Control Wizard Cookbook

Profile photo of Datsik
by Datsik on February 20, 2017
Control Wizard
Item Reviewed

Control Wizard Cookbook

Author
Rating
User Rating
Rate Here
Rating
User Score
409 ratings
You have rated this
Ads

Control Wizard Cookbook

 

This guide was created by three guys on the XB1 platform to help out all other Control Wizards whether on XB1, PS4, or PC with an emphasis on PvE DPS.
A lot of testing was done on XB1, where it is in fact harder to get the information. We have to rely on what we see on the screen, and in the combat logs. We do not have the luxury of ACT to assist us. In saying that, what we feel we have been able to come up with is a great guide for Control Wizards to use. We have removed the "fluff", math, theories, most statistics (which would have made it 3x as big), and laid everything out as straight forward and as simple as we could. Enjoy!

A huge shoutout goes to 'Oliviabc'! She used her expertise and vast knowledge of PvP from the CW perspective and wrote the PvP guide with great detail in such a little space of time. We couldn't be more thankful.


How to use this Guide:

You will notice the Tabs up at the top. Please navigate all tabs, for a lot of information for DPS and Buff/Debuff (B/D) is in them. The tabs range from Race choices to Companions and Enchantments. It even includes sections on the best DPS and B/D spell setups for dungeons. Also take note to the Change Log tab, for when we update this guide in the future, we will annotate what we changed there and list the current Module the game is running.


Who We Are:

 

 

 

 

On Xbox One, there is a Club called Neverwinter Control Wizards. It has clips and screenshots of the best Control Wizards on Xbox including ourselves. These clips include stats, builds, paingiver charts and tips/tricks. It also has chat availability for asking and answering questions, and party/group invite options as well.

If you have any questions regarding this post, do not hesitate to ask them. We enjoy helping others!

Race Choices

 

 

DPS Race Choices

 

Tiefling
+2 Charisma
+2 Constitution or +2 Intelligence
Bloodhunt: You deal an additional 5% damage to targets below half health.
Infernal Wrath: Whenever you are hit, you have a 10% chance to lower the Power of the attacker by 5% for 5 seconds.
** Starting Roll 16 INT and 16 CHA. Add  +2 INT and +2CHA  in both stats to end with 18/18 **

Dragonborn
+2 to any two stats
Draconic Heritage: You receive 5% more healing from all spells and abilities.
Dragonborn Fury: Your Power and Critical Strike are increased by 3%.
** Starting Roll 16 INT and 16 CHA. Add  +2 INT and +2CHA  in both stats to end with 18/18 **

Human
+2 to any ability score
Versatile Defense: Increase your Defense by 3%.
Heroic Effort: You gain an additional Heroic Feat point at levels 10, 15, and 20.
** Starting Roll 16 INT and 16 CHA. If you need the crit chance then +2 CHA. If not, +2 INT. **


Note 1:
Intelligence - contributes to Damage Bonus and Recharge Speed.
Charisma - contributes to Critical Chance, Combat Advantage and Companion Stat Bonus.
Wisdom - contributes to Recharge Speed, Action Point Gain, Control Resistance and Control Bonus.

 

Note 2:
When you reach a point where you are over the crit crap, re-rolling your ability scores to increase your INT is advised as the damage bonus INT provides is more Valuable than the CA damage bonus/ Crit Chance provided by charisma, end game.

B/D Race Choices

 

Sun Elf
+2 Intelligence
+2 Dexterity or +2 Charisma
Inner Calm: Your inner peace and serenity cause you to focus more clearly on the task at hand. +2% Action Point gain.
Sun Elf Grace: Your bottomless grace increase your resistance to Crowd Control effects by 10%.

Drow
+2 Dexterity
+2 Charisma or +2 Wisdom
Darkfire: You have a 5% chance when attacking a foe to apply Darkfire for 4 seconds, reducing its Defense by 10%.
Trance: You recover at campfires twice as quickly.

Human
+2 to any ability score
Versatile Defense: Increase your Defense by 3%.
Heroic Effort: You gain an additional Heroic Feat point at levels 10, 15, and 20.

Note:
Intelligence - contributes to Damage Bonus and Recharge Speed.
Charisma - contributes to Critical Chance, Combat Advantage and Companion Stat Bonus.
Wisdom - contributes to Recharge Speed, Action Point Gain, Control Resistance and Control Bonus.


Spellstorm DPS Builds

 

 

Thaumaturge/Oppressor

Heroic Feats

[3/3] Weapon Mastery: Increases your Critical Chance by 1/2/3%.
[3/3] Toughness: Increases your maximum Hit Points by 3/6/9%.
[1/5] Fight On: Encounter cooldowns reduced by 2/4/6/8/10%.
[3/3] Wizard’s Wrath: Your area effect powers deal 1/2/3% more damage.
[3/3] Blighting Power: Your Cold powers deal an additional 2/4/6% damage to targets affected by Chill.
[2/3] Arcane Enhancement: Your Arcane powers deal 1/2/3% more damage.
[2/5] Learned Spellcaster: Increase the amount of bonus damage Intelligence gives you by 1/2/3/4/5%.
[3/3] Focused Wizardry: Your single target powers deal 10/20/30% more damage and your Area of Effect powers deal 30/20/10% less damage. 


Oppressor Feats

[5/5] Bitter Cold: Targets take 1/2/3/4/5% more damage for 6 seconds after being affected by Chill. This effect does not stack..
[5/5] Chilling Control: Sudden Storm now applies 1/2/3/4/5 stacks of Chill to targets hit by the primary strike.
[5/5] Icy Veins: When you activate an Encounter power all foes within 15' of you have 1/2/3/4/5 stacks of Chill applied to them.

Thaumaturge Feats

[5/5] Tempest Magic: When your target is below 30% max Hit Points you deal an additional 1/2/3/4/5% damage. 
[5/5] Malevolent Surge: When you kill a foe you gain 1/2/3/4/5% more damage. Lasts 15 seconds.
[5/5] Spell Twisting: 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 cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack. 
[5/5] Elemental Reinforcement: When you cast a Fire, Arcane, Cold or Lightning encounter power you gain 1/2/3/4/5% increased damage for 10 seconds. Each Element may apply this bonus separately.
[5/5] Elemental Empowerment: Dealing Cold damage has a 3/6/9/12/15% 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 3/6/9/12/15% 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.
[1/1] Assailing Force: Dealing damage to foes has a chance to grant you Assailant. When you have Assailant your next Encounter power deals 15% of the target's max HP as unresistable damage (max 800% weapon damage). This will only affect one target when used in an AoE. This feat is half as effective when used on players.

 

* This build works great for solo content and dungeons because Icy Veins (IV) provides a controlling feature to a full dps build and pushes out high burst damage when used with the passive Chilling Presence (CP). It constantly performs well across all dungeons. However, strictly in end game dungeons where enemies live much longer, Thaumaturge/Renegade will shine more thanks to Abyss of Chaos (AoC). *
** If Human, put the extra 3 heroic points available in Learned Spellcaster. **

Thaumaturge/Renegade

 

Heroic Feats

[3/3] Weapon Mastery: Increases your Critical Chance by 1/2/3%.
[3/3] Toughness: Increases your maximum Hit Points by 3/6/9%.
[1/5] Fight On: Encounter cooldowns reduced by 2/4/6/8/10%.
[3/3] Wizard’s Wrath: Your area effect powers deal 1/2/3% more damage.
[3/3] Blighting Power: Your Cold powers deal an additional 2/4/6% damage to targets affected by Chill.
[2/3] Arcane Enhancement: Your Arcane powers deal 1/2/3% more damage.
[2/5] Learned Spellcaster: Increase the amount of bonus damage Intelligence gives you by 1/2/3/4/5%.
[3/3] Focused Wizardry: Your single target powers deal 10/20/30% more damage and your Area of Effect powers deal 30/20/10% less damage. 


Renegade Feats

[5/5] Critical Power: When you land a critical hit you gain 1/2/3/4/5% of your total Action Point. (10 second cooldown)
[5/5] Reaper's Touch: Your at wills deal 2/4/6/8/10% more damage when you are within 20ft of your target.
[5/5] Abyss of Chaos: 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 12/24/36/48/60% of your weapon damage.

Thaumaturge Feats

[5/5] Tempest Magic: When your target is below 30% max Hit Points you deal an additional 1/2/3/4/5% damage. 
[5/5] Malevolent Surge: When you kill a foe you gain 1/2/3/4/5% more damage. Lasts 15 seconds.
[5/5] Spell Twisting: 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 cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack. 
[5/5] Elemental Reinforcement: When you cast a Fire, Arcane, Cold or Lightning encounter power you gain 1/2/3/4/5% increased damage for 10 seconds. Each Element may apply this bonus separately.
[5/5] Elemental Empowerment: Dealing Cold damage has a 3/6/9/12/15% 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 3/6/9/12/15% 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.
[1/1] Assailing Force: Dealing damage to foes has a chance to grant you Assailant. When you have Assailant your next Encounter power deals 15% of the target's max HP as unresistable damage (max 800% weapon damage). This will only affect one target when used in an AoE. This feat is half as effective when used on players.

 

* You are choosing Renegade Feats for Abyss of Chaos (AoC). This counts towards your damage (5-7%). Using this build also hinders solo play a bit as there is no Icy Veins to instantly freeze mobs and provide burst damage. This is strictly a dungeon build for group play. *
**If Human, put the extra 3 heroic points available in Learned Spellcaster. **

 

Renegade/Thaumaturge

Heroic Feats

[3/3] Weapon Mastery: Increases your Critical Chance by 1/2/3%.
[3/3] Toughness: Increases your maximum Hit Points by 3/6/9%.
[1/5] Fight On: Encounter cooldowns reduced by 2/4/6/8/10%.
[3/3] Wizard’s Wrath: Your area effect powers deal 1/2/3% more damage.
[3/3] Blighting Power: Your Cold powers deal an additional 2/4/6% damage to targets affected by Chill.
[2/3] Arcane Enhancement: Your Arcane powers deal 1/2/3% more damage.
[2/5] Learned Spellcaster: Increase the amount of bonus damage Intelligence gives you by 1/2/3/4/5%.
[3/3] Focused Wizardry: Your single target powers deal 10/20/30% more damage and your Area of Effect powers deal 30/20/10% less damage.

 



Renegade Feats

[5/5] Critical Power: When you land a critical hit you gain 1/2/3/4/5% of your total Action Point. (10 second cooldown)
[5/5] Reaper's Touch: Your at wills deal 2/4/6/8/10% more damage when you are within 20ft of your target.
[5/5] Abyss of Chaos: When you critically strike you grant allies 1/2/3/4/5% Critical Chance for 10 seconds.
[2/5] Phantasmal Destruction: When you deal Combat Advantage damage you have a 40% chance to gain 3/6/9/12/15% Critical Severity for 6 seconds.
[3/5] Nightmare Wizardy: When you crit a foe you have a 4/8/12/16/20% chance for you and your allies to gain Combat Advantage against it for 12 seconds.
[5/5] Chilling Advantage: When you have Chilling Presence slotted, your spells have 2/4/6/8/10% more chance to crit.
[1/1] Chaos Magic: Dealing Damage to targets has a chance to apply Chaos Magic to yourself and allies within 50'. When you are affected by Chaos Magic you cannot be affected by a new Chaos Magic. You will be affected by Chaotic Growth, Chaotic Nexus, or Chaotic Fury.

--  Chaotic Growth - Heal yourself for 250% weapon damage every .5 seconds for 10 seconds.
-- 
Chaotic Nexus - You gain 30% additional Armor Penetration and Critical Chance for 10 seconds.
-- 
Chaotic Fury - You gain 30% additional Damage and 10% additional Life Steal for 10 seconds.


Thaumaturge Feats

[5/5] Tempest Magic: When your target is below 30% max Hit Points you deal an additional 1/2/3/4/5% damage. 
[5/5] Malevolent Surge: When you kill a foe you gain 1/2/3/4/5% more damage. Lasts 15 seconds.
[5/5] Spell Twisting: 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 cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack. 
* If Human, put the extra 3 heroic points available in Learned Spellcaster. *

Master of Flame DPS Builds

 

 

Thaumaturge/Oppressor

 

Heroic Feats

[3/3] Weapon Mastery: Increases your Critical Chance by 1/2/3%.
[3/3] Toughness: Increases your maximum Hit Points by 3/6/9%.
[1/5] Fight On: Encounter cooldowns reduced by 2/4/6/8/10%.
[3/3] Wizard’s Wrath: Your area effect powers deal 1/2/3% more damage.
[3/3] Blighting Power: Your Cold powers deal an additional 2/4/6% damage to targets affected by Chill.
[2/3] Arcane Enhancement: Your Arcane powers deal 1/2/3% more damage.
[2/5] Learned Spellcaster: Increase the amount of bonus damage Intelligence gives you by 1/2/3/4/5%.
[3/3] Focused Wizardry: Your single target powers deal 10/20/30% more damage and your Area of Effect powers deal 30/20/10% less damage. 


Oppressor Feats

[5/5] Severe Reaction: When struck you have a 15% chance to repel your attacker 1/2/3/4/5 feet and restore 2/4/6/8/10% of your Stamina. This only works within 20 feet.
[5/5] Bitter Cold: Targets take 1/2/3/4/5% more damage for 6 seconds after being affected by Chill. This effect does not stack.
[5/5] Icy Veins: When you activate an Encounter power all foes within 15' of you have 1/2/3/4/5 stacks of Chill applied to them.

 


Thaumaturge Feats

[5/5] Tempest Magic: When your target is below 30% max Hit Points you deal an additional 1/2/3/4/5% damage. 
[5/5] Malevolent Surge: When you kill a foe you gain 1/2/3/4/5% more damage. Lasts 15 seconds.
[5/5] Spell Twisting: 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 cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack. 
[5/5] Elemental Reinforcement: When you cast a Fire, Arcane, Cold or Lightning encounter power you gain 1/2/3/4/5% increased damage for 10 seconds. Each Element may apply this bonus separately.
[5/5] Elemental Empowerment: Dealing Cold damage has a 3/6/9/12/15% 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 3/6/9/12/15% 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.
[1/1] Assailing Force: Dealing damage to foes has a chance to grant you Assailant. When you have Assailant your next Encounter power deals 15% of the target's max HP as unresistable damage (max 800% weapon damage). This will only affect one target when used in an AoE. This feat is half as effective when used on players.

 

* This build works great for solo content and dungeons because Icy Veins (IV) provides a controlling feature to a full dps build and pushes out high burst damage when used with the passive Chilling Presence (CP). It constantly performs well across all dungeons. However, strictly in end game dungeons where enemies live much longer, Thaumaturge/Renegade will shine more thanks to Abyss of Chaos (AoC). *
** If Human, put the extra 3 heroic points available in Learned Spellcaster. **

Thaumaturge/Renegade

 

Heroic Feats

[3/3] Weapon Mastery: Increases your Critical Chance by 1/2/3%.
[3/3] Toughness: Increases your maximum Hit Points by 3/6/9%.
[1/5] Fight On: Encounter cooldowns reduced by 2/4/6/8/10%.
[3/3] Wizard’s Wrath: Your area effect powers deal 1/2/3% more damage.
[3/3] Blighting Power: Your Cold powers deal an additional 2/4/6% damage to targets affected by Chill.
[2/3] Arcane Enhancement: Your Arcane powers deal 1/2/3% more damage.
[2/5] Learned Spellcaster: Increase the amount of bonus damage Intelligence gives you by 1/2/3/4/5%.
[3/3] Focused Wizardry: Your single target powers deal 10/20/30% more damage and your Area of Effect powers deal 30/20/10% less damage. 


Renegade Feats

[5/5] Critical Power: When you land a critical hit you gain 1/2/3/4/5% of your total Action Point. (10 second cooldown)
[5/5] Reaper's Touch: Your at wills deal 2/4/6/8/10% more damage when you are within 20ft of your target.
[5/5] Abyss of Chaos: 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 12/24/36/48/60% of your weapon damage.
 

Thaumaturge Feats

[5/5] Tempest Magic: When your target is below 30% max Hit Points you deal an additional 1/2/3/4/5% damage. 
[5/5] Malevolent Surge: When you kill a foe you gain 1/2/3/4/5% more damage. Lasts 15 seconds.
[5/5] Spell Twisting: 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 cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack. 
[5/5] Elemental Reinforcement: When you cast a Fire, Arcane, Cold or Lightning encounter power you gain 1/2/3/4/5% increased damage for 10 seconds. Each Element may apply this bonus separately.
[5/5] Elemental Empowerment: Dealing Cold damage has a 3/6/9/12/15% 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 3/6/9/12/15% 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.
[1/1] Assailing Force: Dealing damage to foes has a chance to grant you Assailant. When you have Assailant your next Encounter power deals 15% of the target's max HP as unresistable damage (max 800% weapon damage). This will only affect one target when used in an AoE. This feat is half as effective when used on players.

 

* You are choosing Renegade Feats for Abyss of Chaos (AoC). This counts towards your damage (5-7%). Using this build also hinders solo play a bit as there is no Icy Veins to instantly freeze mobs and provide burst damage. This is strictly a dungeon build for group play. *
** If Human, put the extra 3 heroic points available in Learned Spellcaster. **

 


Master of Flame Buff/Debuff Builds

 

Oppressor/Renegade

Heroic Feats

[3/3] Weapon Mastery: Increases your Critical Chance by 1/2/3%.
[3/3] Toughness: Increases your maximum Hit Points by 3/6/9%.
[4/5] Controlling Action: Gain 2/4/6/8/10% additional Action Point when using powers on controlled target.
[5/5] Fight On: Encounter cooldowns reduced by 2/4/6/8/10%.
[3/3] Prestidigitation: You and your allies gain 1/2/3% increased Stat Ratings.
[2/5] Learned Spellcaster: Increase the amount of bonus damage Intelligence gives you by 1/2/3/4/5%.


Renegade Feats

[5/5] Critical Power: When you land a critical hit you gain 1/2/3/4/5% of your total Action Point. (10 second cooldown)
[5/5] Reaper's Touch: Each target hit by Scorching Burst has a 6/12/18/24/30% chance to add a stack of Arcane Mastery.
[5/5] Uncertain Allegiance: When you critically strike you grant allies 1/2/3/4/5% Critical Chance for 10 seconds.
[1/5] Nightmare Wizardy: When you crit a foe you have a 4/8/12/16/20% chance for you and your allies to gain Combat Advantage against it for 12 seconds.

 


Oppressor Feats

[5/5] Bitter Cold: Targets take 1/2/3/4/5% more damage for 6 seconds after being affected by Chill. This effect does not stack.
[5/5] Twisting Immolation: Targets swept into the air by Furious Immolation are now briefly Dazed for .8/1.6/2.4/3.2/4s after landing. The debuff from your Combustive Action class feature now lasts .5/1/1.5/2/2.5s longer as well.
[5/5] Frigid Winds: Foes who have been Frozen take 2/4/6/8/10% more Damage from all sources. 
[5/5] Icy Veins: When you activate an Encounter power all foes within 15' of you have 1/2/3/4/5 stacks of Chill applied to them.
[5/5] Controlled Momentum: After using a Control Encounter power nearby allies deal 1/2/3/4/5% more damage for 6 seconds. This effect does not stack.

 

* If Human, put the extra 3 heroic points available in Learned Spellcaster. *

Renegade/Thaumaturge

Heroic Feats

[3/3] Weapon Mastery: Increases your Critical Chance by 1/2/3%.
[2/3] Toughness: Increases your maximum Hit Points by 3/6/9%.
[2/5] Fight On: Encounter cooldowns reduced by 2/4/6/8/10%.
[3/3] Wizard’s Wrath: Your area effect powers deal 1/2/3% more damage.
[3/3] Blighting Power: Your Cold powers deal an additional 2/4/6% damage to targets affected by Chill.
[2/3] Arcane Enhancement: Your Arcane powers deal 1/2/3% more damage.
[2/3] Prestidigitation: You and your allies gain 1/2/3% increased Stat Ratings.
[3/3] Focused Wizardry: Your single target powers deal 10/20/30% more damage and your Area of Effect powers deal 30/20/10% less damage. 


