FNHUSA57 Control Wizard Guide (MOD 13 and 14)

by FNHUSA57 on August 17, 2018
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FNHUSA57 Control Wizard Guide (MOD 13 and 14)

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I am FNHUSA57.  I started playing NeverWinter as a control wizard back in mod 5, it’s now mod 13 (on Xbox & PS4) and time for me to give you my updated build  & full guide for the Control Wizard, (getting ready for mod 14).

A bit about the CW:  This class is very fun to play and very versatile. With that said, we are going to be very squishy and this can be hard to deal with at some times. As a CW you can do good DPS in a boss fight, but you do most of your damage to all the mobs and trash in PVE.  In this guide I will cover my DPS build & my support build.

How this build is played:  in PVE you will be on the front line with the tank your job is to freeze/stun all the trash mobs and kill them as fast as you can.  Remember you are NOT a tank, 1-4 hits will kill you so you need to try and stay out of red!! To combat this glass cannon fact, we must stack life steal and HP, split with Defense (mostly from your guild BOON). This video will show you the full build, and all 7 of my load outs! Note: The end game meta right now is to stack HP for more damage when running with a oath bound Paladin.

RACE & STARTING ROLL: The best race for this class is Tiefling or Human. The rest of this build will assume that you are “Tiefling”, in this race your starting roll will be 20 Intelligence, 13 Wisdom, 15 Charisma.  Note: Human will give a bit more DPS on boss fights, but less on trash. The damage bonus difference from Tiefling to human is closer then human to tiefling. That is why I recommend using Tiefling.

STATS: when you are level 70 you want to spend all of your stat points in Intelligence (this gives you Damage bonus & Recharge speed increase) and Charisma (This gives you Critical Hit chance, Companion stat bonus, Combat Advantage Damage) Note for all 7 load outs you use the same stats!

 

 

Load out # 1: Farming AOE PVE.  Note all load outs use this base build, And I will only cover what is different in each one!

Your Paragon path will be SPELLSTORM MAGE, your Heroic Feats will be:

  • Controlling action:       1/5    Gain 2% additional ACTION POINTS when using powers on a controlled target. (This is good for mobs).
  • Weapon Mastery:          3/3    Increases your “Critical” chance by 3%
  • Toughness:                   3/3    Increases your maximum “HIT POINTS” by 9%
  • Fight on:                        0/5    Encounter Cool downs reduced by 2/4/6/8/10% (this is a trap feat)
  • Battlewise:                     0/3   You create 2/4/6% less threat (this is a waste of time NEVER use it)
  • Wizard’s Wrath:             3/3   Your “Area Effect powers” deal 3% more damage
  • Blighting Power:            2/3  Your “cold” powers deal an additional 4% damage to targets affected by “CHILL”
  • Lightning teleport:         0/5  When you kill a foe you restore 2/4/6/8/10% of your maximum stamina (this is a trap feat)
  • Arcane Enhancement:   3/3  Your Arcane powers deal 3% more damage
  • Learned spellcaster:      2/5  Increase the amount of bonus damage INTELLIGENCE gives you by 1/2/3/4/5% (This is a Hidden buff per level of “INT”, If you have 30 or more “INT” this works well)
  • Prestidigitation:             0/3  You and your Allies gain 1/2/3% increased stat ratings. (At this point you do not get enough power to = the damage bonus from “INT”)
  • Focused Wizardry:        3/3  Your single target powers deal 30% more damage and your area of effect powers deal 10% less damage (with BLIGHTING POWER & ARCANE ENHANCEMENT + WIZARD”S WRATH this is only a “net” loss of 3-4% on your A.O.E powers)

PARAGON: “THAUMATURGE”

