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Oppressor PVE Build

a9d2fa9d2f Member Posts: 63 Arc User
edited June 2015 in The Library
Since DPS CWs have been well covered here, here is a CC Oppressor build. The idea behind this build is to maximize CC by freezing quickly and still do decent DPS. Fairly defensive to survive in the midst of enemies with Icy Veins, take a few hits, and be fast enough to kite scorps in eLoL and jump out of boss AoEs. To those debating spell twisting vs. icy veins in a build, I say "why not both?"

Limitations: this build cannot perma-CC everything. There are some enemies that have really large control resistance, so even with all of our control feats (and Spell Twisting) they will be beyond our ability to CC permanently. However, our CC goes much further than other CWs and we will be trying to maximize it so we have it when needed as well as put out decent DPS so it doesn't take forever to kill stuff. With that out of the way, between Shatter Strike, Spell Twisting, good cooldowns, and Orb of Imposition you can easily lock down polar bear riders without much trouble. With mobs >2 it gets more difficult and there will be occasional gaps in your CC.

Strengths: this build is great for soloing, carrying a PUG party through T1s, and locking down trash in T2s. It really shines against masses of enemies, like VT or HEs in IWD. I tend to go a little more defensive than most CWs so I can open against T1 mobs with Icy Terrain, as well as stay in the thick of things so mobs are in range of Icy Veins. For T2s I let the tank engage and go after the ranged trash first: no way I can survive otherwise.

Weaknesses: DPS. I cannot match an equivalently skilled/geared Thaum in DPS, nor a Renegade for DPS/party buffs.

Notes: this is not an uber-geared CW. I do not have Transcendant enchants, Mythic artifacts, etc. I also tried MoF but I did not like the dependency on Fanning the Flames (non-control encounter) and weaker DPS even with Focused Wizardry helping my Rimefire procs. Furious Immolation with Twisting Immolation is a very good feat though for parties; I wish Singularity worked half as well as this.

Just to give you an idea of a CC wizard's cooldowns (campfire buff but nothing else):
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With arcane presence slotted (and campfire buff):
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Character sheet:
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Ability Scores: INT and WIS.

Stats: I chose more defensive boons because a lot of the new gear doesn't give us much HP/def. Since ARP has such a high return rate, I went with 55% ARP (and quite a few enemies still resist some damage), at least 25% crit, and fairly high recovery. Power at 10k and I'd like to add more. Lifesteal is very low right now, but I chose to front-load HP/def instead so I can survive a few hits. You may want to go higher recovery/lifesteal but this seemed to be a pretty good balance for soloing.
Post edited by a9d2f on

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  • umcjdkingumcjdking Member Posts: 276 Arc User
    edited June 2015
    I completely neglected any offensive damage stat that I could on my Oppressor, only stacking recovery. Still using Archmage set, as a matter of fact. Makes running T2's and skirmishes so much less painful.
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  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    edited June 2015
    a9d2f wrote: »
    For the sake of comparison, what is your recovery stat number, recharge speed increase %, ap gain %, and what is your steal time cooldown with campfire buff? I haven't tried an all-in recovery build but I'd like to see if it's worth the tradeoffs:
    max CC but soloing would be painful and in a bad PUG you will take forever to kill bosses. Did you still take spell twisting or is your recovery sufficient that you don't need it?

    If you solo Totem of Auril Deathlock Wights edition, can you keep the 2 wights at the end perma-CC'd? I cannot with my current build so I'm curious.

    What loadout are you using for T2 trash with your Archmage set? What loadout do you use for the final boss in eCC where the ads are spaced so far apart? Can you keep them all CC'd with your build?

    I tried a recovery build early on and honestly, it isn't worth it. This is because, even with the nicer stat curve on recovery, % recharge speed increase has deminishing returns on it. So, if you have 100%, it halves your cooldowns, if you have 200%, it reduces your cooldowns by 67%, etc.
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