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Grimah's Comprehensive Wizard guide

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  • grimahgrimah Member Posts: 1,658 Arc User
    edited December 2013
    thanks, i didn't proof read the text. I have made amends. some info i overlooked when i was editing to keep up to date.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • helpimblindinrlhelpimblindinrl Member Posts: 972 Arc User
    edited December 2013
    What's the deal with maelstorm in MC? I've seen people talking about but I really don't want to put points into a spell for 1 fight in the game
  • fondlezfondlez Member Posts: 0 Arc User
    edited December 2013
    What's the deal with maelstorm in MC? I've seen people talking about but I really don't want to put points into a spell for 1 fight in the game

    It is a Stun that like some other Powers on other classes can affect, often interrupting, bosses as well as break you out of CC. So, you can use it at endboss of Malabog Castle to break players out of Valindra's choke as well as break yourself out. No other Power in the game can break you out of CC except GWF's Unstoppable and TR's Impossible to Catch (neither of which works with Valindra).

    The first tick of GWF's Slam daily also does a similar thing on Valindra except it can only break out other players.

    MoC will also push CC-able enemies away from you to where you cast it, making them Prone, plus make you CC immune and take very little damage. I am unsure of what damage reduction this is but it could be all attacks are Deflected, from what little I can tell.

    It is a highly underrated Power and well worth at least one point in a CW build, imo, though by no means required for any content, including Valindra in MC (who has low health).
  • magemyronmagemyron Member, Neverwinter Beta Users Posts: 24 Arc User
    edited December 2013
    fondlez wrote: »
    MoC will also push CC-able enemies away from you to where you cast it, making them Prone, plus make you CC immune and take very little damage. I am unsure of what damage reduction this is but it could be all attacks are Deflected, from what little I can tell.

    It is a highly underrated Power and well worth at least one point in a CW build, imo, though by no means required for any content, including Valindra in MC (who has low health).

    And it also ignores any damage reduction on the targets, dealing full damage (as if ArPen ignored all of the opponent's defense for one single hit). It's a pretty good power if used well.
  • grimahgrimah Member Posts: 1,658 Arc User
    edited December 2013
    yes it has it's uses, but I wont be recommending it to anyone just to cheese malabog end boss.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • fondlezfondlez Member Posts: 0 Arc User
    edited December 2013
    grimah wrote: »
    yes it has it's uses, but I wont be recommending it to anyone just to cheese malabog end boss.

    Was replying to a question not making any suggestions for your "comprehensive" guide. And, of course, the Power and all its details were clearly designed with Valindra specifically in mind and nothing else...
  • uurbsuurbs Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 449 Bounty Hunter
    edited December 2013
    fondlez wrote: »
    [...] And, of course, the Power and all its details were clearly designed with Valindra specifically in mind and nothing else...
    Absolutely true, which is also backed up by that, that there is only one other class with one other spell, that can do the same.
    Proud member of Dragon Clan - German Gaming Community
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited December 2013
    Some data in the AP Gains section could be updated.

    I just tested SotEA (regular), and found that the amount it generates is actually higher. And the amount Entangling Force generates has been changed after module 2.
  • grimahgrimah Member Posts: 1,658 Arc User
    edited December 2013
    entangling and chill strike gains increased slightly (not much).

    You are correct about SotEA, It gives 10%, Either it was changed or i was doing something wrong in my prior tests.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • grimahgrimah Member Posts: 1,658 Arc User
    edited December 2013
    update
    - companion section
    - weapon sets
    - armor sets
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • niadanniadan Member Posts: 1,635 Arc User
    edited December 2013
    Awesome job as always. Caught some typoes...check the T2.5 set bonuses. Again thank you for all that you contribute!
  • uurbsuurbs Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 449 Bounty Hunter
    edited December 2013
    Hello Grimah,

    thank you for the update, as usual. There is a typo in the section about the weapon sets: The fragments for the Fomorian Fabled set, drop from the second boss in Malabog's Castle and not the first.

    Regards,
    Urbs
    Proud member of Dragon Clan - German Gaming Community
  • darthpotaterdarthpotater Member, NW M9 Playtest Posts: 1,259 Arc User
    edited December 2013
    Nice work, as allways.

    Some typos:
    Ioun Stone is 2000 zen (not 2500)
    Fabled Iliyanbruen Set now has 3 charges before cooldown, did not try it, maybe now is not 100% useless
    Lescar PvE Wizard - Sir Garlic PvE Paladin
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  • grimahgrimah Member Posts: 1,658 Arc User
    edited December 2013
    Nice work, as allways.