  • TEMPEST MAGIC:            5/5  when your target is below 30% max “HIT POINTS” you deal an additional 5% damage
  • MALEVOLENT SURGE:   5/5  when you kill a foe you gain 5% more damage This lasts 15 seconds
  • ELEMENTAL REINFORCEMENT:  5/5 When you cast a fire, arcane, cold or lightning encounter power your gain 5% increased damage for 10 seconds. Each element may apply this bonus separately. (so if we cast a cold, arcane & lightning power then we have a + 15% damage buff)
  • SPELL TWISTING:     5/5  Your encounter powers apply SPELL TWISTING for 10 seconds, which stacks up to 3 times. When you cast an at will power, your stacks of SPELL TWISTING are consumed to reduce the cool down time on recharging powers. Cool down is reduced by 10% per stack, 30% if you have the max 3 stacks.
  • ELEMENTAL EMPOWERMENT:      3/5  Dealing COLD damage has a 9% chance to apply CREEPING FROST. CREEPING FROST deals 85% of your weapon damage as cold damage every 2 seconds for 12 seconds. Dealing ARCANE damage has a 9% chance to apply WARPED MAGICS.  WARPED MAGICS deals 50% of your weapon damage as ARCANE damage every 2 seconds for 12 seconds, WARPED MAGICS ignores half of a target’s resistance. “These effects do not stack”.
  • FROZEN POWER TRANSFER:       2/5   Chilling Cloud now grants 2% bonus damage for every target you strike with it’s third strike. This bonus lasts for 20 seconds, and stacks up to 3 times.
  • ASSAILING FORCE:     1/1    Dealing damage to foes has a chance to grant you ASSIALANT. When you have ASSIALANT your next encounter power deals 15% of the targets max HP as Unresistable damage (max 800% of your weapon damage). This will only affect 1 target when used in an AOE. This feat is half as effective and can resisted and deflected when used on players.

PARAGON:  OPPRESSOR

  • BITTER COLD:        5/5   Targets take 5% more damage for 6 seconds after being affected by CHILL. (This effect does not stack)
  • CHILLING CONTROL:   5/5   SUDDEN STORM now applies 5 stacks of chill to targets hit by the primary strike.
  • ICY VEINS:           5/5   When you activate an encounter power all foes within 15 feet of you have 5 stacks of chill applied to them.

 

COMBAT POWERS:        “FOR PVE”

 AT-WILL:  Magic Missile rank 4  &  Chilling Cloud rank 4

 

CLASS FEATURE:    CHILLING PRESENCE rank 4   &  STORM SPELL rank 4

DAILY:                    OPPRESSIVE FORCE rank 4  &   ICE KNIFE rank 4

ENCOUNTER POWERS:

  • X      ICY TERRAIN rank 4
  • Y     SUDDEN STORM rank 4
  • B     STEAL TIME rank 4 (for mobs)  or DISINTEGRATE rank 4 (for single target)
  • LB   CONDUIT OF ICE rank 4

 

BOONS:

SHARANDAR

DARK FEY HUNTER, FEY PRECISION, ELVEN HASTE, ELVEN FEROCITY, ELVISH FURY.

DREAD RING:

Conjurer’s Gambit, EVOKER’S THIRST, FORBIDDEN PIERCING, SHADOWTOUCH, RAMPAGING MADNESS.

 

ICEWIND DALE:

ENCROACHING TACTICS, REFRESHING CHILL, SLEET SKILLS, COLL RESOLVE, AVALANCHE.

 

UNDERDARK:

PRIMORDIAL MIGHT, PRIMORDIAL FOCUS, DROW AMBUSH TACTICS, DWARVEN STAMINA, ABYSSAL STRIKES.

 

TYRANNY OF DRAGONS:

DRAGON’S CLAWS, DRAGON’S GAZE, DRACONIC ARMORBREAKER, DRAGON’S Greed, DRAGON’S FURRY x 2, DRAGON’S THIRST.

 

GUILD STRONGHOLD:

POWER, DEFENSE & XP GAIN (use Hit points if you have a paladin with you)

 

THE MAZE ENGINE:

ABYSSAL SIPHONING, DEMONIC INFLUENCE, DEMONIC SWIFTNESS, BAPHOMET’S MIGHT.

 

ELEMENTAL EVIL:

WAVE OF FORCE, HEART OF STONE, SEARING AGGRESSION (or if you do not need the crit BLAZING RESILIENCE), WALL OF WIND.

 

Storm King’s Thunder:

COLD HEARTED, HARDY CONSTITUTION, ICY WRATH, VENGEFUL HEAT, CHILL of WINTER.

 

Cloaked Ascendancy:

AURA of HOPE, FIERY FRENZY, FEY BRIARS (or at end game SOOTHING ZEPHYR), ABERRANT POWER.

 

JUNGLES OF CHULT: (with the lost city of OMU)

TYRANT’S TERROR x3 & BEST’S BURDEN X3, LINGERING CURSE x1 & SOUL SYPHON x1

 

COMPANIONS:   (note your companions will stay the same for all 3 load outs)

For your summoned companion you will use one of: Con Artist, rebel mercenary, Sell Sword, CHULT TIGER. The one you use will be the one you have the best gear for! For me that is the Con Artist!

3 Bonding Stones (Rank 14), I use 1 grave striker +4 & 2 Bronzwood Raid Rings, with 6 rank 14 Black ICE. If you don’t have this gear just use the “BEST” you have. Note if you can not afford full rank 14’s you should use brutal enchantments.

