Almost all Control Wizards use Steal Time as the main control power, but I don't have it. I can only use other alternative methods.
I tried using tabbed Conduit of Ice and Icy Terrain, but the effect is limited because it requires mobs to be within 15 feet. And it takes time to freeze mobs and sometimes two powers' cool downs can't match perfectly. While Steal Time's range is 30 feet and it stuns mobs immediately. So having Steal Time is really a big win, as far as I can see. I really feel sad that other wizards have an useful control power and I don't have.
Now I had changed my alternative method to using tabbed Entangling Force and Shield pulse to gain action points as fast as possible in order to cast as many Arcane Singularities as possible. In case that's not enough, I also slot Icy Terrain plus Ray of Frost so my party won't keep being damaged by mobs and blame the nervous wizard who doesn't have Steal Time. In the dungeon delve (Caverns of Karrundax, non-epic) I ran yesterday, this method worked. No one died and only me fell down once in the final boss. But guess what? I ended up became the last one in damage dealt card. Even the DC dealt more damage than me. That was embarrassing. Usually a CW doesn't supposed to be at the bottom in the damage dealt card.
Using tabbed EF, Shield, IT, and RoF seems to be able to compensate for the lack of Steal Time, but the down side is I can only contribute very little to damaging mobs.
In a situation like mine, is it possible to cover both crowd control and damage dealing?
A CW, especially a sole CW in a group, without Steal Time in an endgame dungeon is a waste of a slot. I would rather take a second Cleric, especially a dps one, or a second GF than be forced to have a CW who cannot control AND damage.
That said, in easier dungeons, if you were skillful with Shard of the Avalanche on tab, you could both control and damage without Steal Time. But that's really the closest to a Steal Time replacement you can get and it is very far from a perfect replacement.
In tougher dungeons, you will just be holding back groups so much as a sole CW, that people would rapidly notice and would remove you from their groups.
A CW, especially a sole CW in a group, without Steal Time in an endgame dungeon is a waste of a slot. Almost anyone would rather take a second Cleric, especially a dps one, or a second GF than have a CW who cannot control AND damage.
I see. How about a CW who can control but not damage? Are groups willing to take him? I haven't tried the said method in an epic dungeon though.
That said, in easier dungeons, if you were skillful with Shard of the Avalanche on tab, you could both control and damage without Steal Time. But that's really the closest to a Steal Time replacement you can get and it is very far from a perfect replacement.
I have Shard of the Endless Avalanche, but I slot it in a normal encounter slot. It's useful sometimes especially when dealing with a pack of mobs. But I wouldn't consider it as a full control power although it knocks mobs prone.
uurbsMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 449Bounty Hunter
edited August 2013
Go to your powers tab in the character window. In the left bottom corner there is a button (which is generally called "respec" in MMO language), clicking it will open a small window asking you if you really want to spend Zen. After that all the points spent during leveling from 1 to 60 for the abilities, powers and feats are reset and you can spend them again.
You can do fine without Steal Time. I would recommend it in your next free respec, though.
I've never had a moment where I absolutely had to have Steal Time. It's just a really great AoE because it procs several times in one cast and slows/stuns mobs. As long as you have Entangling Force/Shield/Arcane Singularity, then you can do well.
In Castle Never then you also need Repel. Ray of Enfeeblement is also almost a necessity, but not quite... just makes fights go more quickly.
To increase your overall damage I recommend shooting for as close to 3,000 power as you can get, 1,700-2,000 crit rating, and 1250-1500 armor penetration... the rest in to recovery.
End-game stats will obviously be higher and keep in mind that 2540 armor penetration is the most you should ever have.
Anytime you are a solo wizard you should have Entangling in the Tab as you'll want AS as often as you can get it. Keep in mind if you don't have a lot of mobs gathered, entangling/shield may not generate a lot of AP. For this Reason 1 point in Storm Pillar so you can generate AP while not in Combat.
While I would recommend Steal Time, you can do fine without, just a little less control. As a solo wizard this could hurt a bit but with another not so bad. Icy Terrain can be used effectively but can also be an issue as it tends to cover up things on the ground that hurt the group. I really wish Icy Terrain were more like the cleric circle.
Without Steal Time, i would:
For non control heavy scenarios, ie not Max AP generation, I would use Chill Strike in Tab, then Entangling/CoI/Shield. When you need to control more switch Entangling/Chill strike.
Whether or not you use Shard is up to you, I have no experience with that particular skill.
Damage wise make sure you use Eye of the Storm and generally Storm Spell/Evocation, unless you are doing a chill build then Chilling presence could be useful.
I'm curious as to your overall gear and weapon/enchant on the weapon as well. It's possible your missing something with your gear.
For non control heavy scenarios, ie not Max AP generation, I would use Chill Strike in Tab, then Entangling/CoI/Shield. When you need to control more switch Entangling/Chill strike.
For group benefit, CoI on tab is better. Assuming you thau ofc. I don't count rene as a PvE build. Entangling in PvE is a waste of encounter slot. There are much more usefull spells, Icy Terrain for example. Steal Time is also essential for PvE wizard and I am very sorry that OP's religion does not allow to use it. Even if you roleplay, wizards are quite smart to not to be lawful.
Damage wise make sure you use Eye of the Storm and generally Storm Spell/Evocation, unless you are doing a chill build then Chilling presence could be useful.
EotS can be used only in poor gear. Otherwise, better take evocation/chilling presence with storm spell to maximize damage output.
Simply cause when your crit raiting rises, effectiveness of this spell fades off. If you have 0% crit, it gives you 100% crit or 75*% damage increase for 8 sec or 75*(8/30) =~19% overall increase. If you have 40% crit, you already has 75*0.4 = 30% damage increase and it gives you only 60% crit or 75*0.6*(8/30) =~ 12% damage increase.
