Donnerstag, 13. Juni 2013

Neverwinter Guide - LUNA'S TR BUILD GUIDE - Executioner's Style (PvE)

Luna's TR Build Guide


First off I'd like to clarify that this was not originally my build as far as feats however, rotation and points into powers are. I can't remember who's feat build it was (and when I find out I will give due credit) but ever since I've seen my damage sky rocket and always first on dmg by around 1-4 million over other players (even over other TR's) against equal geared characters. I hadn't planned to write a guide so I don't have all the screen shots needed at the moment, but if this post is useful to anyone, I'll be sure to get some next time I'm able to log in the game, also my first time ever writing a guide however I was asked to do so by many TR I grouped with as well as the constant whispers I get in game about my build. If there is a similar post with a similar build, then I apologize in advance, however I havn't seen any builds so far. So here goes...

-EDIT- I'm updating Powers section as well as Rotations soon. I'll let you know when its complete.

My character's name is Luna@batuba (currently at 11.2k Gear Score) and is a Drow Trickster Rogue. My ability scores are as followed (with out campfire buff) : 24 Dex, 19 STR, 19 CHA.
-EDIT- I've changed my stats around due to my gear giving me enough crit to where I felt I could drop some dex to add a bit more dmg with CHA.



Stat Priority

I've always personally went Power > Crit > Recovery > Armor Pen.
This was mainly due to poor itemization in the game and not enough top tier gear giving Armor Pen (infact non of the T2 sets have armor pen as a basic stat on the armor) 
Another example, the ring from CN that gives Power/Crit/Armor Pen has a DEFENSIVE Slot. When every other dps ring gives a Offensive Slot.
Right now I down graded some rings and changed out a lot of my Power offensive sockets and replaced them with Armor Pen leaving my self at 20% Defense Reduction.

I was at 5700 Power with 51% however now dropped to 4600 and around 49% crit to attain the 20% armor pen while unable to drop a less priority stat such as Recovery.

Right now my stat priority is at Power > Crit >20% Armor Pen> Recovery.

Now you may be asking, "Why not 20% armor pen first slot?" its because I feel this build requires high amounts of crit and always felt Power to be a mandatory stat to increase as high as you can. Get armor pen IMO when you have flexibility with gear and you feel you do enough damage already and can begin to explore other stats.


FEATS



HEROIC

Action Advantage 2/4/6/8/10% additional Action Point for dealing Combat Advantage damage. 5/5
You should constantly be striving to be in combat advantage due to extra damage and feat bonuses. Getting extra action points is very nice as well.

Weapon Mastery 1/2/3% greater chance to land a critical hit. 3/3
This build is based on crit and crit damage. Every bit of crit will help. 

Toughness Increase your Maximum Hit Points by 3/6/9%. 1/3
Little bit of extra HP never hurts and a good place as any to dump the extra point needed to advance in the tier.

Cunning Ambusher You deal 2/4/6% more damage for 6 seconds after leaving Stealth 3/3
You should constantly look to fight from stealth when your able. This will stack very nicely with other abilities later discussed.

Endless Assault Your encounters deal 2/4/6% more damage. 3/3
More damage... can't go wrong

Scoundrel Training Your At-Wills deal 3/6/9% more damage to foes not targeting you. 3/3
Clearly not a soloing ability however you in groups you'll nearly always have this damage bonus.

Disciple of Strength Increase the amount of bonus damage Strength gives you by 5/10/15% 2/3
If your Race is Human, I strongly recommend finishing this up with 3/3. Again, more damage always better.

PARAGON

Dazzling Blades Your At-Will powers have a 3/6/9/12/15% chance to reduce the cooldown on recharging Encounter powers by 1 second. 5/5
Get your abilities off CD faster... Can't go wrong

Cruelty’s Reward When you critically strike a foe you generate 2/4/6/8/10% less threat for 6 seconds. 5/5
Better than the alternatives at this point. Also less threat on you means you can take advantage of the 9% extra dmg from your target not focusing you from Scoundrel Training (see above).

Brutal Backstab While Stealthed you critical with 5/10/15/20/25% more severity. 5/5
Bread and butter of this build. This with Lurker's assault and other feats discussed make this build brutal.

Critical Teamwork You and your nearby allies gain a 1/2/3/4/5% chance to crit. 5/5
More crit for you AND your party... YES PLEASE

Duelist’s Flurry has a 5/10/15/20/25% chance to apply ‘Deadly Momentum’ Deadly Momentum; Increases your critical severity by 5% per stack. 5/5
This is an amazing feat. You'll nearly always have all 5 stacks of this with only one DF chain.

Overrun Critical When you land a critical hit, one of your next attacks strikes with 30% of your crit severity.
Amazing ability that allows you to get off some consecutive big crits.

Underhanded Tactics Increase the effectiveness of Combat Advantage for you by 4/8/12/16/20%
As stated before, to maximize your damage, you always want to be in Combat Advantage as much as possible and this will increase the benefits by 20%... again, YES PLEASE!


POWERS I USE CONSTANTLY SITUATIONAL POWERS I NEVER TOUCH

There are powers I don't mention here, and I didn't do so because I didn't bother placing points into them at all.

POWERS






AT WILL

Cloud of Steel 
I use this primarily for PvP. No real reason to use this in PvE.

Sly Flourish 
My left mouse button. Great for when you don't have time to do a full Duelist Flurry combo. Also during stealth or combat advantage, this can build up some serious damage quickly.

Duelist's Flurry 
Right mouse button. This is the main ability of this build. With the feats selected, you'll be adding 25% crit severity as well as a bleed effect that stacks up to 10 times. (I've personally had up to 14k + ticks however average around 4-7k). Keep in mind that this ability has its down sides as well. First two parts of the chain are very slow animations and in that time your target might move away and you'll have to start the chain again. Another is that if your target is knocked off the edge during the 3rd part of the chain, you may fly off the edge as well (or during CW's daily to suck all the mobs to one point, its possible to get stuck in the roof if the ceiling is low enough and you have to do the /killme and waste 20 silver on a repair kit). On a positive note, during the 3rd part of the chain, CC/knockdowns don't affect you.



ENCOUNTER

Impact Shot
Just not a fan of this ability. It can stack up to do some decent damage, however the knock back on it makes it to where there is no DPS time while having to run after the monster. I personally don't like it however grabbed on second build seeing how it might have some PvP aspects to it (I never use for PvP btw)

Shadow Strike
A great ability for this build for remaining in stealth longer to take advantage of Severity bonuses during stealth. Especially useful if there is a lot of random damage comming your way and knocking your stealth bar down.

Dazing Strike 
This ability is nearly always on my bar. Dazes target and is part of my combo rotation that I will explain further on.

Deft Strike
You could use this for PvP (however I don't). My main use for this actually is for when I get stuck in walls or wierd places due to Duelist Flurry and mobs getting knocked around by other players. Im forced to place this on my bar and teleport to an ally or enemy in hopes that I don't have to do /killme (/stuck hardly ever works)

Lashing Blade 
Amazing ability that dishes out ton's of damage. IMO all rogues and builds should have this.

Bait and Switch 
I've tried Bait and Switch due to recommendations however I do not like this ability for several reasons. One being that if targets ignore your clone, you gain no AP and its a wasted slot. For soloing I can see this being nice since targets have no one else to attack but your dummy, giving you a very nice AP boost.

Blitz 
My GO TO AoE ability. Does considerable burst damage for an AoE (limited amount of targets, I think its around 5-6) and the best one rogues have.

Path of the Blade 
Very low damage AoE however I keep it around in case we need the extra AoE to take care of mass monster adds.

Wicked Reminder 
If you know your going to be full time on a boss and will have 0 AoE during the process, this is a nice ability to place on your bar. Low CD makes generating Action Points faster and you help the group with a damage resistance debuff.

Smoke Bomb 
I mainly use this for PvP however when I do harder Dungeons, I replace blitz with this ability. It will be of immense help not only to you but your group as well. Try dropping it under a CW's black hole as the monsters fall back to the floor for a great effect.


Impossible to Catch 
PvP skill mainly. If your against a lot of CC, this could be a nice ability to get around it.

DAILY

Lurker's Assault 
Your main daily and the whole purpose to this build. Lurker's assault allows you to get permanent stealth during its effect and increases your damage by 60%. Stack this damage buff with your other feats to do extra damage in stealth, leaving stealth and so on, you'll notice monstrous damage. I've taking off 40% off certain bosses health during one use of this daily in T2 instances. Can't stress how good this daily is.

Whirlwind of Blades 
I have this on my bar however I'm not sure really how good this is. It hits a limited amount of targets and increases power... Its "okay" for using if you want to do a bit more AoE and only reason I keep it on my bar. 

