ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
So I was bored and doing some more derping around with powers.
I think it might benefit the build more to use Magic Missile on Single Target fights, as opposed to Chilling Cloud. You get 15% more damage from Distintegrate, MM and Enfeeble, and the debuff on Enfeeble lasts longer, which (in my tests) averaged out to about 5-7% more damage.
Unfortunately, my posts are too long to edit more in, so I can't really edit the old guide without major revisions. When we swapped to Vanilla, something must've changed on the character limit
I play on Xbox, and prior to Mod 6, I got the Magic Missile bonus on my main hand. I was kinda bummed at first that I didn't get the CC power I wanted. But I rolled with it and soon realized how powerful MM was against single target. I kept CC on right trigger and MM on left trigger. I found that I was rarely using CC in WOD, except against mobs. Since Mod 6 came out on Xbox, I paid to unlock the CC bonus and the control powers are super cool. But, man...that MM puts up ridiculous numbers. It probably is better for single target. I miss it a little bit now, but the ray is on left trigger now and is great for controlling and melting single targets.
Aelwyn | SS Renegade CW | Lv 70 | ilvl 3029
Eos Sindhalyn | Annointed haste DC | Lv 70 | ilvl 2500
I am pretty well geared and decided to move some things around to use MM as Iron(man)zerg suggests. I am convinced that it is not only better on single target, but on groups as well. With COI and Icy, I am not wanting in Chill Stacks, and MM keeps the arcane up for Steal Time, DIS and Oppressive. I am now using MM and the Main hand feature exclusively.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
In a eToS this afternoon, I was able to keep the Enfeebling Ray debuff up almost 100% so I'm convinced on single target fights.
So I was bored and doing some more derping around with powers.
I think it might benefit the build more to use Magic Missile on Single Target fights, as opposed to Chilling Cloud. You get 15% more damage from Distintegrate, MM and Enfeeble, and the debuff on Enfeeble lasts longer, which (in my tests) averaged out to about 5-7% more damage.
Unfortunately, my posts are too long to edit more in, so I can't really edit the old guide without major revisions. When we swapped to Vanilla, something must've changed on the character limit
So you are saying we should use MM in pvp and boss fights?
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
Yeah. Initial tests point to MM being better that previously thought for single target.
"Meanwhile in the moderator's lounge..."
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kieranmtornMember, NW M9 PlaytestPosts: 382Arc User
MM, even more so if you are using Focused Wizardry
For the purposes of survivability I'd like to keep my Life Steal ~2500-3000. But that stat is missing from most of the Epic armor pieces (even the older campaign ones). What would be the best way to accomplish this? I'm keeping "Restoring Boots Of Piercing" and stacking darks +8 into rings for now, plus working on getting to the related boons. My calculations suggest that at or above 8% Life Steal chance my At-Wills would provide enough HP recovery for most PvE fights...
Also I see a trade off made between Critical and Recovery... Wouldn't high Recovery allow keeping ads frozen longer (which is hard to measure) and also increase the DPS? I also wonder at which point perma-freeze is possible.
For the purposes of survivability I'd like to keep my Life Steal ~2500-3000. But that stat is missing from most of the Epic armor pieces (even the older campaign ones). What would be the best way to accomplish this?
Also I see a trade off made between Critical and Recovery... Wouldn't high Recovery allow keeping ads frozen longer (which is hard to measure) and also increase the DPS? I also wonder at which point perma-freeze is possible.
You can already perma-freeze non-elites if you go three into Oppressor for Icy Veins. You lose some DPS from Spell Twisting, though. Everything in dungeons has control resist, so you also have to stack control bonus (whether going for more CC through low cooldowns or Icy Veins).
But on the DPS side, Spell Twisting gives you a large cooldown reduction, making it a better ROI to stack more crit. With some spells taking effect over time, I'm not sure that there's any benefit to be able to cast those before the last one ends (I think it just replaces the active one).
Re-reading this guide I've noticed that Acolyte of Kelemvor maybe a good choice for increasing the Life Steal.
I use the Acolyte for single-player / campaign content, and in dungeons/skirmishes if we don't have a healer. Other companions (augment or something with fast procs) are a better choice if you have a balanced group (tank + healer). I switch to my Ioun stone in a balanced group (until I have three greater bonding stones, then may use a fast-attacking companion).
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
High recovery or Icy Veins won't necessarily allow you to freeze stuff LONGER...after a mob gets frozen, there's something like a 2.5 second delay before they can get chill stacks again. So if you want to keep stuff frozen longer and more often, you have to invest in substantially more control strength, and likely the Oppressor capstone to extend the duration of chill long enough to cover that delay.
But even then (for reasons stated in my guide), I think Icy Veins is a trap feat for various reasons. It sounds great on paper, but in practice I think Spell Twisting is phenomenally better.
"Meanwhile in the moderator's lounge..."
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darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
edited October 2015
Icy veins is only a trap because renegade is too good to pass up, and you cant have Spell Twisting and Icy Veins with renegade.
Icy Veins allows you to burst groups of ads much faster because of Chilling Pressence. Icy terrain + Oppressive Force or Steal Time is massive with Icy Veins. And that means faster runs.
