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Official: Wizard fixes coming to Preview

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  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User

    d4rkh0rs3 said:


    Generating AP while AE is active is beneficial, but I do not feel that will have an effect of balancing the Arcanist's single target damage.

    The intent, as I've said, would be to have the Wizard Arcanist with enough Action Point regen (in combo with the right build) to be able to cast a Daily power between Artifact calls, in addition of course to during the artifact call!

    So with stacking all the reasonable action point regen sources, it would be cool to give the ability for the Wizard Arcanist to cast a Daily power every 30s. Making it so you can gain Action Points While in AE would help towards that!
    Understood. To reiterate my initial response, Wizards having the ability to potentially cast an "extra" Daily in between artifact calls, in my opinion, would not equate to Wizards being balanced when it comes to single target damage in, say, endgame Trials and even Dungeons. A bit of context that's forming my opinion:

    - My understanding is some Wizards are already doing this (casting an extra Daily between artifact calls).
    - At endgame, the majority of damage done against bosses in Dungeons/Trials occurs during artifact calls. As an example, in a 60 second timeframe, the 10 second window of an artifact call may comprise anywhere from 50% to 100% of all damage dealt.
  • archmage#5149 archmage Member Posts: 57 Arc User
    1. Aspect of the pack is not mandatory. The player chooses to use it when the group offer similar benefits. So you lied.
    2. It should benefit ONLY me, because is my Class Skill and not some optional feat.



  • sageone#7098 sageone Member Posts: 49 Arc User
    @rgutscheradev
    Since we are unable to get Imprisonment back (even though Ray of Enfeeblement and Arcane Conduit are pretty much the same power) and since chances are the wizard wont be touched again for a few years after these changes can you please reduce the cooldown of ice terrain by 3 seconds? It should actually be the same cooldown as the warlocks hellfire ring (11seconds) in my opinion but reducing it by 3-4 seconds (currently 19 seconds) should help increase the amount of aoe damage and help with rotations
  • rotor556643rotor556643 Member Posts: 5 Arc User
    edited October 2022
    @rgutscheradev
    Please take my advice, but when cutting AE, increase the magnitude to 630
    Post edited by rotor556643 on
  • rotor556643rotor556643 Member Posts: 5 Arc User
    Mage is now much inferior to other classes in damage
  • nova#2306 nova Member Posts: 152 Arc User
    Smolder no longer shows visually in enemies buff bar, when using Scorching Burst, Fanning The Flame, Fireball, Furious Immolation. ACT logs confirm Smolder still being applied
    Nlogo
    Nova - Thaumaturge Wizard
    Bardtholomew - Minstrel Bard
    Mariah Carries - Devout Cleric
    Darth Bane - Thaumaturge Wizard on Xbox
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  • jana#2651 jana Member Posts: 691 Arc User
    I just (quickly) read through this. I have a sun elf wizard who is my main toon, because I started with her. You can't have a D&D game of any worth without wizards. Is it possible for them to have a new weapon like a wand that would help or let them use a sword instead of orb throwing? I am 72 something and haven't gotten through Sharandar yet, the mobs bore me, I have finished dragonbone vale, I can do the advanced random dungeons if everyone there knows how to play. In short the wizard needs help, I die when people with a whole lot less stats and enchantments are still fighting and I do know how to play-even if it doesn't sound like it. The wizard has been screwed here so why take away something else from them?
  • nova#2306 nova Member Posts: 152 Arc User
    jana#2651 said:

    Is it possible for them to have a new weapon like a wand that would help or let them use a sword instead of orb throwing?

    I agree to an extent. long time request from wizard players.

    Why is it, that all if not most of the other spellcasters in the game, including companions and NPC's have staffs, but the player characters cannot? Surely it can't be that difficult to copy some animations and assets?
    Nlogo
    Nova - Thaumaturge Wizard
    Bardtholomew - Minstrel Bard
    Mariah Carries - Devout Cleric
    Darth Bane - Thaumaturge Wizard on Xbox
    Neverwinter's Prophet - MMO Specialist
    Discord YoutubeTwitterTwitch
  • fritz#8093 fritz Member Posts: 439 Arc User
    Bug: Arcane Tempest Mastery Magnitude
    Arcane Tempest now has a lower magnitude on Spell Mastery (330) than normal (350). Maybe the tooltip is just wrong, haven't tested.