Renegade Feats

[5/5] Critical Power: When you land a critical hit you gain 1/2/3/4/5% of your total Action Point. (10 second cooldown)
[5/5] Reaper's Touch: Your at wills deal 2/4/6/8/10% more damage when you are within 20ft of your target.
[5/5] Uncertain Allegiance: When you critically strike you grant allies 1/2/3/4/5% Critical Chance for 10 seconds.
[5/5] Nightmare Wizardy: When you crit a foe you have a 4/8/12/16/20% chance for you and your allies to gain Combat Advantage against it for 12 seconds.
[5/5] Chilling Advantage: When you have Chilling Presence slotted, your spells have 2/4/6/8/10% more chance to crit.
[1/1] Chaos Magic: Dealing Damage to targets has a chance to apply Chaos Magic to yourself and allies within 50'. When you are affected by Chaos Magic you cannot be affected by a new Chaos Magic. You will be affected by Chaotic Growth, Chaotic Nexus, or Chaotic Fury.

--  Chaotic Growth - Heal yourself for 250% weapon damage every .5 seconds for 10 seconds.
-- 
Chaotic Nexus - You gain 30% additional Armor Penetration and Critical Chance for 10 seconds.
-- 
Chaotic Fury - You gain 30% additional Damage and 10% additional Life Steal for 10 seconds.


Thaumaturge Feats

[5/5] Malevolent Surge: When you kill a foe you gain 1/2/3/4/5% more damage. Lasts 15 seconds.
[5/5] Drifting Embers: Targets affected by Fanning the Flame have a 8/16/24/32/40% chance when damaged by other attacks to spread Smolder to a nearby target.
[5/5] Spell Twisting: 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 cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack. 

 

* Leveling B/D build that helps with being able to solo. Will be removed in Mod 11  *


Spellstorm Dungeon Guide

 

Spells


Encounters

Icy Terrain (IT)  --  Sudden Storm (SuS)  --  Disintegrate (Dis)  --  Steal Time (ST) 

Chill Strike (CS)  --  Conduit of Ice (CoI)  --  Ray of Enfeeblement (RoE)


Dailies

Oppressive Force (OF)  --  Ice Knife (IK)  --  Ice Storm (IS)

Personals

Chilling Presence (CP)  --  Storm Spell (SS)

At-Wills

Magic Missiles (MM)  -  Chilling Cloud (ChC) 

4th Encounter Slot (RB/R1/Tab)

Listed as (R)


Melt (High level groups with maximum buffs and debuffs, and teammates who know how to play their class properly. Things die notably fast.)

Standard (Average level groups with average players. Things don't die fast.)

 

Explanation of the Loadouts you will find in the guides below.
Loadout: [Encounter Powers] [Personal Features] [At-Wills] [Daily Powers]

Assault on Svardborg

Phase 1
Loadout: [CoI (R) - IT - Dis - ST] [SS - CP] [MM - ChC] [IK - OF]
The beginning of this dungeon is entirely AoE focused. The enemies (which consist of trolls and giants) will spawn at different locations around the room and will run into the center where you should all be situated. Start by casting CoI on the largest target from afar which is typically a Giant. When they get in range, cast IT followed by a ST. Cast an At-Will which in an AoE situation should be ChC.  Now Cast Dis, an ChC, and repeat the rotation. The daily you will use when it is available is OF.


Note: ST can be tricky to use in this dungeon due to the animation being cancelled by the ice from the floor etc. If your group is struggling with providing enough control resist, then switch out ST for SuS. This will help with mobility.


Phase 2 (Jarl Storvald -&- Manticore's)
Loadout: [CoI (R) - IT - Dis - SuS] [SS - CP] [MM - ChC] [IK - OF]
When hiding behind the pillar during the bosses entry attack, it is advised you quickly swap ST out for SuS if you were using ST in the previous phase. SuS will also be useful during the manticore phase. Start the rotation by using IT under the bosses feet. Using CoI after IT lets it take advantage of the extra 5% damage per stack of chill as casting it before doesn’t take the chill stacks applied by Icy veins into consideration until the next cast.  You will still be hitting your At-Will after the 3rd and 4th encounter to maximise spell twisting procs efficiently. So your rotation for this fight should be casting IT, Followed by a CoI(R), Dis, At-Will, SuS, At-Will, and repeat.

The boss will walk away and 2 Manticore's will be summoned, during this phase we want to apply CoI on one as quickly as possible as they will group up in the middle. Once they have reached the middle, place IT under their feet. These Manticore's jump about a lot though, so keep that in mind. CoI and OF is the big damage in this phase, along with disintegrate as usual. This will happen 3 times during the boss fight.

Note: When the Manticore's have taken enough damage to trigger the main boss to return, they become INSTANTLY immune. Try to be careful of when you use your OF as it can be wasted and deal 0 damage. Keep an eye on the health bar, going back into the main fight with the boss with an ice knife ready is much more beneficial.

Fangbreaker Island

The Ascent
Loadout: [CoI (R) - IT - Dis - SuS] [SS – CP] [MM - ChC] [IK - IS]
Ascending the hill of Fangbreaker Island is commonly agreed upon by most players as the hardest part of the dungeon. In this specific situation, survivability is damage. You want to stay as mobile as possible to help dodge the Polar Bears, and the Rock Throws. If you’re dead, you’re not dealing damage. This is why we suggest to use SuS over ST in this AoE situation regardless of the number of enemies. The 5% damage boost from Elemental Reinforcement is also super beneficial, and as always, let the Tank grab aggro first.
Once you see the enemies marked and their attention taken, cast CoI on a marked giant and try to move in to place IT down. Use IS as your daily unless you’re trying to kill one giant, in which case you should use IK. Try and get the SuS cone to line up with as many mobs as possible, but it’s not the biggest concern. As long as you make it hit something and are able to keep moving is important. Disintegrate whatever you can, but pay special attention to the polar bears as they need to die as fast as possible. When casting At-Wills in groups, use ChC, but if focusing on one mob, use MM instead.

Hati
Loadout: [CoI (R) - Dis - RoE - SuS] [SS - CP] [ChC - MM] [IK - OF]
Hati is notorious for not standing still. Therefore we are using RoE on this boss over IT. RoE provides a debuff as well as assisting in stacking Arcane Mastery. Start by casting RoE to apply the debuff, then cast CoI followed by a Dis (if an IK is available, cast it before you cast Dis). Since you now have 3 stacks of Spell Twisting, cast MM (reducing your cooldowns by 30%) followed by SuS and then another MM for an extra 10% CD reduction. This marks the end of your first full rotation, and you will want to repeat this and be as consistent as possible.

Dragon Turtle
Loadout: [CoI (R) - IT - Dis - SuS] [SS - CP] [ChC - MM] [IK - OF]
This is similar to the Hati boss fight in regards to rotation, but the one difference is swapping out RoE for IT. IT is an extremely good encounter on boss fights that don’t move about because it procs things such as Creeping Frost, Elven Ferocity, Shadow Touch, Weapon Enchants, Chill of Winter and even Assailant. When it crits, it can Proc Storm Spell as well.
On this fight, it is important to note you have mobility. You can place IT down on top of the boss, and back out if need be to continue your rotation. If you have a really strong group with at least two AA Cleric’s, you can stand on top of the boss the entire time.

Drufi
Loadout: [CoI (R) - Dis - RoE - SuS] [SS - CP] [ChC - MM] [IK - OF]
Loadout: [CoI (R) - IT - Dis - SuS] [SS - CP] [ChC - MM] [IK - OF]
The rotation used here will be identical to the Dragon Turtle or Hati boss fight depending on how you decide to fight Drufi. If your group uses a method to stun lock the boss (e.g. Cleric using Geas) then you can use the same loadout and rotation for the Dragon turtle boss, because Drufi will not move. If you are not using a method to stun lock, then we suggest using the same rotation as on Hati. Both loadouts are listed.

Demogorgon

Phase 1 (Portals)

Loadout: [CoI (R) - IT - Dis - ST] [SS - CP] [ChC – MM] [IK - OF]
Loadout: [CS (R) - IT - Dis - SuS] [SS - CP] [ChC – MM] [IK - OF]

For this first phase, you will want to apply IT underneath the portal as the mobs spawn. This will allow you to take advantage of Icy Veins (If you've taken this Oppressor feat), which will then allow you to quickly get off burst damage with CS in (R).  You will want to follow that combo with a Dis and ST.  Repeat this for all portals and make sure to sprinkle in At-Wills to utilize Spell Twisting (Thaumaturge feat).

Note: When using a daily, you can apply an IK right after IT instead of CS to the highest health mob for a big chunk of damage. If the groups are larger than 3, it is recommended to use OF instead.


Phase 2 (Gorristo) -&- Phase 3 (Demogorgon)

Loadout: [CoI (R) - SuS - Dis - RoE] [SS - CP] [ChC - MM] [IK - OF]
Loadout: [CoI (R) - SuS - Dis - CS] [SS - CP] [ChC - MM] [IK - OF]
For these phases, you will want to start with RoE, followed by CoI, SuS, cast an At-Will and then Dis followed by another At-Will. Afterwards, repeat the process and sprinkle in IK when it is available and max buffs are applied to you. It is best to save a daily a few seconds if you know a big buff is coming.

T1's & T2's

The T1 and T2 dungeons are pretty much the same. Below we will list the loadouts we recommend. By reading the previous guides you can determine which order to use spells. Try them out, test and experiment! And as always, be mindful of Spell Twisting, stay on top of your rotations to maximize DPS and stay out of the red!

Castle Never
Trash
Loadout: [CoI (R) - IT - Dis - ST] [SS - CP] [ChC – MM] [IK - OF]
Hallways
Loadout: [CoI (R) - IT - Dis - SuS] [SS - CP] [ChC – MM] [IK - OF]
Bosses
Loadout: [CoI (R) - IT - Dis - SuS] [SS - CP] [ChC – MM] [IK - OF]

Prophecy of Madness
Portals
Loadout: [CoI (R) - IT - Dis - ST] [SS - CP] [ChC – MM] [IK - OF]
Boss
Loadout: [CoI (R) - IT - Dis - SuS] [SS - CP] [ChC – MM] [IK - OF]

Throne of the Dwarven Gods
Loadout: [CoI (R) - IT - Dis - ST] [SS - CP] [ChC – MM] [IK - OF]

Temple of the Spider (Master)
Trash and first two Bosses
Loadout: [CoI (R) - IT - Dis - ST] [SS - CP] [ChC – MM] [IK - OF]
Final Boss
Loadout: [CoI (R) - IT - Dis - SuS] [SS - CP] [ChC – MM] [IK - OF]

Cragmire Crypts (Master)
Trash
Loadout: [CoI (R) - IT - Dis - ST] [SS - CP] [ChC – MM] [IK - OF]
Bosses
Loadout: [CoI (R) - IT - Dis - SuS] [SS - CP] [ChC – MM] [IK - OF]

Gray Wolf Den (Master)
Trash
Loadout: [CoI (R) - IT - Dis - ST] [SS - CP] [ChC – MM] [IK - OF]
Final Boss
Loadout: [CoI (R) - IT - Dis - SuS] [SS - CP] [ChC – MM] [IK - OF]

Lair of Lostmauth
Trash
Loadout: [CoI (R) - IT - Dis - ST] [SS - CP] [ChC – MM] [IK - OF]
Bosses
Loadout: [CoI (R) - RoE - Dis - SuS] [SS - CP] [ChC – MM] [IK - OF]

The Shores of Tuern (Epic)
Trash
Loadout: [CoI (R) - IT - Dis - ST] [SS - CP] [ChC – MM] [IK - OF]
Boss
Loadout: [CoI (R) - IT - Dis - SuS] [SS - CP] [ChC – MM] [IK - OF]

Valindra's Tower
Trash
Loadout: [CoI (R) - IT - Dis - ST] [SS - CP] [ChC – MM] [IK - OF]
Boss
Loadout: [CoI (R) - IT - Dis - SuS] [SS - CP] [ChC – MM] [IK - OF]

Malabog's Castle
Trash
Loadout: [CoI (R) - IT - Dis - ST] [SS - CP] [ChC – MM] [IK - OF]
Final Boss
Loadout: [CoI (R) - IT - Dis - SuS] [SS - CP] [ChC – MM] [IK - OF]

Master of Flame DPS Dungeon Guide

 

Spells


Encounters

Icy Terrain (IT)  --  Fanning the Flame (FtF)  --  Disintegrate (Dis)  --  Steal Time (ST) 

Chill Strike (CS)  --  Conduit of Ice (CoI)  --  Ray of Enfeeblement (RoE)


Dailies

Oppressive Force (OF)  --  Ice Knife (IK)  --  Ice Storm (IS)

Personals

Chilling Presence (CP)  --  Critical Conflagration (CC)

At-Wills

Magic Missiles (MM)  --  Scorching Burst (SB) -- Chilling Cloud (ChC)

4th Encounter Slot (RB/R1/Tab)

Listed as (R)


Melt (High level groups with maximum buffs and debuffs, and teammates who know how to play their class properly. Things die notably fast.)

Standard (Average level groups with average players. Things don't die fast.)

 

Explanation of the Loadouts you will find in the guides below.
Loadout: [Encounter Powers] [Personal Features] [At-Wills] [Daily Powers]

Assault on Svardborg

Phase 1
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [MM - ChC] [IK - OF]
The beginning of this dungeon is entirely AoE focused. The enemies (which consist of trolls and giants) will spawn at different locations around the room and will run into the center where you should all be situated. Start by casting CoI on the largest target from afar which is typically a Giant. When they get in range, cast IT followed by a FtF. Cast an At-Will which in an AoE situation should be ChC.  Now Cast Dis, an ChC, and repeat the rotation. The daily you will use when it is available is OF.

Note: Killing the enemies affected by the fanned flame will cause the original FtF target to take a lot of damage.

Phase 2 (Jarl Storvald -&- Manticore's)
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [MM - ChC] [IK - OF]
We are keeping the same loadout as the first phase. FtF works great as a single target ability and a AoE ability. Start the rotation by using IT under the bosses feet. Using CoI after IT lets it take advantage of the extra 5% damage per stack of chill as casting it before doesn’t take the chill stacks applied by Icy veins into consideration until the next cast.  You will still be hitting your At-Will after the 3rd and 4th encounter to maximise spell twisting procs efficiently. So your rotation for this fight should be casting IT, Followed by a CoI(R), Dis, At-Will, FtF, At-Will, and repeat.

The boss will walk away and 2 Manticore's will be summoned, during this phase we want to apply CoI on one as quickly as possible as they will group up in the middle. Once they have reached the middle, place IT under their feet. These Manticore's jump about a lot though, so keep that in mind. CoI and OF is the big damage in this phase, along with disintegrate as usual. This will happen 3 times during the boss fight.

Note: When the Manticore's have taken enough damage to trigger the main boss to return, they become INSTANTLY immune. Try to be careful of when you use your OF as it can be wasted and deal 0 damage. Keep an eye on the health bar, going back into the main fight with the boss with an ice knife ready is much more beneficial.

Fangbreaker Island

The Ascent
Loadout: [CoI (R) - IT - Dis - FtF] [CC – CP] [MM - SB] [IK - IS]
Ascending the hill of Fangbreaker Island is commonly agreed upon by most players as the hardest part of the dungeon. In this specific situation, survivability is damage. You want to stay as mobile as possible to help dodge the Polar Bears, and the Rock Throws. If you’re dead, you’re not dealing damage. This is why we suggest to use FtF over ST in this AoE situation regardless of the number of enemies. The 5% damage boost from Elemental Reinforcement is also super beneficial, and as always, let the Tank grab aggro first.

Once you see the enemies marked and their attention taken, cast FtF on the target with the most health. Assuming your crit chance is 100% in combat, casting CoI on the next target will apply smolder to everyone it hits due to CC. The target you originally hit with FtF, will now attract flames from nearby enemies that are close enough and affected with smolder. You want to focus the rest of your rotation on the enemies around the original FtF target. When they die, they explode and deal a large amount of damage to the main target (This is one of the ways MoF keeps up with SS on AoE damage). After you Have used FtF and CoI, you need to move in and place IT down. Use IS as your daily unless you’re trying to kill one giant e.g. the drummer, in which case use an IK. Disintegrate whatever you can, personally, aim for the polar bears as they need to die as fast as possible.

Remember, keep your rotation solid to take full advantage of Spell Twisting, and stay out of the red!

Hati
Loadout: [CoI (R) - Dis - RoE - FtF] [CC - CP] [SB - MM] [IK - OF]
Hati is notorious for not standing still. Therefore we are using RoE on this boss over IT. RoE provides a debuff as well as assists in stacking Arcane Mastery. Start by hitting the boss with MM until you see your Companion's Gift proc. Once you see it proc, cast RoE to apply the debuff. By waiting for Companion's Gift, you should crit with your first encounter resulting in CC applying the smolder damage. CoI should be casted next to take advantage of the debuff, followed by a Dis (if you have the AP available, cast IK first). Cast a quick MM, then FtF, and then another MM. Repeat this rotation to take full advantage of Spell Twisting.

Dragon Turtle
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [SB - MM] [IK - OF]
This is similar to the Hati boss fight in regards to rotation, but the one difference is swapping out RoE for IT. IT is an extremely good encounter on boss fights that don’t move about because it procs things such as Creeping Frost, Elven Ferocity, Shadow Touch, Weapon Enchants, Chill of Winter, Smolder/Rimfire and even Assailant.
On this fight, it is important to note you have mobility. You can place IT down on top of the boss, and back out if need be to continue your rotation. If you have a really strong group with at least two AA Cleric’s, you can stand on top of the boss the entire time.

Drufi
Loadout: [CoI (R) - Dis - RoE - FtF] [CC - CP] [SB - MM] [IK - OF]
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [SB - MM] [IK - OF]

The rotation used here will be identical to the Dragon Turtle or Hati boss fight depending on how you decide to fight Drufi. If your group uses a method to stun lock the boss (e.g. Cleric using Geas) then you can use the same loadout and rotation for the Dragon turtle boss, because Drufi will not move. If you are not using a method to stun lock, then we suggest using the same rotation as on Hati. Both loadouts are listed.

Demogorgon

Phase 1 (Portals)

Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [SB – MM] [IK - OF]
Loadout: [CS (R) - IT - Dis - FtF] [CC - CP] [SB – MM] [IK - OF]

For this first phase, you will want to apply IT underneath the portal as the mobs spawn. This will allow you to take advantage of Icy Veins (If you've taken this Oppressor feat), which will then allow you to quickly get off burst damage with CS in (R).  You will want to follow that combo with a FtF and then Dis.  Repeat this for all portals and make sure to sprinkle in At-Wills to utilize Spell Twisting (Thaumaturge feat).

Note: When using a daily, you can apply an IK right after IT instead of CS to the highest health mob for a big chunk of damage. If the groups are larger than 3, it is recommended to use OF instead.


Phase 2 (Gorristo) -&- Phase 3 (Demogorgon)

Loadout: [CoI (R) - FtF - Dis - RoE] [CC - CP] [SB - MM] [IK - OF]
Loadout: [CoI (R) - FtF - Dis - CS] [CC - CP] [SB - MM] [IK - OF]
For these phases, you will want to start with RoE, followed by CoI, DiS, cast an At-Will and then FtF followed by another At-Will. Afterwards, repeat the process and sprinkle in IK when it is available and max buffs are applied to you. It is best to save a daily a few seconds if you know a big buff is coming.

T1's & T2's

The T1 and T2 dungeons are pretty much the same. Below we will list the loadouts we recommend. By reading the previous guides you can determine which order to use spells. Try them out, test and experiment! And as always, be mindful of Spell Twisting, stay on top of your rotations to maximize DPS and stay out of the red!

Castle Never
Trash
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]
Bosses
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]

Prophecy of Madness
Portals
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]
Boss
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]

Throne of the Dwarven Gods
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC – MM] [IK - OF]

Temple of the Spider (Master)
Trash and first two Bosses
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]
Final Boss
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]

Cragmire Crypts (Master)
Trash
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]
Bosses
Loadout: [CoI (R) - IT - Dis - FtF] [CC- CP] [ChC - MM] [IK - OF]

Gray Wolf Den (Master)
Trash
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]
Final Boss
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]

Lair of Lostmauth
Trash
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]
Bosses
Loadout: [CoI (R) - RoE - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]

The Shores of Tuern (Epic)
Trash
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]
Boss
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]

Valindra's Tower
Trash
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]
Boss
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]

Malabog's Castle
Trash
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]
Final Boss
Loadout: [CoI (R) - IT - Dis - FtF] [CC - CP] [ChC - MM] [IK - OF]

Note: If using a Dread Enchantment and you apply Rimfire via Critical Conflagration (CC), it receives the Critical Severity benefit.

