grumdalMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 1Arc User
edited May 2013
Well in my opinion for the CW there are no useless Skills alltogether.
We are something like the tactician of the group.
Currently i have my Build centered around a good mixture of control and AoE skills so i can react depending on the situation.
At-Wills of course MM and RoF, im using the arcane/chill mechanics as intended for this class (at least with the current specialisationchoices available)
For cc of a single big, bad boy i have still Entangling Force slottet. Its the best skill and the time it lasts is pretty decent with 5 stacks AM.
Mass cc of course steal time. This skill is, in my opinion, one of the best aoe/cc we have. despite the pretty long casting time but if you time it well you have it nearly casted when mobs arrive and minimize your casting dowmtime.
For mass-aoe i have the Shard oeA. This thing is awesome. Mobs get knocked down to the floor when it explodes and the damage is very good. And in addition it doesnt knock back like hell. Mobs fly a decent 2-3 meters. So no rogue etc can complain about it.
My grouphealer loves it cause the time on the floor for the mobs give him time to rebuilt his holyness xD
If you rotate your skills wisely and have a good overview over the fight you can nearly stun one big add permanently and the small ones 70% of the fight.
To support the aoe role of my CW Chill Strike is Tabbed. Best instant Aoe currently. No casttime, good damage and decent cooldowntime.
Passives depend on the situation.
Mostly i have slotted Arcane Presence and Chill Presence.
If a boss need massive AoE i use Evocation.
Havent tried the Stormones so far.
Currently im researching Chill Presence traded for Eye of the Storm.
EotS proccs pretty nice and the 8 seconds permacritting are good for damage too.
For Dailypowers... well of course Ice Knife, there is no other singletarget Daily with a damage above 40k crits for CW
and for mass control i use two dailys depending on the boss.
Singularity of course is one thing to pull alot of mobs together if there are tons of range adds.
And if there are lots of melees i use the maelstrom of chaos.
The mechanic behind the maelstrom is fascinating. You emanate a field of electricity around you with a pretty decent range.
Everything that is caught up in this circle gets
- teleported to the target designation you set when channeling it
- alot of damage
and
- gets stunned for a few seconds.
Even the big Elitebrutes with stunresistance are getting stunned by this one. Dunno if its a bug or a feature though
So if your healer is in a pinch and needs some fresh air dash to him, use maelstrom and send his groupies to the other end of the room.
Let the others complain about it as they want, if the cleric dies cause the singularity puts the mobs right in front of him where they were, you failed your job as portector against the masses.
Most times i prefer Maelstrom over singularity cause it gives more tactical possibilitys. The mobs get ported around and so you create openings for healer, DDs, etc to do their job.
The Singularity only pulls them together, whirls them around and when they pop out of it they give your healer a amused look and attack him again without many space between them and the healer.
Feats? Hm i will respec them soon cause they got choosen more or less randomly while leveling. But i think i will keep the Thaumaturge tree.
The endtalent of Renegade sounds more usefull, despite being chaotic as chaos magic is, but the enhancements of the skills i use all the time in the thauma tree are better in my opinion.
Does anyone have an opinion about the Thaumaturge endfeat?
Is it usefull or should i spent this point in the Renegadetree as well?
0
evolution82Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
imivo you'd know show your current powers, (capture) with Feats that you showed earlier. work for both? or better just pve.
I read a lot about how useless some skills are at late level. If I see another CW in a group ill slot Ice Storm. I always cast it when I see Arcane Singularity pop from the other CW. The KB effect gets cancelled by the pull in effect from the CW's spell and you get some nice damage to boot.
Shield - best single spell to refill the daily meter if your able to cast it and it hits 4-5 mobs. Generally get about 1/3 of the guage using it. Bread and butter spell for dungeons and a nice group finisher.
Most CW like to DPS and go arcane. To be honest post level 30 DPS becomes secondary. You cannot finish any dungeon without good AOE control - due to the horrendous amount of adds that pop on the final boss. Before 30 all dungeons I finished on the first run and it was zerged (WOW anyone). Post 30 ive seen players zerging and dieing, and then leaving the group because no one bothers with adds. Most CW's are currently not utilising there AOE ice skills (like em or love em), and most dungeons generally fail on the last boss due to that fact. The best set up for final boss fights is Icey Terrain and Conduit of Ice (or Steal Time at higher levels). Frozen groups slows damage and allows a rogue to do what it must - stick knives in the rear end of end dungeon bosses.
