[...] However the pet bonus is also useful for all wizards (only applies to pet's base stats), and critical chance. You cannot go with with either three stats, for a wizard's duties.
Did you mean "You cannot go wrong with either three..."?
[...]
Despite what you read in the tooltip, EVERY encounter has its place in PvE, you may thing repel is stupid when you first get it, because it pushes everything away. But then you get to certain places where pushign groups of 5 to their deaths is very useful!
[...] The hardest time for you to decide which points to put in, is when you are given the choice of arcane presence and chilling presence. To be safe i would only put in 1 point in chilling presence, if you want that extra feature to be used whilst leveling (cannot wait till higher level) put only 1 point into arcane presence.
I know what I would do, but I do still have problems understanding this paragraph. Maybe it is related to me not being a native English speaker
Everything else in the New Player section is, as usual, very comprehensive, thorough and well written!
[...] Arcane Stacks Now many new wizards and some old wizards will forget about this, each stack will give you a 3% arcane damage increase per stack. This stacks up to 5 times. These will effect of most of your arcane spells. And provide important and in some scenarios the stacks of your arcane will effect the success of task. For example with max stacks you can afford to cast your shield to regain alot of AP then use your daily and have your shield back off cooldown.
Is that still true, or did the sentence survive the update after the shield nerv? Especially now, as Shield can only hit five targets.
That's it so far. Hope my comments are appreciated. I'll continue reading the guide in the next couple of day.
Regards,
Urbs
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).
0
magemyronMember, Neverwinter Beta UsersPosts: 24Arc User
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.
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...
0
uurbsMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 449Bounty Hunter
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.
Awesome job as always. Caught some typoes...check the T2.5 set bonuses. Again thank you for all that you contribute!
0
uurbsMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 449Bounty 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.
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.
[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 ]
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!
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.
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!
0
urthedarMember, Neverwinter Beta UsersPosts: 0Arc User
edited December 2013
I'm curious, why mods do not stick this topic? It contains a lot of usefull informations about CW class...
0
uurbsMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 449Bounty Hunter
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.
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.
dem0nrunn3rMember, Neverwinter Beta UsersPosts: 1Arc 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.
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)?
Comments
and also the featured satirical comedic adventure "A Call for Heroes".
big thumbs up, like the levelling section (that's new, too, right?)
if I may make some amends... Possible errors coloured in red by me. Did you mean "You cannot go wrong with either three..."?
I know what I would do, but I do still have problems understanding this paragraph. Maybe it is related to me not being a native English speaker
Everything else in the New Player section is, as usual, very comprehensive, thorough and well written!
Is that still true, or did the sentence survive the update after the shield nerv? Especially now, as Shield can only hit five targets.
That's it so far. Hope my comments are appreciated. I'll continue reading the guide in the next couple of day.
Regards,
Urbs
and also the featured satirical comedic adventure "A Call for Heroes".
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).
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.
and also the featured satirical comedic adventure "A Call for Heroes".
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...
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.
You are correct about SotEA, It gives 10%, Either it was changed or i was doing something wrong in my prior tests.
and also the featured satirical comedic adventure "A Call for Heroes".
- companion section
- weapon sets
- armor sets
and also the featured satirical comedic adventure "A Call for Heroes".
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
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
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
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.
and also the featured satirical comedic adventure "A Call for Heroes".
good to read all that stuff about companions, now i know better what to get for active bonuses. once i become rich.
[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 ]
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?
Some people say that you learn from your mistakes: I make so many mistakes every day that surely I will learn soon!
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.
and also the featured satirical comedic adventure "A Call for Heroes".
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.
Some people say that you learn from your mistakes: I make so many mistakes every day that surely I will learn soon!
and also the featured satirical comedic adventure "A Call for Heroes".
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.
and also the featured satirical comedic adventure "A Call for Heroes".
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.
Guess Snap freeze because of the chill strike(coi)?
and also the featured satirical comedic adventure "A Call for Heroes".