Master of Flame Buff/Debuff Dungeon Guide 

 

Spells


Encounters

Icy Terrain (IT)  --  Fanning the Flame (FtF)  --  Icy Rays (IR)  --  Steal Time (ST) 

Chill Strike (CS)  --  Conduit of Ice (CoI)  --  Ray of Enfeeblement (RoE)  


Dailies

Oppressive Force (OF)  --  Furious Immolation (FI)

Personals

Swath of Destruction (SoD)  --  Combustive Action (CA)

At-Wills

Chilling Cloud (ChC)  -  Scorching Burst (SB) 

4th Encounter Slot (RB/R1/Tab)

Listed as (R)

 

Explanation of the Loadouts you will find in the guides below.
Loadout: [Encounter Powers] [Personal Features] [At-Wills] [Daily Powers]

Assault on Svardborg

Phase 1
Loadout: [FtF (R) - IT - CS - ST] [CA - SoD] [SB - ChC] [FI - OF]
The first phase of this skirmish is a little different from all of the other dungeons listed. Since the mobs come from every direction you will want to be in the center as much as possible. When you first enter you will want to go straight to the back and be between the center rug and the ice stairs. The frozen giants, trolls and yeti's will be your first enemies. Once the first enemy moves, wait a couple of seconds and then start off with your daily OF if you have it. If you don't have it you will start off with FtF on the biggest enemy or the enemy in the center of the group. Now you will want to follow with an IT, ST and then a CS on any enemy that might be left. After the first initial part is where it gets tricky. The enemies will come from behind and from your sides. You will want to focus on the 2 sides more since that is where more groups come from. You want to keep checking back and forth to see which side has the bigger groups at the time and focus on them. Using your daily OF followed by IT, FtF and then ST if anything is left. If you have no groups close by, you can always turn towards the door and hit the giants with a single SB to apply smolder and swath of destruction. Rinse and repeat these powers until the first phase is over.

Phase 2 (Jarl Storvald -&- Manticore's)
Loadout: [CoI (R) - IT - CS - RoE] [CA - SoD] [SB - ChC] [FI - OF]
For this phase you will start off fighting Storvald and then after a quarter of his health is gone he will summon the 2 Manticores. After you've taken off a quarter off each of their health bars they will go away and you will fight Storvald again. This happens two more times.
The first spell you want to start out with is your daily OF if you have it. Use it as often as you get it! If you do not have your daily then you will want to start with CoI followed by a scorching burst, this will apply smolder/rimfire and debuff the boss. After that you will use IT followed by a RoE and a full cast of ChC (3 hits) to apply a damage debuff on the boss. Once you do that you will cast CS. This same rotation is used when fighting the Manticores. The only change you will make while fighting the Manticores is that you will want to use your daily in the middle of them so it applies the debuffs both of them at the same time. After that, you can hit each one with a full cast of ChC (3hits) to reduce the damage they deal. For the rest of the fight you should alternate your RoE back and forth between them so they both are debuffed the majority of the time. Just repeat these rotations each time you change from Storvald to the Manticores.

Fangbreaker Island

The Ascent
Loadout: [FtF (R) - RoE - CS - ST] [CA – SoD] [ChC - SB] [FI - OF]
Ascending the hill of Fangbreaker Island is commonly agreed upon by most players as the hardest part of the dungeon. So what we are going to do is Buff our group and Debuff the mobs so everything dies quicker. One more thing, let the Tank grab aggro first.

Once you see the enemies marked and their attention taken, the first encounter you will start with is FtF and you will want to focus it on the biggest target or the target that is in the center of the group. Using FtF in this way will apply smolder to everything (Max of 8). After that you will want to use your daily OF if you have it. Doing this will apply smolder to everything around its radius and will bring CA and SoD into effect immediately thus debuffing everything. After that you will want to use CS followed by a RoE on the biggest target and then a ST. Using CS and ST causes your feat Controlled Momentum (Oppressor Feat) to come into affect, which grants allies 5% more damage for 6 seconds. Once you use your encounters and they are on cooldown, you can focus on targets who may not be affected by smolder and hit them with your At-Will SB to apply smolder and debuff them. SB can be held down and charged to increase the size of the AoE and the number of targets hit (Max of 5). For giants, we suggest using ChC to apply a damage reduction debuff on them and other adds in a small area.


Hati
Loadout: [CoI (R) - IR - RoE - CS] [CA - SoD] [SB - ChC] [FI - OF]
For this boss, you will want to start off with CoI and follow it up immediately with an OF. This will apply smolder to the target and bring SoD and CA into play. You will then want to use your Active Artifact Power followed by RoE and IR. Once you use those three abilities, you will want to use SB about three times to gain arcane stacks and let the buff from Controlled Momentum go away so you can use CS to apply it again right after. Next use a full cast of ChC (3 hits) which will reduce the damage the boss deals for a short period.
Now that you have gone through your first rotation, you will want to keep using your daily OF as fast as you get it as well as RoE. With the other two encounters (IR and CS), you will want to keep a 4-7 second timer between using each one. This allows you to keep Controlled Momentum up as much as possible. During this 4-7 second delay between encounters, spam SB and ChC to keep up or gain stacks of Arcane Mastery and reduce the damage the boss deals.

Dragon Turtle
Loadout: [CoI (R) - IT - RoE - CS] [CA - SoD] [SB - ChC] [FI - OF]
This is similar to the Hati boss fight in regards to rotation, but the one difference is swapping out IR for IT. IT is an extremely good encounter on boss fights that don’t move about because it procs things such as Creeping Frost, Elven Ferocity, Shadow Touch, Weapon Enchants, Chill of Winter and Smolder/Rimfire.
On this fight, it is important to note you have mobility. You can place IT down on top of the boss, and back out if need be to continue your rotation.

Drufi
Loadout: [CoI (R) - IR - RoE - CS] [CA - SoD] [SB - ChC] [FI - OF]
Loadout: [CoI (R) - IT - RoE - CS] [CA - SoD] [SB - ChC] [FI - OF]

The rotation used here will be identical to the Dragon Turtle or Hati boss fight depending on how you decide to fight Drufi. If your group uses a method to stun lock the boss (e.g. Cleric using Geas) then you can use the same loadout and rotation for the Dragon turtle boss, because Drufi will not move. If you are not using a method to stun lock, then we suggest using the same rotation as on Hati. Both loadouts are listed.

Demogorgon

Phase 1 (Portals)

Loadout: [FtF (R) - IT - CS - RoE] [CA - SoD] [SB – ChC] [FI - OF]
For this phase you will want to start with your daily OF on every portal if you have it. This applies smolder and brings the debuffs from CA and SoD into play. If you do not have your daily you should start each portal with IT to proc Controlled Momentum. After that you will use FtF to apply smolder followed by RoE on the bigger target and then finally CS if anything is still alive. Just repeat this for each portal. If a new portal opens close by and you don't have any encounters and your daily available, then we suggest hitting everything with a charged SB to apply smolder and a debuff. Another thing to note is that if you feel you won't make it to a portal before everything is dead, you can use the encounter CS on Demogorgon or any illusions that might be around to proc your feat Controlled Momentum and give everyone a damage buff.


Phase 2 (Gorristo) -&- Phase 3 (Demogorgon)

Loadout: [CoI (R) - IT - CS - RoE] [CA - SoD] [SB - ChC] [FI - OF]
These two phases will be played exactly the same! When you start your battle you will want to start off with the encounter CoI followed by OF (if you have it). If you do not have your daily OF, you should use your At-Will SB as this will apply smolder and bring the debuff from SoD into effect. After the debuff is applied, cast IT to proc your feat Controlled Momentum and then cast RoE to apply another DR (damage resistance) debuff. Now you will want to use a full cast of ChC (3 hits) to apply a damage debuff on the boss and use the encounter CS to refresh or reproc Controlled Momentum. Continue this rotation until the fights end.

Note for Phase 1: If you have the Emblem of the Seldarine we recommend using it once you get to the first portal. This artifact is recommended for Demo/Edemo because it applies a heal over time to nearby allies and gives them a slight defensive boost. If you have the Sigil of the Devoted, then we suggest you use immediately after your daily if its ready. If you have the Lantern of Revelation, then we recommend using it right before your daily.

T1's & T2's

The T1 and T2 dungeons are pretty much the same. Below we will list the loadouts we recommend. By reading the previous guides you can determine which order to use spells. Try them out, test and experiment! And as always, stay out of the red!

Castle Never
Trash
Loadout: [FtF (R) - IT - RoE - ST] [CA - SoD] [ChC - SB] [FI - OF]
Bosses
Loadout: [CoI (R) - IT - RoE - CS] [CA - SoD] [ChC - SB] [FI - OF]

Prophecy of Madness
Portals
Loadout: [FtF (R) - IT - RoE - ST] [CA - SoD] [ChC - SB] [FI - OF]
BossLoadout: [CoI (R) - IT - RoE - CS] [CA - SoD] [ChC - SB] [FI - OF]

Throne of the Dwarven Gods
Loadout: [FtF (R) - IT - RoE - ST] [CA - SoD] [ChC - SB] [FI - OF]

Temple of the Spider (Master)
Trash and first two Bosses
Loadout: [FtF (R) - IT - RoE - ST] [CA - SoD] [ChC - SB] [FI - OF]
Final Boss
Loadout: [CoI (R) - IT - RoE - CS] [CA - SoD] [ChC - SB] [FI - OF]

Cragmire Crypts (Master)
Trash
Loadout: [FtF (R) - IT - RoE - ST] [CA - SoD] [ChC - SB] [FI - OF]
Bosses
Loadout: [CoI (R) - IT - RoE - CS] [CA - SoD] [ChC - SB] [FI - OF]

Gray Wolf Den (Master)
Trash
Loadout: [FtF (R) - IT - RoE - ST] [CA - SoD] [ChC - SB] [FI - OF]
Final Boss
Loadout: [CoI (R) - IT - RoE - CS] [CA - SoD] [ChC - SB] [FI - OF]

Lair of Lostmauth
Trash 
Loadout: [FtF (R) - IT - RoE - ST] [CA - SoD] [ChC - SB] [FI - OF]
Bosses
Loadout: [CoI (R) - IT - RoE - CS] [CA - SoD] [ChC - SB] [FI - OF]

The Shores of Tuern (Epic)
Trash
Loadout: [FtF (R) - IT - RoE - ST] [CA - SoD] [ChC - SB] [FI - OF]
Boss
Loadout: [CoI (R) - IT - RoE - CS] [CA - SoD] [ChC - SB] [FI - OF]

Valindra's Tower
Trash 
Loadout: [FtF (R) - IT - RoE - ST] [CA - SoD] [ChC - SB] [FI - OF]
Boss
Loadout: [CoI (R) - IT - RoE - CS] [CA - SoD] [ChC - SB] [FI - OF]

Malabog's Castle
Trash
Loadout: [FtF (R) - IT - RoE - ST] [CA - SoD] [ChC - SB] [FI - OF]
Final Boss
Loadout: [CoI (R) - IT - RoE - CS] [CA - SoD] [ChC - SB] [FI - OF]

Note 1: Icy Terrain (IT) is used when bosses are stationary and Icy Rays (IR) is used for bosses that move around!
For trash mobs, Icy Terrain (IT) should be used first to freeze targets and gain the debuff from Frigid Winds.

Note 2: How to stack Smolder and Rimfire Smolder for double Swath of Destruction debuff (40%).
Cast OF followed by RoE or FtF, then CoI (R) and re-apply smolder via SB.


     

Companions

 

DPS Companions

 

Summoned: (Equipped with three Bonding Runestone, Rank 12)

Fire Archon - Increases your damage against targets with less than 50% Hit Points by 7% (BiS)

Con Artist
- The final strike of Wicked Strike now shreds 10% of the target's defenses.
This power unlocks at companion rank 30 and stacks. (BiS - Team Play)

Active: (Select based on bonuses)


Wild Hunt Rider
- On Encounter Use: +5% chance to increase damage by 10% for 5 seconds. (BiS)

Siege Master
- Deal 4% increased damage. This effect is increased to 8% damage while on Stronghold map (BiS)

Air Archon
- Increases your damage against targets not at full health by 5.0%. Each additional active Archon increases this bonus by .5% (BiS)

Earth Archon
- Increases your damage against targets by 6% when you are at full health. Each additional active Archon increases this by .5%

Cambion Magus
- +10% Critical Severity.

Erinyes of Belial
- +10% Critical Severity

Companion Gear for Fire Archon/Con Artist:

Rings:
Ring Of Adorable Bites
Greater Ostorian Ring of Dod
Greater Ostorian Ring of Krig
Greater Ostorian Ring of Hellig

Talismans:
Talisman of Adorable Bites

Gemmed Elemental Talisman of Fire
Gemmed Elemental Talisman of Ice

Offensive Enchantments

Brutal Enchantment, Rank 12
420 Power
420 Critical Strike

Black Ice Enchantment, Rank 12
460 Power
230 Critical Strike
230 Recovery

Radiant Enchantment, Rank 12

700 Power

Azure Enchantment, Rank 12

700 Critical Strike

Defensive Enchantments


Black Ice Enchantment, Rank 12

460 Defense
230 Deflection
230 Life Steal

Dark Enchantment, Rank 12

700 Life Steal

Azure Enchantment, Rank 12

700 Defense

* All Gear and Companions can be viewed from the Collections Tab in game for a more in-depth view of their stats. *

** We have included defensive enchantments because obtaining double offensive slots for companion gear is not easy. ** 

B/D Companions

 

Summoned: (Equipped with three Bonding Runestone, Rank 12)

Harper Bard - Bardic Inspiration: The enchanted music of the bard inspires or protects at need. When a target is less than 50% Health it increases defense and deflect. When more than 50% health it increase a target's power and Critical. The amount is based on the Bard's level.
has a 8s cooldown.
Discordant Discouragement: A stanza that discourages damaged foes. If they are damaged at all their outgoing damage is reduced, if less than 50% health they also take more damage. The amount is based on the Bard's level.
has a 6s cooldown.

Ambush Drake
- Deadly Infection: The Ambush Drake's bite now applies a 20% defense debuff to its target.
This power unlocks at companion rank 30

Con Artist
- The final strike of Wicked Strike now shreds 10% of the target's defenses.
This power unlocks at companion rank 30 and stacks.

Active: (Select based on bonuses)


Rust Monster
 - On Damage Taken 25% chance to inflict a 5% damage debuff on attacker. Stacks up to 3 times.

Manticore
- 5% chance to knock down your target on a critical attack.

Will-O'-Wisp
- +25% Control Resist, and +15% Control Bonus.

Cantankerous Mage
 - 25% Control Bonus.

Red Slaad
- 25% Control Bonus.
 

Companion Gear for Summoned Companion:

Rings:
Ring Of Adorable Bites
Greater Ostorian Ring of Krig
Greater Ostorian Ring of Hellig
Dragonflight Raid Ring

Neck:
Necklace of Adorable Licks
Dragonflight Restoration Necklace

Waist:
Girdle of Adorable Licks
Dragonflight Restoration Belt

Offensive Enchantments

Black Ice Enchantment, Rank 12
460 Power
230 Critical Strike
230 Recovery

Silvery Enchantment, Rank 12

700 Recovery

Azure Enchantment, Rank 12

700 Critical Strike

Defensive Enchantments


Black Ice Enchantment, Rank 12

460 Defense
230 Deflection
230 Life Steal

Dark Enchantment, Rank 12

700 Life Steal

Azure Enchantment, Rank 12

700 Defense

* All Gear and Companions can be viewed from the Collections Tab in game for a more in-depth view of their stats. *

** We have included defensive enchantments because obtaining double offensive slots for companion gear is not easy. ** 

    

Mounts and Insignias

 

DPS Mounts 

 

LEGENDARY MOUNTS (Lockbox or Auction House)

Coastal Flail Snail
Combat Power: Summons your Flail Snail to knock enemies aside, dealing 1,727 to targets hit.
Equip Power: Using a Daily Power grants 25% of your total Action Points over 10 seconds
Speed Power: Increases your movement speed by 140%.
You can be dismounted if you suffer 6 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.
Insignias: Barbed Insignia Slot -- Universal Insignia Slot -- Universal Insignia Slot

Imperial Rage Drake
Combat Power: Summons your Imperial Rage Drake, who rushes forward, dealing 4,659 Fire Damage and igniting foes, causing them to take an additional 4,659 Fire Damage over 4 seconds (1,165 Fire Damage every second).
Equip Power: +4,000 Critical Strike
Speed Power: Increases your movement speed by 140%.
You can be dismounted if you suffer 6 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.
Insignias: Regal Insignia Slot -- Universal Insignia Slot -- Universal Insignia Slot

Black Ice Warhorse
Combat Power: Summons your Black Ice Warhorse, who deals 3,494 Lightning Damage every 0.5 seconds for 1.5 seconds.
Equip Power: +4,000 Power
Speed Power: Increases your movement speed by 140%.
You can be dismounted if you suffer 6 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.
Insignias: Barbed Insignia Slot -- Universal Insignia Slot -- Universal Insignia Slot

EPIC MOUNTS (ZEN or Auction House)

Flail Snail (Legacy)
Equip Power: Using a Daily Power grants 25% of your total Action Points over 10 seconds
Speed Power: Increases your movement speed by 110%.
You can be dismounted if you suffer 5 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.
Insignias: Barbed Insignia Slot -- Barbed Insignia Slot -- Universal Insignia Slot

Rage Drake
Equip Power: +2,000 Critical Strike
Speed Power: Increases your movement speed by 110%.
You can be dismounted if you suffer 5 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.
Insignias: Barbed Insignia Slot -- Illuminated Insignia Slot -- Universal Insignia Slot

Guard Drake
Equip Power: +2,000 Power
Speed Power: Increases your movement speed by 110%.
You can be dismounted if you suffer 5 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.
Insignias: Regal Insignia Slot -- Barbed Insignia Slot -- Universal Insignia Slot

 

Note: These are just a few mounts that we recommend. You can of course substitute out any one of these mounts to better fit your gameplay. There are other mounts with the same Mount Powers, but with different Insignia Bonuses.

DPS Insignias and Bonuses

 

Gladiator’s Guile
Insignias: Regal Insignia Slot -- Illuminated Insignia Slot -- Enlightened Insignia Slot

When your Stamina is above 75%, you move 15% faster. When your Stamina is below 25%, you gain 15% of your Power as Stamina Gain.

Assassin’s Covenant
Insignias: Regal Insignia Slot -- Enlightened Insignia Slot -- Enlightened Insignia Slot
You lose 10% of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power.

Protector’s Camaraderie
Insignias: Regal Insignia Slot -- Regal Insignia Slot -- Barbed Insignia Slot
Whenever your summoned Companion attacks, you gain 3% of your Power and Defense for 10 seconds. This effect can stack up to 4 times.

Protector’s Friendship
Insignias: Regal Insignia Slot -- Barbed Insignia Slot

Whenever your summoned Companion attacks, you gain 1% of your Power and Defense for 10 seconds. This effect can stack up to 4 times.

Wanderer’s Fortune
Insignias: Crescent Insignia Slot -- Regal Insignia Slot -- Illuminated Insignia Slot
You have a 4% chance after killing a foe to find a Refining Stone at your feet.

Artificer's Persuasion
Insignias: Barbed Insignia Slot -- Barbed Insignia Slot -- Illuminated Insignia Slot
Whenever you use an Artifact power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds.

Magistrate's Patience
Insignias: Barbed Insignia Slot -- Barbed Insignia Slot -- Enlightened Insignia Slot
Whenever you perform a Critical Strike, your target will gain a stack of Magistrate's Consideration
. Enemies affected by Magistrate's Consideration take Psychic Damage equal to 10% of your Power over 4 seconds. Allies affected by Magistrate's Consideration are healed for 3% of your maximum Hit Points over 4 seconds.

Cavalry's Warning
Insignias: Crescent Insignia Slot -- Barbed Insignia Slot -- Enlightened Insignia Slot
Whenever you activate a Mount Combat Power, you gain an increase of 10% to your Power, Recovery, Armor Penetration, Critical Strike, Defense, Deflection, Regeneration, and Life Steal.

