For some reason when Nightmare Wizardry procs, it debuffs me instead of my target.
I get the debuff and i take combat advantage damage from enemies instead.
I'm not seeing anything about this in the patch notes. So either its just on my end that this is happening or its been overlooked.
This is an intended feature to punish stupid players, confirmed in perfect world patch notes, you can get it fixed though if you buy the new wizard fixer item in the zen shop that they are adding on the 20th though.
I've noticed that Eye of the storm can proc on Shard of The Endless Avalanche or Icy Terrain (possibly other spells that cannot crit).
These spells cannot crit(check the wizard bug thread).
When it procs on these spells you do not gain the benefits of Eye of The Storm.
This means it wastes the proc and you do half the dps you should be doing.
You would probably be better using Evocation and Storm Spell if you're using icy terrain. It procs Eye of the storm all the time.
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losse1Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited June 2013
Tagging this thread for reference and so I don't forget and so I can check back after patch
"The sum of the whole is this: walk and be happy; walk and be healthy. The best way to lengthen out our days is to walk steadily and with a purpose." -Charles Dickens
I've noticed that Eye of the storm can proc on Shard of The Endless Avalanche or Icy Terrain (possibly other spells that cannot crit).
These spells cannot crit(check the wizard bug thread).
When it procs on these spells you do not gain the benefits of Eye of The Storm.
This means it wastes the proc and you do half the dps you should be doing.
You would probably be better using Evocation and Storm Spell if you're using icy terrain. It procs Eye of the storm all the time.
Actually when you see the Eye of the Storm icon buff, that doesnt mean it has procced. All it means is the Class Feature is "Active". Check my post on Eye of the Storm to see how useless this Feature is.
Just based on reading the tooltip, even if Nightmare Wizardry worked as intended it seems like a pretty unimpressive feat to me, heavily overrated on the forum. A 20% chance to induce Combat Advantage on every crit is a miniscule chance overall: if you have (for example) 40% crit chance, then you have a 0.4 * 0.2 = 8% chance to proc Nightmare Wizardry.
And what does Combat Advantage give you? 10% extra damage, by default (more with high Charisma). So assuming you attack twice per second (which gives you an average of 0.16 procs per second, or 6.2 seconds on average for each proc), and assuming that NW has a 10-second internal cooldown, we're looking at an overall damage bonus of 10% * (4 seconds combat advantage / 16.2 seconds average period of attack) = about 2.5%. If you have 20 Charisma (and therefore 20% in Combat Advantage damage), then the average overall damage benefit rises to a whopping 5%.
Granted, most CWs can probably attack faster than twice per second once they've had some time to ramp up their attack rotation (dots, procs and so on) -- but the benefit from NW doesn't scale linearly with attack speed if there's an internal cooldown. Four attacks per second would result in an average benefit of 10% damage * (4 / 13.1 seconds) = 3% at 10 CHA, or 6% overall damage at 20 CHA.
And even if the Combat Advantage window benefits the entire team, chances are half of your team or more already has CA just from positioning. Hell, there's a solid chance that the Control Wizard himself is already positioned for Combat Advantage when NW procs. Seems like Nightmare Wizardry has an awful lot of caveats to compensate for a forgettable boost to aggregate damage output.
None of which is to say that the bug in Nightmare Wizardry isn't worthy of attention; I guess my only point here is that CW players who haven't already sunk points in NW probably shouldn't worry too much about having to skip it. That is, assuming I understand the mechanics correctly. If not, feel free to correct me.
Well, NW does not have a 10sec internal cooldown.
Renegade CWs should go for Cha to be most beneficial, so extra crit and more damage on combat advantage is guaranteed.
You underestimate the ability to be able to remove all the requirements Combat Advantage would otherwise need.
Positional requirements, ranged requirements, awareness requirements are all needed to maintain combat advantage, NW removes these. Unless you're running with a GWF instead of a second CW and staying in melee proximity, you won't be getting much Combat Advantage benefits.
And if you're not with a second CW, your job is primairily dedicated to adds, so getting in position for dealing with the boss is highly unlikely.