Bloodbath 
Decent for PvP since you become immune to damage during its use. I never use it however.

Shocking Execution 
Good "Execution" ability for finishing people off in PvP. Not worth it in PvE in my experience.

Courage Breaker 
I've never used it... I keep it around in case one day there is a dungeon boss that hits like a truck (maybe a raid *crosses fingers*) and you could help mitigate the damage done.


CLASS FEATURE

Tactics 
I'm still up in the air about this one (inbetween this and Skillful Infiltrator). 15% more action point gain is always nice and since Lurker's assault is the basis of this build, getting to use it more often is always good.

Infiltrators' Action 
Never use it... need to place points some where right?

Skillful Infiltrator 
3% crit, 15% movement speed alone makes this worth while. Since I havnt placed to dodge regen, having the extra movement speed allows me to get out of danger zones quicker (or allows me to side step cone attacks quick enough to where I don't have to dodge roll and can get more dps time in)

Invisible Infiltrator 
A must have with this build. 15% more damage with your already 60% damage from Lurker's assault as well as assuring you'll have stealth active when you pop your daily.

Tenacious Concealment 
Again... need to place a point somewhere

First Strike 
Again... need to place a point somewhere

Sneak Attack 
I think we can all agree that this will never be on anyone's bar at 60. Should be renamed to Quick Sneak... flying mongoose or donkey balls.

HOW THIS BUILD WORKS
Okay the goal to this build is to have as much crit and power as you can. On my rogue I have around 50% crit on my character tab (not sure if this includes feats or not) and 4500 or so Power. 
When I get to a fight, first thing I always do is position my self to gain combat advantage to gain full benefits of your CA (combat advantage) feats or directly go into stealth. 

ROTATIONS
Yes even this game has them! Or at least I like to think so. 

BASIC ROTATION

Duelist Flurry - Lashing Strike - Dazing Strike - Blitz (only if there are multiple monsters)

-or-

Duelist Flurry - Duelist Flurry (to try and get the 10 stacks) - Lashing Strike - Dazing Strike - Blitz (only if there are multiple monsters)

STEALTH ROTATION

Duelist Flurry - Lashing Strike - Dazing Strike - Blitz (only if there are multiple monsters)

-EDIT NOTE- Changed from 2x Duelist Flurry to x1. Might work with 2 if you have the 20% extra stealth time feat if someone wants to give it a shot.

If you do this properly, you'll just be in time to get Lashing strike during stealth right before it ends not only getting 100% crit but also insures (due to feats) increased Dazing Strike's damage.

LURKER'S ASSAULT

Duelist Flurry - Duelist Flurry (to try and get the 10 stacks) - Lashing Strike - Dazing Strike - Blitz (only if there are multiple monsters)

-Or-

Duelist Flurry x 3 - Lashing Strike - Dazing Strike - Blitz (only if there are multiple monsters)

I normally go with the second option so I can remain in stealth longer before I break it. Just to give you an idea of the kind of numbers I've seen while doing this rotation in Lurker's Assault : around 50-65k Duelist flurry (per chain) - up to 14k Bleed ticks - followed by a 30-56k Lashing Strike - 34k Dazing Strike crit - 11k crits on each monster hit with Blitz. All this in the short time that is Lurker's Assault. I don't have a vorpal enchant for my weapon yet, but expect to see higher numbers than that if you do get that.


I hope this guide is able to serve at lease one person. I've recieved a lot of whispers in game for my build and I feel that this might prove more useful than my cut up whispers due to me being in the middle of a dungeon. If you ever need additional advice please feel free to look me up, but before doing so read the guide well enough and see if you can find your answers here. I'll post some screen shots soon of damage parses. I'd like to take this oportunity also to let people know that dont judge your class before reaching T2. Most classes begin to shine here. I've seen GWF out dps rogues, Control wizards are key to successful groups as well as dishing out some mad damage as well. Know how to play your class and give them all a good run through in T2 before making judgements.

Thank you.

Neverwinter Guide - Rokuthy's Hybrid Tanking Build for End Game PvE Content (Guardian Fighter)

Rokuthy's Hybrid Tanking Build for End Game PvE Content (Guardian Fighter)





GUIDE UPDATES COMING SOON (TO DO LIST):

Add endgame gear list (dependant on drop information)


Possible updates based on interest:

Strategy discusion for tanking specific dungeons
Strategy discussion for tanking various bosses



Stalwart Bulwark 4-piece bonus:



This is the essential set for the Hybrid Tank. The only possible upgrade to this is the Timeless Hero set, which will have uses in single target fights. For the majority of PvE content, the Stalwart set will be your best in slot setup.

Drop Locations:

Helm - Lair of the Mad Dragon
Gauntlets - Cloak Tower
Greaves - Cragmire Crypts
Armor - Throne of Idris

Stalwart Bulwark Optimization:



It's finally time to add a BiS gear list with stat optimizations. The following information will assume that you are using the Stalwart Bulwark 4-piece set.

Stat Priorities: ArPen to 22% -> Power -> Crit/Recovery.

You will attempt to stack power as high as possible after reaching your 22% ArPen target.

When looking over the gear list, keep in mind that I'm stating the highest rank of each item (Ancient, etc), but any rank of that item will still be what you would use. For example, if you cannot find Ancient Rings of Control, then using the Minor Grand Ring's of Control from the Drake vendor would be perfectly acceptable. You're looking for a specific stat distribution here, it doesn't have to be perfect to start. Just get the base items that you can afford, and then upgrade from there. Same with enchants/runes.

This guide assumes that rank 7 enchants/runes will be used. You may find that you need to add/change an enchant around here or there if you're using higher or lower ranks. Just remember, once you hit 22% ArPen (around 2150 rating with 15 Dex), you'll start stacking as much power as possible through the use of Radiant Enchants.

Player:

Neck: Ancient Excorcist's Necklace of Blessings - Dark Enchantment
Rings: 2x Ancient Grand Slavemaster's Ring of Control - Radiant Enchantment
Belt: Smiting Berseker Belt (60) - Radiant Enchantment
Shirt: Gemmed Exquisite Shirt - Dark Enchantment
Pants: Gemmed Exquisite Pants - Radiant Enchantment

Weapon (option 1): Brutal Lizardfolk Scimitar - Greater Plaguefire Enchantment and Radiant Enchantment
Weapon (option 2): Longsword of the Timeless Hero - Greater Plaguefire Enchantment and Dark Enchantment
Shield: Shield of the Timeless Hero - Radiant Enchantment

Pet (Cat):

Offense: 2x Eldritch Runestone
Defense: Eldritch Runestone

Neck: Ancient Exorcist's Necklace of Blessings - Dark Enchantment
Belt: Piercing Occult Belt (60) - Dark Enchantment
Ring: Ancient Grand Slavemaster's Ring of Control - Dark Enchantment

Timeless Hero Optimization:



Stat Priorities: ArPen to 22% -> Power -> Crit/Recovery.

On paper, the Timeless Hero set does slightly less DPS than the Stalwart Bulwark set while under optimal conditions. What this means is assuming both sets have their 4-piece bonuses active, the Stalwart will slightly out perform the Timeless. However, conditions aren't always optimal for the Stalwart set, particularly on certain boss fights. If you find yourself having a hard time keeping your 4-piece bonus active, then you could consider using the Timeless set full time. If that's what you choose, then here is the optimization:

*Note - The Timeless optimization is 100% identical to the Stalwart Optimization. I'm keeping both lists here just in case individual differences exist in the future.*

Player:

Neck: Ancient Excorcist's Necklace of Blessings - Dark Enchantment
Rings: 2x Ancient Grand Slavemaster's Ring of Control - Radiant Enchantment
Belt: Smiting Berseker Belt (60) Radiant Enchantment
Shirt: Gemmed Exquisite Shirt - Dark Enchantment
Pants: Gemmed Exquisite Pants - Radiant Enchantment

Weapon (option 1): Brutal Lizardfolk Scimitar - Greater Plaguefire Enchantment and Radiant Enchantment
Weapon (option 2): Longsword of the Timeless Hero - Greater Plaguefire Enchantment and Dark Enchantment
Shield: Shield of the Timeless Hero - Radiant Enchantment

Pet (Cat):

Offense: 2x Eldritch Runestone
Defense: Eldritch Runestone

Neck: Ancient Exorcist's Necklace of Blessings - Dark Enchantment
Belt: Piercing Occult Belt (60) - Dark Enchantment
Ring: Ancient Grand Slavemaster's Ring of Control - Dark Enchantment

Rokuthy's Hybrid Tanking Build


This build started off as a simple way to counter the expensive respec costs that exist in the game. The initial purpose of the build was to create a spec that was viable for both PvE tanking, foundry/questing solo play, and PvP. It has, in my opinion, become one of the premier Guardian Fighter specs that you can play. While it is still perfectly viable for PvP, it truly shines as one of the strongest specs out there for PvE Hybrid Tanking and DPS. This build will fulfill all tanking needs in T1 and T2 content, while also putting out extremely respectable DPS. This build nullifies any need to respec (I'll do all the respeccing for testing purposes) in order for you to fully enjoy PvE, PvP and solo Neverwinter content on your Guardian Fighter.

