I have not yet tested double smolder (nor combustive action), but recently, I did change my rotation a little.
After two years of using steal time, I finally removed it. It feels strange not to use steal time, but it feels even more strange, as a Renegade MoF, to use conduit of ice on tab. Conduit of ice has low base damage, but it does add chill and it will proc Elven Ferocity and Shadowtouch.
Here's are my powers for soloing: conduit of ice (tab) + fanning the flame + icy terrain + disintegrate chilling presence + swath of destruction offhand artifact power: Chilling presence
Drifting Embers feat: Targets affected by Fanning the Flame have a 40% chance when damaged by other attacks to spread smolder to a nearby target.
Since I switched to conduit of ice (tab) + chilling presence, my damage seems much higher. Without steal time, I receive a little more damage. My goal is to increase life steal in order to improve survivability.
Which powers do you recommend in boss fights, in order to add double smolder? And what if there is another CW?
Note that Damage Resistance is hard capped at 80%. Any additional values are wasted.
You have to keep in mind that the 80% cap is applied after resistance ignored was applied. Therefore more than 80% damage resistance is useful against any oppenent having armor penetration.
0
beatannierMember, NW M9 PlaytestPosts: 692Arc User
You have to keep in mind that the 80% cap is applied after resistance ignored was applied. Therefore more than 80% damage resistance is useful against any oppenent having armor penetration.
So reading through your guide i found it ro be awesome. But i do have some questions about the new armor. Do you recommend any of the new drowcraft armor? I hope i didnt miss anything reading through,
0
beatannierMember, NW M9 PlaytestPosts: 692Arc User
edited December 2015
Elemental Drowcraft Raid over Elemental Dragonflight Raid:
Head −414 hp −23 power +939 critical strike −974 recovery −7 defense
Armor −828 hp +450 power +973 critical strike −1,515 recovery −10 defense
Hands −414 hp −23 power −35 critical strike −7 defense
Shoes −414 hp −23 power −35 critical strike −7 defense
Bonus Set (2/4) −2,000 hp Bonus Set (3/4) −500 power
Sum: −3,524 hp −119 power +1,842 critical strike −2,489 recovery −31 defense
Rating Sum (counting 4 hp as 1 rating): −1,678
You can consider wearing (with change over Elemental Dragonflight Raid 4/4):
Elemental Drowcraft Raid Head Elemental Dragonflight Raid Armor Elemental Dragonflight Raid Hands Elemental Dragonflight Raid Shoes −414 hp −23 power +939 critical strike −974 recovery −7 defense
Elemental Dragonflight Raid Head Elemental Drowcraft Raid Armor Elemental Dragonflight Raid Hands Elemental Dragonflight Raid Shoes −828 hp +450 power +973 critical strike −1,515 recovery −10 defense
Elemental Drowcraft Raid Head Elemental Drowcraft Raid Armor Elemental Dragonflight Raid Hands Elemental Dragonflight Raid Shoes −3,242 hp −73 power +1,912 critical strike −2,489 recovery −17 defense
BiS characters meets 100% critical chance (buffed), thus Elemental Dragonflight Raid 4/4 still looks better. If you have < 100% critical chance (buffed), you can find 3/1 or 2/2 more valuable (you loose recovery to gain critical strike with a little loose of survivality).
About Epic Demogorgon: With any ~3k ilvl+ 2×party, you should be able to easily gain 3×gold without any need of Drowcraft Set Bonuses. Futher, Drowcraft Set Bonus is almost useless as DPS looks a main success factor. Finally, I made over 50 Epic Demogorgons (most with guildmates) and nobody was ever using Drowcraft Set and still gained >90% 3×gold. A few exceptions was PuG parties with multiple black hole strikers or a really weak DPS.
However, I would rather consider you futher wearing: Dusk Set (In party):
Assault Head −1,448 hp +567 armor penetration −649 power +851 critical strike −974 recovery −24 defense
Raid Armor −2,898 hp −128 power +1,323 critical strike −1,515 recovery −36 defense
Raid Hands −1,448 hp −82 power −123 critical strike −24 defense
Assault Shoes −1,448 hp +567 armor penetration −649 power −123 recovery −35 critical strike −24 defense
Bonus Set (2/4) +3,000 hp +500 power +1,000 defense
Sum: −4,242 hp +1,134 armor penetration −1,008 power +2,016 critical strike −2,612 recovery +893 defense
Rating Sum (counting 4 hp as 1 rating): +422
Note that, again, it varies from your build and, especially, Critical Chance and Resistance Ignotomato. Futher said, 3/4 granted Underdark Mount & Companion Affinity can significantly increase your DPS / survivality with some companions and upcomming mount both on PvE and PvP.
most valuable to myself (I was missing a few Arpen percents for Epic Demogorgon (it's over previously soft–capped 59.5%) and after some build changes, I didn't capped Critical Chance at 100%). However, this still varies from your build and you can find any mix of those new sets valuable.
edit: PPS Ah, and about Drowcraft Tunic + Drowcraft Tights Set: It gives you quite good survivality boost in cost of small DPS loose. I recommend using it on PvP as long as you are well geared (have Critical Chance close to 100%).
