Sharp’s Notes on CW.

Author: Sharpedge@thefabricant.

Last updated: 7 November 2016.

Table of Contents

Preface:

Section 1: How to test stuff

Tools for testing:

How to test:

Section 2: Theory

Powers:

Class Mechanics:

Encounters:

Class Features:

Daily Powers:

At Wills:

Feats:

Heroic Feats:

Oppressor Feats:

Thaumaturge Feats:

Renegade Feats:

Stat Theory:

Offensive Stats:

Power vs Crit:

Arp:

Recovery:

Defensive stats:

HP vs Defence:

Lifesteal:

Deflect vs Defence:

Tertiary Stats:

Action Point Gain:

Companion Influence:

Combat Advantage Bonus:

Survivability:

Tooltip Calculations:

The Mechanics of Buffs:

The Mechanics of Debuffs:

Combat Advantage Bonus:

Race:

Section 3: Build Development

Where does my damage come from?

Which build should I play?

Boons for all builds:

Sharandar:

Dread Ring:

Icewind Dale:

Tyranny of Dragons:

Elemental Evil:

Underdark:

The Maze Engine:

Storm King’s Thunder:

Strongholds:

Ability Scores:

Encounters:

MoF:

SS:

Section 4: Builds

SS Thaumaturge:

Feats:

Class Features:

Advice for the build:

SS Renegade:

Feats:

Class Features:

Advice for the build:

MoF Oppressor:

Feats:

Class Features:

Advice for the build:

MoF Thaumaturge:

Feats:

Class Features:

Advice for the build:

MoF Renegade:

Feats:

Encounters:

Class Features:

Advice for the build:

Section 5: Gearing your wizard

New player Levelling Guide:

MoF Power Points:

SS Power Points:

Level 70 Basic Gear:

How to progress:

Gearing at 70:

Where to allocate 4th power points:

Weapon Enchantments:

Vorpal:

Feytouched:

Plague Fire:

Dread:

Other Weapon enchantments:

Trans Lightning:

Armour Enchantments:

Offense Slots:

Defence Slots:

Overload Enchantments:

Belt Items:

Artifact Choices:

Companions:

Augment:

Bonding Proccer:

Active Companions:

Companion Gear:

Mounts:

Stat bonus:

Zen Mounts:

BoE Mounts:

Insignias:

Insignia Set Bonuses:

Which Insignia Bonuses do I Recommend?

Insignia Stat Bonuses:

Section 6: Appendices

Appendix 1: Further Reading:

Appendix 2: Other Builds I have tested:

Appendix 3: An example of a Glass Cannon Build:

Appendix 4: An example of a BiS support MoF:

Appendix 5: What my CW looks like:

Appendix 6: Abbreviations

Appendix 7: Rotation and Party Synergy:

Basic Rotations:

Party Synergy:

Acknowledgements:

Current Edition:

Original Document:

Conclusion:

Change Log:

What has yet to be done:

Preface:

When I first stopped publishing this, it was because of a lot of negative pressure I was receiving in game from players, which honestly, I didn’t want to have to deal with. I didn’t really want those kinds of players reading and benefiting from the work I put into this. With that being said, it wasn’t the reason I kept this private. I kept it private for so long, because I was unhappy with publishing an incomplete product. I could have improved it substantially and I didn’t feel I could rewrite it to my satisfaction while it was still in the public eye. With that being said, I am still not completely happy with this, but I am publishing it because I no longer have the will to continue working on it. This is due to severe lag that I have been experiencing, in combination with burning out on testing to some extent, as well as some personal reasons. I have left a section at the end, detailing what still needs to be tested, for anyone who cares to continue this project.

Section 1: How to test stuff

This section is mainly getting added since most people are so bad at it. Before looking at the how, let us look at some of the tools that will be of great benefit to you, for the purposes of testing.

Tools for testing:

Link to ACT https://github.com/nilsbrummond/Neverwinter-ACT-Plugin

Firstly, you will want to install and update preview, that way you can test stuff without any expense to your character on live. Once you have done this, you will want to download advanced combat tracker as well as the Neverwinter ACT plugin. You will also need something like Excel for storing results. These will be useful for the collecting of information and make it a lot easier to actually handle the stuff you testing. Items you will want in game to help you test are as follows:

  1. Weapons with a fixed damage range, for example the TR’s Crystal Daggers or the GWFs Avatar of War Greatsword.
  2. Bells for summoning the dragons for dragonflight. This is useful for testing monster damage resistance in a controlled situation, since you can reliably summon a monster with significant DR and HP.
  3. A guild on preview. This will grant you access to the SH map, which is great for testing without other people being an ass to you.
  4. 1 of each class at 70. This allows you to test stuff on multiple classes. If you have at least 1 level 70 toon (which you should if you reading this) then you can buy others on preview.
  5. Whatever it is you want to test.

How to test:

Testing stuff is about a number of factors:

  1. Controlling variables. You want as few things as possible to change, ideally only the thing you testing. For example, if you are testing how power increases your damage for some reason, you only want to change your power, you don’t want to change rotation mid test, or make some other weird changes.
  2. Sample size: When it comes down to testing stuff, size does matter. The bigger the sample size, the better. The more variables are changing, the larger your sample size needs to be and the more time you need to waste testing.

Here are some good ways to test specific mechanics:

  1. If you testing healing, you can stand in the river in the stronghold map as a way of constantly taking damage. This then allows you to spam heals, to check how they are affected by various boosts to healing. An example of this, is say you were testing how weapon damage effects Bastion of Health. You could stand in the river and spam Bastion with one weapon, then switch to another and do the same. Repeated with enough weapons over enough time, you could then establish how bastion is affected by weapon damage.
  2. If you testing buffs, you can use those fancy fixed damage weapons. You can hit a dummy without the buffs, get a crit, non crit, crit with ca and non crit with ca, then repeat with buffs and take note of the changes.
  3. If you are testing action point gain, it shows in the combat logs in ACT as, “power replenished outgoing”. If you select it in the view logs you can then see the exact roundings up to 4 decimal places, which allows you to accurately calculate how much AP an ability gives you.

Section 2: Theory

Anything that deals Arcane Damage is highlighted in purple, anything that deals Cold damage is highlighted in blue, anything that deals Fire damage is highlighted in red, anything that deals Lightning damage is highlighted brown.

Powers:

Class Mechanics:

Arcane Mastery.PNGArcane Stacks:

For every arcane stack you have, you gain 3% DpS on arcane encounter powers. Arcane stacks last 10 seconds and expire at the end of combat. The only exception to this is arcane stacks applied by Shield, which do not fall off until after the full 10 seconds have passed. All fire abilities benefit from Arcane Mastery and so building arcane stacks will increase the damage dealt by Smoulder, Furious Immolation, Fanning the Flame and Scorching Burst. Arcane Power Field also always benefits from Arcane Mastery regardless of what procs it. Storm Spell benefits from Arcane Mastery, on the condition that the ability that procs it benefits from Arcane Mastery.

Ability Name:

Off Tab:

On Tab:

Magic Missile

1 stack on 3rd cast

Not Applicable

Entangling Force

1

1 per target hit

Repel

1

1 per target hit

Oppressive Force

1 per target hit

Not Applicable

Shield

1 on cast, 1 on burst

1 on cast, 1 on burst

Arcane Singularity

1

Not Applicable

Steal Time

1

1

Ray of Enfeeblement

1 per cast

1 per cast

Unrestrained Chaos

5 on MoC

Not Applicable

Disintegrate

1

0

Imprisonment

3

3

Chill.PNGChill Stacks:

Chill stacks are applied by cold encounter powers. They reduce the movement speed of opponents and upon reaching 6 stacks, a 7th stack can be applied by Icy Terrain or Ray of Frost which will then freeze the target. Upon unfreezing, all 6 chill stacks will then fall off and the ability to freeze a target will go onto ICD. The ICD can be overwritten by Icy Veins. Furthermore, Chill counts as a control effect against anything that is not control immune and thus targets under the effect of chill count as controlled for the purposes of proccing effects based on whether a target is controlled or not. As a result of this, the duration of chill stacks is also increased and reduced by control bonus and control resistance respectively. When Icy veins applies chill stacks it can proc things, including storm spell. I have been unable to replicate this bug with other sources of chill stacks.

Ability Name:

Off Tab:

On Tab:

Ray of Frost

1 per hit

Not Applicable

Conduit of Ice

0

1 per hit

Chilling Cloud

1 on third cast

Not Applicable

Chill Strike

1

2 to main target, 1 to others

Icy Terrain

1 per hit

1 per hit

Icy Rays

1 per hit

1 per hit

Unrestrained Chaos

6 on MoC

Not Applicable

Chilling Cloud offhand

60% chance on all casts for 1

Not Applicable

Ray of Frost offhand

1 after initial hit and 4 seconds of continuous casting of Ray of Frost

Not Applicable

Icy Veins

5 on encounter use. Multiprocs on some DoT encounters

Not Applicable

Chilling Control

5 on Sudden Storm

Not Applicable

Ice Knife

3

Not Applicable

Smolder.PNGSmoulder:

Smoulder is always single target, however it can crit even when procced by Crit Conflag, it has its own independent crit chance and you can stack Smoulder and Rimefire by applying smoulder and then using a non DoT cold ability to convert it to Rimefire. Smoulder does not benefit from the damage bonus on Chilling Presence.

Encounters:

Chill Strike.PNGChill Strike:

Base Damage: 260.4848537.

Ability Coefficient: 0.006913206.

Target Cap: 1, 1 primary 4 secondary on mastery.

Base AP gain: 4.5%.

Base Cooldown: 15 Seconds.

Number of hits: 1.
Effect: Hits a single target, adds a stack of chill and briefly stuns the target.

Mastery: It is now splash.

Notes: Single target fights it’s a good option. Many people level with it as it is good for soloing. However, in dungeons it doesn’t really have the duration to be effective. A drawback of it is that the animation is about slow, and can be hard to cancel, leading to getting smashed. Whilst its animation may be slow, if you chain it with other encounter powers, it does allow you to get both off quicker, but by itself it is long.

Entangling Force.PNGEntangling Force:

Base Damage: 195.3636403.

Ability Coefficient: 0.006913206.

Target Cap: 1 (5 on Tab).

Base AP gain: 6%. (Only the initial hit generates AP.)

Base Cooldown: (22-Rank*2) Seconds.

Number of hits: 4 (5 on Tab but only 3 deal damage). If you have 4 Arcane stacks, it hits 5 times off tab and 4 times on tab.
Effect: Chokes a single target and lifts them off the ground. Ticks 4 times, each tick for 1/3rd of the listed tooltip damage, for a total of 4/3rds of the listed tooltip damage.
Mastery: Pulls mobs together. Gain a stack of Arcane Mastery per mob.
When to use: When you are fighting a small group of mobs, one of them is dangerous, and you want to increase team DpS.
Notes: If the first hit crits, they all crit. Whatever the first hit rolls, carries through and is dealt on all hits. While the gather effect is nice for team DpS, it has no stun and a low target limit. Its usefulness is only situational. Alacrity (Oppressor feat) has a chance to reduce the cooldown of this by 0.5 seconds per rank when you deal damage, however I do not recommend taking the feat as it is a poor choice.

CoI.PNGConduit of Ice:

Base Damage: 34.12043586.

Ability Coefficient: 0.006953774.

Target Cap: 1 Primary 5 secondary, on tab 6 secondary.

Base AP gain: 5.180582524%. (This value varies and is an average. Only the initial hit generates AP).

Base Cooldown: 13 Seconds.

Number of hits: 6 (7 on Tab).
Effect: Puts an icy wind around the target, dealing damage over time to surrounding targets. The tooltip lists the damage of a single tick. Each tick procs stuff independently.
Mastery: The AoE is larger, each tick adds chill, now can affect one primary and 6 secondary targets. There is a visual bug where if you use Conduit of Ice on Tab it will do additional hits for 0 damage, it is purely a visual bug and is in no way hurting your DpS.

When to use: Basically all the time.
Notes: Conduit on Tab is marvelous, the chill adds control and if MoF it refreshes Smoulder. Furthermore, each hit of the DoT scales separately from the others and benefits from buffs and debuffs independently.

Repel.PNGRepel:

Base Damage: 173.0275924.

Ability Coefficient: 0.006941152.

Target Cap: 1 (5 on Tab).

Base AP gain: 2.4% (per target hit).

Base Cooldown: 11 Seconds.

Number of hits: 1.
Effect: Pushes a monster back.

Mastery: Now Pushes 5 mobs back.
When to use: In PvE never (hopefully), well, maybe if pushing things off ledges ever becomes a thing again.

Shield.PNGShield:

Base Damage: 242.8608541.

Ability Coefficient: 0.00691594.

Target Cap: 5.

Base AP gain: 4.8% (Does not benefit from bonuses to AP gain and only counts for hitting 1 target).

Base Cooldown: 20 Seconds.

Number of hits: 1.

Effect: The first incoming hit to a Shield off Tab is reduced by 50% multiplicative DR at rank 4. All subsequent hits are reduced by 27.5% multiplicative DR. The DR from Shield counts as an additional layer. When you pulse the Shield (dismiss it) it will do damage to and Repel up to 5 enemies near you. Doing this will grant a second arcane stack that lasts 10 seconds. Summoning the Shield and pulsing it count as casting two different encounter spells for proc purposes. Shield damage is buffed by Evocation and mitigates piercing damage. When popped, it deals the listed tooltip damage to each enemy hit. Crits are calculated independently per target, so if you hit 5 targets, 3 could crit while the other 2 do not.

Mastery: If Shield is placed in the Tab slot it becomes significantly more effective. A freshly summoned tabbed Shield will multiplicatively absorb 80% of the damage from an incoming hit. The Shield will then shrink. The next hit you take will be reduced by 57.5%. When the first 2 layers have been popped, you have a 35% multiplicative layer of DR until the Shield refreshes. The Shield takes 8 seconds of not being hit to return to the smaller 57.5% Shield, and another 8 seconds of not being hit to return to full size.

When to use: When soloing dungeons.

Notes: When the Shield is summoned you will be granted a stack of Arcane Mastery that lasts 10 seconds (much longer than most arcane stacks).

Fanning the Flame.PNGFanning the Flame (Master of Flame):

Base Damage: 434.4559279.

Ability Coefficient: 0.006907639.

Target Cap: 1 (8 on Tab).

Base AP gain: 6.6% (Is not affected by AP gain bonuses).

Base Cooldown: 22 Seconds.

Number of hits: 6 (7 on Tab).

Effect: A fire nuke spell with a DoT added. Applies Smoulder when on Tab.

Mastery: Is AoE on Tab (target limit 8).
When to use: Single target fights, maybe on mastery where the pulls are small.
Notes: Gathering Flame causes nearby enemies to take fire damage, followed by Fanned Flame which causes the main target to take additional fire damage and ending off with Final Flame which causes Smoulder to spread to nearby enemies upon death. It is no substitute however for Conduit of Ice. Furthermore, Fanning the Flame counts as an external damage source as it procs abilities like Abyss. Drifting Embers (Thaum feat) means that targets affected may add Smoulder to nearby targets when hit. Also, this ability can proc the Death Slaad if on Tab. Also, it benefits from Arcane Mastery. There is a bug that if FtF crits while off Tab and you are using Critical Conflagration, Smoulder is not applied.

Sudden Storm.PNGSudden Storm (Spellstorm):

Base Damage: 434.4559279.

Ability Coefficient: 0.006907639.

Target Cap: Infinite.

Base AP gain: 5.6%.

Base Cooldown: 14 Seconds.

Number of hits: 1.
Effect: A chain of lightning hitting all monsters in a line.
Mastery: It now also applies a DoT, each hit of the DoT deals 6.25% of the initial hit. The DoT hits the main target 4 times, the first hit only damages the target, the subsequent 3 damaging the target and arcing to additional targets. If Sudden Storm crits, so does the DoT and it crits on every hit. The tooltip damage lists the initial hit.
Notes: Sudden Storm on Mastery procs Abyss of Chaos. Chilling Control (Oppressor feat) adds chill stacks to the first hit of Sudden Storm, helping you control with it. This encounter is bugged and when it is on Mastery, if it procs Eye of the Storm, then the next encounter that you use will grant the Eye of the Storm buff to all enemies hit by that encounter. Sudden Storm is a viable alternative to Disintegrate, however if you use it, I also recommend dropping Focused Wizardry. Another viable option when using Sudden Storm in a Thaumaturge build is to drop Icy Veins, take chilling control and then put the 5 points that would go into Icy Veins into Frigid Winds. This ability benefits from Arcane Mastery.

