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Xira's Hybrid CW Guide - Top DPS + Control (CN)

doaxiradoaxira Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 182 Bounty Hunter
edited August 2013 in The Library
Power: 4500
Crit: 3200
ARP: 2200 (yes I am purposefully a tad low)
Recovery: 3500

In this guide I will not go into a deep explanation of why my stats are what they are. There is plenty of information out there on soft caps, best balance/use of stats. I am following the same information as everyone else should be. I will add one thing however, when it comes to focusing on stats a CW is gearing up here would be my suggestion of what to do first
#1 3K Recovery
#2 3K Crit
#3 2K ARP

Building up in that order to your end game PVE build would first make sure you have effective mob control by getting to your soft cap in recovery, followed by increasing your damage in the most efficient way. Where is power in the list? You should have 3K+ power just based on gear alone. It will build up naturally and you should not have to enchant for it.

Spec

Powers & Feats, I will first breakdown my build, then follow with explanations, hopefully this keeps things easy to follow if you are copying my build.

Powers (Only listing MUST haves, there will be extra points you can assign by personal preference, should be 3/3 in all listings)
Magic Missile, Chill Strike
Conduit of Ice, Entangling Force
Arcane Singularity
Repel, Chilling Presence (now optional)
Chilling Cloud (now optional), Shield, Evocation
Storm Pillar, Ray of Enfeeblement (Storm Pillar should have 1 point minimum. If following my feats, should be 3/3)
Ice Knife, Storm Spell
Icy Rays, Steal Time
Eye of the Storm

Feats
2/5 Controlling action, 3/3 Weapon Mastery
3/5 Fight On, 3/3 Wizards Wrath
3/3 Blighting Power, 3/3 Arcane Enhancement
3/3 Focused Wizardry
Renegade Feats
5/5 Reapers Touch
5/5 Nightmare Wizardry
5/5 Phantasmal Destruction
5/5 Masterful Arcane Theft
1/1 Assailing Force

Thaum Feats
5/5 Malevolent Surge
5/5 Destructive Wizardry

AOE Damage : The bread and butter of AOE damage is the renegade side of things in combination with shield management. With large pulls and lots of mobs, a large portion of damage we do will come from shield crits. You should have Magic Missile as your main at-will helping you manage and control your arcane stacks. Followed with 1 of 2 builds:
Max DPS - Chill Strike on tab, COI, steal time, shield (I really only run this build with 3 CW's in a CN party - I just love the constant singularities of the other spec with solo-2 CW's)
Normal - Tab Entangle, COI, Steal Time, Shield

Mechanical Tips

Shield is our #1 damage, however the worst thing you can do is run into a bunch of mobs and pop shield with no arcane stacks off the bat (unless you desperately need the AP for singularity). This is going to most likely leave you with a larger shield timer and ALOT of missed damage output. Make sure you have decent arcane stacks before using shield the first time on a pull, which helps you get into a shield rotation on large pulls you should be able to pop your shield with no cool down except the cast time, once you get good at it.

COI - Short cast time, and if it crits on the initial cast, does an absolute TONNNNN of damage with perfect vorpal. This should always be cast on groups of mobs, and if it crits do not hesitate to follow it immediately with a TAB entangle to suck the mobs in and ensure they are all taking the damage.

Steal Time - Another high damage AOE, but should be carefully used based on the situation, when used properly since you are going to have aggro on ALL mobs in a trash pull after a crit shield, it is best used to keep you in the fight and allow you to get a shield cast or singularity off (without having to dodge damage nonstop)
Post edited by doaxira on
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Comments

  • doaxiradoaxira Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 182 Bounty Hunter
    edited July 2013
    Storm Pillar - If you don’t already know it, Storm Pillar allows a CW to charge his AP while out of combat. This is a must have in CN, as this allows us to start most major pulls with our daily. On top of that, when you put 5/5 in Destructive Wizardry, it gives you a huge damage boost when used appropriately throughout trash/boss fights. Its damage itself is garbage; however the 10% damage boost to all your other abilities makes the cast worth it when everything else is on cool down. This takes practice to take full advantage of the feat effectively, and you may want to skip it all together if your just starting out.

