EDIT- As a note I am not saying to go cast 13 blackholes in PvP or anything (but if you wanna, cool with me), it is just an example of a Daily. I should of called it "How to cast 40 Daily's in 20mins, and HELP WITH RESEARCH!"
Heya all, I've been doing some research into Icy Terrain and it brought me on a tangent which I ended up learning somethings we all kinda know, but really showing what we can do with it!
(Also, when I say Black Hole I mean Arcane Singularity, the daily, I keep forgetting)
So I'm going to do this one at a time, might upload a video to explain this too in a bit. So hold on for now!
EDIT - Video Here!
https://www.youtube.com/watch?v=9OKR4QMnNc0---Icy Terrain---
It's a real cool move, that nobody uses. I never used to use it since it seems to give no AP (Action Point) gain. It turns out you can yield AP out of the move, PROVIDING you cast it within about 1 second after any offenive spell (including daily's). And it's good AP too, 9% rank one and 7% at max rank. If your like me your wondering why the hell the AP is decreased at max rank, well here we go!
---Action Points and Cooldowns---
Turn's out AP gain is linked to cooldowns. Nothing crazy there, we all know that different spells give different AP values. What I didn't know that it wasn't STATIC, reducing the cooldown of a spell with ranks also REDUCES the AP gain value!
So it does seem to make sense, the faster you can cast your spell rotations, the the less AP you should be awarded, and the slower ones should give more AP so it all averages out overall right? Nope.avi
Turns out the ones with longer cool downs give significantly more AP, to test this simply pick your 4 fastest spells and time how long it takes to get a full Action Point from 0%, then repeat with your 4 slowest spells. Go on, give it a try, it doesn't take long.... back? I'm going to guess that the slower spells/longer cooldowns won by a good deal.
This now adds a new element to upgrading spells, it might not always be in your best interest to max rank a spell that reduces cooldown, for example if you wanted to cast dailys as fast as possible you would want a simple rotation that would get your action point in a few spell rotations, without having to wait for the group to recharge again (see the video, you can see this issue there). By reducing cooldown by ranking up the spell you might just be off getting a perfect Action-Point-Speed-Run as it were.
----13 Black Holes in 14mins----
See the video for a quick example, I think in a better PvP (I didn't have constant fights in that game) you could probably beat one blackhole per minute, (1BPM) and easily reach 1.4BPM. I think with a dedicated build maybe even 2BPM would be possible in PVP, so in PVP it might be possible to do 20-30 blackholes without too much effort!
---Advanced AP Gain Research--- To be done!
This is where I need you! Help out!
Alright, so rank decreasing cooldowns effect AP gain, but what about from your stats? Does INT and WIS which both reduce cooldowns effect your AP gain? And does gear stats have any effect? These are things I do not know yet. But we can simply work this out together, let's do the first step.
1)Unequip your wizard of all gear but a Orb (no recov stat)
2)Use each of your wizard spells that you have, and write down the AP gained
3)Submit your level, INT and WIS.
4)Party! You've just helped out the whole Wizard community, good job!
Regardless of the type of wizard you play, I hope you can take something away from this little study, and I would be extremely grateful if you spend a little time helping out the study.
Thanks for reading.
Comments
Int 26 Wisdom 19
At 0 recovery :
Steal Time 10-11% per cast
Chill strike 3%
Shield pulse 5% per target hit
Icy Terrain 6-7%
Sudden storm 4-5%
Ray of Enf. 5%
Magic missiles 2-3%
Chilling cloud 2-3%
Repel 2-3% per target hit
At 2039 recovery (+17.1%) :
Steal Time 12-13%
Chill strike 3-4%
Shield pulse 5% per target
Icy Terrain 7-8%
Sudden storm 5%
Ray of Enf. 6%
Magic missiles 3%
Chilling cloud 3%
Entangling force 6%
Repel 3% per target
Note that ony repel and steal time (and maybe other spells I didnt test) benefits from hitting multiple targets (tested on dummies, maybe there is a max number of targets ?).
I also noticed that Critical power (renegade feat) can proc off Shield (not shield pulse, just shield !), Icy terrain and lightning enchantment (although they can't crit). I also noticed that Critical power can proc multiple times if you crit on multiple targets with the same spell (at the same time). Try with shield it is easy to reproduce.
Gain doesnt seem linked to damage done, as critical strikes don't give more ap (excluding Critical power).
Shield is the best way to keep chaining Singularity, I can keep doing singularity as soon as Shield is back up on large add packs.
No CW I've met has ever caused trouble with AS. Not a single one. It has always been Ice knife and very rarely Ice Storm. Hell, I use Oppressive Force myself to aoe-daze the enemy team that is clustering around an area and it can greatly help your team take back the point.
You can gain back AP without resorting to the use of skills that are otherwise useless in PVP, namely Ice Terrain. Spam Storm Pillar when not engaging the enemy. It is rather silly to not rank up skills that reduces cooldown just to gain more AP per cast. If you are not DPSing or CC/debuffing your enemies in pvp, you are doing it wrong.
Why in the WORLD would ANYONE be using Singularity in PvP LOL
and 12 in 13minutes?!
Why quote me? I don't like Arcane Singularity in PvP either, but soulwarrior78 went on to reply without actually reading to what the OP was referring to. I just don't like people that reply without reading the thread's subject in detail.
I actually use it fairly often if we're fighting an organized group or a group with 2 clerics. Nothing like dropping one just off their Astral Shields, then dropping an Icy Terrain under them and watching your team tear them up before they even drop back down to the ground - this might be more effective due to Shadow Weaver set and the whole team ending up with a ton of crit severity.
But with a decent team it actually tends to work rather well. People freak out over it and either try to get out (and fail) or ignore it and wind up getting grouped up nicely to die.
Ice Knife is still my bread and butter, but Singularity can still be hilariously useful.
I understand what you are saying, but you are referring to a situation where there are, not ONE, but TWO organized groups fighting each other. That's 2 rarities. 19 games out of 20, neither side is organized.
In any case, to why I use Arcane Singularity in PvP is because... I'm only level 34, so I don't have Ice Knife (or steal time, which is supposedly BEASTLY AP wise)! I don't mean to advocate everyone to drop everything and use Arcane Singularity, it is just an example of a daily I have, replace that with Ice Knife/Ice Storm/Oppressive Force , whatever is your move of choice. What I really want to find out is the core mechanics behind cool downs with wizards. I know in PvP/Dungeons a daily build may not be applicable, but the core data is what I need and can help all wizards.
And Lemandal, thanks for the data! It is seriously helpful! Could you tell me your wizards level? Is it 60?
And to everyone who has posted and reading this, GIMME YOUR DATA! This can be solved pretty easily the effects of INT/WIS on cooldowns! Regardless of your level, PLEASE post it