Icy Terrain.PNGIcy Terrain:

Base Damage: 34.04255461.

Ability Coefficient: 0.007065006.

Target Cap: Infinite.

Base AP gain: 5.2%.

Base Cooldown: (21-Rank*2) Seconds.

Number of hits: 7.
Effect: Creates a patch of ice that adds chill and damages mobs that walk over it. It ticks often, lasts ten seconds or so, and has no target limit. If the first hit crits, they all crit, on all targets. Storm Spell and other stuff can proc off each hit.

Mastery: You can now throw Icy Terrain to a target location.

Notes: This should always be on your bar. It is amazing control, it procs everything, feats like Assailing Force and Warped Magics and weapon enchants like Plague Fire often. In addition, a very short cast time means you can cast while kiting. Furthermore, Evocation does not increase the damage of Icy Terrain. Also, it is impossible to have more than one Icy Terrain of your own on the ground at once, casting it a second time causes the first to disappear. Alacrity, an Oppressor feat, has a chance to reduce the cooldown of IT by 0.5 seconds per rank when you deal damage.

Ray of Enfeeblement.PNGRay of Enfeeblement:

Base Damage: 239.092271.

Ability Coefficient: 0.006903094.

Target Cap: 1 (2 on Tab).

Base AP gain: 4.8%.

Base Cooldown: 18 Seconds.

Number of hits: 6.
Effect: Increases damage to the target by 17.5%, also has a DoT. The tooltip damage measures the damage of all 6 hits of the DoT combined. The debuff is applied before the DoT deals damage. If the first hit crits, they all crit.

Mastery: You can now cast it twice.

When to use: Single target fights.

Notes: This spell should NEVER be on Mastery. The DoT’s do not stack (they do refresh though), and you have to wait the cooldown for BOTH charges, hence you get double the debuff, but only one DoT at first, then it’s just the same as not on Mastery. It’s a waste. The only exception to this is if you are trying to burst a boss down faster than it takes both debuffs to expire. Also, if you have the feat Masterful Arcane Theft, it increases the damage dealt by RoE by 15% against targets afflicted with chill and by 6% per stack of Arcane Mastery. The duration of the debuff depends on the number of Arcane Stacks you have upon cast, I have not calculated the exact relation to duration though. As far as I can tell, only the initial hit of the DoT can proc stuff.

Icy Rays.PNGIcy Rays:


Base Damage: 173.0275924.

Ability Coefficient: 0.006941152.

Target Cap: 2.

Base AP gain: 8%.

Base Cooldown: 20 Seconds.

Number of hits: 1 or 2.

Effect: Nuke spell that can hit two opponents. The tooltip lists the damage for a single ray. It deals this damage to each target if you hit 2 enemies. If you aim at a single enemy, it instead deals 1.75 times the listed tooltip damage. Each ray procs stuff independently and crits by itself.

Mastery: Deals 1.5 times as much damage, this change is not registered on the tooltip.

When to use: Single target fights.

Notes: A spell that was once really good for single target but was replaced by Disintegrate. Icy Rays is bugged on tab and only benefits from the 1.5 times multiplier, not both the 1.75 and the 1.5 multiplier. Also note that when feated Icy Rays deals 25% more damage when used on the same target twice and if used on 2 different targets, it reduces the cooldown by 5 seconds.

Steal Time.PNGSteal Time:

Base Damage: 286.7282626.

Ability Coefficient: 0.006907091.

Target Cap: 6.

Base AP gain: 7.2%.

Base Cooldown: 18 Seconds.

Number of hits: 3 for 0 damage 1 for tooltip damage.
Effect: Hits mobs for 3 ticks each, each tick applying slow, but dealing no damage, then an additional hit is dealt which stuns and hurts enemies. The tooltip damage lists the damage dealt by the additional hit. The first hits crit independently from the last 1 and if they crit but the last 1 does not, then the damage of Steal Time will be listed as a non crit. Both the DoT and the final hit can proc stuff. Crits are calculated per target.

Mastery: Now grants combat advantage and increases run speed for team. The combat advantage is granted after the damage is dealt.

When to use: All the time except single target fights.

Notes: Steal Time is incredible, it does good damage, has a long stun, and procs all your feats and abilities. The Renegade feat Masterful Arcane Theft increases the damage dealt by 15% to targets afflicted with chill and by 6% for each stack of Arcane Mastery.

Shard of Endless Avalanche.PNGShard of the Endless Avalanche:

Base Damage: 173.0275924.

Ability Coefficient: 0.006941152.

Target Cap: 10 (explosion, prone has no limit).

Base AP gain: 8%.

Base Cooldown: 20 Seconds.

Number of hits: 1.

Effect: Summons a big ball, which can be pushed (twice). The ball will slam and prone (one target at a time), then finally explode (after ten seconds or when you hit two targets at once), which deals additional damage and prones. The damage listed on the tooltip is the damage of the initial hit, the damage of the explosion is the same value and each time you hit a target, it hits them for this value as well. When you cast Shard you immediately gain 1 arcane stack. If one hit crits, they all crit.
Mastery: You can now summon and move the shard wherever you want.
When to use: When you are with a poor group and you are initiating combat with CC.

Notes: Although it is not terrible, there are quite simply better choices. Disintegrate to reduce your cooldowns, Fanning the Flame if you want (and are MoF), Sudden Storm (if you are SS), the only time this is good is in massive groups of enemies that you want to CC which is very much a thing of the past. It is also worth noting that Transcended Master (Thaum feat) increases its damage by 25%.

Disintegrate.PNGDisintegrate:

Base Damage: 435.5631626.

Ability Coefficient: 0.013774931.

Target Cap: 1.

Base AP gain: 3.189320388% (The value fluctuates and is not fixed).

Base Cooldown: 8 Seconds.

Number of hits: 1.

Effect: Hits a single opponent for a large amount of damage, however, bear in mind the tooltip damage from this encounter power is 15% higher than the actual damage dealt.

Mastery: Basically does nothing, the idea is that if the opponent has less than 480% (+40% per rank) of your weapon damage as HP, Disintegrate will instantly kill them. The issue is, if your opponent has less than that amount of HP, Disintegrate will kill them regardless as its damage as a skill is higher than that amount. You do not gain a stack of Arcane Mastery when this is on Tab. Also, the tooltip range of this power increases on Tab but its actual damage remains the same.

Notes: Disintegrate has a really low cooldown and has high single target damage, making it exceptionally good even in AoE fights in PvE. This is because of Spell Twisting, you can spam this, continually gain stacks of Spell Twisting and keep your encounters off of cooldown. Interestingly, unlike other encounter powers, Disintegrate’s damage increases by 15% per rank rather than 10% per rank. All in all, I highly recommend the use of this encounter.

Imprisonment.PNGImprisonment:

Base Damage: 0.

Ability Coefficient: 0.

Target Cap: 1.

Base AP gain: 6%.

Base Cooldown: 40 Seconds. (20 off Tab).

Number of hits: 0.

Effect: Stun a target for up to 15 seconds. The target cannot take damage while stunned. The issue with this spell is that while you are stunning the target you cannot move as breaking it ends the animation. The ability does no damage and applies 3 arcane stacks.

Mastery: Reduces the cooldown.

Notes: This ability is bad, whilst casting it you are vulnerable to anything that is not the target and attempting to do anything during the encounter will cause the stun to end. This encounter effectively immobilizes you so that you can immobilize a single opponent.

Class Features:

Orb of Imposition.PNGOrb of Imposition:

Effect: Increases the duration of control effects by 20%.
Notes: With the control resistance present in mod 6 and onward, the benefit provided by control bonus is so marginal that it is not worth it, so I do not recommend using this. Glacial Movement (an Oppressor feat) increases it from 20% to 24%.


Arcane Presence.PNGArcane Presence:


Effect: Arcane stacks now apply to cold spells, also +5% recharge speed increase per rank.
Notes: Were you any other class looking at this class feature, you would be thrilled, 5 arcane stacks*0.03*1.33 =19.95% increased DpS in addition to 20% recharge speed increase. However, we are CW’s, we have a monopoly on all the best class features in the game and this simply doesn’t compare to the better ones. Furthermore, recharge speed increase is almost meaningless for us as CW’s because of Spell Twisting.

Chilling Presence.PNGChilling Presence:

Effect: Increases damage by 8% per chill stack. And 96% if the target is frozen.
Notes: Meet the best class feature in the game. There isn’t another class feature that provides a bigger damage boost for any class than this one. Furthermore, if you have Chilling Advantage (Renegade feat) then you gain 2% crit chance per rank of the feat. Upon slotting this, the tooltip of everything is multiplied by 1.96, with the exception of CoI, Icy Terrain, Arcane Singularity, Oppressive Force, Shard of Endless Avalanche, Maelstrom of Chaos, Sudden Storm and Icy Rays. They do however benefit from the damage boost.


Evocation.PNGEvocation:


Effect: Increases AoE power damage by 20%.
Notes: Similar to Chilling Presence, this is also a great feature. However, we do have better options.

Combustive Action.PNGCombustive Action (Master of Flame):

Base AP gain: 4% (Is not affected by AP gain bonuses).
Effect: Every time you kill a monster affected by Smoulder or Rimefire Smoulder you get action points. Also Smoulder and fire do 24% more damage and anyone hitting the debuffed target do additional damage as well.
When to use: Rarely, for certain support builds.
Notes: Combustive Action is hard to fit into a build because it is always replacing something with high utility. It is either replacing Critical Conflagration, meaning you need to manually apply Smoulder, or it replaces Chilling Presence, greatly reducing your damage, or it replaces Swath. My advice is if you want to use it, fit it into a support build and replace Critical Conflagration, then manually apply Smoulder with FtF on Tab+ FI. Also, the damage buff from Combustive applies to all sources of damage and not just Smoulder. Finally, when you apply Combustive Action to the enemies using Arcane Singularity or Furious Immolation, it also applies to yourself.

Storm Fury.PNGStorm Fury (Spellstorm):


Effect: Whenever you are under 50% hit points and you get hit you deal a substantial amount of damage to nearby enemies. There is also an internal cooldown. However, the damage is quite good.
When to use: Probably never.

Critical Conflagration.PNGCritical Conflagration (Master of Flame):


Effect: Critical hits now apply Smoulder, also add 20% critical severity.
When to use: When you rushing through content so quickly that stopping to apply Smoulder manually is slowing you down. As PvE is so easy and you kill stuff so quickly, this is most of the time and as of such it is a feature I recommend.


Storm Spell.PNGStorm Spell (Spellstorm):


Effect: On critical hits there is a 30% chance to additionally do shock damage to the enemies.
When to use: All the time.
Notes: Storm Spell inherits the properties of whatever procs it. If it procs off an AoE, it is classed as AoE and if it procs off a Single Target, it is classed as Single Target. The same is true with regards to Arcane Mastery, where if it procs off an Arcane ability, it benefits from Arcane Stacks. Storm Spell makes up 20-25% of your DpS, meaning it is a 30% DpS increase, putting it ahead of all other class features except Chilling Presence. Also, it is important to note it does not crit, but the offhand bonus for it does. Also, if Storm Spell procs off an AoE, it counts as an AoE and gets the downside of Focused Wizardry but if it procs off a Single Target, it counts as a Single Target and gets the positive.

Swath of Destruction.PNGSwath of Destruction (Master of Flame):


Effect: 60% more Smoulder damage and targets take 20% increased damage.
When to use: Every time you are not forced out of it, which if you are building a MoF for DpS is most of the time with the exception of boss fights.

Notes: Swath is really an incredible DpS boost - your personal DpS goes up at least 10% and team DpS goes up 20%. The problem is that outside of boss fights, you cannot reliably keep up Smoulder without Critical Conflagration as fights are so darn short that by the time you have applied Smoulder with something else, everything is dead. In boss fights, you can afford to use it.

Eye of the Storm.PNGEye of the Storm (Spellstorm):

Effect: When not on cooldown, the first hit to in combat grants you 8 seconds of 100% crit chance. After that 8 seconds there is a 20 second cooldown.

When to use: Not anymore.
Notes: EotS used to be amazing with the old curves when crit was capped to sensible amounts, with the new stat curves however, you can build up ridiculous amounts of crit essentially nullifying this class feature.

Frost Wave.PNGFrost Wave:

Effect: When you cast a daily power, you stun opponents for 2 seconds +1 second*rank. The problem is, CW dailies have CC built into them and also that the control power of this passive is shortened drastically by monster’s control resistance. All in all, I don’t recommend using this.

When to use: Never.

Arcane Power Field..PNGArcane Power Field:

Effect: Does a miserable amount of damage when you cast a daily. Ticks 6 times. If applied a second time, it is refreshed.

When to use: If Chilling Presence is the best class feature, this is the worst, so never. As an aside note, the daily that procs it and Arcane Power Field have an independant chance to crit and if the first tick of Arcane Power Field crits, they all crit. Arcane Power Field is an AoE power. Arcane Power Field does not benefit from Chilling Presence.

Daily Powers:


Ice Storm.PNGIce Storm:

Base Damage: 578.9548684.

Ability Coefficient: 0.006912249.

Target Cap: 5.

Number of hits: 1.

Effect: A burst effect, applies chill stacks and knockback. Hits very hard.
When to use: When you have small groups of control resistant opponents, that won’t be blasted back by the knockback.
Notes: The knockback normally is bad for the party, so this daily has very limited uses, but is very nice in those situations, for example, we used it in eToS at the last boss at the start of mod 6.

Arcane Singularity.PNGArcane Singularity:

Base Damage: 390.7272806.

Ability Coefficient: 0.006913206.

Target Cap: 8.

Number of hits: 2.

Effect: Gathers mobs up into a singularity in the sky, then drops them. Effect is somewhat slow. The slow effect counts as a separate hit from the damage effect, although it does 0 damage it can proc stuff.
When to use: Never if MoF, there are some situations it can find use as SS.

Oppressive Force.PNGOppressive Force:

Base Damage: 397.8633336.

Ability Coefficient: 0.006914597.

Target Cap: Infinite.

Number of hits: 4 ticks of the DoT then final hit.

Effect: Creates an Oppressive Force, ticks multiple times and stuns all the mobs.
When to use: Anytime there are more than 8 mobs.
Notes: The arcane stacks are applied first. The DoT component is not counted in the tooltip and each tick hits for 6.25% of the final hit, for a total of 25% of the final hit (there are 4 ticks). The damage listed on tooltip measures the final hit only. The control effect does one hidden hit for 0 damage that does not show in the combat log. OF is good for a number of reasons, 1 is its no target limit making it good in massive pulls, 2 is it ticks multiple times, allowing it to do silly stuff with Storm Spell and 3 is its fast cast time, allowing it to be used as a panic button in sketchy situations. It does have the downside of knocking back monsters though. To use this properly, you should not use it inside of monster packs and should rather use it from the side to push them all in the same direction.

Ice Knife.PNGIce Knife:

Base Damage: 868.8962462.

Ability Coefficient: 0.006908512.

Target Cap: 1.

Number of hits: 1.

Effect: A single target nuke, adds chill stacks, prone effect.
When to use: Any single target fight.
Notes: Ice Knife has the highest damage of any daily, but only affects one target. If you are facing 2-5 targets, Ice Storm is better, if it’s 6-8 targets, Furious Immolation is better, and if it’s over 8 targets the Oppressive Force.


Furious Immolation.PNGFurious Immolation (Master of Flame):

Base Damage: 478.184542.

Ability Coefficient: 0.006903094.

Target Cap: 8.

Number of hits: 1.

Effect: Gathers all the mobs together, quickly. Is bugged and the damage it deals relates in some way to how far away the target is from the center of the AoE.
When to use: Any dungeon or situation where you are under the target limit.