    A common way a massive trash pull should be the following:
    -a magic missile combo (getting an arcane stack)
    -arcane singularity (starts sucking mobs in, should be done against a wall or in a corner to make shield spam easier on yourself and group)
    -Storm Pillar cast hitting at least 2 mobs to proc the 10% damage boost)
    -Possibly another magic missile combo if the situation allows it or you havent proc'd anything yet (eye of the storm, nightmare wizardry, etc)
    -COI cast
    -Tabbed entangle
    -Run or shift in for your first big shield
    -Steal time
    -You should easily have proc'd your next singularity at this point which you should immediately cast
    -Shield spam over and over on timer. Steal time is best used as the singularity finishes, to allow you to safely get shield cast back up and used again.
    -When all your abilities are on cool down, cast 50% storm pillar charge again to keep the 10% damage boost up as much as possible)

    Single Target Damage

    Tab Key: Icy Rays / Ray of Enfeeble (If your only Wiz or the other wiz is not doing it)
    COI
    Chill Strike
    Shield (If using ROE, replace this with Icy)

    I like the combination of those 3 for boss encounters. You get good chill stack generation, the tab'd icy rays usually crits for 9K+, however as mentioned above if your the only wizard or for some reason the other wiz is not tabbing ROE, I would put that in, and slide Icy Rays down to regular encounter.

    This setup I use in boss fights where I can actually focus the boss and do not need to worry about mob control. If mob control is a big part of the boss fight, do the following:

    Tab Key: Entangle
    Ray of Enfeeble
    COI
    Shield

    This still gives you great AP regen, the standard ROE debuff to keep up on boss and a lot of damage on the adds.

    Utility/Defense Enchants
    Utility: No other option really here but Dark. Faster move speed good for everything.
    Defense: I personally go radiant. High level savage would be best for the build.

    Class Features
    Because of my Perfect vorpal, i run Eye of the storm hands down, even though the proc'n of it can be kinda flaky. For trash i compliment it with storm spell or Evocation. Both good choices. Evocation I usually default with on mass trash pulling, however storm spell is great for fights like Draco where you want to draw a bit more initial aggro on mobs.

    When doing boss fights its now arcane mastery and eye of the storm.
  • doaxiradoaxira Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 182 Bounty Hunter
    edited July 2013
    THAUM vs Renegade / Shadow Weaver vs. High Vizor

    I want to be clear. The best 4 set right now is High Vizor, and the best spec is THAUM….

    So why are you using renegade tree and Shadow weaver? Because I run with CW’s most of the time that have High Vizor and the Assailing Force from the THAUM tree. Therfore I find it a lot more effective that I also add the Shadow Weaver bonus to the group, as well as maximize my damage to help clear the trash faster.

    So now the million dollar question, what gear set/spec should you be?

    There is only 1 reason to use the Shadow Weaver set: You run commonly with THAUM mages
    There is only 1 reason to focus on the renegade tree: You can afford a higher level Vorpal Enchantment.

    If you are a more casual player and do not want to invest any USD$ into the game, then my recommendation is to go 4/4 High Vizor and the THAUM tree. Your benefit to the party will by far outweigh any personal dps you can bring to the table.

    Vorpal vs. Plaguefire vs. Lightning

    Much along the same line as above, if you cannot afford to get a Greater or Perfect vorpal, and at minimum rank 7’s in all your gear, then you will bring much more to the group running a Plaguefire. Every group needs at least one plague fire, and many of the times it’s the CW that has to bring it to the table. It is the cheaper and safe option for all CW’s.

    As for lightning, I have done many combat comparisons between a Greater Lightning and Greater Vorpal. The Vorpal consistently outperforms lightning by a large margin because of shield crits. (Disclaimer: I have not compared perfects, however cannot imagine a scenario where lightning is going to be better). The only argument ever for lightning besides it being cheaper would be if you did not have good crit % chance. But any end game build you should be at the crit soft cap (be 35%+), and therefore to me it makes lightning irrelevant and not a wise option.