The point is spec arcane as much as you want but take some CC skills because post 30 you will need them.
While leveling my CW, I had been thinking about going down the Oppressor tree at endgame because I wanted to focus primariliy on control and dps second. However, it seems most of what I was reading was CWs going dps. I was concerned that a true control wizard wouldn't be viable at endgame. It's good to read a post like this. I might just stick with my plan.
What is your suggestion for a great control build at endgame?
For powers I was thinking chill strike in the tab slot, icy terrain, steal time, and entangling force. Against bosses, I would swap out EF for ray of emfeeblement. Like I said I was thinking about going down the Oppressor tree.
From what I've heard, end-game bosses are typically immune to control skills.....but that's what the tank is for (to keep the boss busy)......CW are designed more for handling the adds, which they do very well.
Aight, here is a vid I did, talking about the spells, what I liked about them, what I didnt like. And also my changes to the control-scheme. I am using a basic mouse without extra buttons. Though I am thinking of buying a proper gaming-mouse.
I just looked at it, **** such a fail. I was using the wrong spells. But you still get the general idea.
0
yoshoverseMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
i created a thiefling wizard yesterday and played her to level 20, i chose 18/13/13 for int/wis/cha.
now that i understand the feats and powers a little better, i wonder whether or not 16/12/16 would yield more dps.
while i have not dipped into the paragon trees yet, the renegade tree appeals to me the most.
i wanted to ask, if someone here knows the answer to that question, since these attributes can't be respecced and if i want to recreate her, i'd rather do so sooner than later.
This, I've pretty much read the whole thread here and have yet to find a PvP build. So please someone that is lvl 60 and experienced in PvP, post your build!
I'm really looking for a good burst/dps build and I know there are a few out there in the arenas dominating!
0
pororo46Member, Neverwinter Beta UsersPosts: 3Arc User
edited May 2013
hey i am CW but i see people here have good power and feats,
any way to change/reset the power and feats?
thx before
hey i am CW but i see people here have good power and feats,
any way to change/reset the power and feats?
thx before
Resetting your powers requires 600zen($6 USD). Resetting your Feats require various amount of AD, check the bottom left corner of your Feats page for the button.
You need astral diamonds to do it. When you have enough the button for respecting will be lit up at the bottom left side in the feats tab and it's the same for powers.
There are some nice PVPbuilds out there, problem at this stage is that a lot of the pvpers are undergeared. Hence why classic nuking builds works wonders in PVP "Thaumaturge Feats". Still i would guess as time goes by that "Oppressor" will be the way. Did my respec so now im just waiting for some major update so i get a free respec :O so i can try another build (bah hate the costsystem).
Yeah, the respec costs are a bit prohibitive. I used tokens to straight out my renegade build when my character hit 60, and I would like to experiment with the Oppressor tree, but not at $6 per try (and then back to renegade).
Encounters:
Slot [Chill Strike] as mastery. [Ray of Enfeeblement], [Conduit of Ice], and (Personal preference) [Steal Time] or [Sudden Storm] I prefer steal time for the stun to keep the mobs grouped up after a singularity and allows for more survivability with stunning mobs. Much more reliable at hitting targets and will hit more if mobs are not grouped up.
At Wills:
[Magic Missile] and [Chilling Cloud]
Dailies:
[Ice Knife] and [Arcane Singularity]
Class Features:
[Storm Spell]
Situational Skills: [Icy Terran] for slowing, rooting, and stunning groups of mobs [Shield] for knockbacks in zones with ledges/spikes to kill off large groups of mobs with singularity on cd [Entangling Force] for mastery slot which is a decent group up mobs ability [Chilling Presence] for trash and add heavy boss fights
As for stats:
armor pen / crit > recovery > power > movement speed > deflection
This, I've pretty much read the whole thread here and have yet to find a PvP build. So please someone that is lvl 60 and experienced in PvP, post your build!
I'm really looking for a good burst/dps build and I know there are a few out there in the arenas dominating!
The DPS PvP wizard is built pretty much the same as the wizards with % damage boosts to their AoE abilities. The kicker here is to put one of your encounters that isn't an AoE normally on your tab key so that it benefits from the various feats/passive skill that boosts the damage of AoEs (like Chill Strike). For PvP you'll probably want the 15% CC duration passive over the two that boost chill damage with mastery stacks and 1% for each chill stack.
