chance (unbuffed), 41% Arm Pen (unbuffed), 11% AP gain, and 7% Comb Adv Bonus. My gems are all 8's and 9's and I'm still working on rounding out my personalized rings for this mod, armors, and artifact gear set. My pets are very well aligned to what you have listed, as is the feats/powers set-up. All my regular spells are at rank 4.
I am able to rotate between adding chill stacks, controlling, and freezing mobs very effectively in the new zones (Sharandar, Dread Ring, and IWD) but am seeing a huge difference in my effectiveness in dungeons. Especially compared to other wizards running different builds. For instance, my crits fly all over the place in regular zones, but seem to fizzle in dungeons. Also, my ability to utilize spells like Icy Terrain and COI (TAB) on dungeon mobs seems to go to pot altogether. What I'm seeing is "Immune" pop up on almost everything when using these spells. I'm assuming this could possibly lead to lack of ability to add chill stacks; therefore, missing out on many personal damage buffs as a result. Group buffs remain exceptional.
Did you notice anything like this while you were building up your CW? I'm sure I could very well be missing some key ingredient in my rotations or proc's, but I'm a little concerned with my personal lackluster damage output while running dungeons. Please note, this is in no way intended to be a criticism of the build, rather an inquiry as to what I may be missing.
I have fully expected to trade some damage output for team buffing, and I do welcome the change. I find this build rather fun to play, watch, and react to. My concern is what I am doing wrong to warrant such low damage output. I was hoping you'd have some input, despite only being able to test on PC.
Any thoughts would be appreciate.
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romotheoneMember, NW M9 PlaytestPosts: 729Arc User
Getting your arpen higher should be the first step, 41% seems rather low and it puts you behind by quite a bit in terms of damage.
Hi ironzerg, I see on Sharandar you chose elven tranquility which heals 20k hp when struck by foe, but on dread ring you chose shadow touch over enraged regrouth, wouldnt it be better to receive 20k hp also from dread ring too?
I'm also a huge fan of the guide and I think one thing I missed for a while when playing the build is spell twisting, You usually want to get encounter powers out 2-3 at a time then hit with an at will to refresh your encounter cooldowns.
That and using a striker companion with bonding runestones is a massive help.
Would love some help with direction of my CW. Currently iLvl 2362 and I am torn on whether to upgrade companions first, enchantments, or gear. I have about 4mill AD to spend. I listed Xbox prices below.
Here are current stats and companions(also I'm on Xbox): SS Sun Elf Renegade CW following ironzerg build
HP - 57,342 Power - 9,879 Crit - 5,296 ArPen - 4,183 Recovery - 3,067 AP - 310 CA -862 Control Bonus - 0 Def - 2,096 Deflect - 75 Regen - 646 LS - 2,571
I am wearing Eternal WoD gear, blue artifact MH and OH(should be purple, possibly orange by next double RP), mod 5 personalized rings, Owlbear, and old Cloak of Black Ice. I will have jewelry and tailoring to 25 today so first thing will be to upgrade rings and clothing. Using mostly rank 7 enchantments with a couple 8's and one Dark 9 and Greater Vorp.
Artifacts are purple waters, lantern, tiamat orb, and heart of blue dragon.
Companions are purple Fire Archon, green Intellect Dev, blue stone of Allure(summoned), blue Air Archon, blue Striker(+105 power and Crit)
What should I upgrade first?
Dark rank 9's go for around 550k. Can buy purple Air Archon for 550k(cheaper than upgrading my blue). Can buy the Lostmauth set for 2.6mill. Greater bonding stones going for around 650k right now and perf for 3.2mill so not using an augment would be pricey.
Any suggestions would be greatly appreciated. Thanks in advance!
UPDATE: Purchased purple Fire Archon for 195k and 2 Dark 8's to increase ArPen by about 450 but still only at 42%.
@ironzerg79 I just dinged 70 on xbox, I currently have 71 points spent with 8 points avalible, and disintegrate is the only power I currently have at level 4.
What other powers would you say NEED to be level 4, and which ones would you also recommend to be level 4?