Elemental Drowcraft Raid over Elemental Dragonflight Raid:
Head −414 hp −23 power +939 critical strike −974 recovery −7 defense
Armor −828 hp +450 power +973 critical strike −1,515 recovery −10 defense
Hands −414 hp −23 power −35 critical strike −7 defense
Shoes −414 hp −23 power −35 critical strike −7 defense
Bonus Set (2/4) −2,000 hp Bonus Set (3/4) −500 power
Sum: −3,524 hp −119 power +1,842 critical strike −2,489 recovery −31 defense
Rating Sum (counting 4 hp as 1 rating): −1,678
You can consider wearing (with change over Elemental Dragonflight Raid 4/4):
Elemental Drowcraft Raid Head Elemental Dragonflight Raid Armor Elemental Dragonflight Raid Hands Elemental Dragonflight Raid Shoes −414 hp −23 power +939 critical strike −974 recovery −7 defense
Elemental Dragonflight Raid Head Elemental Drowcraft Raid Armor Elemental Dragonflight Raid Hands Elemental Dragonflight Raid Shoes −828 hp +450 power +973 critical strike −1,515 recovery −10 defense
Elemental Drowcraft Raid Head Elemental Drowcraft Raid Armor Elemental Dragonflight Raid Hands Elemental Dragonflight Raid Shoes −3,242 hp −73 power +1,912 critical strike −2,489 recovery −17 defense
BiS characters meets 100% critical chance (buffed), thus Elemental Dragonflight Raid 4/4 still looks better. If you have < 100% critical chance (buffed), you can find 3/1 or 2/2 more valuable (you loose recovery to gain critical strike with a little loose of survivality).
About Epic Demogorgon: With any ~3k ilvl+ 2×party, you should be able to easily gain 3×gold without any need of Drowcraft Set Bonuses. Futher, Drowcraft Set Bonus is almost useless as DPS looks a main success factor. Finally, I made over 50 Epic Demogorgons (most with guildmates) and nobody was ever using Drowcraft Set and still gained >90% 3×gold. A few exceptions was PuG parties with multiple black hole strikers or a really weak DPS.
However, I would rather consider you futher wearing: Dusk Set (In party):
Assault Head −1,448 hp +567 armor penetration −649 power +851 critical strike −974 recovery −24 defense
Raid Armor −2,898 hp −128 power +1,323 critical strike −1,515 recovery −36 defense
Raid Hands −1,448 hp −82 power −123 critical strike −24 defense
Assault Shoes −1,448 hp +567 armor penetration −649 power −123 recovery −35 critical strike −24 defense
Bonus Set (2/4) +3,000 hp +500 power +1,000 defense
Sum: −4,242 hp +1,134 armor penetration −1,008 power +2,016 critical strike −2,612 recovery +893 defense
Rating Sum (counting 4 hp as 1 rating): +422
Note that, again, it varies from your build and, especially, Critical Chance and Resistance Ignotomato. Futher said, 3/4 granted Underdark Mount & Companion Affinity can significantly increase your DPS / survivality with some companions and upcomming mount both on PvE and PvP.
most valuable to myself (I was missing a few Arpen percents for Epic Demogorgon (it's over previously soft–capped 59.5%) and after some build changes, I didn't capped Critical Chance at 100%). However, this still varies from your build and you can find any mix of those new sets valuable.
edit: PPS Ah, and about Drowcraft Tunic + Drowcraft Tights Set: It gives you quite good survivality boost in cost of small DPS loose. I recommend using it on PvP as long as you are well geared (have Critical Chance close to 100%).
Thank you for that in depth answer. It was way more then i expected and my hats off to you. Thank you very much. This has giving me something to think about and share with my guild. There is a few CW MOF's. Again thank you for the write up.
This guide is great and clear. It gives you a good view once you reach Lvl 70. I'm lvling a wizard while keeping the infos gathered here and it's a blast.
