We must also always remember that a 8k player could read our guides. A super offensive build on an undergeared player will result in that player dying, rapidly and repeatedly. This is why I would rather err cautiously and let people explore and improve on their own.
Kieranmtorn makes some great points here. I haven't played renegade on live since before the entangle nerf, a long long time ago. I think his opinion and experience carries some weight here.
Now about this Wis/Cha debate, i have heard enough good argument on the Charisma side to edit it and make a good note.
That said, I think many spellstorms get into this "MOAR POWER MOAR GOOD" philosophy, and I want to caution against that carefully - Control, AP gain, and recharge really do matter. Survivability really does matter. I know most of you in this thread agree with me, but i get the impression the community as a whole does not.
The problem with Ability stats is that people must make a long term decision when they create the character, thats why guides like yours exist (again thanks from all the CW community), and helps a lot saving money and taking good decisions. The ability point allocation is crucial because it costs 1500 zen to change, and most people cant afford that. When I go to read a guide and I am new to that class, I want this kind of information. What is good at each point, but the most important, decisions I have to make for long term.
I 100% agree with you on survability. Lots of CW doesnt invest in HP or Def, and when something goes wrong they fall. Not only that, more defense and HP is more dmg because every time you dodge, you lose DPS. I stay in red all the time, only dodge the attacks that will 1-shot me (sometimes you can make a bad calc, but thats what soulforge is for). I like when you can feel the fear of those CW in eLoL while they wait to others when they could start the fight of a minigroup.
The problem with Ability stats is that people must make a long term decision when they create the character, thats why guides like yours exist (again thanks from all the CW community), and helps a lot saving money and taking good decisions. The ability point allocation is crucial because it costs 1500 zen to change, and most people cant afford that. When I go to read a guide and I am new to that class, I want this kind of information. What is good at each point, but the most important, decisions I have to make for long term.
I 100% agree with you on survability. Lots of CW doesnt invest in HP or Def, and when something goes wrong they fall. Not only that, more defense and HP is more dmg because every time you dodge, you lose DPS. I stay in red all the time, only dodge the attacks that will 1-shot me (sometimes you can make a bad calc, but thats what soulforge is for). I like when you can feel the fear of those CW in eLoL while they wait to others when they could start the fight of a minigroup.
LOL ha yeah i know what you mean.
The dangerous part of the elol run are the assassin drakes. Kaelic mentioned to me that each stack of their poison is 100% effectiveness against us, so 3 stacks of poison means you take 400% damage! :O! This is why i always dark through the mob and kill them as quickly as possible.
Even for more "defensive" CWs like us, 400% damage melts everyone very quickly.
However, since we spend less time dead and less time dodging, are those defensive stats really "lowering our DPS?" I actually don't think so at all, because they allow a more aggressive playstyle.
And of course man! I am almost done with my compendium on CW. It hurts my eyes to see bad, clueless CW play. People ask me for help all the time, but if they have a good set of references, they will all play better. Even our late-game CWs who already have great skills and gear might understand the mechanics of what they are doing better than before. I can only think this will help people improve.
And of course man! I am almost done with my compendium on CW.
So should I take it that you are about to publish even more comprehensive information on the CW class play style and build information etc.? I am about to roll a CW soon (have a DC and GWF so far) and would love to have that information before I create and start playing the character.
Also, I would like to thank you for investing your time in helping out players like me in learning a new class's mechanics and intricacies.
0
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited October 2014
I'm still waiting to see what the final verdict is on the Renedade changes for Module 5. I'm still hoping for Chaotic Growth to be changed to something more DPS focused as well as removing the need for Chilling Presence for the buff to crit. But even then, the chance to increase the party's damage by 30% or increase crit by a flat 30% (and armor pen, but most people are at the cap anyway) should be a significant increase to overall party damage. Too bad that feedback thread has turned into a shouting match between PvPers...like they all seem to do now
As Chem know's, I've always been a fan of the MoF, and with the damage buff to Swatch of Destruction to 15% in Module 4, and the potential to add an extra 5% crit when having Critical Conflagration slotted in Module 5, it's going to be a toss up between Spellstorm or MoF for me.
Either way, I'm still very much convinced Renegade will be the new go-to for CW's in Module 5.