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
Put any power you use regularly at 4. Conduit of Ice, Storm Spell, Chilling Presence, Disintegrate, Icy Terrain, Steal Time, Chill Strike, Ray of Enfeeblement...
"Meanwhile in the moderator's lounge..."
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
@boom782 The new T1 and T2 gear will come with a lot of armor pen, too...so look to upgrade those pieces with large amounts of armor pen first.
@boom782 The new T1 and T2 gear will come with a lot of armor pen, too...so look to upgrade those pieces with large amounts of armor pen first.
Perfect. Already purchased Alliance robes with seals and had my helm drop in temple of spider and both of those allowed me to move some stuff around and get to 6500 ArPen. Sitting at 2550 iLvl
Now the next best thing to stack is Crit? I'm only at around 44%.
Also, is the DC sigil REALLY worth the grind and lack of stats? I'm currently using Lantern, Horn, Orb, and Heart of Blue Dragon which all give me amazing stats for the renegade build. I feel I would have a hard time giving one of them up for the DC sigil which gives defense.
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kieranmtornMember, NW M9 PlaytestPosts: 382Arc User
At epic it's an extra daily every 2 minutes. Yes, it's that good. So your daily use goes way up, since you can replenish AP without combat.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
Yes it is. I love the Sigil after using it. Mine is currently Blue at the moment. Hoping to get double RP soon to make it higher. I am using Sigil, Horn, Lantern, Thayan Book. I am currently sitting at 59% RI with 3 out of 4 Alliance pieces. Havent been running many dungeons cause takes forever to get into a group.
XB One LGPG Alliance Reagents of Death - Leader CW - Phoenix lvl 70 4034 (Main) GF - Spectre lvl 70 4012 (Main) GWF - Ice lvl 70 4010 (Main) SW - Zor lvl 70 3230 (Main) OP - Box lvl 70 3002 (Retired)
PS4 Look Good Play Good GWF - Ice lvl 70 3875 (Main) GF - Spectre lvl 70 2669 (Alt)
@ironzerg79 I'd like to tell you a story. I've been having difficulty getting into dungeons lately, even with it being 2xSeals.I either get kicked out or the group quits the dungeon before getting anything significant. So I joined up with a fellow twitch streamer. We got a group together and started running TotS. We had a Pally, GWF, Cleric and 2 CWs (me).
Now I was barely at 2k iLevel, still wearing the Eternal Gear set with a soulforge, new MH and OH with plaguefire, some rings and neck from mod5 lostmauth and a green Greater sash of wis. With only 31% AP, I knew I was squishy as hell and so did the mobs.
My sole job was to "make icicles and buff the party." Knowing I couldn't be right next to the action, I swapped my skills around.
I ran Icy Terrain in Mastery, with RoE, CoI and Suddenstorm/Disintegrate as encounters.
The runs went pretty good, my only trouble was at the end boss fight. Those assassin's are tough to put down.
Was that a good power setup for what I had to do, or would there be a better rotation that can still keep me mobile, safe and able to "make icicles and buff?"
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
That's exactly what you need to do. Before you get re-geared, dungeons are extremely dangerous for CWs. I don't see a problem running IT on tab, but I'd probably do Disintegrate, CoI and Steal Time as my regular loadout. Steal Time still has a 25 foot range, so you can cast on the periphery of the fights.
It's also another reason why I'm not a big fan of Icy Veins...it sometimes can keep you too close to the heat to be really useful, or at least more useful than Spell Twisting, which is always great (for trash, at range and on bosses).
@ironzerg79 Only reason I swapped out steal time was cause I was worried about the long cast animation. I was focusing on dodge speed, knowing I might have to do it alot.
I'll try that load out and see if I notice a difference. Having rays of enfeeblment on spider queen helped tremendously though. My gwf (3.5k ilvl) noticed a huge boost to his damage.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
Enfeeblement is definitely a good go to on the bosses. For her, I would focus mostly on a single target rotation, CCing and burning the adds as quickly as you can.