    Feedback: Arcane Empowerment Build
    So far the current standard ST build is down 10%-15% DPS based on limited dummy tests although I'm having an easier time to cap the stacks of Ribcage etc. during AE (probably thanks to the slightly higher magnitudes and +% damage). So that +10% Arcanist encounter magnitude is a must (!!!!) to compensate. Since Wizards were behind the pack to begin with, I think it should be even more.

    Feedback: Thaumaturge Single Target
    Thaumaturge is still not competitive in single target. Additionally I'm having a hard time maintaining
    any consistent stacks of Ribcage etc. I hoped Smolder damage might be able to hit that threshold and proc Ribcage, but I'm not having any success so far, at least not consistently. That said, my character on preview is not ideal and in a party with more buffing it might be different.
  • archmage#5149 archmage Member Posts: 57 Arc User
    edited October 2022

    Bug -Rimefire smolder from my thaum party mate was added on my combat log to my arcanist damage.

    Feedback- pls do not fix. (humor)



  • dillygirldillygirl Member, NW M9 Playtest Posts: 323 Arc User


    This is also why you see the cooldown numbers "pop up" when AE wears off. That's not a bug per se

    [...]

    called PowerRecharge

    There is a cooldown bug that happens while AE is (in the middle of being) active, or when it is not active. We do not mean the snapback to regular cooldowns when AE ends when we say cooldown bug. Also, it is my understanding that all classes occasionally have this problem. I only play Wizard though, so I haven't experienced that myself.

    This might be caused by 'PowerRecharge' shirts that reduce cooldowns by 1 second on crit (called Encounter Reprieve). (Or mount insignia bonusses, or mount or artifact powers that reduce cooldowns with PowerRecharge). I don't know exactly what is happening; it definitely feels like a server client mismatch, perhaps the client applies the 1 second PowerRecharge twice instead of once, or the server uses a different internal cooldown for Encounter Reprieve. It seems to me that this bug occurs more often when one has more recharge speed. I wonder how 1 second of PowerRecharge is even supposed to apply when one has 500% SpeedRecharge. I think someone just listed a lot of sources of recharge speed apart from AE, so please refer to that comment if you want to try it out. I definitely use the Heart of the \[color\] Dragon set bonus and the recharge speed boon everywhere.

    I will have to test whether the cooldown bug is still present on Preview tomorrow. If this is the case, changing Arcane Empowerment to work with PowerRecharge rather than SpeedRecharge would only make it more buggy. Oh: one thing you could do instead of disabling the Encounter power button until the server is sure the encounter is off cooldown, is have the check hidden and make sure to not play the animation, effects and sounds a power makes. It is really annoying to see your Ray of Enfeeblement hit, hear *hiss*, continue your rotation, and then find out the enemy is not debuffed/green and the power is still off of cooldown, and you just wasted your cooldowns on an un-debuffed enemy.

    Example shirt: Mighty Dwarven Body Pattern. "Encounter Reprieve: Whenever you Critically Strike with your Powers, you have a 10% chance to reduce your Encounter Power cooldowns by 1 second. This effect may only occur once every 5 seconds."
  • fritz#8093 fritz Member Posts: 439 Arc User
    eugeeco said:


    * Smolder ticks 4 times (every 3 seconds) for 150 mag a tick. Directed Flames hits for 150 mag.

    I would like to see this change to 300 mag every two seconds (50% of Smolder damage). Resons is that Thaumas should have an easier time proccing stuff that's based on 10% damage / heals.
  • thx87thx87 Member Posts: 9 Arc User
    Good morning

    Checked my Thaumaturge AoE build mainly so far on Stronghold Dummies and there seems to be a weird interaction between 'Glowing Flames' and 'Directed Flames' still.

    Namely we can proc GF as per it was mentioned on DF per sec on each surrounding targets within target of main 15', however the number of Smolder/Rimefire smolder procs coming from Chilling Advantage/Critical Conflagration are critically low.

    My understanding was that we can proc Smolder/Rimefire smolder every 1 second using DF and thus proc GF around main target as well in AoE. This means using Directed Flames and Glowing Flame we are gutting our AoE Smolder/Rimefire smolder procs.