I'm still waiting to see what the final verdict is on the Renedade changes for Module 5. I'm still hoping for Chaotic Growth to be changed to something more DPS focused as well as removing the need for Chilling Presence for the buff to crit. But even then, the chance to increase the party's damage by 30% or increase crit by a flat 30% (and armor pen, but most people are at the cap anyway) should be a significant increase to overall party damage. Too bad that feedback thread has turned into a shouting match between PvPers...like they all seem to do now
As Chem know's, I've always been a fan of the MoF, and with the damage buff to Swatch of Destruction to 15% in Module 4, and the potential to add an extra 5% crit when having Critical Conflagration slotted in Module 5, it's going to be a toss up between Spellstorm or MoF for me.
Either way, I'm still very much convinced Renegade will be the new go-to for CW's in Module 5.
It doesn't affect armor pen rating from what I've seen so it might just work like plaguefire.
0
kieranmtornMember, NW M9 PlaytestPosts: 382Arc User
I'm still waiting to see what the final verdict is on the Renedade changes for Module 5. I'm still hoping for Chaotic Growth to be changed to something more DPS focused as well as removing the need for Chilling Presence for the buff to crit. But even then, the chance to increase the party's damage by 30% or increase crit by a flat 30% (and armor pen, but most people are at the cap anyway) should be a significant increase to overall party damage. Too bad that feedback thread has turned into a shouting match between PvPers...like they all seem to do now
As Chem know's, I've always been a fan of the MoF, and with the damage buff to Swatch of Destruction to 15% in Module 4, and the potential to add an extra 5% crit when having Critical Conflagration slotted in Module 5, it's going to be a toss up between Spellstorm or MoF for me.
Either way, I'm still very much convinced Renegade will be the new go-to for CW's in Module 5.
I can see 1 potentially problem with the changes for mod 5. Prevent Chaos Magic from stacking with multiple Renegades in a party. Would result in semi-absurd results at times.
I still hate being a CW proc effect engine.
0
aulduronMember, NW M9 PlaytestPosts: 1,351Arc User
edited October 2014
The biggest problem with Renegades is the lack of a decent T2 feat.
I 100% agree with you on survability. Lots of CW doesnt invest in HP or Def, and when something goes wrong they fall. Not only that, more defense and HP is more dmg because every time you dodge, you lose DPS. I stay in red all the time, only dodge the attacks that will 1-shot me (sometimes you can make a bad calc, but thats what soulforge is for). I like when you can feel the fear of those CW in eLoL while they wait to others when they could start the fight of a minigroup.
agree that with Mod5 we got many cw's who barely know what to do in tough situations and under the pressure (the whole pve content before didn't require any def-oriented mind) and since they have very squishy builds..ye, that's a shame to see those waiting for the rest of the party. on the other hand we have some hardcore players who practiced through months and lead every single battle during any run.
i can only hope that when it comes to the point where i will stand and wait for others in fear of falling down - well, i'll log off for something else. tho newcomers should invest in defensive stats heavily before go for 10k power and learn advantages of control for the class.
@chem
thanks a lot for another great guide and interesting thoughts
will prolly try out renegade in M5
[SIGPIC][/SIGPIC]
0
chemboy613Member, NW M9 PlaytestPosts: 1,521Arc User
edited October 2014
Thanks for the feedback guys! I was spending a lot of time on forums and had to take a little time to just play.
Renegade is certainly viable in mod 5, I think it's interesting.
Also, I know, 5% crit for critical conflagration offhand bonus is simply amazing. It's almost 5% flat crit for me. Do you have any idea how hard it is to get 5% crit?
Also, I know, 5% crit for critical conflagration offhand bonus is simply amazing. It's almost 5% flat crit for me. Do you have any idea how hard it is to get 5% crit?
ye, that bonus is kind of adamantine one.
especially comparing to SS that just meh..5% crit severity? more severity for God of Severity, aha..
[SIGPIC][/SIGPIC]
0
chemboy613Member, NW M9 PlaytestPosts: 1,521Arc User
ye, that bonus is kind of adamantine one.
especially comparing to SS that just meh..5% crit severity? more severity for God of Severity, aha..
Depends entirely on your crit chance ration and your current severity.
At 100% crit severity and 70% crit (this is about what I have on a dungeon run), it's a 1.75% dps boost.
At 150% crit severity and 70% crit (what I'd have with a p.vorp), it would be a 1,4% dps boost.
At maximal amount, which I think is 165% crit severity, not counting the bonus, it would be a 1.32% boost.
In other words, it sucks.
