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The Wizard is too squishy

anashimanashim Member Posts: 259 Bounty Hunter
edited May 2013 in The Library
I havent noticed it before the L30s when my Wizard entered Helmshold. But my Wizard dies way too often.

Being surrounded by four devils or even two Hellfire Maguses, is certain death. And if I use my Daily Ice Storm to push them away, eight more show up immediately after to attack. No defense. No deflection. No hit points.

If I am in a team, or even when other heroes just happen to be nearby, to keep the monsters busy, it seems ok. But when soloing in a quest. It is intolerable.

The Wizard needs more survivability.

The Wizard is too too too squishy.
Post edited by anashim on
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  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    My Wizard is Level 37, and should not still be dying in L30 to L34 Helmshold quests. Currently the boss has killed my Wizard four times in a row. Again because of aggro surrounding a completely defenseless Wizard.

    I am intentionally trying to make a "Control" Wizard work. All my power build is control spells. Ice Storm, Entangling Force, Chill Strike (Mastery), Repel, Icy Terrain, Orb of Imposition, Chilling Presence, and Ray of Frost. It is called a "Control Wizard", and if the control spells are ineffective for solo quests, then theres a problem.

    The atwill, Ray of Frost, is incredibly frustrating because it often simply fails to work. Monsters are attacking, I am pressing the button, and often enough nothing happens. The Wizard just stands there powerless without making any attack. Please fix Ray of Frost. ASAP. And make the Wizard more survivable.
  • harming18harming18 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 74
    edited May 2013
    your tab chillstrike should clear or nearly clear smaller trash, as for the higher hp mobs, a combo of entangling force / chill strike can stun lock them. Also make good use of your teleport. I made it all the way to 5x until I died on my CW to a certain boss that did about 80% of my hp per hit. Cant remember the name but it rides a panther and hits extremely hard. Have to kite it around tables and keep it cced to win that fight. anyway hope that helps.
  • ninesleenineslee Member, Neverwinter Beta Users Posts: 15 Arc User
    edited May 2013
    It doesn't feel that way to me. Since I put conduit of ice into a mastery slot I haven't had a problem.. and once you gain singularity, well, you can even take on multiple groups at a time and never get under half of your HP.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    Harming18, yeah, minions like imps are no problem. (Heh, at least not anymore. Icy Terrain in synergy with Chilling Presence, and maybe the Severe Reaction feat seems to kill off imps.) It is the serious aggro that are killers.

    Entangling Force can only keep one monster busy, ... while the seven others kill the Wizard.

    Actually, I was kiting. I finally defeated the boss after dying five times in a row. Mainly by luck: this time the boss seemed to die sooner. When the boss died the devils that were surrounding the Wizard seemed to disappear before they had a chance to the kill the Wizard.

    The problem is, the Wizard cannot stand when non-minion aggro focuses on the Wizard.

    The Wizard is too squishy.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    Nineslee, hmm. I have Chill Strike in Mastery. It does more damage, is pretty much my only damage spell but also causes Chill, and supposedly shatters to do area damage.

    I will give Conduit of Ice a try, with the idea that it does area damage. But with its low damage, I dont see how it helps against serious aggro.

    The Wizard cannot survive being the focus of aggro.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    By the way, I spend ALL of the money from found items on Potions of Healing. That isnt really an acceptable solution to the Wizard being too too too squishy.

    Now it seems even Potions of Healing cant keep the Wizard alive.

    The Wizard is too squishy.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    Oh the irony.

    I finally defeat the boss.

    Leave the dungeon, and am immediately attacked by imps. I kill the imps no problem but then devils show up to kill the Wizard.



    The Wizard is too too too squishy.
  • czeslawczadczeslawczad Member Posts: 100
    edited May 2013
    No, he is not. Unlike other classes you have four skills to utilize at all times. Make sure you mix offensive with defensive abilities focusing on AoE (that's your specialty, make use of it). Always use skills like shield (dmg + KB), conduit of ice (on mastery - slow), chill strike (dmg + stun), Steal Time (dmg + slow + stun) and last but not least use your dodge.

    You'll start noticing your skills disable trash so hard they never get the chance to strike back. You just smite them down full to null on stun at all times. You'll notice your AP bar goes crazy when you rotate your aoe skills and allows you to keep everything under singularity at all times when swarmed by opponents.