Keep in mind also, that I'm constantly experimenting. Along with my main gear set, I have an additional 23 items in my inventory (fully enchanted/runed) that I can swap on for different situations (and testing). I keep this guide updated based on the things that I'm currently doing that work. If you catch me in game, I may be using different gear, or running with a different spec, etc. I'm just testing things out. Once I feel confident that it works, I'll add it to this guide. I've spent around 40,000,000 AD since the game came out testing various gear and specs, so there's no telling what I'll be doing each day as far as my playstyle is concerned.

Powers

With this setup, you will be able to purchase every power needed for tanking and DPS, and still have a few points left over to make personal choices:


3/3 Cleave
3/3 Tide of Iron
3/3 Lunging Strike
3/3 Villain's Menace
3/3 Shield Talent
3/3 Enforced Threat
3/3 Griffon's Wrath
3/3 Fighter's Recovery
3/3 Terrifying Impact
3/3 Knee Breaker
3/3 Enhanced Mark
3/3 Knight's Challenge (Optional)
1/3 Combat Superiority
3/3 Frontline Surge
3/3 Ferocious Reaction
3/3 Trample the Fallen (Optional)
3/3 Threatening Rush
3/3 Into the Fray
3/3 Supremacy of Steel (Optional)
3/3 Bull Charge (Optional)
3/3 Indomitable Strength (Optional)


If something is listed as optional, that simply means that it's not integral to PvE tanking or DPS. There will be 15 points leftover after all essential powers have been purchased, leaving a little bit of flexibility and personal preference for how you finish out your build. I chose my extra powers based on varying factors - PvP, experimentation, etc. It's entirely up to you what you purchase with those 15 points, and it will have very little impact on the hybrid build overall.

Build I'm Currently Testing:




Please note, this screenshot will stay updated with what I'm currently testing. It may not accurately reflect what is listed below. The feats listed below will be the build that I currently endorse that has already been tested and proven to work.

Feats (Previously Tested):

3/3 Strength Focus
3/3 Toughness
3/3 Armor Specialization
1/3 Shielded Resurgence
3/3 Potent Challenge
5/5 Powerful Attack
1/3 Grit
3/3 Weapon Mastery
1/5 Ubiquitous Shield

The first thing to take note of here is the fact that I'm human and have 3 more points to spend on my heroic feats. I recently made a slight change and went with 3/3 Weapon Mastery. I didn't feel like the 4/5 Ubiquitous Shield was necessary. I have a point in it right now just because it's an oddball point and it doesn't really matter where it goes. I could have easily gone 2/3 Grit or 2/3 Shield Resurgence, but in the end, that last point is going to be of little consequence. Put it where you want. If you aren't Human, then I'd recommend to just not worry about 3/3 Weapon Mastery. I'm not stacking crit on any of my gear, so adding the 3% isn't going to be game breaking.


Paragon

We're going right down the Conqueror tree to start.

5/5 Take Measure
5/5 Wrathful Warrior
5/5 Cruel Cut Style
5/5 Tactical Superiority
5/5 Menacing Impact (Optional)
1/1 Reckless Attacker

Tactician

5/5 Fight On

Again you will be left with an option after you pick up the main feats. With five points left over, it'll be entirely up to you where to spend them. I personally went with 5/5 Menacing Impact, purely due to the sheer amount of times I hit Villain's Menace during dungeon runs. However, Plate Agility is a good choice for hybrid tanking, Reinforced Surge or Improved Vigor could be solid choices for PvP, and Crushing Pin could be an option as well. It's entirely up to you.

PLAYSTYLE:

I've changed things up ever so slightly for boss fights. There are generally two different types of boss fights and strategies to use: the cleave on top of the boss with adds strat, and the straight up DPS burn strat. For the cleave strat, this is my setup:

Cleave, Threatening Rush
Frontline Surge, Enforced Threat, Lunging Strike
Villain's Menace, Fighter's Recovery
Combat Superiority, Ferocious Reaction

You'll notice that I no longer useIron Warrior. It just doesn't fit with this new playstyle and it also isn't needed. The cast time on the ability makes it harder to use as a clutch, life saving CD, and the extra shield block isn't typically necessary. I've also replaced Shield Talent with Combat Superiority, and Enhanced Mark with Ferocious Reaction. Due to my current DPS, Enhanced Mark isn't needed - I have less aggro issues than I ever have before simply from raw DPS, and Ferocious Reaction sort of serves as my new Iron Warrior in terms of a life saving CD. If you find yourself not needed Ferocious Reaction, feel free to replace it with anything at all that better suits your build or playstyle - could be Shield Block, Trample of the Fallen, etc. I don't find myself blocking quite as often, instead I opt to avoid as much telegraphed damage as possible, block only when absolutely necessary, and face tank the rest. Villain's Menace is my most used daily - it gives me the most DPS uptime possible through its resistance to disabling effects, however, I use Fighter's Recovery anytime I know I'm going to need healing (especially if my cleric is kiting).

For the straight up DPS burn strat, this setup is assuming that nearly 100% of my focus will be on the boss. I want that boss dead as soon as possible as my cleric or the rest of my group handles the adds. In some cases, the cleric will perpetually kite all adds in the encounter until the boss dies; in other cases I'll hold the boss away from the group while the other DPS stand on the cleric killing all adds that come to him. For this strat, I use the following setup:

Cleave, Tide of Iron
Bull Charge -or- Griffon's Wrath, Knee Breaker, Lunging Strike
Villain's Menace, Fighter's Recovery
Combat Superiority, Ferocious Reaction

This is a simple setup for pure single target DPS. It involves keeping your Tide of Iron debuff on the boss at all times, weaving the initial Griffon's Wrath charges in with Lunging Strike and Knee Breaker, and then just continuing a rotation of using every ability on CD with 100% uptime on the Tide of Iron debuff. Straight and to the point. The other option (for bosses), is to replace Griffon's Wrath with Bull Charge, as it has a higher DPS potential.

One final note, you don't have to follow everything I use to the letter. If something works for you, then by all means, use it. Know how it works, and then share it. Fill us in on what you're doing. Also, think outside of the box. Speed clearing an instance to rush delves? Into the Fray sounds perfect for that - mash it on cool down as you're moving through the instance for increased run speed, AP gain for dailies, etc. Playing with a group that can't seem to avoid standing in stuff? Give Knight's Valor a shot. Your control wizard not controlling anything? Save your Frontline Surge for interrupts on healers/casters/other trash. You don't always have to be using a particular set of skills from start to finish in an instance. If you're quick enough, you can swap on the fly in combat - just know you'll be put on a 10 second lockout from using the ability, but I honestly do it all of the time. Keep things interesting, experiment.

FREQUENTLY ASKED QUESTIONS:


1. What is the best race for the Guardian Fighter?

Race is entirely a personal preference. I personally chose human, but I would have probably chosen human regardless of any racial or stat bonuses. It's just what I prefer to play. So pick something you'll enjoy, something you want to look at, etc. It doesn't matter that much in the end.

2. What initial attributes did you choose? What attributes should I pick?

For the most part, Strength and Constitution are the two attributes you're going to want to stack for DPS (and hybrid tanking - for tanking period, in my opinion). Some people argue for Dexterity, and that's perfectly fine. It's just not what I went with. As for what I'd recommend, I'd go with str/con. I personally chose 16/16/12 (str/con/dex) and then put 2 points in con (human bonus), for a total of 16/18/12. At level 60, this gives me 22/24/14 unbuffed, and 23/25/15 with a camp fire buff.

3. What kind gear do you wear?

I currently use the Stalwart Bulwark 4 piece. 5% of HP is converted to power upon taking damage, stacks up to 5 times for a total of 25% of HP to power. For my jewelry, I recently swapped from defense/deflect jewelry to power/crit/recovery jewelry. Yes, this means I forgo the max HP (which means a litle bit of power from HP), in order to gain straight power and recovery, while crit is just a bonus of the gear. The best items of choice here: Neck - Revolt, Rings - Control, Belt - Control. Also, keep your eyes open for certain blue items - belts in particular can have outstanding stats with a gem slot. As usual, my advice is to always balance your stats for whatever goal you wish to achieve. I use the Timeless Hero shield, and am currently farming the Timeless Hero weapon. I'm undecided if I will be using the Castle Never weapon set (sword/shield).