A few things I gathered doing this:
The 3 feats in the oppressor tree (bitter cold - twisting immolation - icy veins) are imo the most interresting to get asap. Why? because they raise your survivibility quicker by increasing significantly your damage output right out of the bat and by freezing almost immediatly thanks to Icy veins.
That's another point I'd recommend: until you have Icy Veins (lvl 40-45), just let Conduit of Ice on Tab like any other unimaginative CW out there since it will build your stacks of chill thus slowing your foes and increasing your chances at survival. Once you do have Icy Veins you can ditch CoI ungratefully like a grumpy wizard should.
It's my choice and I assume completly if it is not in complete conpliance to the guide here to have a mono-target big hitter among my encounter powers to help clean bigger baddies. You will often remark that the rank and fill of your foes will disappear to the conjointed application of the Tabbed Fanning the Flame, Steal Time and Icy Terrain (not nécessarily in that order) but you will most of the time have a straggler left.
My choice goes to Disintegrate for 3 reasons : small cast time - big hit - small CD Before Disintegrate was available to me I prefered chill strike because I felt that Icy rays was a bit cumbersome, ray of enfeeblement wasn't punching as I wished (don't get me wrong, RoE does great damages but it's a dot not a burst) and I totally forgot Repel
When I'll come upon sturdier foes, I'll look into Shards of endless avalanche like the guide suggests.
On a side note: From personnal experience, I rarely seems to witness the damage shown on the disintegrate tooltip. Sometimes by half of what the tooltip claims on a smoldered target (where it should be upped by 15% not halved ). Anyone else witnesses this discreptancy?
Thanks you
:
0
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
This guide is great and clear. It gives you a good view once you reach Lvl 70. I'm lvling a wizard while keeping the infos gathered here and it's a blast.
A few things I gathered doing this:
The 3 feats in the oppressor tree (bitter cold - twisting immolation - icy veins) are imo the most interresting to get asap. Why? because they raise your survivibility quicker by increasing significantly your damage output right out of the bat and by freezing almost immediatly thanks to Icy veins.
That's another point I'd recommend: until you have Icy Veins (lvl 40-45), just let Conduit of Ice on Tab like any other unimaginative CW out there since it will build your stacks of chill thus slowing your foes and increasing your chances at survival. Once you do have Icy Veins you can ditch CoI ungratefully like a grumpy wizard should.
It's my choice and I assume completly if it is not in complete conpliance to the guide here to have a mono-target big hitter among my encounter powers to help clean bigger baddies. You will often remark that the rank and fill of your foes will disappear to the conjointed application of the Tabbed Fanning the Flame, Steal Time and Icy Terrain (not nécessarily in that order) but you will most of the time have a straggler left.
My choice goes to Disintegrate for 3 reasons : small cast time - big hit - small CD Before Disintegrate was available to me I prefered chill strike because I felt that Icy rays was a bit cumbersome, ray of enfeeblement wasn't punching as I wished (don't get me wrong, RoE does great damages but it's a dot not a burst) and I totally forgot Repel
When I'll come upon sturdier foes, I'll look into Shards of endless avalanche like the guide suggests.
On a side note: From personnal experience, I rarely seems to witness the damage shown on the disintegrate tooltip. Sometimes by half of what the tooltip claims on a smoldered target (where it should be upped by 15% not halved ). Anyone else witnesses this discreptancy?
Thanks you
:
The tooltip damage for disintegrate is just flat out wrong. It never matches the damage you actually deal with it.
zekethesinnerMember, NW M9 PlaytestPosts: 805Arc User
So far enjoying ur guide, just want to mention couple of things:
-If todays patch changed nothing, Sehanine full moon does not work (i cry over this). -also r12 bonding proc with 95% of companion stats, not 65% -legendary companion dont need to be summoned to grand 15%, as long as that legend companion is on active list u may have summoned any other companion and that companions 15% stats will count to ur stats, not like u would have a reason to upgrade different companion that the one u plan to use as summoned. -also i would like to notice (especialy if u use vorpal) that 10% crit sev boost dont equal 10% dps more on hit, its around 4% for most, 3 archons should be better.
I will for sure test ur build in couple of next days, as am rly liking mof, and still search for ways to improve my lazy cw.