    You'll see and you'll be amazed. Seriously. :)

    Regards,
    Kalantris
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    Nineslee, unfortunately my Wizard didnt invest in Arcane Singularity, so I cant say anything about it. Instead I invested in the Oppressive Force daily. I can say, Oppressive Force sucks. I dont even bother using it. I just use the Ice Storm daily that I started with at Level 1. Ice Storm is a great spell. And a fun spell. I hope it continues to be useful past Level 60. The problem now is, the Ice Storm spell now immediately summons more aggro, and this excess of monsters kills the Wizard. In other words, the Wizard cannot survive if choosing to use the Ice Storm spell.
  • czeslawczadczeslawczad Member Posts: 100
    edited May 2013
    Try this build:

    AM: Conduit of Ice
    Q/E/R 50+: Shield, steal time, shard of endless avalanche.
    Q/E/R 40+: Shield, steal time, chill strike.

    Dailies: Ice Spike, Arcane Singularity.

    Agro with chill strike, cast steal time when enemies approach. Stun them before they get to you (skill slows everything around you by 90% when channeling), cast conduit on one in the middle and spam some magic missiles. Once they get out of stun pop shield tossing them around. By that time you'll have your CD on the shield reduced by 50% by Arcane Mastery, so chill, it's just 8s. Dodge once or twice depending on how fast your opponents are, recast shield, SLAM. Now your arcane singularity is up. Run towards as many enemies as you can, agro a couple groups using autoattack and cast arcane singularity next to you. Start dodging, cast conduit on one of the healthier mobs. Stand next to the center and wait for the mobs to get pulled up. When they do, cast steal time again and then slam your shield.

    Everything will be dead before you even charge your arcane singularity, but hey, even describing it is worth it. :)

    Regards,
    Kalantris
  • capgarnascapgarnas Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 500 Bounty Hunter
    edited May 2013
    Nice post above. I found at helms once i used shield offensively with aoe leveling went much smoother.
  • voodoogrovesvoodoogroves Member Posts: 42
    edited May 2013
    New player. Don't have tons of crazy gear, just what I've picked up and a few things I bought to fill in where my gear level was dragging way behind. Level 34.

    The wizard may be squishier than some, but with the array of CC and AoE abilities you have, there's no reason you can't out last / maneuver / kill the mobs in Helm's Hold. Sure, you can't go toe-to-toe on the shock troopers who are hitting for huge amounts of damage (hint: don't let them hit you) but there's no reason you need to anyway.

    I got rid of shield because, while it worked, I'm an impatient bastage and instead have slotted an additional DPS power. Largely, I'm still using Chill Strike (tab), Entangling Force, Conduit of Ice and now the Spellstorm thing. No Steal Time or anything like that yet. Dailies I have Ice Storm and Singularity, though in the explorer zones I'm usually using Ice Storm just to out-damage folks.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    Im getting fed up with the Wizard dying. He simply cannot survive multiple attackers. That includes multiple ranged attackers sniping from the distance while a meleer engages. Now hes dying in the Vellosk quests. The wintery one with tribal war and werewolves.

    Right, Shield, Steal Time, etcetera. In other words, prevent the multiple attacks from ever happening in the first place. Unfortunately, I didnt invest in Shield, and the Wizard is still too low level to take Steal Time. Even Wizards who choose not to take these spells should be able to survive normal combat scenarios. I did take Icy Terrain, but it needs to be far more effective at immobilizing and freezing high-level multiple attackers.

    And I shouldnt have to spend ALL my money on Potions of Healing.

    The Wizard needs better survivability.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    New player. Don't have tons of crazy gear, just what I've picked up and a few things I bought to fill in where my gear level was dragging way behind. Level 34.

    The wizard may be squishier than some, but with the array of CC and AoE abilities you have, there's no reason you can't out last / maneuver / kill the mobs in Helm's Hold. Sure, you can't go toe-to-toe on the shock troopers who are hitting for huge amounts of damage (hint: don't let them hit you) but there's no reason you need to anyway.

