I've been reading around he forums and people seems to be more into damage than doing CONTROL. Not to mention there are all sorts of builds and the tool-tips are usually vague or inaccurate.
SO is there like a cookie cutter build for a "control" wiz?
I need some info about the feats, specially the useless ones, like "Controlling Action" is it useful for AP regen? how does it really work.
You should do more playing and less reading. Then you will realize that there is no such thing as a "control" wiz build. All CWs, regardless of their build can CC more or less the same.
Controlling Action is hardly "useless" (at least not considered in isolation). Have you actually tried it? It makes a noticeable difference with AP gain. The question is whether you want it or can afford it in your overall build.
Like copticone said, CW is not really a class conducive to cookie cutter builds, unlike many of the other classes. Almost every Power has some use in either control or damage, plus every CW, no matter how extreme the rest of their build, has deep control capability, more than sufficient for any dungeon. Thus, there is a lot of variation in effective builds.
You can do most of your testing with the dummies in Trade of Blades or in Foundries.
The best you can do is try to minimise the number of broken feats you take on or for those that you do take, you understand well and value them anyway, e.g. Renegade's crazy Nightmare Wizardry or if you're Tiefling Tempest Magic etc.
You can use the forum search tools or the "Outstanding Bugs List" to check on the detail of individual feats and Powers. You can also use Google's command like "site:nw-forum.perfectworld.com".
You should do more playing and less reading. Then you will realize that there is no such thing as a "control" wiz build. All CWs, regardless of their build can CC more or less the same.
Not really helpful, i do play a lot, i have 2 lvl 60clerics and do a lot of dungeons. I am merely trying to understand the NEW CW now. Because i wonder why some cant seem to chain CC mobs much.
I also have a cw that i've been studying again....... I do study other classes to understand how i can heal better, figuring out when they really need heals and stuff like that.
The cw i believe is crucial to teamplay i believe.
Controlling Action is hardly "useless" (at least not considered in isolation). Have you actually tried it? It makes a noticeable difference with AP gain. The question is whether you want it or can afford it in your overall build.
Like copticone said, CW is not really a class conducive to cookie cutter builds, unlike many of the other classes. Almost every Power has some use in either control or damage, plus every CW, no matter how extreme the rest of their build, has deep control capability, more than sufficient for any dungeon. Thus, there is a lot of variation in effective builds.
You can do most of your testing with the dummies in Trade of Blades or in Foundries.
The best you can do is try to minimise the number of broken feats you take on or for those that you do take, you understand well and value them anyway, e.g. Renegade's crazy Nightmare Wizardry or if you're Tiefling Tempest Magic etc.
You can use the forum search tools or the "Outstanding Bugs List" to check on the detail of individual feats and Powers. You can also use Google's command like "site:nw-forum.perfectworld.com".
At the moment i believe the best control spell for pve is Singularity am I right? So if i have "Controlling Action" that would help AP regen, but the tool tip is vague....... how does it work? I am very much satisfied with the AP regen i get from Shield-push, however if i can generate more AP and keep Singularity up all the time..... why not
Not really helpful, i do play a lot, i have 2 lvl 60clerics and do a lot of dungeons. I am merely trying to understand the NEW CW now. Because i wonder why some cant seem to chain CC mobs much.
I also have a cw that i've been studying again....... I do study other classes to understand how i can heal better, figuring out when they really need heals and stuff like that.
The cw i believe is crucial to teamplay i believe.
I wasn't being sarcastic. I was telling you that you are looking for something that doesn't exist in the class. Any CW does enough "control" with the proper Powers. If you want to provide more support to the team, then you need to look for other utilities to add to your arsenal, like buffing the party damage, debuffing the targets, proper use of push and pulls. No party is wiping because your Entangling Force lasted 3.4 seconds, instead of 3.7, or that Steal Time stunned for 0.3 seconds less. And while there are Powers and Stats that can affect the duration of controls, they still have nothing to do with which tree you spec in.
Basically you can build with INT/WIS instead of INT/CHA as most CW seem interested in doing. The extra crowd control is nice, and the extra AP generation is nice. There isn't a 'control' section of the end parse, so most people are fairly uninterested in longer crowd controls when they could crit more often themselves. (For whatever reason.)
It's also harder to parse a difference, but I've noticed my Clerics seem pretty darn grateful.
MoF/Thaum CWSS/Thaum CWIV/Protector GFSW/Combat HRSM/Destroyer GWFWK/Executioner TRDO/Faithful DC
Copticone is right on the money. People want to double down on control with their feats, but it's just not an option, and would be wasteful even if it were. The bones of the class are control - you get the control part regardless of the feats you chose. To be more or less controlling, you just need to use different powers. The feats are really just about how you're going to do damage. The CW you see that aren't doing enough control is simply a function of them chosing not to (or not knowing how). If you want back to back singularities, you need to use the right power line-up (there is discussion of this in copticone's guide - tabbed "force choke" is the key).
Comments
Like copticone said, CW is not really a class conducive to cookie cutter builds, unlike many of the other classes. Almost every Power has some use in either control or damage, plus every CW, no matter how extreme the rest of their build, has deep control capability, more than sufficient for any dungeon. Thus, there is a lot of variation in effective builds.
You can do most of your testing with the dummies in Trade of Blades or in Foundries.
The best you can do is try to minimise the number of broken feats you take on or for those that you do take, you understand well and value them anyway, e.g. Renegade's crazy Nightmare Wizardry or if you're Tiefling Tempest Magic etc.
You can use the forum search tools or the "Outstanding Bugs List" to check on the detail of individual feats and Powers. You can also use Google's command like "site:nw-forum.perfectworld.com".
Not really helpful, i do play a lot, i have 2 lvl 60clerics and do a lot of dungeons. I am merely trying to understand the NEW CW now. Because i wonder why some cant seem to chain CC mobs much.
I also have a cw that i've been studying again....... I do study other classes to understand how i can heal better, figuring out when they really need heals and stuff like that.
The cw i believe is crucial to teamplay i believe.
At the moment i believe the best control spell for pve is Singularity am I right? So if i have "Controlling Action" that would help AP regen, but the tool tip is vague....... how does it work? I am very much satisfied with the AP regen i get from Shield-push, however if i can generate more AP and keep Singularity up all the time..... why not
I wasn't being sarcastic. I was telling you that you are looking for something that doesn't exist in the class. Any CW does enough "control" with the proper Powers. If you want to provide more support to the team, then you need to look for other utilities to add to your arsenal, like buffing the party damage, debuffing the targets, proper use of push and pulls. No party is wiping because your Entangling Force lasted 3.4 seconds, instead of 3.7, or that Steal Time stunned for 0.3 seconds less. And while there are Powers and Stats that can affect the duration of controls, they still have nothing to do with which tree you spec in.
It's also harder to parse a difference, but I've noticed my Clerics seem pretty darn grateful.
Excellent CW guide