4. What is the best pet for the Guardian Fighter?

I've seen arguments for the Stone, but I prefer the Cat. It rarely dies and it transfers 100% of its stats to you. Its natural stat bonuses are recovery (our best stat), and crit (a good stat). It has a neck, ring and belt slot, along with 2 offense and 1 defense rune slots. All stats put in these slots transfer 100% to you as long as the pet is summoned.

5. What are the best stats to be stacking?

This is currently up for debate as more and more theorycrafting is becoming available. This is the DPS Spreadsheet I'm currently using for my stat weights and gear choices. Currently, I'm aiming for around 25% recharge speed increase (this is a little over 3,000 recovery), and then stacking as much power as possible. Now, the Stalwart Bulwark 4 piece really helps here - with it, we can hit power levels that normally wouldn't be possible. After power, I choose crit. Most of my crit will come from control items (power/crit/recovery), and I will end up with about 20% unbuffed crit in my final gear set. So to recap: Recovery to 25% recharge -or- 3200 -> Power (as much as possible) -> Crit -> Defense -> Deflect. I have a link to a nice discussion concerning defense and deflect at the top of this guide that you can read over. In my opinion, once you hit about 4,000 defense, the added benefits really begin to diminish and it becomes less valuable to stack. Currently with 3800 defense and 31 AC, I have 45.4% damage reduction. When I stack defense to 4900, I have 47.5% damage reduction. Therefore I decided that 45% damage reduction (for the time being) is a good stopping place so that I can begin stacking more offensive stats (recovery, power and crit).

6. Is your gear also the best gear for PvP?

While I feel my gear is strong for PvP, I think it has a few disadvantages. The Stalwart Bulwark set requires a build up period - you don't always get (nor want) that build up time in PvP. I also value crit far more in PvP than I do currently for PvE. Burst is king where as sustained damage isn't quite as important. It can be nice, don't get me wrong, but you really want burst to drop targets as soon as possible. So for PvP, I think going with a higher base power, high crit build is more advantageous than the Stalwart set. I'd refer you to Envy's guide for more PvP discussion. While I have an extensive PvP background in other games, the purpose of my guide is PvE Hybrid DPS/Tanking.

7. What runes and enchants should I use?

This boils down to your current stats and what your goals are. First, for your Cat (if you're using one), you don't want to stack any HP there - HP doesn't transfer to your character. So you want to be using pure stats. So for offensive slots on the cat, you'd either go recovery, power or crit. Defensive slots on the cat, I went with defense - defense slots on my gear, I go pure HP. Offense slots on my gear, once again, will be based on what stat I currently need - either recovery, power or crit (I doubt I'd ever gem for crit). Currently though, I'm using Tenebrous enchants, but it's just an experiment at the moment. The jury is still out on whether or not they're best in slot. For utility, it doesn't matter, I just toss movement in there. For my weapon enchant, I use the Greater Plaguefire (45% defense reduction), and for my armor enchant, I use the Soulforged (2 second immunity when hit below 25% health).

Neverwinter Guide - ExtinctioN Style Great Weapon Fighter - Initiator leave them all bloody!

ExtinctioN style GWF ... Initiator leave them all bloody

I am ExtinctioN on the Dragon server. I play a different style of GWF dps and have been slaughtering the epic dungeons as an initiator. I'd like to present an alternative way to play the GWF.

I will be editing and reorganizing this post when time permits. The core of the build is currently presented but I plan to add feat selection as well in the future.

MAJOR EDIT:

After really getting into dungeons and putting this build to test I'd like to add some critical thoughts.

Stat priority - Power, Crit, Recovery, Armour Pen - (at end game purple gear level)

I want to express how important recovery is to maximum dps and effectiveness. When you get geared up with recovery from your purple gear your action point gain gets pretty crazy. In longer battles against elites with trash you can have slam up 2 or 3 times its that fast of gains.

To really drive your action point gain, you want to hitting your encounters when unstoppable as much as possible. If you are going in first on most pulls you will have unstoppable every fight right at the start.

On a final note this build continues to crush, it's even more powerful in tier 2 then it was in tier 1 as the mobs are stronger with more hps.

END EDIT

Thank you to everyone I've spoken to in game. It's awesome hearing the success of the build. Thanks everyone that has tried the build out and provided feedback.

I'd also like to say, this build shouldn't be able to do single target damage of the destroyer, but the destroyer should not be able to touch the aoe output of this feat tree if played correctly. This is my opinion after many dungeon runs with destroyer GWF's.

I haven't experimented with running sure strike during more single target areas as I mostly pug and its not worth switching during the run. But a team could easily stop for a few seconds and let the initiator switch to single target sure strike for any important single target fights, which I have found to be few. In this scenario you won't build determination as quickly as the destroyer but you should have way more power then it would be possible for him to get.

At wills:
Weapon Master Strike - amazing debuff for buffed Wicked Strike hits from Initiator tree
Wicked Strike - buffed from Initiator tree to do stacking increased damage for each foe hit, wrecks enemies during Unstoppable

Using these 2 at-wills has a timing to maximize dps. When not on unstoppable you want to be tapping weapon master strike and then immediately hitting wicked strike. Your second AOE cleave of weapon master strike goes off while your wicked striking stacking both attacks debuffing your enemies and boosting dps significantly. Once your second WMS swing is complete you want to finish the swing your on with wicked strike and tap WMS again to reque up the free attack while you get back to wicked strike.

During unstoppable these two at-wills become retarded with this build as you will see further down into the build how this all synergies with group play. Anyway, how you hit unstoppable with this set up is as follows. You want to tap your WMS, after tapping WMS hit your unstoppable and start going to town with your wicked strikes. With the unstoppable buff, your WMS debuff and your Initiator WS buff paired up with your other feats the screen will become a spray of damage numbers and is a thing of beauty.

Encounters:
Not So Fast - many uses for this ability use it at the correct time! What its used for: used as a boost to dps during downtime of unstoppable in aoe fights and to draw some agro to build your meter if required, used as a dps boost to gain combat advantage in single target fights increasing your entire parties damage output on bursting bosses when add waves aren't up, used for its proc to set up combat advantage for you to unload your encounters or unstoppable for max damage.

This is your utility knife encounter power and you have to decide when is the best time to pop it. With the initiator spec this ability gives combat advantage for the entire party for 3 seconds. With your initiator feats combat advantage gives you increased damage and crit chance. You can tap WMS then this encounter giving you the buff of crit and damage and the debuff of WMS to your at-wills then pop unstoppable and start wicked striking. Again the screen will be an explosion of damage numbers. When not clearing waves and focusing a tougher monster, pop this encounter before you unload your single target burst skills we will talk about next.

Indomitable Battle Strike - use it, love it. This encounter is insane. Feel free to blast this into a group of debuffed mobs for max damage or during combat advantage from Not So Fast against single target. This ability is amazing. Nothing else to say use it.

3rd encounter you can play with and there are lots of options. If you like pounding on bosses use flourish if you like aoeing all over the place use ground stomp as it also gives combat advantage and crit buff from your feats, you like building determination use roar, you like running all over the place use battle fury. The choice is yours on this one to complement your play style and interests. Many options all are good to make sure it synergies with your play style.

Dailys:
Slam - use with caution! You are an aggro magnet when you hit this but it's beast for damage. Use in trash waves and watch the numbers fly.

Second daily again optional to your play style. Slam will be used most of the time but having something like crescendo slotted if you need the single target burst doesn't hurt. Always buff yourself with not so fast before using crescendo to maximize the damage on it.

Class feature:
Weapon master - lll get into why below but crit is very important for this build and synergies with the spec.

Steel blitz - extra dps and with your aoe nature is a great class feature

Feats:
Heroic:

5/5 - unstoppable action
3/3 - disciple of strength
3/3 - endless assault
4/5 - steely defence
2/3 - weapon mastery
3/3 - devastating critical

I'm a half Orc, but you can see where the human feats would go.

Paragon:

5/5 - unstoppable recovery
5/5 - vicious advantage
5/5 - allied opportunity
5/5 - group assault
1/1 - instigators vengeance
Capstone feat - stacking 10% power up to 5 times for 50%. Sick feat. Don't worry about this buff in aoe waves just enjoy the stacks when you have them. During boss fights and less enemies on screen it's easier to keep this up. Use your single target skills when this is maxed and you are buffed with Not So Fast.