    I got rid of shield because, while it worked, I'm an impatient bastage and instead have slotted an additional DPS power. Largely, I'm still using Chill Strike (tab), Entangling Force, Conduit of Ice and now the Spellstorm thing. No Steal Time or anything like that yet. Dailies I have Ice Storm and Singularity, though in the explorer zones I'm usually using Ice Storm just to out-damage folks.
    There is no way my Wizard could survive the multiple high-level attackers in Helmshold. No way. Simply stepping out into the street on the way to the Cathedral got him killed. The only time he lived was when the monsters were busy with other players.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    Actually, I have no problem against a Shock Trooper. The Wizard is highly effective at keeping a single target busy. Its the aggro - the multiple high-level attackers that are killing the Wizard.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    And when I use a daily to get rid of aggro, I dont want twice as many aggro showing up immediately because of it.

    Its making me stop using daily spells altogether.
  • voodoogrovesvoodoogroves Member Posts: 42
    edited May 2013
    Don't know what to tell you man - maybe you've got the wrong investment in feats?

    I just did the shock trooper contest and won it again. Each of those had trash, one tough mob + the big monster demons.

    Just out of curiosity, do you have a companion?


    I also swill potions like crazy, but I rarely buy them - I must have over 50 of the 2000 hp ones, and near 20 of the next tier up.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    New player. Don't have tons of crazy gear, just what I've picked up and a few things I bought to fill in where my gear level was dragging way behind. Level 34.

    The wizard may be squishier than some, but with the array of CC and AoE abilities you have, there's no reason you can't out last / maneuver / kill the mobs in Helm's Hold. Sure, you can't go toe-to-toe on the shock troopers who are hitting for huge amounts of damage (hint: don't let them hit you) but there's no reason you need to anyway.

    I got rid of shield because, while it worked, I'm an impatient bastage and instead have slotted an additional DPS power. Largely, I'm still using Chill Strike (tab), Entangling Force, Conduit of Ice and now the Spellstorm thing. No Steal Time or anything like that yet. Dailies I have Ice Storm and Singularity, though in the explorer zones I'm usually using Ice Storm just to out-damage folks.
    Well, choosing dps means switching to being a Striker. Not a Controller. The "Controller" Wizard needs to survive too.

    I took [Storm Fury] thinking it would help me against aggro. But seems to suck. [Storm Fury] doesnt even kill imps. Infact, while it was active, I never once saw it kill anything. I never even noticed a health bar diminish because of it. I eventually just swapped [Storm Fury] out. I consider [Storm Fury] a waste of advancement resources in need of a respec.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    Don't know what to tell you man - maybe you've got the wrong investment in feats?

    I just did the shock trooper contest and won it again. Each of those had trash, one tough mob + the big monster demons.

    Just out of curiosity, do you have a companion?


    I also swill potions like crazy, but I rarely buy them - I must have over 50 of the 2000 hp ones, and near 20 of the next tier up.
    I dont know. My feats seem ok. I even have Severe Reaction maxed out to help with aggro. I cant tell if it helps or not. Apparently not.

    I have a Manatarms at Rank 15 with good gear. (In fact, the gear has no level restriction so you can give whatever highest level item you can get a hold of.) The Manatarms is great. Great at forcing ONE target to be busy.

    Again the problem is, whenever multiple high-level attackers all focus on the Wizard. The Wizard is simply too squishy.
  • voodoogrovesvoodoogroves Member Posts: 42
    edited May 2013
    [/quote]I took Spellstorm thinking it would help me against aggro. But seems to suck. Spellstorm doesnt even kill imps. Infact, while it was active, I never once saw it kill anything. I never even noticed a health bar diminish because of it. I eventually just swapped Spellstorm out. I consider Spellstorm a waste of advancement resources in need of a respec.[/QUOTE]
    I'm not talking about the class feature - the encounter power is what I have in my 3rd slot.
    anashim wrote: »
    Well, choosing dps means switching to being a Striker. Not a Controller. The "Controller" Wizard needs to survive too.
    What I'm going to say is not just about this game. It's about all forms of D&D, MMOs, online RPGs, etc.

    To be good at CC, you have to have CC strong enough to remove targets with a duration that maps to your ability to take out the non-locked targets.

    What this means is, you still need offense - and how much offense you need is really based on the duration of your CC. If you don't, you're not going to be successful. You could build for less offense but you will ALWAYS need to group to have someone else make up the difference.

    This doesn't make you a striker.

    It sounds like you built a very-good-at-one-thing character, which needs to be part of a team.