 

Insignia Stats
Insignia of Skill: Critical Strike + Combat Advantage Bonus
Insignia of Dominance: Power + Companion Influence
Insignia of Aggression: Armor Penetration + Action Point Gain

B/D Mounts

 

LEGENDARY MOUNTS (Lockbox or Auction House)

Coastal Flail Snail
Combat Power: Summons your Flail Snail to knock enemies aside, dealing 1,727 to targets hit.
Equip Power: Using a Daily Power grants 25% of your total Action Points over 10 seconds
Speed Power: Increases your movement speed by 140%.
You can be dismounted if you suffer 6 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.
Insignias: Barbed Insignia Slot -- Universal Insignia Slot -- Universal Insignia Slot

Tenser's Floating Disk
Combat Power: You are transformed into a virtual fighting machine, becoming stronger, tougher, faster, and more skilled in combat. For 12 seconds, you gain 10% Power and move 10% faster, and gain +2 Strength, Dexterity, Constitution, and Armor Class.
Equip Power: +4,000 Recovery
Speed Power: Increases your movement speed by 140%.
You can be dismounted if you suffer 6 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.
Insignias: Enlightened Insignia Slot -- Universal Insignia Slot -- Universal Insignia Slot

EPIC MOUNTS (ZEN or Auction House)

Flail Snail (Legacy)
Equip Power: Using a Daily Power grants 25% of your total Action Points over 10 seconds
Speed Power: Increases your movement speed by 110%.
You can be dismounted if you suffer 5 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.
Insignias: Barbed Insignia Slot -- Barbed Insignia Slot -- Universal Insignia Slot

Enchanted Courser
Equip Power: +2,000 Recovery
Speed Power: Increases your movement speed by 110%.
You can be dismounted if you suffer 5 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.
Insignias: Barbed Insignia Slot -- Illuminated Insignia Slot -- Universal Insignia Slot

Note: These are just a few mounts that we recommend. You can of course substitute out any one of these mounts to better fit your gameplay. There are other mounts with the same Mount Powers, but with different Insignia Bonuses.

B/D Insignias and Bonuses

 

Gladiator’s Guile
Insignias: Regal Insignia Slot -- Illuminated Insignia Slot -- Enlightened Insignia Slot

When your Stamina is above 75%, you move 15% faster. When your Stamina is below 25%, you gain 15% of your Power as Stamina Gain.

Shepherd's Devotion
Insignias: Regal Insignia Slot -- Barbed Insignia Slot -- Illuminated Insignia Slot
Whenever you use a Daily power, your teammates Defense, Deflection, and Movement are increased by 5% of your power for 10 seconds.

Protector’s Camaraderie
Insignias: Regal Insignia Slot -- Regal Insignia Slot -- Barbed Insignia Slot
Whenever your summoned Companion attacks, you gain 3% of your Power and Defense for 10 seconds. This effect can stack up to 4 times.

Wanderer’s Fortune
Insignias: Crescent Insignia Slot -- Regal Insignia Slot -- Illuminated Insignia Slot
You have a 4% chance after killing a foe to find a Refining Stone at your feet.

Artificer's Persuasion
Insignias: Barbed Insignia Slot -- Barbed Insignia Slot -- Illuminated Insignia Slot
Whenever you use an Artifact power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds.

Artificer's Influence
Insignias: Barbed Insignia Slot -- Illuminated Insignia Slot
Whenever you use an Artifact power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds.

Insignia Stats
Insignia of Skill: Critical Strike + Combat Advantage Bonus
Insignia of Mastery: Recovery + Control Bonus
Insignia of Dominance: Power + Companion Influence
Insignia of Aggression: Armor Penetration + Action Point Gain


Boons

 

DPS Boons

 

Sharandar

Dark Fey Hunter - You gain 400 Power.
Fey Precision - You gain 400 Critical Strike.
Elven Haste - You now gain Action Points 3% faster.
Elven Ferocity - When striking a foe you have a chance to deal up to 20000 Arcane damage. (60s Internal Cooldown)
Elvish Fury - When you kill a foe you gain 135 Power for 45 seconds. This buff stacks up to 30 times.

Dread Ring

Conjurer's Gambit - You gain 250 Critical Strike and 250 Movement.
Evoker's Thirst - You gain 400 Life Steal.
Forbidden Piercing - You gain 3% Resistance Ignored.
Enraged Regrowth - When taking damage you have a chance to heal 20000 Hit Points over a few (4) seconds. After this effect ends you have 4000 more Defense for 10 seconds. (80s Internal Cooldown)
Endless Consumption  - When you steal health from your Life Steal stat, it has a chance to steal 3 times as much.

Icewind Dale

Encroaching Tactics - You gain 400 Combat Advantage Bonus.
Refreshing Chill - You gain 400 Stamina/Guard Gain.
Sleet Skills - You gain 2% Crit Severity.
Cool Resolve - You gain up to 2000 Power based on how much Stamina or Guard you are missing.
Winter's Bounty - Chance to gain bonus 10% Action Points when killing a target.

Tyranny of Dragons

Dragon's Claws - Grants 400 Power.
Dragon's Gaze - Grants 400 Critical Strike.
Draconic Armorbreaker - Grants 400 Armor Penetration.
Dragon's Greed - Grants 400 Life Steal Rating.
Dragon's Fury - Grants 5/6.5/8% increased Critical Severity.

Elemental Evil

Wave of Force - +300 Power and +2000 Maximum Hit Points
Heart of Stone - +4% Life Steal Severity Power and +2000 Maximum Hit Points
Searing Aggression - +400 Critical Strike and +2000 Maximum Hit Points
Gale of Retribution - When taking damage you have a chance to heal up to 24000 Hit Points over a few seconds. After this effect ends, your Critical Strike is increased by 1000 for 10 seconds.

Underdark

Primordial Might - You gain 400 Power and 1600 Maximum Hit Points.
Primordial Focus - You gain 400 Critical Strike and 1600 Maximum Hit Points.
Drow Ambush Tactics - Combat Advantage damage bonus is increased by 10%.
Dwarven Stamina - You now regain Stamina 5% faster.
Abyssal Strikes - Gain +10% Damage versus Demons.

The Maze Engine

Abyssal Siphoning - You gain 5% Life Steal Severity.
Demonic Influence - You gain 400 Combat Advantage Bonus.
Demonic Swiftness - You now gain action points 3% faster.
Baphomet's Might - When striking a foe you have a chance to gain 2000 Critical Strike bonus for 6 seconds.

Storm King’s Thunder

Cold Hearted - You gain 2% Life Steal Severity and 1000 Maximum Hit Points.
Hardy Constitution - You gain 400 Stamina Gain and 2% Everfrost Damage Resistance.
Chill Determination - You gain up to 2000 Recovery based on how much Stamina or Guard you are missing.
Glacial Strength - Your Max HP is increased by 3200 and 2% Everfrost Damage Resistance.
Chill of Winter - When striking a foe, you have chance to gain a stack of Icy Chill. At 10 Stacks, your next attack clears all stacks and releases a burst that deals up to 10000/12000/14000 damage to targets close to you. Damage Over Time effects will not trigger this ability.

Stronghold

Power Bonus
Lifesteal Bonus
Utility (Your choice)
PvP (Your choice)

B/D Boons

 

Sharandar

Dark Fey Hunter - You gain 400 Power.
Fey Precision - You gain 400 Critical Strike.
Elven Haste - You now gain Action Points 3% faster.
Elven Tranquility  - When being struck by a foe you have a chance to heal yourself for 20000 HP. (60s Internal Cooldown)
Elven Resolve - Your Stamina regenerates 10% faster in Combat.

Dread Ring

Conjurer's Gambit - You gain 250 Critical Strike and 250 Movement.
Evoker's Thirst - You gain 400 Life Steal.
Forbidden Piercing - You gain 3% Resistance Ignored.
Enraged Regrowth - When taking damage you have a chance to heal 20000 Hit Points over a few (4) seconds. After this effect ends you have 4000 more Defense for 10 seconds. (80s Internal Cooldown)
Endless Consumption  - When you steal health from your Life Steal stat, it has a chance to steal 3 times as much.

Icewind Dale

Weathering the Storm- You gain 400 AoE Resist.
Refreshing Chill - You gain 400 Stamina/Guard Gain.
Rapid Thaw - You gain 400 Recovery.
Cool Resolve - You gain up to 2000 Power based on how much Stamina or Guard you are missing.
Winter's Bounty - Chance to gain bonus 10% Action Points when killing a target.

Tyranny of Dragons

Dragon's Claws - Grants 400 Power.
Dragon's Gaze - Grants 400 Critical Strike.
Draconic Armorbreaker - Grants 400 Armor Penetration.
Dragon's Greed - Grants 400 Life Steal Rating.
Dragon's Grip - Grants 10/12.5/15% increased Control Strength.

Elemental Evil

Wave of Force - +300 Power and +2000 Maximum Hit Points
Heart of Stone - +4% Life Steal Severity Power and +2000 Maximum Hit Points
Searing Aggression - +400 Critical Strike and +2000 Maximum Hit Points
Wall of Wind - When taking damage you have a chance to heal up to 24000 Hit Points over a few seconds. After this effect ends, your Recovery is increased by 1000 for 10 seconds.

Underdark

Primordial Might - You gain 400 Power and 1600 Maximum Hit Points.
Primordial Focus - You gain 400 Critical Strike and 1600 Maximum Hit Points.
Drow Ambush Tactics - Combat Advantage damage bonus is increased by 10%.
Dwarven Stamina - You now regain Stamina 5% faster.
Demonic Domination - Gain +25% Control Bonus versus Demons.

The Maze Engine

Abyssal Siphoning - You gain 5% Life Steal Severity.
Demonic Influence - You gain 400 Combat Advantage Bonus.
Demonic Swiftness - You now gain action points 3% faster.
Baleful Clutch - Grants 10% Increased Control Strength.

Storm King’s Thunder

Cold Hearted - You gain 2% Life Steal Severity and 1000 Maximum Hit Points.
Hardy Constitution - You gain 400 Stamina Gain and 2% Everfrost Damage Resistance.
Chill Determination - You gain up to 2000 Recovery based on how much Stamina or Guard you are missing.
Glacial Strength - Your Max HP is increased by 3200 and 2% Everfrost Damage Resistance.
Chill of Winter - When striking a foe, you have chance to gain a stack of Icy Chill. At 10 Stacks, your next attack clears all stacks and releases a burst that deals up to 10000/12000/14000 damage to targets close to you. Damage Over Time effects will not trigger this ability.

Stronghold

Power Bonus
Lifesteal Bonus
Utility (Your choice)
PvP (Your choice)


Enchantments

 

DPS Enchantments

Armor Enchantments


Soulforged - Lesser thru Transcendent (Bis)

When you fall in combat your Soulforged armor will resurrect you and heal you for 4,459 and 743 every second for 3 seconds.This effect can only trigger once every 90 seconds. (Transcendent not much better)

Elven Battle - Transcendent

You are 80% more resistant to slows, immobilizes, disables, and stuns. Their duration is reduced. Your stamina Regen is also increased by 30%. (Great enchantment for PvP as well. In PvE, this is used for the Stamina Regen.)

Weapon Enchantments

Lightning - Transcendent
You deal an additional #% of weapon damage as Lightning damage with your powers. This damage chains 3 times at a 100% chance for each chain. If there are no chain targets you do #% more lightning damage. Additionally, all cooldowns are reduced by 2% for the first lightning strike, plus an additional 1% for each chain. (# The weapon damage % on the enchant scales with buffs)

Bilethorn - Transcendent
You deal an additional #% of weapon damage as Poison damage with your powers. Your Foe triggers and additional #% of weapon damage as Poison damage to nearby foes after 4 seconds. Your primary target is slowed, stacking up to 3 times. (# The weapon damage % on the enchant scales with buffs)

Dread - Transcendent

Your Encounter powers strike with an additional 75% Critical Severity. Your attacks cause dread in your target for 4 seconds, dealing 50% of weapon damage as Necrotic damage every second and reducing their Defense by 40% for players and decreasing their Damage Resistance by 4% for monsters. Additionally, your Critical Strikes now reduce your now reduce your targets Damage Resistance by 4% for 4 seconds. This effect can trigger every 5 seconds.

Vorpal - Transcendent

You strike with an additional 50% critical severity. Critical Severity increases the damage your Critical Strikes deal. Your Critical Strikes now reduce your target's Damage Resistance by 2% and Damage by 2%.
Note: Transcendent Vorpal can potentially be BiS if you run Sigil of the Devoted and Legacy Snail Mount.

Offensive Enchantments

Brutal Enchantment, Rank 12 (BiS)
420 Power
420 Critical Strike

Black Ice Enchantment, Rank 12
460 Power
230 Recovery
230 Critical Strike

Radiant Enchantment, Rank 12
700 Power

Azure Enchantment, Rank 12
700 Critical Strike


Defensive Enchantments


Black Ice Enchantment, Rank 12 (BiS)

460 Defense
230 Deflection
230 Life Steal

Dark Enchantment, Rank 12

700 Life Steal

Azure Enchantment, Rank 12

700 Defense

Savage Enchantment, Rank 12

1680 Hit Points
420 Life Steal

Utility Enchantments

Dark Enchantment, Rank 12 (BiS)
700 Movement

Quartermaster's Enchantment, Rank 12
You have a 3.5% chance after killing a foe to find a bag of goods. Multiple copies and higher ranks of this Enchantment increase the chance of finding a bag of goods, and improve the quality of the goods found.

Fey Blessing Enchantment, Rank 12
You have a 5% chance after killing a foe to spawn a Will o' the Wisp to find an Enchantment for you. Multiple copies of this Enchantment increase the chance of spawning the Wisp.

Dragon's Hoard Enchantment, Rank 12
You have a 5% chance after killing a foe to find a Refining Stone at your feet.


Best in Slot (BiS) - These Enchantments are currently the best ones to use for maximizing damage.

* For the Utility Enchantments, the refinement enchantments are added in case one needs the refinement. However, for DPS it is best to use Movement. *

B/D Enchantments

 

Armor Enchantments


Soulforged - Lesser (Bis)

When you fall in combat your Soulforged armor will resurrect you and heal you for 4,459 and 743 every second for 3 seconds.This effect can only trigger once every 90 seconds. (Transcendent not much better)

Elven Battle - Transcendent

You are 80% more resistant to slows, immobilizes, disables, and stuns. Their duration is reduced. Your stamina Regen is also increased by 30%. (Great enchantment for PvP as well. In PvE, this is used for the Stamina Regen.)

Weapon Enchantments

Plague Fire - Transcendent (BiS)
You deal an additional 12% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 5% of weapon damage as Fire damage every 1 seconds for 3 seconds and induce terror in your foe, reducing their Defense by 15% and Power by 5%. This effect stacks up to 3 times. When you reach the third stack the target receives an AoE attack. This AoE attack cannot be applied more then once every 20 seconds.

Dread - Transcendent 

Your Encounter powers strike with an additional 75% Critical Severity. Your attacks cause dread in your target for 4 seconds, dealing 50% of weapon damage as Necrotic damage every second and reducing their Defense by 40% for players and decreasing their Damage Resistance by 4% for monsters. Additionally, your Critical Strikes now reduce your now reduce your targets Damage Resistance by 4% for 4 seconds. This effect can trigger every 5 seconds.

Lightning - Transcendent
You deal 32% weapon damage as Lightning damage with every strike. This damage chains 3 times at a 100% chance for each chain. If there are no chain targets you do 33% more lightning damage. Additionally, all cooldowns are reduced by 2% for the first lightning strike, plus an additional 1% for each chain.

Offensive Enchantments

Silvery Enchantment, Rank 12
700 Recovery

Azure Enchantment, Rank 12
700 Critical Strike


Defensive Enchantments

Dark Enchantment, Rank 12
700 Life Steal

Savage Enchantment, Rank 12
1680 Hit Points
420 Life Steal

Utility Enchantments

Dark Enchantment, Rank 12 (BiS)
700 Movement

Quartermaster's Enchantment, Rank 12
You have a 3.5% chance after killing a foe to find a bag of goods. Multiple copies and higher ranks of this Enchantment increase the chance of finding a bag of goods, and improve the quality of the goods found.

Fey Blessing Enchantment, Rank 12
You have a 5% chance after killing a foe to spawn a Will o' the Wisp to find an Enchantment for you. Multiple copies of this Enchantment increase the chance of spawning the Wisp.

Dragon's Hoard Enchantment, Rank 12
You have a 5% chance after killing a foe to find a Refining Stone at your feet.

Best in Slot (BiS) - These Enchantments are currently the best ones to use for maximizing Buff/Debuff.

* For the Utility Enchantments, the refinement enchantments are added in case one needs the refinement. However, for Buff/Debuff it is best to use Movement. *


Gear and Stat Allocation

 

 

DPS STATS

Main Offensive Stats:

Armor Penetration (ArmPen) - The consensus is to shoot for 60% when in combat. This number covers Tiamat (highest Damage Resistance (DR) mob) and all mobs below. Some things to consider when adjusting your ArmPen stat: * It requires no ArmPen to apply DR debuffs to enemies. * Weapon enchants and abilities help reduce the amount you need.

Critical Strike (Crit) - you will want to be at 100% or very close to it.

Recovery - This will help with AP gain, and getting your encounters off faster.

Power - You can never have enough of this. The more power you have, the harder you hit.

* The priority is to have your ArmPen stat at ~60% (based on current damage resistance debuffs applied to the mob), then Critical strike to ~100, Recovery to about 10k and then everything else in Power. *

** Recovery and why we choose 10k as the point to reach. Currently with low recovery and relying on Spell Twisting alone, your rotation looks like this: 3 x 1 x 1 x 1..repeat (3 encounters x 1 at-will x 1 encounter x 1 at-will). In theory and in practice this really helps, but by going with 10k Recovery, your rotations will look like this: 3 x 1 x 3 x 1 (3 encounters x 1 at-will x 3 encounters x 1 at-will). You are eliminating the time it takes to cast 1 extra encounter, and one extra at-will and replacing them with a steady flow of encounters and damage. **

Combat Advantage -  You will want ~1200. This stat increases the amount of damage you do when you have the "advantage" over your enemy. You will see the sword icon when attacking that shows combat advantage.

Critical Severity - Increases the amount of damage your Critical Strikes do.


Main Defensive Stats:

Life Steal (LS) - Defensive stat that is a proc based heal when attacking. A good amount to shoot for it 12-15%. Some things to know, is that heal bonuses affect this heal, and so does Life Steal Severity.

Defense (Def) - This is a stat that reduces the amount of damage you take. The more you have the bigger the hits you can take.

Hit Points (HP) - This is your health pool. The more you have the better the chance at surviving big hits.

* It is best to combine LS, Def, and HP for maximum survivability. Focusing solely in one defensive stat will not save you from being one shot by most mobs in dungeons.  *

DPS GEAR

 

Weapons:

Relic Weapons

Manaseeker's Orb Manaseeker's Talisman

 

Twisted Weapons

Twisted Skulls Twisted Talisman
 

Offhand Features:
Storm Spell
Chilling Presence

Offhand Stat Bonus:

AP Gain

Artifact Power:

Magic Missile
Chilling Cloud

Artifacts:

Primary

Wheel of Elements Sigil of the Devoted

 

Secondary

Thayan Book of the Dead Fragmented Key of Stars Lantern of Revelation Sigil of the Controller Lostmauth's Horn of Blasting Kessell's Spheres of Annihilation Sigil of the Great Weapon

Armor and Armor Sets:

 

Vivified Manaseeker's Raid

Vivified Manaseeker's Raid Cap Vivified Manaseeker's Raid Robes Vivified Manaseeker's Raid Armlets Vivified Manaseeker's Raid Shoes

 

Manaseeker's Raid

Manaseeker's Raid Cap Manaseeker's Raid Robes Manaseeker's Raid Armlets Manaseeker's Raid Shoes

 

Samite Raid

Samite Raid Cap Samite Raid Robes Samite Raid Armlets Samite Raid Shoes

 

Mix Dusk/Drow


 

Artifact Neck

Lostmauth's Hoard Necklace Greater Cloak of Black Ice Amulet of Valindra's Favor

 

Artifact Belt

Greater Owlbear Leather Belt of Intelligence Belt of Valindra's Guard

 

* If you are struggling with Critical Strike then we recommend using the Valindra belt *


Rings

Greater Ostorian Ring of Dod Ring of Brutality +5 Ring of Rising Power +5


Pants

Gemmed Exquisite Elemental Pants

 

Shirt

Gemmed Exquisite Elemental Shirt


Armor Reinforcement Kits (Head, Chest, Arms, and Feet)

Major Critical Strike Armor Kit Major Power Armor Kit

 

Armor Reinforcement Kits (Neck, Belt, and Rings)

Major Action Point Gain Jewel

Armor Reinforcement Kits (Shirt and Pants)
Everfrost Resist Armor Kit (3%)
Greater Everfrost Resist Armor Kit (5%)

* All of the Gear can be viewed from the Collections Tab in game for a more in-depth view of their stats. *

STATS

Main Offensive Stats:

Armor Penetration (ArmPen) - The consensus is to shoot for 60% when in combat. This number covers Tiamat (highest Damage Resistance (DR) mob) and all mobs below. Some things to consider when adjusting your ArmPen stat: * It requires no ArmPen to apply DR debuffs to enemies. * Weapon enchants and abilities help reduce the amount you need.

