Grimah’s Versatile Renegade build – Feywild

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Hello wizards! I finally thought it would be time to post one of the builds im using. as i notice alot of people are at odds with what the hell is going on! This build is centered around being a tiefling, but very easy to adjust if you are not one.

I wrote a guide for wizards that gives insight to wizard craft, I felt that it would be better to keep a thread like this seperate.

http://mmominds.com/2013/08/30/grimahs-comprehensive-wizard-guide/

This build puts out tons of damage! yes you will be topping your damage meters if you really care for that but its not the meat and bones of the build, however you will be doing alot more damage consistantly than another build, (and equal to thaum using chill stacking and chilling presence for single target). When comparing both thaum and renegade it basically boils down to, assailing force vs nightmare wizardry, and with the EotS buff you can trigger nightmare wizardry more consistantly, however the reason why i do not use thaum (currently) is because thaum locks you into using spells in order to maximise its potential and often puts you in harms way, This build i have choosen gives you the freedom to adapt to different situations by changing out a few spells and you can use other spells to your own liking and still get good results (not having to get in melee for icy terrain and getting tossed around).

This build is designed around what current content we have now for maximising your damage potential with control, safety and utlity. This build is not designed from being able to do maximum damage over 2 minutes on a dummy but maximising damage as a whole without putting yourself in danger and benefiting your group to the fullest (speed > damage meter). I also built this to be able to carry any PuG group, unexperienced group and easily adjustable for different party compositions.

My Gear:

High vizier – for debuff goodness adds aroudn 25% ish, damage my spell selections are always designed around this.

Greater plaguefire - Application of DoT can trigger stormspell, but that is just a bonus, the main reason i use this is to apply more debuffs so your team can kill things, and as a wizard you can apply this debuff very rapidly and always to the targets you are going to be hitting and versatile, an alternative would be to use vorpal, i would not suggest lightning for this build (lightning is great when using conduit/icy terrain and steal time for maximum ticks, which this build does not utilise often.)

Stats: pour all your points into int and charisma, other item stats are same as what others would go for 3kish recovery/ 2200-2500 ArP, boost your defense from your defense slots and defensive slot on your stone. Getting these stats is a slow process and not essential to the build, as I dont expect everyone to hit these margins instantly, damage is determinated primarily from spell usage and selection, and also what situation you are in.

Build:

More details here with power selections: http://nwcalc.com/cw?b=nmn:4yngc:8fe…u000:b5551&h=0

Now if you are a human i would suggest taking 3x in prestige (but it is bugged, so place them in controlling power or another point of blighting power. Also take out chilling cold for tempest magic (however in some situations you would be using sudden storm to trigger bitter cold.

Heroic Feats

Tier 1
Weapon Mastery: 3% chance to crit.
More crit more damage.

Toughness: 6% extra maximum hitpoints
Took this over Controlling action because i dont feel i have any issue with AP generation and believe 6% extra HP is more noticable/useful.

Tier 2
Fight On: Reduces your encounter cooldowns by 10%
Cast your spells 10% faster, i took this over wizard’s wrath because that feat only applies to a few spells i use, and those spells i do not always use, however if you really want a bit more damage during aoe you can shift 3 points over to wizard wrath.

Tier 3
Blighting Power: Your Cold powers deal an additional 6% extra damage to targets effected by chill.
I put 2 points into this because it is useful despite using arcane spells mostly, during both PvP and Single target you will be using a number of cold spells.

Arcane enhancement: Your arcane powers deal 6% extra damage.
Arcane damage… is a huge chunk of damage you will be dealing here

Tier 4
Learned Spellcaster: Increases the bonus damage intelligence provides by 5%
Actually increases your damage by around 6% depending on your INT, more damage for ALL your spells, thats why i took it over Focused Wizardry. Take focused wizardry if you are human

Paragon Feats

Oppressor

Tier 1

Bitter cold: You gain 5% bonus to damage after afflicting an enemy with cold. lasts 6 seconds and does not stack.
Add a chill, collect 5% damage. Will be up most of the duration during aoe scenarios, and always up during single target.

Thaumaturge

Tier 1
Tempest Magic: When your target is below 30% maximum hit points, you deal 2/4/6/8/10% extra damage.
Take this if you are not tiefling, instead of Maelvolent surge.

Malevolent Surge: When killing a foe you gain 10% damage for 4 seconds. stacks 3 times.
Take this or reaper’s touch for your final 5 points (or tempest magic if non-tiefling), this will give you some extra clearing speed, if you are able to get in close, reaper’s touch is your choice.