    Also, RE: Companion - I'd suggest the cleric for just about everyone in the early levels.
  • wingedkagoutiwingedkagouti Member Posts: 275 Arc User
    edited May 2013
    anashim wrote: »
    Again the problem is, whenever multiple high-level attackers all focus on the Wizard. The Wizard is simply too squishy.
    If you frequently fight multiple hard mobs (that aren't from the same spawn) then you need to work on your situational awareness, which includes looking for patrols. If you can't handle the default "hard" 2x Legion Devil + 1x Erinyes spawn then you need to work on your battle tactics.

    Observe your enemies, pay attention to the tells for their abilities, how often they use them and what they actually do. Learn what you need to interrupt (with Chill Strike/Entangling Force/knockback) and what should be dodged.

    Contrary to what seems to be popular belief, a Control Wizard soloing through the storyline is not a facerolling experience. CW is closer to the CoH Blaster than it is to the CoH Controller.
  • voodoogrovesvoodoogroves Member Posts: 42
    edited May 2013
    If you frequently fight multiple hard mobs (that aren't from the same spawn) then you need to work on your situational awareness, which includes looking for patrols. If you can't handle the default "hard" 2x Legion Devil + 1x Erinyes spawn then you need to work on your battle tactics.

    Observe your enemies, pay attention to the tells for their abilities, how often they use them and what they actually do. Learn what you need to interrupt (with Chill Strike/Entangling Force/knockback) and what should be dodged.

    Contrary to what seems to be popular belief, a Control Wizard soloing through the storyline is not a facerolling experience. CW is closer to the CoH Blaster than it is to the CoH Controller.

    And "control" isn't absolute. For a controller in 4e DND, it means that you do baseline damage + add on some sort of conditional effect (immobilize, slow, hold, etc.). It isn't a guarantee that your CC effect will be constant ('cause it isn't) nor is it suggesting you should drive your baseline damage closer to zero. A striker in 4e does baseline damage + more damage, in comparision.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    If you frequently fight multiple hard mobs (that aren't from the same spawn) then you need to work on your situational awareness, which includes looking for patrols. If you can't handle the default "hard" 2x Legion Devil + 1x Erinyes spawn then you need to work on your battle tactics.

    Observe your enemies, pay attention to the tells for their abilities, how often they use them and what they actually do. Learn what you need to interrupt (with Chill Strike/Entangling Force/knockback) and what should be dodged.

    Contrary to what seems to be popular belief, a Control Wizard soloing through the storyline is not a facerolling experience. CW is closer to the CoH Blaster than it is to the CoH Controller.
    In Helmshold - in the main street - the one adjacent to the Dirty Dwarf Tavern - you cant avoid the "patrols". Theyr everywhere. Easily ten separate encounters all within view of eachother - some of them wandering around. On a narrow corridor. When one attacks, the neighboring encounters come to join in on the attack too. If you use a daily to get rid of them. Many many more show up immediately to attack.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    If you frequently fight multiple hard mobs (that aren't from the same spawn) then you need to work on your situational awareness, which includes looking for patrols. If you can't handle the default "hard" 2x Legion Devil + 1x Erinyes spawn then you need to work on your battle tactics.
    I can handle the two Legion Devil plus Erynes encounter. Its tough, but I tend not to die. Usually what happens is, the Manatarms keeps one Legion busy. I tend to try kill the Erinyes first. Shes actually the biggest threat because shes highly mobile. But she tends to be squish, so I can get her out of the way fast. The other Legion either attacks the Manatarms along with the other one - which is great. But sometimes this Legion goes after me while Im keeping the Erinyes busy, which sucks, but Im able to kill the Erinyes quickly, before the Legion can kill. Then I quickly focus on the Legion. Afterwards, if the Manatarms needs help with his Legion, I give it. But usually not. This isnt a problem.

    The problem is when there are two sets of such encounters: four Legions plus two Erinyes. Or one set plus a boss. Or one set plus a Hellfire Magus, sniping from a distance. Or so on. These multiple encounters are unavoidable on that Helmshold street.

    Likewise, the last boss I fought at the Sanatorium would continue to summon multiple devilish encounters.

    The Wizard also kept dying from Shepherd of the Damned quest, another aggro freaky boss, for similar reasons, also in Helmshold. (In the case of the Shepherd, the best strategy seemed to be to engage her almost in melee, while Icy Terrain seems effective, and kill any aggro the instant they appear. Oppositely, in the case of the Sanatorium, the boss Ronini, the best strategy seemed to be to avoid the aggro as best as possible while sniping at her from a distance but dedicating everything to focus fire.)