Critical Strike (Crit) - you will want to be at 100% or very close to it.

Recovery - This will help with AP gain, and getting your encounters off faster.

Power - Not a focus, but the more you have the harder you hit.

 


Main Defensive Stats:

Life Steal (LS) - Defensive stat that is a proc based heal when attacking. A good amount to shoot for it 12-15%. Some things to know, is that heal bonuses affect this heal, and so does Life Steal Severity.

Defense (Def) - This is a stat that reduces the amount of damage you take. The more you have the bigger the hits you can take.

Hit Points (HP) - This is your health pool. The more you have the better the chance at surviving big hits.

* It is best to combine LS, Def, and HP for maximum survivability. Focusing solely in one defensive stat will not save you from being one shot by most mobs in dungeons.  *

B/D GEAR

 

Weapons:

Relic Weapons

Manaseeker's Orb Manaseeker's Talisman

 

Twisted Weapons

Twisted Skulls Twisted Talisman

 

Burning Weapons

Burning Orb Burning Talisman

Offhand Features:
Swath of Destruction

Offhand Stat Bonus:

AP Gain

Artifact Power:

Scorching Burst
Chilling Cloud

Artifacts:

Primary

Sigil of the Devoted Tiamat's Orb of Majesty Emblem of the Seldarine Lantern of Revelation

 

Secondary

Shard of Valindra's Crown Symbol of Air Symbol of Fire Heart of the Blue Dragon

Armor and Armor Sets:

Vivified Manaseeker's Assault

Vivified Manaseeker's Assault Cap Vivified Manaseeker's Assault Robes Vivified Manaseeker's Assault Armlets Vivified Manaseeker's Assault Shoes

Manaseeker's Assault

Manaseeker's Assault Cap Manaseeker's Assault Robes Manaseeker's Assault Armlets Manaseeker's Assault Shoes

Mix of Dusk/Dragonflight



Artifact Neck

Amulet of Valindra's Favor

 

Artifact Belt

Belt of Valindra's Guard

Rings

Greater Ostorian Ring of Krig Greater Ostorian Ring of Hellig Ring of Rising Focus +5 Ring of Rising Precision +5

Pants

Gemmed Exquisite Elemental Pants

 

Shirt

Gemmed Exquisite Elemental Shirt


Armor Reinforcement Kits (Head, Chest, Arms, and Feet)

Major Critical Strike Armor Kit Major Recovery Armor Kit

 

Armor Reinforcement Kits (Neck, Belt, and Rings)

Major Action Point Gain Jewel

Armor Reinforcement Kits (Shirt and Pants)
Everfrost Resist Armor Kit (3%)
Greater Everfrost Resist Armor Kit (5%)

 * All of the Gear can be viewed from the Collections Tab in game for a more in-depth view of their stats. *

DPS PvP Builds

 

Stay tuned!

DPS PvP Guide

 

Stay tuned!

Support PvP Builds

 

 

Oppressor/Thaumaturge

Heroic Feats

[5/5] Controlling Action: Encounter cooldowns reduced by 2/4/6/8/10%.
[3/3] Toughness: Increases your maximum Hit Points by 3/6/9%.
[5/5] Fight On: Encounter cooldowns reduced by 2/4/6/8/10%.
[3/3] Blighting Power: Your Cold powers deal an additional 2/4/6% damage to targets affected by Chill.
[1/3] Arcane Enhancement: Your Arcane powers deal 1/2/3% more damage.
[3/3] Prestidigitation: Increase the amount of bonus damage Intelligence gives you by 1/2/3/4/5%


Thaumaturge Feats

[5/5] Tempest Magic: When your target is below 30% max Hit Points you deal an additional 1/2/3/4/5% damage
[5/5] Malevolent Surge: When you kill a foe you gain 1/2/3/4/5% more damage. Lasts 15 seconds.
[5/5] Spell Twisting: 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 cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack.

Oppressor Feats

[5/5] Bitter Cold: Targets take 1/2/3/4/5% more damage for 6 seconds after being affected by Chill. This effect does not stack.
[5/5] Severe Reaction: Targets swept into the air by Furious Immolation are now briefly Dazed for .8/1.6/2.4/3.2/4s after landing. The debuff from your Combustive Action class feature now lasts .5/1/1.5/2/2.5s longer as well.
[5/5] Icy Veins: When you activate an Encounter power all foes within 15' of you have 1/2/3/4/5 stacks of Chill applied to them. 
[5/5] Glacial Movement: Ray of Frost has a 10/20/30/40/50% chance to apply an additional stack of Chill.
Additionally, this feat increases the effectiveness of each rank of Orb of Imposition by 4/8/12/16/20%..
[5/5] Alacrity: When you deal damage to an enemy afflicted by Chill you have a chance to reduce the cooldown of Icy Terrain and Entangling Force by .5/1/1.5/2/2.5 seconds.
[1/1] Shatter Strike: 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 (1 second on players) and take up to 5% of their Max HP in damage (max 300% weapon damage). This effect consumes Shatter. Additionally, your control powers deal 100% of your weapon damage against control immune targets. Additionally, Chill lasts 2.5 seconds longer.

Support PvP Guide

 

Introduction to Support PvP

 

Why choose MoF over SS?

For the MoF support build, the Master of Flame paragon allows the option of using debuffs in order to further aid teammates, whereas Spellstorm Mage has nothing to offer in terms of support that rivals this. Switching to debuffs is often the difference between a win and a loss if both teams are relatively fairly matched, as it can provides your team with the edge needed to outkill the other team. This means that, during the time in which the other team is respawning, travelling between nodes or is outnumbered on a node, due to their teammates' deaths, your team is able to cap more easily and has a greater chance of continuing to get kills.

MoF Oppressor (support role)

A control wizard's support role in PVP consists mainly of node control. The primary aim of a MoF oppressor is to prevent the other team from capping the node, while setting up kills for your teammates at the same time. In terms of stats, high recovery and AP gain are ideal in order to maximise node control and to keep reapplying debuffs. High HP is also ideal for this build, as it maximises healing gained from insignia bonuses and prevents you from being one shot by most 'dunks' (the TR's Shocking Execution). While stacking HP in defense slots is advisable for this build, I would also recommend aiming for at least a 20% deflection chance through the use of boons, reinforcement kits and artifacts.

Premade play style:
A full group of 5 players who are geared and specced specifically for PVP. Usually consists of a set team. Often 'q syncs' with other premade competitively.
(This build is most viable in premade groups as, to an extent, playing the support role on the CW means that you are only as good as your teammates. If you solo queue, the risk of teammates being unable to stay on a node or unable to execute kills means that you may find this build less effective.)

Solo play style:
Typically a player that queues alone or queues with friends/guild mates/PVE players. Less competitive than playing in a premade but can be a gateway to playing competitively.

Support PvP Races

 

For the MoF Oppressor control wizard using this build, Halfling proves the most useful in testing. This is because it offers 3% deflect chance alongside 10% control resist.

Although Halfling is ideal, there are other possible races for different variations of this build, for example, those that choose not to stack deflect. Other viable races include: Sun Elf (2% AP gain), Moon Elf (1% AP gain, 1% stamina gain) and Human (+2 to any ability score, 3% defense, 3 additional heroic feat points)

Halfling
+2 Dexterity
+2 Charisma or +2 Constitution
Nimble Reaction: Your small stature and quick movements grant 3% chance to Deflect incoming attacks.
Bold: Your fearless nature increases your resistance to Crowd Control effects by 10%.

S
un Elf
+2 Intelligence
+2 Dexterity or +2 Charisma
InnerCalm: Your inner peace and serenity cause you to focus more clearly on the task at hand. +2% Action Point gain.
Sun Elf Grace: Your bottomless grace increase your resistance to Crowd Control effects by 10%.

Moon Elf

+2 Intelligence
+2 Charisma or +2 Dexterity
Wanderlust: You cannot stay in one place long and are always roaming and seeking new oddities. +1% Action Point gain and +1% Stamina Regen.
Moon Elf Resilience: Your elven resilience increases your resistance to Crowd Control effects by 10%.

Human

+2 to any ability score
Versatile Defense: Increase your Defense by 3%.
Heroic Effort: You gain an additional Heroic Feat point at levels 10, 15, and 20.

Support PvP Spells

 


Encounters

Icy Terrain (IT)  --  Repel  --  Shield  --  Entangling Force (EF)    

Dailies

Oppressive Force (OF)  --  Ice Storm (IS)

Arcane Presence (ArcP) -- Orb of Imposition (OI)

Personals

Swath of Destruction (SoD)  --  Combustive Action (CA)

At-Wills

Chilling Cloud (ChC)  -  Scorching Burst (SB) 

4th Encounter Slot (RB/R1/Tab)

Listed as (R)


Encounters:
Repel -- Entangling Force (EF) -- Icy Terrain (IT) -- Shield
Each section of your rotation will exercise control over the target in a different way.
For example, EF and IT are both used to keep the target in place. IT should be cast on the node, covering as much of the node as possible, so that anyone trying to cap is frozen and becomes an easier target to either be killed by a teammate or to Repel off the node. EF can be cast across longer distances and is used to lift the target up, keeping them in one place. It is often used in tandem with Repel or IT, to either hold the target off node after Repel or to keep them on IT so that they become frozen for a prolonged stun effect.
Here, the Alacrity feat comes in handy, as both powers often have their cooldowns reduced by 2.5 seconds with this feat, which procs relatively often. Alongside having a high recharge speed and the use of Spell Twisting, this makes for a seamless rotation 9 times out of 10.
As Repel should be used to keep targets from capping the node, it isn't always necessary to use it. Mistimed Repels can even be detrimental to your teammates, as it can mean interrupting melee attacks or providing the opponent with a getaway if they're already on low health. If your team owns the node and isn't being contested, I would advise trying to hold off on Repel, and instead using IT, EF, RoF and OF to lock the target/s in place and to set up kills for your team.

Spell Mastery:
In the case of needing extra survivability (due to running a 'pain train' (no heals) or facing opponents with very high DPS) Shield should be used on tab.
Otherwise, Repel should be used on tab where possible to give a greater element of control over the node, as it allows you to push multiple people off of the node at one time.

Dailies:
Oppressive Force (OF) -- Ice Storm (IS)
Both dailies are AoE based spells which cover the whole node, but the right time to use each spell depends on the situation.
Particularly when using the switchout of debuff personals, OF is preferable as it briefly dazes opponents on the node and sets up your teammates kills through the lack of attacks coming from those affected by it, alongside the debuff application from the use of a daily. OF also has the advantage of having almost no delay in casting.
IS, on the other hand, should be used when either attempting to cap or losing control of the node, as it gives the capability to push multiple opponents backwards from the node at a time. While providing superior node control to OF, IS is not always viable to use due to its long cast time and the fact that casting can be interrupted. However, like OF, it can still be used to apply a debuff to multiple members of the time and proves useful when the node is being contested.

Personals:
Swath of Destruction (SoD) -- Combustive Action (CA)
This set of personals should be used for debuff purposes. This can be particularly useful if your team is struggling for DPS or if you're facing an equally matched team to give your teammates an upper hand advantage.
or
Arcane Presence (ArcP) -- Orb of Imposition (OI)
This set of personals should be used to achieve maximum control. This is particularly useful in the case of fighting another team with high control (i.e. multiple oppressor CWs or TRs that use courage break).

At-Wills:
Ray of Frost (RoF) -- Scorching Burst (SB)
RoF should be your go-to at will in PVP. Glacial Movement provides a 50% chance on the use of RoF to add an additional stack of chill and the equip bonus on your Artifact Main Hand should add an additional stack after both 1 and 4 seconds of continuous casting. This makes RoF an easy way to build chill stacks fast. It also has no delay in casting like SB or Chilling Cloud, for example, which makes it a quick way to consume stacks of Spell Twisting and to reduce cooldown speed.
SB, although rarely used, can be used in a pinch to apply Smolder. However, its long casting time and single cast quality makes it much less effective than RoF and so it should only be used sparingly.

Defensive
Loadout: [Shield (R) - IT - EF - Repel] [SoD - CA] [RF - ChC] [IS - OF]

Control
Loadout: [Repel (R) - IT - EF - Shield] [ArcP - OI] [RF - ChC] [IS - OF]

Potions, Food and Scrolls

 

Caprese (+4189 HP and 3% Deflect chance)
Ratatouille (+5000 HP and +1000 Recovery)
Sunlord's Gift Elixir (+350 Recovery and a chance to gain 5% of your AP)
Masterwork Potion of Recovery (+1500 Recovery)
Scroll of Fate: Deflect (+400 Deflect)
Invocation Blessing
Tymora's Lucky Coin
Adorable Pocket Pet

Support PvP Gear

 

Prestige Gear
Since the release of Storm King's Thunder, Prestige gear has surpassed previous PVP armour in terms of stats, but there is no concrete gear setup for the MoF Oppressor CW. Duelist gear is much more suited to CWs with a support role, as its stats are geared more defensively and typically have high Recovery too. However, the choice of set bonus depends on whether you choose to prioritise tenacity, stats or damage resistance. Many players choose to wear 2 pieces of both Warborn and Prestige gear for maximum tenacity, while others wear 3+ pieces of Prestige for 10% extra damage resistance while controlled.

Rosegold Rings (Executioner or Duelist)
Rosegold rings are typically the PVP player's ring choice, as the additional tenacity stat plays a vital role in survivability. In this instance, double stacking these rings allows us to be extra tanky, in order to stay alive and to stay on the node for as long as possible. These particular rings give desirable stats for the MoF Oppressor, with the Executioner and Duelist giving Recovery and Deflect respectively.

Drowned Set
Equip: Adds an additional Chill stack after 1 second and 4 seconds of continuous casting of Ray of Frost
Artifact Class Feature: Orb of Imposition or Arcane Presence
Artifact Stat Increase: +400 AP Gain
I personally preferred the Drowned Set as the extra healing it provides allowed me to have as much survivability as possible, going hand in hand with having high HP. However, different variations of this build may also incorporate the Burning, Stronghold or Manaseeker's sets.

Greater Everfrost Tights & Tunic
As our Deflect should be higher than our Life Steal, the set bonus on these enables us to reflect 50% of incoming damage back at the opposing team for 1/3 of our time in battle. This is because the damage reflection procs for 10 seconds, and procs twice a minute when in combat - causing a large overall reduction to our damage taken, alongside increasing our small damage output.
Alternatively, the Drowcraft Tunic & Tights can also be used if the campaign store has not yet been unlocked. This set provides us with HP, Power, Recovery and Defense.

Artifacts

Oghma's Token of Free Movement
This should be used primarily as your active artifact, as it provides you with control immunity, meaning that you can move between nodes freely without being slowed down, for example by a TR's Courage Break or a trapper Hunter Ranger. It also enables you to get out of a sticky situation where you might be outnumbered or losing health rapidly and gives you the chance to regain control of the node.

Shard of Valindra's Crown
This should be used in tandem with the rest of the Valindra's artifact set for its bonuses to both control resist and control bonus. It can also be used as an active for the same reasons as the Oghma's Token, and provides damage as well as control immunity. However, during the period of immunity, you cannot move or cast powers, which means that this may not always be as useful.

Sigil of the Scourge
This artifact is used for its Deflect stat, being one of the few artifacts available that provides Deflect, which can be used to proc our Survivor's Blessing for healing. It also provides Stamina Gain, which allows us to dodge as much as possible in order to evade damage and control effects.

Forgehammer of Gond
This artifact, similarly to the Sigil of the Scourge, is used for its Deflect stat, which again can be used to proc Survivor's Blessing. It also provides a bonus to Control Resist which helps us to continue moving around the node as freely as possible.

Support PvP Enchantments

 

Armor Enchantments

Elven Battle - Transcendent
You are 80% more resistant to slows, immobilizes, disables and stuns. Their duration is reduced. Your stamina Regen is also increased by 30%. (Great enchantment for PvP as well. In PvE, this is used for the Stamina Regen.)

Weapon Enchantments

Terror - Transcendent 
(For an added debuff and the chance to root - this procs nicely with Icy Terrain and can root multiple people at once)
or
Feytouched - Transcendent (for added survivability in solo queues or before you become fully BiS)

Offensive Enchantments

Silvery Enchantment, Rank 12
700 Recovery


Defensive Enchantments

Radiant Enchantment, Rank 12
2800 Hit Points

Utility Enchantments

Dark Enchantment, Rank 12
700 Movement


Kits and Jewels
Major Action Point Jewel x4
Major Recovery/Deflection/Hit Points Kit x4
(This depends on the specifics of your toon as to whether you feel your character would benefit more from a boost to recharge speed or defensive stats.)

Wards
Mark of AP Ward Rank 2 (x1)
Mark of Stamina Ward Rank 2 (x1)

Support PvP Mounts

 

LEGENDARY MOUNTS (Lockbox or Auction House)

Swift Golden Lion
Combat Power: Summon your Celestial Lion to knock back nearby foes and grant nearby party members a Shield for 10 seconds. After 10 seconds, affected party members gain up to 3 stacks of Radiant Weapon based on the amount shield remaining.
Equip Power: When you or a party member are struck by a foe, there is a chance they will be healed and you will gain a stack of Radiant Weapon.
Speed Power: Increases your movement speed by 140%.
You can be dismounted if you suffer 6 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.
Insignias: Illuminated Insignia Slot -- Universal Insignia Slot -- Universal Insignia Slot

Armored Bulette
Combat Power: Summons your Armored Bulette, who roars at foes in front of you, dealing 3,994 damage and reducing the damage they deal by 10% for 8 seconds.
Equip Power: +4,000 Deflection
Speed Power: Increases your movement speed by 140%.
You can be dismounted if you suffer 6 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.
Insignias: Crescent Insignia Slot -- Universal Insignia Slot -- Universal Insignia Slot

Tenser's Floating Disk
Combat Power: You are transformed into a virtual fighting machine, becoming stronger, tougher, faster, and more skilled in combat. For 12 seconds, you gain 10% Power and move 10% faster, and gain +2 Strength, Dexterity, Constitution, and Armor Class.
Equip Power: +4,000 Recovery
Speed Power: Increases your movement speed by 140%.
You can be dismounted if you suffer 6 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.
Insignias: Enlightened Insignia Slot -- Universal Insignia Slot -- Universal Insignia Slot

Note: Swift Golden Lion - The knock back effect from the lion's combat power provides the MoF oppressor with another form of node control and can often play a vital role in keeping opponents off the node for long enough to cap. It also gives a bar of blue temporary hit points both to yourself and those within close range, which can not only increase your personal survivability but also the survivability of those around you.

EPIC MOUNTS (ZEN or Auction House)

High Forest Bear
Equip Power: +8,000 Maximum Hit Points.
Speed Power: Increases your movement speed by 110%.
You can be dismounted if you suffer 5 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.
Insignias: Crescent Insignia Slot -- Regal Insignia Slot -- Universal Insignia Slot

Enchanted Courser
Equip Power: +2,000 Recovery
Speed Power: Increases your movement speed by 110%.
You can be dismounted if you suffer 5 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.
Insignias: Barbed Insignia Slot -- Illuminated Insignia Slot -- Universal Insignia Slot

Note: These are just a few mounts that we recommend. You can of course substitute out any one of these mounts to better fit your gameplay. There are other mounts with the same Mount Powers, but with different Insignia Bonuses.


Support PvP Insignias and Bonuses

 

Gladiator’s Guile
Insignias: Regal Insignia Slot -- Illuminated Insignia Slot -- Enlightened Insignia Slot

When your Stamina is above 75%, you move 15% faster. When your Stamina is below 25%, you gain 15% of your Power as Stamina Gain.

Champion's Return
Insignias: Enlightened Insignia Slot -- Enlightened Insignia Slot -- Illuminated Insignia Slot
Whenever you are reduced to 50% Hit Points, you instantly recover 20% of your Stamina and are healed for 20% of your maximum Hit Points over 10 seconds. This effect can only occur once every 60 seconds.

