Attention: Due to Cryptic Studios inability to fix the vaurious bugs plaguing Feats, and having completed all content ages ago next to being capped on gear I currently just have no interest in the game, and therefore won't be updating this guide until/if I find interest to play again.
The build currently seems to be largely unaffected by the future Class Balance & Content Update -just find a replacement for Ray of Enfeeblement. I hope this guide can be kept up so players can seek for material in it. I took the initiative, someone else/you as a community can keep the ball rolling. Feel free to use the materials in the guide for one of your own, I don't mind. Atleast mention my sorry arse if you do. Thanks for all the support.
I'll be... http://www.youtube.com/watch?v=DhWs3DVk-FU (?)
Senrack/Runicfi of Beholder
Provide sufficient control, then do maximum damage.
Excess control is a waste, excess damage cannot be made.
Best race: Tiefling or Human
Attributes: Int > Cha > Wis
Power ( no cap )
Armor Penetration ( seems to softcap around 1750 )
Crit ( seems to softcap around 1000 )
Recovery ( seems to softcap around 1000 )
Weapon Enchantment: Vorpal or Plaguefire
Current gearscore: 10,2k.
Some Powers ( at the moment ) are clearly awesome and some next to useless. I've respecced around 10 times to try different builds, and found one that clearly tops all the others in terms of damage. Anyhow, here's a breakdown of my findings and views on the powers from a PvE Dungeon DPS -perspective:
The most damaging At-Will that should always be used for DPS.
Ray of Frost
Useful if you need to stun a mob or slow them down, in all honesty you will only need to use Magic Missile.
Decent damage if you build having a lot of the Chill -damage increasing features. Loses to magic missile however. AoE of the third attack is really small and you will put out more DPS in total with Magic Missile.
Just plain bad damage from itself. Small damage and takes time to charge, during which again Magic Missile will have accomplished more.
Mostly I use Storm Spell and Eye of the Storm. You can level up the rest if you feel like you have use for them.
Nice damage and a lifesaver, but don't use it in a group dungeon unless the scattering is spesifically required or you want to be an idiot and hated by your whole group. It will throw the mobs around, lower everyones DPS and possibly cause problems for the tank.
A good AoE damage ability that will also give the group time to breathe as it dazes the mobs. This is one of the better options for a Daily.
A powerful single target nuke, which I personally use for bosses and elite mobs. Also stuns.
The daily your group likes. Puts all mobs in a bunch so they can be AOE'd easily. The other "best" option for a dungeon enviroment.
Maelstrom of Chaos
Needs to be targeted and has a low channeling time, doesnt do that impressive damage. Bad.
This spell should be on every CW's spell mastery slot. Deals huge AoE damage, and stuns the main target.
A lifesaver, and a good source of control. I have this maxed ( one point is enough too ) since otherwise I'd have to put the points into a crappy ability. Grants great AP generation when mastery slotted.
Conduit of Ice
A decent dot that increases damage by a lot. When Feated, also lowers the mobs mitigation, increasing the effect even further. Very good if Feated or if you're going for an icy build.
Bad, except for pushing mobs off cliffs if you want to "cheat."
Ray of Enfeeblement
This is a part of my rotation and maxed, does decent damage and reduces mob mitigation, increasing everyones damage further.
The immobilization is short, the AoE is small. Nothing too great.
Some people swear on this in PvP, and it is useful there. In PvE I don't utilize this spell.
An ability for controlling a lot of mobs. I have it maxed. Does allright damagewise, and dazes the mobs to give a breather in a tight spot.
Does decent AoE damage. Currently bugged and doing less than it should, also cannot crit.
A decent ability, not usually in my bars when doing a dungeon but can be useful in some future encounter where you will automatically die without it. Can be used to knock mobs off cliffs aswell, some even use this in their DPS rotation as it grants a huge amount of action points.
Shard of the Endless Avalanche
Takes ages to use, first to land it and then hurl it, and the end result is some minor damage, during which time you would've done 3x the DPS with other abilities. Utterly bad.
What Powers should I skill up and how?
Fully skill the powers I have slotted in my hotbars ( detailed below ) the rest doesn't matter. Entangling Force can be useful if more control is required.
What do I have in my hotbars in a PvE Heroic Dungeon for maximum damage at the moment:
Spell Mastery: Chill Strike
Feature: Storm Spell
Feature: Eye of the Storm
Encounter: Ray of Enfeeblement
Encounter: Conduit of Ice
Encounter: Steal Time
At-Will: Magic Missile
At-Will: Ray of Frost
Daily: Ice Knife
Daily: Arcane Singularity
As you can see, all are damaging abilities ( no surprise here when you want to do damage. ) And with this kit I have managed to do maximum DPS that hasn't been matched by another set of abilities in my use atleast. However, these abilities also provide crowd control. You have AS, 2 stuns, an AoE Daze and Freeze at your disposal.