    Cat vs. Stone
    Who cares… simple answer. The cat if you’re using a blue belt gives you slightly better stats, but the difference is so marginal it has little impact. A cat can randomly dies, where a stone does not. I use a Cat personally, but in no way try and claim it is much better than the stone or Vice Versa.

    How can I afford a Perfect Vorpal Enchantment?

    Rough. CN speed runs allowed a lot of people to massively farm items and generate AD. Now that that has been closed off, at least on Mindflayer the price of draco gear has been tanking, and the price of vorpals/coalesce wards has stayed firm or even rose a little. If I am being honest, right now it would be next to impossible to farm out a perfect vorpal without an investment of USD$ into AD. Even then, with the price of Zen/AD they are almost forcing people to 3rd party sites, and even then the price of a Perfect Vorpal on Mindflayer would be around 20 million. That is a rough climb. I imagine as time progresses and there is less AD floating around because of reduced BOE prices, we should see the price of shards/wards begin to drop more. I have no idea if it’s the same situation on other servers.

    Draco breakdown (Castle Never)
    Here is a brief explanation of the best way to tackle Draco fight in Castle Never.

    Powers: Tab Repel, Entangle, Steal Time, Shield.

    -Yes, any group serious about CN bugs the adds. When there is a lot of mobs, one CW should shield toss, while the other repels. If there is few adds, both CW's should repel.
    -Can you solo CW it? Yes, it is easily solo CW'd if the DC acts like a shield tossing CW and does his knock over in combo with your repel. If you run with a consistent DC, have them practice tossing as well on regular runs.
    -Can it be done without bugging the adds? Yes. You tab entangle and just continually shield toss. The biggest mistake you can make if your attempting this is to toss with only a few adds. You have to work well with a TR (smokebomb) and DC to manage the adds a bit more, but it is very do-able.
    -"I am struggling with AP while using repel". Just remember your best ap gain is with shield, when you pop singularity and prepare for the repel, you should of had your shield up. Slam them into the wall in the early stages of your singularity, before you repel.

    Why take entangle? Entangling red wizards then following it up with steal time while your in a waiting pattern is a group life saver. The fight is all about the whites and red wizards. Manage them effectively and its gg.
  • doaxiradoaxira Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 182 Bounty Hunter
    edited July 2013
    Here is a screenshot of my feats:

    Attachment not found.

    Here is a screenshot of my powers:

    Attachment not found.


    As of 7/18/2013 patch, it appears the following stealth patches have occurred:
    -Storm Pillar now can crit on initial attack
    -Nightmare Wizardry no longer procs on ourselves

    As of 8/1/2013 patch, the frozen power transfer feat was patched. I have temporarily removed the section on single target damage as it no longer applies. I will update shortly with more single target information
  • doaxiradoaxira Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 182 Bounty Hunter
    edited July 2013
    I welcome any feedback, criticism, etc. and will do my best to answer any questions. Your welcome to find me in game as well.

    Again I hope this helps the CW's out there that are looking to top charts and carry groups.

    Everything I have expressed is solely my opinion based on my own experiences.
  • copticonecopticone Member Posts: 0 Arc User
    edited July 2013
    So what about utility enchants?! (there you go, a free bump) :P
    Check out my personal Nerf Proof T2 Thaumaturge Build.
  • kerrovitarrakerrovitarra Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 559 Bounty Hunter
    edited July 2013
    First of all, you know that overall CN DPS is not proper? Mobs knocked off counts as damage to you. Try to log via advanced combat tracker some single target fights and full runs in dungeons like mad dragon or karrundax.
    Then, you know, that arp cap is 2530, not 2400? And armpen gives greater damage increase, than any other stat.
  • inexgravinexgrav Member, Neverwinter Beta Users Posts: 0 Arc User
    edited July 2013
    just talk about PVP. we are dont need pve build.
    pukmp.jpg
  • doaxiradoaxira Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 182 Bounty Hunter
    edited July 2013
    First of all, you know that overall CN DPS is not proper? Mobs knocked off counts as damage to you. Try to log via advanced combat tracker some single target fights and full runs in dungeons like mad dragon or karrundax.
    Then, you know, that arp cap is 2530, not 2400? And armpen gives greater damage increase, than any other stat.