Victim's Preservation
Insignias: Crescent Insignia Slot --Barbed Insignia Slot -- Barbed Insignia Slot
Whenever you take greater than 35% of your Maximum Hit Points in pre-mitigated damage from a single blow, you are healed for 10% of your maximum Hit Points over 5 seconds. This effect can occur once every 10 seconds.

Oppressor's Reprieve
Insignias: Crescent Insignia Slot -- Illuminated Insignia Slot -- Illuminated Insignia Slot
Whenever you are Stunned, Knocked, or Immobilized, you are healed for 4% of your maximum Hit Points over 4 seconds.

Artificer's Persuasion
Insignias: Barbed Insignia Slot -- Barbed Insignia Slot -- Illuminated Insignia Slot
Whenever you use an Artifact power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds.

Cavalry's Warning
Insignias: Crescent Insignia Slot -- Barbed Insignia Slot -- Enlightened Insignia Slot
Whenever you activate a Mount Combat Power, you gain an increase of 10% to your Power, Recovery, Armor Penetration, Critical Strike, Defense, Deflection, Regeneration, and Life Steal.

Insignia Stats
Insignia of Mastery: Recovery + Control Bonus
Insignia of Evasion: Deflection + AoE Resist
Insignia of Aggression: Armor Penetration + Action Point Gain

 


Change Log

 

Current Module   [   11   ]

 

All updates and/or modifications made to this guide will be annotated here. Please keep in mind that we are on XB1, and we tend to get new Mods 2-3 months after PC release.


{04/13/2017}
Update DPS Enchantments to include Lightning and Bilethorn, as well as updated DPS Artifacts to include the Fragmented Key of Stars.
{04/04/2017}
Updated DPS Stats and DPS Enchantments to include Recovery stat and Black Ice Enchantments respectively.
{03/19/2017}
Updated Gear section and added stats for gear. Also added a new SS DPS Build featuring Renegade/Thaumaturge
{03/12/2017}
Modified DPS Dungeon Guides with updated spell rotations (Ice Storm was added to FBI).
{02/26/2017}
Updated DPS Build descriptions, and updated MoF B/D Build to reflect new changes. Updated Dungeon Guides with explanation of the Loadouts (Can be located under Spells).
{02/25/2017} Modified guide to limit the amount of scrolling.
{02/23/2017}
 
B/D Mounts and Insignias: Added Insignia of Mastery.
{02/20/2017}
Added tooltip corrections and spelling errors.
{02/20/2017}
Guide is released!

Ads
comments
Leave a reply
  • allwaste
    February 20, 2017 at 11:46 pm

    Damn, nice guide man. Your other one was good but this is just next level, love the organisation as well.

  • Elitecloud04
    February 21, 2017 at 2:25 am

    Dread Legion in the house!

  • Jipoux
    February 21, 2017 at 2:58 pm

    OMG very nice guid guy !

  • Naztybullet
    February 22, 2017 at 6:43 am

    Do you recommend oppressor or renegade path for full dps MoF paragon?

  • Profile photo of Datsik
    February 22, 2017 at 11:09 pm

    I prefer AoC and Hermione prefers IV. But what we both agree on, is come mod 11 AoC will be better.

    • Naztybullet
      February 22, 2017 at 11:40 pm

      Alright cool and Thanks for all the help!

      • Profile photo of Datsik
        February 23, 2017 at 2:18 am

        You are welcome. 🙂

        • Marc gagne
          February 25, 2017 at 12:08 am

          I seem to have less dps and survivability using the AoC build. How will it b better in mod 11?

          • Profile photo of Datsik
            February 25, 2017 at 12:25 am

            Going Oppressor to get IV helps with burst and helps with soloing for sure. You can pretty much freeze most non boss mobs.

            AoC works by applying the AoC debuff on an enemy. When someone other than you, like your companion hit that mob, it will do 60% of your weapon damage. If running solo with a comp that just stands and heals you, you will not see a benefit. If you are in a group and hit CoI, then that debuff is applied to all the mobs it hit. When someone attacks that mob, you deal 60% weapon damage to them. This damage also scales with buffs. AoC is really good in dungeons, not so much when solo. Hmmmm… Maybe I should list that somewhere lol. Sorry.

          • Marc gagne
            February 27, 2017 at 12:18 am

            Well its gonna be essential soon so i better get used to it. BIG Thanx for all ur efforts Man

          • Profile photo of Datsik
            February 27, 2017 at 1:17 am

            You are welcome. What Makes AoC and lightning good is that lightning procs AoC. The more AoC procs and the more people hitting the mobs, the better.

  • February 23, 2017 at 2:55 pm

    Thanks again, guys. This is a very helpful guide. I’ve used it to wake up my sleeping Wiazard and she is now progressing through Sea of Moving Ice 🙂 5 Stars from me (Shazza).

  • Manuel
    February 23, 2017 at 4:01 pm

    What about starting stats for a Human DPS? Can you recommend?

    • Profile photo of Hermione
      February 23, 2017 at 7:00 pm

      Hey Manuel. This will be added into the guide at the weekend. If you’re struggling with crit chance, I recommend 16/16 INT and CHA, and then use the +2 in CHA. If you’re at a point where you comfortably at the 100% crit chance cap, then +2 goes into INT. 🙂 INT damage bonus is more valuable than anything else ability score wise.

  • iGoRooar
    February 24, 2017 at 12:09 am

    They’re both great paragons and have their own benefit but at the end of the day which will provide the best damage for the team, SS or MoF, if both follow the Renegade build for AoC?

  • sexycw
    February 24, 2017 at 12:32 am

    You guys did a very sexy job here loving it :**** Appreciate the time and effort you all put in ♡

  • Sunfire
    February 24, 2017 at 9:09 am

    Great guide, thanks for that!
    Now, my most important question: what’s the robe Hermione is wearing on the screenshot? I got to get me one of those… 😉

    • Profile photo of Hermione
      February 24, 2017 at 4:00 pm

      I am wearing the blue armor of lolth as my transmute for my chest piece with the banner from mSva behind me as the transmute for the neck piece 🙂

      Armor of Lolth is the best looking armor around, in my opinion obviously.

  • Profile photo of daterisk
    February 24, 2017 at 12:02 pm

    this really heped me 🙂 whats your GT

  • Zomganabb
    February 24, 2017 at 2:30 pm

    Good stuff and its nice job creating this guide.
    The only thing i see you put points in the feat “Learned Spellcaster”: unlike what most people think this won’t add +5% dmg on your intelligence, it will increase it’s “bonus damage”, so its 5% of 16% (if you have 26 in INT)=0,8%, which is really really bad!
    Use those points in Prestidigitation 2/3: 2% stats rating for you and everybody, it’s with this a CW is a buffer lol, and is better than 0,8%.
    If you have 10k power this will give you additional ~1.5% dmg, and think when you get more power like 30-50k. The bonus is then alot more for you and everybody.
    Correct me if im wrong about Learned spellcaster, i havent tested with act on it for over a year and a half or so, might have been fixed/buffed now.

    • Profile photo of Datsik
      February 24, 2017 at 3:51 pm

      2/3 in Prestidigitation and having 10k power is 200 power.
      2/3 in Prestidigitation and having 40k power is 800 power.

      Learned Spellcaster is the better feat even with 2 points when thinking about doing DPS. Let us use your 26 intellect and work with only 2 points in LS. The math is basically like this, and its almost written in words in the tooltip (points in LS) x (1+(your int minus 10/100) which is 2(1+(16/100) that comes out to be 2(1+.16) which again is 2(1.16) which is an increase of 2.32% damage.

  • rob
    February 24, 2017 at 5:05 pm

    may i ask a noob question is aoc. area of combat, and im on ps4 do you recommand thuamage,op or thuamage,reg

  • MisticMaharaji
    February 24, 2017 at 8:29 pm

    Hey guys excellent guide. It makes me wanna play as a CW. Also, could BodyBag give away his complete fashion please? So the armor chest piece is lifesilk spinnet or something? What about the legs and arms? What did he used as transmutation materiel? Thanks for your support to the community. We just need Cryptic to cut mounts prices by half 🙂

    • Profile photo of Hermione
      February 24, 2017 at 9:23 pm

      On behalf of James (BodyBag)
      head- Hood of fate from the SW booster pack. or the brynnyr’s demise. says it drops from demogorgon (master)

      chest piece is the armor of lolth. no longer drops. but the lifesilk is nearly identical except it doesn’t have the spikes or whatever on the back. and it has default gloves that over ride your current ones.

      legs are the blue and purple alliance legs.

      Arms are cambist gloves.

  • grikstas1992@gmail.com
    February 25, 2017 at 1:28 pm

    hello. which one is beter? cloak of black ice or lostmauth ?

  • shiram
    February 25, 2017 at 9:06 pm

    Is any of the new gear like lifesilk Spinneret and Zulkirs Visage any good for CW? Currently running the Dusk\DF mix.

  • February 26, 2017 at 9:58 am

    Hi Gandzialf here 🙂 I know it will sound weird and I have to speak about it with you Hermione, but I’ve been experimenting with skills for some time and found a new combo that for some reason is awesome. Sooo lets say MSVA first phase – IT-SS-DIS and Icy rays on master. All bosses – COI-CS-DIS and again icy rays on master. It gives me slightly better results than a standard setups. I agree that it depends on a group composition but tested it in various environments and still like it.
    In terms of build – well done. Really great job. I feel everything going to change when trans lightning will come in place 🙂

    • Profile photo of Hermione
      February 26, 2017 at 4:36 pm

      Nice man glad your experiment, the only issue I would have tho, is icy rays doesn’t receive the benefit of spell twisting when on mastery, it’s a weird glitch. I’ll double check this tonight to confirm.

      But if it still does this; then you have to rely a lot on the clerics hastening light to make Icy rays a good substitute.

    • Profile photo of Hermione
      February 26, 2017 at 5:05 pm

      Just logged in and double checked, spell twisting doesn’t affect icy rays cooldown ONLY when in mastery. No idea why it does this but it will stop me from using icy rays in (RB). Have to rely on clerics and pally cooldown reduction too much

  • Jonathan Norrish
    February 26, 2017 at 12:13 pm

    I’m using the b/d mof oppressor ren build. Is silver better or azures in your offense slots?

    • Jonathan Norrish
      February 26, 2017 at 12:16 pm

      Sry also I have a greater lightning and a greater plague which one should I get up to trans?

    • Profile photo of Deathstroke
      February 26, 2017 at 1:45 pm

      I haven’t wrote the guide, so its probably another opinion than Body Bags, but when going oppressor ren, then you have to make up for the loss of spell twisting, so getting high recovery is more important imo therefore silveries would be better. For your Weapon enchant question i would prefer using plague over lightning, but i also never played with a lightning, i only know that it can be useful when playing as drow and to get your cooldowns shorter

    • Profile photo of Body Bag
      February 26, 2017 at 5:28 pm

      hi jonathan, I recommend using azures in the majority of your offense slots. that’s so you can have a consistent amount of crit. recovery is easy to get due to most of the assault gear having it and most of your artifacts as well. also the two insignia bonuses artificers persuasion and influence give a huge recovery boost in battle when you use your artifact. as for the recommended weapon enchantment (since you are drow) I would go with the lightening. this helps with your cooldowns and the arcs from it proc your race ability “darkfire” which lowers your enemies defense.

      • Jonathan Norrish
        February 26, 2017 at 9:05 pm

        Awesome will do ty again

        • Jonathan Norrish
          February 26, 2017 at 9:13 pm

          Sry, about how much recovery is good I’m at 10k now and 13k with r11 bonds. But my crit is around 6.5k, 10k buffed but that’s with rank 9 silvers. Unfortunately my crit is 33%, 44% buffed. So I’ll definitely get working on azures, but just a reference crit should be around ?k and recovery around ?k. Again ty so much for this awesome guide and quick responses.

          • Profile photo of Body Bag
            February 26, 2017 at 10:08 pm

            ok so that recovery is pretty solid. I would recommend going for more crit to have that better chance to proc nightmare wizardy. try to get around 80% crit (buffed). and since you are using a lightening you can focus on crit for the time since that helps with cooldowns. as for now I would recommend working on your bondings first to get that extra 45% of stats and see where that puts you. i like to sit around 16-20k crit and about 10-14k recovery. also if you have the resources i would recommend looking into the companion (priestess of sehanine moonbow) it gives you and allies .5% crit chance for each companion lvl. so 15% more crit chance at lvl 30.

          • Jonathan Norrish
            February 26, 2017 at 10:29 pm

            Cool ty again for your insight body bag. At least now I now where my double refinements are going

  • Jonathan Norrish
    February 26, 2017 at 2:57 pm

    Nice ty for the quick reply. I am drow atm lol so will see after some testing. And I thought it might be silveries so started building those up. Just wanted to be sure before I got to far lol. Ty again

  • ALittleFecked
    February 26, 2017 at 4:02 pm

    I couldnt make full sense of the encounter powers part of it. I’m not used to the set-up of how it was written. Would someone mind explaining how they have put it on here for me? Just so i know how to use them. Thank you

    • Profile photo of Hermione
      February 26, 2017 at 4:43 pm

      Basically, at the top of page; we have listed all the encounters/dailies and passives that you will slot at some time during the dungeon, we have abbreviated each one too.

      The loadouts for each dungeon will be represented by the abbreviated term for each power. So example; SS DPS guide for edemo. Non melt group (black text) – [CoI (RB) – IT – ST – Dis][IK – OF][SS – CP][MM – ChC]

      So you look at the abbreviations and match them, so first brackets you will see are your encounter power [Conduit of Ice (RB) – Icy Terrain – Steal Time – Disintegrate].
      Next sext of brackets; [Ice Knife – Oppresive Force] they are your dailies.

      Does this help make more sense to you?

    • Profile photo of Datsik
      February 26, 2017 at 5:00 pm

      Thanks for the feedback! I have updated the guide and you can find an explanation under the Spells section in the Dungeon Guides.

  • Profile photo of katamaster818
    February 26, 2017 at 7:00 pm

    I haven’t read through the whole thing yet, but after skimming through it, the only suggestion I have is to include the Loyal Avenger gear for companions just in case a PC player decides to use this guide. It’s got two enchant slots, and about +600 power +600arp and +600crit.

    • Profile photo of katamaster818
      February 26, 2017 at 7:05 pm

      Otherwise, fantastic job! Almost good enough to compete with Sharp’s guide, more numbers and graphs and proofs, and then, maybe XD

      • Profile photo of Hermione
        February 26, 2017 at 8:03 pm

        We chose not to include the number as not everyone understands them. (States in the first paragraph). If they want to know the formulas then they can contact us on Xbox etc. And we will be happy to go in depth.

    • Profile photo of Datsik
      February 26, 2017 at 7:28 pm

      Hey Katamaster. Thanks for the feedback. The loyal Avenger gear is a great option to add. Thanks for the suggestion!

  • April
    February 27, 2017 at 5:21 am

    Can you please recommend what spell rotation to use for someone who’s leveling

    • Profile photo of Hermione
      February 27, 2017 at 7:59 am

      Hi April, a levelling guide was part of our original plan but we scrapped the idea. Maybe we will look back into it and adding a section for that purpose; but to answer your question.

      you’re main 4 to aim for will be conduit of ice, steal time, icy terrain and disintegrate. Until you unlock all of them, it doesn’t really matter what you use. I would suggest using chill strike all the way to 70 till you unlock disintegrate :).

      Ice and Storm and Oppresive force for dailies, until you unlock ice knife then switch for ice storm.

      A CW goes from slow starting to powerhouse as soon as you unlock icy terrain.

  • Brandi
    February 27, 2017 at 5:43 pm

    Hi guys!!!! Thanks, for adding this build. I am have been struggling with my original and almost gave up. My current issue, is I am level 70 now and had to use a retraining token to rebuild. I am ready to assign power points but because of the way it’s set up, I’m not sure how to spend them. What should I max out? I have 71 points, and don’t want to waste any.

  • Kallista
    February 27, 2017 at 10:04 pm

    I have a CW that is IL 2600 with around 13k power, 4K crit stikr, 3k arm pen, and 5k recovery.

    I have the following companion at rare: Earth Archon, Air Archon, Fire Archon and T. Mage. I am using as my Summoned the Manticore. Should I use the Fire Archom over the Manticore?

    As for overall damage, how much of a damage loss do you see if you go oppressor vs renegade with those fifteen feat points? Is it small enough that I won’t notice the difference given my stats?

    I got my GF n D.C. right where I want them, now I am working on my CW, at least for feats that Iis.

    • Profile photo of Hermione
      February 27, 2017 at 11:30 pm

      Fire archon is much better summoned.
      Siege master should be one of your companions, not manticore. Siege master is found in the zen market for 1200 zen. Once upgraded to epic it provides a 4% damage boost constantly.

      It all depends on the dungeon, for the 15 points to have a difference. short fast melt dungeon, Oppressor will do better. Longer fights, renegade will do better.

      Mod 11, renegade will always be better when using a lightning enchant.

      • Kallista
        February 28, 2017 at 3:47 pm

        Thanks for the info.

        I should be getting enough AD this weekend to upgrade my Fire to Epic and will replace my Manticore as my main to my Fire Archon.

        I will hopefully also have enough AD as well to pick up Siege Master and replace the Manticore.

        As for Renegade vs. Oppressor: I tested out Renegade path for a few dungeons runs and I miss the auto freezing that Icy Veins provide, so I will be updating my character again back to Oppressor.

        I currently have the Dragon Visage and the Silken robes with 2 pieces of Dusk gear. My pants and shirt are drowcraft – will be working on getting AD to get the 145 made gear.

        Artifacts Set: Currently using Valindra as I don’t have high enough crit ATM.

        Artifact Weapons: I’m currently using burning but will be trying to get the Manseeker in the near future.

        Artifacts: Token of Chromatic, Lantern of Revelation, Sigil of Controller, and Sigil of the Devoted (main is the Token but will be switching it to Sigil once it is Legendary).

        Initially my gear enchantments were Silvery 8, but I was able to get enough AD to change them to Azure last night boosting my Crit Strike by around 1200K or so.

        My armor enchantment is lesser SoulForge – yeah and my weapon is currently frost which I hope to update to Dread. Don’t know when but hopefully soon.

        Currently my guild only has Arm Pen and Defense boons, so I am using those.

        My short term goal, getting all of my companions to purple, dread enchantment, and get 145 Gemmed pants and shirts. Long term is get rank 12 bonding stones.

        • Profile photo of Deathstroke
          February 28, 2017 at 7:07 pm

          With your current Situation, i would recommend going fishing, i mean it is really boring and is only getting worse the more you do it, but it really helps getting the stuff you need for the manaseeker weapons and also refinement for your artifact gear. So when you only fish for maps for a while(also do your dailies and if u have to do something for your guild that too) then you get moults, lanolin, a lot of voninblod, and refinement(if you are lucky also brilliant diamonds) and if you have the stuff you need, then you can sell the rest for ad

        • Profile photo of Hermione
          February 28, 2017 at 8:33 pm

          Wow, nice going, doing a great job sir.

          I recommend ditching the token of chromatic storm for a Thayan book of the dead, the crit armpen combo is great and you’ll need it when you finally get into a guild and/or your guild gets the power boon.

          Next mod we will be switching to the lightning enchant, so if you haven’t got a dread yet, maybe start working on the lightning and Be ready for mod 11? Could be a route to take. The lightning is still decent this mod, just lacklustre on single target in comparison to the dread.

          Yes, I also prefer the Oppressor path for the instant freeze. Datsik prefers the renegade path, it’s very preference based.

        • Profile photo of Hermione
          February 28, 2017 at 8:34 pm

          Also, majority of a players damage will come from the summoned companion, bondings are crucial.

          • Kallista
            March 7, 2017 at 5:55 pm

            Thanks for all the info, much appreciated.

            Here is my CW character update

            Paragon Path: Master of Flame

            Personals: Chilling Presence and Swath of Destruction
            With my critical chance rating being under 40% I did some testing to compare Swath of Destruction vs. Critical Conflagration for personals. Testing shows that for Master of Flame builds that do not have high critical chance that Swath of Destruction provides a better damage output over Critical Conflagration.

            I have 4 power points in Critical Conflagration and only 3 in Swath of Destruction. If I had the forth into Swath of Destruction my damage output would be even higher.

            My recommendation is if you critical chance is below 60% than use Swath of Destruction.

            At Wills: Chilling Cloud and Scorching Burst
            Scorching Burst is a must have At-Will for using Swath of Destruction. Tapping it quickly I can hit a single target with it to add smolder and if there are enough adds not being melted, I can hold it down to add smolder to multiple targets.

