As
Control Wizard`s main role is to control and secondary to DPS, I followed my class roles.
I went MoF, as even if much harded and providing much less DPS, has insane control and PvP possibilities.
I used to buff my whole party / everybody around for
average:
1. Plain +15% as
Critical Conflagration provides constant
Smolder and thus the debuff is always active.
2. Plain +5% as Chill is always active from
Icy Rays (Single target PvE, PvP) or
Icy Terrain (AoE PvE).
3. Plain +15% from
Combat Advantage.
4.
Chaos Magic is bugged and gives 1, 2 or 3 buffs instead of just one at same chances for 1, 2 or 3, so every buff`s uptime is 50%, thus I just divide them by 2. I assumed avg
Critical Severity is 100% and count every 1% of
Critical Chance as 1% Damage Increase
5. Like in 4, the buff has 50% uptime and its 250% weapon damage (avg 796 ~= 800 from
Arcane Eye of the Golden Dragon) heal every .5 seconds, halfing it from the uptime, its 2000 HP/s.
6. Like in 4, the buff has 50% uptime, so I just half it.
I used to make more heal than a DC, I give more buffs than any other class and I keep every mobs grouped and dazed thanks to insane
Furious Immolation with
Twisting Immolation.
The only thing I was missing was DPS and freeze, but it will change now as
Abyss of Chaos will grant a fair DPS and
Icy Veins will provide both freeze and DPS increase on
Chilling Presence I will switch to in module 6 since it makes insane DPS I was missing (+10% Critical Chance thanks to
Chilling Advantage and up to +96% DPS (+48% most the time) from Chill itself).
I become a party healer/buffer, can kill everything on 1-2 rorations and keep it controlled all the time:
What else you can want from Control Wizard?
PS SS vs MoF changes in module 6.
1. SS had a one, big control advantage:
Chilling Control. This is now gone thanks to the
Icy Veins having the very same effect.
2. Thaumaturge won`t be so DPS OP now. All damage went a few
times up, but Thaumaturge depends on weapon damage, that is increased by only 71% (
Orb of Elemental Fire avg weapon damage vs old
Arcane Eye of the Golden Dragon avg weapon damage).
3.
Eye of the Storm is no longer so cool. I get 57% basic Critical Chance in module 6 (I round it to 60% after the new set +crit bonus). Even if I could, I wouldn`t take EotS as it gives only +14% Critical Chance (40% non-crit chance * 7/20 uptime = 14%) (I count it as +14% DPS increase as describbed above). +14% DPS & +5% Critical Strike (+14% +4% (at 75% Critical Chance with EoTS) = +18% DPS) from Artifact Class Feature compared to +48% from
Chilling Presence & +10% from
Chilling Advantage is way too few. Compared with
Critical Conflagration giving +5% Critical Chance & +20% Critical Severity (= 5% DPS + 12% DPS (at 60% Critical Chance) = +17% DPS) is not a big deal (17% vs 18%) as provides easy Smolder on foes.
4. Unused by most
Maelstrom of Chaos cannot be even compared with loved by eveone
Furious Immolation.
5.
Sudden Storm, while very different, provides similiar DPS to the
Fanning the Flame.
6. The only thing that is still too DPS OP in Spell Storm is
Storm Spell. It deals, unfortunatelly, much more damage in comparation to
Smolder.
Unfortunatelly,
Storm Spell keeps Spell Storms at the top of DPS table, but I can handle it. As long as I can control, group & fast kill every foe, buffing and healing my allies, I am happy as I can fast, easy and succesful end any dungeon, skirmish and win the very most of Domination matches & stay at top of GG PvP.
Again, What else you can want from Control Wizard?
TL;DR The changes gives MoFs the missing Freeze, provides Renegades the missing DPS, but still doesn`t nerf the OP Storm Spell that everybody complains about.
Comments
Because I can't see how you can obtain 50%+ critical chance outside of being full r12/mythic.
As MoF, I have post a screen of talent for a renegade with Icy Veins.
I choose to note take Abyss Chaos to give 5% more crit to ally. I keep Swath of Destruction because it increase damage on target, help everyone dps. Chilling presence is good but it's only a personnal dps boost.
Outside of it, the main question will be Renegade or Oppressor ?
Will raking 5 points in Icy Veins suffice to cpntrol enough? Or going full Oppressor with dps feat will be required?
Oppressor can offer a 10% damage done debuff Witch can be very helpfull.
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
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Elemental Elven Assault set = 3150 crit
Orb + Talisman = 1639 crit
Sum = 4789 =~ 12% Critical Chance
15% from charisma (roll 16/12/16 +2 from racial +7 every 10 lvls)
5% from Uncertain Allegiance
10% from Chilling Advantage
15% from Chaotic Nexus (its +30% but 50% uptime)
Sum =~ basic 57% Critical chance
I don`t count new set +crit, augments, Brutal enchantments (will go full brutal in module 6) nor any other +crit so I call it a base.