    OFC, my 2nd sentence " In any CN run, even after taking away any mob toss damage".

    Ive played with my ARP between 2200-2500, and hardly noticed ANY difference. I realize others say that, but adding dark 9's right now isnt cheap and im pretty comfortable being slightly low, especially with the single target damage above. Fractions of percentages on ARP really mean nothing with the scaling chill damage in the scheme of things. In fact you might be better off to just run at the trash ARP of 2200, and focus points elsewhere.
  • doaxiradoaxira Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 182 Bounty Hunter
    edited July 2013
    inexgrav wrote: »
    just talk about PVP. we are dont need pve build.

    Majority PVE, thanks.
  • doaxiradoaxira Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 182 Bounty Hunter
    edited July 2013
    copticone wrote: »
    So what about utility enchants?! (there you go, a free bump) :P

    Added it in along with class features. Thanks knew I was missing something.
  • khalibuskhalibus Member Posts: 99
    edited July 2013
    Great post. Thank you for contributing. I actually learned something new there (frozen power transfer bit). Great advice and reasoning too, ironically it helped me decide to go in a different direction than you have and cemented my convictions on my thaum build. But that's a question of resources. I also appreciate your insight on weapon enchants. Though I would caution that rumors are on the wind about another plaguefire nerf. So it might be prudent to wait and see before pulling the trigger if you're in my boat and can't afford this nice looking build. Although honestly at current weapon enchant prices plague might be my only option regardless.
  • doaxiradoaxira Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 182 Bounty Hunter
    edited July 2013
    khalibus wrote: »
    Great post. Thank you for contributing. I actually learned something new there (frozen power transfer bit). Great advice and reasoning too, ironically it helped me decide to go in a different direction than you have and cemented my convictions on my thaum build. But that's a question of resources. I also appreciate your insight on weapon enchants. Though I would caution that rumors are on the wind about another plaguefire nerf. So it might be prudent to wait and see before pulling the trigger if you're in my boat and can't afford this nice looking build. Although honestly at current weapon enchant prices plague might be my only option regardless.

    Great glad to have helped. I cant tell you how many times I have gotten the CW question of which way they should go. 90% I try and push them to THUAM. The extra mitigation THAUM / HV brings to boost the damage of everyone else, greatly outweighs the personal damage the CW will do. I am only recommending this setup to those that know they can group with a thaum CW the majority of the time, and love to be at the top of charts every run :D.
  • dkcandydkcandy Member Posts: 1,555 Bounty Hunter
    edited July 2013
    G-Plague Fire as it stands gives your party a huge dmg boost and even if they nerfed it to say 9% that's still 9% x 5 - giving your team a 45% damage boost. Which is more than what other enchants are doing for a single player. But back to Xira post.

    Great post Xira.
  • doaxiradoaxira Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 182 Bounty Hunter
    edited July 2013
    As of 7/18/2013 patch, it appears the following stealth patches have occurred:
    -Storm Pillar now can crit on initial attack
    -Nightmare Wizardry no longer procs on ourselves

    Will update if I notice anything else.
  • splitterxxxsplitterxxx Member Posts: 9 Arc User
    edited July 2013
    Thanks!

    10char
  • kerrovitarrakerrovitarra Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 559 Bounty Hunter
    edited July 2013
    doaxira wrote: »
    THAUM vs Renegade / Shadow Weaver vs. High Vizor
    So why are you using renegade tree and Shadow weaver? Because I run with CW’s most of the time that have High Vizor and the Assailing Force from the THAUM tree. Therfore I find it a lot more effective that I also add the Shadow Weaver bonus to the group, as well as maximize my damage to help clear the trash faster.
    High Vizier set bonuses stacks. So do assailing force. Summary damage of 2 wizards in HV set will be more (equal geared), than HV + SW ones. Not to mention rest of the group.
    So you statement about increasing your personal damage via SW set to help fast clearing trash is wrong.
  • doaxiradoaxira Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 182 Bounty Hunter
    edited July 2013
    High Vizier set bonuses stacks. So do assailing force. Summary damage of 2 wizards in HV set will be more (equal geared), than HV + SW ones. Not to mention rest of the group.
    So you statement about increasing your personal damage via SW set to help fast clearing trash is wrong.