    Some typos:
    Ioun Stone is 2000 zen (not 2500)
    Fabled Iliyanbruen Set now has 3 charges before cooldown, did not try it, maybe now is not 100% useless

    Thanks ill make amendments. didnt really look up when i was writing some of this stuff (was working off my memory)

    I will keep making adjustments as per recommendations.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • dpskanedpskane Member Posts: 3
    edited December 2013
    probably the best class guide in the forum :)
    good to read all that stuff about companions, now i know better what to get for active bonuses. once i become rich. :D
    [though i have to make a hard decision soon and that's about spending AD. i save them for an ioun stone, and i'm still missing quite some, but .... i'm tempted to buy an apparatus of kwalish - purple mount for a mere 500k AD in the AH.... hard to miss on that chance. on the other hand, i didn't pay attention to the costs of purple lockbox mounts earlier... not convinced by the appearance of the apparatus :)]
  • xgesarxxgesarx Member Posts: 14 Arc User
    edited December 2013
    Congratulations, great thread grimah: a beautiful guide.
    Following your advice, I started to build a control wizard Master of the Flame, obviously with the little information available.
    Meanwhile, I focused on the renegade branch, to maximize the critical damage (I used a existing crit renegade build).
    I do not know if you've already tried a few spells of 'Master of the Flame', but I have to say that I do not like some sound effects, like the 'sudden flame', which I found boring, annoying and noisy.
    Regarding the construction of the feats, with the statistics that You posted, I tried to change some things, to get the Twisting Immolation in Oppressor, Drifting Embers in Thaumaturge, Arcane Burst in Renegade. All this is to maximize the damages of the Master of the Flame build.
    Any advice?
    [SIGPIC][/SIGPIC]

    Some people say that you learn from your mistakes: I make so many mistakes every day that surely I will learn soon!
  • grimahgrimah Member Posts: 1,658 Arc User
    edited December 2013
    xgesarx wrote: »
    Congratulations, great thread grimah: a beautiful guide.
    Following your advice, I started to build a control wizard Master of the Flame, obviously with the little information available.
    Meanwhile, I focused on the renegade branch, to maximize the critical damage (I used a existing crit renegade build).
    I do not know if you've already tried a few spells of 'Master of the Flame', but I have to say that I do not like some sound effects, like the 'sudden flame', which I found boring, annoying and noisy.
    Regarding the construction of the feats, with the statistics that You posted, I tried to change some things, to get the Twisting Immolation in Oppressor, Drifting Embers in Thaumaturge, Arcane Burst in Renegade. All this is to maximize the damages of the Master of the Flame build.
    Any advice?

    I think all 3 of those paragon feats are bad, twisting immolation is probably the only what that is useful in my opinion if you decide to use furious immolation alot.

    Also there is this from the recent patch notes:

    -Master of Flame: Combustive Action Class Feature now correctly states you gain AP when one of your Smoldering targets is killed.

    I have not tested this myself so i do not know how useful it is, but its worth taking a look at.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • xgesarxxgesarx Member Posts: 14 Arc User
    edited December 2013
    I suppose that the following could be one of the best lines:
    OPPRESSOR - no feats
    THAUMATURGE - Bitter Cold - Malevolent Surge
    RENEGADE - Critical Power - Nightmare Wizardry - Phantasmal Destruction - Masterful Arcane Theft - Chaos Magic

    Could be maximize a lot of Crit Damage.
    To be honest, I would try to make a constant damage, not random as in fact it has become increasing Critical stat.
    Obviously I'm maximizing Power> Crit> Armor Pen> Recovery in that order, with the objective of maintaining Recovery around 3000 at the top lvl.
    [SIGPIC][/SIGPIC]

    Some people say that you learn from your mistakes: I make so many mistakes every day that surely I will learn soon!
  • urthedarurthedar Member, Neverwinter Beta Users Posts: 0 Arc User
    edited December 2013
    I'm curious, why mods do not stick this topic? It contains a lot of usefull informations about CW class...
  • uurbsuurbs Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 449 Bounty Hunter
    edited December 2013
    It is sticked, more or less. As it is already listed in the sticky [Community] Class Guides, Builds, and Resources post
    Proud member of Dragon Clan - German Gaming Community
  • sharpfangjr#5006 sharpfangjr Member Posts: 67 Arc User
    edited December 2013
    What sort of load out would be good for when I'm on CC duty?
  • grimahgrimah Member Posts: 1,658 Arc User
    edited December 2013
    depends on where you are.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • vivicectorvivicector Member Posts: 21 Arc User
    edited December 2013
    A great guide!