The problem is that Icy Veins doesnt help on bosses (most of them). Is the same discussion as Focused Wizardry. If we get bosses like draco with lots of ads in the future, we can talk. For now ST is better.
That being said, we are getting too much stats every module and we will get to a point that we will have too much recovery to get advantage of Spell Twisting because the CDs will be too low. I am already at 26k power and 72% crit and capped armorpen, will get 34k power with the power boon when guild gets that.
At that point I will invest in recovery because will be the best bang for each buck. And then I will change Spell Twisting for Icy Veins. Keep in mind that recovery is 1%/200 not 1%/400 and it gives also ap gain, even if we already have 1 daily each 7-8 seconds with snail, ap gain and dc artifact.
How would that work? From my tests, each rank of a bonding runestone has a 30 second cool down, with a 20 second duration. My Perfect Stones give me three stacks.
I know that it seems that if a companion dies, then revives, the cooldowns reset...and there might be some interactions with multi-hit powers that can double proc stones, but I don't know of anyway to reliably control that.
"Meanwhile in the moderator's lounge..."
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
How would that work? From my tests, each rank of a bonding runestone has a 30 second cool down, with a 20 second duration. My Perfect Stones give me three stacks.
I know that it seems that if a companion dies, then revives, the cooldowns reset...and there might be some interactions with multi-hit powers that can double proc stones, but I don't know of anyway to reliably control that.
A friend of mine with full perfect gear uses a legendary dancing blade and bonding runestones and reliably keeps up 5/6/7 stacks of the companions gift. As I cannot afford to test it properly myself, I am unable to tell you if it works with any other companions (I can still only afford augments on live) however I can ask him. Alternatively, you can ask @kolatmaster as he tested it after I mentioned this to him in his SW guide.
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited October 2015
Unfortunately that has to be some sort of bug. But if you want to have your buddy contact me in game to chat about it, I'd love to see if there's something I'm missing.
Comments
Alternatives for Lostmauth is Valindra's neck/belt...but the set bonus isn't eye popping.
I think it might benefit the build more to use Magic Missile on Single Target fights, as opposed to Chilling Cloud. You get 15% more damage from Distintegrate, MM and Enfeeble, and the debuff on Enfeeble lasts longer, which (in my tests) averaged out to about 5-7% more damage.
Unfortunately, my posts are too long to edit more in, so I can't really edit the old guide without major revisions. When we swapped to Vanilla, something must've changed on the character limit
And yes, I'd go 16/16/12
Eos Sindhalyn | Annointed haste DC | Lv 70 | ilvl 2500
Lily Firegrass | buffbot Iron Vanguard GF | Lv 70 | ilvl 2685
Guild: The Misfit Toys - We are recruiting active players
I'll check it out for generally AOEing, too.
I also changed up my heroic feats to max out 3/3 Arcane Enhancement and 2/3 Blighting Touch with 1/2 in Fight On.
Also changed to Reapers touch from Energy Recovery due to the fact I am no longer using CC and am usually "in the mix" during clearing.
But that stat is missing from most of the Epic armor pieces (even the older campaign ones).
What would be the best way to accomplish this?
I'm keeping "Restoring Boots Of Piercing" and stacking darks +8 into rings for now, plus working on getting to the related boons.
My calculations suggest that at or above 8% Life Steal chance my At-Wills would provide enough HP recovery for most PvE fights...
Also I see a trade off made between Critical and Recovery... Wouldn't high Recovery allow keeping ads frozen longer (which is hard to measure) and also increase the DPS? I also wonder at which point perma-freeze is possible.
I'm on Xbox.
But on the DPS side, Spell Twisting gives you a large cooldown reduction, making it a better ROI to stack more crit. With some spells taking effect over time, I'm not sure that there's any benefit to be able to cast those before the last one ends (I think it just replaces the active one).
Re-reading this guide I've noticed that Acolyte of Kelemvor maybe a good choice for increasing the Life Steal.
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)
But even then (for reasons stated in my guide), I think Icy Veins is a trap feat for various reasons. It sounds great on paper, but in practice I think Spell Twisting is phenomenally better.
Icy Veins allows you to burst groups of ads much faster because of Chilling Pressence. Icy terrain + Oppressive Force or Steal Time is massive with Icy Veins. And that means faster runs.
The problem is that Icy Veins doesnt help on bosses (most of them). Is the same discussion as Focused Wizardry. If we get bosses like draco with lots of ads in the future, we can talk. For now ST is better.
That being said, we are getting too much stats every module and we will get to a point that we will have too much recovery to get advantage of Spell Twisting because the CDs will be too low. I am already at 26k power and 72% crit and capped armorpen, will get 34k power with the power boon when guild gets that.
At that point I will invest in recovery because will be the best bang for each buck. And then I will change Spell Twisting for Icy Veins. Keep in mind that recovery is 1%/200 not 1%/400 and it gives also ap gain, even if we already have 1 daily each 7-8 seconds with snail, ap gain and dc artifact.
My 2cents
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How would that work? From my tests, each rank of a bonding runestone has a 30 second cool down, with a 20 second duration. My Perfect Stones give me three stacks.
I know that it seems that if a companion dies, then revives, the cooldowns reset...and there might be some interactions with multi-hit powers that can double proc stones, but I don't know of anyway to reliably control that.