0
chemboy613Member, NW M9 PlaytestPosts: 1,521Arc User
Depends entirely on your crit chance ration and your current severity.
At 100% crit severity and 70% crit (this is about what I have on a dungeon run), it's a 1.75% dps boost.
At 150% crit severity and 70% crit (what I'd have with a p.vorp), it would be a 1,4% dps boost.
At maximal amount, which I think is 165% crit severity, not counting the bonus, it would be a 1.32% boost.
In other words, it sucks.
Wow, 70% Crit? Are you sure? I've never logged anyone close to that.
But yeah, in terms of the offhand bonuses, critical conflagration is really good. The rest of them are very meh. I was underwhelmed.
Wow, 70% Crit? Are you sure? I've never logged anyone close to that.
But yeah, in terms of the offhand bonuses, critical conflagration is really good. The rest of them are very meh. I was underwhelmed.
yeah, it's what I've logged.
You didn't log that because you weren't stormspell in the past.
Also, you didn't go CHA I believe(I even use the CHA belt).
So yeah. Last parse I did I was at 71%~ and that was against dummies (crit is gonna be higher in a dungeon due to eots that will be refreshed for nearly every packs).
0
chemboy613Member, NW M9 PlaytestPosts: 1,521Arc User
You didn't log that because you weren't stormspell in the past.
Also, you didn't go CHA I believe(I even use the CHA belt).
So yeah. Last parse I did I was at 71%~ and that was against dummies (crit is gonna be higher in a dungeon due to eots that will be refreshed for nearly every packs).
Never logged a spellstorm much over 55-60%. My HR is critting around 60%.
I see how it's possible, however. Be sure to log in a dungeon and let me know the results. 70% crit is very impressive.
Never logged a spellstorm much over 55-60%. My HR is critting around 60%.
I see how it's possible, however. Be sure to log in a dungeon and let me know the results. 70% crit is very impressive.
Did you remove things that just can't crit out of the equation? I had to remove the plaguefire dots.
Note that it's possible that I have extra crit chance on dummies due to level differential, I'm not sure if there's a bonus or malus for level differentials.
0
chemboy613Member, NW M9 PlaytestPosts: 1,521Arc User
Did you remove things that just can't crit out of the equation? I had to remove the plaguefire dots.
Note that it's possible that I have extra crit chance on dummies due to level differential, I'm not sure if there's a bonus or malus for level differentials.
yeah, you have to remove things that can't crit to get any meaningful data. I eyeballed it, but even with things that can't crit, it was over 50%.
Now granted it was elol so I could get range and take advantage of my archery feat.
That's possible too, that's why i always log in real dungeons. Regardless, to get those numbers you must have astronomical crit. Cha belt, 24/24 roll, high crit score, etc?
Also, I know, 5% crit for critical conflagration offhand bonus is simply amazing. It's almost 5% flat crit for me. Do you have any idea how hard it is to get 5% crit?
This is what's probably tipping the scales for me to go Renegade MoF in Module 5. With the offhand, Critical Conflag will give you 15% crit severity AND 5% crit PLUS applying Smolder.
yeah, you have to remove things that can't crit to get any meaningful data. I eyeballed it, but even with things that can't crit, it was over 50%.
Now granted it was elol so I could get range and take advantage of my archery feat.
That's possible too, that's why i always log in real dungeons. Regardless, to get those numbers you must have astronomical crit. Cha belt, 24/24 roll, high crit score, etc?
Actually, not that high.
I'm at 24 Cha atm with the cha belt (but it's just epic).
I have about 38% baseline crit.
It comes from eots and the new chaos magic that grants 30% crit (which average to 10%).
Without chaos magic, these two together gives an average of 56.6% crit (100*6 + 38*14)/20
With chaos magic at 30%, this should, on a very long period of time, average to a 33,33333% uptime or a 10% crit value. That said, due to eots, you will "lose" 30% of this value because of the amount of time it will be up during eots, which does nothing. So, it's worth an extra 7% crit chance for a total of 63.6%. This is what my average crit should be with the chaos magic change.
Yet, I've seen 70%-71% from multiple dummy tests on the preview. Either there's spells that have higher innate crit rate (I didn't check spells individually) or the dummies, due to their level, are more vulnerable to be critted.