For your other active companions you wan the AIR ARCHON, FIRE ARCHON, SIEGE MASTER, ERINYES OF BELIAL. (TAMED VELOCIRAPTOR) is best if the full team has it. replace the siege master, for team play).

 

MOUNTS & INSIGNIA BONUSES: (do not use Gladiator’s Guile in CODG)

INSIGNIA SET BONUSES:   GLADIATOR’S GUILE, MAGISTRATE’S PATIENCE, PROTECTORT’S CAMARADERIE, CAVALRY’S WARNING, ARTIFICER’S PERSUASION.

If you can buy a legendary mount, this is what you want, or the new SWARM mount, only if you are the top DPS:

GEAR:  everything AOE

 

GEAR:  boss fight

 

FOR GEAR I USE:. Bronzewood assault imaski, Armor of Quick Recovery, Eyestalk Wrappers (for boss fights) Jawripper’s Gloves (for AOE), Enduting Boots. For my weapon set I use Exalted Primal. For my neck & belts set I use: Fanged Beaded Amulet & Beaded Sash. For my shirt & pants I use: Upper Primal Paints & Lower Primal Paints. For my artifacts I use the Lantern of Revelation, Thayan book of the dead, Wheel of Elements (for AOE) Soul Site Crystal (for boss fights), Fargmented Key of Stars.  Last for rings use the best that you have at the time I have: Ring of the Shadowstalker +5 & Ring of Offensive Action.  (NOTE this is BIS gear, if you don’t have it that’s fine. Just use the best gear you have). Here are the links to all the videos needed for farming this gear.

ENCHANTMENTS:

  • ARMOUR ENCHANTMENT: TRANSCENDENT NEGATION or TRANSCENDENT BARK SHIELD
  • WEAPON ENCHANTMENT: TRANSCENDENT or higher FEYTOUCHED. If lower then transcendent use DREAD
  • OFFENSE SLOT: Black Ice (best at full rank 14s)  Brutal (better) or AZURE (good)
  • DEFENSE SLOT: AZURE, DARK, SAVAGE.  Radiant if running with a Oath bound Paladin
  • UTILITY SLOT:  DRAGON’S HOARD, FEY BLESSING, QUARTERMASTER’S, SAVAGE or (dark)

 

Potion:

Empowered Chain of Scales or Adorable Pocket Pet or Tymora’s Lucky Coin, Health stone or Lliira’s bell.

………………………………………………………………………………………………………………………………………………………………………………………………..

 

Load out #2: AOE

For this load out you want mostly  the same powers, mounts, companions, and mostly the same gear. I will show screen shots and explain only the points that change. This load out a a pure DPS build for AOE, Spell Storm Thaumaturge.

FEATS:

Your Paragon path will be SPELLSTORM MAGE, your Heroic Feats will be:

  • Controlling action:       1/5    Gain 2% additional ACTION POINTS when using powers on a controlled target. (This is good for mobs).
  • Weapon Mastery:          3/3    Increases your “Critical” chance by 3%
  • Toughness:                   3/3    Increases your maximum “HIT POINTS” by 9%
  • Fight on:                        0/5    Encounter Cool downs reduced by 2/4/6/8/10% (this is a trap feat)
  • Battlewise:                     0/3   You create 2/4/6% less threat (this is a waste of time NEVER use it)
  • Wizard’s Wrath:             3/3   Your “Area Effect powers” deal 3% more damage
  • Blighting Power:            3/3  Your “cold” powers deal an additional 6% damage to targets affected by “CHILL”
  • Lightning teleport:         0/5  When you kill a foe you restore 2/4/6/8/10% of your maximum stamina (this is a trap feat)
  • Arcane Enhancement:   3/3  Your Arcane powers deal 3% more damage
  • Learned spellcaster:      4/5  Increase the amount of bonus damage INTELLIGENCE gives you by 1/2/3/4/5% (This is a Hidden buff per level of “INT”, If you have 30 or more “INT” this works well)
  • Prestidigitation:             0/3  You and your Allies gain 1/2/3% increased stat ratings. (At this point you do not get enough power to = the damage bonus from “INT”)
  • Focused Wizardry:        0/3  Your single target powers deal 30% more damage and your area of effect powers deal 10% less damage (with BLIGHTING POWER & ARCANE ENHANCEMENT + WIZARD”S WRATH this is only a “net” loss of 3-4% on your A.O.E powers)

PARAGON: “THAUMATURGE”