    Anyway. Again. Its the aggro. And the aggro is normal.

    The aggro are unavoidable.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    Voodoo, if only the Cleric is a suitable companion, theres a problem with the other companions. Or rather, the need of a perpetual healer along with a bottomless cup of healing potion ... means the Wizard is too squishy.
  • voodoogrovesvoodoogroves Member Posts: 42
    edited May 2013
    anashim wrote: »
    The aggro are unavoidable.
    Maybe this is the problem then?

    I have no problem w/ pulling one group at a time. Sometimes I yank lots (like running the Spy Hunt) but in general you can fight one group at a time. Their view distance seems really, really limited to me. I ran the 5-shields quest this AM and went from crypt to crypt without pulling any mobs on they way, and ran back also activating none of the optionals (unless I wanted them specifically - I needed to kill 2 additional summoners).
  • voodoogrovesvoodoogroves Member Posts: 42
    edited May 2013
    anashim wrote: »
    Voodoo, if only the Cleric is a suitable companion, theres a problem with the other companions. In fact, the need of a perpetul healer along with a bottomless cup of healing potion ... means the Wizard is too squishy.

    Is your companion aggroing?

    FWIW, I am free to play and have 2 characters near the same level - the other is a GWF. The wizard "feels" far more resilient, and some of this is simply the fact that you can do basically everything at range, safe from most content.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    Is your companion aggroing?
    Does the Manatarms "sticky" multiple monsters? No, not really. Sometimes yes. Sometimes no. He isnt reliable.

    In fact, in a recent fight, I noticed. The Manatarms ran ahead to attack a monster. All of other monsters ganged up on him and swarmed him. But when I attacked one of these monsters from range, all of the other monsters, except the one that the Manatarms engaged, suddenly left him and they all swarmed the Wizard. Who died.

    FWIW, I am free to play and have 2 characters near the same level - the other is a GWF. The wizard "feels" far more resilient, and some of this is simply the fact that you can do basically everything at range, safe from most content.
    Heh. As if your Wizard has any choice except to attack from a distance. And if an aggro focuses on the Wizard the Wizard dies.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    Maybe this is the problem then?

    I have no problem w/ pulling one group at a time. Sometimes I yank lots (like running the Spy Hunt) but in general you can fight one group at a time. Their view distance seems really, really limited to me. I ran the 5-shields quest this AM and went from crypt to crypt without pulling any mobs on they way, and ran back also activating none of the optionals (unless I wanted them specifically - I needed to kill 2 additional summoners).
    The excessive aggro is DEFINITELY part of the problem. And I read other players - even from other classes - complaining about aggro.
  • voodoogrovesvoodoogroves Member Posts: 42
    edited May 2013
    anashim wrote: »
    Does the Manatarms "sticky" multiple monsters? No, not really. Sometimes yes. Sometimes no. He isnt reliable.
    No, is he wandering over and grabbing trash that then focuses on you.
    Heh. As if your Wizard has any choice except to attack from a distance. And if an aggro focuses on the Wizard the Wizard dies.
    I'm seriously not having the same problem you are.
    • At range, I Chill Strike. This kills or drops the things like imps / other trash to a sliver of health.
    • Then I find the toughest target, and put Conduit of Ice on him. THEN I RUN UP TO HIS FACE. This makes sure the imps / trash with a little health left follow, and get the AoE damage from Conduit, finishing him off. It also ensures that any tougher mobs (say 2 legion devils) start taking damage.
    • Then I use Entangling Force, to yank him up in the air.
    • Chill strike is usually off cool down soon, if not I I zap with a volley of magic missiles. Again, I'm in everyone's face right now because I want the melee types to get hit with my chill strike splash damage.
    • By now the first "tough" is dead, and I rinse / repeat on the other toughs.

    If I feel like there is too much in a group as I approach, I start by entangling one of the toughs, then conduit, then chill strike - otherwise it's the same. Still, the ability to snipe / soften from a distance is handy. For instance, if I have a singularity handy, I may drop it as my opening on a group of toughies - holding them all a bit while I chill strike, then conduit and then pick one to entangle when the singularity drops.

    Being able to range gives the wizard an advantage over the GWF. My wizard also has more real-CC than just a single slam. I still play in their face, because that's the best way to get all of them in my AoE damage.
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