    First ACT diagram shows number of Glowing Flames procs against 3-4 Stronghold Dummies vs. Smolder/Rimefire smolder procs using:
    • Directed Flames
    • Shatter Strike
    • Critical Conflagration (main source of Rimefire Smolder on Crit)


    Second ACT shows number of Glowing Flames against 3-4 Stronghold Dummies vs. Smolder/Rimefire smolder procs using:
    • Directed Flames
    • Chilling Advantage (literally applying Rimefire Smolder on every Ice Feat e.g. RoF/Chilling Cloud/Ice Conduit/Icy Terrain without Critting)
    • Ord of Imposition (instead of Critical Conflagration, since we don't need to crit to apply Smolder anymore)


    Third ACT shows number of Glowing Flames against 3-4 Stronghold Dummies vs. Smolder/Rimefire smolder procs using:
    1. Rimefire Weaving (good 'ole buddy)
    2. Shatter Strike
    3. Critical Conflagration (Smolders from Critting same old same old)


    My conclusion is the following based on testing Thaum Directed Flames - Glowing Flames AoE feats below.
    1. Directed Flames agains multiple enemies within '15 feat of each other procs Glowing Flames which is great
    2. however DF seems to bug out the Smolder proc per 1 second for some reason
    3. also Critical Conflagration seems to reduce Smolder Crit change drastically for some reason based on ACT logs
    My understanding is that using DF we should be able to proc Glowing Flames agains many targets + Smolder procs every second for 150 mag now. It does not seem to work like that.

    Can you check it please?
  • eugeecoeugeeco Member Posts: 27 Arc User
    edited October 2022
    I've completed more precise testing down to the tenth of a second in the logs:

    At-Wills:
    Magic Missile | 50 mag | 5 hits in 2.0 seconds | 125 DPS
    Ray of Frost | 55 mag | 8 hits in 4.6 seconds | 96 DPS
    Arcane Bolt | 100 mag | 4 hits in 3.7 seconds | 108 DPS
    Chilling Cloud | 80 mag | 3 hits in 1.8 seconds | 133 DPS
    Brash Strike | 140 mag | 3 hits in 1.5 seconds | 280 DPS (for comparison, no rage, just straight attacking)

    Yup, you read that correctly. You might be thinking "well Ray of Frost is going to pair great with Directed Flames," so I'll let you feel optimistic for awhile.

    Encounters:
    Nothing unusual found here. The tooltips appear to be accurate for these.

    Dailies:
    As mentioned previously, Ice Storm is still 600 mag (tooltip shows 1000). Maelstrom is the most damaging AE assuming your half-hour wind up for that teeny circle doesn't miss. (It's still garbage.)

    Mechanics:
    Smolder | 150 mag/3 sec for 4 ticks | 50 DPS (Same for Rimefire)
    Mastery | +10% mag, some tooltips include that already, some don't

    Class Features:
    Swath of Destruction | 10% smolder dmg works, but 3% damage on smolder targets did not work
    Tested using Magic Missile (5 arcane stacks) then added smolder and continued. Magic Missile damage did not change. Tried on training room and enclave dummies. I also tried spamming Repel (no cooldown) till it was 5 stacks, then added a Smolder to compare. Again the exact same damage.

    Feats:
    Assailing Force works, no text notice though, only a buff icon
    Snap Freeze is 60 mag, boosted by arcane presence, but not chilling presence
    Chaos Magic works but no text, just a buff icon
    Nightmare Wizardry works, but no buff icon, just text
    Chilling Advantage makes all cold powers create rimefire instead, and you will never have chill stacks.
    Frigid Wind works and and stacks with Chilling Presence
    Directed Flames "works" but needs more space to explain.
    Rimefire Weaving is hard to test--it's making my attacks more effective, I'm not sure of the numbers.

    General:
    Controlled Momentum lasts 15s and buffs 2% damage including yourself. (Tooltip still says 6s)

    If I didn't mention a power, it was working correctly and I don't have anything noteworthy to point out.

    Directed Flames
    If you take this feat you will never see a smolder/rimefire icon again. Because of that, applying chill will not refresh Rimefire, so you can't trigger DF that way. Actual smolder powers, or critical conflagration are how you trigger DF. If you take Chilling Advantage that will also trigger it, but don't do that, it's not worth losing Chill (Frigid Winds is 9% damage). As a side note, Ray of Frost is just HAMSTER with this feat; even with Critical Conflagration, it seems it can only trigger DF on the first pulse, despite taking 4.6s for a full channel. If you're thinking about going with Chilling Advantage (after all 150 mag every second isn't bad...) guess again because then Ray of Frost won't trigger DF more than once per 12 seconds! Chilling Cloud (remember, the AOE at-will that is our best DPS?) will trigger DF decently reliably with Critical Conflagration (or Chilling Advantage, again don't use that awful feat), as will Magic Missile. Note that quickly spamming Scorching Burst will NOT trigger DF quickly--it will only trigger if 1s has passed since you last cast it. My suspicion is that the 1s cooldown resets if something would trigger it before 1s passes. Anyway, in multiple parses I did more damage from leaving Smolder as a DOT. As long as directed flames prevents the Smolder/Rimefire buff from appearing, there's no synergy with Chill and frankly it sucks. Just to keep from being ALL doom and gloom, it worked really well with Icy Terrain + Chilling Advantage (again don't use it, it's terrible).