            Encounters: Conduct of Ice, Icy Terrain and Disintegrate
            See below as to why Conduct of Ice is not on the Mastery Tab.

            Spell Mastery Tab: Fanning the Flame
            Fanning the Flame on the Mastery Tab is really good to get Smolder to multiple targets for added damage from Swath of Destruction.

            Gear Update:

            Artifact Neck, Artifact Waist, Main Hand and Off Hand weapons are now all epic. I am working towards getting my Neck legendary first and second I will start working on my waist. After those are completed I will work towards one of the new artifact weapons in Mod 11 or the current relic weapon.

            Rings: I have a few different options here and right now what I am running are:

            Ring of Brutality +4 and Ring of Rising Precision +5 (will try out my Ring of Rising +4 to see if it helps me with putting out more DPS and put the Ring of Rising Precision on my Fire Archon until Mod 11 hits.

            What rings do you recommend I go with?

            Artifact Update:
            With double refine I used as many refinement stones to improve my token and refined that into the other artifact I have of the same type. The artifact that replaced the token is Kessell’s Sphere, I got it this weekend in one of my VT runs.

            Current Artifacts: Sigil of Controller, Kessell’s Sphere, Valindra Shard, and Lantern of Revelation

            I have a couple questions about the artifacts.

            Which one should be my main from my current ones?

            I can get the Sigil of Devoted as my main character is a DC, should I get that and replace Valindra crown with it or should I work towards getting the Thayan Book of the Dead? I know if I replace the Valindra’s Crown I would make the Sigil of Devoted my main, but if I go with the book, what would be my main artifact?

            Companions Update:
            This weekend I was able to get the Siege Master and Master of the Wildhunt Rider.

            Current companions are: Fire Archon (summoned), Air Archon, Earth Archon, Siege Master & Wildhunt Rider

            Bonding Runestones: 3x R8

            I know my next step for improving companion is getting the Bonding stones up to rank 12. I am starting to save enough AD to buy 9 rank 10s as I want each one of my characters to have 3 rank 10 bondings so I don’t waste gold swapping them out. I estimated roughly 6-9 weeks of AD grinding to get that for my three characters. If I get some good artifacts along the way to sell in the AH, it would reduce that timeline.

            After I get all my R10 bondings I would do the following for my CW.

            Get Fire Archon Epic than work on making it Legendary. From there, work on getting all other companions Epic.

            Boons:

            As for guild boons, we currently have Armor Pen and Defense. We are working on the one for power.

            I finished up EE this past weekend. I have 3 of the boons completed in the Underdark with the forth one ready after I get the book and working towards the fifth one, which I have the book in my bank.

            I will be starting Sharnadar as it has the boon that provides 130 power with up to 20 or 30 stacks, which would help further my DPS. After Sharndar is completed, I will work on Dreadring, Maze Engine, Tyranny of Dragons, Icewind Dale and finally Sea of Moving Ice.

            I’m in no rush to get everything done at once. I working on what I can when I can as I do have two other characters I am using and running content with at the present.

            My main needs Icewind Dale and Sea of Moving Ice. My GF requires Sharnadar, Maze Engine, IceWind Dale, Tyranny of Dragon and Sea of Moving Ice.

            I know many recommend doing Sea of Moving Ice for the new epic weapon, but I rather get that first for my DC than any other character; however, I have been busy with other things besides Neverwinter that I simply don’t have enough time each day to run my characters through all the campaigns like I want. So I am doing 1 character a day for a campaign and right now it is my tank for Maze and Sharandar. Once I get those done, I will be doing my CW until she gets to where my tank is at for campaigns.

    • Profile photo of Hermione
      March 8, 2017 at 10:25 am

      Having to reply to this comment because it’s not giving me the option to reply to your latest comment..

      Nice changes made, I would use lantern as active for now. Get the DC sigil and trade for valindras shard and use sigil as active.

      Rings; would use the rising precision. You need to try get your crit chance up. Even if you are using Swath, smolder+rimefire has a chance to crit. If they crit the ticks do a lot more damage. So a high crit chance is important whether you want to run Swath / crit conflagration. But yes a low crit chance Swath will do better because you aren’t getting the crit severity benefit if you aren’t critting half the time.

    • Kallista
      March 9, 2017 at 1:58 pm

      Thanks for the info. You guys have been great.
      With your information I have been able to improve my CW overall damage significantly. Thank you!

      I have my Sigil of Devoted equipped and currently rare, should be epic by tomorrow if not tonight.

      I do have a few more questions.

      Artifact Power, which ones should I have?

      I am currently using Chilling Presence and Chilling Cloud. Should I go with Swath of Destruction and Scorching Burst? I am not sure which combination of these would help boost my damage output the most.

      The next question is with regards to feats. The last two feats in Thaumaturge have a % change to increase damage and is not constant. Have you guys tested going with almost an equal split between the three paragon feat path.

      Here is what I am thinking for my MoF
      Bitter Cold: 5/5
      Severe Reaction: 5/5
      Icy Vein: 3/5
      Tempest Magic: 5/5
      Malevolent Surge: 5/5
      Elemental Reinforcement: 3/5
      Critical Power: 5/5
      Reaper’s Touch: 5/5
      Abyss of Chaos: 5/5

      With this set up you are applying chill stacks faster thanks to Icy Vein and you are getting the damage boost from Abyss of Chaos. My only concern is around the damage loss from not having Elemental Empowerment and Assailing Force, but those feats are % chance whereas the feats above are basically applied more readily.

      Has anyone tested out feat allocation like I have listed above vs. the feat allocation you listed?

      • Profile photo of Hermione
        March 9, 2017 at 9:40 pm

        Hey again. Not using spell twisting is a big loss to dps. Also, Elemental empowerment procs creeping frost, which gets buffed and deals ALOT of damage over time. I’ve seen my creeping frost proc well over 200k damage a tick.

  • Valefor Arcadis
    February 28, 2017 at 5:45 pm

    I am not a CW, but I may just have to roll one up now. It’s been a great read. Really great job guys! I can’t stress that enough.

  • Guillermo
    March 3, 2017 at 2:25 pm

    Good morning i want to know because im confused , recently i raise 3326 iten level with my control wizard op/tar patch ss, but i see that my encounters and daylis are doing the same damage when i were in 2800 iten level , i want to know how to raise that damage. Thanks

    • Profile photo of Datsik
      March 3, 2017 at 11:29 pm

      Bondings and companions. Raising your character stats in small increments will not show big gains like upgrading a bondings from 10-12. The gains are there, but 1-3% damage increase isn’t as noticeable as 30-60%

      • Guillermo
        March 3, 2017 at 11:48 pm

        Thanks for answer but i upgrade 2 bondings to 12 and have 1 on 10 and have all my companion , fire archon on legendary , air arch , wild hunter , erinyes of belial , and siege master . Please help me my best hit with encounters powers or daylis is 290k.

        • Profile photo of Datsik
          March 4, 2017 at 1:40 am

          290k in a group or by yourself? it really is just throwing darts until something sticks without knowing full details of your character and what you upgraded. Is your armpen stat on par? what is your power at with/without bonding’s? crit? crit severity? Id have to know what your starts are before and after upgrade to fully give a detailed opinion.
          But if you are by yourself hitting dummies, and you are hitting disintegrate for 290k…that’s not actually that bad.

          • Guillermo
            March 4, 2017 at 2:18 am

            Thats when alone and i group but sometimes i hit like 590 in group with dc.
            My stats are:
            13str,15 cons , 13 dex, 26inte , 19wis, 24 cha.
            My power: 22,589
            Critical strike: 13,461
            Armor penetration: 4,786
            Then critical change 55.7% and severity 93.5% and resistance ignored 47.3
            All that is without proc the bondings.

            I have seem some videos where people with control wizard have hits betewen 1 million and 6 million.

            Thanks for all guys. And witing for some answer

          • Profile photo of Datsik
            March 4, 2017 at 3:16 am

            First thing that jumps out is your Power and Int are low.

            Try getting in a guild with power boon at max. It is an extra 8k power that really helps. Your Int can be increased by re-rolling stats and I would also look to see if you can increase your Cha stat as well.. That unfortunately costs zen 🙁

            Other than that your actual character looks good. Just make sure all of your gear has Crit AND Power on it.

            The next thing to look at is the enchantments and the gear on your summoned comp. Having rank 12 Radiants, Azures, Brutals and even Black Ice really helps too. I suggest throwing your absolute best enchants on the companion.

            Are you slotting Chilling Presence? That is pretty big too.

  • rocket
    March 3, 2017 at 5:08 pm

    sorry, i think im missing something, is there a guide to ability to character scores/stats?

    • Profile photo of Datsik
      March 3, 2017 at 11:32 pm

      There should be stat rolls and ability scores under races tab. Check there. 😊

      • Guillermo
        March 4, 2017 at 3:41 am

        Yes datsik im rolling chilling presence , and i am in guild whit power boon , and yes i know i have to reroll , one final cuestion , is better to have radiant on ofense rings on my companion for power or azure like i have? For better results.

        • Profile photo of Hermione
          March 4, 2017 at 4:15 pm

          You use your companion to get up to 100% crit chance. Once there, whatever else you have spare goes into power, example; 3 brutals on your companion gets you to 100%, so the other 3 offense slots remaining you can use 3 radiants.

  • ScorZa
    March 4, 2017 at 10:31 am

    Do you guys think i would have problem when i reach 70 with t.dread ? like would i have enough crit chance at 70 ?

    • Profile photo of Hermione
      March 4, 2017 at 4:17 pm

      If your crit chance is really low, running eye of the storm as a passive could be a good idea until you raise your crit. Once your crit is higher, switch out eye of the storm for storm spell. 🙂

  • lardeson
    March 4, 2017 at 12:56 pm

    hey Datsik, nice build man, but i tried something different. i think human is better for end game as a race, i know you lose 2 points and the tiefling debuff is all nice but those 3 heroic points specced well are much better than dragonborn and tiefling, well not much better but makes it a better choice for end game. i switched from DB to human, and specced then 3 points on prestidigitation, in dungeons, that feat is better than spellcaster, even as none human, i wouldn’t choose spellcaster to prestidigitation, i’ve seen a good increase in dps after switching, im using Spellstorm. also i cant see how AoC can be better than IV, the only scenery where it could be better is SVA, but as for any other end-game runs IV is better. Also with prestidigation you can worry less about crit and AP and get more power, so i dont see why not. Anyway lemme know what you think, tnx

    • Profile photo of Datsik
      March 4, 2017 at 5:30 pm

      Thanks. Keep on trying new things and testing them. That is what we do. We do not rely solely on the eye test and paingiver results. We respec and start charting
      I have been all of the races we have listed, I’ve been all of the specs we have listed, I’ve tested all of the abilities we have listed and when you see a DPS build without Prestidigitation, it is for a good reason. We have tested all of this. In saying all of that, we do recommend one important thing. Play however you want. It’s your time and effort. The guide was made to help steer people away from powers that do not work correctly.

      What Prestidigitation increases by 3%: Power Rating, Critical Strike Rating, Recovery Rating, Defense Rating, Deflection Rating and Movement Rating.
      3% of 30,000 power is 900. Your new increase on power is 30900. What is the dps increase of 900 power?

      Learned Spellcaster with 5/5 math: 5(1+(Your Int-10/100)

      Compare the numbers. What is the increase of them both? Want to mix and match? Change that 5 to a 3 and then compare the results again. This is why we do not recommend using it.

      AoC and IV is a personal choice, and to say it “could” only be good in SVA is absolutely incorrect. Ive explained how it works in another comment somewhere and I am not going to search for it or retype.

      I woke up on the wrong side of the bed this morning. Sorry, not trying to come off as attacking. Just in a meh mood, and don’t want to leave you hanging.

      • lardeson
        March 4, 2017 at 11:54 pm

        its all gud mate, so as you said AoC better with group play, but in most cases you just gnna be doing those single dailies and boons, as i mentioned i’ve never tried AoC, im currently at 45k power, so maybe thats why i dont see the difference between spellcaster and prest, but have to mention im not getting about 160k with any good dc in dungeons since i specced, but also i’ve never specced 5 to spellcaster, maybe its worth trying, thanks for the info. another question i would like to know, human or tiefling? dragonborn is just giving me, well not much 3% power and crit almost unnoticed, with the avengers on my companion im already getting over 100% crit, so its kinda a waste. tnx again for your reply

      • lardeson
        March 5, 2017 at 12:04 am

        oh 1 more thing i would like to ask. i see lots of ppl with 60k raw power? i mean i have all my equips and enchantments are max, using full brutals on all offense, i have the warhorse aswel, guild boon at max but still stuck at 45k, oh and about insignias, would do you trully think about those? is assasins covenant worth it for us CWs? i tried it yesterday and well i noticed like 2k more power or maybe more but is PC worth more? in dungeons i have like 30k lifesteal and 10k defense, pretty low deflection. how about artificers persuasion, combatants maneuver, i’ve seen someone with 5x PC, is it worth it, lemme know what you think, thanks and sorry for your time :p

        • Profile photo of Hermione
          March 5, 2017 at 1:56 am

          Assassins covenant, as far as I’m aware is base stats. Doesn’t matter what they go up to in battle and yes it’s worth using. PC and AC should both be used.

          Spell caster is better than prestidigation.

          Never seen any CW at 60k raw power.

        • Profile photo of Hermione
          March 5, 2017 at 1:57 am

          IMO, Human is probably the best race, followed by tiefling and then dragon born.

          • lardeson
            March 5, 2017 at 2:32 am

            i see, tnx, will switch to human and respecc those extra 3 on spellcaster, tnx for the info on the insignias, just switched out AP for AC

  • Brandi
    March 4, 2017 at 4:52 pm

    Hey guys I took my CW through the Drake pens for the first time and the cell key dropped. I now have the Repenrant Dragon Cultist Companion which I unsterstand is pretty rare. What do you think? Should I use him?

    • Profile photo of Hermione
      March 4, 2017 at 6:18 pm

      It’s a good alternative if you don’t have any of the main ones listed 🙂

      • Brandi
        March 4, 2017 at 6:39 pm

        I have the con artist but know bonings yet. Mostly randoms. Erinyes, illusionist, Kenku Archer, most of them I just got from drops. Resources are limited right now. They are all green. I can upgrade one to blue I just can’t decide what to do.

    • Profile photo of Datsik
      March 4, 2017 at 6:28 pm

      The dragon cultist would be good as summoned for a Buff/Debuff build

      • Brandi
        March 4, 2017 at 6:44 pm

        I have been contemplating whether to stick with dps or go b\d. I’m just not sure. I have a pretty awesome TR as my main and she’s my fav. I know exactly what she needs. This is driving me mad. I want to kick butt whether I’m playing solo or with a group. Btw….I appreciate all the advice you’ve given. You guys rock!!!

        • Profile photo of Datsik
          March 4, 2017 at 6:55 pm

          If you go MoF Thaum/Opp you will be able to DPS when you want, and be a Debuff when you want. All that changes are personal features and swapping a few spells.
          I think this may help give you time to decide which direction you want to go. You can build for DPS and not hinder the debuff.
          It is the most flexible spec you can be. It also comes in 2nd to Spellstorm, and is quite competitive dps wise. Just follow the Thaum/Opp build, and check out the dungeon guide for how to use it for dps. Then check out the B/D dungeon guide for how to use it in a debuff scenario. Best of both worlds. 🙂

  • Wizardrules
    March 4, 2017 at 5:49 pm

    hi, just reading amazing guide thank you so much.
    I was wondering should i sell my dread enchantment before mod11 comes to consoles? as i understand i need to switch to lighting you wrote? do you keep or sell? thank you.

  • March 6, 2017 at 3:39 pm

    Hey! I’m new to this game and just turned like 30. I’m just wondering what powers to skill with the SS DPS build? Thanks in advance

    • Profile photo of Hermione
      March 6, 2017 at 10:01 pm

      Hey man, the SS dungeon guide has the main encounters you will want unlocked. Skill wise levelling, use conduit of ice (RB), chill strike, steal time and Icy terrain.

      Once you unlock disintegrate, near level 70, unlock that and take off chill strike.

      Remember to put points in Chilling presence etc.

      if you click SS dungeon guide –> all the spells listed will be the ones you want your main points in 🙂 from at wills to passives.

  • March 9, 2017 at 6:11 pm

    I’m the MoF B/D Rena/Thera build, you have 5/5 Chilling Advantage, but you don’t slot Chilling Presence on the loadouts.

    Am I missing something?

    • Profile photo of Datsik
      March 10, 2017 at 3:20 am

      No you aren’t missing anything at all and in fact, that build is going to be replaced in the next update. But the reason for using/selecting that feat is flexibility and assisting with soloing. However, enough people have asked this same question, so we are going to change it for straight B/D build. BodyBag will be creating two more B/D builds and they will be added.

  • iGoRooar
    March 10, 2017 at 12:11 am

    Is there a specific reading why you don’t run orcus or lostmauth set? I know the belt doesn’t really apply but shouldn’t the set bonus of either cover?

    • Profile photo of Hermione
      March 10, 2017 at 7:32 am

      The lostmauth set bonus is weaker in comparison to +4 INT and the orcus set will shine in mSva/FBI on the boss fights.

      The formula is (Your health% – Enemy Health %)/5

      So if you’re at 100% and enemy is half health it’s (100-50)/5 = 10% damage bonus.

      The issue with the orcus set is that on trash mobs you lose a lot of damage compared to the consistency of the owlbear belt. +4% damage bonus (actually a little more
      Because of learned spell caster).

      So it’s really preference. If you run a lot
      of CN’s, edemo etc. Then the orcus set would not nearly as good.

      • iGoRooar
        March 10, 2017 at 8:07 am

        Alright thanks for the feedback. I see you also mentioned the owlbear belt. Would that also be better than Valindra’s belt and its bonus?

        • Profile photo of Hermione
          March 10, 2017 at 10:03 am

          The valindras belt is used to help pad stats, it’s for the +2 CHA as that is +2% crit chance. If you are comfortably at the 100% crit chance point, then the extra +2 INT from the owlbear is worth more in terms Of damage. Most end game CWs run the owlbear belt :).

          • iGoRooar
            March 10, 2017 at 10:06 am

            Okay. Makes sense. :). Last question, how do you recommend maximizing such stats to get to that point? As far as companions go, i’m currently running Augment as it is easier to manage and i like the raw stats added.

          • Profile photo of Hermione
            March 10, 2017 at 10:20 am

            Using azures and any gear/artifacts etc. that specialises in crit (we have listed everything in the guide in the corresponding tabs) to hit 100% crit cap. Using a companion that strikes and procs your bondings is the best way. Not an augment.

            I answered a question on Facebook that helps explain this. Going to copy and paste here, hopefully it helps? Let me know.

            The bondings give 840 power AND proc (at rank 12) 95% of your companion stats. So 3x rank 12 bondings is 285% buff.

            The gear on your companion e.g. Fire archon – 2 ring slots and a talisman. Your crit stat will be on them, as well the enchants.

            Let’s assume you have full adorable gear. So 2 adorable rings and one adorable talisman. (521 power and 348 crit, double offense slot per piece). In the offense slot you run a brutal. (420 power and 420 crit). Each piece is double
            Offense and you have 3 gear pieces so that’s 6 enchantment slots.

            So from the 6 brutals you gain, (6×420), 2520 power and 2520 crit.

            The gear pieces (3×521)- power = 1563

            And (3×348) – crit = 1044

            Bondings give 840 power each at rank 12 so (3×840) = 2520.

            So your companion now has like 6.5k power and 3.5k crit. The companion itself has default stats, at legendary a fire archon has default 700+ crit, armor pen and power.

            So essentially you’ll have 4kish crit and 7k+ power. That when your bondings proc will give you 285% of them stats, having a legendary companion will give you an extra 15% on top. So you gain 300% of them stats.

            So 300% of 4K crit is 12k. That’s a 30% crit chance buff. Once bondings are up they rarely ever drop as they last for 20 seconds but the timer gets refreshed all the time from companion continuing to attack. This is how you reach the crit 100% constantly.