If I will begin adding +3% feat, +5% from Critical Conflagation, augmented stats and so on, it will go much more.
ok, Tiamat Time
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Base clas crit chance 3% + 3% from heroic feat + 10% from renegate chilling advantage and you have another 5 % from Uncertain Allegiance total 21 % + 19% from charisma +1 % from campfire = 41 % w/o a single crit chance stat so you if u use x2 black dragon glyph another free +2 % crit chance total =43 %
So you need only 2800 crit chance to gain 50 % crit chance this is nothing .
by just using lvl 70 main and offhand artifact weapon you have this stat.
If rene cap feat pop up you have 80% crit chance from nothing.
So if u use elemental set + artifact weapon set (w/o any artifact ) you will have total : 62% crit chance w/o any azur or artifact with crit stat and you can have 92% if Chaotic Nexus pop up .
btw. This high crit chance makes me even happier because of new Lostmauth set (Golden Belt of Puissance + Lostmauth's Hoard Necklace + Lostmauth's Horn of Blasting): "Do an additional hit for Weapon Damage on a Critical hit."
edit Huh? While SS makes more DPS in PvE, I see absolutelly no reason why MoF would be worse than SS on PvP.
My skills:
Encounter (Tab): Icy Rays
Encounter: Disintegrate (replacement of Repel in module 6)
Encounter: Fanning the Flame
Encounter: Entangling Force
Class Feature: Critical Conflagration
Class Feature: Chilling Presence
Daily: Ice Knife
Daily: Furious Immolation
At-Will: Magic Missile
At-Will: Ray of Frost
My usual rotation:
Entangling Force (CC) → Fanning the Flame (DoT & debuff, break the eventual shield (DC/CW) or begin burning tank`s stamina) → Icy Rays (insane high DPS, debuff and control) → Repel (keep the distance) / in module 6: Disintegrate (pure dps) → Ice Knife (if still alive after encounters and daily ready) → Ray of Frost (in the case foe is still alive (DC/GF), healed one, cast to freeze foe) → Magic Missile and recast encounters when CD ends. Refreeze by RoF when foe unfreezes, while frozen: use MM.
I don`t want to say that I am the best, but over 80% domination matches won. And over 50% GG PvP I am the 1st.
Again, I don`t see any reason why MoFs would be worse in PvP.
Well, SS daily is useless on PvP while MoFs can triple kill in one cast (like on GG) then dazing for a few seconds but its situational, SS encounter is useless (too low range) while MoFs one makes more DPS than any other (besides new Disintegrate), Storm Spell used to proc really rare in PvP (in opposition to PvE) and thus, Smolder makes more damage. EoTs I describbed above and results similiar to MoF`s CC (18% vs 17% but propably CC will be even better on higher Critical Chance). I would even say that MoFs have a slightly advantage vs SS because of Fanning the Flame, but it is all about playstyle.
PS
And a word about so often mentioned Shield Class feature slotted in tab.
Shield is broken in just 2 hits (I break it by EF & FtF`s `1st tick). Not a big deal for experienced players (until your weak foe tries to use daily vs you before breaking the shield).
How about passive DR? You get more HP back from Lifestolen Tabbed Icy Rays plus Smolder, FtF & EF 24% additional DPS from 3 stacks of Chill put from this tabbed IR thanks to CP. And because of many DoTs, LS rework will not change it, just make it less linear.
Aside note; Pink CW`s are usually the very 1st target in PvP. It is much easier in GG not to shine from the far
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with more than 50% crit, power, armor penetration and power will become more interresting than crit. Effective crit will be near 80% or more with smolder.
On the artifact set, I think Valindra will be very interesting for the control bonus and resist. Lostmauth set should be concidered but need testing to see exactly what it does. I don't think it will copy every crit we do. Both set have good staT if valindra set cann make up for one or two control pet, then did the damage gain by changing those pet make it for not taking Lostmauth set???
do you personally feel like stacking CW will now be best again?
Im curious of your point of view on pve and pvp position for CW next module since you defiantly did a great job with analysis.
I personnaly find that fact a little different than what I experience on live.
I do get the bugged 2 buffs instead of one, but that's not always the case. I'm running more often with 0 or 1 buff from chaotic magic than with 2.
Great work otherwise.
Chaos Magic is bugged and grants multiple buffs if the damage that triggers the initial buff is followed by another in the short period of time on the same foe. Foe example, tabbed FtF will almost always grant 2 buffs if cast on foe near another as the initial foe will take two different hits in the shot period of time: Fanning the flame and Gathering flame. Any 3rd hit short after FtF (like IT tick) will grant the 3rd buff.
thedemien
Notice that not everywhere you will be able to stack CW in module 6.