5/5 bleed from destroyer - your capstone increases your power 50% at full stacks. This bleeds enemies you crit based of your power. Nothing else to say. As a crit focused build this feat is awesome. When you're wicked striking through guys with the debuff from WMS rolling and unstoppable up while shredding their defences and bleeding them with every crit you are putting out major damage.

5/5 defence shred from sentinel - this makes your entire party stronger including you. The single target numbers flourish and indomitable will put up on a 45% defence shredded enemy with 50% increased power and buffed crit/damage from not so fast is pretty impressive for an aoe focused class. This skill is awesome. When levelling this was the first feat I took and then moved to initiator it's that good.

Let me know your thoughts, I have a blast with this build!!

Neverwinter Guide - The Critical Cleric

The Critical Cleric

I've had a slew of PMs asking about my spec, so I figured I'd make a post to have a place to direct people.

This is an endgame build... if you aren't level 60, then you need to level up before you attempt to pwn dungeons with this build, just a heads up.

The name of the game is Crit, Divinity building (D) and action point (AP) gain (which is Recovery), nothing else really matters for this build. Another really strong point is that with all this STR, your stamina meter recharges faster = more dodges.

-------------------------------------------------------------------------------------------------

Race: Human (with the +2 into STR, and a 16WIS 16STR 12CHA roll, add to STR and CHA every 10 levels) - humans get an extra 3 heroic feats, it's up to YOU to decide if that's worth losing +2 in some other stat... for me, it was.

Companion: Ioun stone of Allure/Astral diamond Cat. These things are amazing. You literally get 100% of the stats from the gear you put on them. Then, you use an Eldritch runestone, and get another 8-10%. I personally feel the stone is probably best for cleric - the only real difference is a belt slot (cat) v. a cleric offhand slot (stone). Decide how you will.

Gear: I've been stacking crit and recovery to about 3800. After that, I've been stacking power (currently @ ~5700) and Defense (currently @ ~2400).

Enchantments: Offense - Azure (crit)/Silvery (recovery)/Radiant (power); Defense - Radiant (HP)/Azure (defense); Utility - Dark (movement)

For purple weapon enchantments I've tried Holy Avenger (because with your heal debuff, Damage Reduction is a much better choice than other enchantments), but with such a huge ICD, I've since re-slotted Vorpals. I guess that makes sense on a crit build!

Purple armor enchants I use Soulforged, because you are going to be the target of a LOT of pissed off adds. When it procs, you can get yourself back up pretty well.

For class set gear, I've been using 2/4 Miracle Healer, and 2/4 Beacon of Faith. Doing some testing, 4/4 Miracle just isn't worth the ~600 power you end up losing over 2p Beacon. Maybe if the Miracle 4p worked like it says it does, it would be worth it (still have my Miracle gloves/greaves, just in case they fix it!).

Pro tip: Use your Ardent coins to buy Wild Storm elixirs, they raise your crit by 300, and crit severity by 10%, for an hour. Can also use your Celestial coins to get elixirs that raise all your attributes by 1, and stacks with campfire buff. That's win.

-------------------------------------------------------------------------------------------------

At wills: Brand of the Sun (BotS (mobile divinity gain)) and Astral Seal (ASeal (D gain/heals)), spam these when everything else is on cooldown for D/APs. Put BotS on every mob you can for passive D gain, then use ASeal for the per cast D gain. If people aren't in need of healing very much, I will sometimes swap ASeal out to Lance of Faith (LoF), less passive healing = less agro, AND it's more damage.

Encounters: Forgemaster's Flame (FF), Astral Shield (AS), Sunburst (SB). You might swap out SB for Healing Word (HW), depending on the fight. If you do this, you will also swap passives (below). Prophecy of Doom (PoD) is another viable option, as it gives you a LOT of AP, based on how often mobs die. Sometimes if there's another cleric, I'll get bored and slot Daunting Light - I've crit mobs for over 40,000 with this skill, it's crazy dps if you don't need to heal much!

If you can't cast AS with D, then don't cast it. Pretty much same goes for FF, unless you need to build D for AS. If you're using HW, you spam per cooldown, this spell should never be off cooldown, it builds a massive amount of AP/D while stacking regen on yourself. It doesnt even really matter who you put it on, just getting the regen on yourself is the important part. After all, you ARE healing yourself for -40%, for some reason...

If you're using PoD, you target the mob you KNOW will die in the next 4-5 seconds, any non-elite add will work perfectly. Watch your AP go up and grin. Casting a D PoD on the right target will net you about ~25% of a daily meter. Use this to your advantage.

Sunburst is pretty much get as close to as many mobs as you can, and blast them all (hopefully off of a cliff!).

Daily: Hallowed Ground

With the massive amount of AP gain I have in this build, I can use this about once every 30 seconds, and even more often in sustained fights. Combined with Moontouched feat, this is an amazing skill. I use this ability religiously. Use PoD and/or SB correctly and you will LOVE this skill.

Passives: I change these out depending on the fight. I usually use Holy Fervor (HF (+AP gain) and Foresight (+mitigation).

Slotting Soothe will not stop you from getting adds on you. You're healing everyone for a ****-ton, they hate you. Slotting soothe will make it easier for a competent party member to pull those hating adds off of you. I refuse to spell soothe wrong.

Foresight is a great passive (assuming it works, as it doesn't add to your DR on your character sheet). Feated, it's +11% DR for everyone. If you're constantly fighting off adds, you're better off with soothe/foresight. If you're OK with dodging adds a bunch and/or your group can handle them for you, HF and Foresight is the way to go.

If you are using HW, you should also slot Divine Fortune over one of the other passives.

Had enough people ask so here's a pic:



I put 3 points in every skill I figured would come in handy dungeoning.

-------------------------------------------------------------------------------------------------

Heroic Feats: You're looking at maxing the following feats:

Greater Fortune (+heals)
Toughness (+ HP)
Weapon Mastery (+ crit)
Domain Synergy (+ recovery)
Repurpose Soul (passive heals)
Bountiful Fortune (+ D)

I put 1/3 in Cleanse because there's no point not using 1 measly point to get passive cures.

Paragon Path: 2 Virtuous, 20 Faithful, 9 Righteous

You're maxing out Enduring Relief (+ heals), Benefit of Foresight (+DR), Invigorated Healing (+ heals), and Moon Touched (+ heals) in the Faithful line. When I was first doing dungeons, I'd take the 21st point into Faithful for the 4th pip, and would gain all 4 before a big fight. Once you know what you're doing in a fight, it's unnecessary. But it really helps in the beginning of fights where you have to kite like crazy and don't have a lot of time to build up D.

Righteous line is Rage of Tempest (D gain) and Ethereal Boon (4/5) (D gain). Ethereal Boon is incredible, as you can gain D while in D mode.

The 2 in Virtuous is for Rising Hope, it procs power and recovery, and has a near 100% uptime with only 2 points in it.



-------------------------------------------------------------------------------------------------

My basic "rotation" is to throw down a D AS, followed by a D FF, spam all my HWs (if using those, otherwise strategically place (D) PoDs), then either hit Hallowed Ground or spam at-wills until AS is ready to cast again. I can keep a D powered AS up 100% of the time with this build.

If I'm using PoD, I aim at the non-elite mob with the lowest HP. You're trying to get it off CD, not do damage here. If I'm using SB, it's run into your AS, and then just blast everything for a ton of AP. Which skill you use should depend on the fight, the better you know the fights, the more you'll know which skills to use.

I'd like you to keep in mind, it took me a while to get to this exact build, changing it over time as I got better gear, and info/suggestions from other min/maxers . I'm currently sitting at 12k+ gear score, with 42% crit, 36% recharge speed, and 51% AP gain (with HF), solo. This only gets better if you have a good rogue, CW and GF that actually spec for group buffs... I'm at 48% crit in a group.

For the most part when I run an epic dungeon, I'm around 90%+ of the healing.

A side note: this is actually the most fun I've had in an MMO while playing a pure healer. You have to be on your toes the entire time, AND you can't heal yourself like you can heal everyone else, it's hectic. My best advice is to check out this build, and change it to your liking, but I've respecced several times (spent about $60 so you don't have to lol), and I haven't found a better one. I love the way this build plays.

Added in a short video of guildies and I on the last cloak tower boss. What you're paying attention to is my D gain, AP gain, and the solid stream of green numbers pouring off my allies. This is how you heal in this game. Yes, we outgear it, this was just to have an example to show.

90 second cloak tower boss

CW dies at the end because he stands in red like a fool lol

Spider - 1 cleric, 1 CW, no potions used, no knockoffs.

