I am working on my
MoF wizard, and realized I have no idea what to have in my waist or neck slot. I know at some point I will want the
Artifact Belt, but those cost a butt-ton right now. I made it to level 47 with the double experience, and will be 60 next week. I already have a piece of the
High Vizier set, and
Draconic Gloves until I finish the set. So, with that in mind, what Neck and Waist items will go with the HV?
Thanks in advance for those of you who have more knowledge on these things. I appreciate the time you guys put into this game.
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Comments
Ancient belts and necklaces are fairly cheap on the auction house and you should be able to gather all 3 jewelry slots and a belt for under 250k AD.
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Power is the key to DPS for a CW, once you have enough Arpen
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This guy didn't bother to read that you are a Master of Flame CW and you don't get all of the feats and powers that will make up for the crit loss that a Spellstorm does.
Your most damaging mechanic is going to be Smolder and if you plan on slotting critical conflagration as your main method of proccing it you're going to need crit strike. You're only other options for activating smolder are Combustive Action and fanning the flame and Schorching Burst. Combustive action is nice as it gives you some really fast AP gains which is nice but in my experience it's not as good as Critical Conflagration, though you may find this isn't true for your play style. Either way you're going to want to slot some crit strike as your HV set will have none. All of your crit is going to come from elsewhere (enchantments, weapons, artifacts etc...)
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I'm not too fond of telling people how to do their build as I think learning the hard way is the best treatment for becoming a great player but I'd be more than happy to go over how each ability and feat works and how the mechanics work for your build which should get you on your way to understanding all of this a little better.
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Funny, I love all of you **** xbox players.
Regardless, what I said remains true. This is due to the feat chilling presence, which you still have as a MoF CW. 10% extra crit chance more than makes up for the absence of EoTS.
Trust me, I've been playing this game two years longer than you folks, and have 4 CWs, I kinda know what I'm talking about. And I don't see many of you XB1 players running around with P.vorps anytime soon, so stick to power for now.
2400 arp
Then build power.
Crit isn't useful without a decent power stat. Check out the link below about power vs crit. There's been a few more recent threads, but I couldn't find any of them right now. Regardless, the information in formulas are still relevant for the current XB1 release.
http://nw-forum.perfectworld.com/showthread.php?660121-module-3-Crit-vs-Power-(Revisited)&highlight=crit+power
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The point of that graph is to help you put points into what will increase your damage more. Due to diminishing returns causing you to get less bang for your buck from crit, there will come a point at which 100 points in power gives you more overall damage than 100 points in crit.
That graph helps you in deciding how to keep the balance as you progress. I'd definitely use it going forward and learn it although I'd read up on this one instead as that one is old and doesn't have as much info. http://laggygamerz.com/forum/index.php?/topic/342-crit-power-and-dps-the-numbers-guide/ Plus Kaelac is well trusted in the community.
You won't quite have 5k power. I'd say 4000-4500 is more realistic until you get more gear.
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Great comment, I also feel the same way as everyone does things differently, I've changed my account round 4 times now as artifacts get higher and things get swapped out e.g shadow weaver and magelord removed and added high vizier, I had to change my whole account round then from darks into azures and then find new ways to get crit and stack power. Now after all the changing round I'm about to hit 10k power, maintained 2400 crit 2400 ap 3k recover 3k def and 1800 ls
Class - Control Wizard
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