@ironzerg79 So far my cw has reached 60. ( still cleaning up all pre-EE zone quests to maximize my exp earned once i finish spinward. But i have to say, You have a very good guide, and for a NEW cw, and somewhat new to the game, I have to say this build( and walkthrough of the skills) has helped tremendously, to let me learn/focus on the class. Instead of where to put each point every level. Will i completely use this guide point for point? Maybe/maybe not. But i have to say. It has been very helpful to finally have a class guide like this one. Alot of thought and thought was put into this guide .
Thanks for taking the time to make this guide it's a great help. Could anybody have any info on whether ranking up to a trans fey touch is worth it for a CW. Does it benefit the group at all?
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
Feytouch has a much bigger benefit to your DPS, and none for the group. The damage reduction on enemies could be considered helpful, but not as much as the debuff from Terror, Plaguefire or even Vorpal.
What are the ideal hp, def, life steal stats. I don't see how u can not get one shotted in lol by invisible fireballs , unless you have sheild as a encounter
Comments
As for Artifact Suggestions...that's tough. Lostmauth's Set is the no-brainer here, although it's horribly, horribly, without doubt broken. I relented last week a purchased the set on the cheap, and the amount of damage it adds is absolutely insane. It might be 20-30% of your total damage done, which means it's actually a 30-40% damage increase in certain cases.
I was sure for the longest time it would be nerfed...maybe with Module 8 changes coming? So I can't in good conscious recommend something that's broken. Buy it, but beware...it can't possibly last forever.
Otherwise, right now there's no set that's super strong for CWs. The Valindra set bonus is fairly weak, so I just went with the Valindra Belt for the +2 int/cha, and then the Dragon cloak, since it was essentially free for me with the extra Linu's favors. But really, anything that gives you +AP gain.
Have you done this same level of testing after the Storm Spell nerf? According to the following testing on dummies, a MoF build with SoD and CP out-performed all tested SS builds:
http://blog.nwo-uncensored.com/cw-pve-dps-test-after-the-storm-spell-nerf/
With the extra +20% group damage bonus from SoD, it seems like MoF could be the more optimal path (post-nerf). Granted, the testing was on dummies, so it's not the same as running several controlled dungeon parses back-to-back with the same group.
I'm on Xbox, so I don't have the luxury of running parses on the combat log.
I'd be curious to see what your tests showed in single target testing vs the solitary dummy in IWD, MoF vs SS.
When I get home this weekend, I'll run a few more tests myself.
When capped at over 66% ARP, and sitting at 70% Crit and 27K Power and 20% LS, does it make sense to go back to the 99 ilv crit/LS rings or move to the Power/Recovery rings?
,
First off thank you for the guide. I found it an excellent, easy to read, step by step breakdown of what you have found. I've poured over it for some time now in anticipation of this release on Xbox and have changed from a Thaum to Renegade. I was hoping to pick your brain some regarding some things I'm seeing on the xbox Rene.
I'm currently at 10k Power, 50% Crit Chance (unbuffed), 41% Arm Pen (unbuffed), 11% AP gain, and 7% Comb Adv Bonus. My gems are all 8's and 9's and I'm still working on rounding out my personalized rings for this mod, armors, and artifact gear set. My pets are very well aligned to what you have listed, as is the feats/powers set-up. All my regular spells are at rank 4.
I am able to rotate between adding chill stacks, controlling, and freezing mobs very effectively in the new zones (Sharandar, Dread Ring, and IWD) but am seeing a huge difference in my effectiveness in dungeons. Especially compared to other wizards running different builds. For instance, my crits fly all over the place in regular zones, but seem to fizzle in dungeons. Also, my ability to utilize spells like Icy Terrain and COI (TAB) on dungeon mobs seems to go to pot altogether. What I'm seeing is "Immune" pop up on almost everything when using these spells. I'm assuming this could possibly lead to lack of ability to add chill stacks; therefore, missing out on many personal damage buffs as a result. Group buffs remain exceptional.
Did you notice anything like this while you were building up your CW? I'm sure I could very well be missing some key ingredient in my rotations or proc's, but I'm a little concerned with my personal lackluster damage output while running dungeons. Please note, this is in no way intended to be a criticism of the build, rather an inquiry as to what I may be missing.