  • Guillermo
    March 10, 2017 at 11:49 pm

    Thanks for all my answer and from the public in general , i have antoher cuestion , for end game is better human or tiefling for more damage in general im running tiefling

  • Carmine
    March 12, 2017 at 8:16 pm

    So like, definitely the closest online for buff wizards but there are a few things that are making me cringe…for one there is no ren/oppressor which is the staple of buffing with combustive. The twisting immolation feat allows you to actually keep the combustive buff up, which is pretty much when everything starts dying. Going thaum not only misses that, but also misses bitter cold, which is small but is good for starting everyones dps higher before full buffs. There is also no full Opp/thaum build which has been the most viable for keeping you most effective buffs up, and also allows for ultimate CC to make runs just generallt faster. There is more but i would much prefer to not give everything away (; Anastasia@Gnash Brownz if you wanna know how to actually buff

    • Profile photo of Datsik
      March 12, 2017 at 9:58 pm

      Well, thanks for the message. Couple things, and we have stated this a few times in the previous comments, is that the second build is being removed in the mod 11 update which seems to be the one you are referring to. Apparently nobody likes a buff/debuff build that helps with being able to soloing, so we are removing that for a couple more B/D Builds designed for that purpose only.
      Also, The way Combustive Action works, is when you apply Smolder via a daily (feat) or other means, it applies a DEBUFF to the enemy, not a buff, and gives AP gain when a mob dies. By the way you were describing it, I wasn’t entirely sure you know what it does. The fact that people miss interpret what a buff and a debuff is makes me cringe.

      The only thing viable in an Oppressor/Thaumaturge build is Spell Twisting. With enough recovery, you can skip this feat and tree entirely, and focus more on a couple buffs from renegade and a little bit of AP gain for yourself. That is why we have our Oppressor/Renegade build as an option.

      I personally don’t think you have more to offer, nor have anything else (secrets) you could possibly give away. I appreciate you taking the time to pick on one build though, as it shows you read at least up to that point. 🙂

      • Carmine
        March 15, 2017 at 2:01 pm

        I feel we both might have misunderstood. I am aware of combustive and swath both being debuffs, and NOT buffs. The main purpose of an mof is to reach that debuff cap, so that the other classes buffs can exponentially increase outgoing dps through their power share and buffs. (most powers on other classes are all buffs to team rather debuffs to enemy)

        That being said, the builds im referring to are oppressor/thaum and renegade/oppressor. The one ive most commonly given out for simplicity is the ren/opp. Same feats are your ren/thaum, except throw the last 10 into oppressor for 5% debuff and the daze/extra length for combustive. The last 5 i leave up to the user for either icy veins for some CC or throw it into abyss.
        –>Abyss allows for extra chance of procing the Drow 10% defense debuff as well. Furthermore, using a lightning enchant with that combo procs abyss more, AND adds more chance on itself on proccing drow buff.

        My current build is more towards stagnent buff/debuffs, and more towards the utility of control. Full oppressor with capstone/thaum for twisting and drifting embers. Even with high recov, twisting helps to ensure your combustive buff stays up, and the drifting embers helps to spread your simple swath buff goes up on trash mobs. I run coi in rb, then steal time, icy terrain, and fanning for trash, and swap fanning out for enfeeblement on bosses.

        On bosses, the rotation goes furious immolation, (i call it flame toilet 😏) Then a coi to proc double swath. Then you can almost button mash and include your scorching every few encounters to proc spell twisting.
        –>this btw is a much easier way to proc double swath over the way with oppressive, only two steps lol

        For trash mobs, the CC from this whole setup allows you to suck in all the mobs and freeze them instantly to proc frigid winds, and for a long enough time for any dps to beat up while taking no damage at all. The oppressor capstone helps with this because it lets chill stacks last 2.5 seconds longer. And i mean, shatter can be cool sometimes too lol. Having all of the mobs always pulled together and frozen is much more important for speed runs than some people think. IBS’ing one guy on the left then at-willing the one on the right takes much more time than just simply running up to a group hug and one shotting everything (;

        Keep in mind i am in no way trying to downplay anything. These are simply my two builds ive come up with over the course of however longs its been since mod 5 :p

  • Ruff
    March 13, 2017 at 11:13 pm

    Play the SS dps Thaum, but having a hard time to figure out a good combination on the artifacts listed currently have lantern; wheels, CW sigil and Valindra,thinking bout putting thayan book in to the mix but dont know wich one to replace,what artifacts do you use on yours?

    • Profile photo of Datsik
      March 13, 2017 at 11:37 pm

      It really comes down to stats, and what you are missing. I assume your wheel is the primary, and the lantern, controller and valindra artifacts are secondary.
      What it comes down to is stat distribution with those 3. If you need more armpen, maybe taking out valindras for thayan would be good. I say just change them based on what you need. if you are in a good spot, no need to change.

      • Ruff
        March 14, 2017 at 9:45 pm

        valindra is only there for the set bonus and it was cheap, and whats bis between Wheel and DC ?

        • Profile photo of Datsik
          March 15, 2017 at 1:00 am

          They are about the same to be honest

          • Ruff
            March 15, 2017 at 12:27 pm

            forgot to mentioned that i have not equiped the wheels yet, they are pretty expensive on ps4 and have heard it can be hard to get guarante fire buff so would i be better of selling it and go dc? or is it not that hard to get the fire buff

          • Profile photo of Hermione
            March 19, 2017 at 9:06 am

            There’s technique to the wheel, casting and jumping forward at the same time
            To land in the fire.

  • Filterdevil
    March 14, 2017 at 1:56 pm

    Was wondering about two things.
    First, shouldnt fire archon be in the companions section? Was wondering if this was an oversight or if there was a reason.
    Sencond, did you do any testing on a renegade dominant thurm hybrid dps/buff defuff? From my experience this is one of the best cw builds. Gots excellent damage and buffs. While it doesnt have the buffs of a mof and doesnt have the damage of a ss thurm the happy medium is optimal for all scenarios. Espically endgame content. Most cws will get out dps by a sw, gwf or hr anyway so dps build leaves one asking, “whats my role.” While mof buff debuff is useful but not any fun.
    I think a section on a well rounded renegade would be an excellent addition to your awesome guide.

    • Profile photo of Hermione
      March 19, 2017 at 9:08 am

      I see your point and maybe we will add it mod 11, but we don’t really find being a mix, effective. Like a CW will outdps SW,GWF, HR etc if you go full dps and play it right. My CW on Xbox stomps on nearly everyone. It’s actually how I make AD on the side lol.

  • Profile photo of Steve
    March 18, 2017 at 4:22 am

    I was wondering which is the best dps artifact set for CW – Orcus, Valindra or Lostmauth. Ty

    • Profile photo of Hermione
      March 19, 2017 at 9:09 am

      Option D, none of the above lol.

      Valindras belt if you need crit chance, if your comfortably at the 100% mark then use owlbear belt. Can use whatever neck piece and artifact you need to pad your stats.

      Now, if you are strictly running FBI/mSva only orcus is decent. CN, edemo, every other dungeon; it’s trash

  • Wizardrules
    March 19, 2017 at 4:58 pm

    Goodweekend, I have just gotten the boots from heroic farm bryn, the assault and raid dropped, for my cw dps, i read that the raid version is BiS in the guide.
    Can i go ahead with restoring the raid boots or would you suggest to hang fire if they are still the best version come mod11 on ps4 ?
    thank you.

  • Profile photo of Aldie
    March 19, 2017 at 9:11 pm

    So, I’ve been playing with CW since probably 2014, loves it, but decided to delete and now I made a new one, and have to say that your guide is helping me blast through the levels =). I hope you keep up the good work and make future updates. Thanks for sharing it. ☺☺☺

    Also, not sure what is called, what’s the meaning of AoC? Lol

  • Novos
    March 20, 2017 at 12:43 pm

    Amazing guide! Thank you so much! A couple of things. What stats should we be going for on level up? Int & Cha or Int & Wis? Also the mount enchants are a little confusing. Can you elaborate?

    Thanks again!

    • Profile photo of Datsik
      March 20, 2017 at 5:00 pm

      For DPS, everything should be about INT and CHA.

      What did you want to know specifically about the mount insignias?

      • Novos
        March 20, 2017 at 5:10 pm

        Oh ok thank you! For the mount enchantments, I’m not understanding the layout. You have a random combo of gem slots, and then 1 enchantment listed. Do the combo of slots matter? Shouldn’t it be listed as X Slot = Y Enchant? Why is a different enchant listed for the different slot combos? Thanks in advance for all the help!

        • Profile photo of Datsik
          March 20, 2017 at 7:33 pm

          Basically you have mount bonuses like wanderers fortune, gladiators guile etc. Those descriptions list what insignias you need to get those bonuses, like regals, illuminated, barbed etc.

          Below those are actual insignias like skill, dominance etc.

          So basically you would need barbed insignia of skill and put that in a mount slot that goes towards the bonus you are trying to get.

  • Novos
    March 21, 2017 at 12:22 pm

    As a new 70, what weapon set should we be going for until we get manaseeker’s or twisted? The Elemental Evil ones?

    • Profile photo of Datsik
      March 21, 2017 at 2:38 pm

      The elemental ones will do until you get manaseekers or the new ones from mod 11. You will also get the twisted just by running mdemo.

  • Aria
    March 23, 2017 at 12:18 am

    When you use At-Wills inbetween encounters for spell twisting, do you just use the first cast? Or use all 3 casts? Thank you in advance

  • Ruff
    March 24, 2017 at 2:02 am

    will any of the new mod 11 weapons be bis for the SS – Thaum – Opp build?

    • Profile photo of Hermione
      March 24, 2017 at 10:09 am

      We don’t know yet it takes a while
      To obtain a set so a comparison hasn’t been drawn up so far(from PC players).
      What we do know is, lifeforged and mirage suck. Fey is for support classes – mainly clerics. Still to see testing on aboleth.

      In my opinion tho, relic will still be BiS.
      Datsik hopes the new weapons are competitive because he didn’t have the time to grind for relic weapons.

      • Profile photo of Datsik
        March 24, 2017 at 7:33 pm

        Datsik also thinks losing the 10% because of having to dodge sucks, so he is willing to sacrifice ~5% extra damage because of that. At the same time, he also hopes that he doesn’t get screwed with a weapon proc at the end of his combat as well. He also asks himself why he speaks of himself in the third person. He is still trying to determine that as he types.

  • March 24, 2017 at 10:02 am

    Would it be possible to combine renegade and oppressor to get both IV and AoC?

    • Profile photo of Hermione
      March 25, 2017 at 10:28 am

      You can.. but that’s 30 points to that, meaning you’ll have to drop Elemental reinforcement and Spell twisting. (You’ll only have one point remaining to put in between them). Which, as DPS, is a no-no

  • Jonathan Norrish
    March 26, 2017 at 2:09 am

    So just an update since x2 refinement
    4024 il B/D Mof Opp/Ren
    Legendary Burning and Valindra’s set
    Bloodlords helm, Lifesilk chest, Dusk raid arms, Black ice treads, Sudden precision 5, Rising power 4
    Offensive rank 11 Azures
    Defense rank 11 Darks
    Utility rank 10 Darks
    Artifacts: All Mythic, Devoted, Valindras shard, Symbol of Air, Heart of Blue Dragon
    Companions: Legendary Harper Bard
    Epics: Wisp, Cantankerous Mage, Rust monster, Red Slaad or Manticore
    Mounts: Gladiators, Shepherds Devotion, both Artificers Champions Return. Flail Snail mount bonus
    Static stats Buffed stats
    Power: 16824. 27608
    Critical: 14651. 20914-24914
    Recovery: 9952. 17122-20456
    Defense: 7985. 14739
    Crit chance: 51.6%. 74.3%-82.7%
    Recharge sp:78.9%. 116.4%-120.6%
    Apg:42.9%. 64.2%
    Life st: 12.4%
    Ty you so much for all the help and advice and plz if you see something that should be changed or improved let me know

    • Jonathan Norrish
      March 26, 2017 at 2:17 am

      Sry companion has
      R12 bondings
      Rose gold raid ring w/r12 azure and r10 dark
      DF Resto Neck w/r11 azure
      Gemmed Ex aberrant belt of Recovery w/r10 blackice

      • Body Bag
        March 27, 2017 at 1:45 am

        hey jonathan, thanks for the support! so i was looking over the gear and i found that what you are running right now is too mixed up and all over the place. so what i would recommend doing is getting the dusk raid shoes. this will give you the 2 piece bonus for 1000 extra power and defense. plus 5000 extra hit points while in a group. now for the head and chest pieces. for the head piece i would recommend one of the 3. the drowcraft cap (135 IL), or the manaseeker’s assault cap (recommended), if you can’t get either of those get the dragonflight raid cap. for your chest piece i would recommend getting the historian’s regalia from normal SVA. that also gives alot of hit points and 12AC which gives better survivability.
        now for your companion the only thing i would say is maybe swap out the black ice 10 for an azure. only because black ice are really only good at rank 12. you could probably trade it directly for a rank 11 azure. depending on prices. i hope some of this helps. again thank you for taking the time to read through and use our builds! 🙂

        • Jonathan Norrish
          March 27, 2017 at 4:03 am

          Defiantly will do. Ty for taking time to look over everything and I will make the follow adjustments

  • Violet
    March 29, 2017 at 7:44 pm

    Hi. Thank you for the guide. I was wondering why Ice Storm is recommended for the Ascent in FBI in the MoF DPS Dungeon section? Thank you.

    • Profile photo of Datsik
      March 29, 2017 at 8:47 pm

      The radius is quite large so you can use it on the edge, it’s damage is higher, and the bears and giants are immune to knock back. Most pulls are 5 or less where this spell will excel. If going this route over oppressive force, make sure you take it back off, because the trolls are not immune to knock back.

      I’d also like to say, if you are on PC and using lightning, then use oppressive force.

  • April 2, 2017 at 11:50 am

    Which deals more dos total MoF or SS

  • HaseKent
    April 3, 2017 at 6:11 am

    Thanks for this great and detailed guide.
    I have a question here though, what is the difference between the 2 builds, Renegade/Thaumaturge and Thaumaturge/Renegade? as in the pros and cons?

    thank you

    • HaseKent
      April 3, 2017 at 6:12 am

      For the SS DPS one =)

    • Profile photo of Datsik
      April 3, 2017 at 4:06 pm

      Rene/Thaum is good for early lower item levels. You get the extra 10% crit, some combat advantage without positioning, crit severity, and offer some group buffs as well with chaos magic.

      Thaum/Rene just puts out more damage thanks to assailing force, elemental reinforcement and elemental empowerment.

  • Cwalker36
    April 8, 2017 at 6:30 pm

    Love the guide guys. My question is what is the top build as of right now for dps? I running with SM thaum/opp build 3k2 IL base 19,632 power 15,253 crit 26int 24cha crit chance 60.2. 2 rk 12 bonding and 1 rk 11. What build would put out the most dps for my stats? Thanks

  • Nurseylicious
    April 11, 2017 at 8:42 am

    Datsik….wow..u guys did an amazing job! I love it!!! I can say I have known Datsik for a while and u are always so helpful!! So its way late for me so I am tired..I have a ?? I have trans lightening..so how exactly am I supposed to change my feats? U prob wrote about it but there’s so many comments and I have been trying to read it all..:-)) are u doing a hybrid? Thxs again for all this work you guys!!

    • Profile photo of Datsik
      April 11, 2017 at 5:18 pm

      Hey!! Thanks for the positive feedback!

      The best way to use lightning is with Thaum/Rene build. Nothing else is really changing. 😊

  • shiram
    April 11, 2017 at 6:23 pm

    Any of the mod 11 weapon better than the twisted set, for a dps build CW?
    Aboleth maybe?

    • Profile photo of Datsik
      April 11, 2017 at 6:28 pm

      A good choice for mod 11 is Aboleth. We haven’t done testing on any of them, but the weapon damage these weapons have is superior to twisted.

  • Berre FreeTibet
    April 12, 2017 at 9:59 am

    First of all respect for your work!
    Now a question regarding Mod 11 for a SS Thaum/Rene build: could the Blue Dragon artefact and the Thunderhead enchantment be Bis or not? Especially in combination with the Lightning ench.

    • Profile photo of Datsik
      April 13, 2017 at 12:21 am

      Thanks for the compliment!

      Only the lightning received a buff this mod. I would advise just replacing your dread/vorpal for the lightning. The guide will be updated soon to reflect.

  • Kallia
    April 14, 2017 at 7:14 pm

    With the new companion gear, what is the set for a Fire Archon?

    I have the following on my Fire Archon

    +4 Fierce Ring
    +3 Bold Ring
    +3 Bold Talisman

    I bought the bold items for 10K AD each. Fierce I got running the new Skirmish on my DC, was like OMFG I finally get something good on my main, but once again it goes to another toon. LOL…

    • Profile photo of Datsik
      April 14, 2017 at 11:26 pm

      I need to update the companion section, but anything with power, recovery and crit is good.

      Any of those combinations with double offensive slots should be what to shoot for.

  • Brandi
    April 17, 2017 at 5:26 pm

    Hey guys, I have been hearing rumors that the con-artist is no longer BIS for summoned. Is that true? If so what should I use instead? Thanks!!!

    • Profile photo of Datsik
      April 17, 2017 at 8:17 pm

      Its still good. The Sellsword is the same, except it has the extra offensive slot for the bonding which people would prefer for DPS. It just requires the +4 companion gear from Illusionsts Gambit and that is a grind. Eventually im going to update the companion section, just not motivated right now lol

  • Grimzy
    April 17, 2017 at 6:50 pm

    At what point would u recommend the flail snail equip power?

    • Profile photo of Datsik
      April 17, 2017 at 8:14 pm

      At any point to be honest. Can’t go wrong with it. It’s pretty awesome 😁

      • Grimzy
        April 17, 2017 at 11:05 pm

        So basically if you can handle losing 2000 power or 2000 crit and adjust it’s goooood? :p ….will it make a noticeable difference in dps? Just wondering. And just so you know, you guys are amazing. The work you guys put into this is greatly appreciated 🙂

        • Profile photo of Datsik
          April 18, 2017 at 2:31 am

          It is noticeable. When running with a similar CW but using a different mount power, you will be hitting more dailies. In my opinion, it’s currently the best mount power followed by crit.

          Running a crit mount just allows you to hit crit cap and focus stats else where, which also helps. It’s all about stat distribution to maximize DPS.

  • Oars
    April 17, 2017 at 9:39 pm

    Can I use dragonflight gear on dps mof build also I’m thinking of switching center to my main but my pally is higher.

    • Profile photo of Datsik
      April 18, 2017 at 2:25 am

      You can use it, but you should always be focusing on crit power and recovery. If on a budget, I suggest looking at 2 pieces of dusk, and maybe 2 pieces of dragonflight or drow

  • Wizardrules
    April 18, 2017 at 3:55 pm

    hi i am really on the fence which summend compagnion for my cw dps build to use and make legendary.
    please can you help me advise between fire archon or sellsword or what is the best one to use as summend now ? thanks

    • Profile photo of Datsik
      April 18, 2017 at 5:12 pm

      I would say Sellsword, but that’s only if you have the gear for it. The fire archon gear is much easier to obtain and the air archon isn’t bad either.

      Also, for the best value, I’d make a companion legendary that you don’t plan to replace. The WHR for example or Air Archon. Those guys, even though not summoned, still give the legendary bonus while in active slot.

  • Arc
    April 20, 2017 at 12:15 am

    How you guys feel about the new weapons (ascendancy) for the AOC build?

    • Profile photo of Datsik
      April 21, 2017 at 12:33 am

      The weapon damage on them is good, so it definitely helps. Aboleth is the weapon set that seems to be the best for dps out of the four weapon choices. Relic is still BiS though.

  • Aria
    April 22, 2017 at 4:02 am

    How exactly do you get 10k recovery when you build crit on everything? Only the weps and belt pretty much have recovery. Minus a few boons

    • Profile photo of Datsik
      April 22, 2017 at 5:47 am

      Through the companion. You can use cruels, black ice, and also use gear on companion that has crit/recovery or power/recovery. It’s a balancing act for sure, but extremely worth it in the end. If you are not maxed or close, or struggling with crit, then keep focus on crit. If you are maxed/endgame, then the 10k recovery is what will seperate you from the others that don’t have recovery and rely on spell twisting alone.

  • Giuliastro
    April 23, 2017 at 7:26 am

    Hello Datsik and thank you for your guide.
    I am wondering, why using SuS for single targets / boss fights? I am using the same rotation but I found my damage goes upper if I use CS instead of SuS.

    Thanks in advance.

  • Vergil
    April 24, 2017 at 6:24 am

    Thanks for the very good, detailed, and so professional-created guide! I have one question. Can you public a powers list? I only start play CW, and don’t know about leveling skills.

Leave a Response

Fonts by Google Fonts. Icons by Fontello. Full Credits here »
Open

Close