Renegade



Tier 1
Critical power: When you land a critical hit you gain 5% of your total action points. 10 second cooldown.
Crit on an aoe and you will get 25% AP, even without it, the extra chunk of AP is like casting another encounter. i took this over reaping touch because it is always in effect, and noticable, especially when you need to generate AP quickly.

Tier 2
Nightmare wizardry: When you crit you have a 20% chance to gain combat advantage for 4 seconds.
With high crit and EotS class feature you will be getting this proc up most of the time, granting you an extra 20%ish damage depending on your charisma, and an additional 15% crit severity.

Tier 3
Phantasmal Destruction: when you deal combat advantage damage you gain 15% critical severity for 6 seconds. Gives you around 7-10% extra damage with EotS slotted + your personal crit chance.

Tier 4
Masterful Arcane Theft: Steal time and Ray of enfeeblement deal 1/2/3/4/5% to targets effected by chill and an additional .6/1.2/1.8/2.4/3% damage per arcane stack on you.
With any of the setups i use, i always have either steal time or ray of enfeeble on, so thats an additional 25% damage for either. not a huge difference, but in some fights you will only have time to cast 1 or 2 of these spells. so the bonus helps push things along. Better feat to take than the other choices i believe

Final Feat

Chaos Magic: Your magic missile now has a 33% chance to apply 1 of 3 effects to the target. Only 1 of these effects can be applied at one time, and last for 10 seconds.
Chaotic Growth: Allies near the target are healed for 1% of their maximum hit points per second.
Chaotic Nexus: Enemies near target have their mitigation reduced by 15%
Chaotic Fury: Allies near the target gain 15% bonus power.
Nice uptime, proc rate. and all 3 Boons are useful, though you cannot control it. if you are shooting magic missile you know you are doing something useful for your team.

15% damage through arcane mastery, 6% from arcane enhancment, 6% from learned spellcaster, 5% from bitter cold, 25% from high vizier, 30% when nightmare wizardry is up (roughly 15-20% average always),

Now the important stuff:

Loadouts

1. Generic dungeon clearing (use this if you have another wizard or you have a GF in the group. great for burning down dailies and doing that MotH farm. Does higher damage than thaum spec due to the hard hitting encounters and instant/high burst damage and guaranteed full damage when using the spell (opposed to icy terrain or conduit getting full ticks on 5 mobs).

At-wills: Magic Missile / Storm Pillar
Mastery: Chill Strike (Procs 3x high vizier and applies chill for your +5% bitter cold bonus, this is your opener.)
Encounter 1: Sudden storm (Tons of damage)
Encounter 2: Shard of Endless Avalanche (Applies high vizier, big burst damage, knockdown. Use this between steal times if possible, or when you just need things to get prone. Advisable to drop this down when it is off cooldown and only push it when you are able to make it explode)
Encounter 3: Steal time (Procs 3x High vizier too, does +25% more damage than usual due to the feat, great CC as well as damage)
Daily 1: Oppressive force (Use this alot, gives breathing space for your group, and unlike Arcane singularity you can still use shard and sudden storm whilst it is working and will stack 4 lots of high vizier before it goes off, doing a large amount of damage.)
Daily 2: Ice knife (to take down a mob that needs to die quickly)
Class Feature 1: Eye of the storm (Become a crit machine, will make you proc nightmare wizardry alot.)
Class Feature 2: Storm Spell (does alot of damage, and procs often)

2. Dungeon control if you have no tank, you are needed to carry the group, or you are just doing something that is more difficult for your group (My “make sure no one dies” spec, pretty much the same as above, but with entangle on tab. this is why i took Chilling cold, though those 5 points are the least important)

At-wills: Magic Missile / Storm Pillar
Mastery: Entangling Force(big AP generator and procs 1 stack of high vizier on each target target and gain a stack of arcane per target so you can get those stacks to max almost instantly. (Use this often and as an opener.)
Encounter 1: Sudden storm (Tons of damage and applies chill from chilling control to collect your 5% bonus, use this as often as you can.)
Encounter 2: Shard of Endless Avalanche (Applies high vizier, big burst damage, knockdown. Use this between steal times if possible, or when you just need things to get prone. Advisable to drop this down when it is off cooldown and only push it when you are able to make it explode)
Encounter 3: Steal time (Procs 3x High vizier too, does +25% more damage than usual due to the feat, great CC as well as damage)
Daily 1: Oppressive force (Use this alot, gives breathing space for your group, and unlike Arcane singularity you can still use shard and sudden storm whilst it is working)
Daily 2: Ice knife (to take down a mob that needs to die quickly)
Class Feature 1: Eye of the storm (Become a crit machine, will make you proc nightmare wizardry alot.)
Class Feature 2: Storm Spell (does alot of damage, and procs often)