    Rimefire Weaving
    I tested this feat a bunch--it just occurred to me I was wasting my time looking at the Base Damage, as that would not change, only the effectiveness of the attack as their damage resistance dropped. I can see that my attack effectiveness went up, with smolder, chill, and rimefire. I'm not sure if it was the right values honestly.

    My final assessment after this first pass?

    Directed Flames feels like garbage, and our At-Wills are weak.
  • mickbroster#9925 mickbroster Member Posts: 13 Arc User
    > @fritz#8093 said:
    > Bug: Arcane Tempest Mastery Magnitude
    > Arcane Tempest now has a lower magnitude on Spell Mastery (330) than normal (350). Maybe the tooltip is just wrong, haven't tested.
    >
    > Feedback: Arcane Empowerment Build
    > So far the current standard ST build is down 10%-15% DPS based on limited dummy tests although I'm having an easier time to cap the stacks of Ribcage etc. during AE (probably thanks to the slightly higher magnitudes and +% damage). So that +10% Arcanist encounter magnitude is a must (!!!!) to compensate. Since Wizards were behind the pack to begin with, I think it should be even more.
    >
    > Feedback: Thaumaturge Single Target
    > Thaumaturge is still not competitive in single target. Additionally I'm having a hard time maintaining
    > any consistent stacks of Ribcage etc. I hoped Smolder damage might be able to hit that threshold and proc Ribcage, but I'm not having any success so far, at least not consistently. That said, my character on preview is not ideal and in a party with more buffing it might be different.

    > @fritz#8093 said:
    > Bug: Arcane Tempest Mastery Magnitude
    > Arcane Tempest now has a lower magnitude on Spell Mastery (330) than normal (350). Maybe the tooltip is just wrong, haven't tested.
    >
    > Feedback: Arcane Empowerment Build
    > So far the current standard ST build is down 10%-15% DPS based on limited dummy tests although I'm having an easier time to cap the stacks of Ribcage etc. during AE (probably thanks to the slightly higher magnitudes and +% damage). So that +10% Arcanist encounter magnitude is a must (!!!!) to compensate. Since Wizards were behind the pack to begin with, I think it should be even more.
    >
    > Feedback: Thaumaturge Single Target
    > Thaumaturge is still not competitive in single target. Additionally I'm having a hard time maintaining
    > any consistent stacks of Ribcage etc. I hoped Smolder damage might be able to hit that threshold and proc Ribcage, but I'm not having any success so far, at least not consistently. That said, my character on preview is not ideal and in a party with more buffing it might be different.

    > @fritz#8093 said:
    > Bug: Arcane Tempest Mastery Magnitude
    > Arcane Tempest now has a lower magnitude on Spell Mastery (330) than normal (350). Maybe the tooltip is just wrong, haven't tested.
    >
    > Feedback: Arcane Empowerment Build
    > So far the current standard ST build is down 10%-15% DPS based on limited dummy tests although I'm having an easier time to cap the stacks of Ribcage etc. during AE (probably thanks to the slightly higher magnitudes and +% damage). So that +10% Arcanist encounter magnitude is a must (!!!!) to compensate. Since Wizards were behind the pack to begin with, I think it should be even more.
    >
    > Feedback: Thaumaturge Single Target
    > Thaumaturge is still not competitive in single target. Additionally I'm having a hard time maintaining
    > any consistent stacks of Ribcage etc. I hoped Smolder damage might be able to hit that threshold and proc Ribcage, but I'm not having any success so far, at least not consistently. That said, my character on preview is not ideal and in a party with more buffing it might be different.