0
evolution82Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Only being level 35, I can't comment on high level builds. But so far in instances I can land 100k damage over the next person below me easily enough.
I use Ice Strike in my Tab slot.
For encounters I use Shield, Sudden Storm and Icy Terrain.
Shield actually does a ton of damage and I tend to use it offensively more often than not. Rushing into a large group of enemies and setting it off can result in a ton of damage. If you follow up with arcane singularity there's no real downside. But even without the daily it still does good damage. That and pushing enemies into traps is fun.
Icy Terrain is tough, because the damage is so low, but it does a good job of applying chill without me having to rely on ray of frost. With chill strike If the enemy stays on the are, I can usually freeze them without sacrificing my dps.
I dont have ice knife yet, but once I do, it will take my second slot. But for now My dailies are Arcane Singularity and some other spell that never gets used that I slotted because It has a pretty picture. That would be oppressive force.
My at wills are magic missile because It has awesome dps, and I recently tried using Storm Pillar. Storm Pillar is only even half way worth it with a huge number of enemies, and even then only when charged. But it is an at will i guess...
Anyway, my feats focus on AoE damage, as do my passives.
projxMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
Here's my build... I've lost the dps race once @ 60 to a TR 2500 GS higher than me (he doubled my damage and quadrupled everypne else). This build has good AOE and good single target and I play it with a striker mentality. Start with Tiefling (best race followed by human imo). INT / CHA every level with 20 starting INT.
2 cont. action
3 wep mastery
5 fight on
3 blight power
2 arc mastery
5 Learned Spellcaster
Bitter Cold 5 You gain 1/2/3/4/5% increased damage after afflicting an enemy with Chill. (This bonus lasts 6 seconds and does not stack)
Critical Power 5 When you land a critical hit you gain 1/2/3/4/5% of your total Action Point. (10 second cooldown)
Tempest Magic 5 When your target is below 30% max Hit Points you deal an additional 2/4/6/8/10% damage
Snap Freeze 5 Your Cold powers deal an additional 4/8/10/16/20% damage to targets who are not affected by Chill - (since some bosses aren't chillable)
Malevolent Surge 5 When you kill a foe you gain 2/4/6/8/10% more damage for each foe you kill. Stacks up to 3 times, lasts 4 seconds
Transcended Master 5 Shard of Endless Avalanche deals an additional 3/6/9/12/15% damage. (Icy Rays deals an additional 4/8/12/16/20% damage if cast on the same target twice)
Assailing Force 1 Your Conduit of Ice power now reduces the Mitigation of affected targets by 15%
Slotted PVE powers:
MMissle
RoFrost
Tab: Conduit of ice (adds chill stack to everything - Procs 5% more damage / 15% less damage mitigation to mobs)
SoEAvalanche
Ray of Enfeeblement
Icy Rays
Tab Passives:
Chilling Presence
Eye of the Storm
Daily:
Ice Storm
Ice Knife
PVP:
Mostly the same just switch Avalanche Shard for Entangling Force. Then swap Conduit of Ice from the Tab'd position with Icy Rays. You basically want to nuke your targets while conduit is lowering their mitigation by 15%. Once's you've lined up debuffs / chills you can see Icy Rays hit almost as hard as your daily. 4 pc pvp gear bonus is 25% time duration off your tab target power which is baller.
Build benefits:
Works great in PVE and PVP with pretty extreme damage. Pretty easy to go more control if needed as well.
Comments
We are something like the tactician of the group.
Currently i have my Build centered around a good mixture of control and AoE skills so i can react depending on the situation.
At-Wills of course MM and RoF, im using the arcane/chill mechanics as intended for this class (at least with the current specialisationchoices available)
For cc of a single big, bad boy i have still Entangling Force slottet. Its the best skill and the time it lasts is pretty decent with 5 stacks AM.
Mass cc of course steal time. This skill is, in my opinion, one of the best aoe/cc we have. despite the pretty long casting time but if you time it well you have it nearly casted when mobs arrive and minimize your casting dowmtime.
For mass-aoe i have the Shard oeA. This thing is awesome. Mobs get knocked down to the floor when it explodes and the damage is very good. And in addition it doesnt knock back like hell. Mobs fly a decent 2-3 meters. So no rogue etc can complain about it.