  • TEMPEST MAGIC:            5/5  when your target is below 30% max “HIT POINTS” you deal an additional 5% damage
  • MALEVOLENT SURGE:   5/5  when you kill a foe you gain 5% more damage This lasts 15 seconds
  • ELEMENTAL REINFORCEMENT:  5/5 When you cast a fire, arcane, cold or lightning encounter power your gain 5% increased damage for 10 seconds. Each element may apply this bonus separately. (so if we cast a cold, arcane & lightning power then we have a + 15% damage buff)
  • SPELL TWISTING:     5/5  Your encounter powers apply SPELL TWISTING for 10 seconds, which stacks up to 3 times. When you cast an at will power, your stacks of SPELL TWISTING are consumed to reduce the cool down time on recharging powers. Cool down is reduced by 10% per stack, 30% if you have the max 3 stacks.
  • ELEMENTAL EMPOWERMENT:      3/5  Dealing COLD damage has a 9% chance to apply CREEPING FROST. CREEPING FROST deals 85% of your weapon damage as cold damage every 2 seconds for 12 seconds. Dealing ARCANE damage has a 9% chance to apply WARPED MAGICS.  WARPED MAGICS deals 50% of your weapon damage as ARCANE damage every 2 seconds for 12 seconds, WARPED MAGICS ignores half of a target’s resistance. “These effects do not stack”.
  • FROZEN POWER TRANSFER:       2/5   Chilling Cloud now grants 2% bonus damage for every target you strike with it’s third strike. This bonus lasts for 20 seconds, and stacks up to 3 times.
  • ASSAILING FORCE:     1/1    Dealing damage to foes has a chance to grant you ASSIALANT. When you have ASSIALANT your next encounter power deals 15% of the targets max HP as Unresistable damage (max 800% of your weapon damage). This will only affect 1 target when used in an AOE. This feat is half as effective and can resisted and deflected when used on players.

PARAGON: RENEGADE

  • CRITICAL POWER:  5/5        When you land a critical hit you gain 5% of you total Action Point. (10 second cool down)
  • REAPER’S TOUCH:  5/5       Your at wills deal 10% more damage when are within 20ft of your target.
  • ABYSS OF CHAOS:  5/5       When you strike a foe with an encounter power you mark them with Abyss.  When an ally strikes that foe, they consume Abyss to deal 60% of your weapons damage.

BOONS:  All the boons are the same as the base farming build, except  JUNGLES OF CHULT. 

All the boons in chult for my load outs are the same as this screen shot. TYRANT’S TERROR x3 & FIGHT NOT FLIGHT X3, LINGERING CURSE x1 & SOUL SYPHON x1


Load out #3: AOE OP

For this load out every thing is the same except for the feats. You will be a Spell Storm mage with the Oppressor cap stone, the screen shot will show the feats.

Your Paragon path will be SPELLSTORM MAGE, your Heroic Feats will be:

  • Controlling action:       1/5    Gain 2% additional ACTION POINTS when using powers on a controlled target. (This is good for mobs).
  • Weapon Mastery:          3/3    Increases your “Critical” chance by 3%
  • Toughness:                   3/3    Increases your maximum “HIT POINTS” by 9%
  • Fight on:                        0/5    Encounter Cool downs reduced by 2/4/6/8/10% (this is a trap feat)
  • Battlewise:                     0/3   You create 2/4/6% less threat (this is a waste of time NEVER use it)
  • Wizard’s Wrath:             3/3   Your “Area Effect powers” deal 3% more damage
  • Blighting Power:            3/3  Your “cold” powers deal an additional 6% damage to targets affected by “CHILL”
  • Lightning teleport:         0/5  When you kill a foe you restore 2/4/6/8/10% of your maximum stamina (this is a trap feat)
  • Arcane Enhancement:   2/3  Your Arcane powers deal 2% more damage
  • Learned spellcaster:      5/5  Increase the amount of bonus damage INTELLIGENCE gives you by 1/2/3/4/5% (This is a Hidden buff per level of “INT”, If you have 30 or more “INT” this works well)
  • Prestidigitation:             0/3  You and your Allies gain 1/2/3% increased stat ratings. (At this point you do not get enough power to = the damage bonus from “INT”)
  • Focused Wizardry:        0/3  Your single target powers deal 30% more damage and your area of effect powers deal 10% less damage (with BLIGHTING POWER & ARCANE ENHANCEMENT + WIZARD”S WRATH this is only a “net” loss of 3-4% on your A.O.E powers)

PARAGON: “THAUMATURGE”