Additionally, the pathing behaviour of mobs is terrible. Its near impossible to keep combat advantage on multiple targets.
Mobs are forced to spread out around a target, they don't stay stacked.
Although Singularity helps with that, theres more downtime between Singularities than its peak duration that stacks everything, because they spread out straight after. AoE attacks procs NW on all targets hit, diminishing this problem signficantly.
Also, NW has great synergy with Phantasmal Destruction, giving 15% crit severity on combat advantage damage for 6sec.
On Topic:
The bug happens when i give myself Arcane Mastery.
It does not happen from Cold or Storm encounters, it only happens from Arcane Encounters giving me Arcane Mastery.
Critical Hits aren't relevant in these circumstances, i can get affected by Nightmare Wizardry by just applying Shield to myself.
Ok, cool. So you can have NW up permanently (assuming you attack quickly enough)? If so, that changes things quite a bit, moving NW from a marginal feat to a must-have, basically -- a consistent 10-20% boost to single-target damage against most any target for which single-target damage matters. Even Thaumaturge/Oppressor builds would have a hard time justifying anything else (assuming they're already planning to take a first-tier Renegade talent, but Reaper's Touch is so good I don't know why you wouldn't grab it).
Given the scarcity of good, solid information out there about power mechanics, I don't think any discussion of this sort can be labeled off-topic. If nothing else, you've established that the bug is far important than I thought it was. Thanks.
Ok, cool. So you can have NW up permanently (assuming you attack quickly enough)? If so, that changes things quite a bit, moving NW from a marginal feat to a must-have, basically -- a consistent 10-20% boost to single-target damage against most any target for which single-target damage matters. Even Thaumaturge/Oppressor builds would have a hard time justifying anything else (assuming they're already planning to take a first-tier Renegade talent, but Reaper's Touch is so good I don't know why you wouldn't grab it).
Given the scarcity of good, solid information out there about power mechanics, I don't think any discussion of this sort can be labeled off-topic. If nothing else, you've established that the bug is far important than I thought it was. Thanks.
Too bad the feat is not tied to a specific class feature or something. That way you could just slot it in for group runs and leave it off for solo and PvP, and not have to worry about cursing yourself.
, but Reaper's Touch is so good I don't know why you wouldn't grab it).
Reaper's Touch nowhere near as good as it looks on paper.
1. The range of it is only 15ft, not 20ft, last time it was checked. Have you tried to measure 15ft in-game? Use your map and watch the range counter. It is a very short distance indeed. Basically, melee range.
2. It only applies to At-Wills. The likelihood you spend a large amount of time using At-Wills or they being a huge part of your damage against trash is low. Against bosses, i.e. where dps matters the most, the likelihood you stand so close to bosses to proc it, is again low and that sort of range is something you will be constantly moving in and out of at best in most situations, which reduces your dps.
Nightmare Wizardry, in contrast, procs often, has no positional requirements and effectively applies against all attacks, including for allies. It is a good feat, other than that bug which unfortunately can also apply against allies.
all CW should have critical action and nightmare wizardry there the 2 best t1 t2 skill for cw, it realy sucks that its apllying combat advantage to self atm but even still you want that extra damage and u have higher char then npcs atleast. would be nice if they could fix it soon though as its always up, critical action also procs asfast as its internal alows it also unless your using some kind of single target loadout and well if your pveing with single target and its not a very specific boss fight, not much will help you :P
Comments
These spells cannot crit(check the wizard bug thread).
When it procs on these spells you do not gain the benefits of Eye of The Storm.
This means it wastes the proc and you do half the dps you should be doing.
You would probably be better using Evocation and Storm Spell if you're using icy terrain. It procs Eye of the storm all the time.
Actually when you see the Eye of the Storm icon buff, that doesnt mean it has procced. All it means is the Class Feature is "Active". Check my post on Eye of the Storm to see how useless this Feature is.