    So if we use the current Arcanist set up we use on live with the adjustment we lose 10%~15% EDPS. Really??? What’s the point of that ?
    Surely the whole point of this was to bring both paragons up not drop one. No one wants a nerf to current powers. If you can’t make things better then leave them alone. Devs stated Acanist was holding it own so didn’t need the same work as thaum. They didn’t mention nerfing it would be good 🤣🤣🤣 is this a mistake or just incompetence? I’m honestly in shock
  • admiralwarlord#3792 admiralwarlord Member Posts: 632 Arc User
    @eugeeco Comparing the at will of a class that isn't specialized in this to one that is doesn't seem sensible. There are always options for buffs via companions and equipment for any type of power.

    The problem is that some focus on only 1 of these types.
  • archmage#5149 archmage Member Posts: 57 Arc User
    As I said in the 1 post on this thread - Thaum it is dead and burried and a waste of everybody time.-

    You will fill up 50 pages with bugs because this is exactly how thaum functioned from the day of release.

    All good builds of thaum were made by bugs and exploits. The dps build, the buffing build pre mod 16 and after mod 16.

    Name a thaum build you liked before, and I will tell you what bugs it exploited.

    I suggested years ago to delete thaum and make a Tank paragon- School of Abjuration.

    I understand that there are no resources for that.

    It is mind boggling for me to see veteran wizards come here and post straight face about thaum fixes when they know better.
    .











  • tgwolftgwolf Member Posts: 501 Arc User
    Once again Thaumaturge is essentially being ignored; the Path that needs the attention and work and Arcanist is being looked at; the Path that doesn't.

    Wizard has defined Path roles: Thaum. for AoE and Arcanist for ST; it's hard built into their skillsets but every time Wizard is looked into; Thaum. is either entirely overlooked, given a cursory and ineffectual pass or stripped of an AoE too and given a ST one.

    Meanwhile Arcanist; which functions more than competently in its designed ST role, btw; gets constant updates and additions of AoE powers that not only does it not need but shouldn't have to begin with. Most of which end up breaking anyway, when fixes to that Path are literally as simple as minor Magnitude improvements.

    You want to know how to fix Wizard?
    • Start by removing all ST Powers from Thaumaturge and all AoE Powers from Arcanist. Swap them, delete them, make up new ones; whatever it takes. Gone.
    • Increase the Magnitude of Arcanist ST Powers slowly until they reach the equivalent levels of viability needed in content. This can be done through straight up Magnitude increases, improvements to Feat Synergy or any combination.
    • Arcanist is now done. No longer pay any attention to it.
    • Now the hard part begins. Thaumaturge has been ignored for so long that it needs an overhaul. We're talking new animations for certain Powers, rebalancing of Feat synergies and a significant look into Magnitudes for each of its Powers to match the fact they are ALL AoE now, as they should be. Most likely an entirely new Class Mechanic leveraging the use of Fire and Ice and the interactions between them needs to be conceptualized and developed.
    Until then, Wizard will stay a complete broken mess at best and an unplayable one at worst. Honestly the whole class needs a full teardown and rebuilding but if it can only be half done; all the effort needs to go toward Thaumaturge.
  • drago#9606 drago Member Posts: 40 Arc User
    edited October 2022
    @nitocris83 @rgutscheradev

    Could I make a quick suggestion on dealing with the wizard balance changes. Can we split out any discussion about the Wizard class in general (it sucks, should have different powers, one paragon should be a tank etc) into a separate thread, and then have one purely focused on bug reports, balance change reviews and testing data?

    Think it would help to have a very focused discussion for balancing what we've got, and let the discussion for more widespread future change happen elsewhere.
  • archmage#5149 archmage Member Posts: 57 Arc User
    rikitaki said:

    @archmage
    It might be better to at least try to be constructive here.

    When you will go to any specialist that tells you- do not repair( your phone, laptop, plumbing etc.) it is a waste of resources- please use that phrase.




  • drago#9606 drago Member Posts: 40 Arc User
    edited October 2022
    eugeeco said:

    @admiralwarlord#3792 Our at-wills are absolutely pitiful. I'm not suggesting we need to match Brash Strike--just pointing out that a barbarian standing there swinging Brash Strike with no features or feats is going to obliterate our at-wills. And we ARE comparing--since the whole point is to bring wizard DPS in-line with other classes. But remove the line showing the absolute minimum damage a barbarian does--does that make you feel better about our awful at-wills?

    This was sitting there hitting the boss illusion in the training room (45k rating) with RoF for a few minutes on preview, with CA, to see what the damage makeup looked like (with Snap Freeze + Striking Advantage + Chilling Presence + Storm Spell + Poison Thorn, no BoA). 42% of the dps came from RoF itself, 58% from the other sources.