  • TEMPEST MAGIC:            5/5  when your target is below 30% max “HIT POINTS” you deal an additional 5% damage
  • MALEVOLENT SURGE:   5/5  when you kill a foe you gain 5% more damage This lasts 15 seconds
  • ELEMENTAL REINFORCEMENT:  5/5 When you cast a fire, arcane, cold or lightning encounter power your gain 5% increased damage for 10 seconds. Each element may apply this bonus separately. (so if we cast a cold, arcane & lightning power then we have a + 15% damage buff)

 

PARAGON:Oppressor

  • BITTER COLD:                        5/5   Targets take 5% more damage for 6 seconds after being affected by CHILL. (This effect does not stack)
  • CHILLING CONTROL:             5/5   SUDDEN STORM now applies 5 stacks of chill to targets hit by the primary strike.
  • ICY VEINS:                               5/5   When you activate an encounter power all foes within 15 feet of you have 5 stacks of chill applied to them.
  • FRIGID WINDS:                       5/5 Foes who have been FROZEN take 10% more damage from all sources.
  • CONTROLLED MOMENTUM: 5/5 After using a control Encounter  power nearby allies deal 5% more damage for 6 seconds. This effect will not stack.
  • SHATTER STRIKE:                 1/1 When you FREEZE a target they are afflicted by shattered for 10 seconds. shattered foes have a chance when taking damage to be stunned for 5 seconds and take up to 5% of there max HP in damage. This effect consumes shattered. Additionally your control powers deal 33% of your weapon damage against control immune targets. Chill lasts 2.5 seconds longer.

Load out #4: BOSS

This is a Spell Storm boss fight load out.

 

Your Paragon path will be SPELLSTORM MAGE, your Heroic Feats will be:

  • Controlling action:       0/5    Gain 2% additional ACTION POINTS when using powers on a controlled target. (This is good for mobs).
  • Weapon Mastery:          3/3    Increases your “Critical” chance by 3%
  • Toughness:                   3/3    Increases your maximum “HIT POINTS” by 9%
  • Fight on:                        4/5    Encounter Cool downs reduced by 2/4/6/8/10%
  • Battlewise:                     0/3   You create 2/4/6% less threat (this is a waste of time NEVER use it)
  • Wizard’s Wrath:             0/3   Your “Area Effect powers” deal 3% more damage
  • Blighting Power:            3/3  Your “cold” powers deal an additional 6% damage to targets affected by “CHILL”
  • Lightning teleport:         0/5  When you kill a foe you restore 2/4/6/8/10% of your maximum stamina (this is a trap feat)
  • Arcane Enhancement:   2/3  Your Arcane powers deal 2% more damage
  • Learned spellcaster:      2/5  Increase the amount of bonus damage INTELLIGENCE gives you by 1/2/3/4/5% (This is a Hidden buff per level of “INT”, If you have 30 or more “INT” this works well)
  • Prestidigitation:             0/3  You and your Allies gain 1/2/3% increased stat ratings. (At this point you do not get enough power to = the damage bonus from “INT”)
  • Focused Wizardry:        3/3  Your single target powers deal 30% more damage and your area of effect powers deal 10% less damage.

PARAGON: “THAUMATURGE”

  • TEMPEST MAGIC:            5/5  when your target is below 30% max “HIT POINTS” you deal an additional 5% damage
  • Destructive Wizardry:       5/5 When you cast a fully charged storm pillar you get a 5% damage buff for 20 seconds. The effect will not stack.
  • ELEMENTAL REINFORCEMENT:  5/5 When you cast a fire, arcane, cold or lightning encounter power your gain 5% increased damage for 10 seconds. Each element may apply this bonus separately. (so if we cast a cold, arcane & lightning power then we have a + 15% damage buff)
  • SPELL TWISTING:     5/5  Your encounter powers apply SPELL TWISTING for 10 seconds, which stacks up to 3 times. When you cast an at will power, your stacks of SPELL TWISTING are consumed to reduce the cool down time on recharging powers. Cool down is reduced by 10% per stack, 30% if you have the max 3 stacks.
  • ELEMENTAL EMPOWERMENT:      3/5  Dealing COLD damage has a 9% chance to apply CREEPING FROST. CREEPING FROST deals 85% of your weapon damage as cold damage every 2 seconds for 12 seconds. Dealing ARCANE damage has a 9% chance to apply WARPED MAGICS.  WARPED MAGICS deals 50% of your weapon damage as ARCANE damage every 2 seconds for 12 seconds, WARPED MAGICS ignores half of a target’s resistance. “These effects do not stack”.
  • FROZEN POWER TRANSFER:       2/5   Chilling Cloud now grants 2% bonus damage for every target you strike with it’s third strike. This bonus lasts for 20 seconds, and stacks up to 3 times.
  • ASSAILING FORCE:     1/1    Dealing damage to foes has a chance to grant you ASSIALANT. When you have ASSIALANT your next encounter power deals 15% of the targets max HP as Unresistable damage (max 800% of your weapon damage). This will only affect 1 target when used in an AOE. This feat is half as effective and can resisted and deflected when used on players.