Both of those enchants work in PvP if that is what you are asking. However, due to the way that tenebrous is coded it is not worth having more than 1 slotted at a time. as to tranquil, they don't heal often enough to have any significant effect IMO (last i checked their internal cool down was like 60 seconds)
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
Tenebrous and Tranquil multiprocs with SB and tabbed FtF. Delay procs tenebrous with SB and tabbed FtF 20 second and Tranquil 60 second. SB and tabbed FtF dump this delay or the delay between uses isn't dumped?
Tenebrous 11 and 12lv can work together. Whether it is more favorable to put then 1 more stone 11lv?
0
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
About the shield on mastery is not only the cc resistance but also absorbs even larger amount when not diminished at all. So the 80% is on spell mastery and not on encounter slot.
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Went back to MoF. Abandoned chilling presence and chilling advantage in favor of combustive action along with swath of destruction. My DPS isn't horrific, but it feels really good to put a massive debuff on mobs using oppressive force.
0
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
Went back to MoF. Abandoned chilling presence and chilling advantage in favor of combustive action along with swath of destruction. My DPS isn't horrific, but it feels really good to put a massive debuff on mobs using oppressive force.
combustive increase damage for fire damage only or for all sources? the tooltip says fire damage!
Went back to MoF. Abandoned chilling presence and chilling advantage in favor of combustive action along with swath of destruction. My DPS isn't horrific, but it feels really good to put a massive debuff on mobs using oppressive force.
combustive increase damage for fire damage only or for all sources? the tooltip says fire damage!
this is at least the 2nd time youre asking this, and ive answered this to you already, just like beatinner answered it also. It does apply to ALL DAMAGE(as long as it can be influenced by debuffs), not just from you but FROM EVERYONE against the target.
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Went back to MoF. Abandoned chilling presence and chilling advantage in favor of combustive action along with swath of destruction. My DPS isn't horrific, but it feels really good to put a massive debuff on mobs using oppressive force.
combustive increase damage for fire damage only or for all sources? the tooltip says fire damage!
this is at least the 2nd time youre asking this, and ive answered this to you already, just like beatinner answered it also. It does apply to ALL DAMAGE(as long as it can be influenced by debuffs), not just from you but FROM EVERYONE against the target.
Also, does this debuff work using a daily if targets are already affected by smolder/FtF?
0
romotheoneMember, NW M9 PlaytestPosts: 729Arc User
Went back to MoF. Abandoned chilling presence and chilling advantage in favor of combustive action along with swath of destruction. My DPS isn't horrific, but it feels really good to put a massive debuff on mobs using oppressive force.
combustive increase damage for fire damage only or for all sources? the tooltip says fire damage!
this is at least the 2nd time youre asking this, and ive answered this to you already, just like beatinner answered it also. It does apply to ALL DAMAGE(as long as it can be influenced by debuffs), not just from you but FROM EVERYONE against the target.
Also, does this debuff work using a daily if targets are already affected by smolder/FtF?
@ghoulz66 I haven't tested with this specific scenario in mind, but I don't see a reason with why it wouldn't.
+50% Critical Severity. Debuff foes with -2% Damage Resistance on every hit (unlike on Critical Hit only like tooltip says) and with -2% Damage that comes on every hit (unlike on Critical Hit only like tooltip says) and hidden–stacks upto 5 times (untl non–critical hit that resets stacks to 1, unlike tooltip that says no word about stacking).
This enchantment provides the very highest DPS boost, especially on PvE. Transcendent Feytouched Enchantment
+18% weapon damage as Psychic damage. Your encounter powers siphon away 18% of your target's damage. This damage is converted into 18% more damage for you. This effect is a 3 target AoE, lasts for 20 seconds, may only happen once every 20 seconds.
Alternative choice. Provides +54% damage on AoE, but only +18% on Single Target.
Quite better on AoE PvE and much worse on Single Target, especially on bosses where a high DPS is most important.
On PvP debuffs foe with a -18% damage, and because of Critical Strike Resistance, may result similiar than Vorpal enchantment. Some people says it`s better, some Vorpal is better. Well, they are just different.
my powers tooltips dont increase further than 18% damage is just the debuff apply on three targets.and in pvp you can imidiatelly debuff three enemies with fanning the flame on mastery but as i said you will get boost for you 18% and not 56% otherwise i could 1 shot everyone.
Very in depth guide and impressive knowledge so thanks for this!
I am wondering though if the relative benefits from Icy Veins are larger than those of Spell Twisting? Can high amounts of Recovery make up for Spell Twisting? (I guess they have to be very very high)... I realise that IV contributes to adding Chill stacks fast, but in PvP (maybe even in PvE) this could be dangerous given that you have to be within 15 feet of the target...it's quite close, no?