My grouphealer loves it cause the time on the floor for the mobs give him time to rebuilt his holyness xD
If you rotate your skills wisely and have a good overview over the fight you can nearly stun one big add permanently and the small ones 70% of the fight.
To support the aoe role of my CW Chill Strike is Tabbed. Best instant Aoe currently. No casttime, good damage and decent cooldowntime.
Passives depend on the situation.
Mostly i have slotted Arcane Presence and Chill Presence.
If a boss need massive AoE i use Evocation.
Havent tried the Stormones so far.
Currently im researching Chill Presence traded for Eye of the Storm.
EotS proccs pretty nice and the 8 seconds permacritting are good for damage too.
For Dailypowers... well of course Ice Knife, there is no other singletarget Daily with a damage above 40k crits for CW
and for mass control i use two dailys depending on the boss.
Singularity of course is one thing to pull alot of mobs together if there are tons of range adds.
And if there are lots of melees i use the maelstrom of chaos.
The mechanic behind the maelstrom is fascinating. You emanate a field of electricity around you with a pretty decent range.
Everything that is caught up in this circle gets
- teleported to the target designation you set when channeling it
- alot of damage
and
- gets stunned for a few seconds.
Even the big Elitebrutes with stunresistance are getting stunned by this one. Dunno if its a bug or a feature though
So if your healer is in a pinch and needs some fresh air dash to him, use maelstrom and send his groupies to the other end of the room.
Let the others complain about it as they want, if the cleric dies cause the singularity puts the mobs right in front of him where they were, you failed your job as portector against the masses.
Most times i prefer Maelstrom over singularity cause it gives more tactical possibilitys. The mobs get ported around and so you create openings for healer, DDs, etc to do their job.
The Singularity only pulls them together, whirls them around and when they pop out of it they give your healer a amused look and attack him again without many space between them and the healer.
Feats? Hm i will respec them soon cause they got choosen more or less randomly while leveling. But i think i will keep the Thaumaturge tree.
The endtalent of Renegade sounds more usefull, despite being chaotic as chaos magic is, but the enhancements of the skills i use all the time in the thauma tree are better in my opinion.
Does anyone have an opinion about the Thaumaturge endfeat?
Is it usefull or should i spent this point in the Renegadetree as well?
Thanks, it's like to me
regards
Thanks jake
While leveling my CW, I had been thinking about going down the Oppressor tree at endgame because I wanted to focus primariliy on control and dps second. However, it seems most of what I was reading was CWs going dps. I was concerned that a true control wizard wouldn't be viable at endgame. It's good to read a post like this. I might just stick with my plan.
What is your suggestion for a great control build at endgame?
For powers I was thinking chill strike in the tab slot, icy terrain, steal time, and entangling force. Against bosses, I would swap out EF for ray of emfeeblement. Like I said I was thinking about going down the Oppressor tree.
How "immune" end-game bosses are to our control skills?
I was thinking about going for a crit CW with wisdom for better CC.
http://www.twitch.tv/spellwarden/b/398529143
<edit>
I forgott to add this. Just a short showing of me and my guilds main cleric combining our powers.
http://www.twitch.tv/spellwarden/b/398539564
I just looked at it, **** such a fail. I was using the wrong spells. But you still get the general idea.
now that i understand the feats and powers a little better, i wonder whether or not 16/12/16 would yield more dps.
while i have not dipped into the paragon trees yet, the renegade tree appeals to me the most.
i wanted to ask, if someone here knows the answer to that question, since these attributes can't be respecced and if i want to recreate her, i'd rather do so sooner than later.
This is what I'm wondering. I haven't seen too many people discuss it.
This, I've pretty much read the whole thread here and have yet to find a PvP build. So please someone that is lvl 60 and experienced in PvP, post your build!
I'm really looking for a good burst/dps build and I know there are a few out there in the arenas dominating!
any way to change/reset the power and feats?
thx before
Resetting your powers requires 600zen($6 USD). Resetting your Feats require various amount of AD, check the bottom left corner of your Feats page for the button.
I'm half-considering to level up another CW.
