Sun Elves:
Inner Calm - Racial
Your inner peace and serenity cause you to focus more clearly on the task at hand. +2% Action Point gain.
Sun Elf Grace Racial
Your bottomless grace increases your resistance to Crowd Control effects by 10%.
Ability Score choices
+2 Intelligence
+2 Dexterity OR Charisma
Moon Elves
Wanderlust - Racial
You cannot stay in one place long and are always roaming and seeking new oddities. +1% Action Point gain and +1% Stamina Regen.
Moon Elf Resilience Racial
Your elven resilience increases your resistance to Crowd Control effects by 10%.
Ability Score choices
+2 Intelligence
+2 Dexterity OR Charisma
Elves being the magical creatures they are, you'd think they might make a very strong wizard pick. I figured I'd put it up for discussion.
Some points of interest that came to my eye...
Both offer +2 Intelligence/+2 Charisma which gives them the same bonuses as another recommended Wizard race, the Tiefling. If I'm not mistaken, that improves damage, cooldowns, critical hit chances and boosts the companion's stats some.
Inner Calm seemed like a big deal to me: isn't a 2% action point gain huge for endgame wizards? That's... like getting a 2-point Wisdom bonus to get something endgame wizards seem to care greatly about.
The Moon Elf
Wanderlust seems lackluster by comparison. You're trading a +1% action point gain for a +1% stamina regen. Or am I missing something and a 1% boost on the regen of what allows a Wizard to teleport more valuable than it seems like?
Resilience/Grace is the same for both, and equate another advantage that would typically be obtained only through a high wisdom score (20). Its value seems like it'd be more significant in PvP, though I'm unsure of if it'd make a big difference.
* * *
Overall, both new elf races seem like they'd lean toward DPS/crit build wizards thanks to their stat adjustments. I don't see why people would bother with the Moon Elf, as the Sun Elf's 2% action point gain seems superior to the Moon Elf's 1% AP gain/1% stamina regen. The racial bonuses seem to help compensate for a low wisdom score by giving some bonuses a higher wisdom could have had given, though I figure a Sun Elf that chooses to invest more heavily in Int/Wis could have his AP gain/CS resist scores become pretty impressive.
The worth of that, though, is up in the air.
What do you think?
Comments
A Tiefling's effective 2.5% damage boost is better than 2% AP. since damage contributes to AP generation anyway, and three extra heroic feats are likely to be at least comparable to +2CHR and 2% AP.
More stamina should help with teleport.
Not true. Damage does not contribute anything to AP regen for CWs. Our spells going off and hitting a target, and in some cases number of targets hit (shield) do. Rogues get AP regen from damage.
but if your in this game just to see your name at the top of a skirmish/pvp list your probably better off with tieflings/humans. Id like to see foes controlled category on those lists. and while id love to see a race change token and while that would be something cryptic could easily charge for without being called names for it. People seem to get really weird about race changes as if race/gender changes were anti D&D or something.
how many times has a cool GM let you change races in the game or a mea GM forced you to change due to a cursed belt or reincarnation scroll. I remember one game I had rolled a dwarf since I typically always played elves or some weird avarial race so the gm killen me in this unfair and brutal way. the players bullied him into reincarnate where he rolled in secret for my race (I was sooo hoping for bear) I was stuck playing a PIXIE I was like dude this is the one time I was planning on playing something that had decent con...and you do THIS to me?
but anyhow im looking forwards to new races I don't know which ill play though ill probably buy the 60$ pack I might not use the new elf till warlock comes out. cause I really don't care about stats. its all about what fits my characters
Just checked in-game - the tooltip says that CWs get AP from dealing damage too.
Unless someone has checked with a combat parser and found this to be incorrect then this should be right.
If, as the tool-tip for Daily Powers states, that CWs get AP from damage done, then the Tielfling's 2.5% extra damage also means they get 2.5% extra AP anyway. Since Tieflings get the same INT/CHR bonus this would seem to put them clearly ahead....
Having 2% all the time seems to beat that to me. Well, in terms of non-conditional AP gain.
This.
I want race change simply because Im not gonna level more characters. Because doing it 3rd of 4th time is BORING.
The way it is worded suggests to me that it for any AP gain, not just when you use the Daily. And in that case, 2.5% additional damage which gives you 2.5%% extra AP generation anyway is obviously better.
P.s. I think the race change is a good idea too...
ahhh yes, the illusive and imaginary "CONTROL" wizard! There are actually 3 kinds of CWs. Those that think there is a pure "CONTROL" spec. Those that want to top the dps chart. Then there are those that just think of the most efficient way to clear a dungeon and its bosses.
In a way there is "foes controlled" category. See how many foes were killed by a CW, how many deaths by each member, how much damage was taken by party members. Put that in a nice little formula, and you will have your "CONTROL" Wizard effectivenss
And in PuGs, check the "damage healed" page to see whether the CW drank a bajillion potions. I've been placing second place (after the cleric) in that category pretty consistently, which tells me that whether they're controlled or just chasing me, the adds certainly aren't bothering my teammates very much.
Mission accomplished!
There doesn't appear to be a correlation between damage and AP gain. You get a flat amount of AP for each power used, and that flat amount is modified by stat/feat/recovery bonuses (and, in some cases, by the number of targets hit). Your AP gain doesn't increase when you upgrade your weapon, for instance (unless your weapon has a ton of Recovery on it).
Sidenote: in some rare cases (like in the case of Icy Terrain), your AP gain per cast can go down if you rank the power. Why? Because the AP gain formula apparently takes into account the cooldown on the power (if an encounter), and Icy Terrain's cooldown is lower at rank 3 than it is at rank 1.
Supposedly, that's supposed to be a bit easier with the changes to Chill.
The way I see it, the Moon Elf might be better for more physical classes. Taking +2 Dex/+2 Int to play the Trickster Rogue class could've been a dream-come-true for people wanting to have higher recovery percentages for their Permastealth rogues. Except those probably won't exist anymore once this patch launches. >_>
and also the featured satirical comedic adventure "A Call for Heroes".
When I rolled the initial stats, the goal I had was to get the combination having the greatest sum of percentile bonuses each of the 3 mental stats (Int, Wis, Cha) could get. Here, I went for...
Wis 16 +24 (4x 6%)
Cha 14 +12 (3x 4%)
Totaling: 52%
One thing I wanted was to squeeze out as much Cooldown/AP gain as possible from the stats themselves, since they don't seem to cap the same as the gear-given Recovery bonuses do. The Moon Elf Racial Wanderlust and Resilience bonuses adds up nicely on top of that.
I really want to start a new Control Wizard when the expansion launches, so, it seemed like a good time to try out a few things.
Also consider the over used crit builds are always in high danger of getting nerfed.