Notes: Really an amazing daily, as it gathers the mobs together and maxes team DpS. The damage is mediocre and Smoulder on everything - so this is an excellent option for almost all dungeons. Oppressive Force has the weakness of spreading the mobs out, so if you don’t have target limit issues, FI is the best option. This ability can proc the Death Slaad. It benefits from Arcane Mastery.


Maelstrom of Chaos.PNGMaelstrom of Chaos (Spellstorm):

Base Damage: 724.3972896.

Ability Coefficient: 0.006905002.

Target Cap: Infinite.

Number of hits: 1.

Effect: Creates a large pillar of lightning, doing moderate damage. While casting you have an additional 75% DR and control immunity.
When to use: The main reason for Maelstrom is the control immunity. The damage is less than your other dailies.
Notes: You can always cast this daily, even when under the influence of madness in Prophecy of Madness or when CCed by Valindra’s hands. Interestingly, unlike all other daily powers, Maelstrom’s damage increases by 15% per rank rather than 10% per rank. The Renegade feat Unrestrained Chaos causes Maelstrom to have a chance to apply 6 stacks of chill to foes or 5 stacks of Arcane Mastery to you every second for 5 seconds. This ability benefits from Arcane Mastery.

At Wills:

Magic Missiles.PNGMagic Missile:

Base Damage: 45.17942607.

Ability Coefficient: 0.00700757.

Target Cap: 1.

Base AP gain: 0.8%.

Number of hits: 1, 3 on final cast.

Effect: High single target, no AoE damage, builds arcane stacks on the third hit and doesn’t add chill. Also, it roots you while casting and you cannot remain as mobile as you can with Ray of Frost.


Ray of Frost..PNGRay of Frost:

Base Damage: 42.78511502.

Ability Coefficient: 0.00702628.

Target Cap: 1.

Base AP gain: 0.8%.

Number of hits: 1.

Effect: Ray of Frost is a single target, relatively low DpS at will, however the benefit of RoF is that it builds chill stacks very quickly and freezes monsters. Furthermore, you can bunny hop and cast which is why this is my preferred secondary at will.
When to use: When there is a single monster that can be frozen.

Notes: The Oppressor feat Glacial Movement gives a 10% chance per rank to apply another stack of chill on each hit.

Chilling Cloud.PNGChilling Cloud:

Base Damage: 46.01385752.

Ability Coefficient: 0.006963343.

Target Cap: 1, 3 on final cast.

Base AP gain: 0.48% on first cast, 0.64% on second cast, 1.2% on third cast.

Number of hits: 1, 3 on final cast.

Effect: This is pretty much the most basic CW at will, quick to cast, however, like all CW at wills, it has the disadvantage that Spell Twisting makes casting them very awkward. The third cast hits 2.75 times harder than the first 2.

Notes: If you take Frozen Power Transfer, you have to use this at will in order to gain the damage bonus. The same is true for Energy Recovery, which has a 25% chance to grant 5% of your max HP as temporary hitpoints. In all honesty, I do not recommend taking either of those feats.

Scorching Burst.PNGScorching Burst (Master of Flame):

Base Damage: 77.75560904.

Ability Coefficient: 0.006958304.

Target Cap: 5.

Base AP gain: 2.72%*(1+(rank-1)*0.05)) when fully cast, if partially cast, it gives you %charged*2.72%*(1+(rank-1)*0.05)).

Number of hits: 1.

Effect: Scorching Burst is a chargeable AoE at will that hits up to five targets, has a 30% chance to build arcane stacks if you have the feat for it, and starts a Smoulder DoT. While theoretically it sounds great, you do have to stand there, charge and aim. It is worth noting that the tooltip range minimum and maximum list the range from the smallest value that an uncharged Scorching Burst can do to the largest value a charged Scorching Burst can do. There is a visual bug that causes the size of the AoE to appear to scale with the size of the monster targeted, however the AoE’s actual size does not change. I personally dislike it because my playstyle involves a lot of moving.
When to use: To start Smoulder and arcane stacks as you engage a group, then switch back to Chilling Cloud.


Storm Pillar.PNGStorm Pillar (Spellstorm):

Base Damage: 182.5890584.

Ability Coefficient: 0.006931299.

Target Cap: Infinite.

Base AP gain: 0.8% uncharged, 3.2% fully charged, 0.8%+2.4*%charged when partially charged. DoT does not generate AP.

Number of hits: 1, DoT ticks 4 times.

Effect: You charge your powers up, then release forming a Storm Pillar, hitting multiple targets.
Notes: The damage and the AoE are quite nice, and it’s useful to work into your rotation. Storm Pillar counts as an entity and grants CA against enemies if it is on the opposite side of them to you. Only the initial hit can crit. If you take Destructive Wizardry, you also take this as you will gain 5% additional damage for 20 seconds. You can also cast it with no targets around, which is useful for proccing chaotic buffs without an opponent, which also makes it great to proc Spell Twisting between fights to reduce the cooldowns.

Feats:

Heroic Feats:

CW’s have good Heroic feats, which is why human is a potentially good choice for CW’s, because the loss in crit from losing 2 points in CHA may be justified in the gain from feats.

Controlling Action: This feat gives you 10% AP gain bonus while controlling targets. This is multiplicative with other % AP gain bonuses, but only benefits you when the listed conditions are met.

Weapon Master: 3% crit chance is just too good to pass up.

Toughness: Toughness is good because Controlling Action is bad, really simple isn’t it? The way it works is it grants you 9% of the HP you would have with Toughness and it includes HP on gear etc. It results in it giving you 9.89% more HP.

Fight On: This does not actually reduce cooldowns by 10%, rather it works as follows: CD/(1+Recharge speed + Fight On). Where CD is the spell cooldown, the recharge speed is how much you have without Fight On and then Fight On is the bonus from Fight On. So say you already have 35% recharge, so that is 100/135. Now with 5 points it becomes 100/145, which is NOT a 10% decrease. So this feat is less worthless than Controlling Action, but still not good.

Battlewise: If you get threat, you freeze/stun/kill. If you can’t do that, you kite. In fact, managing aggro is very productive as a CW. This is a waste.

Wizard’s Wrath: AoE powers do 3 % more damage. Since almost everything you do is AoE - this is a great feat.

Blighting Power: Cold powers deal 6% more damage to targets affected by chill.

Arcane Enhancement: Arcane powers deal 3% more damage.

Focused Wizardry: Really good for MoF as Smoulder is always single target. Storm Spell is single target or AoE depending on the ability that procs it, sometimes being AoE and sometimes being single target. Arcane Power Field is always AoE. Also, it is worth noting that if you are using Abyss of Chaos, Focused Wizardry boosts its damage as well. Here is a table showing what counts as single target and what counts as AoE.

Ability Name:

Off Tab:

On Tab:

Magic Missile

Single Target

-

Ray of Frost

Single Target

-

Chill Strike

Single Target

AoE

Ice Storm

AoE

-

Conduit of Ice

AoE

AoE

Entangling Force

Single Target

Single Target

Arcane Singularity

AoE

-

Oppressive Force

AoE

-

Repel

Single Target

AoE

Chilling Cloud

Single Target

-

Chilling Cloud (Third Hit)

AoE

-

Shield Pulse

AoE

AoE

Icy Terrain (Bug Hit)

Single Target

Single Target

Icy Terrain (DoT)

AoE

AoE

Sudden Storm (Bugged Hit)

Single Target

Single Target

Sudden Storm (Normal)

AoE

AoE

Sudden Storm (Normal Arc)

-

Single Target

Sudden Storm (Normal DoT)

-

Single Target

Fanning the Flame

Single Target

Single Target

Fanning the Flame (fanned flame)

-

AoE

Fanning the Flame (gathering the flame)

-

AoE

Fanning the Flame (Final Flame)

-

-

Storm Pillar

Single Target

-

Storm Pillar (DoT)

AoE

-

Scorching Burst

AoE

-

Ray of Enfeeblement

Single Target

Single Target

Ice Knife

Single Target

-

Icy Rays (1 target)

Single Target

Single Target

Icy Rays (2 targets)

Single Target

Single Target

Steal Time

AoE

AoE

Shard of Endless Avalanche

AoE

AoE

Shard of Endless Avalanche (Bugged Hit)

AoE

AoE

Shard of Endless Avalanche (shardplosion)

AoE

AoE

Maelstrom of Chaos

AoE

-

Furious Immolation

AoE

-

Disintegrate

Single Target

Single Target

Learned Spellcaster: This feat always increases your damage by at least 5%, then the damage bonus is multiplied by (1+(int-10)/100). So, if you have 25 int and Learned Spellcaster, the bonus is 5*1.15 = 5.75%.

Prestidigitation: It has potential uses for endgame BiS builds where you are trying to increase your party’s DpS through the bonus, outside of those it is no good. The way it works is as follows:

User’s Unbuffed stats*1.01^Prestidigitation rank

For example, if you have 1k power and 2k crit without the feat, your stats will look as follows:

Stat Name:

Base Stats:

Rank 1:

Rank 2:

Rank 3:

Power

1000

1010

1020.1

1030.301

Crit

2000

2020

2040.2

2060.602

Take note, the game does round stats, so the crit at rank 3 Prestidigitation in the example above will round to 2061 Crit, instead of 2060. Also, take note this only buffs power, crit, arp, recovery, defense, deflect and movement speed. It does not buff any of the others.

It is also important to note that Prestidigitation does buff your companion and the companion does transfer the buffed power through bonding stones. It does not buff augments however. Bonuses from mechanics like Anointed Army or Weapons of Light are not buffed by Prestidigitation.

Finally, for the purposes of boosting your own DpS, Prestidigitation will never be better than Learned Spellcaster. This is because when you compare the bonus from Prestidigitation to the bonus from Learned Spellcaster, you have to compare to how much stats you had before Prestidigitation, not to base stat values. So assuming you have a toon with 80k power, 32k crit and 6k arp, the stat gains from 3 ranks of Prestidigitation to yourself would be as follows:

80000*1.01^3 = 82424.08 Power

32000*1.01^3=32969.632 Crit

6000*1.01^3=6181.806 Arp

This means you are gaining 2.4k power, 969 crit and 100 arp. Now, this does not mean a 2.4/400 = 6% DpS boost from power, since remember, you have to compare to your power without Prestidigitation, not your base power. In fact, the DpS boost from power is as follows:

(82424.08/40000+1)/3-1=1.02-1 = 2% DpS increase. So, with maxed out stats, the gains from power have increased your DpS by 2%. The absolute most you will ever get out of this feat as a DpS boost is a 3.03% personal DpS boost and to attain that you need amounts of power far outside the range of what is possible to stack. Why is this the maximum? Well, the damage boost from Prestidigitation can be simplified to 1.01^3*(x+1/1.01^3)/(X+1). As X tends to infinity, the equation simplifies to 1.01^3*1/1 = 1.01^3.

Oppressor Feats:

Severe Reaction: Upon taking damage there is a chance to Repel the attacker and restore some of your stamina. Many people dislike this feat because of the Repel part, however, I actually like this as I noticed that due to the monsters high control resistance in t2 dungeons, the Repel is not noticeable and you still get the stamina regen.

Bitter Cold: Targets take 5% more damage when affected by chill. If you are going Oppressor, this is 1 of the better feats and I recommend taking it.

Chilling Control (Spellstorm): This feat causes Sudden Storm to apply 5 stacks of chill. It used to be good before mod 6 but now I actually consider it bad because Icy Veins exists and Icy Veins does the same thing, but for all your encounters, rendering this useless.

Brisk Teleport: After teleporting, your run speed is increased by 10%. It isn’t a very useful feat, but it is still better than Chilling Control.

Twisting Immolation (Master of Flame): Adds a stun effect to FI and increases the duration of the Combustive Action class feature. The stun is not that significant, as monsters in t2’s have high control resistance, however if you use Combustive Action it is worth considering taking this as the debuff from Combustive Action is quite significant.

Icy Veins: This feat is amazing. Firstly, it provides you with high burst, allowing you to instantly freeze packs of monsters with Icy Terrain and get off a 96% damage boosted OF at the start of combat. Secondly, it behaves weirdly on certain encounters like Icy Terrain, bugging out the ICD on freezes and continually refreezing opponents. Thirdly, it increases your survivability by making freeze a more reliable way of CCing opponents. When choosing between Icy Veins and Abyss of Chaos as a Thaum, it comes down to personal preference. For more burst damage, Icy Veins is always better because you get that immediate damage boost from Chilling Presence, however, in extended fights where you can build up stacks of chill and sustain them, then Abyss of Chaos becomes better because it actually provides damage rather than just scales up the speed at which you gain the most benefit from CP. Icy Veins also has a bug where it behaves weirdly and procs stuff by itself when it applies chill stacks.

Frigid Winds: When a target freezes, Frigid Winds is applied, boosting the parties damage against that target by 10%. This is one of the better Oppressor feats, with the drawback that it provides no bonuses against control immune targets like bosses.

Cold Infusion: Causes opponents that are chilled to deal 5% less damage and is completely useless. With the damage mitigation tools available to DC, GF and OP this feat is completely unnecessary and I do not recommend taking it at all.

Glacial Movement: Increases the effectiveness of Orb of Imposition by 20%, changing Orb to providing 25/30/35/40% control bonus rather than 5/10/15/20%, which is a bug as it should provide 25/50/75/100% control bonus.

Alacrity: There is a chance to Reduce the cooldowns of Icy Terrain and Entangling Force by 0.5 seconds*rank. I personally don’t find much utility from this skill and do not recommend investing more than 2 points into it at most.

Controlled Momentum: Nearby Allies do 5% more damage when you control something. Although it is one of the better Oppressor feats, it is worth taking into consideration how inferior this feat is to feats on similar positions in the Thaum and Renegade feat paths.

Shatter Strike: When you Freeze a target, you apply Shatter. When you damage a target which is affected by Shatter you have a chance to stun them and deal 5% of their max HP (up to 300% of your weapon damage) as damage to them. This bonus does not scale with buffs and makes up for ~1% of your DpS, making it not particularly impressive. In addition, if you use a control power against a control immune target, it deals your weapon damage as an additional hit. Once again, that weapon damage does not scale. Finally, it increases the duration of chill on targets by 2.5 seconds.

Thaumaturge Feats:


Tempest Magic: Tempest Magic boosts your damage to targets under 30% by 5%, resulting in a 1.5% DpS increase. In my opinion this feat is good, but not great. It is better than any T2 options though.

Malevolent Surge: When you kill something (very often), you do 5% more damage. This uptime is actually very high, so this is close to a 5% DpS boost. This is the best among the T1 options.

Snap Freeze: Increases damage by 10% for cold based damage sources against targets without chill, so it only applies on the first hit upon entering combat and is otherwise useless.

Drifting Embers (Master of Flame): When you damage something affected by Fanning the Flames, there is a chance it spreads Smoulder to nearby targets. While it theoretically sounds good, in reality most things die far too fast for this to be useful. Then when you are in a situation where there are enough monsters to make this feat useful, you will be using other spells anyway. Hence, this is relatively useless.

Destructive Wizardry (Spellstorm): Gain 5% increased damage after casting a fully charged Storm Pillar. This is really a playstyle choice. If you use it properly, it can be very, very good and certainly better than Tempest Magic. However, this means you must work Storm Pillar into your rotation like a 5th encounter. Now, if this is your playstyle, take Destructive Wizardry and be happy. However, if it’s not, then you might be wasting your points.

Spell Twisting: This is the feat that replaces recovery for you as a CW. What it does is after you use an encounter power, you gain a stack of Spell Twisting, which stacks up to 3 times. When you use an at will, it then consumes all your stacks of Spell Twisting and reduces your cooldowns by 0.1*number of stacks. This means that if we compare this to recovery we find the following:

Recharge speed increase works as follows: CD/(1+recharge speed increase)
Spell Twisting works as follows: 0.7*CD
To correlate the two, Spell Twisting is worth [1+(recharge speed)]/0.7-(1+recharge speed)
Which means assuming you got 0 recharge speed increase, at absolute worst, Spell Twisting is worth 42% recharge speed increase, or 8400 recovery. If you have any more recharge speed increase than 0, it is worth a whole lot more. Also, note that Spell Twisting does not reduce the cooldowns of Shield, Icy Rays on Tab, Shard of the Endless Avalanche and Ray of Enfeeblement on Tab. However, if you place Icy Rays on a normal slot first then move them to Mastery, they will have their CD reduced.