Edit: Actually, I think I know the culprit. It's because of storm spell. Since it can only proc on a crit, it will have a 100% crit chance, which will increase overall crit rate of everything to a higher amount. I would need to remove spell storm crits to know my real crit chance.
at 63.6% crit chance, this means that out of 1000 attacks, 636 should crit. This mean that I should get 191~ storm spell procs, which have a 100% crit rate. This means I have 636+191 crits out of 1000+191 attacks (or 827/1191) for a 69,4% overall crit ratio. This is pretty close to what I was having. If you add in something like the bonfire buff or just favorable RNG on the attempts, it's easy to get 70%.
0
chemboy613Member, NW M9 PlaytestPosts: 1,521Arc User
I'm at 24 Cha atm with the cha belt (but it's just epic).
I have about 38% baseline crit.
It comes from eots and the new chaos magic that grants 30% crit (which average to 10%).
Without chaos magic, these two together gives an average of 56.6% crit (100*6 + 38*14)/20
With chaos magic at 30%, this should, on a very long period of time, average to a 33,33333% uptime or a 10% crit value. That said, due to eots, you will "lose" 30% of this value because of the amount of time it will be up during eots, which does nothing. So, it's worth an extra 7% crit chance for a total of 63.6%. This is what my average crit should be with the chaos magic change.
Yet, I've seen 70%-71% from multiple dummy tests on the preview. Either there's spells that have higher innate crit rate (I didn't check spells individually) or the dummies, due to their level, are more vulnerable to be critted.
Edit: Actually, I think I know the culprit. It's because of storm spell. Since it can only proc on a crit, it will have a 100% crit chance, which will increase overall crit rate of everything to a higher amount. I would need to remove spell storm crits to know my real crit chance.
at 63.6% crit chance, this means that out of 1000 attacks, 636 should crit. This mean that I should get 191~ storm spell procs, which have a 100% crit rate. This means I have 636+191 crits out of 1000+191 attacks (or 827/1191) for a 69,4% overall crit ratio. This is pretty close to what I was having. If you add in something like the bonfire buff or just favorable RNG on the attempts, it's easy to get 70%.
oh yeah, since stormspell can only proc on crit and if you are hitting dummies in a way to max crit with it, it will inflate your crit chance.
I wonder what it is in combat, because i didn't get numbers THAT high while testing on preview and I tried with somewhere in the 36% real crit range (though I didn't do it as renegade).
That said, still pretty impressive. If we ever do a dungeon together i'll log you to see what's going on. I'm curious.
You mention in your pet recommendations the intellect devourer. It's active bonus doesn't work at all when I last tested it in September, though I haven't checked since.
0
chemboy613Member, NW M9 PlaytestPosts: 1,521Arc User
You mention in your pet recommendations the intellect devourer. It's active bonus doesn't work at all when I last tested it in September, though I haven't checked since.
I assume the bonus is WAI, i haven't tested personally. Let me know if you can confirm this - if it is not working then i have to make a note. Thank you,
You didn't talk at all about it, but I think it's a really viable option for a renegade with chilling advantage.
On mono target that's a +10% crit and +36% damage on 3 out of 4 encounters. And more crits is more spellstorm.
oh, two reasons:
a) the chilling presence buff was instituted after I wrote this guide
b) AFAIK chilling advantage is bugged right now.
If you noticed, i wrapped this up into my Mod 5 guide. I am waiting for people to test chilling presence and for chilling advantage to be fixed before i write it up. I don't want to recommend people to use something that is currently not working.
5 - Thaum v. Renegade
Hence a thaum will tend to do a little more (but not a lot more) damage than renegade, but the renegade will give more benefits to
In MOD 4, chaos magic uses magic missile exclusively, but in MOD 5 it’s any damage. This means that if you want to play renegade now, you need to use magic missile. This is an important distinction as it will affect the choice of your artifact weapon. I would think carefully about this choice before investing the 4.6M RP into a weapon that you might decide against using.
I'm a little confused by the wording of this. To go Renegade, do you really need to use magic missile exclusively, or can you use any at-will? The above says that now in MOD5 chaos magic uses any damage, not just MM, then next thing it says to use MM...
I've got a full legendary artifact for chilling cloud, and was curious about trying out Renegade, as the support/buffing part would fit my style more than just being a flat out DPS Thaut.
I just wanted to add in a third viable Rotation for a SS Thaumaturge
On Mastery, Chill Strike, and CoI, Steal Time, and Icy Terrain for normal encounters
When used in Mastery, chill strike affects multiple targets, and still does decent single target damage - I like using this on the enemy with highest HP in a mob, it helps bring him down faster than the others enemies while still doing AoE damage
Comments
Add more discussion of WIS vs. CHA in the RACE section.