Nezdin (DC) Aelan Icebleed (CW)
0
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
It could...but remember you'd be replacing high amounts of power/critical to get that recovery. There's always going to be a trade off.
Comments
After two years of using steal time, I finally removed it.
It feels strange not to use steal time, but it feels even more strange, as a Renegade MoF, to use conduit of ice on tab.
Conduit of ice has low base damage, but it does add chill and it will proc Elven Ferocity and Shadowtouch.
Here's are my powers for soloing:
conduit of ice (tab) + fanning the flame + icy terrain + disintegrate
chilling presence + swath of destruction
offhand artifact power: Chilling presence
Drifting Embers feat:
Targets affected by Fanning the Flame have a 40% chance when damaged by other attacks to spread smolder to a nearby target.
Since I switched to conduit of ice (tab) + chilling presence, my damage seems much higher.
Without steal time, I receive a little more damage. My goal is to increase life steal in order to improve survivability.
Which powers do you recommend in boss fights, in order to add double smolder?
And what if there is another CW?
Master of Flame Renegade guide: Burn with me!
Head
−414 hp
−23 power
+939 critical strike
−974 recovery
−7 defense
Armor
−828 hp
+450 power
+973 critical strike
−1,515 recovery
−10 defense
Hands
−414 hp
−23 power
−35 critical strike
−7 defense
Shoes
−414 hp
−23 power
−35 critical strike
−7 defense
Bonus Set (2/4)
−2,000 hp
Bonus Set (3/4)
−500 power
Sum:
−3,524 hp
−119 power
+1,842 critical strike
−2,489 recovery
−31 defense
Rating Sum (counting 4 hp as 1 rating):
−1,678
You can consider wearing (with change over Elemental Dragonflight Raid 4/4):
Elemental Drowcraft Raid Head
Elemental Dragonflight Raid Armor
Elemental Dragonflight Raid Hands
Elemental Dragonflight Raid Shoes
−414 hp
−23 power
+939 critical strike
−974 recovery
−7 defense
Elemental Dragonflight Raid Head
Elemental Drowcraft Raid Armor
Elemental Dragonflight Raid Hands
Elemental Dragonflight Raid Shoes
−828 hp
+450 power
+973 critical strike
−1,515 recovery
−10 defense
Elemental Drowcraft Raid Head
Elemental Drowcraft Raid Armor
Elemental Dragonflight Raid Hands
Elemental Dragonflight Raid Shoes
−3,242 hp
−73 power
+1,912 critical strike
−2,489 recovery
−17 defense
BiS characters meets 100% critical chance (buffed), thus Elemental Dragonflight Raid 4/4 still looks better.
If you have < 100% critical chance (buffed), you can find 3/1 or 2/2 more valuable (you loose recovery to gain critical strike with a little loose of survivality).
About Epic Demogorgon: With any ~3k ilvl+ 2×party, you should be able to easily gain 3×gold without any need of Drowcraft Set Bonuses. Futher, Drowcraft Set Bonus is almost useless as DPS looks a main success factor. Finally, I made over 50 Epic Demogorgons (most with guildmates) and nobody was ever using Drowcraft Set and still gained >90% 3×gold. A few exceptions was PuG parties with multiple black hole strikers or a really weak DPS.
However, I would rather consider you futher wearing:
Dusk Set (In party):
Assault Head
−1,448 hp
+567 armor penetration
−649 power
+851 critical strike
−974 recovery
−24 defense
Raid Armor
−2,898 hp
−128 power
+1,323 critical strike
−1,515 recovery
−36 defense
Raid Hands
−1,448 hp
−82 power
−123 critical strike
−24 defense
Assault Shoes
−1,448 hp
+567 armor penetration
−649 power
−123 recovery
−35 critical strike
−24 defense
Bonus Set (2/4)
+3,000 hp
+500 power
+1,000 defense
Sum:
−4,242 hp
+1,134 armor penetration
−1,008 power
+2,016 critical strike
−2,612 recovery
+893 defense
Rating Sum (counting 4 hp as 1 rating):
+422
Note that, again, it varies from your build and, especially, Critical Chance and Resistance Ignotomato.
Futher said, 3/4 granted Underdark Mount & Companion Affinity can significantly increase your DPS / survivality with some companions and upcomming mount both on PvE and PvP.