Elemental Reinforcement: When you use a cold, fire, lightning or arcane encounter power it adds 1 stack of Elemental Reinforcement for each element used. Each stack multiplies your damage by 1.05 making this a feat worth using. It is worth noting that the fire bonus from Elemental Empowerment is currently not provided from using Fanning the Flame off Tab.

Far Spell: Increases the range of your single target powers. The problem is, in PvE a CW needs to be close to his opposition, making this feat useless.

Frozen Power Transfer: The third strike of Chilling Cloud grants you 5% bonus damage for every target (up to 3) it hits for 20 seconds. This feat is good in theory; the problem is in practice you cannot keep up the bonus. For this to be good, you need to get off the third cast of Chilling Cloud and with the addition of Spell Twisting, most of the time you do not.

Transcendent Master: Increases the damage of Shard of the Endless Avalanche and Icy Rays, also decreases the cooldown of Icy Rays. I do not recommend using this as it means you would have to use two suboptimal encounter powers to take advantage of it.

Elemental Empowerment: This feat puts a DoT when you hit things with cold or arcane damage. The DoT makes up for 6% of my damage and whilst not being amazing, is better than any alternatives except FPT assuming you can somehow use it. Also, this counts as a single target power and is boosted by Focused Wizardry.

Assailing Force: Damaging foes has a chance to grant you Assailant, which is an extra hit on your next encounter power for 15% of the target’s max HP. This feat is an 8-12% DpS increase, making it an obvious choice if you are going Thaum. It is worth noting that when assailant says it is unresistable, it means it is unresistable. You can kill Ethraniev Marrowslake during her invulnerability phase with Assailant. Like Elemental Empowerment, this counts as single target and is boosted by Focused Wizardry.

Renegade Feats:

Critical Power: Grants AP on critical hits. This is an excellent Renegade feat and with the mod 6 stat curves you will proc it approximately once every 10 seconds, restoring 5% AP every 10 seconds. Definitely take this if you going Ren.

Reaper’s Touch: This feat boosts your at will damage and the procs from that at will damage. Now, at wills are only a small portion of your damage, but it is still decent.

Energy Recovery: The third strike of Chilling Cloud has a chance to grant you a small amount of temp HP. The HP this feat provides is so marginal that this feat is meaningless.

Unrestrained Chaos (Spellstorm): Maelstrom of Chaos now adds chill. Considering that Maelstrom is really situational and you will hardly ever use it, I don’t recommend this feat.

Arcane Burst (Master of Flame): Scorching Burst has a chance of generating more arcane stacks. Scorching Burst is a sub-par at will overall. I dislike it because it significantly slows down your clear speed as you have to stand and cast. Due to this, I would not take the feat either.

Uncertain Allegiance: When you land a critical hit, you grant up to 5% crit to all allies for 10 seconds. It’s a great feat all around unless you run in really highly geared groups who are crit capped. Definitely a good choice.

Abyss of Chaos: When you hit an opponent with an encounter power you mark them with Abyss of Chaos and if an ally (either a companion or member of your party) hits that target, Abyss is consumed and you deal 60% of your weapon damage as an additional hit. I find this feat makes up 6% of my damage when I take it, so it is definitely worth considering. Also, it is worth noting this procs off of the Lightning weapon enchantment, the Bilethorn weapon enchantment and its damage is boosted by Focused Wizardry.


Phantasmal Destruction: Increased Crit Severity while in combat advantage. A great feat overall, the damage boost is very nice, however, if you have high crit severity it is worth bearing in mind that the damage boost it provides depends very much on how much crit sev you have and the more you have, the worse this is.

Nightmare Wizardry: Crit has a chance of giving combat advantage for the whole team. This is the most important feat in the tree, with the exception of Chaos Magic, giving your team 15% bonus damage, at least. The uptime varies, but if you crit substantially, it will give you 50% or more. 7.5% team DpS is huge and too good to pass up.

Masterful Arcane Theft: A feat with nice damage boost to Steal Time and Ray of Enfeeblement. It’s not that great of a feat now as so much of our damage is from passive sources though and very little is from Steal Time.

Chilling Advantage: 10% more crit chance when Chilling Presence is slotted. This feat is a must if you are going Renegade, providing a sizeable damage boost particularly because Storm Spell or Critical Conflagration proc off crits. Furthermore, as Chilling Presence is the best class feature in the game, you will almost always be using Chilling Presence anyhow unless you playing a pure support build.

Chaos Magic: You get one of 3 buffs, 30% more party damage and lifesteal; bonus arp (which at the time of this writing is not working) and crit; or a heal over time. It is also worth noting that sometimes you get more than one buff, I do not know the condition for that happening.

Stat Theory:

There are two types of stats in NWO, which I will label the primary stats and the secondary stats. Primary stats are linear, while secondary stats have heavy diminishing returns. Please note that for some of the stat comparisons I have provided an excel spreadsheet to make them easier which can be accessed here:

https://goo.gl/AKGczE

Another useful tool for character optimization is:

https://goo.gl/K6GJFA

Something worth noting is that all stats have a hard cap of 2,147,483,647, regardless of whether they have diminishing returns or not. This is a technical limitation due the the game being limited to 32 bits.

The primary stats look like this: (taken from the guide by @beatannier)

primary stat chart.png

Where investing 399.795~~~400 into the stat yields 1% return. These stats include the following:

Critical Strike

Defence

Deflect

Lifesteal

Recovery (note this is 200:1% curve for recharge speed and 400:1% for AP gain, however, it is still a linear curve)

Movement

Regeneration

Power

The secondary stats aren’t acquired from the majority of your gear but you rather get from things like reinforcement kits, insignias and artefacts.

They do have diminishing returns and look like this:

secondary stat chart.png

Where the formula for the graph for character level 70 is the following:
0.01(11.36-11.36/(0.000138661x^1.42+1))

Meaning that these stats are effectively capped at 11.36%, however you hit the soft cap at roughly 1000 points of investment. These stats include the following:

Combat Advantage Bonus

Action Point Gain

Control Bonus

Control Resistance

Incoming healing Bonus

AoE Resistance

Companion Influence

Gold Gain

Lastly, armour penetration is not linear, but for all functional purposes in PvE it might as well be and gives close to 1:100 stats up to 60% resistance ignored which is as high as you need to go.

Offensive Stats:

The 3 main offensive stats in Neverwinter are power, crit and recovery. Secondary offensive stats are Combat advantage bonus and AP gain.

Power vs Crit:

When considering power vs crit, you need to understand how both stats work:

Power is a multiplier that boosts your damage by 1+(Power/40000).

Which means that damage dealt by power = hit*(1+(Power/40000).

Crit increases your damage according to the following formula:

Damage = (1+(Total crit Severity))*Crit Chance*hit+(1-Crit Chance)*hit

Together they increase your damage by:

Damage = hit*(1+(Power/40000)*( (1+(Total Crit Severity))*Crit Chance+(1-Crit Chance))

What is also important to note is that the damage bonus from power diminishes in effectiveness the more power you have. In other words, to calculate how much investing 1 point in power will boost your DpS, you need to look at (1+new damage bonus)/(1+old damage bonus) to work out how much power is actually boosting your DpS by. For a more in depth comparison, a tool for comparing power and crit is available in the spreadsheet listed above.

Boosting power is normally the correct way to go unless you are playing a crit based build with high crit severity.

Arp:

Armour Penetration is not linear, however, in PvE, you only need 60% resistance ignored and there is very little deviation at that point, as your return on investment diminishes slowly. The curve below is an approximation of the equation I used with actual values with 100:1 being the blue like showing how armour penetration deviates from it. The actual equation for armour penetration at level 70 is:

Resistance Ignored =0.01*((((70*0.9)^0.9)+41)*(Stat/9977.011)^0.85)

Arp Values.PNG

Until you have more RI than NPC’s have damage resistance, arp is your biggest boost to damage. This is primarily because armour penetration as a stat follows a curve of 1:100 as opposed to 1:400, but to demonstrate this fully, I will illustrate this with an example:

Let us take the last bit before you have 60% resistance ignored:

So, you have 59% resistance ignored and let us say no power at all and are wondering whether it is better to put 100 points into power or 100 points into arp. The reason we are assuming you have no power at all is because this is when you will get the best returns on power, where putting 1 point in power will actually boost your DpS by 1%.

So, you take a theoretical hit at an opponent who has 60% DR, the hits damage before DR is 10000

The following happens:

With 100 points in power:

10000*1.0025*0.99 = 9924.75

With 100 points in arp:

10000*1.00*1.00 = 10000

This illustrates that even in the best case scenario for power, arp will always win out until you have capped your arp to match your opponent's damage resistance.

Recovery:

Recovery reduces your cooldowns and boosts your action point gain. Although the stat itself is linear and works by providing 1% recharge speed increase for every 200 points and 400:1% AP gain, the way it reduces your cooldowns is not. The way it works is as follows:

New CD = Base CD/(1+Recharge Speed Increase)

Which means that at low levels of recharge speed increase, it reduces your cooldowns quite quickly but the higher you get, the less it reduces your cooldowns. Since mod 6, the introduction of Spell Twisting has made recovery effectively an unnecessary stat and as of such I do not recommend investing in it unless you intend to drop Spell Twisting (which I do not recommend either).

Defensive stats:

There are 5 main defensive stats in Neverwinter: defence, hitpoints, deflect, regeneration and lifesteal. There are also other defensive stats like stamina regeneration, AoE Resistance and control resistance. Here is how to compare them:

HP vs Defence:

To compare HP vs defence, you need to compare the effective HP pools, in other words, how much damage an opponent has to do to you in 1 hit to kill you. This can be calculated by doing the following:

HP/(1-Damage resistance) = current effective HP pool

HP/(1-Damage Resistance – additional DR from defence) = effective HP with added defence

(HP+additional HP)/(1-Damage Resistance) = effective HP total with added hitpoints

The biggest number you get as a solution is the best direction to go. It is however important to note that (1-DR) and (1-DR-Defence) are >/= 0.2.

Lifesteal:

Lifesteal is a defensive tool that acts a method to keep you up and keep you going, as a CW you want between 10-20% lifesteal, any more would be overkill. It is also important to note that lifesteal severity on AoE attacks is 33% as effective as it is on single target attacks and lifesteal benefits from incoming healing bonus.

Deflect vs Defence:

This is where things become interesting, many CW’s outright ignore deflect and in PvE that may be the right way to go, however, it depends entirely on your opponent’s armour penetration. Say for example an opponent has 20% resistance ignored and you have 10% damage resistance, he currently ignores all of your defence and he will continue to ignore all of your defence until you have more than 20% damage resistance. For most cases, monsters armour penetration is less than 10% and so your defense is more effective, the exceptions being bosses like Lostmauth, Assassin Drakes (appear to have the highest resistance ignored in the game, ignore 80% of your DR) and Phase Spiders.

Firstly, you need to calculate how much damage resistance you actually have, this is done by taking your damage resistance, subtracting your opponents arp then if the total is less than 0 write the answer as 0 and if it is greater than 0.8 write your answer as 0.8. This gives you your actual DR, or ADR as I will call it.

Damage Mitigated =

Damage Taken - Damage Taken*(1-ADR)*((1-Deflect Severity)*Deflect Chance+(1-Deflect Chance))

Tertiary Stats:

Tertiary stats are for example AP gain and Gold gain. For the most part, the way they behave is not particularly spectacular, but for those who are interested, here is how some of them work:

Action Point Gain:

All AP gain bonuses are multiplicative with each other. For example, if you have 2 green sprites, 800 recovery, 5 points in Controlling Action (and are attacking a target controlled by Entangling Force) and 13 int, you will have an AP gain bonus of:

(1.01^2*1.02001025526*1.1*1.03-1)*100 = 17.890061876%

This bonus multiplies with the Base AP of each skill, which is listed next to each skill in the powers section above. Here is a table showing different sources of AP gain, all of these sources are multiplicative with each other:

Name:

Value:

Wisdom

(Wisdom-10)*0.01

Recovery

Recovery/399795

AP Gain Stat

0.01(11.36-11.36/(0.000138661 * AP Gain Stat^1.42+1))

Sprite

2% (Epic)

Fire Sprite

2% (Epic)

Ice Sprite

2% (Epic)

Controlling Action

10% Against Controlled Targets

Inner Calm (Sun Elf race bonus)

2%

Wanderlust (Moon Elf race bonus)

1%

Here is a table listing other sources of AP Gain:

Name:

Value:

Quick Action (legendary)

2.5% per second for 10 seconds

Quick Action (Epic)

1.5% per second for 10 seconds

Critical Power

5% on crit (10s CD)

Combustive Action

4% on kill

Arcane Presence offhand

2% on damage dealt with a cold power

Black Ice Overloads

1.25% every 0.25 seconds, for 2 seconds

It is important to note that effects that trigger off your abilities do not generate AP. The mechanics of AP gain were initially tested on DC by @michela123, I simply checked her test and then calculated the values for CW, once I was satisfied that her test was correct.

Companion Influence:

Companion Influence only increases your companion’s base stats (stats without gear on in their case) and not their buffed stats. This makes it a lot weaker than it could potentially be and it isn’t a strong investment over all.

Combat Advantage Bonus:

CA Bonus simply adds with other CA bonuses, it used to multiply on non crits but this is no longer the case. On Crits, it adds with Critical Severity. The mechanics of CA bonus are better explained in the CA section.

Survivability:

So, after taking into account all of the offensive and defensive stats, you can then create a single formula that calculates a character’s general “survivability”. Bear in mind, in reality this number is meaningless as a rating, however, it allows you to effectively compare 1 character to another in a much more efficient manner than gearscore, item level or any other of Cryptic’s ratings. I will explain this in a number of steps:

Effective HP1 (EHP1) (Before Lifesteal or Deflect) =

(Base HP + HP Bonuses)/(1 - Damage Resistance + Opponent Armour Penetration) The limit on this formula is that the denominator is never smaller than 0.2.

Effective HP2 (EHP2) (Before Lifesteal) =

EHP1/{1-[(Deflect Severity)*(Deflect Chance) + (1-Deflect Chance)]}

Effective Healing (EH) =

DpS*Lifesteal Severity/Lifesteal Consistency Factor

Lifesteal Consistency Factor (LSCF) =

(1-Lifesteal Chance)^Hits Per Second

Survivability =

EHP2*EH

The larger the number, the better your survivability potentially is. The numbers are arbitrary, but it gives you a method to more accurately compare 1 build to another in terms of how well it will survive. For instance, if the number is 3x larger for 1 person than another, they will be roughly 3x more durable.

Tooltip Calculations:

Although we know the game uses an additive model for accounting for weapon damage, I am currently modelling it with less than a 1% margin of error using a multiplicative model with the following formula:

Ability Tooltip =

Ability Base Damage*(1+(Intelligence-10)*0.01)*(1+Power/40000)*(1+Weapon Damage*Ability Weapon Damage Coefficient)*(0.9+Ability Rank*0.1)*ΠBuffs

Note: Ability tooltips assume you have no crit chance, do not have combat advantage and do not take into account debuffs. Furthermore, in some cases, the tooltips have no bearing on the actual damage abilities do. I will be adding a comprehensive explanation on this subject later.

Whilst we know for a fact the devs use a different formula (more specifically, one where the equation is (weapon damage + level base)*power modifier*etc) (Ty to @micky1p00 for discovering this) in the process of trying to convert to that model, I found that the values obtained with Kaelac’s original equation is more accurate and as of such it is the model I am sticking with for the purposes of this guide. The values you obtain with this equation should be accurate to within 1%, in most cases, accurate to within 0.25%, which is good enough for our purposes.

The Mechanics of Buffs:

There are 4 distinct different categories of buffs. Stat buffs, booster buffs, mitigation buffs and flat damage buffs.

Stat buffs influence your statistics. For the most part, they all add with each other and don’t take each other into account. They count your gear and your boons but not any stats provided by buffs from other sources.