PARAGON: RENEGADE

  • CRITICAL POWER:  5/5        When you land a critical hit you gain 5% of you total Action Point. (10 second cool down)
  • REAPER’S TOUCH:  5/5       Your at wills deal 10% more damage when are within 20ft of your target.
  • ABYSS OF CHAOS:  5/5       When you strike a foe with an encounter power you mark them with Abyss.  When an ally strikes that foe, they consume Abyss to deal 60% of your weapons damage.

Load out #5: BOSS OP

This is a master of flame 🙁 boss fight load out.

our Paragon path will be Master of flame, your Heroic Feats will be:

  • Controlling action:       0/5    Gain 2% additional ACTION POINTS when using powers on a controlled target. (This is good for mobs).
  • Weapon Mastery:          3/3    Increases your “Critical” chance by 3%
  • Toughness:                   3/3    Increases your maximum “HIT POINTS” by 9%
  • Fight on:                        4/5    Encounter Cool downs reduced by 2/4/6/8/10%
  • Battlewise:                     0/3   You create 2/4/6% less threat (this is a waste of time NEVER use it)
  • Wizard’s Wrath:             0/3   Your “Area Effect powers” deal 3% more damage
  • Blighting Power:            3/3  Your “cold” powers deal an additional 6% damage to targets affected by “CHILL”
  • Lightning teleport:         0/5  When you kill a foe you restore 2/4/6/8/10% of your maximum stamina (this is a trap feat)
  • Arcane Enhancement:   2/3  Your Arcane powers deal 2% more damage
  • Learned spellcaster:      2/5  Increase the amount of bonus damage INTELLIGENCE gives you by 1/2/3/4/5% (This is a Hidden buff per level of “INT”, If you have 30 or more “INT” this works well)
  • Prestidigitation:             0/3  You and your Allies gain 1/2/3% increased stat ratings. (At this point you do not get enough power to = the damage bonus from “INT”)
  • Focused Wizardry:        3/3  Your single target powers deal 30% more damage and your area of effect powers deal 10% less damage.

PARAGON: “THAUMATURGE”

  • TEMPEST MAGIC:            5/5  when your target is below 30% max “HIT POINTS” you deal an additional 5% damage
  • DRIFTING EMBERS:         5/5 Targets affected by fanning the flame have a 40% chance when damaged by other attacks to spread smolder to a nearby target.
  • ELEMENTAL REINFORCEMENT:  5/5 When you cast a fire, arcane, cold or lightning encounter power your gain 5% increased damage for 10 seconds. Each element may apply this bonus separately. (so if we cast a cold, arcane & lightning power then we have a + 15% damage buff)

 

PARAGON:Oppressor

  • BITTER COLD:                        5/5   Targets take 5% more damage for 6 seconds after being affected by CHILL. (This effect does not stack)
  • TWISTED IMAMOLATION:     5/5   Targets swept in to the air by furious immolation are now dazed for 4 seconds after landing. The debuff from your COMBUSTIVE ACTION class feature now lasts 2.5 seconds longer as well.
  • ICY VEINS:                               5/5   When you activate an encounter power all foes within 15 feet of you have 5 stacks of chill applied to them.
  • COLD INFUSION:                     5/5  Foes afflicted with chill deal 5% less damage  for 10 seconds. This effect will not stack.
  • CONTROLLED MOMENTUM: 5/5 After using a control Encounter  power nearby allies deal 5% more damage for 6 seconds. This effect will not stack.
  • SHATTER STRIKE:                 1/1 When you FREEZE a target they are afflicted by shattered for 10 seconds. shattered foes have a chance when taking damage to be stunned for 5 seconds and take up to 5% of there max HP in damage. This effect consumes shattered. Additionally your control powers deal 33% of your weapon damage against control immune targets. Chill lasts 2.5 seconds longer.

powers:  The only different powers are FANNING THE FLAME, SCORCHING BURST & SWATH  OF DESTRUCTION. the rest are the same as my normal spell storm boss load out.


Load out #6: BUFF & DPS

this load out is buff with a side of DPS, spell storm mage.