    Scaling to your base numbers, RoF could be argued to enable (96 / 42) * 100 = 228dps in that scenario.

    How might that compare to Brash Strike in a similar situation, with any procs it gives?




  • fritz#8093 fritz Member Posts: 439 Arc User
    Bug: Directed Flames Proc Rate Too Low
    You can test this fairly easy by just spamming the Scorching Burst At-Will. You should see a proc every second, but I'm getting one every ten seconds at best.
  • drago#9606 drago Member Posts: 40 Arc User
    edited October 2022


    Really appreciate the detailed explanation, @rgutscheradev. Arcane Empowerment is without doubt overpowered compared to any other daily in the class, but at the same time it's currently the only reason the class can just about keep up with others. I think the changes as they are will likely see a drop in Arcanist dps, but as long as its an ongoing (and collaborative) process to test the impact of changes on preview and adjust if needed, I don't think anyone can argue... well, they can, but they'd be wrong to.

    My current thinking is something like a 10% damage buff to Arcanist powers across the board, if we see it's needed. I'd rather do that than have AE continue to be the one ring to rule them all.

    Honestly at this point I don't know where the sum total of all these changes has landed, though. It's possible that Thaumaturge is now better than Arcanist, and that Arcanist needs some extra catchup. It's also quite possible that Arcanist is just fine. (Or that Thaum is OP! Did I overdo it with the Smolder buffs?) A lot of stuff has been buffed, one big thing has been (somewhat) nerfed... the nerf always grabs the attention, but that doesn't necessarily mean there's been a net loss. (And it doesn't necessarily mean that there hasn't! It's just really hard to tell.)
    Here are the results of some controlled ACT tests I did with an Arcanist Single Target build, in an effort to establish the relative strength before and after the changes. It's purposefully very specific and based on the commonly accepted old rotation/feats/meta for ST builds. I have ACT logs, should you want them, but for starters here are the summary results. Usual caveats of it being one person's results and a controlled scenario in the training room apply.

    Focus was on at-will (RoF) + encounters (RoE + EF + R + D) + one of Arcane Empowerment of Icy Knife daily, using a set number of the same rotation. No use of extras such as mount powers, artefact power, BoA etc, nor any feats that produce unpredictable results (Chaos Magic, Assailing Force) to reduce variability in establishing a baseline. For that reason, the results may under-represent the true % difference compared to going "all out", but I think it is worth highlighting regardless.



    Some initial thoughts

    1.) The changes do look to have brought the paragon's dailies into closer alignment, largely thanks to the recharge speed bonus reduction for Arcane Empowerment (I used to be able to get 13-14 encounters from it, now 9-10).

    2.) I think it will be a struggle to get absolute parity between the dailies, without losing the fun/purpose of AE. From a playstyle perspective, its a bit more boring to use now, simply because less is happening. AE is a unique feature, and perhaps having it as a daily constrains it (when potentially the paragon could be build around the concept). As an example, I agree with the suggestions made to enable AP gain during AE, even if it swings things slightly more in favour of that daily, because it gives a unique playstyle to the paragon around maximising AP gain.

    3.) If no other changes were made, I think the 10% buff to all Arcane powers you had in mind won't be far off the mark. Obviously other combinations of feats/class features/powers need testing, but not convinced it will be possible to make up the difference.

    4.) The big unknown in all of this is how the Wizard class compares to other dps classes in endgame content on live, since the BoA nerf, based on Cryptic's overall data. There seems to be a general consensus amongst players that Wizards benefitted more than most other classes, and are now relatively less well-off. That needs to be taken into account, when deciding on further balance changes. What does that data say currently?

    P.S. Given the bug reports raised around Thaum, I haven't done the same testing with it, since I figure they need fixing before any conclusions could be drawn. AOE powers/scenarios are not covered here either.
    Post edited by drago#9606 on
  • eugeecoeugeeco Member Posts: 27 Arc User
    @drago thanks for the numbers, that's very helpful to see from an endgame player. On preview in my gear I'm averaging 100kish on both Arcanist and Thaum. On Thaum I'm not using Directed Flames of course and I *am* using Chilling Cloud for my at-will. I also really like Arcane Conduit on Arcanist as it's not a dot, and I can refresh it during the AE cycle.
  • eugeecoeugeeco Member Posts: 27 Arc User
    After talking with some other folks it looks like Directed Flames won't proc if any damage has been done in the last second, period. Not just if something tries to trigger smolder/rimefire.
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