Booster buffs are damage multipliers. They can be further sub divided into 2 categories, personal buffs and party buffs. The CW only has a 2 party booster buffs, chaotic fury and Controlled Momentum. The rest of its booster buffs are personal. These come in the form of Chilling Presence and Evocation, or feats like Focused Wizardry. It is important to note that all booster buffs multiply with each other, so a booster buff listing a 30% damage increase, will always increase your damage by 30%, it won’t add with another 1 which is listed providing a 10% increase. The way to calculate your damage with booster debuffs is therefore to multiply your damage by the product of all buffs. 1 thing to note is that things that increase a particular buff (for example the 2% per stack of chill on Chilling Presence) add with each other and do not multiply. The same is true for when you add more points into a buff (for example each point allocated into controlled momentum).

This means that if for example you have Chilling Presence at rank 4 and 6 stacks of chill, the damage bonus is 48% not 1.02^6. The same is true with arcane stacks, they add to 15%, they don’t multiply as 1.03^5. However, if you have Chilling Presence at rank 4 with 6 stacks of chill and Longstrider's Shot (a HR buff for 40%) the damage bonus is Damage*1.48*1.4 as the 2 different buffs multiply. It is also important to note that the 4 different buffs for Elemental Reinforcement (3 because fire buff doesn’t work) are counted as separate buffs and this multiply instead of adding.

Mitigation buffs are things like Astral Shield on DC or Shield on CW. Some of them add with each other, like Astral Shield and Hallowed Ground, then others multiply, like Shield. It is important to note that if they add, then the total mitigation they provide cannot exceed 80%, however, those that multiply are able to take your mitigation beyond 80%.

Flat damage buffs are buffs like the Wheel of Elements, or Storm Spell, or the Owlbear Cub. They are the most complex of all types of buffs as they all behave differently depending on circumstances. Some benefit from buffs and debuffs, others benefit from debuffs but not buffs, there are also those that benefit from buffs but not debuffs and finally those that benefit from nothing. Some of them can crit, others cannot. Some of them benefit from combat advantage, others do not. Some of them can proc stuff, others cannot. For example Storm Spell benefits from buffs and debuffs but cannot crit, does proc stuff and does benefit from combat advantage. 1 day I will compile a list of all the different interactions of these buffs, but as it currently stands, I am afraid I have to leave you with an incomplete understanding of them.

The Mechanics of Debuffs:

I have to thank Kaelac for doing the initial groundwork that lead to this section and then @michela123, who exhaustively tested and categorized every single debuff in the game. The testing in this section was almost exclusively done by her. There are 2 main categories of debuffs, 1 minor category and then some exceptions. The 2 main categories are DR Debuffs and Defense Debuffs. The reason we distinguish between debuffs like this is because of how they behave. DR debuffs always add with other DR debuffs and Defense Debuffs always add with other defense debuffs, however the 2 categories multiply with each other. The minor third category is booster debuffs, which multiplies with all other categories and with itself. CW has none of these, so we will ignore them, sulk because we don’t have them and move on. The interesting thing is, for the most part, all Defense Debuffs are mitigated by your opponent’s damage resistance either once or twice, where as DR Debuffs are not mitigated at all. The defense debuffs that are mitigated once by opponent DR, will operate at full effectiveness if the attacker RI>DR, but will operate at less than full effectiveness if that condition is not met. However, if a debuff is mitigated twice, then the second layer of mitigation cannot be pierced by RI. What this means is that the equation for the total debuff effectiveness a character can provide is:

Debuff Effectiveness against monsters lower than level 73 =

(1-DR+Dread+RI+ƩDR1debuffs+ƩDR2debuffs*(1-DR+Dread)*(1+ƩDEF3debuffs))*(1+ƩDEF1debuffs+ƩDEF2debuffs*(1-DR+Dread)*(1+ƩDEF3debuffs)+ƩDEF3debuffs)*(1+ΠMultipliers)

Debuff Effectiveness against level 73 monsters =

(1-DR+Dread*0,75+RI+ƩDR1debuffs+ƩDR2debuffs*(1-DR+Dread)*(1+ƩDEF3debuffs*0,75)*0,75)*(1+ƩDEF1debuffs+ƩDEF2debuffs*(1-DR+Dread)*(1+ƩDEF3debuffs*0,75)*0,75+ƩDEF3debuffs*0,75)*(1+ΠMultipliers)

Note that, for individual debuffs, the actual debuff effectiveness is the following:

Not mitigated at all: Always maximum magnitude.

Mitigated Once: Maximum magnitude*(1-Defender DR+Attacker RI)

Mitigated Twice: Maximum magnitude*(1-Defender DR+Attacker RI)*(1-Defender DR)

        

There is a Third level of mitigation which occurs on some debuffs, however, it only occurs in content where opponents are more than 2 levels above you. When this third level of mitigation occurs, it multiplies the debuff by 0.75 and is not penetrated by RI. In the event that the debuff you are using has 1 of these debuffs, the equation is on those circumstances as follows:

Mitigated 3 Times: Maximum magnitude*(1-Defender DR+Attacker RI)*(1-Defender DR)*0.75

Remember, the terms in parenthesis cannot exceed 1 or decrease below 0.2.

DEF3 and Dread: These 2 are a bit of an exception, they reduce the mitigation of debuffs.

DR Debuffs and Multipliers:  Cap at 200% effectiveness. Thanks to @chemodan007 and the Russian community for pointing this out.

It is important to note that debuff effectiveness is a multiplier, so multiply your damage without debuffs with that value and you will have the value with those debuffs. To save you the effort of manually checking what debuffs fit in what category, here is a table to help you out showing every debuff available to CW, what the debuff’s base effectiveness is (before you take DR and RI into account) and what category they fit into:

DR Debuffs Available to CW:

Source of Debuff:

Effectiveness of Debuff:

Notes:

Combustive Action

24%

Benefits team and doesn’t only work on fire damage.

Ray of Enfeeblement

17.5%

Debuff can stack on mastery.

Swath of Destruction

20%

Rimefire and Smoulder can stack the debuff.

Bitter Cold

5%

Frigid Winds

10%

Transcendent Dread Enchantment

4%+4%

Has a weird formula when interacting with defense debuffs. It also has the third level of mitigation that applies to the normal debuff (not the pure and trans debuff).

Transcendent Plague Fire Enchantment

2%

A hidden debuff only present on the transcendent version.

Terror Enchantment

4%

DR2

Bronzewood Enchantment

5%

Can be stacked by CW.

Vorpal

2%

Only on pure or trans.

Lantern of Revelation

8%

10% if acquired before mod 5.

Token of the Chromatic Storm

20%

DR2

Rust Monster

5%

Dark Fire

5%

Can stack with itself.

Faerie Fire

5%

Can stack with itself.

War Boar

8%

It doesn’t stack with other marks or grant CA.

Defense Debuffs Available to CW:

Source of Debuff:

Effectiveness of Debuff:

Number of times mitigated:

Notes:

Plague Fire Enchantment

3%

3

Stacks 3 times.

Frost Enchantment

7%

1

Only on pure or trans. Also seems to be refreshed by DoTs. This is bugged on mod 10.5 and currently scales with buffs.

Vanguard’s Banner

8%

3

Only grants 8% on first hit, after which it grants 8% resistance ignored.

Sellsword

10%

1

Con Artist

10%

1

Rebel Mercenary

10%

?

Repentant Dragon Cultist

4%

2

DEF3

Greenscale Bowman

5%

3

Harper Bard

8%

1

Dancing Shield

20%

1

Ambush Drake

20%

2

DEF3

Heart of the Black Dragon

15%

3

Its effectiveness decreases the more powerful your party is.

An example of how the information above is used is as follows:

Assume you are playing a MoF Rene CW with the following:

  1. Combustive Action (24%)
  2. Swath of Destruction (40%)
  3. Ray of Enfeeblement (Mastery) (35%)
  4. Transcendent Plague Fire Enchantment (9% + 2%)
  5. Dancing Shield (20%)
  6. Lantern of Revelation (8%)

Now, you happen to have Capped RI (60%) and are fighting a boss with 60% DR that is not 3 levels higher than you. You are the only player applying debuffs to the target. Your Debuff effectiveness should be:

Debuff Effectiveness = (1-0.6+0.6+0.24+0.4+0.35+0.02+0.08)*(1+0.2)

Which is equal to: 2.09*1.2 (above dr debuff cap, round down to 2) 2*1.2

= 2.4

If you are on PC and use Advanced Combat Tracker, that should display as 240% effectiveness. If you do not use ACT, then what you should be aware of is that means those debuffs multiply the group’s damage by 2.4.

Now, the maths is complicated if you include any debuff that scales and so they are being left out (those that do are mentioned in the notes).

This above information is hopefully useful to someone building a support CW, as I felt my guide was lacking in information for that aspect of the class.

Combat Advantage Bonus:

Before mod 10, different combat advantage sources used to be additive on crits and multiplicative on non crits. Since mod 10 this is no longer the case. Now, combat advantage sources are always additive, whether on crits or non crits. The equation for combat advantage damage is therefore the following:

Damage with CA = Damage without CA*(1+0.15+Critical Severity*X+(Attribute-10)*0.01+Stat Bonus%+ΣCompanions Bonus%+0.1(0.15+(Attribute-10)*0.01+Stat Bonus%+ΣCompanions Bonus%)*Y)

If you crit, then X =1, if you do not crit, X = 0.

If you have the Drow Ambush Tactics boon, then Y = 1, if not then y = 0.

Critical Severity = Your critical severity. Bear in mind, if using a Vorpal, it does not show on your stat sheet so you need to add another 0.5 to your sheet crit severity to include it.

Attribute = Whatever attribute adds towards CA, for CW, it is charisma.

Stat Bonus = Your CA bonus provided by the CA stat.

Companions Bonus = The bonus provided by companions like the Staldorf or Blink Dog.

Over all, in mod 10, Combat Advantage has been nerfed and as a result it is no longer worth using CA companions. I would like to thank @micky1p00 for providing me with a copy of the Crystal Dagger, which made testing this a whole lot easier.

Race:

So, when looking for a Race for CW, what are you looking for? You are looking for a combination of 2 things, firstly a good racial bonus and secondly a good attribute point bonus. For CW that leaves us with the following good choices:


Human: You can get 2 int points, 3% more defense and 3 more heroic feats. As CW’s have good heroic feats on the final tier (Prestidigitation, Focused Wizardry and Learned Spellcaster) human is there for a good choice.

Moon Elf: +2 int, +2 cha, 1% stamina, 1% AP gain and CC resist, definitely a decent choice.

Sun Elf: +2 int, +2 charisma, 2% AP gain, CC resist. Maybe slightly better than Moon Elf, but we are splitting hairs. These guys are excellent options as well.

Tiefling: +2 int, +2 charisma, 5% more damage to weak monsters, chance to debuff the mobs - great stats great bonuses and my personal choice.

Dragonborn: +2 int, +2 cha, more crit, more power, more incoming healing - Dragonborn are excellent at everything, except for the fact that they look downright ugly and can’t wear the hexbane hood which is the best looking CW helm in the game.

Drow: Please take note this is a very niche choice. If you are going to go MoF Renegade and only intend to play as a supporter you can take Drow for the Darkfire bonus which provides a 5% increase to party damage effectiveness per stack of Darkfire. I do not recommend going this route myself, as it means that if you intend to respec to a non-supporter build you will also have to change your race, but the choice is up to you. An additional note, Darkfire can proc off Abyss of Chaos and so if you run Drow with Abyss+Lightning you can proc Darkfire rapidly on targets and sometimes multiproc it, I have seen 4x the Darkfire buff on a single target from 1 Drow.

Example of Darkfire, 120% effectiveness (Darkfire was the only debuff I was applying at the time):

Darkfire.png

Section 3: Build Development

Build development is something unique to each person, it is about how you develop your character, which feats you choose, what path you wish to aim for and how you like to play. With that being said, I can give you some guidance on this from my experience with playing CW. Take note, I do not recommend playing a SS Oppressor at all and so I have not included a bit on them. Whilst I do not recommend a MoF Oppressor, I feel it is not as terrible is an SS Oppressor can be.

Where does my damage come from?

This may seem like an odd statement to put into a guide, but it is a very important question to ask yourself. Where does your damage, as class X (in this case CW) primarily come from. Identifying this key aspect allows you to understand what you should try not to sacrifice when building your character, unless you are trying to pigeonhole yourself into some niche build or to try something out of the box for pure personal enjoyment. For CW, your damage primarily comes from Class Features and gear. Why is this? Well, this is because the CW has some very powerful class features, in fact, I would argue, the CW class has the most powerful ones out of any class in the game. Chilling Presence is the single biggest damage boost of any class feature, normally boosting your damage by 36% or 48% (depending on the rank you have) and then sometimes boosting your damage by 72% or 96% (when your target is frozen). Those numbers are very high and it is why Chilling Presence is almost guaranteed a must for any CW build (unless you are playing some support build). Storm Spell or Critical Conflagration is the next biggest damage boost. Now, you may wonder why I include Critical Conflagration here, considering Evocation and Swath on paper provide a bigger boost, but you have to consider that for most MoF’s, the only reliable way to put Smoulder on a target is with Critical Conflagration and so the damage boost provided by Smoulder, may as well come from Critical Conflagration. Storm Spell is a 17-30% damage increase for a CW, depending on a number of factors, also making it a highly effective Class Feature. Finally, the Wheel of Elements boosts your damage by ~10-15%. For comparison, all the feats in Thaum boost your damage by approximately 50%, so 1 class feature (Chilling Presence) is equivalent to all the feats in Thaum. This shows that for a CW, your gear and your class features are where the majority of your damage comes from.

Which build should I play?

The build you play is entirely your choice, you may play one of the ones I suggest, or one completely different. With that being said, this section describes each of the builds I have provided here in terms of what it excels at so that if you want to decide to play one of mine, you have background information on what each one excels at. The SS Thaum build is purely a damage build, if you want to hit hard with massive burst damage, attempting to play the role of a striker, then this is the build to go with. The SS Ren build is a mix of a party buffer and a damage dealer, focusing on balancing party damage with personal damage, it’s a jack of all trades and master of none build. The MoF Ren build is a pure support build, it has low personal damage, but high group utility. If you want to fill the role of a support who makes other damage dealers feel powerful, this is the way to do so. Finally, the MoF Thaum is the build with the highest durability. It is the most tanky out of all of my builds, with many procs and DoTs constantly triggering lifesteal at the expense of losing some damage. MoF Thaum is the build I currently play, as it I am currently spending time trying to solo t2 dungeons, however, what works for me may not work for you.

Boons for all builds:

Due to how boons are only of a binary nature (i.e, 1 offensive stat vs 1 defensive stat) I have not included them in the Theory section and am rather including them in the build development section, suggesting the boon choices I prefer, obviously, if you want to stack stats more defensively in some areas or more offensively in others, it is entirely your choice.

Sharandar:

Dread Ring:

Icewind Dale:

It is important to note that if you truly want to take advantage of cool resolve, you should consider not using an elven battle and not stacking stamina gain, then deliberately keeping your stamina low and using elvish fury from Sharandar. I do not opt to go this route as I prefer to have a tankier CW.

Tyranny of Dragons:

Note I have not completed the Tyranny of the Dragon’s boons, however, if I did, I would take 2 more points in Dragon’s Thirst for life steal. I prefer the additional survivability over the crit severity. Also, please note that the boon actually grants 4/5/6% lifesteal, not 3/4/5%. It is also worth noting that another viable option is putting 1 point into control bonus, 1 point into critical severity and 1 point into lifesteal.

Elemental Evil:

Elemental Evil 1.PNG

Underdark:

The Maze Engine:

Maze Engine 1.PNG

Storm King’s Thunder:

Storm king's Thunder.PNG

Icy Wrath deals piercing damage and is not affected by buffs or debuffs. Vengeful Heat and Chill of Winter suffer the same defect with regards to buffs and debuffs. None of them can crit. Chill of Winter has a very long ICD. All 3 boons are in essence, completely useless.

Strongholds:

Strongholds boons, unlike other boons, can be changed at whim depending on what you need. I would recommend taking the power boon for offense and the defence boon for defence, but lifesteal is also a good choice.