Encounters:
Slot [Chill Strike] as mastery. [Ray of Enfeeblement], [Conduit of Ice], and (Personal preference) [Steal Time] or [Sudden Storm]
I prefer steal time for the stun to keep the mobs grouped up after a singularity and allows for more survivability with stunning mobs. Much more reliable at hitting targets and will hit more if mobs are not grouped up.
At Wills:
[Magic Missile] and [Chilling Cloud]
Dailies:
[Ice Knife] and [Arcane Singularity]
Class Features:
[Storm Spell]
Situational Skills:
[Icy Terran] for slowing, rooting, and stunning groups of mobs
[Shield] for knockbacks in zones with ledges/spikes to kill off large groups of mobs with singularity on cd
[Entangling Force] for mastery slot which is a decent group up mobs ability
[Chilling Presence] for trash and add heavy boss fights
As for stats:
armor pen / crit > recovery > power > movement speed > deflection
Youtube Channel
The DPS PvP wizard is built pretty much the same as the wizards with % damage boosts to their AoE abilities. The kicker here is to put one of your encounters that isn't an AoE normally on your tab key so that it benefits from the various feats/passive skill that boosts the damage of AoEs (like Chill Strike). For PvP you'll probably want the 15% CC duration passive over the two that boost chill damage with mastery stacks and 1% for each chill stack.
please show your Powers tree with this Feats thx
I use Ice Strike in my Tab slot.
For encounters I use Shield, Sudden Storm and Icy Terrain.
Shield actually does a ton of damage and I tend to use it offensively more often than not. Rushing into a large group of enemies and setting it off can result in a ton of damage. If you follow up with arcane singularity there's no real downside. But even without the daily it still does good damage. That and pushing enemies into traps is fun.
Icy Terrain is tough, because the damage is so low, but it does a good job of applying chill without me having to rely on ray of frost. With chill strike If the enemy stays on the are, I can usually freeze them without sacrificing my dps.
I dont have ice knife yet, but once I do, it will take my second slot. But for now My dailies are Arcane Singularity and some other spell that never gets used that I slotted because It has a pretty picture. That would be oppressive force.
My at wills are magic missile because It has awesome dps, and I recently tried using Storm Pillar. Storm Pillar is only even half way worth it with a huge number of enemies, and even then only when charged. But it is an at will i guess...
Anyway, my feats focus on AoE damage, as do my passives.
^ Bump.
/10char
very nice post, thank you very much :rolleyes:
2 cont. action
3 wep mastery
5 fight on
3 blight power
2 arc mastery
5 Learned Spellcaster
Bitter Cold 5 You gain 1/2/3/4/5% increased damage after afflicting an enemy with Chill. (This bonus lasts 6 seconds and does not stack)
Critical Power 5 When you land a critical hit you gain 1/2/3/4/5% of your total Action Point. (10 second cooldown)
Tempest Magic 5 When your target is below 30% max Hit Points you deal an additional 2/4/6/8/10% damage
Snap Freeze 5 Your Cold powers deal an additional 4/8/10/16/20% damage to targets who are not affected by Chill - (since some bosses aren't chillable)
Malevolent Surge 5 When you kill a foe you gain 2/4/6/8/10% more damage for each foe you kill. Stacks up to 3 times, lasts 4 seconds
Transcended Master 5 Shard of Endless Avalanche deals an additional 3/6/9/12/15% damage. (Icy Rays deals an additional 4/8/12/16/20% damage if cast on the same target twice)
Assailing Force 1 Your Conduit of Ice power now reduces the Mitigation of affected targets by 15%
Slotted PVE powers:
MMissle
RoFrost
Tab: Conduit of ice (adds chill stack to everything - Procs 5% more damage / 15% less damage mitigation to mobs)
SoEAvalanche
Ray of Enfeeblement
Icy Rays
Tab Passives:
Chilling Presence
Eye of the Storm
Daily:
Ice Storm
Ice Knife
PVP:
Mostly the same just switch Avalanche Shard for Entangling Force. Then swap Conduit of Ice from the Tab'd position with Icy Rays. You basically want to nuke your targets while conduit is lowering their mitigation by 15%. Once's you've lined up debuffs / chills you can see Icy Rays hit almost as hard as your daily. 4 pc pvp gear bonus is 25% time duration off your tab target power which is baller.
Build benefits:
Works great in PVE and PVP with pretty extreme damage. Pretty easy to go more control if needed as well.
Excellent find!