Patch NW.45.20150304a.3 introduces the first limitations that "Epic Skirmish queues will now place at least one tank and healer into each party". While it is good to have 2 CW in party (best MoF and SS), I don`t think that having more CW is the best choice. Tank`s role in module 6 will be more valuable (at least in PvE) and they got more party buffs that are useful while CW buffs often does not stacks same as control provided from 1 CW is far enough. It is, however, hard to determine right now, same as hard is to determine their role both in PvE and PvP as everything keeps changing a lot every week. Not to make a false assumption, the time will show.
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Thanks. I missed that patch note. Indeed great work on analysis. I personally just don't want to have mod 2-3 where 4 CW parties + DC/GF are best for all. Witch left no place for other DPS classes. CW is not my main so after reading your analysis CW sounded like "can-do-everything-better" class.
Also, furious immolation seems to control better than arcane singularity.
Thanks for the guide, beatannier.
I re-specced my CW to MoF renegade.
For me, I made that decision because it's no longer safe/easy to use sudden storm while solo.
shield (tab) + steal time + shard + icy terrain (with icy veins feat) is effective because every power (except shield) does some control.
In the class feature slot, sometimes I use arcane presence (especially while solo) for the reduced cooldown. With only 3 control powers, minimizing cooldowns is a priority for me.
All ability points into INT and WIS for the reduced cooldown.
In my opinion, stacking renegade CW in parties could be useful in module 6.
Stacking other CW types is less useful.
I hope to see many renegade CW in module 6, especially when I am not playing a CW.
I have a few questions, especially since most of the guides are not written for module 6. I still can't post any new threads, so I have to post it here.
1. The Swath of destruction, the in game description doesn't say 15% buff to party? Has that buff been removed?
2. Does Focused Wizardry increase the smoulder damage?
3. I tried out Fanning the Flame, the duration is only like 3 secs? I tried refreshing it with skills that cause chill like COI. But the fire still burns out? Or have I got confused with Smolder and flame? And does all my MOF skills add smolder ?
4. Which MOF skill spreads the smolder to others? The flame from FTF is only single target?
Thanks
This debuff is multiplicative (for multiple SoD users, not just Smolder stacks) and can be doubled from single MoF (Regular Smolder + Rimefire Smolder bug).
Focused wizardy will increase the Smolder damage if the skill that caused the Smolder was caused by (even indirectly) Single Target spell. When Smolder gains Rimefire aspect, it will be increased by Smolder if the Spell that puts Chill (what caused Rimefire aspect) was Single Target. Same rule follows the crit.
Example 1: Tabbed FtF puts non-critical Smolder on foe. It`s damage is decreased by Focused Wizardy (as Tabbed FtF is AoE skill) and non-critical. Then, foe gets Chill from critical Icy Terrain. Smolder gains Rimefire Aspect and becomes critical, but still it`s damage is decreased as IT is AoE skill.
Example 2: Scorching Burst puts non-critical Smolder on enemy. It`s damage is reduced as SB is AoE skill. Then, foe gets Chill from critical RoF. Smolder gains Rimefire Aspect and becomes critical, also being now incerased by Focused Wizardy (as RoF is Single Target skill).
On renegade path (on PvP), my Smolder used to be increased by:
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Thanks for the explanation! So basically i shouldn't get Focused Wizardry because most skills like tabbed FTF, icy terrain, SB are all AOE? doesn't seem like many single target skills.
Also, when I used FTF and then use tabbed COI or Chilled strike, why didn't rim fire appear? Chilled strike and Tabbed COI does add chill to the burning foe, that should cause rim fire yeah?
You need to put Smolder on enemies in order to gain Rimefire aspect.
Smolder + Chill = Rimefire Smolder.
If you have no Smolder on foe, foe won`t get Rimefire.
I am using tabbed FtF + SB on AoE PvE and SB followed by RoF on ST PvE & PvP.
I am using Focused Wizardy, because it`s BiS and must-have on PvP. +30% damage ALWAYS (as the only "AOE" skill I use on PvP is SB, but it`s Smolder gets Rimefire that becomes ST and buffed by FW aswell as Chill comes from ST RoF).
In AoE PvE, your Smolder`s damage (aswell as all other damage) will be, in practice, decreased by 10% from Focused Wizardy 3/3.
However, on ST PvE and PvP, all your damage will be +30%.
Well, if you want to make more damage on AoE PvE, go Spell Storm (well, MoF gets only about 1/4th Spell Storm`s DPS on AoE PvE).
If you want to make more damage on ST PvE & PvP, go MoF & Focused Wizardy.
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