Ability Scores:

Unless you are Human or Drow, I recommend rolling for 16 int and 16 cha. Unless you are human or drow, I recommend putting 2 points into int and 2 points into cha and if you are those 2 then I recommend 2 points in int for Human and +2 dex and +2 cha for Drow.

Alternatively, if you are going for a pure support MoF build you can put points into int and wisdom, completely forsaking crit for the extra recovery, I do not recommend going this route.

Encounters:

I recommend using the following encounter powers:

MoF:

CoI on Tab, Icy Terrain, Steal Time and Disintegrate. Other alternatives include using Ray of Enfeeblement for single target boss fights, Shield on Tab for soloing dungeons. You can also use Fanning the Flame on Tab and Conduit of Ice instead of Disintegrate and if you choose to do this, if you are Thaum you should put points into frozen power transfer instead of Elemental Empowerment as you will have sufficient downtime on cooldowns to take advantage of FPT. A final potential rotation to try out is CoI (Tab), FtF, IT, Disintegrate.

SS:

CoI on Tab, Icy Terrain, Steal Time and Disintegrate. Alternatives include Sudden Storm, Ray of Enfeeblement for single target fights, Shield on Tab for solo dungeon attempts.

Section 4: Builds

This section covers how I would build particular feat paths and serves to provide examples.

SS Thaumaturge:

Feats:

Class Features:

Spell Storm (+ Offhand bonus) and Chilling Presence.

 

Advice for the build:

You don’t have Nightmare Wizardry, which means you need to consciously position yourself for combat advantage, it won’t just happen for free. Yes, I know this is a pain and it is something the Renegade does not have to do, but if you manage to do it, you will do more damage than Renegade. Also, I would only advise going this route if you are around 3k ilvl, because before then most of the time the support you provide following one of the other builds is more likely to outweigh the loss of personal DpS. I consider a Thaum build an expensive endgame option and not something I would look into until you can achieve high crit without Uncertain Allegiance, Chilling Presence + Chaotic Nexus. Once you have bonding stones rank 10 and higher, this is probably an option you can start considering.

SS Renegade:

Feats:

SS Ren Feats.PNG

Class Features:

Spell Storm (+ offhand bonus) + Chilling Presence.

Advice for the build:

An advantage of going Renegade is most of the time you have combat advantage, which means that you can take advantage of CA to a degree that the other builds cannot. Combat advantage pets are definitely the way to go. However, you do not have Icy Veins, which means you will have to be far more careful then you would otherwise have to be in dungeons, you cannot instant freeze everything and use the opportunity to kill everything before it regains mobility.

MoF Oppressor:

Feats:

Class Features:

Critical Conflagration (+ Offhand Bonus) + Chilling Presence.

Advice for the build:

I would not recommend going the Oppressor route but if you decide to go it, then this is how I would do it. You do lose quite a bit of damage by going this route and it isn’t really made up by anything, with that being said, if you choose to go this way, it is entirely your own choice.

MoF Thaumaturge:

Feats:

Class Features:

Critical Conflagration (+ Offhand Bonus) + Chilling Presence or optional Swath (With offhand bonus) + CP.

Advice for the build:

I advise using Critical Conflagration + CP to maximise your damage potential. In theory, if you use Scorching Burst as a secondary at will you can achieve higher damage potential using Swath + CP, however I find that usually you just cannot keep up Smoulder without Critical Conflagration reliably and as of such I do not recommend going that route. It is good in theory; it fails in practise with the exception being boss fights. A little note for this build, if you want to gimp yourself for dungeons but make yourself look good on dragon heralds (or any other single target fight), you can take Abyss of Chaos instead of Icy Veins and transcended master instead of Elemental Empowerment and then use Icy Rays (Tab), CoI, Disintegrate, FtF as well as Swath + Chilling Presence. You apply Smoulder at the start of the fight using the MoF at will Scorching Burst and then use Magic Missile as your primary at will.

MoF Renegade:

Feats:

Encounters:

Class Features:

Critical Conflagration + Swath of Destruction (+ Offhand Bonus) or Swath (+ Offhand bonus) + Combustive Action.

Advice for the build:

This is a pure support build, you sacrifice a lot of damage going this route and I only recommend going this route if you either are playing CW as an alt and don’t intend to invest much into it, but still want it to provide a significant boost to any party it is in, or if you spend most of your time playing with premade teams and are trying to as a team kill things as quickly as possible. I do not recommend this build if you are playing with random groups or poor players, as the loss in personal damage is only worthwhile if it is being compensated by boosting the damage of some other very good DpS.

Section 5: Gearing your wizard

New player Levelling Guide:

This section is for new players to the game who need help with some more basic things. Firstly, at level level 21 you will get a quest called artifact recovery, for that quest, the best choice is the lantern of revelation, I recommend getting that. Secondly, I recommend joining a guild, whether it is a good guild or a bad guild doesn’t matter so much, your first guild is likely to be temporary and it is more about getting to talk to some friendly people who have been playing the game for longer than you, who can help you out.

MoF Power Points:

I recommend allocating the following power points:

Depending on your build, you will then be able to change between whatever powers you need as well as class features.

SS Power Points:

I recommend the following power points for SS CW’s:

Level 70 Basic Gear:

For a new player, once you have hit level 70, I recommend grabbing the following gear from the Auction house when you can:

Cruel Cap of Piercing/Smiting
Cruel Robes of Piercing/Smiting
Cruel Gloves of Piercing/Smiting
Cruel Boots of Piercing/Smiting
Cruel Amulet of Piercing/Smiting
Cruel Ring of Piercing/Smiting
Cruel Belt of Piercing/Smiting

These items should cost you roughly 15k AD and will put you in a better position to progress. Furthermore, I would stick some azures in offence slots, some darks in defense slots and some azures in utility slots. The reason I would stick azures in utility slots starting out is to get enough XP to acquire bonus stat points, you need at least 2 more skill points to allocate towards your 2 passive powers, as those give a huge damage bonus. Once you are able to start doing dungeons, I would then recommend using the following gear for a while from t1 dungeons:

Ensorcelled Mulhorand Orb

Elemental Fire Talisman

Alliance Raid Robes
Alliance Assault Cap
Alliance Assault Armlets
Alliance Raid Shoes
Alliance Assault Ring x2
Lostmauth's Hoard Necklace
Owlbear Leather Belt of Intelligence

Drowcraft Underwear

When you can, get a hold of a dusk boots pack for 6k AD.

How to progress:

Once you have got to this point, you have got to the milestone where it is a lot more expensive to progress and you will have to invest more time (or money) in order to get further. My advice is to join a channel like Legit:

(http://www.arcgames.com/en/forums/neverwinter#/discussion/544112/nw-legit-community-channel-info-discussion)

There are other channels that are better, but they all have requirements. As a new player, you are looking for a channel with people in it who can help you without any item level or experience requirements and that is the place I would recommend looking.

Gearing at 70:

Once you have progressed beyond your basic gear at level 70, there is some more advanced and expensive stuff, which is listed below in this section. This is for more experienced players and is what you can look into once you no longer have the tight restrictions of a new level 70 player budget.

Where to allocate 4th power points:

The Places I would allocate passive points are as follows:

Firstly, your passive powers, so Chilling Presence, Storm Spell/Critical Conflagration/Swath.

Secondly, your encounter powers, so Icy Terrain, Conduit of Ice, Steal Time Disintegrate in that order.

Thirdly, your daily powers.

Lastly, your at wills.

Weapon Enchantments:

There are a number of good weapon enchantments for CW, which I will list here, you can then choose between them and decide which one you prefer. I have included pictures of the testing of the various enchants, each one done with the same gear, with the exception of the weapon enchantment. Neither a bonding companion or an augment was summoned for the testing. The reason I did leave the rest of my gear on is because I need to have some crit for the comparison between fey and crit severity weapon enchantments and 57% is roughly the point where they equal. All weapon enchants tested were at trans rank.

Gear used:

sharpedge 2.PNG

Damage with no enchant:

no weapon enchant 2.png

Vorpal:

Vorpal boosts your damage by boosting your critical severity. However, unlike other weapon enchantments, Vorpal is not a damage multiplier by itself, rather it adds itself to form part of a damage multiplier and so the larger the other part, the smaller the damage bonus provided by Vorpal. The damage dealt by the Vorpal is illustrated by the formula below:

A*B*C+(1-B)*C = D

Where A = Crit Severity and is comprised of E and F, where E is the crit severity from other sources and F is the crit severity of the Vorpal enchantment. B is the crit chance, C is the base damage and d is the damage output. From the formula if you focus on just A and break it down into its parts you can see the following:

A = (1.75+Boosts+Vorpal) and as Vorpal has a peak damage output of 0.5, the larger the boosts to crit sev are from external sources, the less effective the vorp will be in comparison. Therefore if you already have a large amount of crit severity, I recommend staying away from the Vorpal and using another enchantment, you can check these values using the tool I provided in the stat theory section to work out which enchant is better for personal DpS. When comparing this to Feytouched, you need to find your real crit using ACT.

To calculate how much of a boost to your damage Vorpal is, use the following formula:

[(A+0.50)*B+(1-B)]/[(A*B+(1-B)]

Where for A you exclude Vorpal. Take note, this is not including the debuff.

A screenshot showing the testing of Vorpal with 57% sheet crit chance, the DpS column is the one to take a look at.

Trans Vorp 2.png

Feytouched:

Feytouched is a multiplier. It boosts your damage by multiplying it, at transcendent by 1.18. However, at lower ranks it has a downtime period on the buff and so unless you have this enchant at transcendent, I do not recommend using it for DpS. In addition to boosting your damage, it also reduces your opponent’s damage by 18%, making it an enchantment with defensive capabilities as well. For the purposes of calculating how much it boosts your damage use the formula below:

New damage = 1.18*Old damage*Uptime+Old damage*(1-uptime)

Where uptime is what percentage of the time you can keep it up for. For example, if the Feytouched buff was for 10 seconds and the cooldown was for 20 seconds, then 10/20 = 50% uptime or 0.5.

One downside of Feytouched is if 2 people are using it, only 1 person gets the buff. However, most players in PvE use Vorpal so it is very definitely a good choice and worth considering in certain circumstances.

Here is a screenshot showing Feytouched:

Trans Fey 2.png

Plague Fire:

Plague Fire provides a party wide damage boost of 3% per stack of the buff. Long ago, CW’s could only reliably keep up 1 or 2 stacks of the buff however with the introduction of all the new procs its possible to keep up 3 stacks. The way to calculate how much the Plague Fire enchant is boosting your damage is as follows:

(1,03*(1-DR)*(ch1+2*ch2+3*ch3)/100) * admg + (1 - (ch1+ch2+ch3)/100) * admg = pf damage; where:

    ch1 - chance to have 1 stack of Plague Fire debuff on target;

    ch2 - chance to have 2 stacks of Plague Fire debuff on target;

    ch3 - chance to have 3 stacks of Plague Fire debuff on target;

    admg = (1+crit severity)*(crit chance*dmg + (1-crit chance))*dmg;

Which is a big mess and basically just boils down to the faster you hit, the more damage the enchantment does. (Credits to @userutf8 for the formula.)

A screenshot showing the testing of Plague Fire with 57% sheet crit chance, the effectiveness column is the one to take a look at:

Trans Plaguefire 2.png

Dread:

So after testing this a third time, (after the lolset nerf/buff fix thing) I find Dread superior to Vorpal. The way this enchantment works is quite complex. It firstly provides 75% crit severity to encounters. It secondly deals an additional unbuffed hit for 25% of weapon damage. Thirdly, it provides a defense debuff of 40% and forthly it reduces an opponent’s damage resistance by 4%. The defense debuff does not function in PvE. The formula for calculating how much Dread is boosting your damage is as follows:

Damage*{[%encdamage*(1+critsev+Dreadcritsev)+(1-%encdamage)*(1+critsev)]*%critchance+(1-critchance)} = Dread Damage

Where %encdamage is the percentage of your damage that is from encounters, crit sev is your critical severity without Dread, Dreadcritsev is the crit sev bonus from Dread and crit chance is your critical chance. It is important to note this formula does not account for the debuff or the hit for 25% of weapon damage, the latter is not included because in any group with many buffs, that becomes such a miniscule portion of your DpS that it is then not worth noting. Note, this enchantment is always better than Terror.

Here is a screenshot showing Dread:

trans dread 2.png

Other Weapon enchantments:

These are other weapon enchantments that I am posting information on by request, so I will not cover all of them and not in as much depth as the ones listed above but at least it does provide you as the reader with information about them if you desire it. I will update this section as requests for specific enchants are made.

Trans Lightning:

This enchantment isn’t great for DpS, because the way it works is by boosting your damage by a fixed amount of weapon damage, dealt as an additional hit, which chains to other targets. The issue with this is that the Lightning damage does not crit, does not proc stuff (with the exception of Abyss of Chaos) and does not benefit from buffs or debuffs. In addition, the enchantment generates large amounts of threat as you hit opponents so rapidly. Don’t be surprised if you always have aggro if you are using this enchant. The enchantment is good for niche support builds where you are trying to multiproc Darkfire through Abyss, but outside of that, it isn’t a good choice.

Here is an example of a combat log showing Lightning, same test as all of the above, with the same character. Something to bear in mind is that the Lightning arc (which makes up a significant portion of the damage) does not exist in single target fights and is much lower in AoE fights in any group situation as the enchantment isn’t benefitting from buffs and debuffs so realistically, in party situations, its a 1-2% damage boost and not 11%.

Trans Lightning 2.png

Armour Enchantments:

There are 3 armour enchantments I would recommend choosing between, the Negation, the Elven Battle and the Soulforged. If you don’t want to invest too much into defensive enchantments, then I recommend the Soulforged as it is good from lesser which cannot be said for any other armour enchantment, however if you intend to use a higher level enchant say greater upwards, then I would strongly recommend considering using one of the other two. My personal preference is Elven Battle, because the problem with Negation is you need to be able to take damage for it to become good. By nature, CW’s are squishy, meaning that the monsters in dungeons hit so hard that by the time you have stacks, you are dead. The stamina gain and control resistance from Elven Battle though can actually make a considerable difference.

Offense Slots:

There are 3 main offensive enchantments, the Brutal, the Radiant and the Azure. Prior to mod 6, I would have recommended putting Radiants in all offense slots, however post mod 6 I would recommend staying away from Radiants and investing into Azures or better yet, Brutals if you can afford them. However, the enchantments you should use on your offense slots differ on a case by case basis, to truly get the most out of your stats I recommend using the spreadsheet provided in the stat theory section to work out what will give you the biggest boost.

Defence Slots:

For defence slots, I recommend either Darks or Savages, Savages being my preferred choice. Once you have enough lifesteal to feel satisfied you can sustain yourself, it then becomes a choice between HP, defence and deflect. For CW’s, you will very rarely be in a position where defence is better than HP and so I will confidently say that in most cases savages are the way to go, however, if you want to be certain based off of your own stats, you can check on my spreadsheet.

Overload Enchantments:

Not many players use overload enchantments, which is why this section is included. Think about it this way, each overload enchantment is worth 800 stats for 2 hours if they are greater and 8 hours if they are of the black ice type. So, how do they work? Well, if you have 2 overloads of the same type, you have 100% uptime on the bonus, but only 1 stat bonus for 800 stats, if you have 2 different types, you have 50% uptime on the bonus, but 1600 stats. Now, why is it worth investing in them? Well, think about it this way. 2 greater black dragon glyphs will cost you 1k AD. For that 1k AD, you are temporarily gaining a stat bonus worth more than a rank 12 enchantment (700 stats) in addition to whatever other bonus the overload enchantment gives, if it is red or black, the additional bonus makes up roughly 1% of your DpS. Now, a rank 12 enchantment costs 1.5M AD, so you would have to go through 3000 overload enchantments (dragon glyphs) in order to make up the cost of 1 rank 12, which is giving less stats. That is the equivalent of 3000 hours of uptime. Furthermore, even if you were only refining AD on 1 toon for your AD income, that is only costing you 1/36th of your total AD income on your toon per day. Due to this, it is a mistake to not use overload enchantments, even if it is only for the stat gain.