This still isn't fixed
And what does Combat Advantage give you? 10% extra damage, by default (more with high Charisma). So assuming you attack twice per second (which gives you an average of 0.16 procs per second, or 6.2 seconds on average for each proc), and assuming that NW has a 10-second internal cooldown, we're looking at an overall damage bonus of 10% * (4 seconds combat advantage / 16.2 seconds average period of attack) = about 2.5%. If you have 20 Charisma (and therefore 20% in Combat Advantage damage), then the average overall damage benefit rises to a whopping 5%.
Granted, most CWs can probably attack faster than twice per second once they've had some time to ramp up their attack rotation (dots, procs and so on) -- but the benefit from NW doesn't scale linearly with attack speed if there's an internal cooldown. Four attacks per second would result in an average benefit of 10% damage * (4 / 13.1 seconds) = 3% at 10 CHA, or 6% overall damage at 20 CHA.
And even if the Combat Advantage window benefits the entire team, chances are half of your team or more already has CA just from positioning. Hell, there's a solid chance that the Control Wizard himself is already positioned for Combat Advantage when NW procs. Seems like Nightmare Wizardry has an awful lot of caveats to compensate for a forgettable boost to aggregate damage output.
None of which is to say that the bug in Nightmare Wizardry isn't worthy of attention; I guess my only point here is that CW players who haven't already sunk points in NW probably shouldn't worry too much about having to skip it. That is, assuming I understand the mechanics correctly. If not, feel free to correct me.
Well, NW does not have a 10sec internal cooldown.
Renegade CWs should go for Cha to be most beneficial, so extra crit and more damage on combat advantage is guaranteed.
You underestimate the ability to be able to remove all the requirements Combat Advantage would otherwise need.
Positional requirements, ranged requirements, awareness requirements are all needed to maintain combat advantage, NW removes these. Unless you're running with a GWF instead of a second CW and staying in melee proximity, you won't be getting much Combat Advantage benefits.
And if you're not with a second CW, your job is primairily dedicated to adds, so getting in position for dealing with the boss is highly unlikely.
Additionally, the pathing behaviour of mobs is terrible. Its near impossible to keep combat advantage on multiple targets.
Mobs are forced to spread out around a target, they don't stay stacked.
Although Singularity helps with that, theres more downtime between Singularities than its peak duration that stacks everything, because they spread out straight after. AoE attacks procs NW on all targets hit, diminishing this problem signficantly.
Also, NW has great synergy with Phantasmal Destruction, giving 15% crit severity on combat advantage damage for 6sec.
On Topic:
The bug happens when i give myself Arcane Mastery.
It does not happen from Cold or Storm encounters, it only happens from Arcane Encounters giving me Arcane Mastery.
Critical Hits aren't relevant in these circumstances, i can get affected by Nightmare Wizardry by just applying Shield to myself.
Ok, cool. So you can have NW up permanently (assuming you attack quickly enough)? If so, that changes things quite a bit, moving NW from a marginal feat to a must-have, basically -- a consistent 10-20% boost to single-target damage against most any target for which single-target damage matters. Even Thaumaturge/Oppressor builds would have a hard time justifying anything else (assuming they're already planning to take a first-tier Renegade talent, but Reaper's Touch is so good I don't know why you wouldn't grab it).
Given the scarcity of good, solid information out there about power mechanics, I don't think any discussion of this sort can be labeled off-topic. If nothing else, you've established that the bug is far important than I thought it was. Thanks.
Too bad the feat is not tied to a specific class feature or something. That way you could just slot it in for group runs and leave it off for solo and PvP, and not have to worry about cursing yourself.
Reaper's Touch nowhere near as good as it looks on paper.
1. The range of it is only 15ft, not 20ft, last time it was checked. Have you tried to measure 15ft in-game? Use your map and watch the range counter. It is a very short distance indeed. Basically, melee range.
2. It only applies to At-Wills. The likelihood you spend a large amount of time using At-Wills or they being a huge part of your damage against trash is low. Against bosses, i.e. where dps matters the most, the likelihood you stand so close to bosses to proc it, is again low and that sort of range is something you will be constantly moving in and out of at best in most situations, which reduces your dps.
Nightmare Wizardry, in contrast, procs often, has no positional requirements and effectively applies against all attacks, including for allies. It is a good feat, other than that bug which unfortunately can also apply against allies.
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