This last one is just an example of what to expect on the harder fights. Tons of kiting, tons of damage, tons of luck. I go down at the end trying to be a good Samaritan lol It was a blast.

Spellplague boss (epic uptime on AS with all the chaos IMO)

I feel like that video is a very good example of why we don't need a **** heal debuff on ourselves.

Chime in on my thread about Righteousness and let's get it removed!

P.S. Thanks to Unspecifiederror and Quttidebachi for insight/testing/thought provoking!

Neverwinter Guide - The Renegade Control Wizard

The Renegade Control Wizard


An Overview with Subjective Thoughts on Feats, Stats and Powers for the Magical Practitioner



Version 2.0

This build is for the current live version of the game. The first balancing patch to be released later in June will affect this build and there will be changes that are necessary. However, a free respec token has also been announced.



Preface:

I have been getting quite a few PMs about my wizard and how I built him. It is also a question that comes up fairly often on the forum and many players look for ideas how to build their very own wizard. So, let's put on our robes and the wizard hat and look a little at the class.

I'd like to preface this by saying that what I write and discuss here reflects only my own experience and what does and doesn't work for me. At least so far! "So far" means, at present, up to and including T2 epic dungeons and a gearscore just shy of 10k. I only include this to give you an idea what I have experience with and what my views are based on. This is also chiefly a PvE build, even though it works in PvP as well. I included PvP relevant comments where appropriate.

This build works for me and many other players, but this doesn't mean that it will work for you too, or that it is the best approach, or that it represents the pinnacle of theorycrafting. In fact, there is little theorycrafting in here. The game is new and without a test server or a training hall, it is a little tricky to really test out builds.

I do invite readers and other Control Wizards to chip in their input and thoughts! Nothing you will read in this post should be considered gospel.

Okay, now that the robe is on and the wizard hat too, and you are still reading, let's start!




The Race:

In other DnD-based video games, picking the right race for your class was fairly important. It is not meaningless in Neverwinter, either, but it is much less crucial. This means that you can really pick any class that appeals to you, and you will be fine! There are some races that are better on the paper (but the actual impact on your performance is not significant), so let's look at them.

Tiefling: In my opinion, this is the best race for a wizard (see note below). Even without the awesome tail, it comes with +2 to Charisma (CHA) and +2 to Intelligence (INT). You could trade the latter for +2 CON, but -- don't be crazy! INT is the main stat for Control Wizards as it increases your damage and the recharge rate of your spells.

The two secondary stats are CHA and WIS, and for a Renegade Control Wizard, CHA is extremely sexy. It's almost sexier than INT (and there are people who will say you should focus even more on it than I suggest), because it gives you 1% for every point in CHA over 10. As a Renegade Wizard you like crits. You would, in fact, trade your wizard hat for an extra bag of crits! You also get a racial that increases your damage by 5% if a mob's health is below 50%, so, 2.5% extra damage. You do a LOT of damage all over the place, so why not do some more?

Human: Most common race in DnD's world, and also the most common race in the game! Humans are, plainly put, always good and never wrong. You don't get any special racials and you don't have a tail, but you do get three extra feats (23 instead of 20) and you can put +2 in an attribute of your choice. Whether the three extra feats make up for both the +2 CHA and the Tiefling's racial is something that isn't entirely decided yet, but personally, I don't necessarily believe so. My CW is human, but in retrospect I think I should have chosen the Tiefling. The extra +2 go to INT.


An important note (May, 11th): There is currently a bug with the Tiefling's Bloodhunt racial and the Tempest Magic feat (more damage when the target is below 30%). These don't work together. While this bug is around, the humans are the better choice. You need to decide if you want what is arguably "best" now, or if you count on the bug getting fixed soon, at which point the Tiefling marginally takes the lead. It's up to you. Alternatively, you can choose a different feat instead of Tempest Magic, if you are a Tiefling, see the Feats section for details.


Other solid choices: Drow for the +2 CHA and the constantly triggering Darkfire. Wood Elf for the +2 INT and the 1% critical chance, and the racial's to have resist against slowing effects is really neat for PvP. All other races offer little to our wizzy needs, but as I mentioned above, it really is not as important as it may seem. If you want to be a Halfing mage, a Half Orc with a brain and spells, please go for it! It's a game! Have fun!




The Stats:

When you create your character, you roll virtual dice for your stats. It's a bit of an illusion, though, because there are only 12 distinctively different sets of results that you can get (we call them "arrays"), so you will never have to re-roll more than a few times to get what you want. You can see the arrays here.

The Control Wizard's main stats are INT, CHA and WIS. For a Renegade Control Wizard, we care about damage and we dig critical hit chance, so INT and CHA will be our focus. Very important is that CHA also increases your Combat Advantage damage, 1% per point, and not only will you nearly always have Combat Advantage in groups, the Renegade feats synergize with it. I'll cover this later. Wisdom (WIS) is not useless, far from it. It increases the duration of your crowd control effects, increases the rate at which you gain Action Points (which means more dailies more often), and recharges your spells faster. That is neat!

So, then, which starting attributes should you choose? I'll propose two alternatives and you will have to choose. "OH NO I HATEZS CHOICES!". I know, sorry! But you are a wizard, you have high INT, put it to good use!

18/13/13 (INT, CHA, WIS) is an obvious choice, and a solid one. As a Tiefling you would start with 20/15/13 and then use your level up attribute points for either CHA and WIS, or INT and CHA. For the minor stats, put the 8 into STR or DEX, depending on wether you want 1% AoE damage resist or 1% DOT damage resist at level 60. I put the 8 in STR. And this is the array I chose for my wizard.

16/16/12 (INT, CHA, WIS) is what I would probably go with now if I remade the character. A Tiefling would start with 18/18/12, a Human with 18/16/12, and level-up points would again go to CHA/WIS or CHA/INT. This is still pretty balanced and if you decide you want to respect your wizard, you are fairly flexible (you cannot change the starting attributes when you respec, only the points you spent after you created your wizard). I believe this is the overall better choice, especially if you are a Tiefling, and particularly for a Renegade build. If you are unsure if Renegade is what you want and you want to play it extremely safe, then pick the first option, because INT will work no matter what.

Food for thought: It is a choice you have to make whether you put the level up attribute points that you get at levels 10, 20, 40 and 50 into INT/CHA (more damage) or WIS/CHA (more balanced, better crowd control, increased AP gain). Currently, I favor INT/CHA.

Note that if you were to want to focus more on CC, things might be different and you would want more WIS. But this is not what this guide is about, so I focus on what I feel works well for a Renegade wizard. As mentioned before, don't get too OCD over the starting stats. It's really not going to gimp your character. Promise!




The Feats:

Between level 10 and 30 you receive a total of 20 Feats. If you are a Human, you are featyful and get 23! Below is an image that shows how I spent my points at level 60 (ignore the Paragon points on the right side -- we'll get to those soon!):





READ THE NOTES BELOW, DO NOT JUST COPY THIS!
You may have to make scary choices based on your preferences. Read on!


May 24 note: This is the version 2.0 of my build. After further testing and in light of the current state of the CW feats (not all are presently working as advertised), I have shuffled around some points. Notably, I moved the points from Toughness to Controlling Action, and switched the points from the AoE feats (which currently and regrettably do not work with all AoE spells, see the comments on Wizard's Wrath for details on this) to Learned Spellcaster (which was recently fixed) and Prestidigitation. This yields an overall DPS increase. If you are not a Human, you can either go 2/5 Learned Spellcaster and 3/3 Prestidigitation, or only 5/5 Learned Spellcaster. I recommend the former.

There is an optional approach that I want to highlight: I have opted for Prestidigitation in this build because it makes everyone in your group a little better. It is a support feat and makes your wizard a team player. If you are however mostly concerned with your own damage potential, regardless of the team performance, you would probably want to get Focused Wizardry instead of Prestidigitation. Focused Wizardry does not affect half the AoE spells you use (AS, CoI), but it is a 9% damage increase for Chill Strike and Steal Time.


The feats were chosen with damage, critical hits (and their effects) and general usefulness in mind. Let's quickly look them over, starting with the top row (green are feats you put points into, red ones are feats I did not take):


Normal Feats

Controlling Action (4/5)
More Action Points when damaging controlled targets. In the original build I undervalued this feat and went focused instead more on the AoE feats and Toughness. While I believe Toughness to be a better choice if you PvP a lot and during leveling, from a PvE end game perspective this feat is superior.

Fight On (5/5)
Shorter cooldowns on your Encounter skills means more damage means happy wizard!

Blighting Power (0/5)
Pretty meh, we skip this, since we are not building a frost/cold-based wizard. We build a critically flashy wizard! Even for a cold-based wizard, this feat would still be lacking.