Good overload enchantments include:

Greater Red Dragon Glyph (If you are not capped on arp, this adds 800 in addition to the damage bonus)

Greater Black Dragon Glyph (This is my preferred one, giving 800 crit and the DoT)

Greater White Dragon Glyph (If you only care about the stat, this gives 800 power)

Black Ice Overloads (Give AP gain + stats, also a decent choice)

Mark of the Dragon Slayer +1 or 2 (Gives extra damage against dragons)

Mark of the Demon Slayer +1 or 2 (Gives extra damage against demons)

Belt Items:

There aren’t many choices for belt items, which limits it to potions, altars and then a few items, most of which are fun items and aren’t really competitive. Two good choices for belt items are the Adorable Pocket pet and Tymora’s Lucky Coin, the third slot can be whatever your heart desires.

Artifact Choices:

For your artifacts, there are 2 important categories, your main artifacts and then your secondary artifacts. Your main artifact is there firstly for its bonus; your secondary artifacts are there for their stats. For your main artifact, I would strongly recommend the Wheel of Elements, which provides a 10-15% damage boost, or a cheaper alternative being the Devoted Cleric Sigil, which can be obtained by levelling a Cleric to 60 and doing the Vault of the Nine quest. The last main artifact choice I would recommend is the Lantern of Revelation, which I would only suggest for a support build.

For the secondary artifacts, there are many good choices and they all depend on the stats you need. Artifacts are primarily there to help you balance out your stats. Here is a list of good choices:

Lostmauth’s Horn of Blasting

Lantern of Revelation

Sigil of the Controller

Kessel’s Sphere of Annihilation

Thayan Book of the Dead

Tiamat’s Orb of Majesty

Shard of Valindra’s Crown

Heart of the Blue Dragon

Horn of Valhalla

Ideally, you want your last 2 artifacts to have 3 relevant offensive stats, so power, crit, arp, combat advantage bonus, action point gain and stamina gain are all good. Ideally, I would focus on sorting out your action point gain and combat advantage bonus here, as it is hard to get it on other gear pieces without going to ridiculous lengths like reinforcement kits (which cost a lot).

For weapons, you will want either the Twisted Set (for a DpS setup) or the Burning Orb and Talisman (for a support setup). If you are really rich and are in a rich guild, the Stronghold Set is potentially best in slot, but it is completely superfluous unless you run with other people who have it almost all the time, so I do not recommend investing in it.

Companions:

https://two30.github.io/neverwinter-bonding/

For anyone intending to min/max, companions play a vital role and can boost your damage by up to 50%. Due to this, you need to choose carefully and their importance should not be underestimated. There are 2 types of companions, your summoned companions and then your active companions. You want your summoned companions for the stat bonuses they provide and then your active companions for the percentage damage increase they provide.

Augment:

Augments provide 100% of their stats to you all the time, currently, the best cheap option is a Goat, however, at this moment in time, so long as you have 3 normal bonding runestones or higher, it is better to use a bonding companion and cheaper.

Bonding Proccer:

Since the change to bonding stones, pretty much any companion with normal bonding stones or higher is better than an augment. Currently, the companion always resets the cooldown on the bonding stones when it attacks, which means you would need a companion that attacks once every 20 seconds for there to be any downtime. However, there is still room for maximising efficiency with your bonding companion. The criteria I use for judging a good bonding companion is the following:

  1. It needs to have a good active bonus.
  2. It needs to have as many offense slots as possible.
  3. It needs to attack at range, dying is now a deficiency and not a benefit, so this removes melee companions as good choices.

As a result of this, the best choices are either the Paranoid Delusion or the Fire Archon.

Active Companions:

Active companions are all about the active bonus. The first thing to take note of is that Stat bonuses (example 400 power) are ALWAYS worse than percentage bonuses (example 4% damage increase). This is because when the stat curves were updated for mod 6, the amount of stats provided by stat companions was not boosted enough to compensate for the new curves.

Some good companion choices include:

Siege master: (+4% damage)

Air Archon: (+5% damage when your target is not at full health)

Erinys of Belyl: (+10% critical severity)

Cambion Magus: (+10% critical severity)

Fire Archon: (+7% damage bonus when your opponent is below 50% HP)

Wild hunt Rider: (On encounter use there is a 5% chance to boost your damage by 10%)

Wisp: (+control bonus and control resistance)

Cantankerous Mage: (+25% control bonus)

Pseudodragon: (On damage dealt there is a chance to restore some stamina)

Owlbear Cub: (Deal 50% of your power as an additional hit on encounter use. For Thaums with low crit, this companion can be as much as a 20% DpS boost so definitely worth considering)

Companion Gear:

For your active companion, there are two good choices for gear. The first is the “of the Loyal Avenger” gear which boosts power, crit and armour penetration and has an offense slot and a defence slot and the second good choice is the adorable bites gear. If you are capped on armour penetration without your companion, then I recommend going the adorable bites route if you want to maximise your damage potential. With that being said though, I actually prefer having those defence slots to help balance my CW’s stats and help make him more tanky over all. If you have no other choices, the personalized gear from professions is a decent option.

Loyal Avenger gear is BoE gear that drops from Sword Coast Adventures, a game once found at:

 http://www.gateway.playneverwinter.com 

The gateway was removed however and now this gear is legacy.

The Adorable Bites Gear is a more expensive option, it drops from legendary lockboxes. Of course, this means that it comes with a hefty price tag - this option is only really applicable to min-maxers and BiS builds.

The final option is using Underdark and Maze Engine rings, for example rising power or brutality on your companion. The companion can proc them and the results can be quite impressive.

Mounts:

This section is currently being expanded on. There is a useful tool to be found here that lists which mounts have certain insignia bonuses, I will not be including this in my guide, if you want to find this information, you will have to refer to it:

https://goo.gl/mN4W6z

https://two30.github.io/neverwinter-combo/?0,0,0,0,0

Stat bonus:

I will break this section down into zen mounts (account wide) and then non zen mounts (per char). Bare in mind, I am only listing the mounts I think are good for PvE. Also, take note that you can only have 1 stat bonus active at a time, my recommended bonus is highlighted in red:

Zen Mounts:

Heavy Howler: 2k Crit

Guard Drake: 2k Power

Dusk Unicorn: 2k Lifesteal

Heavy Warg: 1k Crit, 1k Arp

BoE Mounts:

Gorgon: 15% of your AP back over 10 seconds.

Heavy Mystic Nightmare: 2k Lifesteal

Heavy Inferno Nightmare: 2k Lifesteal

Heavy Twilight Nightmare: 2k Power

Heavy Howler: 2k Crit

Flail Snail: 15% of your AP back over 10 seconds

Flail Snail (legacy): 25% of your AP back over 10 seconds

Coastal Flail Snail: 25% of your AP back over 10 seconds

Gas Spore: Increases Stamina Regeneration by 20%. (30% with mount and companion affinity)

Imperial Rage Drake: 4k Crit

Rage Drake: 2k Crit

Apparatus of Gond: 2k Power

Dusk Unicorn: 2k Lifesteal

Black Ice Warhorse: 4k Power

Insignias:

The way insignias is supposed to stack is the following: The first insignia provides 100% of the bonus and subsequent insignias provide 25% of the bonus (confirmed by http://www.arcgames.com/en/forums/neverwinter#/discussion/comment/12803623). However, I find that not all bonuses stack this way, so I will not specifically list which ones stack and which ones don’t until I am absolutely sure. Note: A MUCH better guide for Insignia Bonuses than the notes in my guide can be found here: http://forum.arcgames.com/nwru/discussion/202365/bonusy-znakov-kombinacii-mehanika

Insignia Set Bonuses:

Magister’s Patience/Restraint: Although these bonuses look good on paper, after testing them I can say for certain they are disappointing on CW. They make up less than 1% of my damage and they do not scale with buffs or debuffs. Due to this, I do not recommend investing in this bonus. The tooltip of magister’s restraint is wrong and it provides roughly half the boost of patience, not the same amount.

Warlord’s Inspiration/Encouragement: This used to be brokenly overpowered and basically multiply your stats by 4, however, since the nerf, it is underwhelming and increases your companion’s damage by 25%.

Protector’s Camaraderie/Friendship: Whenever your companion attacks, it increases your power and defense by 3% for 10 seconds. The bonus stacks up to 4 times and provides a total of 12% power and defense.

Artificer’s Persuasion/Influence: What it does is Increase your recovery, movement speed, action point gain and stamina gain by 10% of your power for 15 seconds after using an artifact. So, basically, assuming you have a mythic artifact, this is worth 2.5% of your power (it has a 25% uptime). Furthermore, AP gain and stamina gain are probably stats you have already capped, meaning you are only gaining movement speed and recovery.

Shepherd’s Devotion: Works as per the tooltip and provides defence, deflection and movement speed on daily use. I do not recommend this as the stats are not good on CW.

Barbarian’s Revelry/Delight: This one sounds good in theory and was one I was really looking forward to using, healing 3% of your max HP whenever you crit seemed too good to be true. Unfortunately, the bonus isn’t really necessary due to the reliability of lifesteal.

Gladiator’s Guile: This one works as per the tooltip, when your stamina is above 75%, you gain 15% movement speed and when it is below 25%, you gain 15% of your power as stamina gain. This is the best insignia bonus of them all.

Wanderer’s Fortune: This bonus does work, however, as it doesn’t provide any numerical information that can be easily measured, I am unsure if it has an ICD or if it stacks. What it apparently does if give you a 4% chance to have a refinement stone drop at your feet on killing an enemy, I am not sure if it really is 4%. What I do know though is that it is amazing, I strongly recommend using this.

Cavalry’s Warning: Works as per tooltip and gives you a bunch of stats upon use of a mount power. Exceptionally powerful if you can afford a legendary mount to make it work.

Assassin’s Covenant: You lose 10% of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power. When this stacks, it counts 25% of the modified stats from the previous Assassin’s Covenant and not 2.5% of what you had initially, so strictly speaking, it gets worse the more of it you have. It also only counts base stat values and not buffed stat values, so the the extra defense you might get from bondings etc is excluded.

Which Insignia Bonuses do I Recommend?

  1. Gladiator’s Guile
  2. Protector’s Camaraderie
  3. Protector’s Friendship
  4. Wanderer’s Fortune
  5. Assassin’s Covenant

If you have a are not concerned about RP and only want DpS, you can replace Wanderer’s Fortune with Magisters or Cavalry’s Warning.

Insignia Stat Bonuses:

Here is a complete list of all the “suffixes” to insignias and what they provide. I have highlighted the good ones for a DpS toon in red. For a completely BiS DpS specced character you should aim for characters with those suffixes on your insignias:

Section 6: Appendices

This section provides additional information and examples of builds which you may or may not find useful.

Appendix 1: Further Reading:

Death is the Best Crowd Control: A Spellstorm Renegade Guide by Ironzerg:

http://www.arcgames.com/en/forums/neverwinter#/discussion/551341/spellstorm-renegade-guide-death-is-the-best-crowd-control/p1 

Chem’s Comprehensive Mod 5 CW Guide:

http://www.arcgames.com/en/forums/neverwinter#/discussion/548656/chems-comprehensive-mod-5-cw-guide/p1

Burn With Me! A Master of Flame Guide written by Beatannier.

http://www.arcgames.com/en/forums/neverwinter#/discussion/1202467/master-of-flame-renegade-guide-burn-with-me/p1

Thaumaturge’s Time to Shine: A Complete Guide, written by katamaster81899.

http://mmominds.com/2016/03/02/Thaumaturges-time-to-shine-a-complete-guide/

Level 70 stack curve progression during mod 6 preview.

http://www.arcgames.com/en/forums/neverwinter#/discussion/552973/level-70-stat-curves/p1

Kaelac’s Guide to stats in general.

https://web.archive.org/web/20160114183446/http://laggygamerz.com/forum/index.php?/topic/382-kaelac%E2%80%99s-guide-to-damage-tenacity-reisistance-and-debuffs-in-neverwinter/

The mathematical proof regarding when a Thaumaturge CW should use Chilling Presence over EotS.

http://www.arcgames.com/en/forums/neverwinter#/discussion/1210860/at-what-point-does-eots-become-less-effective-than-chilling-presence-for-a-thaum-ss

The different possible ability score roles.

http://neverwinter.gamepedia.com/Ability_Score_Rolling

An up to date list of current bugs plaguing the CW Class.

http://www.arcgames.com/en/forums/neverwinter#/discussion/1211157/list-of-known-and-suspected-cw-bugs/p1

A list of interesting CW mechanics.

http://www.arcgames.com/en/forums/neverwinter#/discussion/1191344/the-library-of-interesting-mechanics

An in depth discussion on how combat advantage works.

http://www.arcgames.com/en/forums/neverwinter#/discussion/1209235/10-combat-advantage-boon/p2

The mechanics of Plague Fire and Vorpal.

http://knightsofnever.guildlaunch.com/forums/viewtopic.php?t=10724422&p=37386569&gid=427468&sid=96e7167586e4f0f4aae4b4dcb225dca0#37386569

Damage Coefficients for CW abilities:

http://laggygamerz.com/forum/index.php?/topic/351-damage-calculations-for-control-wizard-abilities/

Outdated stat theory:

http://www.arcgames.com/en/forums/neverwinter#/discussion/547746/chems-neverwinter-stat-theory/p1

Umbrella’s Defensive Enchantment Guide:

https://drive.google.com/file/d/0BwkX9uregrk_X29ub1k5a0I5NDg/view

Umbrella’s Offensive Enchantment Guide:

https://drive.google.com/file/d/0BwkX9uregrk_aTduRGtkZndKUTQ/view

Old Stat Curves:        

https://www.desmos.com/calculator/3dqpvhuavj

Russian Stat Theory:

http://www.arcgames.com/ru/forums/nwru#/discussion/190592/formuly-raschyota-urona

Russian Notes on Insignia Bonuses:

http://forum.arcgames.com/nwru/discussion/202365/bonusy-znakov-kombinacii-mehanika

Russian Notes on Tenacity:

http://forum.arcgames.com/nwru/discussion/185752/neustrashimost

Russian Notes on Pet Bonuses:

http://forum.arcgames.com/nwru/discussion/204790/proverka-bonusov-sputnikov-dayuschih-y-k-uronu

Combat Advantage in mod 10:

http://www.arcgames.com/en/forums/neverwinter/#/discussion/1218736/m10-combat-advantage-calculations/p1

Appendix 2: Other Builds I have tested:

Take note for this section I will not list all the aspects I used to test each of these builds, but rather just list what they are and if you have any questions I can explain all the aspects of a particular discarded build and why it failed. Please take note I tried all of these builds on live.

MoF Oppressor:

http://nwcalc.com/index.html#/cw?b=23ci:k6rwk5:8dep:5tb7d,13j3ie3:15u0uwj:1z00u00:1000000&h=0&p=mof

SS Ren with Icy Veins:

http://nwcalc.com/index.html#/cw?b=23ci:k6rwk5:8dep:5tb7d,13j3ie3:1z00u00:1000000:1z050uv&h=0&p=ssm 

SS Ren with Elemental Empowerment:

http://nwcalc.com/index.html#/cw?b=23ci:k6rwk5:8dep:5tb7d,13j3ie3:1000000:1z05000:1z054ij&h=0&p=ssm

SS Thaum with no capstone:

http://nwcalc.com/index.html#/cw?b=23ci:k6rwk5:8dep:5tb7d,13j3ie3:1000000:1z05uu0:1z00v00&h=0&p=ssm 

SS Thaum with Abyss:

http://nwcalc.com/index.html#/cw?b=23ci:k6rwk5:8dep:5tb7d,13j3ie3:1000000:1z05uu1:1z00u00&h=0&p=ssm 

MoF Thaum with Abyss + Lightning/Bilethorn enchant:

http://nwcalc.com/index.html#/cw?b=23ci:k6rwk5:8dep:5tb7d,13j3ie3:1000000:1z05u0v:1z00u00&h=0&p=mof 

MoF Thaum+SS Thaum with neither Abyss nor Icy Veins:

http://nwcalc.com/index.html#/cw?b=23ci:k6rwk5:8dep:5tb7d,13j3ie3:1500000:1uu5uuv:1500000&h=0&p=mof 

And several other variations of the above builds, I am not going to list all of them.