With these Feats I've achieved more damage than with anything else so far. You get action points fairly quickly, allowing for multiple dailies per fight. Your Conduit of Ice, and all Arcane Encounter spells in addition to the debuff from Ray of Enfeeblement take away a targets mitigation: pop them on a boss and watch him burn. Your at wills deal 30% something more damage, which is a huge damage increase. You also gain damage by killing mobs, and even more against targets below 30% health. All this in addition to granting Combat Advantage to your group, which again, increases damage.
Spell Mastery Ray of Enfeeblement, slot in Chill Strike, Entangling Force and Conduit of Ice, kill stuff.
Attention to all Renegade -wizards!
No, your spec doesnt provide more crowd control, and it provides less damage increasing talents than the Thaumaturge build, which also includes the 2 best damage increasing Feats of your Feat tree.
The only Feat related to crowd control in Renegade is Maelstrom of Chaos providing Chill, and no one uses that crappy spell. A CW's role also isn't that of just control: it is to provide the control your group needs, and then maximize damage output. Excess control is waste. You can gain equal control in any Paragon Feat -tree by putting Steal Time and/or Entangling Force into your hotbars, or even Shard of the Endless Crappyness if you will. If you like doing excess control, go ahead. Stop posting about the things mentioned above continously, read the thread because everything you're about to say has already been discussed in it. Posts regarding above matters will be ignored, atleast by me. I don't hate on Renegade.
The day Renegade makes my CW do more damage than Thaumaturge, or Thaumaturge doesnt allow me enough control to clear a dungeon, be it T1/T2/T999, is the day I spec Renegade. Currently grinding Castle Never and Tier 2 dungeons just fine.
A plea to Perfect World / Cryptic : Make respeccing cost less, and make it cost gold/less AD. Real money for experimenting with builds, while most likely giving you as developers pointers to what abilities need changing/updating? Come on.
Also note that I do not have the spare time to answer each and every question, and I don't even have the answers to them all. Currently the game has a lot of Feats and Powers that do not work as they're supposed to, or don't work at all.
Last updated: 07.06.2013: Added Weapon Enchantments and thoughts regarding the new balance patch ( http://nw-forum.perfectworld.com/sho...41#post4238941 )
Results 1 to 10 of 279
Thread: Endgame Thaumaturge Guide
05-06-2013, 12:04 AM #1
Endgame Thaumaturge Guide
Last edited by runicfi; 06-14-2013 at 01:09 PM. Reason: Updated.
05-06-2013, 02:16 AM #2
Bump for possible discussion.
05-06-2013, 08:00 AM #3
Bumpity bump. Also posted in the sticky topic so your build can be added to the master list. I just started leveling a wizard and like seeing all the opinions expressed: this class looks very flexible in terms of developments.
05-06-2013, 08:18 AM #4
Wowzers! Thanks for this!
I know Chill has a hard time stacking on bosses. Do the other debuffs (Conduit, Enfeeblement) stick around just fine?
Also - Great to hear your opinion on Shard of the Endless Avalanche. I just picked it up last night, hoping it would be as awesome in some of the videos I saw. SUCH a pain to use... Nice damage and the knock-back is handy, but just utterly a pain in the butt to get right.
Finally, Steal Time has had a constant spot on my bar since I got it. The stun seems more like 2s for me, holding a bit longer than Chill Strike. The AoE also seems much larger and the damage feels comparable, though I'd have to check numbers. I'll try your build out, but it might be a nice swap-out for the Conduit, which I have a tough time keeping up.
05-06-2013, 08:19 AM #5
for aoe situations you have to consider the target cap for some of the spells, namely chill strike, sudden storm and conduit (at 7 i heard). shield however does not have a limit, so when you play like me and pull everything in the room to suck them up and wanna land a big nuke afterwards, maybe consider using shield over chill strike.
05-06-2013, 08:20 AM #6
looks good. I'm atm lvl30 and wanted to go for the same powers and nearly same feat-build. nice to see, that it works
What stats are u going for? crit>power>recovery or what?
Cuz in lower levels I didn't notice a huge change when I equipped gear with power-stat, does that change at higher levels?
Last edited by ayano0o; 05-06-2013 at 08:23 AM.
05-06-2013, 08:21 AM #7for aoe situations you have to consider the target cap for some of the spells, namely chill strike, sudden storm and conduit (at 7 i heard). shield however does not have a limit, so when you play like me and pull everything in the room to suck them up and wanna land a big nuke afterwards, maybe consider using shield over chill strike.
05-06-2013, 08:23 AM #8Finally, Steal Time has had a constant spot on my bar since I got it. The stun seems more like 2s for me, holding a bit longer than Chill Strike. The AoE also seems much larger and the damage feels comparable, though I'd have to check numbers. I'll try your build out, but it might be a nice swap-out for the Conduit, which I have a tough time keeping up.
05-06-2013, 08:26 AM #9
what stats do you mostly go for?
05-06-2013, 10:24 AM #10
Thank you for the comments.
The main stat is Power, secondary is Crit. All the rest is not much use, atleast for now. I have 30% crit ( 5 epic items, rest is blues ) and it's quite enough I've noticed.
Sustained high dps ( Power ) does more in the long run than a spiky critting one. Example screenshot removed, build changed to a higher damage one.
Last edited by runicfi; 05-07-2013 at 02:28 AM.
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