    However, I would like to know whether all the information is relevant and up to date. I have just started playing, now hit lvl 30, where the serious decisions are done. Read a lot of different guides and posts. As I understood, a lot of things were changed in patches. So, could anybody answer my questions:

    1) Whether the crit-based renegade path is still valuable? Or should I better go Thaumaturge now?
    2) What are the most useful spells when in the party? What do people use to clean those lvl 60 dungeons? Solo play is quite different from it. I have heard the Steal Time spell is loved very much.
    3) I have read, that Master of Flame was loosing heavily to Spellstorm in terms of DPS. Is it still so? Is it viable?
    4) I see, that Eye of the Storm was heavily nerfed since the original post (15 -> 9% and -33% duration). Is it still a reasonable choice after that? I believe, I will need more crit stat then before, if I will try to go a crit-based renegade.

    Well... I am only starting to play, so i will gladly listen to any other information about the changes and current balance state.
  • grimahgrimah Member Posts: 1,658 Arc User
    edited December 2013
    vivicector wrote: »
    A great guide!

    However, I would like to know whether all the information is relevant and up to date. I have just started playing, now hit lvl 30, where the serious decisions are done. Read a lot of different guides and posts. As I understood, a lot of things were changed in patches. So, could anybody answer my questions:

    1) Whether the crit-based renegade path is still valuable? Or should I better go Thaumaturge now?
    2) What are the most useful spells when in the party? What do people use to clean those lvl 60 dungeons? Solo play is quite different from it. I have heard the Steal Time spell is loved very much.
    3) I have read, that Master of Flame was loosing heavily to Spellstorm in terms of DPS. Is it still so? Is it viable?
    4) I see, that Eye of the Storm was heavily nerfed since the original post (15 -> 9% and -33% duration). Is it still a reasonable choice after that? I believe, I will need more crit stat then before, if I will try to go a crit-based renegade.

    Well... I am only starting to play, so i will gladly listen to any other information about the changes and current balance state.

    1. Yes
    2. All encounters
    3. lower dps but viable
    4. it got buffed.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • dem0nrunn3rdem0nrunn3r Member, Neverwinter Beta Users Posts: 1 Arc User
    edited December 2013
    Hey Grimah, excellent guide that's helped me a lot while leveling.

    Forgive me if you've mentioned this before as i can't find the info but what enchants do you recommend?
    Would it be like a certain enchant each for Offense, Defense and Utility? Or do you mix the enchants around?

    I'm using your Spellstorm Thaum spec if that makes any difference.

    Also what about artifacts? I'm assuming just the power/crit ones will do.
  • kozi001kozi001 Member, NW M9 Playtest Posts: 876 Arc User
    edited December 2013
    May I ask with renegade if you are unfortunately tiefling and not human (no tempest magic...) what is your choice between snap freeze and reaper's touch.

    Guess Snap freeze because of the chill strike(coi)?
  • grimahgrimah Member Posts: 1,658 Arc User
    edited December 2013
    tempest magic still works with tiefling.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • kozi001kozi001 Member, NW M9 Playtest Posts: 876 Arc User
    edited December 2013
    grimah wrote: »
    tempest magic still works with tiefling.
    Really? You mean tempest magic stacks with tiefling?
    Respecing right away :)
  • vivicectorvivicector Member Posts: 21 Arc User
    edited December 2013
    Hello again!

    I wanted to ask you, whether stacks of Arcane mastery are applied before of after the effect that created them? So, if I use Entangling force on mastery, will it immediately benefit from the stacks it created (the way effects in DotA work)?

    Also, could you explain the ray of enfeeblement mechanics? It reduces mitigation. Is the mitigation the same thing as armour? Is 20% the absolute value (e. g. enemy has 20% resist, we reduce it by 20 and enemy has 0% resist) or it is 20% of current resist. How does it work together with armor penetration? So, if we have AP of 20% (usual enemies armour resist), effectively ignoring enemy's armour and then use the ray - what will happen?

    P.S. And yep, I can't thank you enough for this guide!
  • theclansman35theclansman35 Member, Neverwinter Beta Users Posts: 15 Arc User
    edited January 2014
    Learned Spellcaster: Increases the bonus damage intelligence provides by 1/2/3/4/5%
    This is a confusing tooltip, it actually increases your damage by that set amount, also your intelligence bonus will apply to this bonus too. so if you have 20% from Int, you will get 1.2/2.4/3.6/4.8/6%.

    I cant understand it, if u get %20 form Int and you select %5 form it, then you get %1 overall, not %6 i guess.

    I you deal 1000 dmg, and int gives you %20, it'll 1200 dmg.and you select %5 ( but it apllies to int percentage ) 200*1,05=210 dmg. So you deal 1210 dmg with it.1210/1000= %21.

    Am i calculating it wrong?
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