Appendix 3: An example of a Glass Cannon Build:

This is an example of a max DpS Glass cannon Thaum CW build. It is not what I recommend as it has low defensive capabilities, but if doing as much damage as you possibly can is the way you want to play, then this is for you. I understand that some people like this playstyle, which is why I am including it.

Race: Tiefling

Attributes: 16/16 int+cha and 2 points put in each of those till level 70.

Feats: SS Thaum Listed Above

Gear:

If you can sustain Voninblood costs:

Vivified Manaseeker Raid Cap

Vivified Manaseeker Raid Robes

Vivified Manaseeker Raid Armlets

Vivified Manaseeker Raid Shoes

If you cannot sustain Voninblood costs:

Samite Raid Cap

Samite Raid Robes

Samite Raid Armlets

Samite Raid Shoes

Lostmauth’s Hoard Necklace

Belt of Valindra’s Guard

Gemmed Exquisite Elemental Shirt+Pants

Twisted Skulls

Twisted Talisman (Offhand Feature: Storm Spell; Offhand Stat Bonus: AP Gain)

Ring of Rising Power +5

Ring of Rising Precision +5

Crit Reinforcement kits

Action Point Gain Jewelry Reinforcement kits

Artifacts:

Wheel of Elements (Primary)

Lantern of Revelation

Sigil of the Controller

Thayan Book of the Dead

Enchantments:

Brutal Enchantment, Rank 12 in all Offense Slots

Transcendent Dread for AoE, Transcendent Vorpal for Single Target

Transcendent Elven Battle

Black Ice Enchantment, Rank 12 in Defense Slots

Overload of choice

Companions and Companion Gear:

Fire Archon (Summoned)

Air Archon

Cambion Magus

Siege Master

Wild Hunt Rider

That should cover the really expensive “BiS” Glass Cannon CW build.

Appendix 4: An example of a BiS support MoF:

If you are interested in playing a very expensive support MoF build, then this is an example of what it looks like:

Race: Drow

Attributes: 16 int 16 wis take the 2 optional points in charisma

Build:

MoF ren alt.PNG 

Weapon enchant: Plague Fire, Dread or Bilethorn

Armour enchant: Elven Battle

Weapon and Offhand: Burning Orb and Talisman, or the Stronghold Set

Armour:

Samite Raid Cap

Samite Raid Robes

Samite Raid Armlets

Samite Raid Shoes

Valindra Set

Artifacts with Power, Arp, Recovery but not Crit. This is because you will be utilising the Owlbear Cub as one of your active companions

Rings: Personalised Adamant Rings of Recovery or Piercing

Radiant in every offense slot

Savages in every defense slot

Dancing Shield Companion

Drowcraft shirt and pants

Class Features:

Combustive Action + Swath of Destruction (with offhand bonus)

Encounter powers:

FtF (tabbed), Steal Time, Ray of Enfeeblement, Icy Terrain, FI, Chilling Cloud, Scorching Burst

After capping arp, you need to prioritise power and recovery but not crit, you will be going full support with relatively low personal damage but high team utility. I do not recommend playing a build like this unless you love support roles and even then, it is something I would spec into later and not something to level with.

Here are some examples of the levels of damage effectiveness you can achieve as a support wizard:

MoF effectiveness.png

Max effectiveness.png

Appendix 5: What my CW looks like:

Here is the current iteration of Sharpedge:

sharpedge.PNG

In combat:

sharpedge buffed.PNG

Appendix 6: Abbreviations

There are many abbreviations in Neverwinter, which whilst the veteran may know, will be completely foreign to a new player. Due to this, I have a section here that can be referred to that includes many of the commonly used abbreviations.

Crit = Critical Chance

Arp = Armour Penetration

AP = Action Points

SigDev = Sigil of the Devoted

CW = Control Wizard

MoF = Master of Flame

SS = Spellstorm Mage or Storm Spell (the class feature) or Sudden Storm (encounter)

PF = Plague Fire/Phantasmal Fortress

Vorp = Vorpal

Crit Sev = Critical Severity

RI = Resistance Ignored

RSI = Recharge Speed Increase

CA = Combat Advantage

Proc = Activate/Trigger

DoT = Damage over Time

DpS = Damage Per Second

AoE = Area of Effect

Ren = Renegade

Thaum = Thaumaturge

Opp = Oppressor

Fey = Feytouched

TEB = Transcendent Elven Battle

SF = Soulforged

LS = Lifesteal

IT = Icy Terrain

CoI = Conduit of Ice

ST = Steal Time

RoE = Ray of Enfeeblement

CS = Chill Strike

FtF = Fanning the Flame

FI = Furious Immolation

CP = Chilling Presence

OF = Oppressive Force

DR = Damage Resistance/Dread Ring

Int = intelligence

Cha = charisma

AH = Auction House

RP = Refining Points/Role Play

SH = Stronghold

PE = Protector's Enclave

Shar = Sharandar

ToD = Tyranny of Dragons

Appendix 7: Rotation and Party Synergy:

This section focuses on trying to explain, to some extent, how to properly order your rotation and play effectively in a party. Now bear in mind, I personally do not have a set rotation, I try to adapt to whatever the situation may happen to be, however, this should give you a general guideline which is difficult to go wrong from. Furthermore, this is pretty much a section that boils down to player awareness and will come with experience, it is hard to explain and will come with time spent playing.

Basic Rotations:

These are just the bones of some decent rotations, to understand them better, context is given in the part synergy section.

Single Target SS Rotation: Ray of Enfeeblement, CoI (Tab), Disintegrate, Chill Strike and Ice Knife.

Start with Ray of Enfeeblement (to apply debuff), followed with CoI (to start applying chill), than Ice Knife, if it is available (to take advantage of the end of the RoE debuff), then Disintegrate. At this point, you will have 3 stacks of Spell Twisting and I would discharge them with 2 casts of Magic Missile (not a third cast as the animation takes too long). I would then end off with Chill Strike to reset your CDs. Rinse and repeat the above and whenever everything is on CD, you spam Magic Missile. Chill Strike is used to reset CDs with Spell Twisting.

Single Target MoF Rotation: Ray of Enfeeblement, FtF, Disintegrate, CoI (Tab) and Ice Knife.

Start with Ray of Enfeeblement (to apply debuff), followed with CoI (to start applying chill), than Ice Knife, if it is available (to take advantage of the end of the RoE debuff), then Disintegrate. At this point, you will have 3 stacks of Spell Twisting and I would discharge them with 2 casts of Magic Missiles (not a third cast as the animation takes too long). I would then end off with FtF to reset your CDs. Rinse and repeat the above and whenever everything is on CD, you spam Magic Missile.

AoE SS Rotation: CoI (Tab), Steal Time, Disintegrate, Icy Terrain and OF.

Depending on how far away from your targets you are, either start with CoI or IT. If you are at a distance, CoI, if close up, IT. When casting IT, jump in and cast while in mid air, then as you land, teleport forward to cancel the animation. Either way, after casting the first, then immediately cast the other. At this point, the targets should briefly freeze, if you have Oppressive Force, this is the time to cast it. Try to cast it to the side of the pack, to push them into 1 area rather than disperse them, If they are not dead yet, follow up with Steal Time, 2 casts of Chilling Cloud and then Disintegrate on the largest target. Rinse and repeat.

AoE MoF Rotation: CoI (Tab), FtF, Disintegrate, Icy Terrain and FI.

If you have FI available, it is a great ability to use to initiate combat. Casting it in the centre of a pack pulls them all together and makes them easier to kill. If not, then depending on how far away from your targets you are, either start with CoI or IT. If you are at a distance, CoI, if close up, IT. When casting IT, jump in and cast while in mid air, then as you land, teleport forward to cancel the animation. Either way, after casting the first, then immediately cast the other. Now, this is the second opportunity to use FI if you have not killed everything already. Whether you do or do not use it, you should then follow up with FtF on the largest target, followed by 2 casts of an at will and then you want to Disintegrate.

Situational Skills:

Sudden Storm: In some situations, you will want to use Sudden Storm instead of Steal Time as SS. This is because Steal Time has a target cap and if you have enough targets, Sudden Storm becomes substantially stronger. In places like CN, where there on average more than 5 monsters in a pack, I advise swapping it in. It also has the added benefit of adding 5% more damage if you are SS Thaum through Elemental Empowerment.

Shield: If you are soloing dungeons or doing anything challenging or demanding, Shield can make a world of a difference. When you use Shield, it is pretty much mandatory to use it on Tab, however, CoI is so good that I would drop some other skill off Tab, so I could continue to use CoI off of Tab. For SS, I would replace Steal Time in AoE, for MoF, I would replace Disintegrate. For single target, I would replace Repel.

Maelstrom of Chaos (SS Daily Power): This can be cast whilst you are under control effects, which as a niche utility tool, can either be cast in edemo whilst under the effects of madness or can be used to kill and thus break free of Valindra’s hand in MC.

This doesn’t cover all situational powers, but it gives an example of how they can be used. Learning when to change your rotation and when to stick with it, is part of learning how to play the class and will come with time and experimentation.

Party Synergy:

Whilst following the skeleton outlined above will in general, help with either improving your DpS or your team effectiveness, it is not all there is to playing CW. In fact, if you really want to master CW, I would advise levelling up every single class to 70 and playing them until 2.5k ilvl. Why? Because to understand how to best utilise 1 class, you need to see a team of 5/10/25 as a big puzzle, with each member being a piece. Only once all the pieces are working together, does the full picture emerge. With that being said, here is a small outline of aspects to be aware of that will improve your team performance.

Class Synergies:

GF: If you are in a party with a GF, the biggest boost to your DpS will be ensuring they are using Into the Fray and ensuring you cast your dailies after Into the Fray. For example, with a GF in the party, if we take the single target rotations listed above, you would want to NOT CAST Ray of Enfeeblement and Ice Knife until AFTER you see the Into the Fray animation. You know if they are using Into the Fray if you hear its distinctive roar sound and you gain a movement speed buff, it will also show up on your buff bar underneath your name.

OP: Most of an OP’s synergies come from proximity. OPs use auras (Courage and Wisdom are the ones you want, if the OP is not using them, ask them politely to do so, they should show up on your buff bar if you are close enough to the OP) which substantially boost your DpS if you are close enough to the OP. As a result, you always want to stand as close to the OP in the party as possible. In addition to auras, on boss fights OPs have a tool called Bane which increases your damage against a single target by 10% per stack (stacks up to 3 times), ask them nicely to use it and use dailies after the buffs are up.

DC: DC has a wide range of things to offer. Ideally, they will be using Hallowed Ground, Astral Shield, empowered Break the Spirit and Divine Glow. There are a whole host of things to keep an eye on, but basically, the best way to benefit from the DC is normally to stand somewhere between the DC and the tank (since DCs have abilities with a radius starting at the DC). If the DC is using Anointed Army, you need to stand close to them to gain the power buff. To know the full list of buffs and debuffs to keep an eye out for though, you really need to level a DC. It is once again a cast of timing your Ice Knife daily in single target fights for that ideal moment when all buffs and debuffs are up.

HR: Longstrider's Shot is a movement speed and damage buff which is highly underrated. When you more or less hear a *thunk* sound and see the words, “Longstrider's Shot” displayed on your screen, this is when you are under its effect. Aspect of the Pack is another HR buff that grants combat advantage to allies in proximity, to gain its benefit, you just need to stay close to the HR.

CW: If you have a MoF Ren CW in the party, you can take advantage of Combustive Action and Swath of Destruction by attacking monsters under the effect of Smoulder. Alternatively, if you are the MoF Rene, you should know what your own buffs do anyhow :p

Whilst the other classes also have bonuses, you have to actually play those classes to be able to keep an eye out for them. Also, there are other synergies beyond the ones mentioned and probably some I have even not thought of, either way, team gameplay is pretty much the most advanced theory there is in NWO, trying to plan out and coordinate a full group.

Acknowledgements:

A HUGE thanks to everyone who helped with the assembling of this guide. You are the people who helped ensure the quality of this guide is far higher than it would otherwise be :)

Current Edition:

@michela123 did most of the work on Debuffs and tested the mechanics of Action Point gain. She also deserves plenty of thanks for a lot of other stuff as well. She was the inspiration that lead me to go to the effort to improve this guide. I have learned a lot from her.

@silverkelt provided some suggestions and edits.

@erosennin92 Thanks to him for supporting me with his holy symbol.

@micky1p00 for providing me with Crystal Daggers to test CA (although later I acquired my own) and for discovering the correct damage formula for NW.

@chemodan007 for pointing out the cap on debuff effectiveness.

@andarkis for his work on Stat Theory in the Russian Section as well as for his notes on Insignia Bonuses.

Original Document:

@chemboy613 for providing a lot of the groundwork which I have updated.

@romotheone for providing the inspiration that lead me to do some in depth MoF testing, as well as for providing contrasting ideas and interesting theories for me to test.

@itbls

@bigredbrenteth helped with insignia bonus testing.

@theosymphany for the original work on stat theory.

Proofreaders:

@ariesvehemens (Pointed out the missing Owlbear Cub and the lack of comparison between Abyss and Icy Veins)

@melO_O (information regarding Icy Terrain and Feytouched)

@zekethesinner

@userutf8 (general information on stat theory)

@durugudesu

@xaltoltun

@d66723225

@oria1 (more detail regarding MoF Renegade and support builds)

@narjima (helped a lot with expanding the descriptions of feats and corrected many typos)

@hypergorila2

@decioteixeirapt (information on boons)

@zhodia (helped with presentation and formatting)

@agatagdr (helped clarify the descriptions of multiple powers)

@skyvalker64 (formatting suggestions)

@katamaster81899 wrote the section on AD generation (which has since been removed). Also helped to check large portions of the guide. (Formatting, correcting miscellaneous content)

Conclusion:

There is much that is known about the CW class, because of how active the CW community is when it comes to testing and discovering new things. At the same time, there is also much that is still to be discovered. Like all classes, there is room for experimentation, the CW however is blessed with the ability to make many builds viable. I would like to end this off by thanking everyone who goes to the effort of reading through this, taking the time to check, verify or criticize any part of it, your effort helps to improve the overall quality of this guide and any others that are posted ☺

Change Log:

  1. Added a section on AP gain.
  2. Improved section of debuffs, all credits to @michela123 for this.
  3. Overhauled the feats/powers section. Added more detailed descriptions for each ability.
  4. Finished testing Focused Wizardry, added a table detailing results.
  5. Tested Chilling Presence, added results for this.
  6. Added a section on Arcane Stacks and Chill Stacks.
  7. Added some information on Smoulder.
  8. Added a section on how to test stuff.
  9. Wrote a new preface, the old 1 didn’t do it for me.
  10. Added a new title.
  11. Added a section on what hasn’t been finished.
  12. Currently lost the will to keep working on this.

What has yet to be done:

  1. A case by case analysis of Evocation. I was almost done with this. In addition, Crit Conflag, Swath, Combustive, Arcane Presence and what benefits from Arcane Stacks.
  2. A case by case analysis of Blighting Power, Wizard’s Wrath, Arcane Enhancement. All Oppressor, Thaumaturge and Renegade DPS feats.
  3. A case by case analysis of what procs Abyss of Chaos that shouldn’t.
  4. A case by case analysis of what scales Abyss of Chaos.
  5. Updating the builds section, especially the MoF section, which is currently lying neglected and severely lacking in up to date info.
  6. A more in depth analysis of Dread vs Vorpal, the most commonly asked question.
  7. An analysis of why the Orcus set is worse than a broken set.
  8. An analysis of the offhand bonuses, as well as the mainhand bonuses.
  9. A section on how control bonus works, an in depth look at tertiary stats.
  10. A breakdown of animation times, which animations can be cancelled.
  11. A spreadsheet for accurate dps calculations, I was working on it, but it is very much incomplete and I wouldn’t feel comfortable including it.
  12. A look at the role of the Control Wizard in various dungeons, battle tactics etc.
  13. How does the dodge mechanic work?
  14. The base control duration of all CW skills.
  15. The behavior of Shatter Strike, Assailing Force and Elemental Empowerment.
  16. Threat Generation mechanics.
  17. Probably some other stuff I missed.