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
The problem with Ability stats is that people must make a long term decision when they create the character, thats why guides like yours exist (again thanks from all the CW community), and helps a lot saving money and taking good decisions. The ability point allocation is crucial because it costs 1500 zen to change, and most people cant afford that. When I go to read a guide and I am new to that class, I want this kind of information. What is good at each point, but the most important, decisions I have to make for long term.
I 100% agree with you on survability. Lots of CW doesnt invest in HP or Def, and when something goes wrong they fall. Not only that, more defense and HP is more dmg because every time you dodge, you lose DPS. I stay in red all the time, only dodge the attacks that will 1-shot me (sometimes you can make a bad calc, but thats what soulforge is for). I like when you can feel the fear of those CW in eLoL while they wait to others when they could start the fight of a minigroup.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
LOL ha yeah i know what you mean.
The dangerous part of the elol run are the assassin drakes. Kaelic mentioned to me that each stack of their poison is 100% effectiveness against us, so 3 stacks of poison means you take 400% damage! :O! This is why i always dark through the mob and kill them as quickly as possible.
Even for more "defensive" CWs like us, 400% damage melts everyone very quickly.
However, since we spend less time dead and less time dodging, are those defensive stats really "lowering our DPS?" I actually don't think so at all, because they allow a more aggressive playstyle.
And of course man! I am almost done with my compendium on CW. It hurts my eyes to see bad, clueless CW play. People ask me for help all the time, but if they have a good set of references, they will all play better. Even our late-game CWs who already have great skills and gear might understand the mechanics of what they are doing better than before. I can only think this will help people improve.
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
So should I take it that you are about to publish even more comprehensive information on the CW class play style and build information etc.? I am about to roll a CW soon (have a DC and GWF so far) and would love to have that information before I create and start playing the character.
Also, I would like to thank you for investing your time in helping out players like me in learning a new class's mechanics and intricacies.
As Chem know's, I've always been a fan of the MoF, and with the damage buff to Swatch of Destruction to 15% in Module 4, and the potential to add an extra 5% crit when having Critical Conflagration slotted in Module 5, it's going to be a toss up between Spellstorm or MoF for me.
Either way, I'm still very much convinced Renegade will be the new go-to for CW's in Module 5.
It doesn't affect armor pen rating from what I've seen so it might just work like plaguefire.
I can see 1 potentially problem with the changes for mod 5. Prevent Chaos Magic from stacking with multiple Renegades in a party. Would result in semi-absurd results at times.
I still hate being a CW proc effect engine.
agree that with Mod5 we got many cw's who barely know what to do in tough situations and under the pressure (the whole pve content before didn't require any def-oriented mind) and since they have very squishy builds..ye, that's a shame to see those waiting for the rest of the party. on the other hand we have some hardcore players who practiced through months and lead every single battle during any run.
i can only hope that when it comes to the point where i will stand and wait for others in fear of falling down - well, i'll log off for something else. tho newcomers should invest in defensive stats heavily before go for 10k power and learn advantages of control for the class.
@chem
thanks a lot for another great guide and interesting thoughts
will prolly try out renegade in M5
Renegade is certainly viable in mod 5, I think it's interesting.
Also, I know, 5% crit for critical conflagration offhand bonus is simply amazing. It's almost 5% flat crit for me. Do you have any idea how hard it is to get 5% crit?
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
ye, that bonus is kind of adamantine one.
especially comparing to SS that just meh..5% crit severity? more severity for God of Severity, aha..
lol, yeah, my thoughts exactly. 5% crit is what? 2.25% flat DPS, PLUS smolder. zomg!
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
Depends entirely on your crit chance ration and your current severity.
At 100% crit severity and 70% crit (this is about what I have on a dungeon run), it's a 1.75% dps boost.
At 150% crit severity and 70% crit (what I'd have with a p.vorp), it would be a 1,4% dps boost.
At maximal amount, which I think is 165% crit severity, not counting the bonus, it would be a 1.32% boost.
In other words, it sucks.
Wow, 70% Crit? Are you sure? I've never logged anyone close to that.
But yeah, in terms of the offhand bonuses, critical conflagration is really good. The rest of them are very meh. I was underwhelmed.
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
yeah, it's what I've logged.
