Stox’s PVE CW Thaum DPS guide
This is what I believe to be the most damaging CW setup for PVE. I spend a ridiculous amount of time testing and doing math and will try to answer any questions you may have. I don’t claim to be new or innovating anything so please don’t harass me in my thread. This is simply the setup I run being posted because I’m asked way too much.
The build is all about stacking debuffs / buffs / and increasing damage.
A few remarks on my sheet:
1. Prioritize INT, each point in INT will give you more damage than a point in CHA. But these are the 2 stats you should focus on. For Human ending up 26 INT / 19 CHA, for Tiefling 26 INT / 21 CHA
2. I choose power over crit. Why? Because it’s more damage despite what some people believe
3. I choose pyro bands over ancient slavemaster rings of control. Why? Well recovery wins when it comes to DPS sort of. As in, with a long fight recovery up til about 3500 will win the DPS race, but most fights aren’t long. With a good group you don’t get a chance to get your cooldowns again before moving on to the next pack, so I front load the damage by sacrificing recovery for more power / crit / arm pen.
4. Yes I know my armor pen seems low, but fact is arm pen doesn’t work for a lot of our abilities right now and most of the time even the amount I have is enough for most of the mobs we fight. We’re on adds a lot more than we’re on elites and bosses.
5. Weapon enchant Vorpal since this really is a max DPS setup, but for party benefit when Plague Fire is fixed that’s a great choice as well, but it still won’t do the damage of a Vorpal. For armor enchant, because of the bonus from Galeb Duhr come module 2 I’d recommend Soulforged. i.e. barkshield is nice but with lower health you’ll actually do more damage with Galeb Duhr. People really need to learn how to calculate vorpal added damage as well, so here you go folks. P. Vorpal = 50% crit severity. This doesn’t mean you do 50% more damage or as most people seem to believe 20-30% damage. It is simply your base crit severity 175 (100 + 75% crit severity) + p. vorpal 50 = 225. 225/175 = 1.2857. So this is your damage increase from a perfect vorpal hit, 28.57%. Now you multiply this by your crit chance to get your overall damage increase. Note that because some of our skills do not crit, they do not gain anything from vorpal and you will need to test how much your crit chance is with a parser such as ACT because of Eye of the Storm. Your character sheet number is not reliable. So in my case I show a 28% chance to crit on the character sheet, but because of Eye of the Storm I normally average 48% crits. So damage increase for me with p. vorpal would be 28.57% * .48 = 13.71%.
Weapon Mastery 3/3 – 3% more crit, enough said.
Toughness 3/3 – because I’m squishy enough. lol
Wizard’s Wrath 3/3 – because extra damage on every skill in my normal rotation (coi, chill strike tab, shard of the endless avalanche, and steal time, even adds damage to aoe dailies)
Fight On 1/5 – again I’m frontloading a lot of my damage to hit hard, so while reduced cooldowns is nice, I normally won’t see cooldowns before going to the next pack.
Arcane Enahncement 3/3 – because shard is our biggest damage spell
Blighting Power 2/3 – because in my normal rotation I don’t use a cold power on anything with chill already on it, but for bosses this feat is great or if someone else has put chill on the mobs before you.
I’m human so I have 8 feats in the last column. If I was not human I would go 3/3 Focused Wizardry and 2/5 Learned Spellcaster for the most damage, but as it is I can have my cake and eat it too. I believe human to be the most damaging class over even tieflings because of the feats in this last column. 9% damage to every enounter and daily that I typically use and then on top of that nearly 6% increased damage from Learned Spellcaster on everything. With my roll it’s 16% extra damage from INT, so 5% * 1.16 (the 16% bonus) = 5.8% extra damage from Learned Spellcaster to everything with a roll of 26 INT. It’s slightly more with campfire bonus.
For the right side:
5/5 Tempest Magic – because extra damage when the mob is low health is nice
5/5 Malevolent Surge – We kill a lot as CWs, so bonus damage when we do.
5/5 Snap Freeze – with the rotation I use which I will explain more in detail below, I get this effect on 2 spells, coi and chill strike.
0/5 Frozen Power Transfer – just mentioning this because while it is a nice damage buff, I am frontloading damage and not going to take the time to cast a full rotation of chilling cloud before using encounters.
5/5 Transcended Master – because 15% to our most damaging aoe encounter is ridiculously good
5/5 Elemental Empowerment – this is actually a 10% debuff, thanks for pointing this out Grimah <3
1/1 Assailing Force – 15% extra damage after using COI.
Going into other trees there are lots of fun choices. I would say there are 2 best options for overall damage though. Severe reaction in oppressor can help with your survivability a lot and reaper’s touch is a nice bonus to at wills, but you have to be too close and shouldn’t be doing the majority of your damage with at wills. So especially with the upcoming nerf to entangling force, AP gain is going to be critical making Critical Power a very viable option as well. With this if it procs on a multi target ability, say chill strike in tab, you get 25% AP.
Another worthy contender that I did not go with is Nightmare Wizardry. Yes this spell is nice and will increase party damage. But as I said my build is more for DPS racing. A good party will have combat advantage most of the time anyway, so this feat is somewhat nulled but is still a great party DPS increase. I am 5/5 Bitter Cold because it’s an increase to my shard damage in my rotation and only benefits me really.
My rotation and an explanation.
CoI > Chill Strike in tab > Shard of the Endless Avalanche > Steal Time.
Sometimes I will go ahead and put the shard down before starting the rotation and then launch it to combo faster.