Your Paragon path will be SPELLSTORM MAGE, your Heroic Feats will be:

  • Controlling action:       0/5    Gain 2% additional ACTION POINTS when using powers on a controlled target. (This is good for mobs).
  • Weapon Mastery:          3/3    Increases your “Critical” chance by 3%
  • Toughness:                   3/3    Increases your maximum “HIT POINTS” by 9%
  • Fight on:                        1/5    Encounter Cool downs reduced by 2/4/6/8/10%
  • Battlewise:                     0/3   You create 2/4/6% less threat (this is a waste of time NEVER use it)
  • Wizard’s Wrath:             3/3   Your “Area Effect powers” deal 3% more damage
  • Blighting Power:            2/3  Your “cold” powers deal an additional 4% damage to targets affected by “CHILL”
  • Lightning teleport:         0/5  When you kill a foe you restore 2/4/6/8/10% of your maximum stamina (this is a trap feat)
  • Arcane Enhancement:   3/3  Your Arcane powers deal 3% more damage
  • Learned spellcaster:      1/5  Increase the amount of bonus damage INTELLIGENCE gives you by 1/2/3/4/5% (This is a Hidden buff per level of “INT”, If you have 30 or more “INT” this works well)
  • Prestidigitation:             1/3  You and your Allies gain 1/2/3% increased stat ratings.
  • Focused Wizardry:        3/3  Your single target powers deal 30% more damage and your area of effect powers deal 10% less damage.

PARAGON: “THAUMATURGE”

  • TEMPEST MAGIC:            5/5  when your target is below 30% max “HIT POINTS” you deal an additional 5% damage
  • Destructive Wizardry:       5/5 When you cast a fully charged storm pillar you get a 5% damage buff for 20 seconds. The effect will not stack.
  • SPELL TWISTING:     5/5  Your encounter powers apply SPELL TWISTING for 10 seconds, which stacks up to 3 times. When you cast an at will power, your stacks of SPELL TWISTING are consumed to reduce the cool down time on recharging powers. Cool down is reduced by 10% per stack, 30% if you have the max 3 stacks.

PARAGON: RENEGADE

  • CRITICAL POWER:  5/5        When you land a critical hit you gain 5% of you total Action Point. (10 second cool down)
  • REAPER’S TOUCH:  5/5       Your at wills deal 10% more damage when are within 20 ft of your target.
  • ABYSS OF CHAOS:  5/5       When you strike a foe with an encounter power, you mark them with Abyss.  When an ally strikes that foe, they consume Abyss to deal 60% of your weapons damage.
  • NIGHTMARE WIZARDRY: 3/5  When you crit a foe you have a 12% chance for you and your allies to gain COMBAT ADVANTAGE against it for 12 seconds.
  • PHANTASMAL DESTRUCTION:  2/5  When you deal COMBAT ADVANTAGE damage you have a 40% chance to gain 6% critical severity for 6 seconds.
  • MASTERFUL ARCANE THEFT: 5/5   Steal time & Ray of Enfeeblement deal 15% more damage to targets afflicted by chill and an additional 6% for each stack of ARCANE MASTERY on you.
  • CHAOS MAGIC:                       1/1  Dealing damage to targets has a chance to apply CHAOS MAGIC to yourself and allies withing 50′.   the next CHAOS MAGIC will roll one of 3 things: CHAOTIC GROWTH, CHAOTIC NEXUS, CHAOTIC FURY.

Load out #7: BUFF & DEBUFF

For this load out you will be 100% supporting your team with buffs & placing debuffs on the enemy.

our Paragon path will be Master of flame, your Heroic Feats will be:

  • Controlling action:       0/5    Gain 2% additional ACTION POINTS when using powers on a controlled target. (This is good for mobs).
  • Weapon Mastery:          2/3    Increases your “Critical” chance by 2%
  • Toughness:                   3/3    Increases your maximum “HIT POINTS” by 9%
  • Fight on:                        5/5    Encounter Cool downs reduced by 2/4/6/8/10%
  • Battlewise:                     0/3   You create 2/4/6% less threat (this is a waste of time NEVER use it)
  • Wizard’s Wrath:             0/3   Your “Area Effect powers” deal 3% more damage
  • Blighting Power:            2/3  Your “cold” powers deal an additional 4% damage to targets affected by “CHILL”
  • Lightning teleport:         0/5  When you kill a foe, you restore 2/4/6/8/10% of your maximum stamina (this is a trap feat)
  • Arcane Enhancement:   3/3  Your Arcane powers deal 3% more damage
  • Learned spellcaster:      2/5  Increase the amount of bonus damage INTELLIGENCE gives you by 1/2/3/4/5% (This is a Hidden buff per level of “INT”, If you have 30 or more “INT” this works well)
  • Prestidigitation:             3/3  You and your Allies gain 1/2/3% increased stat ratings.