PS Personally, I found:
Dusk Assault Head
Dusk Raid Armor
Elemental Dragonflight Raid Hands
Dusk Assault Shoes
most valuable to myself (I was missing a few Arpen percents for Epic Demogorgon (it's over previously soft–capped 59.5%) and after some build changes, I didn't capped Critical Chance at 100%). However, this still varies from your build and you can find any mix of those new sets valuable.
edit: PPS Ah, and about Drowcraft Tunic + Drowcraft Tights Set:
It gives you quite good survivality boost in cost of small DPS loose.
I recommend using it on PvP as long as you are well geared (have Critical Chance close to 100%).
Master of Flame Renegade guide: Burn with me!
Thank you for that in depth answer. It was way more then i expected and my hats off to you. Thank you very much. This has giving me something to think about and share with my guild. There is a few CW MOF's. Again thank you for the write up.
I'm lvling a wizard while keeping the infos gathered here and it's a blast.
A few things I gathered doing this:
The 3 feats in the oppressor tree (bitter cold - twisting immolation - icy veins) are imo the most interresting to get asap. Why? because they raise your survivibility quicker by increasing significantly your damage output right out of the bat and by freezing almost immediatly thanks to Icy veins.
That's another point I'd recommend:
until you have Icy Veins (lvl 40-45), just let Conduit of Ice on Tab like any other unimaginative CW out there since it will build your stacks of chill thus slowing your foes and increasing your chances at survival. Once you do have Icy Veins you can ditch CoI ungratefully like a grumpy wizard should.
It's my choice and I assume completly if it is not in complete conpliance to the guide here to have a mono-target big hitter among my encounter powers to help clean bigger baddies. You will often remark that the rank and fill of your foes will disappear to the conjointed application of the Tabbed Fanning the Flame, Steal Time and Icy Terrain (not nécessarily in that order) but you will most of the time have a straggler left.
My choice goes to Disintegrate for 3 reasons : small cast time - big hit - small CD
Before Disintegrate was available to me I prefered chill strike because I felt that Icy rays was a bit cumbersome, ray of enfeeblement wasn't punching as I wished (don't get me wrong, RoE does great damages but it's a dot not a burst) and I totally forgot Repel
When I'll come upon sturdier foes, I'll look into Shards of endless avalanche like the guide suggests.
On a side note: From personnal experience, I rarely seems to witness the damage shown on the disintegrate tooltip. Sometimes by half of what the tooltip claims on a smoldered target (where it should be upped by 15% not halved ). Anyone else witnesses this discreptancy?
Thanks you
:
-If todays patch changed nothing, Sehanine full moon does not work (i cry over this).
-also r12 bonding proc with 95% of companion stats, not 65%
-legendary companion dont need to be summoned to grand 15%, as long as that legend companion is on active list u may have summoned any other companion and that companions 15% stats will count to ur stats, not like u would have a reason to upgrade different companion that the one u plan to use as summoned.
-also i would like to notice (especialy if u use vorpal) that 10% crit sev boost dont equal 10% dps more on hit, its around 4% for most, 3 archons should be better.
I will for sure test ur build in couple of next days, as am rly liking mof, and still search for ways to improve my lazy cw.
Cheers.
(Sin)cerely
Kain
We are searching for slave labor, will pay with food from our farm!
Delay procs tenebrous with SB and tabbed FtF 20 second and Tranquil 60 second.
SB and tabbed FtF dump this delay or the delay between uses isn't dumped?
Tenebrous 11 and 12lv can work together. Whether it is more favorable to put then 1 more stone 11lv?
I wouldn't reccomend this guide for spellstorm lol, check out a specific spellstorm guide if thats what you are lookin for.
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Transcendent Feytouched Enchantment
Alternative choice. Provides +54% damage on AoE, but only +18% on Single Target.
Quite better on AoE PvE and much worse on Single Target, especially on bosses where a high DPS is most important.
On PvP debuffs foe with a -18% damage, and because of Critical Strike Resistance, may result similiar than Vorpal enchantment. Some people says it`s better, some Vorpal is better. Well, they are just different.
my powers tooltips dont increase further than 18% damage is just the debuff apply on three targets.and in pvp you can imidiatelly debuff three enemies with fanning the flame on mastery but as i said you will get boost for you 18% and not 56% otherwise i could 1 shot everyone.
I am wondering though if the relative benefits from Icy Veins are larger than those of Spell Twisting? Can high amounts of Recovery make up for Spell Twisting? (I guess they have to be very very high)... I realise that IV contributes to adding Chill stacks fast, but in PvP (maybe even in PvE) this could be dangerous given that you have to be within 15 feet of the target...it's quite close, no?
Aelan Icebleed (CW)