    Actually there is a pretty big debate about this. Even though it stacks, when you combine other debuffs your group should have such as wicked, etc, the mitigation decrease is most likely maxed and really not benefiting the group as much as the shadow set.

    Again, I cant prove this for sure, and nor have I seen any other threads with conclusive proof. All I have to go on is our kill times on draco being better on average when i am in shadow vs my high viz set. So tired of unequipping and re-equipping a shadow piece gear fix the stupid bug though.

    Also, I am not claiming SW increased my personal damage in anyway. The 4 set bonus applies to the entire group. I am saying from my experience it seems to get faster with one wiz in HV, and one in SW. The vorpal over the plaguefire defintely does the personal increase.

    If you want the best group possible, you should also have a DC running the T1 High prophet set. That one is extremely noticeable and I do not see many DC's that realize how much better that set is for the group, then miracle or other options.
  • pyron1xpyron1x Member, Neverwinter Beta Users Posts: 16 Arc User
    edited July 2013
    doaxira wrote: »
    -Nightmare Wizardry no longer procs on ourselves

    What does this mean? Does this mean we don't get the combat advantage anymore?
  • doaxiradoaxira Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 182 Bounty Hunter
    edited July 2013
    pyron1x wrote: »
    What does this mean? Does this mean we don't get the combat advantage anymore?

    No, we get it on the *mobs only* properly now. It use to proc on yourself, debuffing yourself.... lol
  • pyron1xpyron1x Member, Neverwinter Beta Users Posts: 16 Arc User
    edited July 2013
    doaxira wrote: »
    No, we get it on the *mobs only* properly now. It use to proc on yourself, debuffing yourself.... lol

    Okay, thanks Doaxira. I really appreciated the guide. Learned a lot of things. TY! :)

    Also, for the AoE setup, what do you have slotted for class features?
  • doaxiradoaxira Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 182 Bounty Hunter
    edited July 2013
    pyron1x wrote: »
    Okay, thanks Doaxira. I really appreciated the guide. Learned a lot of things. TY! :)

    Also, for the AoE setup, what do you have slotted for class features?

    Glad i could help, I mention my class feature setup at the end of 2nd post.
  • cheeseblazercheeseblazer Member Posts: 2 Arc User
    edited July 2013
    Bumpity bump bump. I took Xira's old (very similar build), And on day 1 of my CW being lvl 60, i was keeping up/beating CW's with more gear, and more experience in CN runs.

    Thanks for the break down Xira. ^_^;
  • saltyburger2saltyburger2 Member Posts: 1 Arc User
    edited July 2013
    Well, just to give an idea of the damage output from the single target build, I tested this with my PvP gear on, 800 crit/ARP (30khp/Gtenes) and with no weapon enchant AT ALL, and was getting 60k Ice Knife crits on the test dummy. That is when I didn't 1 shot the dummy with a 16k Chill Strike...... Yeah.....

    I wish we could pull this off in PvP...but anyone that lets us stack At Wills that long would probably die anyway.
  • kerrovitarrakerrovitarra Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 559 Bounty Hunter
    edited July 2013
    doaxira wrote: »
    If you want the best group possible, you should also have a DC running the T1 High prophet set. That one is extremely noticeable and I do not see many DC's that realize how much better that set is for the group, then miracle or other options.
    So do I :) DC in High Prophet, 3 thau CW in HV 4/4 and TR/GF. HP of draco melting down in 2-3 minutes after getting rid of adds. Crits of ice knive 200k+ (w/o vorpal).
  • doaxiradoaxira Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 182 Bounty Hunter
    edited July 2013
    So do I :) DC in High Prophet, 3 thau CW in HV 4/4 and TR/GF. HP of draco melting down in 2-3 minutes after getting rid of adds. Crits of ice knive 200k+ (w/o vorpal).