 

PARAGON: RENEGADE

  • CRITICAL POWER:  5/5        When you land a critical hit you gain 5% of you total Action Point. (10 second cool down)
  • REAPER’S TOUCH:  5/5       Your at wills deal 10% more damage when are within 20ft of your target.
  • ABYSS OF CHAOS:  3/5       When you strike a foe with an encounter power, you mark them with Abyss.  When an ally strikes that foe, they consume Abyss to deal 36% of your weapons damage.
  • NIGHTMARE WIZARDRY: 5/5  When you crit a foe you have a 20% chance for you and your allies to gain COMBAT ADVANTAGE against it for 12 seconds.
  • UNCERTAIN ALLEGIANCE:  2/5   When you critically strike you grant allies 2% CRITICAL CHANCE for 10 seconds.
  • MASTERFUL ARCANE THEFT: 5/5   Steal time & Ray of Enfeeblement deal 15% more damage to targets afflicted by chill and an additional 6% for each stack of ARCANE MASTERY on you.
  • CHAOS MAGIC:                       1/1  Dealing damage to targets has a chance to apply CHAOS MAGIC to yourself and allies withing 50′.   the next CHAOS MAGIC will roll one of 3 things: CHAOTIC GROWTH, CHAOTIC NEXUS, CHAOTIC FURY.

 

PARAGON:Oppressor

  • BITTER COLD:                        5/5   Targets take 5% more damage for 6 seconds after being affected by CHILL. (This effect does not stack)
  • TWISTED IMAMOLATION:     5/5   Targets swept in to the air by furious immolation are now dazed for 4 seconds after landing. The debuff from your COMBUSTIVE ACTION class feature now lasts 2.5 seconds longer as well.
  • ICY VEINS:                               5/5   When you activate an encounter power all foes within 15 feet of you have 5 stacks of chill applied to them.

 

POWERS: are the same as the DPS master of flame except for the class feat this load out uses combustive action as well.

If you have any questions just message me on facebook, or discord, or come hang out in one of my live streams.

https://www.twitch.tv/fnhusa57

https://www.youtube.com/c/FNHUSA57

https://www.facebook.com/FNHUSA57/

I hope this guide helps you. Till next time thank you for your support & stay FROSTY!!!

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  • Zeuz
    August 19, 2018 at 1:43 pm

    Hi if I don’t have the orcus set what other set option I can use

    • August 26, 2018 at 8:05 pm

      You can use Owlbear Belt of Intelligence, plus Company cloak (+2 Intelligence), or you can use the Beaded Sash (+2 INT and CHA) and Beaded neck (Fang beaded or beaded amulet)… Or you can use a Valindra belt for +2 INT and CHA.. but the INT is for a build with 5 points in Learned Spellcaster and you need to be Human (or you don’t have to be but it helps if you want to have over 30 INT for the damage bonus. 5 points = 30% more damage according to Sharpedge’s guide). I don’t think the Demogorgon belt gives you points that are as helpful – +2 CON and STR… P.S> all of my info is from Sharpedge’s “A Guide to Wizardry”

  • Perpetuo
    August 21, 2018 at 1:08 pm

    Absolutely brilliant guide! Crazy this is a free read.
    Thanks for all the time and effort put into this. It’s MUCH appreciated!!

  • Pjoter
    September 1, 2018 at 12:43 pm

    Great Job!!! Thank you very much 🙂

  • Jared Sharp
    September 19, 2018 at 1:52 am

    Pretty new lvl 70 what is a good rotation to use as a buff debuff master if flame. Also this a great guide thanks for posting.

  • Tye
    September 25, 2018 at 9:22 pm

    Could you possibly explain what your different AOE builds are used for? I’m not sure what is best for any given situation.

  • 3CubedGaming
    October 15, 2018 at 8:15 pm

    Been following your guide for a couple years. I appreciate your work but this version is confusing.

    Also, where’s the ravenloft boons?

  • Zenman
    November 6, 2018 at 5:59 pm

    He probably didn’t finish Ravenloft at the time of the posting as he was on console and probably won’t be updating anymore as he was permabanned.

  • Zeuz
    November 8, 2018 at 7:26 am

    Hi I would like to ask how do u stack armor pen Becos non of Ur enchant has armor pen how did u get ur 100% armor pen

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