I have fully expected to trade some damage output for team buffing, and I do welcome the change. I find this build rather fun to play, watch, and react to. My concern is what I am doing wrong to warrant such low damage output. I was hoping you'd have some input, despite only being able to test on PC.
Any thoughts would be appreciate.
That and using a striker companion with bonding runestones is a massive help.
Here are current stats and companions(also I'm on Xbox): SS Sun Elf Renegade CW following ironzerg build
HP - 57,342
Power - 9,879
Crit - 5,296
ArPen - 4,183
Recovery - 3,067
AP - 310
CA -862
Control Bonus - 0
Def - 2,096
Deflect - 75
Regen - 646
LS - 2,571
I am wearing Eternal WoD gear, blue artifact MH and OH(should be purple, possibly orange by next double RP), mod 5 personalized rings, Owlbear, and old Cloak of Black Ice. I will have jewelry and tailoring to 25 today so first thing will be to upgrade rings and clothing. Using mostly rank 7 enchantments with a couple 8's and one Dark 9 and Greater Vorp.
Artifacts are purple waters, lantern, tiamat orb, and heart of blue dragon.
Companions are purple Fire Archon, green Intellect Dev, blue stone of Allure(summoned), blue Air Archon, blue Striker(+105 power and Crit)
What should I upgrade first?
Dark rank 9's go for around 550k. Can buy purple Air Archon for 550k(cheaper than upgrading my blue). Can buy the Lostmauth set for 2.6mill. Greater bonding stones going for around 650k right now and perf for 3.2mill so not using an augment would be pricey.
Any suggestions would be greatly appreciated. Thanks in advance!
UPDATE: Purchased purple Fire Archon for 195k and 2 Dark 8's to increase ArPen by about 450 but still only at 42%.
What other powers would you say NEED to be level 4, and which ones would you also recommend to be level 4?
Now the next best thing to stack is Crit? I'm only at around 44%.
Also, is the DC sigil REALLY worth the grind and lack of stats? I'm currently using Lantern, Horn, Orb, and Heart of Blue Dragon which all give me amazing stats for the renegade build. I feel I would have a hard time giving one of them up for the DC sigil which gives defense.
LGPG Alliance
Reagents of Death - Leader
CW - Phoenix lvl 70 4034 (Main)
GF - Spectre lvl 70 4012 (Main)
GWF - Ice lvl 70 4010 (Main)
SW - Zor lvl 70 3230 (Main)
OP - Box lvl 70 3002 (Retired)
PS4
Look Good Play Good
GWF - Ice lvl 70 3875 (Main)
GF - Spectre lvl 70 2669 (Alt)
Now I was barely at 2k iLevel, still wearing the Eternal Gear set with a soulforge, new MH and OH with plaguefire, some rings and neck from mod5 lostmauth and a green Greater sash of wis. With only 31% AP, I knew I was squishy as hell and so did the mobs.
My sole job was to "make icicles and buff the party." Knowing I couldn't be right next to the action, I swapped my skills around.
I ran Icy Terrain in Mastery, with RoE, CoI and Suddenstorm/Disintegrate as encounters.
The runs went pretty good, my only trouble was at the end boss fight. Those assassin's are tough to put down.
Was that a good power setup for what I had to do, or would there be a better rotation that can still keep me mobile, safe and able to "make icicles and buff?"
It's also another reason why I'm not a big fan of Icy Veins...it sometimes can keep you too close to the heat to be really useful, or at least more useful than Spell Twisting, which is always great (for trash, at range and on bosses).
I'll try that load out and see if I notice a difference. Having rays of enfeeblment on spider queen helped tremendously though. My gwf (3.5k ilvl) noticed a huge boost to his damage.
So far my cw has reached 60. ( still cleaning up all pre-EE zone quests to maximize my exp earned once i finish spinward.
But i have to say, You have a very good guide, and for a NEW cw, and somewhat new to the game, I have to say this build( and walkthrough of the skills) has helped tremendously, to let me learn/focus on the class.
Instead of where to put each point every level. Will i completely use this guide point for point? Maybe/maybe not.
But i have to say. It has been very helpful to finally have a class guide like this one. Alot of thought and thought was put into this guide .
thank you.