*I assume basic crit severity.
Simply cause when your crit raiting rises, effectiveness of this spell fades off. If you have 0% crit, it gives you 100% crit or 75% damage increase for 8 sec or 75*(8/30) =~19% overall increase. If you have 40% crit, you already has 75*0.4 = 30% damage increase and it gives you only 60% crit or 75*0.6*(8/30) =~ 12% damage increase.
Anytime you are a solo wizard you should have Entangling in the Tab as you'll want AS as often as you can get it. Keep in mind if you don't have a lot of mobs gathered, entangling/shield may not generate a lot of AP. For this Reason 1 point in Storm Pillar so you can generate AP while not in Combat.
While I would recommend Steal Time, you can do fine without, just a little less control. As a solo wizard this could hurt a bit but with another not so bad. Icy Terrain can be used effectively but can also be an issue as it tends to cover up things on the ground that hurt the group. I really wish Icy Terrain were more like the cleric circle.
Actually I have Chill Strike in the Tab and SotEA when I'm soloing and that works well.
To increase your overall damage I recommend shooting for as close to 3,000 power as you can get, 1,700-2,000 crit rating, and 1250-1500 armor penetration... the rest in to recovery.
End-game stats will obviously be higher and keep in mind that 2540 armor penetration is the most you should ever have.
Thanks. Does the effect of power capped at a certain number like crit capped at around 2000?
Simply cause when your crit raiting rises, effectiveness of this spell fades off. If you have 0% crit, it gives you 100% crit or 75*% damage increase for 8 sec or 75*(8/30) =~19% overall increase. If you have 40% crit, you already has 75*0.4 = 30% damage increase and it gives you only 60% crit or 75*0.6*(8/30) =~ 12% damage increase.
*I assume basic crit severity.
Thanks. Does the effect of power capped at a certain number like crit capped at around 2000?
There is no cap on crit and no cap on power... They simply require more statistic investment in order to gain it's effect.
I don't know the exact numbers.
Power does not have much of a curve to it whereas crit has a huge curve after a certain value. Armor penetration has much less of a curve than crit rating, yet it actually becomes totally useless to gain more in that value after 24% armor penetration...
Look at the spread sheet in this video... the information about which stat is best can be ignored, but the data in the spread sheet shows what I am talking about.
There is no cap on crit and no cap on power... They simply require more statistic investment in order to gain it's effect.
I don't know the exact numbers.
Power does not have much of a curve to it whereas crit has a huge curve after a certain value. Armor penetration has much less of a curve than crit rating, yet it actually becomes totally useless to gain more in that value after 24% armor penetration...
Look at the spread sheet in this video... the information about which stat is best can be ignored, but the data in the spread sheet shows what I am talking about.
Comments
That said, in easier dungeons, if you were skillful with Shard of the Avalanche on tab, you could both control and damage without Steal Time. But that's really the closest to a Steal Time replacement you can get and it is very far from a perfect replacement.
In tougher dungeons, you will just be holding back groups so much as a sole CW, that people would rapidly notice and would remove you from their groups.
I have Shard of the Endless Avalanche, but I slot it in a normal encounter slot. It's useful sometimes especially when dealing with a pack of mobs. But I wouldn't consider it as a full control power although it knocks mobs prone.
Then buy a respec token and get it. It is a must have for CWs.
Buy a Respec token?
You can do fine without Steal Time. I would recommend it in your next free respec, though.
I've never had a moment where I absolutely had to have Steal Time. It's just a really great AoE because it procs several times in one cast and slows/stuns mobs. As long as you have Entangling Force/Shield/Arcane Singularity, then you can do well.
In Castle Never then you also need Repel. Ray of Enfeeblement is also almost a necessity, but not quite... just makes fights go more quickly.
Check this guide for more info:
http://nw-forum.perfectworld.com/showthread.php?408041-Xira-s-Hybrid-CW-Guide-Top-DPS-Control-%28CN%29
End-game stats will obviously be higher and keep in mind that 2540 armor penetration is the most you should ever have.
/10chars
Actually it might be 2536 armor penetration value for 24% armor penetration.
While I would recommend Steal Time, you can do fine without, just a little less control. As a solo wizard this could hurt a bit but with another not so bad. Icy Terrain can be used effectively but can also be an issue as it tends to cover up things on the ground that hurt the group. I really wish Icy Terrain were more like the cleric circle.
Without Steal Time, i would:
For non control heavy scenarios, ie not Max AP generation, I would use Chill Strike in Tab, then Entangling/CoI/Shield. When you need to control more switch Entangling/Chill strike.
Whether or not you use Shard is up to you, I have no experience with that particular skill.
Damage wise make sure you use Eye of the Storm and generally Storm Spell/Evocation, unless you are doing a chill build then Chilling presence could be useful.
I'm curious as to your overall gear and weapon/enchant on the weapon as well. It's possible your missing something with your gear.
Why is that?
*I assume basic crit severity.
It says that it provides 5% critical chance...?
What? Where did I say, that it provides 5% crit?
I got a purple one and my weapon damage has increased. So I guess the damage number will be okay in future runs.
There is no cap on crit and no cap on power... They simply require more statistic investment in order to gain it's effect.
I don't know the exact numbers.
Power does not have much of a curve to it whereas crit has a huge curve after a certain value. Armor penetration has much less of a curve than crit rating, yet it actually becomes totally useless to gain more in that value after 24% armor penetration...
Look at the spread sheet in this video... the information about which stat is best can be ignored, but the data in the spread sheet shows what I am talking about.
http://www.youtube.com/watch?v=XR4KdpzlbqU
It's uptime. 8 sec duration and 30 sec CD.
/10chars
Grab log parser and check it.