    Our entire fight length is around 6 minutes with 2 CW, 2TR, 1 DC. If we bug all the adds, draco's health is well past 1/2 before we even turn to do any dedicated damage. I can't get over 100K ice knife unless its a PUG and i have a bit more time :P.
  • doaxiradoaxira Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 182 Bounty Hunter
    edited July 2013
    Well, just to give an idea of the damage output from the single target build, I tested this with my PvP gear on, 800 crit/ARP (30khp/Gtenes) and with no weapon enchant AT ALL, and was getting 60k Ice Knife crits on the test dummy. That is when I didn't 1 shot the dummy with a 16k Chill Strike...... Yeah.....

    I wish we could pull this off in PvP...but anyone that lets us stack At Wills that long would probably die anyway.

    Yeah I have though the same thing lol. Its a very "gimicky" ability with limited use :(
  • ohman1336ohman1336 Member Posts: 32
    edited July 2013
    doaxira wrote: »
    Actually there is a pretty big debate about this. Even though it stacks, when you combine other debuffs your group should have such as wicked, etc, the mitigation decrease is most likely maxed and really not benefiting the group as much as the shadow set.

    Again, I cant prove this for sure, and nor have I seen any other threads with conclusive proof. All I have to go on is our kill times on draco being better on average when i am in shadow vs my high viz set. So tired of unequipping and re-equipping a shadow piece gear fix the stupid bug though.

    Also, I am not claiming SW increased my personal damage in anyway. The 4 set bonus applies to the entire group. I am saying from my experience it seems to get faster with one wiz in HV, and one in SW. The vorpal over the plaguefire defintely does the personal increase.

    If you want the best group possible, you should also have a DC running the T1 High prophet set. That one is extremely noticeable and I do not see many DC's that realize how much better that set is for the group, then miracle or other options.

    Pretty sure there is no "maximum mitigation decrease", we just did draco and with about 25-30x HV stacks i critted 33k with chill strike and the GF critted 120k with bullcharge, no vorpal or crit severity bonuses.

    [Combat (Self)] Critical Hit! Your Chill Strike deals 32658 (6765) Cold to Azharzel.
    [Combat (Self)] Critical Hit! Your Bull Charge deals 120064 (27890) Physical to Azharzel.
  • kerrovitarrakerrovitarra Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 559 Bounty Hunter
    edited July 2013
    Too weak for chill strike. My hits near 60k.
    ab8b973effe854e015abb4f975725223.jpg
    And this is not my records.
  • pfft2pfft2 Member Posts: 301 Arc User
    edited July 2013
    doaxira wrote: »
    Single Target Damage

    First let me describe the Thaum single target damage that currently exists that many wizards may not know about that cannot be passed up. Let me also add, I have no idea if this is by design or a bug in the game, but I am putting it out there so all wizards/groups are on an equal playing field and whether or not this mechanic stays in game or is patched, who knows.

    At-Will: Chilling cloud
    Class Features: Chilling Presence/Eye of the Storm
    Encounters - COI (Tab), Ray of Enfeeble, Chill Strike, Icy Ray

    Usage: Simply put spam chilling cloud. The 3rd cast of chilling cloud is what "refreshes" the Frozen Power Transfer feat. You need to do that 3rd cast at least every 8 seconds or the hidden Frozen Power Transfer stacks resets. This allows you do to 1 thing safely between your chilling cloud casts.
    Effect: Your damage on the target will endlessly scale upwards. After about 1 minute on the fight you will be doing 10K auto attacks, 40K chill strikes, and 100K+ ice knifes. If a fight theoretically lasts 4-5 minutes, you could be doing 600K ice knifes. There is no known cap; it

    Apparently, based on a short test, you don't even need the Frozen Power Transfer feat to do the above. It's seriously hilarious; doubt it'll last. :)
  • copticonecopticone Member Posts: 0 Arc User
    edited July 2013
    The title of the thread should have been more like "Capitalizing on bugged Mechanics". In that case you also failed to mention another advantage of Thauma spec, and that's the ability to have Eye of the Storm up 100%. I just ran a test just to see if they fixed it or not, and apparently they didn't. I clocked 3:38min of 100% crit and 100% upkeep of EoS.
    Check out my personal Nerf Proof T2 Thaumaturge Build.
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