3. Single target, this is used in more occasions than you would believe, alot of bosses will require you to switch to single target)

At-wills: Magic Missile / Storm Pillar
Mastery: Icy rays (big damage and procs 1 stack of high vizier to keep the debuff up.)
Encounter 1: Conduit of Ice (Your filler single target damage, does high damage though it has a lengthy cooldown will benefit from some of the chills you apply, switch this out for shield or repel if you are adamant to keep up 3 debuffs of high vizier)
Encounter 2: Ray of enfeeblement (20% mitigation bonus, will last 50% longer with max arcane stacks, and does 25% more damage than normal, one of our highest single target spells, and fair cooldown)
Encounter 3: Chill Strike (Procs 2x High vizier, helps to keep this debuff up short cooldown and applies chill like icy rays for bitter cold)
Daily 1: Ice knife (big damage, chills.)
Daily 2: Arcane Singularity or Oppressive force (just incase )
Class Feature 1: Eye of the storm (Become a crit machine, will make you proc nightmare wizardry alot.)
Class Feature 2: Storm Spell (does alot of damage, and procs often)
4. PvP - this will probably get the most disagreements which i expect, everyone has thier preferences here but of all the different combinations i have tried this is what i feel is the best.

At-wills: Magic Missile / Storm Pillar
Mastery: Icy rays (big damage and roots the target in place NOT DODGABLE! use this when you they start dodging or your CC has ran out in anticipation of a dodge, follow it up with CC if its available, procs HV.)
Encounter 1: Entangling force (Open with this if you can, some may say use ray first but then it may alert them to dodge, also you may wonder why not just open with icy rays? well i use this so i can get max stacks of plaguefire and high vizier before i blow them up with icy rays.)
Encounter 2: Ray of enfeeblement (20% mitigation bonus, use this when you know you can land it, i use it after entangling force usually, or as an opener or whenever i know dodge is not available for them follow this up by CC asap.)
Encounter 3: Chill Strike (Procs 2x High vizier giving you 3 stacks total if you have used either rays or entangling first. I use this after entangling usually so i can get 3 stacks on before i use ice knife or icy rays then ice knife)
Daily 1: Ice knife (big damage, chills.)
Daily 2:Oppressive force (Use this when you know theres a rogue stealthing about, the daze will reveal them, then nuke em to death.)
Class Feature 1: Eye of the storm (Become a crit machine, will make you proc nightmare wizardry alot.)
Class Feature 2: Storm Spell (does alot of damage, and procs often)

Notes:
Be aware that you will ofcourse change spells now and again for example repel mastery, singularity and shield if you need to bump (swap out either shard or sudden storm for shield depending on what is less needed)

Any questions let me know! And any feedback would be welcome (if you are using this spec/setups). Also i am aware there maybe alot of nay-sayers but i would ask to keep it constructive, but im ready to take it :P

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Grimah’s Versatile Renegade build - Feywild, 8.7 out of 10 based on 42 ratings

3 Comments

  1. zoo
    November 20, 2013, 8:35 am

    what would u have the most of like crit/power/rec/def or ap zoo

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  2. J
    February 5, 2014, 5:47 pm

    The build link doesn’t match the loadouts. The build doesn’t have Shard of Endless Avalanche, Eye of the Storm or Steal Time, but the loadouts use those powers.

    Then again Repel, Shield, Icy Terrain and Chilling Cloud are maxed for points bug never used in any loadout, so you could probably move those around to get the powers you do use.

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  3. Kaizenn
    August 23, 2014, 5:32 am
    9/10

    Thank you for the detailed guide, especially typing out the Paragon Feat names and providing an image. I am returning to the game after a while and have to respec my feats. Comparing my in game pending points with this guide I noticed small change.

    In game now the guide’s 5/5 Nightmare Wizardry in Tier 2 has switched places with the 0/5 Energy Recovery in Tier 3. I simply sacrificed Thaumaturge tree’s 5/5 Malevolent Surge to keep all the Renegade powers chosen in the guide.

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