You didn't log that because you weren't stormspell in the past.
Also, you didn't go CHA I believe(I even use the CHA belt).
So yeah. Last parse I did I was at 71%~ and that was against dummies (crit is gonna be higher in a dungeon due to eots that will be refreshed for nearly every packs).
Never logged a spellstorm much over 55-60%. My HR is critting around 60%.
I see how it's possible, however. Be sure to log in a dungeon and let me know the results. 70% crit is very impressive.
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
Did you remove things that just can't crit out of the equation? I had to remove the plaguefire dots.
Note that it's possible that I have extra crit chance on dummies due to level differential, I'm not sure if there's a bonus or malus for level differentials.
yeah, you have to remove things that can't crit to get any meaningful data. I eyeballed it, but even with things that can't crit, it was over 50%.
Now granted it was elol so I could get range and take advantage of my archery feat.
That's possible too, that's why i always log in real dungeons. Regardless, to get those numbers you must have astronomical crit. Cha belt, 24/24 roll, high crit score, etc?
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
This is what's probably tipping the scales for me to go Renegade MoF in Module 5. With the offhand, Critical Conflag will give you 15% crit severity AND 5% crit PLUS applying Smolder.
That's one frickin' amazing Class Feature.
Actually, not that high.
I'm at 24 Cha atm with the cha belt (but it's just epic).
I have about 38% baseline crit.
It comes from eots and the new chaos magic that grants 30% crit (which average to 10%).
Without chaos magic, these two together gives an average of 56.6% crit (100*6 + 38*14)/20
With chaos magic at 30%, this should, on a very long period of time, average to a 33,33333% uptime or a 10% crit value. That said, due to eots, you will "lose" 30% of this value because of the amount of time it will be up during eots, which does nothing. So, it's worth an extra 7% crit chance for a total of 63.6%. This is what my average crit should be with the chaos magic change.
Yet, I've seen 70%-71% from multiple dummy tests on the preview. Either there's spells that have higher innate crit rate (I didn't check spells individually) or the dummies, due to their level, are more vulnerable to be critted.
Edit: Actually, I think I know the culprit. It's because of storm spell. Since it can only proc on a crit, it will have a 100% crit chance, which will increase overall crit rate of everything to a higher amount. I would need to remove spell storm crits to know my real crit chance.
at 63.6% crit chance, this means that out of 1000 attacks, 636 should crit. This mean that I should get 191~ storm spell procs, which have a 100% crit rate. This means I have 636+191 crits out of 1000+191 attacks (or 827/1191) for a 69,4% overall crit ratio. This is pretty close to what I was having. If you add in something like the bonfire buff or just favorable RNG on the attempts, it's easy to get 70%.
oh yeah, since stormspell can only proc on crit and if you are hitting dummies in a way to max crit with it, it will inflate your crit chance.
I wonder what it is in combat, because i didn't get numbers THAT high while testing on preview and I tried with somewhere in the 36% real crit range (though I didn't do it as renegade).
That said, still pretty impressive. If we ever do a dungeon together i'll log you to see what's going on. I'm curious.
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
I assume the bonus is WAI, i haven't tested personally. Let me know if you can confirm this - if it is not working then i have to make a note. Thank you,
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
You didn't talk at all about it, but I think it's a really viable option for a renegade with chilling advantage.
On mono target that's a +10% crit and +36% damage on 3 out of 4 encounters. And more crits is more spellstorm.
oh, two reasons:
a) the chilling presence buff was instituted after I wrote this guide
b) AFAIK chilling advantage is bugged right now.
If you noticed, i wrapped this up into my Mod 5 guide. I am waiting for people to test chilling presence and for chilling advantage to be fixed before i write it up. I don't want to recommend people to use something that is currently not working.
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
I'm a little confused by the wording of this. To go Renegade, do you really need to use magic missile exclusively, or can you use any at-will? The above says that now in MOD5 chaos magic uses any damage, not just MM, then next thing it says to use MM...
I've got a full legendary artifact for chilling cloud, and was curious about trying out Renegade, as the support/buffing part would fit my style more than just being a flat out DPS Thaut.
thanks
On Mastery, Chill Strike, and CoI, Steal Time, and Icy Terrain for normal encounters
When used in Mastery, chill strike affects multiple targets, and still does decent single target damage - I like using this on the enemy with highest HP in a mob, it helps bring him down faster than the others enemies while still doing AoE damage
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