I normally run Arcane Singularity and Oppressive Force for dailies because sometimes singularity is still needed to make a fight go smoother, for instance there are 3 times during an MC run with some big pulls that I would be using this but otherwise I would use Oppressive. I normally will swap one of these for Ice Knife for boss fights.
I use Eye of the Storm exclusively and that will not leave my bar for dungeon running or for bosses, it is just too good. Now the question of storm spell or evocation is more interesting. With my setup and the debuffs and damage I do, Evocation wins. For others Storm Spell may do more damage. The easiest way to find out is to parse a few runs while running storm spell. Check the damage of abilities affected by Evocation and see how much damage that would have added. If it is more than the damage you got with Storm Spell during the runs, you should be running Evocation instead.
Now if I can get close enough to the mobs I will use Steal Time or a Daily early in the fight for more HV procs and bonus damage, but usually fights are started from a distance and this is not the case.
IF YOU READ NOTHING ELSE, READ THIS AND KNOW WHY THIS BUILD IS SO GOOD!!!
**note that due to the math the actual numbers you get will be slightly higher, so say you have debuffs of 25%, you will likely see 26.5% extra damage.
1. CoI is benefitting from Snap Freeze, so 15% more damage on it AND the CoI debuff. So your CoI hits for 30% harder. Note that as you add other debuffs and chill and others add debuffs that this actually goes higher, over 75% in fact.
2. Chill Strike also benefits from Snap Freeze 15% because CoI doesn’t actually add chill stacks unless it is in tab, and it is also getting another 15% damage from the CoI debuff and another 15% from Evocation and another 10% from HV stacks on 5 targets, ~55% bonus damage.
3. Shard gets the 15% damage debuff from CoI as well, 15% from evocation, it gets 5% more damage from Bitter Cold, and another 15% more damage from Transcended Master, another 10% from Elemental Empowerment, shard slam adds 1 stack of HV and shardsplosion adds 1 more. This is our hardest hitting encounter and my build and rotation are setup to make it hit that much harder. You’re looking at about 90% damage increase to shard, really closer to 100%.
4. Steal Time gets the 15% debuff from CoI, 15% from evocation, 5% from Bitter Cold, and 10% from Elemental Empowerment. With HV stacks this is a 75% increase.
Show me another Tree with CW that can stack debuffs like this that can even come close to the damage a thaum CW can do!
Note I do change up encounters depending on the situation and bosses but that just depends on the situation. If you have a specific scenario you’re interested in ask me, but as an example for CN I’d be running this setup until after the second boss then I would switch to Entangling Force on TAB for faster AP gain currently but it’s being nerfed, and switch CoI for Shield for bumping off. Then for the final boss I’d be using Repel on TAB and be back to having in CoI instead of Shield. Now I’m sure they will fix the clearing of adds in CN soon, so this is just an example of current methods assuming you’re even running the dungeon and not having a TR solo run it. When the adds are cleared in the last fight I would once again be switching skills.
Feywild boons, Power and Crit for the first 2 because this is a damage build after all.
The Third tier was a personal choice, yes 2% more AP gain will give you more damage, but really that’s every 50 singularities or OF you cast, you will get 1 extra. I chose the 700 hp here instead.
4th Tier, the one that does damage to enemies, note either has a 1 minute cooldown.
5th Tier, I feel a lot of people miss out on how good this is, but Elvish Fury refreshes itself when you kill a mob in it’s timer. In a fast group that means you will always have a bonus 600 power when running through a dungeon after you have the stacks built.
That’s about it. As I said this is what I run. If there is something better in all of my testing I have yet to find it. I have played around with the fire path coming in module 2 and needless to say, as of now nothing in my build will be changed. Any questions just ask me here or in game @stoxbox2.
MODULE 2 ARTIFACTS:
1. Lantern of Revelation
Legendary is 300 crit, 300 arm pen, 300 combat advantage.
2. Shard of Valindra’s Crown
Legendary is 300 Power, 300 life steal, 400 control bonus
3. I would say Bloodcrystal Raven Skull or Waters of Elah’zad, or just wait. On the test shard prior to module 2 they had a class specific artifact that would have been better. They will add these eventually.
Module 2 Companions:
1. Ioun Stone of Allure for the stats obviously.
2. Fire Archon, 5% more damage to targets at less than 30% health. Assuming an even distribution of damage this would be about 1.5% extra damage, though in practice it will likely be less.
3. Galeb Duhr gives 10% bonus damage based on how much damage you have taken. i.e at 90% health you do 1% more damage, at 50% health you do 5% more damage, etc. I normally am the first one into the fights and getting hit, so this will be a few % to my overall damage I’m sure.
4 and 5. This is the tough one in my opinion, Dancing Blade at epic gives 5% crit severity. This may sound good but when you have a p. vorpal for instance, it’s 230 severity / 225 severity or 1.022 * your crit%, likely ~50% with eye of the storm, so it’s about 1.1% damage increase. Blink Dog seems to be the popular choice giving 5% combat advantage damage at epic, but I also believe Vicious Dire Wolf for 5% chance to interrupt target and Wild Hunt Rider for a 5% chance for encounters to increase your damage by 10% to be a great choice as well. The reason the others are viable choices IMO is that blink dog gives me an effective damage increase of 0.75%, it’s not really that great. Dire Wolf interrupt seems to proc off every hit of everything, so a few CWs running this could chain interrupt enemies. It appears that Wild Hunt Rider procs the damage increase from each target hit as well and will likely be my go to companion for this last slot. Every tick of CoI seems to be able to proc it, the same for icy terrain and all 6 hits of steal time as well, the slow ticks and not just the damage.