Learned Spellcaster (5/5 for humans, 5/5 or 2/5 for others)
In the original build I had skipped this feat because it did not work correctly. However, a recent patch fixed it and you are now receiving the correct damage bonus. This makes it an attractive talent. Humans can and should max it, others need to decide whether they want 5/5 or 2/5 here.


Weapon Mastery (3/3)
Moar Critz! It's what you want. You love crits and you would fondle them if they were fondable. Get this! I should mention that there are diminishing returns for stats, so there is a point after which Moar Critz may not necessarily be wanted. But let's assume that for now this talent is excellent. I'll be adding details on diminishing returns Real Soon Now.

Battlewise (0/3)
You don't care about less threat at this point in time, the Cleric will hog it all anyway! Note added on May 9: The recent patch also seems to have fixed some of the Cleric's threat issues and in T2 boss fights (not before) your AoE attracts the immense number of adds. I still do not believe this talent is worthwhile. Note added on May 24: Definitely worthless at present, and Clerics still get all the aggro.

Lightning Teleport (0/5)
Stamina gain when you kill something. Not relevant in PvE, and I think too little to matter in PvP.

Prestidigitation (3/3 for humans, 3/3 or 0/3 for others or if you focus on personal DPS)
It's a good feat as it makes everyone in your group a little better, including yourself. This also stacks if there are multiple wizards with this feat in your group. Non-humans can either get 3/3 here and 2/5 Learned Spellcaster, or skip it in favor of 5/5 Learned Spellcaster. My recommendation for non-humans is 2/5 Learned Spellcaster and 3/3 Prestidigitation. Humans can get both. NOTE: This is a feat for team players who want to also support the group. If you are mostly concerned about personal damage and want to maximize your own DPS only, putting three points into Focused Wizardry is likely to give you a slight edge. See the commentson Focused Wizardry for more on this.


Toughness (0/3)
This is a good feat for PvP and for leveling, and I had it originally in my build, but I believe Controlling Action to be the superior choice in the larger picture.

Wizard's Wrath (0/3)
This looks good on the paper, however, currently there are several spells that are not affected by it: Arcane Singularity, Conduit of Ice, Icy Terrain, and Sudden Storm. They also do not benefit from Evocation. CoI and AS are two of the AoE spells that I recommend for this build. Steal Time and Chill Strike are affected. I had this in my build originally, but dropped it in the revision for this reason. Please also see the comments on the Focused Wizardry feat below.

Arcane Enhancement (3/3)
Increase your arcane damage and thus makes your Magic Missile longer and bigger and more powerful! MM is the main source of your damage, and this buffs it.

Focused Wizardry (0/3) or (3/3)
Just like Wizard's Wrath, this feat promises more than it currently offers. Please scroll briefly up to read the comments on Wizard's Wrath. Now, there is one point to consider: Steal Time and Chill Strike are affected by this feat. If you do not worry about the group performance and want to chiefly maximize your own damage, regardless of the overall efficiency of the group, Focused Wizardry is an alternative to Prestidigitation, especially for humans. The decision you need to make is whether you want to support your group a little more (then go with Prestidigitation) or if you want to increase your own damage a little more (then go with Focused Wizardry).



Paragon Feats

At level 30 you get to choose your path. At this time, you get the choice between becoming a Spellstorm Mage, a Spellstorm Mage, or a Spellstorm Mage. My suggestion is that you go for Spellstorm Mage. Instead of normal feat points, you will now get Paragon Feats. You'll get 30 of those. Refer to the screenshot above to see where I put mine. Start with the Renegade points and work your way up.

Let's look at the Renegade ones first:


Critical Power (0/5)
APs for crits. This is good, but we can do better with our points. AP generation is the one weak point of this build, but overall I believe that your sustained total damage will nevertheless trump that of Thaumaturge wizards. Note here that this feat has a 10 seconds cooldown. If it didn't, it would be a winner, but with the cooldown it is a less attractive choice.

Nightmare Wizardry (5/5)
You don't need a lockbox key for this. You gain Combat Advantage when you crit, and CHA, which we love, boosts your Combat Advantage damage. Now you can see how the synergies fall into place!

Phantasmal Destruction (5/5)
Higher critical damage when you already do more damage when you have Combat Advantage? Yes, you want this!

Masterful Arcane Theft (5/5)
More damage for Steal Time and Ray of Enfeeblement, both of which you will be using.


Reaper's Touch (5/5)
A ton more damage for Magic Missile when you are with 20ft of an enemy. Lovely in PvE and PvP. I need to note that monsters in T2 epic dungeons and beyond hit hard, but you will have developed a good feel for the range of Steal Time and the cast time. You should usually get your cast off before anything hits you. Practice teleporting backwards without turning. This is one of the more optional feat choices, but I consider it a better DPS increase than the alternatives.

Unrestrained Chaos (0/5)
I don't use Maelstrom of Chaos and found it disappointing, so not buffing it.

Energy Recovery (0/5)
You'll have Ray of Frost on your RMB, and not even use it all that often. Skip!

Chilling Advantage (0/5)
We are not focusing on cold spells enough for this to be relevant.


Thaumaturge Feats:


Tempest Magic (5/5)
More damage when the target is below 30%. Awesome, we want that! (When we have the Renegade feats). Note added on May 24: This feat currently does not work with the Tiefling's racial, which temporarily make humans the superior choice for the race. In the menatime, I would recommend that Tieflings instead put the 5 points into Snap Freeze.

Malevolent Surge (5/5)
You are an AoE damage dealer, you kill trash all the time, so why not do more damage as a reward? There has been a discussion about whether this feat is really worth it. I believe it is. In most dungeon runs, my wizard yields the highest number of kills, and your job is often to kill weaker enemies, e.g. the archers at the T2 Pirate King end boss. You will very frequently get a damage boost from this feat.


That's it, we are out of points!

Part 2: We Gots Powers!



So, young Padawan, now that we have covered the feats and the stats, or the stats and the feats, if you like thinking in chronological order, let's now look at the spells and passives, collectively called Powers!

I need to say something here first, however. You can have many more spells at their max rank than you will have in your active spell slots. Unlike in other games, you will need to change your setup of spells depending on what you do and where you are. Preference here matters as well. How to spend Power Points is a major source of fretting and worrying about making a mistake and then having to get a Respec Token. While many of us are perfectionists, there really is a lot of wiggle room here when it comes to Powers. A few points you may have preferred to put elsewhere will not break the game for you and will not completely gimp you.

I also do not believe that there is One True Way of spending Power Points, at least not for now. Little theorycrafting work has been done, spells are subject to balancing patches, and everyone is still busy learning and experimenting. Plus, people have different playing styles, different preferences. The following discussion of spells/powers is from the perspective of a Renegade Control Wizard. Other types may value spells differently (almost certainly). Plus, this is from my personal experience. I may change my mind on some of those spells as I dive more deeply into the Epic Dungeons and get further owned by others in PvP. So, again, there is no gospel here, just opinions -- and you are very welcome to contribute your own!

The purpose is to provide guidance and ideas, not to give you a build that you just have to follow blindly. Don't do this. This may not be the best, and it may not be the best for YOU.

Any more disclaimers and this will turn into a legal document. So, nibble on your wand (well, orb, we have no wands here!), we'll dive in!


At Will Powers:

Magic Missile: Max this. It is your bread and butter spell and the major source of your damage. You will always have this on your left mouse button.

Ray of Frost: It is not anywhere as good as Magic Missile, but it is decent enough and you will likely always have this on your RMB. It gives you another way of crowd controlling targets, even if it takes a bit of time, and with its help you can keep a PvE target disabled for an entire fight. It is not flashy, but nevertheless solid. There's nothing that strikes me as a better RMB At Will power. You can safely max this, but don't have to.

Chilling Cloud: I really find it underwhelming. It may have its uses, if you build a different type of wizard, but I just found it unimpressive whenever I played with it. I didn't put points here when I respecced most recently. RoF is a superior choice.

Storm Pillar: Some people like it, and I tried hard to like it too, but I didn't find it useful. I'm not a fan of "hold the button and charge it up" type of abilities because channeling beams keeps me rooted long enough already, and I don't need another ability that requires it. I put no points here.



Encounter Powers:

You will swap these in and out depending on what you do, which is why they are called Encounter powers!

Chill Strike: I like this spell quite a bit and I slot it for Spell Mastery when I do PvE (both solo and group) and Foundry Quests. It does a LOT of damage and also freezes one target. I maxed this with three points. This is pretty much always on my bar.

