Wizard Mod 16 (Momonga)
Welcome to my guide regarding the thaumaturge Wizard, I start by saying that English is not my main language, so I apologize in advance for the writing mistakes you will encounter in the post.
we continue to say, that much of the equipment of the old module is still bis in the mod 16, such as the Hag’s Rags [(+3% damage at a distance)that together with the new ebony ring that has the same bonus, they increase the damage you get with remote powers by 6%] , Grips of Terror (+3% damage with encountering powers) , The set of the demon lord (1%-20% damage depending on the life of the enemy) , Enduring Boots [(+3% damage when your resistance is over 75%) I chose these instead of the ebony shirt, so I was able to take advantage of the bonus of the protected shirt to have a recharge of the powers to meet faster] , Ring of the Shadowstalker +5 (total damage increased by 2.5% if you are less than 25 feet away from the target).
As for the new equipment, in addition to weapons, I recommend using the protector’s shirt and trousers , as well as the head of the protégé that increases the damage by 5% in the sub-mount maps. including the new dungeon “Lair of the Mad Mage”.
you prefer an increase in damage for a very simple reason, after a certain amount of time you get a particular effect, it is not true more than 1000 power = 1% dps but this value goes up, as we can see on the site:
on which we can see how the various game mechanics work and above all how the calculation of the dps works , including some really useful tools to calculate your current dps.
I highly recommend raising intelligence and charisma
INT to maximize magic damage, CHA to increase the speed of recharging powers and the influence of the partner
In aoe I use these powers with great satisfaction, those circled in red find them particularly useful in combat
there is no mandatory rotation, the important thing is to make sure that combustion is activated, the ice terrain on the tab helps to position it where it is needed even if you are not close.
the same I recommend this: TAB> Q> E> R, and in the charging time use the mouse with chilling cloud with more enemies and ray of frost against only one.
like daily I prefer to use furious immolation, because even if it does less damage than oppressive force, there is a larger and more effective range of combustion applied to the enemy.
In single target simply exchange 2 powers the TAB and the Q with:
Ray of Enfeeblement on TAB and Repel on Q
the best Class Feature for the thaumaturge magician in this module for me are Critical Conflagration and Chilling Presence (I use them both on mobs and bosses)
For the talents it is compulsory to use: Glowing Flame, Frigid Winds, Critical Burn and Directed Flames , while I find that the first one can be decided individually, I find them both good, both RelativeHaste and Smoldering Recovery.
As for the Boons I use these:
I find both the configuration that fits better on various occasions, the reason why in the master boons or chosen “Blood Lust” is because I don’t change the gifts from one build to another, and since “Deathly Rage” is activated only if you kill , I don’t find it useful at all against the bosses.
with this new module a lot of things have changed, both the game mechanics and your and the various enemies’ statistics, various test facts and opinions exchanged with other players have led to the conclusion that the best spells to use for the DPS are “Radiosi”, to be used in both attack and defense slots.
the reason? because the other statistics can be easily reached by taking advantage of your and partner’s equipment bonuses, and in this mod the power takes on a much more important role so having a lot of it is always better.
In utility slots, I recommend “Dark” because increasing the influence of your partner is just as useful to raise all the statistics.
while on the equipment of the companion I highly recommend “Empowered Runestone”while as runestones on the companion you always put bonding runestone.
the choice of the companions is relative, one should choose the companions to use based on the gaps that one has in the statistics, to understand, if one is an almost end-of-game player, obviously he will have all the high statistics and will have reached the maximum limit for each one of them, so he will choose comrades who give him “Power” as a bonus, such as the deep crow newborn, the kenku archer, the minstrel, Alpha compy etc etc.
I leave you the link below of one of the best auto wiki written on this mod, and I really feel like thanking the author for the great help he has given to me and many others.
POCKET WIKI MOD16
Always choose a budding companion, non-combatant or defender, the best 2 companions to have summoned for the dps are the bulette puppy and the quasit, due to their increased power and other offensive statistics
if you do not have a legendary mount do not use the first bonus, change it with (Knight’s Rebuke , Survivor’s Blessing)
I made some upgrades (if you can say that since I put equip even older: D) I practically removed the grips of terror that increase the damage by 3% but only on the powers to encounter and I changed them with the arms of omu , which increase the damage by 3% with the powers at a distance (which apart from land are all, including daily and will power).
The same bonus as the hags rags and the ebony ring, precisely for this reason knowing that it does not accumulate more than 2 times I had to remove the ebony and put a second shadow predator, then I removed the resistant boots with +3 bonus % damage with resistance over 75% and I put on the ebony shirt to take advantage of this bonus that I remind you is the only one that does not accumulate, it works only 1, and I put the boots of the willing (always obtainable from the tyrant hunting omu, having thus access to + 3% more damage with the willpower, “” “which represents a big slice of damage in a dungeon” “”
then I added the burnished weapons, chosen instead of the alabaster simply for the number of times that they are activated in party, any care or a little damage is enough to make them activate, just like the old weapons of the primitive.
I did some tests in both aoe and single target with this equip and the other, and all the time just throwing 2 daily. the result is that with the equipment I have now (the one on the screen below) I get about 2 million more damage in ST and about 1.3 million in AoE.
obviously this applies if you already have a certain amount of power, because the more you have, the more that percentage of damage in more (that the various pieces give you) is worth
and these are the bonuses I use on weapons:
if you have questions let me know in the comments, or if you notice errors in the text let me note that I will arrange to fix everything.
I hope I was helpful!