Conduit of Ice: I like it for both group and solo PvE. I used it for a long while in PvP too (has an interesting psychological effect on people!). I maxed it. Of my bread and butter spells, this is the one that I am the most likely to replace. Note added on May 9: I am currently considering to swap this out for SoEA.

Entangling Force: This is THE number one crowd control spell we have, and it's great both in PvE and PvP. It's almost a bit like being a Sith! I maxed this, and so should you.

Repel: This is a knockback. I maxed this, but I really only use it in PvP, and then not always. It is definitely a "matter of preference" kind of spell, so whether you invest into it is up to you. Don't use it in dungeons, though, it's really annoying for everyone and hurts your own dps, too. Use Steal of Time in situations where you feel the urge to cast Repel.

Shield: Absorbs damage and you can "explode" it and knockback enemies around you. It also has a nice BLING sound when it recharges! I maxed this and used it extensively in the level 40-55 range when I felt very squishy. I use it in PvP, obviously, and frequently slot it into Arcane Mastery (however, Enfeebling Ray may be better in this slot, for PvP). It's not needed in group PvE. I did max it and find it essential to have in the arsenal.

Icy Terrain: I maxed this and toyed around with it, and I feel it has potential at least in solo PvE and Foundry Quests. It synergizes (playstyle-wise) well with Steal Time. I don't use it often and this needs more testing, but I maxed it. Points have to be put somewhere after all.

Sudden Storm: This is a popular spell that many people swear by. I find it a bit cumbersome to use, but it does offer high damage and is worth having. I maxed it, even though I rarely pull it out. I see many wizards using it, so it can't be terrible. You may want to consider using this instead of Conduit of Ice.

Ray of Enfeeblement: Not being a fan of beam spells, I was reluctant here, but the damage and the debuffing make this a premium choice for all aspects of the game, including PvP and bosses. You may not need it while you level, but you will want to have access to it. I maxed it out and have had T2 boss encounters where I swapped it in for the debuffing. You will do less damage, but it makes boss fights easier.

Icy Rays: More freezy stuff. I have no experience with this spell and have never used it. It may be great and I am in the dark, in which case someone will post and point out that I'm totally missing one of the best spells! I put zero points in it.

Steal Time: Now, THIS is an amazing spell! Everything about it is awesome. Yes, you have to be close to targets to use it (okay, that is not awesome!), but especially when you level, mobs will be close to you anyway! In group PvE, you can teleport in, cast, teleport out. Learn to teleport backwards without turning. Yes, it has a short cast time, but it is very good. When you get it at level 45, it will really change your game (I found the levels right before 45 a bit slow). After Arcane Singularity, this is my second favorite spell in the game. I constantly use it in dungeons, all the time.

Shard of the Endless Avalanche: I haven't played with it very much, but what I saw I found rather disappointing. Note added on May 9: There is a good chance that I underestimate this spell. Feedback and streams from other wizards implies that this spell is very much worth it. Since you have spare points anyway, this is a good place to put them.



Daily Powers

Ice Storm: This is the first Daily Power you get, and you get it automatically. I'm torn on this spell. I kept it at 1 point, but used it in my secondary slot when I leveled. It's good for the knockback (don't use it in dungeons, it is a dps loss for you as it scatters monsters all over the place) and the damage is very solid, as well. It is safe to max, but it is not necessarily what you will always want to use. It's certainly a candidate for 3 points.

Arcane Singularity: Awesome in every way, PvE and PvP. In PvE, it bunches up monsters so you can do even more AoE, it does damage, it lowers the pressure on the tank (the cleric, really!), and it looks way cool, too! This daily has never left my "1" slot ever since I got it, and this absolutely deserves to get maxed out. A strategy I use is to use AS on groups, teleport close, and start casting Steal Time so that it finishes right when the mobs drop down. Then I follow up with a tabbed Chill Strike.

Oppressive Force: As mind-bogglingly good Arcane Singularity is, as disappointing I found Oppressive Force. I haven't found a good use for it where other Daily Powers don't perform better. Perhaps you will!

Ice Knife: While I feel that during leveling Ice Storm is a better choice, once you start doing epic dungeons, Ice Knife is an excellent pick for bosses and elite mobs. It is my secondary daily next to Arcane Singularity.

Maelstrom of Chaos: A level 50 Daily Power that at first left me rather unimpressed. I'm not regularly using but, but other folks swear by it. Points here are well spent.



Class Features (passives)

Orb of Imposition: The first passive you get, and it increases the duration of your CC. I maxed this and swap it in when I want better crowd control. It's situational for my playstyle, but may become more essential with harder content.

Arcane Presence: Not terrible, but for our build not really that useful. I skipped this.

Chilling Presence: Same as above.

Evocation: 15% more AoE damage is massive. This is one of my top-three passives for my Control Wizard. Definite candidate for 3 points.

Storm Fury: Very meh, and not really worth the slot, in my opinion. If I am below 50%, I blink, have a CC ready, drink a potition or scream "MOMMY!".

Storm Spell: 10% of your attacks will do extra shock damage. This is an excellent dps boost and depending where I am, I use either Evocation or this one.

Eye of the Storm: This is a must have! You get it late, but when you do get it, it should never leave your bar. It procs frequently (5% is more than it seems) and 8 seconds (with 3 points) of nonstop critical hits with all spells is really, really good. This is a core part of the Renegade Control Wizard. Don't crawl a dungeon without this.


You will notice that even if you max every power/spell that I maxed, you will have spare points. Around six or eight. How you spend those is up to you to decide. You can also save them if you like and decide later.

Part 3: Miscellaneous



Companions

For dungeons and group PvE, the Cat is by far the best companion. It gives you +255 Critical Chance and +225 Recovery at rank 25, but this is not what makes it so fantastic. You can give it a ring, a necklace and a belt, and the stats on these items are added to yours. That ring with +300 Power that you give the Cat? That is +300 Power for you. It's basically like wearing three rings, two necklaces and two belts! (Not all stats transfer, +HP for example does not.) Stats from runes (two offensive, one defense) also transfer directly to you. If you use an Eldritch runestone in the defensive slot ("Owner gains x% of the pet's stats"), the built-in bonuses to Critical Chance and Recovery that the Cat gives you are appropriately increased. This does not affect the bonuses from the ring/necklace/belt that you give to the Cat.

This is the best 960k AD that you will spend on your Control Wizard. If you get it early, leveling it won't be such a pain. It is a non-combat companion and cannot be killed. (Cryptic likes cats, unlike other companies -- remember what always happened to Mr. Bigglesworth in that other game?)

While leveling, I used the Cleric. She doesn't last very long at higher levels, but her heals are percentage-based, so she is still useful. I still used her at level 60 for doing Foundry Quests. Once my gear improved and I was able to nuke monsters more quickly, I switched to using the Phoera for its extra AoE damage (this would also be my second choice for dungeons, if you are not ready to buy the Cat yet). The nice thing about the Phoera when soloing is that it draws "aggro" and manages to off-tank monsters for a bit. It's not a tank, but it allows you to free-cast for a bit. It's fairly affordable in the AH at the time of writing (below 300k AD). I also like my wolf, but that is just because I had him since the very early levels.


Gear sets at level 60

List of Control Wizard armor sets (epic)


FAQs and thoughts on stats and gear will eventually be put here, as well as general gameplay tips and suggestions. Please do read the comments from other players as there may be a lot of very useful information, especially alternative perspectives.




Update on May 9:

I used the maintenance to do dishes, and update part one and two a little. I added some notes concerning bugs and quirks, and a few additional notes concerning T2 epic dungeons in the feats and spell section. I also included alternative perspectives and opinions that came up in the comments to the guide, just to offer the reader a wider spectrum of views.

I have been asked (a lot) for a screenshot of my Powers. I have not included this because I want you to think about the spells that you put points into. If I post a screenshot, people will blindly copy the build without reading the commentary, and while that is not bad, I think if you want to be a competent Control Wizard, it is helpful to know why you choose a spell. I may still add one later. Sorry for being annoying like that.


Update on May 24:

I have revised the feat choices based on the insights gained by further testing and the collective knowledge of the CW community. With several of our feats not working as advertised, and Learned Spellcaster being fixed, an update of the build has become necessary. The old version is still perfectly fine and works in all areas of the game (perhaps even better for leveling), but version 2.0 is optimized for the current state of the game and the content. Do not feel required to respec, though. You don't take back your old car as soon as a slightly revised model is released.  But if you have 600 Zen or the AD (about 200k), consider shuffling around some of your Feat points as outlined in the Feats section. I also included and updated various other information, especially for Tieflings who may temporarily wish to get Snap Freeze instead of Tempest Magic.